Files
fs2open.github.com/code/graphics/gropengltnl.cpp
T
2005-10-16 11:20:43 +00:00

1021 lines
27 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Graphics/GrOpenGLTNL.cpp $
* $Revision: 1.28 $
* $Date: 2005-10-16 11:20:43 $
* $Author: taylor $
*
* source for doing the fun TNL stuff
*
* $Log: not supported by cvs2svn $
* Revision 1.27 2005/09/05 09:36:41 taylor
* merge of OSX tree
* fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows
* fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current
*
* Revision 1.26 2005/08/29 02:23:04 phreak
* Get rid of alpha blending when using the htl drawing fuctions for lines and spheres.
* Right now, gr_opengl_draw_htl_line and gr_opengl_draw_htl_sphere are only used in fred, so
* it shouldn't change anything critical
*
* Revision 1.25 2005/08/08 01:19:50 taylor
* hopefully fix the problem that was causing geometry issues in just OGL when using VBOs
*
* Revision 1.24 2005/06/19 02:37:02 taylor
* general cleanup, remove some old code
* speed up gr_opengl_flip() just a tad
* inverted gamma slider fix that Sticks made to D3D
* possible fix for ATI green screens
* move opengl_check_for_errors() out of gropentnl so we can use it everywhere
* fix logged OGL info from debug builds to be a little more readable
* if an extension is found but required function is not then fail
* try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for
* some 2d matrix usage checks
*
* Revision 1.23 2005/05/12 17:43:20 taylor
* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
* fixes various problems and is past time to make the switch
* try and keep up with how much VBO data is in memory too since that takes away from texture memory
*
* Revision 1.22 2005/04/05 05:53:17 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 1.21 2005/03/27 02:59:27 wmcoolmon
* Forgot to define 'i' outside of for scope...ironically, in the OGL code.
*
* Revision 1.20 2005/03/24 23:42:21 taylor
* s/gr_ogl_/gr_opengl_/g
* add empty gr_opengl_draw_line_list() so that it's not a NULL pointer
* make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API
*
* Revision 1.19 2005/03/20 00:09:07 phreak
* Added gr_draw_htl_line and gr_draw_htl sphere
* There still needs to be D3D versions implemented, but OGL is done.
* Follow that or ask phreak about how its implemented/
*
* Revision 1.18 2005/03/19 21:03:54 wmcoolmon
* OpenGL display lists
*
* Revision 1.17 2005/03/19 18:02:34 bobboau
* added new graphic functions for state blocks
* also added a class formanageing a new effect
*
* Revision 1.16 2005/02/23 05:11:13 taylor
* more consolidation of various graphics variables
* some header cleaning
* only one tmapper_internal for OGL, don't use more than two tex/pass now
* seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing
* interface when set 3d matrix stuff doesn't have corresponding end
* add dump_frame stuff for OGL, mostly useless but allows trailer recording
*
* Revision 1.15 2005/02/15 00:06:27 taylor
* clean up some model related globals
* code to disable individual thruster glows
* fix issue where 1 extra OGL light pass didn't render
*
* Revision 1.14 2005/02/12 10:44:10 taylor
* fix possible crash in bm_get_section_size()
* get jpeg_read_header() working properly
* VBO fixes and minor optimizations
*
* Revision 1.13 2005/01/13 04:55:57 taylor
* plug leak from VBO crash fix
*
* Revision 1.12 2005/01/03 18:45:22 taylor
* dynamic allocation of num supported OpenGL lights
* add config option for more realistic light settings
* don't render spec maps in nebula to address lighting issue
*
* Revision 1.11 2005/01/01 11:24:23 taylor
* good OpenGL spec mapping
* fix VBO crash with multitexture using same uv coord data
* little speedup of opengl_tcache_frame()
* error message to make sure hardware supports the minimum texture size
* move OpenGL version check out of the extention printout code
* disable 2d_poof with OpenGL
*
* Revision 1.10 2004/10/31 21:45:13 taylor
* Linux tree merge, single array for VBOs/HTL
*
* Revision 1.9 2004/07/29 09:35:29 taylor
* fix NULL pointer and try to prevent in future, remove excess commands in opengl_cleanup()
*
* Revision 1.8 2004/07/26 20:47:32 Kazan
* remove MCD complete
*
* Revision 1.7 2004/07/17 18:49:57 taylor
* oops, I can't spell
*
* Revision 1.6 2004/07/17 18:40:40 taylor
* Bob say we fix OGL, so me fix OGL <grunt>
*
* Revision 1.5 2004/07/12 16:32:48 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 1.4 2004/07/11 03:22:49 bobboau
* added the working decal code
*
* Revision 1.3 2004/07/05 05:09:19 bobboau
* FVF code, only the data that is needed is sent off to the card,,
* OGL can take advantage of this if they want but it won't break
* anything if they don't. also state block code has been implemented,
* that's totaly internal to D3D no high level code is involved.
