/* * * Graphics support functions for OpenGL. * */ //#include #ifdef _WIN32 #include #include #endif #if defined(__APPLE__) && defined(__MACH__) #include #include #else #ifdef OGLES #include #else #include #include #endif #endif #include #include #include #include "3d.h" #include "piggy.h" #include "../../3d/globvars.h" #include "error.h" #include "texmap.h" #include "palette.h" #include "rle.h" #include "console.h" #include "u_mem.h" #ifdef HAVE_LIBPNG #include "pngfile.h" #endif #include "segment.h" #include "textures.h" #include "texmerge.h" #include "effects.h" #include "weapon.h" #include "powerup.h" #include "laser.h" #include "player.h" #include "polyobj.h" #include "gamefont.h" #include "byteswap.h" #include "internal.h" #include "gauges.h" #include "playsave.h" //change to 1 for lots of spew. #if 0 #define glmprintf(0,a) con_printf(CON_DEBUG, a) #else #define glmprintf(a) #endif #ifndef M_PI #define M_PI 3.14159 #endif #if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__) || defined(macintosh) #define cosf(a) cos(a) #define sinf(a) sin(a) #endif unsigned char *ogl_pal=gr_palette; int last_width=-1,last_height=-1; int GL_TEXTURE_2D_enabled=-1; int GL_texclamp_enabled=-1; GLfloat ogl_maxanisotropy = 0; int r_texcount = 0, r_cachedtexcount = 0; #ifdef OGLES int ogl_rgba_internalformat = GL_RGBA; int ogl_rgb_internalformat = GL_RGB; #else int ogl_rgba_internalformat = GL_RGBA8; int ogl_rgb_internalformat = GL_RGB8; #endif GLfloat *sphere_va = NULL, *circle_va = NULL, *disk_va = NULL; GLfloat *secondary_lva[3]={NULL, NULL, NULL}; int r_polyc,r_tpolyc,r_bitmapc,r_ubitbltc,r_upixelc; extern int linedotscale; #define f2glf(x) (f2fl(x)) #define OGL_BINDTEXTURE(a) glBindTexture(GL_TEXTURE_2D, a); ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE]; int ogl_texture_list_cur; /* some function prototypes */ #define GL_TEXTURE0_ARB 0x84C0 extern GLubyte *pixels; extern GLubyte *texbuf; void ogl_filltexbuf(unsigned char *data, GLubyte *texp, int truewidth, int width, int height, int dxo, int dyo, int twidth, int theight, int type, int bm_flags, int data_format); void ogl_loadbmtexture(grs_bitmap *bm); int ogl_loadtexture(unsigned char *data, int dxo, int dyo, ogl_texture *tex, int bm_flags, int data_format, int texfilt); void ogl_freetexture(ogl_texture *gltexture); #ifdef OGLES // Replacement for gluPerspective void perspective(double fovy, double aspect, double zNear, double zFar) { double xmin, xmax, ymin, ymax; glMatrixMode(GL_PROJECTION); glLoadIdentity(); ymax = zNear * tan(fovy * M_PI / 360.0); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar); glMatrixMode(GL_MODELVIEW); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glDepthMask(GL_TRUE); } #endif void ogl_init_texture_stats(ogl_texture* t){ t->prio=0.3;//default prio t->numrend=0; } void ogl_init_texture(ogl_texture* t, int w, int h, int flags) { t->handle = 0; #ifndef OGLES if (flags & OGL_FLAG_NOCOLOR) { // use GL_INTENSITY instead of GL_RGB if (flags & OGL_FLAG_ALPHA) { if (GameArg.DbgGlIntensity4Ok) { t->internalformat = GL_INTENSITY4; t->format = GL_LUMINANCE; } else if (GameArg.DbgGlLuminance4Alpha4Ok) { t->internalformat = GL_LUMINANCE4_ALPHA4; t->format = GL_LUMINANCE_ALPHA; } else if (GameArg.DbgGlRGBA2Ok) { t->internalformat = GL_RGBA2; t->format = GL_RGBA; } else { t->internalformat = ogl_rgba_internalformat; t->format = GL_RGBA; } } else { // there are certainly smaller formats we could use here, but nothing needs it ATM. t->internalformat = ogl_rgb_internalformat; t->format = GL_RGB; } } else { #endif if (flags & OGL_FLAG_ALPHA) { t->internalformat = ogl_rgba_internalformat; t->format = GL_RGBA; } else { t->internalformat = ogl_rgb_internalformat; t->format = GL_RGB; } #ifndef OGLES } #endif t->wrapstate = -1; t->lw = t->w = w; t->h = h; ogl_init_texture_stats(t); } void ogl_reset_texture(ogl_texture* t) { ogl_init_texture(t, 0, 0, 0); } void ogl_reset_texture_stats_internal(void){ int i; for (i=0;i0){ 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;i0){ glDeleteTextures( 1, &ogl_texture_list[i].handle ); ogl_texture_list[i].handle=0; } ogl_texture_list[i].wrapstate = -1; } } ogl_texture* ogl_get_free_texture(void){ int i; for (i=0;i=OGL_TEXTURE_LIST_SIZE) ogl_texture_list_cur=0; } Error("OGL: texture list full!\n"); } void ogl_texture_stats(void) { int used = 0, usedother = 0, usedidx = 0, usedrgb = 0, usedrgba = 0; int databytes = 0, truebytes = 0, datatexel = 0, truetexel = 0, i; int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0; GLint idx, r, g, b, a, dbl, depth; int res, colorsize, depthsize; ogl_texture* t; for (i=0;ihandle>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++; if (t->format == GL_RGBA) usedrgba++; else if (t->format == GL_RGB) usedrgb++; #ifndef OGLES else if (t->format == GL_COLOR_INDEX) usedidx++; #endif else usedother++; } } res = SWIDTH * SHEIGHT; #ifndef OGLES glGetIntegerv(GL_INDEX_BITS, &idx); #endif glGetIntegerv(GL_RED_BITS, &r); glGetIntegerv(GL_GREEN_BITS, &g); glGetIntegerv(GL_BLUE_BITS, &b); glGetIntegerv(GL_ALPHA_BITS, &a); #ifndef OGLES glGetIntegerv(GL_DOUBLEBUFFER, &dbl); #endif dbl += 1; glGetIntegerv(GL_DEPTH_BITS, &depth); gr_set_current_canvas(NULL); gr_set_curfont( GAME_FONT ); gr_set_fontcolor( BM_XRGB(255,255,255),-1 ); colorsize = (idx * res * dbl) / 8; depthsize = res * depth / 8; gr_printf(FSPACX(2),FSPACY(1),"%i flat %i tex %i sprites %i bitmaps",r_polyc,r_tpolyc,r_bitmapc); gr_printf(FSPACX(2), FSPACY(1)+LINE_SPACING, "%i(%i,%i,%i,%i) %iK(%iK wasted) (%i postcachedtex)", used, usedrgba, usedrgb, usedidx, usedother, truebytes / 1024, (truebytes - databytes) / 1024, r_texcount - r_cachedtexcount); gr_printf(FSPACX(2), FSPACY(1)+(LINE_SPACING*2), "%ibpp(r%i,g%i,b%i,a%i)x%i=%iK depth%i=%iK", idx, r, g, b, a, dbl, colorsize / 1024, depth, depthsize / 1024); gr_printf(FSPACX(2), FSPACY(1)+(LINE_SPACING*3), "total=%iK", (colorsize + depthsize + truebytes) / 1024); } void ogl_bindbmtex(grs_bitmap *bm){ if (bm->gltexture==NULL || bm->gltexture->handle<=0) ogl_loadbmtexture(bm); OGL_BINDTEXTURE(bm->gltexture->handle); bm->gltexture->numrend++; } //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; int i; if (model_num < 0) return; po = &Polygon_models[model_num]; for (i=0;in_textures;i++) { ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]); } } void ogl_cache_vclip_textures(vclip *vc){ int i; for (i=0;inum_frames;i++){ PIGGY_PAGE_IN(vc->frames[i]); ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]); } } void ogl_cache_vclipn_textures(int i) { if (i >= 0 && i < VCLIP_MAXNUM) ogl_cache_vclip_textures(&Vclip[i]); } void ogl_cache_weapon_textures(int weapon_type) { weapon_info *w; if (weapon_type < 0) return; w = &Weapon_info[weapon_type]; 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); ogl_cache_polymodel_textures(w->model_num_inner); } } 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;ivc.num_frames>max_efx) max_efx=ec->vc.num_frames; } glmprintf((0,"max_efx:%i\n",max_efx)); for (ef=0;eftime_left=-1; } do_special_effects(); for (seg=0;segtmap_num; tmap2=sidep->tmap_num2; if (tmap1<0 || tmap1>=NumTextures){ glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures)); // 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 (GameArg.DbgAltTexMerge == 0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT)) bm = texmerge_get_cached_bitmap( tmap1, tmap2 ); else { ogl_loadbmtexture(bm2); } } ogl_loadbmtexture(bm); } } glmprintf((0,"finished ef:%i\n",ef)); } reset_special_effects(); init_special_effects(); { // always have lasers, concs, flares. Always shows player appearance, and at least concs are always available to disappear. ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[LASER_INDEX]); ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]); ogl_cache_weapon_textures(FLARE_ID); ogl_cache_vclipn_textures(VCLIP_PLAYER_APPEARANCE); ogl_cache_vclipn_textures(VCLIP_POWERUP_DISAPPEARANCE); ogl_cache_polymodel_textures(Player_ship->model_num); ogl_cache_vclipn_textures(Player_ship->expl_vclip_num); for (i=0;ip3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z), f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z) }; c=grd_curcanv->cv_color; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); OGL_DISABLE(TEXTURE_2D); color_r = PAL2Tr(c); color_g = PAL2Tg(c); color_b = PAL2Tb(c); color_array[0] = color_array[4] = color_r; color_array[1] = color_array[5] = color_g; color_array[2] = color_array[6] = color_b; color_array[3] = color_array[7] = 1.0; glVertexPointer(3, 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); return 1; } void ogl_drawcircle(int nsides, int type, GLfloat *vertex_array) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertex_array); glDrawArrays(type, 0, nsides); glDisableClientState(GL_VERTEX_ARRAY); } GLfloat *circle_array_init(int nsides) { int i; float ang; GLfloat *vertex_array = (GLfloat *) d_malloc(sizeof(GLfloat) * nsides * 2); for(i = 0; i < nsides; i++) { ang = 2.0 * M_PI * i / nsides; vertex_array[i * 2] = cosf(ang); vertex_array[i * 2 + 1] = sinf(ang); } return vertex_array; } GLfloat *circle_array_init_2(int nsides, float xsc, float xo, float ysc, float yo) { int i; float ang; GLfloat *vertex_array = (GLfloat *) d_malloc(sizeof(GLfloat) * nsides * 2); for(i = 0; i < nsides; i++) { ang = 2.0 * M_PI * i / nsides; vertex_array[i * 2] = cosf(ang) * xsc + xo; vertex_array[i * 2 + 1] = sinf(ang) * ysc + yo; } return vertex_array; } void ogl_draw_vertex_reticle(int cross,int primary,int secondary,int color,int alpha,int size_offs) { int size=270+(size_offs*20), i; float scale = ((float)SWIDTH/SHEIGHT), ret_rgba[4], ret_dark_rgba[4]; GLfloat cross_lva[8 * 2] = { -4.0, 2.0, -2.0, 0, -3.0, -4.0, -2.0, -3.0, 4.0, 2.0, 2.0, 0, 3.0, -4.0, 2.0, -3.0, }; GLfloat primary_lva[4][4 * 2] = { { -5.5, -5.0, -6.5, -7.5, -10.0, -7.0, -10.0, -8.7 }, { -10.0, -7.0, -10.0, -8.7, -15.0, -8.5, -15.0, -9.5 }, { 5.5, -5.0, 6.5, -7.5, 10.0, -7.0, 10.0, -8.7 }, { 10.0, -7.0, 10.0, -8.7, 15.0, -8.5, 15.0, -9.5 } }; GLfloat dark_lca[16 * 4] = { 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6 }; GLfloat bright_lca[16 * 4] = { 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0 }; GLfloat cross_lca[8 * 4] = { 0.125, 0.54, 0.125, 0.6, 0.125, 1.0, 0.125, 1.0, 0.125, 0.54, 0.125, 0.6, 0.125, 1.0, 0.125, 1.0, 0.125, 0.54, 0.125, 0.6, 0.125, 1.0, 0.125, 1.0, 0.125, 0.54, 0.125, 0.6, 0.125, 1.0, 0.125, 1.0 }; GLfloat primary_lca[2][4 * 4] = { {0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6}, {0.125, 0.54, 0.125, 0.6, 0.125, 0.54, 0.125, 0.6, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0, 0.125, 1.0} }; ret_rgba[0] = PAL2Tr(color); ret_dark_rgba[0] = ret_rgba[0]/2; ret_rgba[1] = PAL2Tg(color); ret_dark_rgba[1] = ret_rgba[1]/2; ret_rgba[2] = PAL2Tb(color); ret_dark_rgba[2] = ret_rgba[2]/2; ret_rgba[3] = 