/* * * OGL video functions. - Added 9/15/99 Matthew Mueller * */ #define DECLARE_VARS #ifdef RPI // extra libraries for the Raspberry Pi #include "bcm_host.h" #endif #include #include #include #ifdef _MSC_VER #include #endif #if !defined(_MSC_VER) && !defined(macintosh) #include #endif #if !defined(macintosh) #include #include #include #endif #include #include #include "hudmsg.h" #include "game.h" #include "text.h" #include "gr.h" #include "gamefont.h" #include "grdef.h" #include "palette.h" #include "u_mem.h" #include "dxxerror.h" #include "inferno.h" #include "screens.h" #include "strutil.h" #include "args.h" #include "key.h" #include "physfsx.h" #include "internal.h" #include "render.h" #include "console.h" #include "config.h" #include "playsave.h" #include "vers_id.h" #include "game.h" #if defined(__APPLE__) && defined(__MACH__) #include #else #ifdef OGLES #include #include #include #include #else #include #endif #endif #ifdef OGLES int sdl_video_flags = 0; #ifdef RPI static EGL_DISPMANX_WINDOW_T nativewindow; static DISPMANX_ELEMENT_HANDLE_T dispman_element=DISPMANX_NO_HANDLE; static DISPMANX_DISPLAY_HANDLE_T dispman_display=DISPMANX_NO_HANDLE; #endif #else int sdl_video_flags = SDL_OPENGL; #endif int gr_installed = 0; int gl_initialized=0; int linedotscale=1; // scalar of glLinewidth and glPointSize - only calculated once when resolution changes #ifdef RPI int sdl_no_modeswitch=0; #else enum { sdl_no_modeswitch = 0 }; #endif #ifdef OGLES EGLDisplay eglDisplay=EGL_NO_DISPLAY; EGLConfig eglConfig; EGLSurface eglSurface=EGL_NO_SURFACE; EGLContext eglContext=EGL_NO_CONTEXT; bool TestEGLError(char* pszLocation) { /* * eglGetError returns the last error that has happened using egl, * not the status of the last called function. The user has to * check after every single egl call or at least once every frame. */ EGLint iErr = eglGetError(); if (iErr != EGL_SUCCESS) { con_printf(CON_URGENT, "%s failed (%d).\n", pszLocation, iErr); return 0; } return 1; } #endif void ogl_swap_buffers_internal(void) { #ifdef OGLES eglSwapBuffers(eglDisplay, eglSurface); #else SDL_GL_SwapBuffers(); #endif } #ifdef RPI // MH: I got the following constants for vc_dispmanx_element_change_attributes() from: // http://qt.gitorious.org/qt/qtbase/commit/5933205cfcd73481cb0645fa6183103063fe3e0d // I do not know where they got them from, but OTOH, they are quite obvious. // these constants are not in any headers (yet) #define ELEMENT_CHANGE_LAYER (1<<0) #define ELEMENT_CHANGE_OPACITY (1<<1) #define ELEMENT_CHANGE_DEST_RECT (1<<2) #define ELEMENT_CHANGE_SRC_RECT (1<<3) #define ELEMENT_CHANGE_MASK_RESOURCE (1<<4) #define ELEMENT_CHANGE_TRANSFORM (1<<5) void rpi_destroy_element(void) { if (dispman_element != DISPMANX_NO_HANDLE) { DISPMANX_UPDATE_HANDLE_T dispman_update; con_printf(CON_DEBUG, "RPi: destroying display manager element\n"); dispman_update = vc_dispmanx_update_start( 0 ); if (vc_dispmanx_element_remove( dispman_update, dispman_element)) { con_printf(CON_URGENT, "RPi: failed to remove dispmanx element!