*
* Revision 1.2 2004/06/28 02:13:07 bobboau
* high level index buffer suport and d3d implementation,
* OGL people need to get this working on your end as it's broke now
*
* Revision 1.1 2004/05/24 07:25:32 taylor
* filename case change
*
* Revision 2.4 2004/04/26 13:05:19 taylor
* respect -glow and -spec
*
* Revision 2.3 2004/04/13 01:55:41 phreak
* put in the correct fields for the CVS comments to register
* fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships
*
*
* $NoKeywords: $
*/
#ifdef _WIN32
#include <windows.h>
#endif
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "graphics/grinternal.h"
#include "graphics/gropengl.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropengltexture.h"
#include "graphics/gropengllight.h"
#include "graphics/gropengltnl.h"
#include "math/vecmat.h"
#include "render/3d.h"
#include "debugconsole/timerbar.h"
extern int VBO_ENABLED;
extern int GLOWMAP;
extern int CLOAKMAP;
extern int SPECMAP;
extern vec3d G3_user_clip_normal;
extern vec3d G3_user_clip_point;
extern int Interp_multitex_cloakmap;
extern int Interp_cloakmap_alpha;
static int GL_modelview_matrix_depth = 1;
static int GL_htl_projection_matrix_set = 0;
static int GL_htl_view_matrix_set = 0;
static int GL_htl_2d_matrix_depth = 0;
static int GL_htl_2d_matrix_set = 0;
int GL_vertex_data_in = 0;
GLint GL_max_elements_vertices = 4096;
GLint GL_max_elements_indices = 4096;
struct opengl_vertex_buffer
{
int used;
int stride; // the current stride
GLenum format; // the format passed to glInterleavedArrays()
int n_prim;
int n_verts;
float *array_list; // interleaved array
GLuint vbo; // buffer for VBO
uint flags; // FVF
int vbo_size;
};
static opengl_vertex_buffer vertex_buffers[MAX_BUFFERS];
static opengl_vertex_buffer *g_vbp;
//zeros everything out
void opengl_init_vertex_buffers()
{
memset(vertex_buffers,0,sizeof(opengl_vertex_buffer)*MAX_BUFFERS);
}
int opengl_find_first_free_buffer()
{
for (int i=0; i < MAX_BUFFERS; i++)
{
if (!vertex_buffers[i].used)
return i;
}
return -1;
}
int opengl_mod_depth()
{
GLint mv;
glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &mv);
return (int)mv;
}
void gr_opengl_set_buffer(int idx)
{
if (Cmdline_nohtl)
return;
g_vbp = &vertex_buffers[idx];
}
uint opengl_create_vbo(uint size, GLfloat *data)
{
if (!data)
return 0;
if (!*data)
return 0;
if (size == 0)
return 0;
// Kazan: A) This makes that if (buffer_name) work correctly (false = 0, true = anything not 0)
// if glGenBuffersARB() doesn't initialized it for some reason
// B) It shuts up MSVC about may be used without been initalized
GLuint buffer_name=0;
#ifndef GL_NO_HTL
glGenBuffersARB(1, &buffer_name);
//make sure we have one
if (buffer_name)
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer_name);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, data, GL_STATIC_DRAW_ARB );
// just in case
if (opengl_check_for_errors()) {
return 0;
}
}
#endif // GL_NO_HTL
return (int)buffer_name;
}
int gr_opengl_make_buffer(poly_list *list, uint flags)
{
if (Cmdline_nohtl)
return -1;
int buffer_num = -1;
#ifndef GL_NO_HTL
buffer_num = opengl_find_first_free_buffer();
//we have a valid buffer
if (buffer_num > -1) {
int arsize = 0, make_vbo = 0;
int list_size, i;
gr_opengl_set_buffer( buffer_num );
opengl_vertex_buffer *vbp = g_vbp;
// defaults
vbp->format = 0;
vbp->vbo = 0;
// don't create vbo for small stuff, performance gain
// FIXME: This little speed increase appears to cause problems with some cards/drivers.
