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/*
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* $ Source : / cvs / cvsroot / d2x / arch / ogl / ogl . c , v $
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* $ Revision : 1.2 $
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* $ Author : bradleyb $
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* $ Date : 2001 - 10 - 31 07 : 35 : 47 $
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*
* Graphics support functions for OpenGL .
*
* $ Log : not supported by cvs2svn $
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* Revision 1.1 2001 / 10 / 25 08 : 25 : 34 bradleyb
* Finished moving stuff to arch / blah . I know , it ' s ugly , but It ' ll be easier to sync with d1x .
*
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* Revision 1.7 2001 / 10 / 12 00 : 18 : 40 bradleyb
* Switched from Cygwin to mingw32 on MS boxes . Vastly improved compilability .
*
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* Revision 1.6 2001 / 10 / 09 03 : 00 : 08 bradleyb
* opengl improvments ( following d1x changes )
*
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* Revision 1.5 2001 / 10 / 09 02 : 38 : 52 bradleyb
* re - imported d1x version of this file
*
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* Revision 1.4 2001 / 01 / 31 16 : 31 : 14 bradleyb
* OpenGL support under Cygwin / SDL
*
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* Revision 1.3 2001 / 01 / 29 13 : 47 : 52 bradleyb
* Fixed build , some minor cleanups .
*
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*/
# ifdef HAVE_CONFIG_H
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# include <conf.h>
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# endif
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//#include <stdio.h>
# ifdef __WINDOWS__
# include <windows.h>
# include <stddef.h>
# endif
# include <GL/gl.h>
# include <GL/glu.h>
# include <string.h>
# include <math.h>
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# include "ogl_init.h"
# include "3d.h"
# include "piggy.h"
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# include "../../3d/globvars.h"
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# include "error.h"
# include "texmap.h"
# include "palette.h"
# include "rle.h"
# include "mono.h"
# include "segment.h"
# include "textures.h"
# include "texmerge.h"
# include "effects.h"
# include "weapon.h"
# include "powerup.h"
# include "polyobj.h"
# include "gamefont.h"
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//change to 1 for lots of spew.
#if 0
# define glmprintf(a) mprintf(a)
# else
# define glmprintf(a)
# endif
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# ifndef M_PI
# define M_PI 3.14159
# endif
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# if defined(__WINDOWS__) || defined(__MINGW32__)
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# define cosf(a) cos(a)
# define sinf(a) sin(a)
# endif
unsigned char * ogl_pal = gr_palette ;
int GL_texmagfilt = GL_NEAREST ;
int GL_texminfilt = GL_NEAREST ;
int GL_needmipmaps = 0 ;
int last_width = - 1 , last_height = - 1 ;
int GL_TEXTURE_2D_enabled = - 1 ;
int GL_texclamp_enabled = - 1 ;
extern int gr_renderstats ;
extern int gr_badtexture ;
int ogl_alttexmerge = 1 ; //merge textures by just printing the seperate textures?
int ogl_rgba_format = 4 ;
int ogl_intensity4_ok = 1 ;
int ogl_luminance4_alpha4_ok = 1 ;
int ogl_rgba2_ok = 1 ;
int ogl_readpixels_ok = 1 ;
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int ogl_gettexlevelparam_ok = 1 ;
# ifdef GL_ARB_multitexture
int ogl_arb_multitexture_ok = 0 ;
# endif
# ifdef GL_SGIS_multitexture
int ogl_sgis_multitexture_ok = 0 ;
# endif
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int sphereh = 0 ;
int circleh5 = 0 ;
int circleh10 = 0 ;
int cross_lh [ 2 ] = { 0 , 0 } ;
int primary_lh [ 3 ] = { 0 , 0 , 0 } ;
int secondary_lh [ 5 ] = { 0 , 0 , 0 , 0 , 0 } ;
/*int lastbound=-1;
# define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
else if ( a ! = lastbound ) { glBindTexture ( GL_TEXTURE_2D , a ) ; lastbound = a ; } */
# define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
else glBindTexture ( GL_TEXTURE_2D , a ) ;
ogl_texture ogl_texture_list [ OGL_TEXTURE_LIST_SIZE ] ;
int ogl_texture_list_cur ;
void ogl_init_texture_stats ( ogl_texture * t ) {
t - > prio = 0.3 ; //default prio
t - > lastrend = 0 ;
t - > numrend = 0 ;
}
void ogl_init_texture ( ogl_texture * t ) {
t - > handle = 0 ;
t - > internalformat = ogl_rgba_format ;
t - > format = GL_RGBA ;
t - > wrapstate = - 1 ;
t - > w = t - > h = 0 ;
ogl_init_texture_stats ( t ) ;
}
void ogl_reset_texture_stats_internal ( void ) {
int i ;
for ( i = 0 ; i < OGL_TEXTURE_LIST_SIZE ; i + + )
if ( ogl_texture_list [ i ] . handle > 0 ) {
ogl_init_texture_stats ( & ogl_texture_list [ i ] ) ;
}
}
void ogl_init_texture_list_internal ( void ) {
int i ;
ogl_texture_list_cur = 0 ;
for ( i = 0 ; i < OGL_TEXTURE_LIST_SIZE ; i + + )
ogl_init_texture ( & ogl_texture_list [ i ] ) ;
}
void ogl_smash_texture_list_internal ( void ) {
int i ;
sphereh = 0 ;
circleh5 = 0 ;
circleh10 = 0 ;
memset ( cross_lh , 0 , sizeof ( cross_lh ) ) ;
memset ( primary_lh , 0 , sizeof ( primary_lh ) ) ;
memset ( secondary_lh , 0 , sizeof ( secondary_lh ) ) ;
for ( i = 0 ; i < OGL_TEXTURE_LIST_SIZE ; i + + ) {
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if ( ogl_texture_list [ i ] . handle > 0 ) {
glDeleteTextures ( 1 , & ogl_texture_list [ i ] . handle ) ;
ogl_texture_list [ i ] . handle = 0 ;
}
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ogl_texture_list [ i ] . wrapstate = - 1 ;
}
}
void ogl_vivify_texture_list_internal ( void ) {
/*
int i ;
ogl_texture * t ;
for ( i = 0 ; i < OGL_TEXTURE_LIST_SIZE ; i + + ) {
t = & ogl_texture_list [ i ] ;
if ( t - > w > 0 ) { //erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
ogl_loadbmtexture ( t ) ;
}
*/
}
ogl_texture * ogl_get_free_texture ( void ) {
int i ;
for ( i = 0 ; i < OGL_TEXTURE_LIST_SIZE ; i + + ) {
if ( ogl_texture_list [ ogl_texture_list_cur ] . handle < = 0 & & ogl_texture_list [ ogl_texture_list_cur ] . w = = 0 )
return & ogl_texture_list [ ogl_texture_list_cur ] ;
if ( + + ogl_texture_list_cur > = OGL_TEXTURE_LIST_SIZE )
ogl_texture_list_cur = 0 ;
}
Error ( " OGL: texture list full! \n " ) ;
// return NULL;
}
int ogl_texture_stats ( void ) {
int used = 0 , usedl4a4 = 0 , usedrgba = 0 , databytes = 0 , truebytes = 0 , datatexel = 0 , truetexel = 0 , i ;
int prio0 = 0 , prio1 = 0 , prio2 = 0 , prio3 = 0 , prioh = 0 ;
// int grabbed=0;
ogl_texture * t ;
for ( i = 0 ; i < OGL_TEXTURE_LIST_SIZE ; i + + ) {
t = & ogl_texture_list [ i ] ;
if ( t - > handle > 0 ) {
used + + ;
datatexel + = t - > w * t - > h ;
truetexel + = t - > tw * t - > th ;
databytes + = t - > bytesu ;
truebytes + = t - > bytes ;
if ( t - > prio < 0.299 ) prio0 + + ;
else if ( t - > prio < 0.399 ) prio1 + + ;
else if ( t - > prio < 0.499 ) prio2 + + ;
else if ( t - > prio < 0.599 ) prio3 + + ;
else prioh + + ;
}
// else if(t->w!=0)
// grabbed++;
}
if ( gr_renderstats ) {
gr_printf ( 5 , GAME_FONT - > ft_h * 14 + 3 * 14 , " %i(%i,%i) %iK(%iK wasted) " , used , usedrgba , usedl4a4 , truebytes / 1024 , ( truebytes - databytes ) / 1024 ) ;
}
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// glmprintf((0,"ogl tex stats: %i(%i,%i|%i,%i,%i,%i,%i) %i(%i)b (%i(%i)wasted)\n",used,usedrgba,usedl4a4,prio0,prio1,prio2,prio3,prioh,truebytes,truetexel,truebytes-databytes,truetexel-datatexel));
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return truebytes ;
}
int ogl_mem_target = - 1 ;
void ogl_clean_texture_cache ( void ) {
ogl_texture * t ;
int i , bytes ;
int time = 120 ;
if ( ogl_mem_target < 0 ) {
if ( gr_renderstats )
ogl_texture_stats ( ) ;
return ;
}
bytes = ogl_texture_stats ( ) ;
while ( bytes > ogl_mem_target ) {
for ( i = 0 ; i < OGL_TEXTURE_LIST_SIZE ; i + + ) {
t = & ogl_texture_list [ i ] ;
if ( t - > handle > 0 ) {
if ( t - > lastrend + f1_0 * time < GameTime ) {
ogl_freetexture ( t ) ;
bytes - = t - > bytes ;
if ( bytes < ogl_mem_target )
return ;
}
}
}
if ( time = = 0 )
Error ( " not enough mem? " ) ;
time = time / 2 ;
}
}
void ogl_bindbmtex ( grs_bitmap * bm ) {
if ( bm - > gltexture = = NULL | | bm - > gltexture - > handle < = 0 )
ogl_loadbmtexture ( bm ) ;
OGL_BINDTEXTURE ( bm - > gltexture - > handle ) ;
bm - > gltexture - > lastrend = GameTime ;
bm - > gltexture - > numrend + + ;
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//// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
// if (bm->gltexture->numrend==100){
// bm->gltexture->prio+=0.1;
//// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
// glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
// }
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}
//gltexture MUST be bound first
void ogl_texwrap ( ogl_texture * gltexture , int state ) {
if ( gltexture - > wrapstate ! = state | | gltexture - > numrend < 1 ) {
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , state ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , state ) ;
gltexture - > wrapstate = state ;
}
}
//crude texture precaching
//handles: powerups, walls, weapons, polymodels, etc.