\n"); } vc_dispmanx_update_submit_sync( dispman_update ); dispman_element = DISPMANX_NO_HANDLE; } } int rpi_setup_element(int x, int y, Uint32 video_flags, int update) { // this code is based on the work of Ben O'Steen // http://benosteen.wordpress.com/2012/04/27/using-opengl-es-2-0-on-the-raspberry-pi-without-x-windows/ // https://github.com/benosteen/opengles-book-samples/tree/master/Raspi DISPMANX_UPDATE_HANDLE_T dispman_update; VC_RECT_T dst_rect; VC_RECT_T src_rect; VC_DISPMANX_ALPHA_T alpha_descriptor; uint32_t rpi_display_device=DISPMANX_ID_MAIN_LCD; uint32_t display_width; uint32_t display_height; int success; success = graphics_get_display_size(rpi_display_device, &display_width, &display_height); if ( success < 0 ) { con_printf(CON_URGENT, "Could not get RPi display size, assuming 640x480\n"); display_width=640; display_height=480; } if ((uint32_t)x > display_width) { con_printf(CON_URGENT, "RPi: Requested width %d exceeds display width %u, scaling down!\n", x,display_width); x=(int)display_width; } if ((uint32_t)y > display_height) { con_printf(CON_URGENT, "RPi: Requested height %d exceeds display height %u, scaling down!\n", y,display_height); y=(int)display_height; } con_printf(CON_DEBUG, "RPi: display resolution %ux%u, game resolution: %dx%d (%s)\n", display_width, display_height, x, y, (video_flags & SDL_FULLSCREEN)?"fullscreen":"windowed"); if (video_flags & SDL_FULLSCREEN) { /* scale to the full display size... */ dst_rect.x = 0; dst_rect.y = 0; dst_rect.width = display_width; dst_rect.height= display_height; } else { /* TODO: we could query the position of the X11 window here and try to place the ovelray exactly above that..., we would have to track window movements, though ... */ dst_rect.x = 0; dst_rect.y = 0; dst_rect.width = (uint32_t)x; dst_rect.height= (uint32_t)y; } src_rect.x = 0; src_rect.y = 0; src_rect.width = ((uint32_t)x)<< 16; src_rect.height =((uint32_t)y)<< 16; /* we do not want our overlay to be blended against the background */ alpha_descriptor.flags=DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS; alpha_descriptor.opacity=0xffffffff; alpha_descriptor.mask=0; // open display, if we do not already have one ... if (dispman_display == DISPMANX_NO_HANDLE) { con_printf(CON_DEBUG, "RPi: opening display: %u\n",rpi_display_device); dispman_display = vc_dispmanx_display_open(rpi_display_device); if (dispman_display == DISPMANX_NO_HANDLE) { con_printf(CON_URGENT,"RPi: failed to open display: %u\n",rpi_display_device); } } if (dispman_element != DISPMANX_NO_HANDLE) { if (!update) { // if the element already exists, and we cannot update it, so recreate it rpi_destroy_element(); } } else { // if the element does not exist, we cannot do an update update=0; } dispman_update = vc_dispmanx_update_start( 0 ); if (update) { con_printf(CON_DEBUG, "RPi: updating display manager element\n"); vc_dispmanx_element_change_attributes ( dispman_update, nativewindow.element, ELEMENT_CHANGE_DEST_RECT | ELEMENT_CHANGE_SRC_RECT, 0 /*layer*/, 0 /*opacity*/, &dst_rect, &src_rect, 0 /*mask*/, VC_IMAGE_ROT0 /*transform*/); } else { // create a new element con_printf(CON_DEBUG, "RPi: creating display manager element\n"); dispman_element = vc_dispmanx_element_add ( dispman_update, dispman_display, 0 /*layer*/, &dst_rect, 0 /*src*/, &src_rect, DISPMANX_PROTECTION_NONE, &alpha_descriptor, NULL /*clamp*/, VC_IMAGE_ROT0 /*transform*/); if (dispman_element == DISPMANX_NO_HANDLE) { con_printf(CON_URGENT,"RPi: failed to creat display manager elemenr\n"); } nativewindow.element = dispman_element; } nativewindow.width = display_width; nativewindow.height = display_height; vc_dispmanx_update_submit_sync( dispman_update ); return 0; } #endif // RPI #ifdef OGLES void ogles_destroy(void) { if( eglDisplay != EGL_NO_DISPLAY ) { eglMakeCurrent(eglDisplay, NULL, NULL, EGL_NO_CONTEXT); } if (eglContext != EGL_NO_CONTEXT) { con_printf(CON_DEBUG, "EGL: destroyig context\n"); eglDestroyContext(eglDisplay, eglContext); eglContext = EGL_NO_CONTEXT; } if (eglSurface != EGL_NO_SURFACE) { con_printf(CON_DEBUG, "EGL: destroyig surface\n"); eglDestroySurface(eglDisplay, eglSurface); eglSurface = EGL_NO_SURFACE; } if (eglDisplay != EGL_NO_DISPLAY) { con_printf(CON_DEBUG, "EGL: terminating\n"); eglTerminate(eglDisplay); eglDisplay = EGL_NO_DISPLAY; } } #endif int ogl_init_window(int x, int y) { int use_x,use_y,use_bpp; Uint32 use_flags; #ifdef OGLES SDL_SysWMinfo info; Window x11Window = 0; Display* x11Display = 0; EGLint ver_maj, ver_min; EGLint configAttribs[] = { EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_BLUE_SIZE, 5, EGL_DEPTH_SIZE, 16, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT, EGL_NONE, EGL_NONE }; // explicitely request an OpenGL ES 1.x context EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 1, EGL_NONE, EGL_NONE }; // explicitely request a doublebuffering window EGLint winAttribs[] = { EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE, EGL_NONE }; int iConfigs; #endif // OGLES if (gl_initialized) ogl_smash_texture_list_internal();//if we are or were fullscreen, changing vid mode will invalidate current textures SDL_WM_SetCaption(DESCENT_VERSION, DXX_SDL_WINDOW_CAPTION); SDL_WM_SetIcon( SDL_LoadBMP( DXX_SDL_WINDOW_ICON_BITMAP ), NULL ); use_x=x; use_y=y; use_bpp=GameArg.DbgBpp; use_flags=sdl_video_flags; if (sdl_no_modeswitch) { const SDL_VideoInfo *vinfo=SDL_GetVideoInfo(); if (vinfo) { use_x=vinfo->current_w; use_y=vinfo->current_h; use_bpp=vinfo->vfmt->BitsPerPixel; use_flags=SDL_SWSURFACE | SDL_ANYFORMAT; } else { con_printf(CON_URGENT, "Could not query video info\n"); } } if (!SDL_SetVideoMode(use_x, use_y, use_bpp, use_flags)) { #ifdef RPI con_printf(CON_URGENT, "Could not set %dx%dx%d opengl video mode: %s\n (Ignored for RPI)", x, y, GameArg.DbgBpp, SDL_GetError()); #else Error("Could not set %dx%dx%d opengl video mode: %s\n", x, y, GameArg.DbgBpp, SDL_GetError()); #endif } #ifdef OGLES #ifndef RPI // NOTE: on the RPi, the EGL stuff is not connected to the X11 window, // so there is no need to destroy and recreate this ogles_destroy(); #endif SDL_VERSION(&info.version); if (SDL_GetWMInfo(&info) > 0) { if (info.subsystem == SDL_SYSWM_X11) { x11Display = info.info.x11.display; x11Window = info.info.x11.window; con_printf (CON_DEBUG, "Display: %p, Window: %i ===\n", (void*)x11Display, (int)x11Window); } } if (eglDisplay == EGL_NO_DISPLAY) { #ifdef RPI eglDisplay = eglGetDisplay((EGLNativeDisplayType)EGL_DEFAULT_DISPLAY); #else eglDisplay = eglGetDisplay((EGLNativeDisplayType)x11Display); #endif if (eglDisplay == EGL_NO_DISPLAY) { con_printf(CON_URGENT, "EGL: Error querying EGL Display\n"); } if (!eglInitialize(eglDisplay, &ver_maj, &ver_min)) { con_printf(CON_URGENT, "EGL: Error initializing EGL\n"); } else { con_printf(CON_DEBUG, "EGL: Initialized, version: major %i minor %i\n", ver_maj, ver_min); } } #ifdef RPI if (rpi_setup_element(x,y,sdl_video_flags,1)) { Error("RPi: Could not set up a %dx%d element\n", x, y); } #endif if (eglSurface == EGL_NO_SURFACE) { if (!eglChooseConfig(eglDisplay, configAttribs, &eglConfig, 1, &iConfigs) || (iConfigs != 1)) { con_printf(CON_URGENT, "EGL: Error choosing config\n"); } else { con_printf(CON_DEBUG, "EGL: config chosen\n"); } #ifdef RPI eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, (EGLNativeWindowType)&nativewindow, winAttribs); #else eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, (NativeWindowType)x11Window, winAttribs); #endif if ((!TestEGLError("eglCreateWindowSurface")) || eglSurface == EGL_NO_SURFACE) { con_printf(CON_URGENT, "EGL: Error creating window surface\n"); } else { con_printf(CON_DEBUG, "EGL: Created window surface\n"); } } if (eglContext == EGL_NO_CONTEXT) { eglContext = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, contextAttribs); if ((!TestEGLError("eglCreateContext")) || eglContext == EGL_NO_CONTEXT) { con_printf(CON_URGENT, "EGL: Error creating context\n"); } else { con_printf(CON_DEBUG, "EGL: Created context\n"); } } eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext); if (!TestEGLError("eglMakeCurrent")) { con_printf(CON_URGENT, "EGL: Error making current\n"); } else { con_printf(CON_DEBUG, "EGL: made context current\n"); } #endif linedotscale = ((x/640sc_w, grd_curscreen->sc_h); } // Set the buffer to draw to. 0 is front, 1 is back void gr_set_draw_buffer(int buf) { #ifndef OGLES glDrawBuffer((buf == 0) ? GL_FRONT : GL_BACK); #endif } const char *gl_vendor, *gl_renderer, *gl_version, *gl_extensions; void ogl_get_verinfo(void) { #ifndef OGLES gl_vendor = (const char *) glGetString (GL_VENDOR); gl_renderer = (const char *) glGetString (GL_RENDERER); gl_version = (const char *) glGetString (GL_VERSION); gl_extensions = (const char *) glGetString (GL_EXTENSIONS); con_printf(CON_VERBOSE, "OpenGL: vendor: %s\nOpenGL: renderer: %s\nOpenGL: version: %s\n",gl_vendor,gl_renderer,gl_version); #ifdef _WIN32 dglMultiTexCoord2fARB = (glMultiTexCoord2fARB_fp)wglGetProcAddress("glMultiTexCoord2fARB"); dglActiveTextureARB = (glActiveTextureARB_fp)wglGetProcAddress("glActiveTextureARB"); dglMultiTexCoord2fSGIS = (glMultiTexCoord2fSGIS_fp)wglGetProcAddress("glMultiTexCoord2fSGIS"); dglSelectTextureSGIS = (glSelectTextureSGIS_fp)wglGetProcAddress("glSelectTextureSGIS"); #endif //add driver specific hacks here. whee. if ((d_stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.0\n")==0 || d_stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.2\n")==0) && d_stricmp(gl_version,"1.2 Mesa 3.0")==0) { GameArg.DbgGlIntensity4Ok=0;//ignores alpha, always black background instead of transparent. GameArg.DbgGlReadPixelsOk=0;//either just returns all black, or kills the X server entirely GameArg.DbgGlGetTexLevelParamOk=0;//returns random data.. } if (d_stricmp(gl_vendor,"Matrox Graphics Inc.")==0) { //displays garbage. reported by // redomen@crcwnet.com (render="Matrox G400" version="1.1.3 5.52.015") // orulz (Matrox G200) GameArg.DbgGlIntensity4Ok=0; } #ifdef macintosh if (d_stricmp(gl_renderer,"3dfx Voodoo 3")==0) // strangely, includes Voodoo 2 GameArg.DbgGlGetTexLevelParamOk=0; // Always returns 0 #endif #ifndef NDEBUG con_printf(CON_VERBOSE,"gl_intensity4:%i gl_luminance4_alpha4:%i gl_rgba2:%i gl_readpixels:%i gl_gettexlevelparam:%i\n",GameArg.DbgGlIntensity4Ok,GameArg.DbgGlLuminance4Alpha4Ok,GameArg.DbgGlRGBA2Ok,GameArg.DbgGlReadPixelsOk,GameArg.DbgGlGetTexLevelParamOk); #endif if (!d_stricmp(gl_extensions,"GL_EXT_texture_filter_anisotropic")==0) { glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &ogl_maxanisotropy); con_printf(CON_VERBOSE,"ogl_maxanisotropy:%f\n",ogl_maxanisotropy); } else if (GameCfg.TexFilt >= 3) GameCfg.TexFilt = 2; #endif } // returns possible (fullscreen) resolutions if any. int gr_list_modes( u_int32_t gsmodes[] ) { SDL_Rect** modes; int i = 0, modesnum = 0; #ifdef OGLES int sdl_check_flags = SDL_FULLSCREEN; // always use Fullscreen as lead. #else int sdl_check_flags = SDL_OPENGL | SDL_FULLSCREEN; // always use Fullscreen as lead. #endif if (sdl_no_modeswitch) { /* TODO: we could use the tvservice to list resolutions on the RPi */ return 0; } modes = SDL_ListModes(NULL, sdl_check_flags); if (modes == (SDL_Rect**)0) // check if we get any modes - if not, return 0 return 0; if (modes == (SDL_Rect**)-1) { return 0; // can obviously use any resolution... strange! } else { for (i = 0; modes[i]; ++i) { if (modes[i]->w > 0xFFF0 || modes[i]->h > 0xFFF0 // resolutions saved in 32bits. so skip bigger ones (unrealistic in 2010) (changed to 0xFFF0 to fix warning) || modes[i]->w < 320 || modes[i]->h < 200) // also skip everything smaller than 320x200 continue; gsmodes[modesnum] = SM(modes[i]->w,modes[i]->h); modesnum++; if (modesnum >= 50) // that really seems to be enough big boy. break; } return modesnum; } } int gr_check_mode(u_int32_t mode) { unsigned int w, h; w=SM_W(mode); h=SM_H(mode); if (sdl_no_modeswitch == 0) { return SDL_VideoModeOK(w, h, GameArg.DbgBpp, sdl_video_flags); } else { // just tell the caller that any mode is valid... return 32; } } int gr_set_mode(u_int32_t mode) { unsigned int w, h; char *gr_bm_data; if (mode<=0) return 0; w=SM_W(mode); h=SM_H(mode); if (!gr_check_mode(mode)) { con_printf(CON_URGENT,"Cannot set %ix%i. Fallback to 640x480\n",w,h); w=640; h=480; Game_screen_mode=mode=SM(w,h); } gr_bm_data=(char *)grd_curscreen->sc_canvas.cv_bitmap.bm_data;//since we use realloc, we want to keep this pointer around. memset( grd_curscreen, 0, sizeof(grs_screen)); grd_curscreen->sc_mode = mode; grd_curscreen->sc_w = w; grd_curscreen->sc_h = h; grd_curscreen->sc_aspect = fixdiv(grd_curscreen->sc_w*GameCfg.AspectX,grd_curscreen->sc_h*GameCfg.AspectY); gr_init_canvas(&grd_curscreen->sc_canvas, d_realloc(gr_bm_data,w*h), BM_OGL, w, h); gr_set_current_canvas(NULL); ogl_init_window(w,h);//platform specific code ogl_get_verinfo(); OGL_VIEWPORT(0,0,w,h); ogl_init_state(); gamefont_choose_game_font(w,h); gr_remap_color_fonts(); gr_remap_mono_fonts(); return 0; } #define GLstrcmptestr(a,b) if (d_stricmp(a,#b)==0 || d_stricmp(a,"GL_" #b)==0)return GL_ ## b; int ogl_atotexfilti(char *a,int min) { GLstrcmptestr(a,NEAREST); GLstrcmptestr(a,LINEAR); if (min) {//mipmaps are valid only for the min filter GLstrcmptestr(a,NEAREST_MIPMAP_NEAREST); GLstrcmptestr(a,NEAREST_MIPMAP_LINEAR); GLstrcmptestr(a,LINEAR_MIPMAP_NEAREST); GLstrcmptestr(a,LINEAR_MIPMAP_LINEAR); } Error("unknown/invalid texture filter %s\n",a); } #ifdef _WIN32 static const char OglLibPath[]="opengl32.dll"; static int ogl_rt_loaded=0; static int ogl_init_load_library(void) { int retcode=0; if (!ogl_rt_loaded) { retcode = OpenGL_LoadLibrary(true, OglLibPath); if(retcode) { if(!glEnd) { Error("Opengl: Functions not imported\n"); } } else { Error("Opengl: error loading %s\n", OglLibPath); } ogl_rt_loaded=1; } return