// Disabling it until I can find a solution that works better.
if (VBO_ENABLED /*&& (list->n_verts >= 250)*/)
make_vbo = 1;
// setup using flags
if ( (flags & VERTEX_FLAG_UV1) && (flags & VERTEX_FLAG_NORMAL) && (flags & VERTEX_FLAG_POSITION) ) {
vbp->stride = (8 * sizeof(float));
vbp->format = GL_T2F_N3F_V3F;
} else if ( (flags & VERTEX_FLAG_UV1) && (flags & VERTEX_FLAG_POSITION) ) {
vbp->stride = (5 * sizeof(float));
vbp->format = GL_T2F_V3F;
} else if ( (flags & VERTEX_FLAG_POSITION) ) {
vbp->stride = (3 * sizeof(float));
vbp->format = GL_V3F;
} else {
Assert( 0 );
}
// total size of data
list_size = vbp->stride * list->n_verts;
// allocate the storage list
vbp->array_list = (float*)vm_malloc(list_size);
// return invalid if we don't have the memory
if (vbp->array_list == NULL)
return -1;
memset(vbp->array_list, 0, list_size);
// generate the array
for (i=0; i<list->n_verts; i++) {
vertex *vl = &list->vert[i];
vec3d *nl = &list->norm[i];
// don't try to generate more data than what's available
Assert( int((arsize * sizeof(float)) + vbp->stride) <= list_size );
// NOTE: TEX->NORM->VERT, This array order *must* be preserved!!
// tex coords
if (flags & VERTEX_FLAG_UV1) {
vbp->array_list[arsize++] = vl->u;
vbp->array_list[arsize++] = vl->v;
}
// normals
if (flags & VERTEX_FLAG_NORMAL) {
vbp->array_list[arsize++] = nl->xyz.x;
vbp->array_list[arsize++] = nl->xyz.y;
vbp->array_list[arsize++] = nl->xyz.z;
}
// verts
if (flags & VERTEX_FLAG_POSITION) {
vbp->array_list[arsize++] = vl->x;
vbp->array_list[arsize++] = vl->y;
vbp->array_list[arsize++] = vl->z;
}
}
vbp->used = 1;
vbp->flags = flags;
vbp->n_prim = (list->n_verts / 3);
vbp->n_verts = list->n_verts;
// maybe load it into a vertex buffer object
if (make_vbo) {
vbp->vbo = opengl_create_vbo( list_size, vbp->array_list );
if (vbp->vbo) {
// figure up the size so we can know how much VBO data is in card memory
vbp->vbo_size = list_size;
GL_vertex_data_in += list_size;
vm_free(vbp->array_list);
vbp->array_list = NULL;
}
}
}
#endif // GL_NO_HTL
return buffer_num;
}
void gr_opengl_destroy_buffer(int idx)
{
#ifndef GL_NO_HTL
if (Cmdline_nohtl)
return;
if (idx > -1)
gr_opengl_set_buffer(idx);
opengl_vertex_buffer *vbp = g_vbp;
if (vbp->array_list)
vm_free(vbp->array_list);
if (vbp->vbo) {
glDeleteBuffersARB(1, &vbp->vbo);
GL_vertex_data_in -= vbp->vbo_size;
}
memset(vbp, 0, sizeof(opengl_vertex_buffer));
#endif // GL_NO_HTL
}
//#define DRAW_DEBUG_LINES
extern float Model_Interp_scale_x,Model_Interp_scale_y,Model_Interp_scale_z;