//it is done with the horrid do_special_effects kludge so that sides that have to be texmerged and have animated textures will be correctly cached.
//similarly, with the objects(esp weapons), we could just go through and cache em all instead, but that would get ones that might not even be on the level
//TODO: doors
void ogl_cache_polymodel_textures ( int model_num ) {
polymodel * po = & Polygon_models [ model_num ] ;
int i ;
for ( i = 0 ; i < po - > n_textures ; i + + ) {
// texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
ogl_loadbmtexture ( & GameBitmaps [ ObjBitmaps [ ObjBitmapPtrs [ po - > first_texture + i ] ] . index ] ) ;
}
}
void ogl_cache_vclip_textures ( vclip * vc ) {
int i ;
for ( i = 0 ; i < vc - > num_frames ; i + + ) {
PIGGY_PAGE_IN ( vc - > frames [ i ] ) ;
ogl_loadbmtexture ( & GameBitmaps [ vc - > frames [ i ] . index ] ) ;
}
}
# define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
void ogl_cache_weapon_textures ( weapon_info * w ) {
ogl_cache_vclipn_textures ( w - > flash_vclip ) ;
ogl_cache_vclipn_textures ( w - > robot_hit_vclip ) ;
ogl_cache_vclipn_textures ( w - > wall_hit_vclip ) ;
if ( w - > render_type = = WEAPON_RENDER_VCLIP )
ogl_cache_vclipn_textures ( w - > weapon_vclip ) ;
else if ( w - > render_type = = WEAPON_RENDER_POLYMODEL )
ogl_cache_polymodel_textures ( w - > model_num ) ;
}
void ogl_cache_level_textures ( void ) {
int seg , side , i ;
eclip * ec ;
short tmap1 , tmap2 ;
grs_bitmap * bm , * bm2 ;
struct side * sidep ;
int max_efx = 0 , ef ;
ogl_reset_texture_stats_internal ( ) ; //loading a new lev should reset textures
for ( i = 0 , ec = Effects ; i < Num_effects ; i + + , ec + + ) {
if ( ( Effects [ i ] . changing_wall_texture = = - 1 ) & & ( Effects [ i ] . changing_object_texture = = - 1 ) )
continue ;
if ( ec - > vc . num_frames > max_efx )
max_efx = ec - > vc . num_frames ;
}
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glmprintf ( ( 0 , " max_efx:%i \n " , max_efx ) ) ;
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for ( ef = 0 ; ef < max_efx ; ef + + ) {
for ( i = 0 , ec = Effects ; i < Num_effects ; i + + , ec + + ) {
if ( ( Effects [ i ] . changing_wall_texture = = - 1 ) & & ( Effects [ i ] . changing_object_texture = = - 1 ) )
continue ;
// if (ec->vc.num_frames>max_efx)
// max_efx=ec->vc.num_frames;
ec - > time_left = - 1 ;
}
do_special_effects ( ) ;
for ( seg = 0 ; seg < Num_segments ; seg + + ) {
for ( side = 0 ; side < MAX_SIDES_PER_SEGMENT ; side + + ) {
sidep = & Segments [ seg ] . sides [ side ] ;
tmap1 = sidep - > tmap_num ;
tmap2 = sidep - > tmap_num2 ;
if ( tmap1 < 0 | | tmap1 > = NumTextures ) {
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glmprintf ( ( 0 , " ogl_cache_level_textures %i %i %i %i \n " , seg , side , tmap1 , NumTextures ) ) ;
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// tmap1=0;
continue ;
}
PIGGY_PAGE_IN ( Textures [ tmap1 ] ) ;
bm = & GameBitmaps [ Textures [ tmap1 ] . index ] ;
if ( tmap2 ! = 0 ) {
PIGGY_PAGE_IN ( Textures [ tmap2 & 0x3FFF ] ) ;
bm2 = & GameBitmaps [ Textures [ tmap2 & 0x3FFF ] . index ] ;
if ( ogl_alttexmerge = = 0 | | ( bm2 - > bm_flags & BM_FLAG_SUPER_TRANSPARENT ) )
bm = texmerge_get_cached_bitmap ( tmap1 , tmap2 ) ;
else {
ogl_loadbmtexture ( bm2 ) ;
}
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// glmprintf((0,"ogl_cache_level_textures seg %i side %i t1 %i t2 %x bm %p NT %i\n",seg,side,tmap1,tmap2,bm,NumTextures));
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}
ogl_loadbmtexture ( bm ) ;
}
}
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glmprintf ( ( 0 , " finished ef:%i \n " , ef ) ) ;
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}
reset_special_effects ( ) ;
init_special_effects ( ) ;
{
// int laserlev=1;
//always have lasers and concs
ogl_cache_weapon_textures ( & Weapon_info [ Primary_weapon_to_weapon_info [ LASER_INDEX ] ] ) ;
ogl_cache_weapon_textures ( & Weapon_info [ Secondary_weapon_to_weapon_info [ CONCUSSION_INDEX ] ] ) ;
for ( i = 0 ; i < Highest_object_index ; i + + ) {
if ( Objects [ i ] . render_type = = RT_POWERUP ) {
ogl_cache_vclipn_textures ( Objects [ i ] . rtype . vclip_info . vclip_num ) ;
switch ( Objects [ i ] . id ) {
/* case POW_LASER:
ogl_cache_weapon_textures ( & Weapon_info [ Primary_weapon_to_weapon_info [ LASER_INDEX ] ] ) ;
// if (laserlev<4)
// laserlev++;
break ; */
case POW_VULCAN_WEAPON :
ogl_cache_weapon_textures ( & Weapon_info [ Primary_weapon_to_weapon_info [ VULCAN_INDEX ] ] ) ;
break ;
case POW_SPREADFIRE_WEAPON :
ogl_cache_weapon_textures ( & Weapon_info [ Primary_weapon_to_weapon_info [ SPREADFIRE_INDEX ] ] ) ;
break ;
case POW_PLASMA_WEAPON :
ogl_cache_weapon_textures ( & Weapon_info [ Primary_weapon_to_weapon_info [ PLASMA_INDEX ] ] ) ;
break ;
case POW_FUSION_WEAPON :
ogl_cache_weapon_textures ( & Weapon_info [ Primary_weapon_to_weapon_info [ FUSION_INDEX ] ] ) ;
break ;
/* case POW_MISSILE_1:
case POW_MISSILE_4 :
ogl_cache_weapon_textures ( & Weapon_info [ Secondary_weapon_to_weapon_info [ CONCUSSION_INDEX ] ] ) ;
break ; */
case POW_PROXIMITY_WEAPON :
ogl_cache_weapon_textures ( & Weapon_info [ Secondary_weapon_to_weapon_info [ PROXIMITY_INDEX ] ] ) ;
break ;
case POW_HOMING_AMMO_1 :
case POW_HOMING_AMMO_4 :
ogl_cache_weapon_textures ( & Weapon_info [ Primary_weapon_to_weapon_info [ HOMING_INDEX ] ] ) ;
break ;
case POW_SMARTBOMB_WEAPON :
ogl_cache_weapon_textures ( & Weapon_info [ Secondary_weapon_to_weapon_info [ SMART_INDEX ] ] ) ;
break ;
case POW_MEGA_WEAPON :
ogl_cache_weapon_textures ( & Weapon_info [ Secondary_weapon_to_weapon_info [ MEGA_INDEX ] ] ) ;
break ;
}
}
else if ( Objects [ i ] . render_type = = RT_POLYOBJ ) {
ogl_cache_polymodel_textures ( Objects [ i ] . rtype . pobj_info . model_num ) ;
}
}
}
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glmprintf ( ( 0 , " finished caching \n " ) ) ;