1.0 - ((float)alpha / ((float)GR_FADE_LEVELS)); ret_dark_rgba[3] = ret_rgba[3]/2; for (i = 0; i < 16*4; i += 4) { bright_lca[i] = ret_rgba[0]; dark_lca[i] = ret_dark_rgba[0]; bright_lca[i+1] = ret_rgba[1]; dark_lca[i+1] = ret_dark_rgba[1]; bright_lca[i+2] = ret_rgba[2]; dark_lca[i+2] = ret_dark_rgba[2]; bright_lca[i+3] = ret_rgba[3]; dark_lca[i+3] = ret_dark_rgba[3]; } for (i = 0; i < 8*4; i += 8) { cross_lca[i] = ret_dark_rgba[0]; cross_lca[i+1] = ret_dark_rgba[1]; cross_lca[i+2] = ret_dark_rgba[2]; cross_lca[i+3] = ret_dark_rgba[3]; cross_lca[i+4] = ret_rgba[0]; cross_lca[i+5] = ret_rgba[1]; cross_lca[i+6] = ret_rgba[2]; cross_lca[i+7] = ret_rgba[3]; } primary_lca[0][0] = primary_lca[0][4] = primary_lca[1][8] = primary_lca[1][12] = ret_rgba[0]; primary_lca[0][1] = primary_lca[0][5] = primary_lca[1][9] = primary_lca[1][13] = ret_rgba[1]; primary_lca[0][2] = primary_lca[0][6] = primary_lca[1][10] = primary_lca[1][14] = ret_rgba[2]; primary_lca[0][3] = primary_lca[0][7] = primary_lca[1][11] = primary_lca[1][15] = ret_rgba[3]; primary_lca[1][0] = primary_lca[1][4] = primary_lca[0][8] = primary_lca[0][12] = ret_dark_rgba[0]; primary_lca[1][1] = primary_lca[1][5] = primary_lca[0][9] = primary_lca[0][13] = ret_dark_rgba[1]; primary_lca[1][2] = primary_lca[1][6] = primary_lca[0][10] = primary_lca[0][14] = ret_dark_rgba[2]; primary_lca[1][3] = primary_lca[1][7] = primary_lca[0][11] = primary_lca[0][15] = ret_dark_rgba[3]; glPushMatrix(); 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); if (scale >= 1) { size/=scale; glScalef(f2glf(size),f2glf(size*scale),f2glf(size)); } else { size*=scale; glScalef(f2glf(size/scale),f2glf(size),f2glf(size)); } glLineWidth(linedotscale*2); OGL_DISABLE(TEXTURE_2D); glDisable(GL_CULL_FACE); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); //cross if(cross) glColorPointer(4, GL_FLOAT, 0, cross_lca); else glColorPointer(4, GL_FLOAT, 0, dark_lca); glVertexPointer(2, GL_FLOAT, 0, cross_lva); glDrawArrays(GL_LINES, 0, 8); //left primary bar if(primary == 0) glColorPointer(4, GL_FLOAT, 0, dark_lca); else glColorPointer(4, GL_FLOAT, 0, primary_lca[0]); glVertexPointer(2, GL_FLOAT, 0, primary_lva[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if(primary != 2) glColorPointer(4, GL_FLOAT, 0, dark_lca); else glColorPointer(4, GL_FLOAT, 0, primary_lca[1]); glVertexPointer(2, GL_FLOAT, 0, primary_lva[1]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); //right primary bar if(primary == 0) glColorPointer(4, GL_FLOAT, 0, dark_lca); else glColorPointer(4, GL_FLOAT, 0, primary_lca[0]); glVertexPointer(2, GL_FLOAT, 0, primary_lva[2]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if(primary != 2) glColorPointer(4, GL_FLOAT, 0, dark_lca); else glColorPointer(4, GL_FLOAT, 0, primary_lca[1]); glVertexPointer(2, GL_FLOAT, 0, primary_lva[3]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (secondary<=2){ //left secondary if (secondary != 1) glColorPointer(4, GL_FLOAT, 0, dark_lca); else glColorPointer(4, GL_FLOAT, 0, bright_lca); if(!secondary_lva[0]) secondary_lva[0] = circle_array_init_2(16, 2.0, -10.0, 2.0, -2.0); ogl_drawcircle(16, GL_LINE_LOOP, secondary_lva[0]); //right secondary if (secondary != 2) glColorPointer(4, GL_FLOAT, 0, dark_lca); else glColorPointer(4, GL_FLOAT, 0, bright_lca); if(!secondary_lva[1]) secondary_lva[1] = circle_array_init_2(16, 2.0, 10.0, 2.0, -2.0); ogl_drawcircle(16, GL_LINE_LOOP, secondary_lva[1]); } else { //bottom/middle secondary if (secondary != 4) glColorPointer(4, GL_FLOAT, 0, dark_lca); else glColorPointer(4, GL_FLOAT, 