extern void opengl_default_light_settings(int amb = 1, int emi = 1, int spec = 1);
//start is the first part of the buffer to render, n_prim is the number of primitives, index_list is an index buffer, if index_list == NULL render non-indexed
void gr_opengl_render_buffer(int start, int n_prim, ushort* index_buffer)
{
#ifndef GL_NO_HTL
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
TIMERBAR_PUSH(2);
float u_scale,v_scale;
int pass_one = 0;
int i, r, g, b, a, tmap_type;
bool use_spec = false;
int end = ((n_prim * 3) - 1);
int count = (n_prim * 3);
int start_tmp, end_tmp, count_tmp, multiple_elements = 0;
opengl_vertex_buffer *vbp = g_vbp;
// see if we need to optimize glDrawRangeElements
if ( (GL_max_elements_indices == GL_max_elements_vertices) && (count > GL_max_elements_indices) )
multiple_elements = 1;
if ( glIsEnabled(GL_CULL_FACE) )
glFrontFace(GL_CW);
// -------- Begin 1st PASS ------------------------------------------------------- //
if (gr_screen.current_bitmap == CLOAKMAP) {
glBlendFunc(GL_ONE,GL_ONE);
r = g = b = Interp_cloakmap_alpha;
a = 255;
}
opengl_setup_render_states(r, g, b, a, tmap_type, TMAP_FLAG_TEXTURED, 0);
glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)a );
// basic setup of all data and first texture
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
if (vbp->vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
glInterleavedArrays(vbp->format, 0, (void*)NULL);
} else {
glInterleavedArrays(vbp->format, 0, vbp->array_list);
}
// base texture
gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0, pass_one);
// increment texture count for this pass
pass_one++; // bump!
if ( (Interp_multitex_cloakmap > 0) && (vbp->flags & VERTEX_FLAG_UV1) ) {
SPECMAP = -1; // don't add a spec map if we are cloaked
GLOWMAP = -1; // don't use a glowmap either, shouldn't see them
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vbp->vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
} else {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
}
gr_opengl_tcache_set(Interp_multitex_cloakmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0, pass_one);
pass_one++; // bump!
}
// glowmaps!
if ( (GLOWMAP > -1) && !Cmdline_noglow && (vbp->flags & VERTEX_FLAG_UV1) ) {
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vbp->vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
} else {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
}
// set glowmap on relevant ARB
gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0, pass_one);
opengl_switch_arb(pass_one, 1);
gr_opengl_set_additive_tex_env();
pass_one++; // bump!