retcode; } #endif void gr_set_attributes(void) { #ifndef OGLES SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,0); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1); SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL,GameCfg.VSync); if (GameCfg.Multisample) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); } else { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); } #endif ogl_smash_texture_list_internal(); gr_remap_color_fonts(); gr_remap_mono_fonts(); } int gr_init(int mode) { #ifdef RPI char sdl_driver[32]; char *sdl_driver_ret; #endif int retcode; // Only do this function once! if (gr_installed==1) return -1; #ifdef RPI // Initialize the broadcom host library // we have to call this before we can create an OpenGL ES context bcm_host_init(); // Check if we are running with SDL directfb driver ... sdl_driver_ret=SDL_VideoDriverName(sdl_driver,32); if (sdl_driver_ret) { if (strcmp(sdl_driver_ret,"x11")) { con_printf(CON_URGENT,"RPi: activating hack for console driver\n"); sdl_no_modeswitch=1; } } #endif #ifdef _WIN32 ogl_init_load_library(); #endif if (!GameCfg.WindowMode && !GameArg.SysWindow) sdl_video_flags|=SDL_FULLSCREEN; if (GameArg.SysNoBorders) sdl_video_flags|=SDL_NOFRAME; gr_set_attributes(); ogl_init_texture_list_internal(); CALLOC( grd_curscreen,grs_screen,1 ); grd_curscreen->sc_canvas.cv_bitmap.bm_data = NULL; // Set the mode. if ((retcode=gr_set_mode(mode))) return retcode; grd_curscreen->sc_canvas.cv_color = 0; grd_curscreen->sc_canvas.cv_fade_level = GR_FADE_OFF; grd_curscreen->sc_canvas.cv_blend_func = GR_BLEND_NORMAL; grd_curscreen->sc_canvas.cv_drawmode = 0; grd_curscreen->sc_canvas.cv_font = NULL; grd_curscreen->sc_canvas.cv_font_fg_color = 0; grd_curscreen->sc_canvas.cv_font_bg_color = 0; gr_set_current_canvas( &grd_curscreen->sc_canvas ); ogl_init_pixel_buffers(256, 128); // for gamefont_init gr_installed = 1; return 0; } void gr_close() { ogl_brightness_r = ogl_brightness_g = ogl_brightness_b = 0; if (gl_initialized) { ogl_smash_texture_list_internal(); } if (grd_curscreen) { if (grd_curscreen->sc_canvas.cv_bitmap.bm_data) d_free(grd_curscreen->sc_canvas.cv_bitmap.bm_data); d_free(grd_curscreen); } ogl_close_pixel_buffers(); #ifdef _WIN32 if (ogl_rt_loaded) OpenGL_LoadLibrary(false); #endif #ifdef OGLES ogles_destroy(); #ifdef RPI con_printf(CON_DEBUG, "RPi: cleanuing up\n"); if (dispman_display != DISPMANX_NO_HANDLE) { rpi_destroy_element(); con_printf(CON_DEBUG, "RPi: closing display\n"); vc_dispmanx_display_close(dispman_display); dispman_display = DISPMANX_NO_HANDLE; } #endif #endif } extern int r_upixelc; void ogl_upixelc(int x, int y, int c) { GLfloat vertex_array[] = { (x+grd_curcanv->cv_bitmap.bm_x)/(float)last_width, 1.0-(y+grd_curcanv->cv_bitmap.bm_y)/(float)last_height }; GLfloat color_array[] = { CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0, CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0, CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0, CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0 }; r_upixelc++; OGL_DISABLE(TEXTURE_2D); glPointSize(linedotscale); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_POINTS, 0, 1); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } unsigned char ogl_ugpixel( grs_bitmap * bitmap, int x, int y ) { GLint gl_draw_buffer; ubyte buf[4]; #ifndef OGLES glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer); glReadBuffer(gl_draw_buffer); #endif glReadPixels(bitmap->bm_x + x, SHEIGHT - bitmap->bm_y - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buf); return gr_find_closest_color(buf[0]/4, buf[1]/4, buf[2]/4); } void ogl_urect(int left,int top,int right,int bot) { GLfloat xo, yo, xf, yf, color_r, color_g, color_b, color_a; GLfloat color_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; GLfloat vertex_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 }; int c=COLOR; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); xo=(left+grd_curcanv->cv_bitmap.bm_x)/(float)last_width; xf = (right + 1 + grd_curcanv->cv_bitmap.bm_x) / (float)last_width; yo=1.0-(top+grd_curcanv->cv_bitmap.bm_y)/(float)last_height; yf = 1.0 - (bot + 1 + grd_curcanv->cv_bitmap.bm_y) / (float)last_height; OGL_DISABLE(TEXTURE_2D); color_r = CPAL2Tr(c); color_g = CPAL2Tg(c); color_b = CPAL2Tb(c); if (grd_curcanv->cv_fade_level >= GR_FADE_OFF) color_a = 1.0; else color_a = 1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0); color_array[0] = color_array[4] = color_array[8] = color_array[12] = color_r; color_array[1] = color_array[5] = color_array[9] = color_array[13] = color_g; color_array[2] = color_array[6] = color_array[10] = color_array[14] = color_b; color_array[3] = color_array[7] = color_array[11] = color_array[15] = color_a; vertex_array[0] = xo; vertex_array[1] = yo; vertex_array[2] = xo; vertex_array[3] = yf; vertex_array[4] = xf; vertex_array[5] = yf; vertex_array[6] = xf; vertex_array[7] = yo; glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS glDisableClientState(GL_VERTEX_ARRAY); } void ogl_ulinec(int left,int top,int right,int bot,int c) { GLfloat xo,yo,xf,yf; GLfloat color_array[] = { CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0), CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0), CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0, CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0) }; GLfloat vertex_array[] = { 0.0, 0.0, 0.0, 0.0 }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); xo = (left + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width; xf = (right + grd_curcanv->cv_bitmap.bm_x + 1.0) / (float)last_width; yo = 1.0 - (top + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height; yf = 1.0 - (bot + grd_curcanv->cv_bitmap.bm_y + 1.0) / (float)last_height; OGL_DISABLE(TEXTURE_2D); vertex_array[0] = xo; vertex_array[1] = yo; vertex_array[2] = xf; vertex_array[3] = yf; glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_LINES, 0, 2); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } GLfloat last_r=0, last_g=0, last_b=0; int do_pal_step=0; void ogl_do_palfx(void) { GLfloat color_array[] = { last_r, last_g, last_b, 1.0, last_r, last_g, last_b, 1.0, last_r, last_g, last_b, 1.0, last_r, last_g, last_b, 1.0 }; GLfloat vertex_array[] = { 0,0,0,1,1,1,1,0 }; OGL_DISABLE(TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); if (do_pal_step) { glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_ONE); } else return; glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } int ogl_brightness_ok = 0; int ogl_brightness_r = 0, ogl_brightness_g = 0, ogl_brightness_b = 0; static int old_b_r = 0, old_b_g = 0, old_b_b = 0; void gr_palette_step_up(int r, int g, int b) { old_b_r = ogl_brightness_r; old_b_g = ogl_brightness_g; old_b_b = ogl_brightness_b; ogl_brightness_r = max(r + gr_palette_gamma, 0); ogl_brightness_g = max(g + gr_palette_gamma, 0); ogl_brightness_b = max(b + gr_palette_gamma, 0); if (!ogl_brightness_ok) { last_r = ogl_brightness_r / 63.0; last_g = ogl_brightness_g / 63.0; last_b = ogl_brightness_b / 63.0; do_pal_step = (r || g || b || gr_palette_gamma); } else { do_pal_step = 0; } } #undef min static inline int min(int x, int y) { return x < y ? x : y; } void gr_palette_load( ubyte *pal ) { int i; for (i=0; i<768; i++ ) { gr_current_pal[i] = pal[i]; if (gr_current_pal[i] > 63) gr_current_pal[i] = 63; } gr_palette_step_up(0, 0, 0); // make ogl_setbrightness_internal get run so that menus get brightened too. init_computed_colors(); } void gr_palette_read(ubyte * pal) { int i; for (i=0; i<768; i++ ) { pal[i]=gr_current_pal[i]; if (pal[i] > 63) pal[i] = 63; } } #define GL_BGR_EXT 0x80E0 typedef struct { unsigned char TGAheader[12]; unsigned char header[6]; } TGA_header; //writes out an uncompressed RGB .tga file //if we got really spiffy, we could optionally link in libpng or something, and use that. void write_bmp(char *savename,int w,int h,unsigned char *buf) { PHYSFS_file* TGAFile; TGA_header TGA; GLbyte HeightH,HeightL,WidthH,WidthL; unsigned int pixel; unsigned char *rgbaBuf; buf = (unsigned char*)d_calloc(w*h*4,sizeof(unsigned char)); rgbaBuf = (unsigned char*) d_calloc(w * h * 4, sizeof(unsigned char)); glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rgbaBuf); for(pixel = 0; pixel < w * h; pixel++) { *(buf + pixel * 3) = *(rgbaBuf + pixel * 4 + 2); *(buf + pixel * 3 + 1) = *(rgbaBuf + pixel * 4 + 1); *(buf + pixel * 3 + 2) = *(rgbaBuf + pixel * 4); } d_free(rgbaBuf); if (!(TGAFile = PHYSFSX_openWriteBuffered(savename))) { con_printf(CON_URGENT,"Could not create TGA file to dump screenshot!"); d_free(buf); return; } HeightH = (GLbyte)(h / 256); HeightL = (GLbyte)(h % 256); WidthH = (GLbyte)(w / 256); WidthL = (GLbyte)(w % 256); // Write TGA Header TGA.TGAheader[0] = 0; TGA.TGAheader[1] = 0; TGA.TGAheader[2] = 2; TGA.TGAheader[3] = 0; TGA.TGAheader[4] = 0; TGA.TGAheader[5] = 0; TGA.TGAheader[6] = 0; TGA.TGAheader[7] = 0; TGA.TGAheader[8] = 0; TGA.TGAheader[9] = 0; TGA.TGAheader[10] = 0; TGA.TGAheader[11] = 0; TGA.header[0] = (GLbyte) WidthL; TGA.header[1] = (GLbyte) WidthH; TGA.header[2] = (GLbyte) HeightL; TGA.header[3] = (GLbyte) HeightH; TGA.header[4] = (GLbyte) 24; TGA.header[5] = 0; PHYSFS_write(TGAFile,&TGA,sizeof(TGA_header),1); PHYSFS_write(TGAFile,buf,w*h*3*sizeof(unsigned char),1); PHYSFS_close(TGAFile); d_free(buf); } void save_screen_shot(int automap_flag) { static int savenum=0; char savename[13+sizeof(SCRNS_DIR)]; unsigned char *buf; if (!GameArg.DbgGlReadPixelsOk){ if (!automap_flag) HUD_init_message_literal(HM_DEFAULT, "glReadPixels not supported on your configuration"); return; } stop_time(); if (!PHYSFSX_exists(SCRNS_DIR,0)) PHYSFS_mkdir(SCRNS_DIR); //try making directory do { sprintf(savename, "%sscrn%04d.tga",SCRNS_DIR, savenum++); } while (PHYSFSX_exists(savename,0)); if (!automap_flag) HUD_init_message(HM_DEFAULT, "%s 'scrn%04d.tga'", TXT_DUMPING_SCREEN, savenum-1 ); #ifndef OGLES glReadBuffer(GL_FRONT); #endif buf = d_malloc(grd_curscreen->sc_w*grd_curscreen->sc_h*3); write_bmp(savename,grd_curscreen->sc_w,grd_curscreen->sc_h,buf); d_free(buf); start_time(); }