0, bright_lca); if(!secondary_lva[2]) secondary_lva[2] = circle_array_init_2(16, 2.0, 0.0, 2.0, -8.0); ogl_drawcircle(16, GL_LINE_LOOP, secondary_lva[2]); } //glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glPopMatrix(); glLineWidth(linedotscale); } /* * Stars on heaven in exit sequence, automap objects */ int g3_draw_sphere(g3s_point *pnt,fix rad){ int c=grd_curcanv->cv_color, i; float scale = ((float)grd_curcanv->cv_bitmap.bm_w/grd_curcanv->cv_bitmap.bm_h); GLfloat color_array[20*4]; for (i = 0; i < 20*4; i += 4) { color_array[i] = CPAL2Tr(c); color_array[i+1] = CPAL2Tg(c); color_array[i+2] = CPAL2Tb(c); color_array[i+3] = 1.0; } OGL_DISABLE(TEXTURE_2D); glDisable(GL_CULL_FACE); glPushMatrix(); glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z)); if (scale >= 1) { rad/=scale; glScalef(f2glf(rad),f2glf(rad*scale),f2glf(rad)); } else { rad*=scale; glScalef(f2glf(rad/scale),f2glf(rad),f2glf(rad)); } if(!sphere_va) sphere_va = circle_array_init(20); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, color_array); ogl_drawcircle(20, GL_TRIANGLE_FAN, sphere_va); glDisableClientState(GL_COLOR_ARRAY); glPopMatrix(); return 0; } int gr_ucircle(fix xc1, fix yc1, fix r1) { int c, nsides; c=grd_curcanv->cv_color; OGL_DISABLE(TEXTURE_2D); glColor4f(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)); glPushMatrix(); glTranslatef( (f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width, 1.0 - (f2fl(yc1) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0); glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0); nsides = 10 + 2 * (int)(M_PI * f2fl(r1) / 19); if(!circle_va) circle_va = circle_array_init(nsides); ogl_drawcircle(nsides, GL_LINE_LOOP, circle_va); glPopMatrix(); return 0; } int gr_circle(fix xc1,fix yc1,fix r1){ return gr_ucircle(xc1,yc1,r1); } int gr_disk(fix x,fix y,fix r) { int c, nsides; c=grd_curcanv->cv_color; OGL_DISABLE(TEXTURE_2D); glColor4f(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)); glPushMatrix(); glTranslatef( (f2fl(x) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width, 1.0 - (f2fl(y) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0); glScalef(f2fl(r) / last_width, f2fl(r) / last_height, 1.0); nsides = 10 + 2 * (int)(M_PI * f2fl(r) / 19); if(!disk_va) disk_va = circle_array_init(nsides); ogl_drawcircle(nsides, GL_TRIANGLE_FAN, disk_va); glPopMatrix(); return 0; } /* * Draw flat-shaded Polygon (Lasers, Drone-arms, Driller-ears) */ bool g3_draw_poly(int nv,g3s_point **pointlist) { int c, index3, index4; float color_r, color_g, color_b, color_a; GLfloat *vertex_array, *color_array; MALLOC(vertex_array, GLfloat, nv*3); MALLOC(color_array, GLfloat, nv*4); r_polyc++; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); c = grd_curcanv->cv_color; OGL_DISABLE(TEXTURE_2D); color_r = PAL2Tr(c); color_g = PAL2Tg(c); color_b = PAL2Tb(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); for (c=0; cp3_vec.x); vertex_array[index3+1] = f2glf(pointlist[c]->p3_vec.y); vertex_array[index3+2] = -f2glf(pointlist[c]->p3_vec.z); } glVertexPointer(3, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glDrawArrays(GL_TRIANGLE_FAN, 0, nv); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); d_free(vertex_array); d_free(color_array); return 0; } void gr_upoly_tmap(int nverts, int *vert ){ glmprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called } void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){ glmprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called } extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist); /* * Everything texturemapped (walls, robots, ship) */ bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm) { int c, index2, index3, index4; GLfloat *vertex_array, *color_array, *texcoord_array, color_alpha = 1.0; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); if (tmap_drawer_ptr == draw_tmap) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture, GL_REPEAT); r_tpolyc++; color_alpha = (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:(1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0)); } else if (tmap_drawer_ptr == draw_tmap_flat) { OGL_DISABLE(TEXTURE_2D); /* for cloaked state faces */ color_alpha = 1.0 - (grd_curcanv->cv_fade_level/(GLfloat)NUM_LIGHTING_LEVELS); } else { glmprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr)); return 0; } MALLOC(vertex_array, GLfloat, nv*3); MALLOC(color_array, GLfloat, nv*4); MALLOC(texcoord_array, GLfloat, nv*2); for (c=0; cp3_vec.x); vertex_array[index3+1] = f2glf(pointlist[c]->p3_vec.y); vertex_array[index3+2] = -f2glf(pointlist[c]->p3_vec.z); if (tmap_drawer_ptr == draw_tmap_flat) { color_array[index4] = 0; color_array[index4+1] = color_array[index4]; color_array[index4+2] = color_array[index4]; color_array[index4+3] = color_alpha; } else { color_array[index4] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].r); color_array[index4+1] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].g); color_array[index4+2] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].b); color_array[index4+3] = color_alpha; } texcoord_array[index2] = f2glf(uvl_list[c].u); texcoord_array[index2+1] = f2glf(uvl_list[c].v); } glVertexPointer(3, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); if (tmap_drawer_ptr == draw_tmap) { glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array); } glDrawArrays(GL_TRIANGLE_FAN, 0, nv); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); d_free(vertex_array); d_free(color_array); d_free(texcoord_array); return 0; } /* * Everything texturemapped with secondary texture (walls with secondary texture) */ bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, g3s_lrgb *light_rgb, grs_bitmap *bmbot, grs_bitmap *bm, int orient) { int c, index2, index3, index4; GLfloat *vertex_array, *color_array, *texcoord_array; MALLOC(vertex_array, GLfloat, nv*3); MALLOC(color_array, GLfloat, nv*4); MALLOC(texcoord_array, GLfloat, nv*2); g3_draw_tmap(nv,pointlist,uvl_list,light_rgb,bmbot);//draw the bottom texture first.. could be optimized with multitexturing.. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); r_tpolyc++; OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture,GL_REPEAT); for (c=0; cbm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].r); color_array[index4+1] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].g); color_array[index4+2] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].b); color_array[index4+3] = (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:(1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0)); vertex_array[index3] = f2glf(pointlist[c]->p3_vec.x); vertex_array[index3+1] = f2glf(pointlist[c]->p3_vec.y); vertex_array[index3+2] = -f2glf(pointlist[c]->p3_vec.z); } glVertexPointer(3, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array); glDrawArrays(GL_TRIANGLE_FAN, 0, nv); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); d_free(vertex_array); d_free(color_array); d_free(texcoord_array); return 0; } /* * 2d Sprites (Fireaballs, powerups, explosions). NOT hostages */ bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm) { vms_vector pv,v1; int i; GLfloat