}
opengl_pre_render_init_lights();
opengl_change_active_lights(0);
// only change lights if we have a specmap, don't render the specmap when fog is enabled
if ( (lighting_is_enabled) && !(glIsEnabled(GL_FOG)) && (SPECMAP > -1) && !Cmdline_nospec && (vbp->flags & VERTEX_FLAG_UV1) ) {
use_spec = true;
opengl_default_light_settings(1, 1, 0); // don't render with spec lighting here
} else {
// reset to defaults
opengl_default_light_settings();
}
glLockArraysEXT( 0, vbp->n_verts);
if (index_buffer != NULL) {
if ( multiple_elements ) {
start_tmp = 0;
end_tmp = (GL_max_elements_indices - 1);
count_tmp = (end_tmp - start_tmp + 1);
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
while (end_tmp < end) {
start_tmp += (GL_max_elements_indices - 1);
end_tmp = ( (start_tmp + (GL_max_elements_indices - 1)) > end ) ? end : (start_tmp + (GL_max_elements_indices - 1));
count_tmp = (end_tmp - start_tmp + 1);
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
}
} else {
glDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start);
}
} else {
glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts);
}
glUnlockArraysEXT();
// -------- End 1st PASS --------------------------------------------------------- //
// -------- Begin 2nd (specular) PASS -------------------------------------------- //
if ( use_spec ) {
// turn all arbs off before the specular pass
// this fixes the glowmap multitexture rendering problem - taylor
opengl_switch_arb(0, 0);
opengl_switch_arb(1, 0);
opengl_switch_arb(2, 0);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vbp->vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
} else {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
}
opengl_set_spec_mapping(tmap_type, &u_scale, &v_scale);
glLockArraysEXT( 0, vbp->n_verts );
if (index_buffer != NULL) {
if ( multiple_elements ) {
start_tmp = 0;
end_tmp = (GL_max_elements_indices - 1);
count_tmp = (end_tmp - start_tmp + 1);
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
while (end_tmp < end) {
start_tmp += (GL_max_elements_indices - 1);
end_tmp = ( (start_tmp + (GL_max_elements_indices - 1)) > end ) ? end : (start_tmp + (GL_max_elements_indices - 1));
count_tmp = (end_tmp - start_tmp + 1);
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
}
} else {
glDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start);
}
} else {
glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts);
}
glUnlockArraysEXT();
opengl_reset_spec_mapping();
}
// -------- End 2nd PASS --------------------------------------------------------- //
// reset lights to default values
// opengl_default_light_settings();
if ( (lighting_is_enabled) && ((n_active_gl_lights-1)/GL_max_lights > 0) ) {
gr_opengl_set_state( TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_READ );
opengl_switch_arb(1,0);
opengl_switch_arb(2,0);
glLockArraysEXT( 0, vbp->n_verts);
for(i=0; i< (n_active_gl_lights-1)/GL_max_lights; i++)
{
opengl_change_active_lights(i+1);
if (index_buffer != NULL) {
if ( multiple_elements ) {
start_tmp = 0;
end_tmp = (GL_max_elements_indices - 1);
count_tmp = (end_tmp - start_tmp + 1);
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
while (end_tmp < end) {
start_tmp += (GL_max_elements_indices - 1);
end_tmp = ( (start_tmp + (GL_max_elements_indices - 1)) > end ) ? end : (start_tmp + (GL_max_elements_indices - 1));
count_tmp = (end_tmp - start_tmp + 1);
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
}
} else {
glDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start);
}
} else {
glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts);
}
}
glUnlockArraysEXT();
}
TIMERBAR_POP();
// make sure everthing gets turned back off, fixes hud issue with spec lighting and VBO crash in starfield
for (i = 0; i < 4; i++) {
opengl_switch_arb(i, 0);
glClientActiveTextureARB(GL_TEXTURE0_ARB+i);
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
if (VBO_ENABLED) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
}
#if defined(DRAW_DEBUG_LINES) && defined(_DEBUG)
glBegin(GL_LINES);
glColor3ub(255,0,0);
glVertex3d(0,0,0);
glVertex3d(20,0,0);
glColor3ub(0,255,0);
glVertex3d(0,0,0);
glVertex3d(0,20,0);
glColor3ub(0,0,255);
glVertex3d(0,0,0);
glVertex3d(0,0,20);