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}
int r_polyc , r_tpolyc , r_bitmapc , r_ubitmapc , r_ubitbltc , r_upixelc ;
int r_texcount = 0 ;
# define f2glf(x) (f2fl(x))
bool g3_draw_line ( g3s_point * p0 , g3s_point * p1 )
{
int c ;
c = grd_curcanv - > cv_color ;
OGL_DISABLE ( TEXTURE_2D ) ;
glColor3f ( PAL2Tr ( c ) , PAL2Tg ( c ) , PAL2Tb ( c ) ) ;
glBegin ( GL_LINES ) ;
glVertex3f ( f2glf ( p0 - > p3_vec . x ) , f2glf ( p0 - > p3_vec . y ) , - f2glf ( p0 - > p3_vec . z ) ) ;
glVertex3f ( f2glf ( p1 - > p3_vec . x ) , f2glf ( p1 - > p3_vec . y ) , - f2glf ( p1 - > p3_vec . z ) ) ;
glEnd ( ) ;
return 1 ;
}
void ogl_drawcircle2 ( int nsides , int type , float xsc , float xo , float ysc , float yo ) {
int i ;
float ang ;
glBegin ( type ) ;
for ( i = 0 ; i < nsides ; i + + ) {
ang = 2.0 * M_PI * i / nsides ;
glVertex2f ( cosf ( ang ) * xsc + xo , sinf ( ang ) * ysc + yo ) ;
}
glEnd ( ) ;
}
void ogl_drawcircle ( int nsides , int type ) {
int i ;
float ang ;
glBegin ( type ) ;
for ( i = 0 ; i < nsides ; i + + ) {
ang = 2.0 * M_PI * i / nsides ;
glVertex2f ( cosf ( ang ) , sinf ( ang ) ) ;
}
glEnd ( ) ;
}
int circle_list_init ( int nsides , int type , int mode ) {
int hand = glGenLists ( 1 ) ;
glNewList ( hand , mode ) ;
/* draw a unit radius circle in xy plane centered on origin */
ogl_drawcircle ( nsides , type ) ;
glEndList ( ) ;
return hand ;
}
float bright_g [ 4 ] = { 32.0 / 256 , 252.0 / 256 , 32.0 / 256 } ;
float dark_g [ 4 ] = { 32.0 / 256 , 148.0 / 256 , 32.0 / 256 } ;
float darker_g [ 4 ] = { 32.0 / 256 , 128.0 / 256 , 32.0 / 256 } ;
void ogl_draw_reticle ( int cross , int primary , int secondary ) {
float scale = ( float ) Canvas_height / ( float ) grd_curscreen - > sc_h ;
glPushMatrix ( ) ;
// glTranslatef(0.5,0.5,0);
glTranslatef ( ( grd_curcanv - > cv_bitmap . bm_w / 2 + grd_curcanv - > cv_bitmap . bm_x ) / ( float ) last_width , 1.0 - ( grd_curcanv - > cv_bitmap . bm_h / 2 + grd_curcanv - > cv_bitmap . bm_y ) / ( float ) last_height , 0 ) ;
glScalef ( scale / 320.0 , scale / 200.0 , scale ) ; //the positions are based upon the standard reticle at 320x200 res.
OGL_DISABLE ( TEXTURE_2D ) ;
if ( ! cross_lh [ cross ] ) {
cross_lh [ cross ] = glGenLists ( 1 ) ;
glNewList ( cross_lh [ cross ] , GL_COMPILE_AND_EXECUTE ) ;
glBegin ( GL_LINES ) ;
//cross top left
glColor3fv ( darker_g ) ;
glVertex2f ( - 4.0 , 4.0 ) ;
if ( cross )
glColor3fv ( bright_g ) ;
else
glColor3fv ( dark_g ) ;
glVertex2f ( - 2.0 , 2.0 ) ;
//cross bottom left
glColor3fv ( dark_g ) ;
glVertex2f ( - 3.0 , - 2.0 ) ;
if ( cross )
glColor3fv ( bright_g ) ;
glVertex2f ( - 2.0 , - 1.0 ) ;
//cross top right
glColor3fv ( darker_g ) ;
glVertex2f ( 4.0 , 4.0 ) ;
if ( cross )
glColor3fv ( bright_g ) ;
else
glColor3fv ( dark_g ) ;
glVertex2f ( 2.0 , 2.0 ) ;
//cross bottom right
glColor3fv ( dark_g ) ;
glVertex2f ( 3.0 , - 2.0 ) ;
if ( cross )
glColor3fv ( bright_g ) ;
glVertex2f ( 2.0 , - 1.0 ) ;
glEnd ( ) ;
glEndList ( ) ;
} else
glCallList ( cross_lh [ cross ] ) ;
// if (Canvas_height>200)
// glLineWidth(Canvas_height/(float)200);
if ( ! primary_lh [ primary ] ) {
primary_lh [ primary ] = glGenLists ( 1 ) ;
glNewList ( primary_lh [ primary ] , GL_COMPILE_AND_EXECUTE ) ;
glColor3fv ( dark_g ) ;
glBegin ( GL_LINES ) ;
//left primary bar
glVertex2f ( - 14.0 , - 8.0 ) ;
glVertex2f ( - 8.0 , - 5.0 ) ;
//right primary bar
glVertex2f ( 14.0 , - 8.0 ) ;
glVertex2f ( 8.0 , - 5.0 ) ;
glEnd ( ) ;
if ( primary = = 0 )
glColor3fv ( dark_g ) ;
else
glColor3fv ( bright_g ) ;
//left upper
ogl_drawcircle2 ( 6 , GL_POLYGON , 1.5 , - 7.0 , 1.5 , - 5.0 ) ;
//right upper
ogl_drawcircle2 ( 6 , GL_POLYGON , 1.5 , 7.0 , 1.5 , - 5.0 ) ;
if ( primary ! = 2 )
glColor3fv ( dark_g ) ;
else
glColor3fv ( bright_g ) ;
//left lower
ogl_drawcircle2 ( 4 , GL_POLYGON , 1.0 , - 14.0 , 1.0 , - 8.0 ) ;
//right lower
ogl_drawcircle2 ( 4 , GL_POLYGON , 1.0 , 14.0 , 1.0 , - 8.0 ) ;
glEndList ( ) ;
} else
glCallList ( primary_lh [ primary ] ) ;
// if (Canvas_height>200)
// glLineWidth(1);
if ( ! secondary_lh [ secondary ] ) {
secondary_lh [ secondary ] = glGenLists ( 1 ) ;
glNewList ( secondary_lh [ secondary ] , GL_COMPILE_AND_EXECUTE ) ;
if ( secondary < = 2 ) {
//left secondary
if ( secondary ! = 1 )
glColor3fv ( darker_g ) ;
else
glColor3fv ( bright_g ) ;
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ogl_drawcircle2 ( 8 , GL_LINE_LOOP , 2.0 , - 10.0 , 2.0 , - 1.0 ) ;
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//right secondary
if ( secondary ! = 2 )
glColor3fv ( darker_g ) ;
else
glColor3fv ( bright_g ) ;
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ogl_drawcircle2 ( 8 , GL_LINE_LOOP , 2.0 , 10.0 , 2.0 , - 1.0 ) ;
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} else {
//bottom/middle secondary
if ( secondary ! = 4 )
glColor3fv ( darker_g ) ;
else
glColor3fv ( bright_g ) ;
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ogl_drawcircle2 ( 8 , GL_LINE_LOOP , 2.0 , 0.0 , 2.0 , - 7.0 ) ;
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}
glEndList ( ) ;
} else
glCallList ( secondary_lh [ secondary ] ) ;
glPopMatrix ( ) ;
}
int g3_draw_sphere ( g3s_point * pnt , fix rad ) {
int c ;
c = grd_curcanv - > cv_color ;
OGL_DISABLE ( TEXTURE_2D ) ;
// glPointSize(f2glf(rad));
glColor3f ( CPAL2Tr ( c ) , CPAL2Tg ( c ) , CPAL2Tb ( c ) ) ;
// glBegin(GL_POINTS);
// glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
// glEnd();
glPushMatrix ( ) ;
glTranslatef ( f2glf ( pnt - > p3_vec . x ) , f2glf ( pnt - > p3_vec . y ) , - f2glf ( pnt - > p3_vec . z ) ) ;
glScalef ( f2glf ( rad ) , f2glf ( rad ) , f2glf ( rad ) ) ;
if ( ! sphereh ) sphereh = circle_list_init ( 20 , GL_POLYGON , GL_COMPILE_AND_EXECUTE ) ;
else glCallList ( sphereh ) ;
glPopMatrix ( ) ;
return 0 ;
}
int gr_ucircle ( fix xc1 , fix yc1 , fix r1 ) { //dunno if this really works, radar doesn't seem to.. hm..