glEnd();
#endif
#endif // GL_NO_HTL
}
void gr_opengl_start_instance_matrix(vec3d *offset, matrix* rotation)
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
if (!offset)
offset = &vmd_zero_vector;
if (!rotation)
rotation = &vmd_identity_matrix;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
vec3d axis;
float ang;
vm_matrix_to_rot_axis_and_angle(rotation,&ang,&axis);
glTranslatef(offset->xyz.x,offset->xyz.y,offset->xyz.z);
glRotatef(fl_degrees(ang),axis.xyz.x,axis.xyz.y,axis.xyz.z);
GL_modelview_matrix_depth++;
}
void gr_opengl_start_instance_angles(vec3d *pos, angles* rotation)
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
matrix m;
vm_angles_2_matrix(&m,rotation);
gr_opengl_start_instance_matrix(pos,&m);
}
void gr_opengl_end_instance_matrix()
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
GL_modelview_matrix_depth--;
}
//the projection matrix; fov, aspect ratio, near, far
void gr_opengl_set_projection_matrix(float fov, float aspect, float z_near, float z_far)
{
if (Cmdline_nohtl)
return;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(fl_degrees(fov),aspect,z_near,z_far);
glMatrixMode(GL_MODELVIEW);
GL_htl_projection_matrix_set = 1;
}
void gr_opengl_end_projection_matrix()
{
if (Cmdline_nohtl)
return;
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
GL_htl_projection_matrix_set = 0;
}
void gr_opengl_set_view_matrix(vec3d *pos, matrix* orient)
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_modelview_matrix_depth == 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
vec3d fwd;
vec3d *uvec=&orient->vec.uvec;
vm_vec_add(&fwd, pos, &orient->vec.fvec);
gluLookAt(pos->xyz.x,pos->xyz.y,-pos->xyz.z,
fwd.xyz.x,fwd.xyz.y,-fwd.xyz.z,
uvec->xyz.x, uvec->xyz.y,-uvec->xyz.z);
glScalef(1,1,-1);
glViewport(gr_screen.offset_x,gr_screen.max_h-gr_screen.offset_y-gr_screen.clip_height,gr_screen.clip_width,gr_screen.clip_height);
GL_modelview_matrix_depth = 2;
GL_htl_view_matrix_set = 1;
}
void gr_opengl_end_view_matrix()
{
if (Cmdline_nohtl)
return;
Assert(GL_modelview_matrix_depth == 2);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glLoadIdentity();
glViewport(0,0,gr_screen.max_w, gr_screen.max_h);
GL_modelview_matrix_depth = 1;
GL_htl_view_matrix_set = 0;
}
// set a view and projection matrix for a 2D element
// TODO: this probably needs to accept values
void gr_opengl_set_2d_matrix(/*int x, int y, int w, int h*/)
{
if (Cmdline_nohtl)
return;
// don't bother with this if we aren't even going to need it
if (!GL_htl_projection_matrix_set)
return;
Assert( GL_htl_2d_matrix_set == 0 );
Assert( GL_htl_2d_matrix_depth == 0 );
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
// the top and bottom positions are reversed on purpose
glOrtho( 0, gr_screen.max_w, gr_screen.max_h, 0, 0, 1 );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
// the viewport needs to be the full screen size since glOrtho() is relative to it
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
GL_htl_2d_matrix_set++;
GL_htl_2d_matrix_depth++;
}
// ends a previously set 2d view and projection matrix
void gr_opengl_end_2d_matrix()
{
if (Cmdline_nohtl)
return;
if (!GL_htl_2d_matrix_set)
return;
Assert( GL_htl_2d_matrix_depth == 1 );
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
GL_htl_2d_matrix_set = 0;
GL_htl_2d_matrix_depth = 0;
}
void gr_opengl_push_scale_matrix(vec3d *scale_factor)
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
GL_modelview_matrix_depth++;
glScalef(scale_factor->xyz.x,scale_factor->xyz.y,scale_factor->xyz.z);
}
void gr_opengl_pop_scale_matrix()
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
GL_modelview_matrix_depth--;
}
void gr_opengl_end_clip_plane()
{
if (Cmdline_nohtl)
return;
glDisable(GL_CLIP_PLANE0);
}
void gr_opengl_start_clip_plane()
{
if (Cmdline_nohtl)
return;
double clip_equation[4];
vec3d n;
vec3d p;
n=G3_user_clip_normal;
p=G3_user_clip_point;
clip_equation[0]=n.xyz.x;
clip_equation[1]=n.xyz.y;
clip_equation[2]=n.xyz.z;
clip_equation[3]=-vm_vec_dot(&p, &n);
glClipPlane(GL_CLIP_PLANE0, clip_equation);
glEnable(GL_CLIP_PLANE0);
}
//face -1 is to turn it off, the rest are right, left, up, down , front, and back
//++++++++++++++++++this isn't used anymore!!!!!