int c ;
c = grd_curcanv - > cv_color ;
OGL_DISABLE ( TEXTURE_2D ) ;
// glPointSize(f2glf(rad));
glColor3f ( CPAL2Tr ( c ) , CPAL2Tg ( c ) , CPAL2Tb ( c ) ) ;
// glBegin(GL_POINTS);
// glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
// glEnd();
glPushMatrix ( ) ;
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glmprintf ( ( 0 , " circle: %f(%i),%f(%i),%f \n " , ( f2fl ( xc1 ) + grd_curcanv - > cv_bitmap . bm_x ) / ( float ) last_width , f2i ( xc1 ) , ( f2fl ( yc1 ) + grd_curcanv - > cv_bitmap . bm_y ) / ( float ) last_height , f2i ( yc1 ) , f2fl ( r1 ) ) ) ;
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glTranslatef (
( f2fl ( xc1 ) + grd_curcanv - > cv_bitmap . bm_x ) / ( float ) last_width ,
1.0 - ( f2fl ( yc1 ) + grd_curcanv - > cv_bitmap . bm_y ) / ( float ) last_height , 0 ) ;
glScalef ( f2fl ( r1 ) , f2fl ( r1 ) , f2fl ( r1 ) ) ;
if ( r1 < = i2f ( 5 ) ) {
if ( ! circleh5 ) circleh5 = circle_list_init ( 5 , GL_LINE_LOOP , GL_COMPILE_AND_EXECUTE ) ;
else glCallList ( circleh5 ) ;
} else {
if ( ! circleh10 ) circleh10 = circle_list_init ( 10 , GL_LINE_LOOP , GL_COMPILE_AND_EXECUTE ) ;
else glCallList ( circleh10 ) ;
}
glPopMatrix ( ) ;
return 0 ;
}
int gr_circle ( fix xc1 , fix yc1 , fix r1 ) {
return gr_ucircle ( xc1 , yc1 , r1 ) ;
}
bool g3_draw_poly ( int nv , g3s_point * * pointlist )
{
int c ;
r_polyc + + ;
c = grd_curcanv - > cv_color ;
// glColor3f((gr_palette[c*3]+gr_palette_gamma)/63.0,(gr_palette[c*3+1]+gr_palette_gamma)/63.0,(gr_palette[c*3+2]+gr_palette_gamma)/63.0);
OGL_DISABLE ( TEXTURE_2D ) ;
glBegin ( GL_TRIANGLE_FAN ) ;
glColor3f ( PAL2Tr ( c ) , PAL2Tg ( c ) , PAL2Tb ( c ) ) ;
for ( c = 0 ; c < nv ; c + + ) {
// glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
glVertex3f ( f2glf ( pointlist [ c ] - > p3_vec . x ) , f2glf ( pointlist [ c ] - > p3_vec . y ) , - f2glf ( pointlist [ c ] - > p3_vec . z ) ) ;
}
glEnd ( ) ;
return 0 ;
}
void gr_upoly_tmap ( int nverts , int * vert ) {
mprintf ( ( 0 , " gr_upoly_tmap: unhandled \n " ) ) ; //should never get called
}
void draw_tmap_flat ( grs_bitmap * bm , int nv , g3s_point * * vertlist ) {
mprintf ( ( 0 , " draw_tmap_flat: unhandled \n " ) ) ; //should never get called
}
extern void ( * tmap_drawer_ptr ) ( grs_bitmap * bm , int nv , g3s_point * * vertlist ) ;
bool g3_draw_tmap ( int nv , g3s_point * * pointlist , g3s_uvl * uvl_list , grs_bitmap * bm )
{
int c ;
float l ;
if ( tmap_drawer_ptr = = draw_tmap_flat ) {
/* fix average_light=0;
int i ;
for ( i = 0 ; i < nv ; i + + )
average_light + = uvl_list [ i ] . l ; */
OGL_DISABLE ( TEXTURE_2D ) ;
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// glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
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glColor4f ( 0 , 0 , 0 , 1.0 - ( Gr_scanline_darkening_level / ( float ) NUM_LIGHTING_LEVELS ) ) ;
//glColor4f(0,0,0,f2fl(average_light/nv));
glBegin ( GL_TRIANGLE_FAN ) ;
for ( c = 0 ; c < nv ; c + + ) {
// glColor4f(0,0,0,f2fl(uvl_list[c].l));
// glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
glVertex3f ( f2glf ( pointlist [ c ] - > p3_vec . x ) , f2glf ( pointlist [ c ] - > p3_vec . y ) , - f2glf ( pointlist [ c ] - > p3_vec . z ) ) ;
}
glEnd ( ) ;
} else if ( tmap_drawer_ptr = = draw_tmap ) {
r_tpolyc + + ;
/* if (bm->bm_w !=64||bm->bm_h!=64)
printf ( " g3_draw_tmap w %i h %i \n " , bm - > bm_w , bm - > bm_h ) ; */
OGL_ENABLE ( TEXTURE_2D ) ;
ogl_bindbmtex ( bm ) ;
ogl_texwrap ( bm - > gltexture , GL_REPEAT ) ;
glBegin ( GL_TRIANGLE_FAN ) ;
for ( c = 0 ; c < nv ; c + + ) {
if ( bm - > bm_flags & BM_FLAG_NO_LIGHTING ) {
l = 1.0 ;
} else {
//l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
l = f2fl ( uvl_list [ c ] . l ) ;
}
glColor3f ( l , l , l ) ;
glTexCoord2f ( f2glf ( uvl_list [ c ] . u ) , f2glf ( uvl_list [ c ] . v ) ) ;
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
glVertex3f ( f2glf ( pointlist [ c ] - > p3_vec . x ) , f2glf ( pointlist [ c ] - > p3_vec . y ) , - f2glf ( pointlist [ c ] - > p3_vec . z ) ) ;
}
glEnd ( ) ;
} else {
mprintf ( ( 0 , " g3_draw_tmap: unhandled tmap_drawer %p \n " , tmap_drawer_ptr ) ) ;
}
return 0 ;
}
bool g3_draw_tmap_2 ( int nv , g3s_point * * pointlist , g3s_uvl * uvl_list , grs_bitmap * bmbot , grs_bitmap * bm , int orient )
{
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# if (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture))
if ( ogl_arb_multitexture_ok | | ogl_sgis_multitexture_ok ) {
int c ;
float l , u1 , v1 ;
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r_tpolyc + = 2 ;
/* if (bm->bm_w !=64||bm->bm_h!=64)
printf ( " g3_draw_tmap w %i h %i \n " , bm - > bm_w , bm - > bm_h ) ; */
if ( ogl_arb_multitexture_ok ) {
# ifdef GL_ARB_multitexture
glActiveTextureARB ( GL_TEXTURE0_ARB ) ;
# endif
} else if ( ogl_sgis_multitexture_ok ) {
# ifdef GL_SGIS_multitexture
glSelectTextureSGIS ( GL_TEXTURE0_SGIS ) ;
# endif
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}
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ogl_bindbmtex ( bmbot ) ;
OGL_ENABLE ( TEXTURE_2D ) ;
glEnable ( GL_TEXTURE_2D ) ;
ogl_texwrap ( bmbot - > gltexture , GL_REPEAT ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE ) ;
glEnable ( GL_BLEND ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
if ( ogl_arb_multitexture_ok ) {
# ifdef GL_ARB_multitexture
glActiveTextureARB ( GL_TEXTURE1_ARB ) ;
# endif
} else if ( ogl_sgis_multitexture_ok ) {
# ifdef GL_SGIS_multitexture
glSelectTextureSGIS ( GL_TEXTURE1_SGIS ) ;
# endif
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}
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ogl_bindbmtex ( bm ) ;
// OGL_ENABLE(TEXTURE_2D);
glEnable ( GL_TEXTURE_2D ) ;
ogl_texwrap ( bm - > gltexture , GL_REPEAT ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE ) ;
glEnable ( GL_BLEND ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glBegin ( GL_TRIANGLE_FAN ) ;
for ( c = 0 ; c < nv ; c + + ) {
switch ( orient ) {
case 1 :
u1 = 1.0 - f2glf ( uvl_list [ c ] . v ) ;
v1 = f2glf ( uvl_list [ c ] . u ) ;
break ;
case 2 :
u1 = 1.0 - f2glf ( uvl_list [ c ] . u ) ;
v1 = 1.0 - f2glf ( uvl_list [ c ] . v ) ;
break ;
case 3 :
u1 = f2glf ( uvl_list [ c ] . v ) ;
v1 = 1.0 - f2glf ( uvl_list [ c ] . u ) ;
break ;
default :
u1 = f2glf ( uvl_list [ c ] . u ) ;
v1 = f2glf ( uvl_list [ c ] . v ) ;
break ;
}
if ( bm - > bm_flags & BM_FLAG_NO_LIGHTING ) {
l = 1.0 ;
} else {
//l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
l = f2fl ( uvl_list [ c ] . l ) ;
}
glColor3f ( l , l , l ) ;
// glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
if ( ogl_arb_multitexture_ok ) {
# ifdef GL_ARB_multitexture
glMultiTexCoord2fARB ( GL_TEXTURE0_ARB , f2glf ( uvl_list [ c ] . u ) , f2glf ( uvl_list [ c ] . v ) ) ;
# endif
} else if ( ogl_sgis_multitexture_ok ) {
# ifdef GL_SGIS_multitexture
glMultiTexCoord2fSGIS ( GL_TEXTURE0_SGIS , f2glf ( uvl_list [ c ] . u ) , f2glf ( uvl_list [ c ] . v ) ) ;
# endif
}
if ( ogl_arb_multitexture_ok ) {
# ifdef GL_ARB_multitexture
glMultiTexCoord2fARB ( GL_TEXTURE1_ARB , u1 , v1 ) ;
# endif
} else if ( ogl_sgis_multitexture_ok ) {
# ifdef GL_SGIS_multitexture
glMultiTexCoord2fSGIS ( GL_TEXTURE1_SGIS , u1 , v1 ) ;
# endif
}
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
glVertex3f ( f2glf ( pointlist [ c ] - > p3_vec . x ) , f2glf ( pointlist [ c ] - > p3_vec . y ) , - f2glf ( pointlist [ c ] - > p3_vec . z ) ) ;
}
glEnd ( ) ;
/* if (ogl_arb_multitexture_ok){
# ifdef GL_ARB_multitexture
glActiveTextureARB ( GL_TEXTURE1_ARB ) ;
# endif
} else if ( ogl_sgis_multitexture_ok ) {
# ifdef GL_SGIS_multitexture
glSelectTextureSGIS ( GL_TEXTURE1_SGIS ) ;
# endif
}
// OGL_ENABLE(TEXTURE_2D);*/
glDisable ( GL_TEXTURE_2D ) ;
if ( ogl_arb_multitexture_ok ) {
# ifdef GL_ARB_multitexture
glActiveTextureARB ( GL_TEXTURE0_ARB ) ;
# endif
} else if ( ogl_sgis_multitexture_ok ) {
# ifdef GL_SGIS_multitexture
glSelectTextureSGIS ( GL_TEXTURE0_SGIS ) ;
# endif
}
} else
# endif
{
int c ;
float l , u1 , v1 ;
g3_draw_tmap ( nv , pointlist , uvl_list , bmbot ) ; //draw the bottom texture first.. could be optimized with multitexturing..
r_tpolyc + + ;
/* if (bm->bm_w !=64||bm->bm_h!=64)
printf ( " g3_draw_tmap w %i h %i \n " , bm - > bm_w , bm - > bm_h ) ; */
OGL_ENABLE ( TEXTURE_2D ) ;
ogl_bindbmtex ( bm ) ;
ogl_texwrap ( bm - > gltexture , GL_REPEAT ) ;
glBegin ( GL_TRIANGLE_FAN ) ;
for ( c = 0 ; c < nv ; c + + ) {
switch ( orient ) {
case 1 :
u1 = 1.0 - f2glf ( uvl_list [ c ] . v ) ;
v1 = f2glf ( uvl_list [ c ] . u ) ;
break ;
case 2 :
u1 = 1.0 - f2glf ( uvl_list [ c ] . u ) ;
v1 = 1.0 - f2glf ( uvl_list [ c ] . v ) ;
break ;
case 3 :
u1 = f2glf ( uvl_list [ c ] . v ) ;
v1 = 1.0 - f2glf ( uvl_list [ c ] . u ) ;
break ;
default :
u1 = f2glf ( uvl_list [ c ] . u ) ;
v1 = f2glf ( uvl_list [ c ] . v ) ;
break ;
}
if ( bm - > bm_flags & BM_FLAG_NO_LIGHTING ) {
l = 1.0 ;
} else {
//l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
l = f2fl ( uvl_list [ c ] . l ) ;
}
glColor3f ( l , l , l ) ;
glTexCoord2f ( u1 , v1 ) ;
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
glVertex3f ( f2glf ( pointlist [ c ] - > p3_vec . x ) , f2glf ( pointlist [ c ] - > p3_vec . y ) , - f2glf ( pointlist [ c ] - > p3_vec . z ) ) ;
}
glEnd ( ) ;
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}
return 0 ;
}
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bool g3_draw_bitmap ( vms_vector * pos , fix width , fix height , grs_bitmap * bm , int orientation )
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{
//float l=1.0;
vms_vector pv , v1 ; //,v2;
int i ;
r_bitmapc + + ;
v1 . z = 0 ;
// printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
// printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
OGL_ENABLE ( TEXTURE_2D ) ;
ogl_bindbmtex ( bm ) ;
ogl_texwrap ( bm - > gltexture , GL_CLAMP ) ;
glBegin ( GL_QUADS ) ;
glColor3f ( 1.0 , 1.0 , 1.0 ) ;
width = fixmul ( width , Matrix_scale . x ) ;
height = fixmul ( height , Matrix_scale . y ) ;
for ( i = 0 ; i < 4 ; i + + ) {
// g3_rotate_point(&p[i],pos);
vm_vec_sub ( & v1 , pos , & View_position ) ;
vm_vec_rotate ( & pv , & v1 , & View_matrix ) ;
// printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
switch ( i ) {
case 0 :
glTexCoord2f ( 0.0 , 0.0 ) ;
pv . x + = - width ;
pv . y + = height ;
break ;
case 1 :
glTexCoord2f ( bm - > gltexture - > u , 0.0 ) ;
pv . x + = width ;
pv . y + = height ;
break ;
case 2 :
glTexCoord2f ( bm - > gltexture - > u , bm - > gltexture - > v ) ;
pv . x + = width ;
pv . y + = - height ;
break ;
case 3 :
glTexCoord2f ( 0.0 , bm - > gltexture - > v ) ;
pv . x + = - width ;
pv . y + = - height ;
break ;
}
// vm_vec_rotate(&v2,&v1,&View_matrix);
// vm_vec_sub(&v1,&v2,&pv);
//vm_vec_sub(&v1,&pv,&v2);
// vm_vec_sub(&v2,&pv,&v1);
glVertex3f ( f2glf ( pv . x ) , f2glf ( pv . y ) , - f2glf ( pv . z ) ) ;
// printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
}
glEnd ( ) ;
// printf("\n");
return 0 ;
}
bool ogl_ubitmapm_c ( int x , int y , grs_bitmap * bm , int c )
{
GLfloat xo , yo , xf , yf ;
GLfloat u1 , u2 , v1 , v2 ;
r_ubitmapc + + ;
x + = grd_curcanv - > cv_bitmap . bm_x ;
y + = grd_curcanv - > cv_bitmap . bm_y ;
xo = x / ( float ) last_width ;
xf = ( bm - > bm_w + x ) / ( float ) last_width ;
yo = 1.0 - y / ( float ) last_height ;
yf = 1.0 - ( bm - > bm_h + y ) / ( float ) last_height ;
// printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
// printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
/* glEnABLE(ALPHA_TEST);
glAlphaFunc ( GL_GREATER , 0.0 ) ; */
OGL_ENABLE ( TEXTURE_2D ) ;
ogl_bindbmtex ( bm ) ;
ogl_texwrap ( bm - > gltexture , GL_CLAMP ) ;
if ( bm - > bm_x = = 0 ) {
u1 = 0 ;
if ( bm - > bm_w = = bm - > gltexture - > w )
u2 = bm - > gltexture - > u ;
else
u2 = ( bm - > bm_w + bm - > bm_x ) / ( float ) bm - > gltexture - > tw ;
} else {
u1 = bm - > bm_x / ( float ) bm - > gltexture - > tw ;
u2 = ( bm - > bm_w + bm - > bm_x ) / ( float ) bm - > gltexture - > tw ;
}
if ( bm - > bm_y = = 0 ) {
v1 = 0 ;
if ( bm - > bm_h = = bm - > gltexture - > h )
v2 = bm - > gltexture - > v ;
else
v2 = ( bm - > bm_h + bm - > bm_y ) / ( float ) bm - > gltexture - > th ;
} else {
v1 = bm - > bm_y / ( float ) bm - > gltexture - > th ;
v2 = ( bm - > bm_h + bm - > bm_y ) / ( float ) bm - > gltexture - > th ;
}
glBegin ( GL_QUADS ) ;
if ( c < 0 )
glColor3f ( 1.0 , 1.0 , 1.0 ) ;
else
glColor3f ( CPAL2Tr ( c ) , CPAL2Tg ( c ) , CPAL2Tb ( c ) ) ;
glTexCoord2f ( u1 , v1 ) ; glVertex2f ( xo , yo ) ;
glTexCoord2f ( u2 , v1 ) ; glVertex2f ( xf , yo ) ;
glTexCoord2f ( u2 , v2 ) ; glVertex2f ( xf , yf ) ;
glTexCoord2f ( u1 , v2 ) ; glVertex2f ( xo , yf ) ;
glEnd ( ) ;
// glDisABLE(ALPHA_TEST);
return 0 ;
}
bool ogl_ubitmapm ( int x , int y , grs_bitmap * bm ) {
return ogl_ubitmapm_c ( x , y , bm , - 1 ) ;
// return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
}
#if 0
//also upsidedown, currently.