//needs to be set up in in the render-to-texture stuff
/*
void gr_opengl_render_to_env(int FACE)
{
if (Cmdline_nohtl)
return;
}
*/
//************************************State blocks************************************
//this is an array of reference counts for state block IDs
static GLuint *state_blocks = NULL;
static uint n_state_blocks = 0;
static GLuint current_state_block;
//this is used for places in the array that a state block ID no longer exists
#define EMPTY_STATE_BOX_REF_COUNT 0xFFFFFFFF
int opengl_get_new_state_block_internal()
{
uint i;
for(i = 0; i < n_state_blocks; i++)
if(state_blocks[i] == EMPTY_STATE_BOX_REF_COUNT) return i;
//oh crap, we need more state blocks
//"i" should be n_state_blocks + 1 since we got here.
state_blocks = (GLuint*)vm_realloc(state_blocks, i);
state_blocks[n_state_blocks]=0;
n_state_blocks++;
return n_state_blocks-1;
}
void gr_opengl_start_state_block()
{
gr_screen.recording_state_block = true;
current_state_block = opengl_get_new_state_block_internal();
glNewList(current_state_block, GL_COMPILE);
}
int gr_opengl_end_state_block()
{
//sanity check
if(!gr_screen.recording_state_block)
return -1;
//End the display list
gr_screen.recording_state_block = false;
glEndList();
//now return
return current_state_block;
}
void gr_opengl_set_state_block(int handle)
{
if(handle < 0) return;
glCallList(handle);
}
void gr_opengl_draw_htl_line(vec3d *start, vec3d* end)
{
if (Cmdline_nohtl)
return;
gr_opengl_set_state(GL_current_tex_src, ALPHA_BLEND_NONE, GL_current_ztype);
glBegin(GL_LINES);
glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
glSecondaryColor3ubvEXT(GL_zero_3ub);
glVertex3fv(start->a1d);
glVertex3fv(end->a1d);
glEnd();
}
void gr_opengl_draw_htl_sphere(float rad)
{
if (Cmdline_nohtl)
return;
GLUquadricObj *quad = NULL;
// FIXME: before this is used in anything other than FRED2 we need to make this creation/deletion
// stuff global so that it's not so slow (it can be reused for multiple quadratic objects)
quad = gluNewQuadric();
Assert(quad != NULL);
if (quad == NULL)
return;
gr_opengl_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL);
glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
glSecondaryColor3ubvEXT(GL_zero_3ub);
// FIXME: opengl_check_for_errors() needs to be modified to work with this at
// some point but for now I just don't care so it does nothing
gluQuadricCallback( quad, GLU_ERROR, NULL );
// FIXME: maybe support fill/wireframe with a future flag?
gluQuadricDrawStyle( quad, GLU_FILL );
// assuming unlit spheres, otherwise use GLU_SMOOTH so that it looks better
gluQuadricNormals( quad, GLU_NONE );
// we could set the slices/stacks at some point in the future but just use 16 now since it looks ok
gluSphere( quad, (GLdouble)rad, 16, 16 );
// FIXME: I just heard this scream "Globalize Me!!". It was really scary. I even cried.
gluDeleteQuadric( quad );
}