bool ogl_ubitblt ( int w , int h , int dx , int dy , int sx , int sy , grs_bitmap * src , grs_bitmap * dest )
{
GLfloat xo , yo ; //,xs,ys;
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glmprintf ( ( 0 , " ogl_ubitblt(w=%i,h=%i,dx=%i,dy=%i,sx=%i,sy=%i,src=%p,dest=%p \n " , w , h , dx , dy , sx , sy , src , dest ) ) ;
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dx + = dest - > bm_x ;
dy + = dest - > bm_y ;
xo = dx / ( float ) last_width ;
// xo=dx/(float)grd_curscreen->sc_w;
// xs=w/(float)last_width;
//yo=1.0-dy/(float)last_height;
yo = 1.0 - ( dy + h ) / ( float ) last_height ;
// ys=h/(float)last_height;
// OGL_ENABLE(TEXTURE_2D);
OGL_DISABLE ( TEXTURE_2D ) ;
glRasterPos2f ( xo , yo ) ;
ogl_filltexbuf ( src - > bm_data , texbuf , src - > bm_w , w , h , sx , sy , w , h , GL_RGBA ) ;
glDrawPixels ( w , h , GL_RGBA , GL_UNSIGNED_BYTE , texbuf ) ;
glRasterPos2f ( 0 , 0 ) ;
return 0 ;
}
# else
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bool ogl_ubitblt_i ( int dw , int dh , int dx , int dy , int sw , int sh , int sx , int sy , grs_bitmap * src , grs_bitmap * dest )
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{
GLfloat xo , yo , xs , ys ;
GLfloat u1 , v1 ; //,u2,v2;
ogl_texture tex ;
// unsigned char *oldpal;
r_ubitbltc + + ;
ogl_init_texture ( & tex ) ;
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tex . w = sw ; tex . h = sh ;
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tex . prio = 0.0 ; tex . wantmip = 0 ;
tex . lw = src - > bm_rowsize ;
/* if (w==src->bm_w && sx==0){
u1 = 0 ; u2 = src - > glu ;
} else {
u1 = sx / ( float ) src - > bm_w * src - > glu ;
u2 = w / ( float ) src - > bm_w * src - > glu + u1 ;
}
if ( h = = src - > bm_h & & sy = = 0 ) {
v1 = 0 ; v2 = src - > glv ;
} else {
v1 = sy / ( float ) src - > bm_h * src - > glv ;
v2 = h / ( float ) src - > bm_h * src - > glv + v1 ;
} */
u1 = v1 = 0 ;
dx + = dest - > bm_x ;
dy + = dest - > bm_y ;
xo = dx / ( float ) last_width ;
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xs = dw / ( float ) last_width ;
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yo = 1.0 - dy / ( float ) last_height ;
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ys = dh / ( float ) last_height ;
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OGL_ENABLE ( TEXTURE_2D ) ;
// oldpal=ogl_pal;
ogl_pal = gr_current_pal ;
ogl_loadtexture ( src - > bm_data , sx , sy , & tex ) ;
// ogl_pal=oldpal;
ogl_pal = gr_palette ;
OGL_BINDTEXTURE ( tex . handle ) ;
ogl_texwrap ( & tex , GL_CLAMP ) ;
glBegin ( GL_QUADS ) ;
glColor3f ( 1.0 , 1.0 , 1.0 ) ;
glTexCoord2f ( u1 , v1 ) ; glVertex2f ( xo , yo ) ;
glTexCoord2f ( tex . u , v1 ) ; glVertex2f ( xo + xs , yo ) ;
glTexCoord2f ( tex . u , tex . v ) ; glVertex2f ( xo + xs , yo - ys ) ;
glTexCoord2f ( u1 , tex . v ) ; glVertex2f ( xo , yo - ys ) ;
glEnd ( ) ;
ogl_freetexture ( & tex ) ;
return 0 ;
}
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bool ogl_ubitblt ( int w , int h , int dx , int dy , int sx , int sy , grs_bitmap * src , grs_bitmap * dest ) {
return ogl_ubitblt_i ( w , h , dx , dy , w , h , sx , sy , src , dest ) ;
}
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# endif
bool ogl_ubitblt_tolinear ( int w , int h , int dx , int dy , int sx , int sy , grs_bitmap * src , grs_bitmap * dest ) {
# if 1
unsigned char * d , * s ;
int i , j ;
int w1 , h1 ;
// w1=w;h1=h;
w1 = grd_curscreen - > sc_w ; h1 = grd_curscreen - > sc_h ;
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if ( w1 * h1 * 3 > OGLTEXBUFSIZE )
Error ( " ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE \n " ) ;
if ( ogl_readpixels_ok > 0 ) {
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OGL_DISABLE ( TEXTURE_2D ) ;
glReadBuffer ( GL_FRONT ) ;
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glReadPixels ( 0 , 0 , w1 , h1 , GL_RGB , GL_UNSIGNED_BYTE , texbuf ) ;
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// glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
// glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
} else
memset ( texbuf , 0 , w1 * h1 * 3 ) ;
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sx + = src - > bm_x ;
sy + = src - > bm_y ;
for ( i = 0 ; i < h ; i + + ) {
d = dest - > bm_data + dx + ( dy + i ) * dest - > bm_rowsize ;
s = texbuf + ( ( h1 - ( i + sy + 1 ) ) * w1 + sx ) * 3 ;
for ( j = 0 ; j < w ; j + + ) {
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* d = gr_find_closest_color ( s [ 0 ] / 4 , s [ 1 ] / 4 , s [ 2 ] / 4 ) ;
s + = 3 ;
d + + ;
}
}
# else
int i , j , c = 0 ;
unsigned char * d , * s , * e ;
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if ( w * h * 3 > OGLTEXBUFSIZE )
Error ( " ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE \n " ) ;
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sx + = src - > bm_x ;
sy + = src - > bm_y ;
# if 1 //also seems to cause a mess. need to look into it a bit more..
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if ( ogl_readpixels_ok > 0 ) {
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OGL_DISABLE ( TEXTURE_2D ) ;
glReadBuffer ( GL_FRONT ) ;
// glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
glReadPixels ( sx , grd_curscreen - > sc_h - ( sy + h ) , w , h , GL_RGB , GL_UNSIGNED_BYTE , texbuf ) ;
} else
# endif
memset ( texbuf , 0 , w * h * 3 ) ;
// d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
d = dest - > bm_data + dx + dy * dest - > bm_rowsize ;
for ( i = 0 ; i < h ; i + + ) {
s = texbuf + w * ( h - ( i + 1 ) ) * 3 ;
// s=texbuf+w*i*3;
if ( s < texbuf ) { Error ( " blah1 \n " ) ; }
if ( d < dest - > bm_data ) { Error ( " blah3 \n " ) ; }
// d=dest->bm_data+(i*dest->bm_rowsize);
e = d ;
for ( j = 0 ; j < w ; j + + ) {
if ( s > texbuf + w * h * 3 - 3 ) { Error ( " blah2 \n " ) ; }
if ( d > dest - > bm_data + dest - > bm_rowsize * ( h + dy ) + dx ) { Error ( " blah4 \n " ) ; }
* d = gr_find_closest_color ( s [ 0 ] / 4 , s [ 1 ] / 4 , s [ 2 ] / 4 ) ;
s + = 3 ;
d + + ;
c + + ;
}
d = e ;
d + = dest - > bm_rowsize ;
}
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glmprintf ( ( 0 , " c=%i w*h=%i \n " , c , w * h ) ) ;
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# endif
return 0 ;
}
bool ogl_ubitblt_copy ( int w , int h , int dx , int dy , int sx , int sy , grs_bitmap * src , grs_bitmap * dest ) {
#if 0 //just seems to cause a mess.
GLfloat xo , yo ; //,xs,ys;
dx + = dest - > bm_x ;
dy + = dest - > bm_y ;
// xo=dx/(float)last_width;
xo = dx / ( float ) grd_curscreen - > sc_w ;
// yo=1.0-(dy+h)/(float)last_height;
yo = 1.0 - ( dy + h ) / ( float ) grd_curscreen - > sc_h ;
sx + = src - > bm_x ;
sy + = src - > bm_y ;
OGL_DISABLE ( TEXTURE_2D ) ;
glReadBuffer ( GL_FRONT ) ;
glRasterPos2f ( xo , yo ) ;
// glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
glCopyPixels ( sx , grd_curscreen - > sc_h - ( sy + h ) , w , h , GL_COLOR ) ;
glRasterPos2f ( 0 , 0 ) ;
# endif
return 0 ;
}
void ogl_start_frame ( void ) {
r_polyc = 0 ; r_tpolyc = 0 ; r_bitmapc = 0 ; r_ubitmapc = 0 ; r_ubitbltc = 0 ; r_upixelc = 0 ;
// gl_badtexture=500;
OGL_VIEWPORT ( grd_curcanv - > cv_bitmap . bm_x , grd_curcanv - > cv_bitmap . bm_y , Canvas_width , Canvas_height ) ;
glClearColor ( 0.0 , 0.0 , 0.0 , 0.0 ) ;
// glEnable(GL_ALPHA_TEST);
// glAlphaFunc(GL_GREATER,0.01);
glShadeModel ( GL_SMOOTH ) ;
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ; //clear matrix
//gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
//gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
gluPerspective ( 90.0 , 1.0 , 0.01 , 1000000.0 ) ;
//gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
// gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ; //clear matrix
glEnable ( GL_BLEND ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
// glDisABLE(DITHER);
// glScalef(1.0,1.0,-1.0);
// glScalef(1.0,1.0,-1.0);
// glPushMatrix();
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
// OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
// OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
# ifndef NMONO
void merge_textures_stats ( void ) ;
# endif
void ogl_end_frame ( void ) {
// OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
OGL_VIEWPORT ( 0 , 0 , grd_curscreen - > sc_w , grd_curscreen - > sc_h ) ;
# ifndef NMONO
// merge_textures_stats();
// ogl_texture_stats();
# endif
// glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ; //clear matrix
glOrtho ( 0.0 , 1.0 , 0.0 , 1.0 , - 1.0 , 1.0 ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ; //clear matrix
// glDisABLE(BLEND);
//glDisABLE(ALPHA_TEST);
//gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
// ogl_swap_buffers();//platform specific code
// glClear(GL_COLOR_BUFFER_BIT);
}
void ogl_swap_buffers ( void ) {
ogl_clean_texture_cache ( ) ;
if ( gr_renderstats ) {
gr_printf ( 5 , GAME_FONT - > ft_h * 13 + 3 * 13 , " %i flat %i tex %i sprites %i bitmaps " , r_polyc , r_tpolyc , r_bitmapc , r_ubitmapc ) ;
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// glmprintf((0,"ogl_end_frame: %i polys, %i tmaps, %i sprites, %i bitmaps, %i bitblts, %i pixels\n",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc));//we need to do it here because some things get drawn after end_frame
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}
ogl_do_palfx ( ) ;
ogl_swap_buffers_internal ( ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
}
int tex_format_supported ( int iformat , int format ) {
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switch ( iformat ) {
case GL_INTENSITY4 :
if ( ! ogl_intensity4_ok ) return 0 ; break ;
case GL_LUMINANCE4_ALPHA4 :
if ( ! ogl_luminance4_alpha4_ok ) return 0 ; break ;
case GL_RGBA2 :
if ( ! ogl_rgba2_ok ) return 0 ; break ;
}
if ( ogl_gettexlevelparam_ok ) {
int internalFormat ;
glTexImage2D ( GL_PROXY_TEXTURE_2D , 0 , iformat , 64 , 64 , 0 ,
format , GL_UNSIGNED_BYTE , texbuf ) ; //NULL?
glGetTexLevelParameteriv ( GL_PROXY_TEXTURE_2D , 0 ,
GL_TEXTURE_INTERNAL_FORMAT ,
& internalFormat ) ;
return ( internalFormat = = iformat ) ;
} else
return 1 ;
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}
//little hack to find the largest or equal multiple of 2 for a given number
int pow2ize ( int x ) {
int i ;
for ( i = 2 ; i < = 4096 ; i * = 2 )
if ( x < = i ) return i ;
return i ;
}
//GLubyte texbuf[512*512*4];
GLubyte texbuf [ OGLTEXBUFSIZE ] ;
void ogl_filltexbuf ( unsigned char * data , GLubyte * texp , int truewidth , int width , int height , int dxo , int dyo , int twidth , int theight , int type )
{
// GLushort *tex=(GLushort *)texp;
int x , y , c , i ;
if ( twidth * theight * 4 > sizeof ( texbuf ) ) //shouldn't happen, descent never uses textures that big.
Error ( " texture toobig %i %i " , twidth , theight ) ;
i = 0 ;
for ( y = 0 ; y < theight ; y + + ) {
i = dxo + truewidth * ( y + dyo ) ;
for ( x = 0 ; x < twidth ; x + + ) {
if ( x < width & & y < height )
c = data [ i + + ] ;
else
c = 255 ; //fill the pad space with transparancy
if ( c = = 255 ) {
switch ( type ) {
case GL_LUMINANCE :
( * ( texp + + ) ) = 0 ;
break ;
case GL_LUMINANCE_ALPHA :
( * ( texp + + ) ) = 0 ;
( * ( texp + + ) ) = 0 ;
break ;
case GL_RGBA :
( * ( texp + + ) ) = 0 ;
( * ( texp + + ) ) = 0 ;
( * ( texp + + ) ) = 0 ;
( * ( texp + + ) ) = 0 ; //transparent pixel
break ;
}
// (*(tex++))=0;
} else {
switch ( type ) {
case GL_LUMINANCE : //these could prolly be done to make the intensity based upon the intensity of the resulting color, but its not needed for anything (yet?) so no point. :)
( * ( texp + + ) ) = 255 ;
break ;
case GL_LUMINANCE_ALPHA :
( * ( texp + + ) ) = 255 ;
( * ( texp + + ) ) = 255 ;
break ;
case GL_RGBA :
//(*(texp++))=gr_palette[c*3]*4;
//(*(texp++))=gr_palette[c*3+1]*4;
//(*(texp++))=gr_palette[c*3+2]*4;
( * ( texp + + ) ) = ogl_pal [ c * 3 ] * 4 ;
( * ( texp + + ) ) = ogl_pal [ c * 3 + 1 ] * 4 ;
( * ( texp + + ) ) = ogl_pal [ c * 3 + 2 ] * 4 ;
( * ( texp + + ) ) = 255 ; //not transparent
// (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
break ;
}
}
}
}
}
int tex_format_verify ( ogl_texture * tex ) {
while ( ! tex_format_supported ( tex - > internalformat , tex - > format ) ) {
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glmprintf ( ( 0 , " tex format %x not supported " , tex - > internalformat ) ) ;
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switch ( tex - > internalformat ) {
case GL_INTENSITY4 :
if ( ogl_luminance4_alpha4_ok ) {
tex - > internalformat = GL_LUMINANCE4_ALPHA4 ;
tex - > format = GL_LUMINANCE_ALPHA ;
break ;
} //note how it will fall through here if the statement is false
case GL_LUMINANCE4_ALPHA4 :
if ( ogl_rgba2_ok ) {
tex - > internalformat = GL_RGBA2 ;
tex - > format = GL_RGBA ;
break ;
} //note how it will fall through here if the statement is false
case GL_RGBA2 :
tex - > internalformat = ogl_rgba_format ;
tex - > format = GL_RGBA ;
break ;
default :
mprintf ( ( 0 , " ...no tex format to fall back on \n " ) ) ;
return 1 ;
}
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glmprintf ( ( 0 , " ...falling back to %x \n " , tex - > internalformat ) ) ;
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}
return 0 ;
}
void tex_set_size1 ( ogl_texture * tex , int dbits , int bits , int w , int h ) {
int u ;
if ( tex - > tw ! = w | | tex - > th ! = h ) {
u = ( tex - > w / ( float ) tex - > tw * w ) * ( tex - > h / ( float ) tex - > th * h ) ;
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glmprintf ( ( 0 , " shrunken texture? \n " ) ) ;
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} else
u = tex - > w * tex - > h ;
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if ( bits < = 0 ) { //the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
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tex - > bytes = ( ( float ) w * h * dbits ) / 8.0 ;
tex - > bytesu = ( ( float ) u * dbits ) / 8.0 ;
} else {
tex - > bytes = ( ( float ) w * h * bits ) / 8.0 ;
tex - > bytesu = ( ( float ) u * bits ) / 8.0 ;
}
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glmprintf ( ( 0 , " tex_set_size1: %ix%i, %ib(%i) %iB \n " , w , h , bits , dbits , tex - > bytes ) ) ;
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}
void tex_set_size ( ogl_texture * tex ) {
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int w , h , bi = 16 , a = 0 ;
if ( ogl_gettexlevelparam_ok ) {
int t ;
glGetTexLevelParameteriv ( GL_TEXTURE_2D , 0 , GL_TEXTURE_WIDTH , & w ) ;
glGetTexLevelParameteriv ( GL_TEXTURE_2D , 0 , GL_TEXTURE_HEIGHT , & h ) ;
glGetTexLevelParameteriv ( GL_TEXTURE_2D , 0 , GL_TEXTURE_LUMINANCE_SIZE , & t ) ; a + = t ;
glGetTexLevelParameteriv ( GL_TEXTURE_2D , 0 , GL_TEXTURE_INTENSITY_SIZE , & t ) ; a + = t ;
glGetTexLevelParameteriv ( GL_TEXTURE_2D , 0 , GL_TEXTURE_RED_SIZE , & t ) ; a + = t ;
glGetTexLevelParameteriv ( GL_TEXTURE_2D , 0 , GL_TEXTURE_GREEN_SIZE , & t ) ; a + = t ;
glGetTexLevelParameteriv ( GL_TEXTURE_2D , 0 , GL_TEXTURE_BLUE_SIZE , & t ) ; a + = t ;
glGetTexLevelParameteriv ( GL_TEXTURE_2D , 0 , GL_TEXTURE_ALPHA_SIZE , & t ) ; a + = t ;
} else {
w = tex - > tw ;
h = tex - > th ;
}
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switch ( tex - > format ) {
case GL_LUMINANCE :
bi = 8 ;
break ;
case GL_LUMINANCE_ALPHA :
bi = 8 ;
break ;
case GL_RGBA :
bi = 16 ;
break ;
default :
Error ( " tex_set_size unknown texformat \n " ) ;
break ;
}
tex_set_size1 ( tex , bi , a , w , h ) ;
}
//loads a palettized bitmap into a ogl RGBA texture.
//Sizes and pads dimensions to multiples of 2 if necessary.
//In theory this could be a problem for repeating textures, but all real
//textures (not sprites, etc) in descent are 64x64, so we are ok.
//stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
void ogl_loadtexture ( unsigned char * data , int dxo , int dyo , ogl_texture * tex ) {
//void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
// int internalformat=GL_RGBA;
// int format=GL_RGBA;
//int filltype=0;
tex - > tw = pow2ize ( tex - > w ) ; tex - > th = pow2ize ( tex - > h ) ; //calculate smallest texture size that can accomodate us (must be multiples of 2)
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// tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
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if ( gr_badtexture > 0 ) return ;
if ( tex_format_verify ( tex ) )
return ;
//calculate u/v values that would make the resulting texture correctly sized
tex - > u = ( float ) tex - > w / ( float ) tex - > tw ;
tex - > v = ( float ) tex - > h / ( float ) tex - > th ;
// if (width!=twidth || height!=theight)
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// glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
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ogl_filltexbuf ( data , texbuf , tex - > lw , tex - > w , tex - > h , dxo , dyo , tex - > tw , tex - > th , tex - > format ) ;
// Generate OpenGL texture IDs.
glGenTextures ( 1 , & tex - > handle ) ;
//set priority
glPrioritizeTextures ( 1 , & tex - > handle , & tex - > prio ) ;
// Give our data to OpenGL.
OGL_BINDTEXTURE ( tex - > handle ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE ) ;
if ( tex - > wantmip ) {
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_texmagfilt ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_texminfilt ) ;
} else {
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
}
// domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
//however, if texturing mode becomes an ingame option, they would need to be made regardless, so it could switch to them later. OTOH, texturing mode could just be made a command line arg.
if ( tex - > wantmip & & GL_needmipmaps )
gluBuild2DMipmaps ( GL_TEXTURE_2D , tex - > internalformat , tex - > tw ,
tex - > th , tex - > format , GL_UNSIGNED_BYTE , texbuf ) ;
else
glTexImage2D ( GL_TEXTURE_2D , 0 , tex - > internalformat ,
tex - > tw , tex - > th , 0 , tex - > format , // RGBA textures.
GL_UNSIGNED_BYTE , // imageData is a GLubyte pointer.
texbuf ) ;
tex_set_size ( tex ) ;
r_texcount + + ;
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glmprintf ( ( 0 , " ogl_loadtexture(%p,%i,%i,%ix%i,%p):%i u=%f v=%f b=%i bu=%i (%i) \n " , data , tex - > tw , tex - > th , dxo , dyo , tex , tex - > handle , tex - > u , tex - > v , tex - > bytes , tex - > bytesu , r_texcount ) ) ;
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}
unsigned char decodebuf [ 512 * 512 ] ;
void ogl_loadbmtexture_m ( grs_bitmap * bm , int domipmap ) {
unsigned char * buf ;
while ( bm - > bm_parent )
bm = bm - > bm_parent ;
buf = bm - > bm_data ;
if ( bm - > gltexture = = NULL ) {
ogl_init_texture ( bm - > gltexture = ogl_get_free_texture ( ) ) ;
bm - > gltexture - > lw = bm - > bm_w ;
bm - > gltexture - > w = bm - > bm_w ;
bm - > gltexture - > h = bm - > bm_h ;
bm - > gltexture - > wantmip = domipmap ;
}
else {
if ( bm - > gltexture - > handle > 0 )
return ;
if ( bm - > gltexture - > w = = 0 ) {
bm - > gltexture - > lw = bm - > bm_w ;
bm - > gltexture - > w = bm - > bm_w ;
bm - > gltexture - > h = bm - > bm_h ;
}
}
if ( bm - > bm_flags & BM_FLAG_RLE ) {
unsigned char * dbits ;
unsigned char * sbits ;
int i ;
sbits = & bm - > bm_data [ 4 + bm - > bm_h ] ;
dbits = decodebuf ;
for ( i = 0 ; i < bm - > bm_h ; i + + ) {
gr_rle_decode ( sbits , dbits ) ;
sbits + = ( int ) bm - > bm_data [ 4 + i ] ;
dbits + = bm - > bm_w ;
}
buf = decodebuf ;
}
ogl_loadtexture ( buf , 0 , 0 , bm - > gltexture ) ;
}
void ogl_loadbmtexture ( grs_bitmap * bm ) {
ogl_loadbmtexture_m ( bm , 1 ) ;
}
void ogl_freetexture ( ogl_texture * gltexture ) {
if ( gltexture - > handle > 0 ) {
r_texcount - - ;
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glmprintf ( ( 0 , " ogl_freetexture(%p):%i (last rend %is) (%i left) \n " , gltexture , gltexture - > handle , ( GameTime - gltexture - > lastrend ) / f1_0 , r_texcount ) ) ;
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glDeleteTextures ( 1 , & gltexture - > handle ) ;
// gltexture->handle=0;
ogl_init_texture ( gltexture ) ;
}
}
void ogl_freebmtexture ( grs_bitmap * bm ) {
if ( bm - > gltexture ) {
ogl_freetexture ( bm - > gltexture ) ;
bm - > gltexture = NULL ;
// r_texcount--;
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// glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
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// glDeleteTextures( 1, &bm->gltexture );
// bm->gltexture=-1;
}
}