vertex_array[12], color_array[16], texcoord_array[8]; r_bitmapc++; v1.z=0; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture,GL_CLAMP_TO_EDGE); width = fixmul(width,Matrix_scale.x); height = fixmul(height,Matrix_scale.y); for (i=0;i<4;i++){ vm_vec_sub(&v1,pos,&View_position); vm_vec_rotate(&pv,&v1,&View_matrix); switch (i){ case 0: texcoord_array[i*2] = 0.0; texcoord_array[i*2+1] = 0.0; pv.x+=-width; pv.y+=height; break; case 1: texcoord_array[i*2] = bm->gltexture->u; texcoord_array[i*2+1] = 0.0; pv.x+=width; pv.y+=height; break; case 2: texcoord_array[i*2] = bm->gltexture->u; texcoord_array[i*2+1] = bm->gltexture->v; pv.x+=width; pv.y+=-height; break; case 3: texcoord_array[i*2] = 0.0; texcoord_array[i*2+1] = bm->gltexture->v; pv.x+=-width; pv.y+=-height; break; } color_array[i*4] = 1.0; color_array[i*4+1] = 1.0; color_array[i*4+2] = 1.0; color_array[i*4+3] = (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:(1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0)); vertex_array[i*3] = f2glf(pv.x); vertex_array[i*3+1] = f2glf(pv.y); vertex_array[i*3+2] = -f2glf(pv.z); } glVertexPointer(3, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // Replaced GL_QUADS glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); return 0; } /* * Movies * Since this function will create a new texture each call, mipmapping can be very GPU intensive - so it has an optional setting for texture filtering. */ 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, int texfilt) { GLfloat xo,yo,xs,ys,u1,v1; GLfloat color_array[] = { 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 }; GLfloat texcoord_array[] = { 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 }; ogl_texture tex; r_ubitbltc++; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); ogl_init_texture(&tex, sw, sh, OGL_FLAG_ALPHA); tex.prio = 0.0; tex.lw=src->bm_rowsize; u1=v1=0; dx+=dest->bm_x; dy+=dest->bm_y; xo=dx/(float)last_width; xs=dw/(float)last_width; yo=1.0-dy/(float)last_height; ys=dh/(float)last_height; OGL_ENABLE(TEXTURE_2D); ogl_pal=gr_current_pal; ogl_loadtexture(src->bm_data, sx, sy, &tex, src->bm_flags, 0, texfilt); ogl_pal=gr_palette; OGL_BINDTEXTURE(tex.handle); ogl_texwrap(&tex,GL_CLAMP_TO_EDGE); vertex_array[0] = xo; vertex_array[1] = yo; vertex_array[2] = xo+xs; vertex_array[3] = yo; vertex_array[4] = xo+xs; vertex_array[5] = yo-ys; vertex_array[6] = xo; vertex_array[7] = yo-ys; texcoord_array[0] = u1; texcoord_array[1] = v1; texcoord_array[2] = tex.u; texcoord_array[3] = v1; texcoord_array[4] = tex.u; texcoord_array[5] = tex.v; texcoord_array[6] = u1; texcoord_array[7] = tex.v; glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); ogl_freetexture(&tex); return 0; } 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,0); } /* * set depth testing on or off */ void ogl_toggle_depth_test(int enable) { if (enable) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); } /* * set blending function */ void ogl_set_blending() { switch ( grd_curcanv->cv_blend_func ) { case GR_BLEND_ADDITIVE_A: glBlendFunc( GL_SRC_ALPHA, GL_ONE ); break; case GR_BLEND_ADDITIVE_C: glBlendFunc( GL_ONE, GL_ONE ); break; case GR_BLEND_NORMAL: default: glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); break; } } GLubyte *pixels = NULL; void ogl_start_frame(void){ r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitbltc=0;r_upixelc=0; 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); glLineWidth(linedotscale); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GEQUAL,0.02); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glShadeModel(GL_SMOOTH); glMatrixMode(GL_PROJECTION); glLoadIdentity();//clear matrix #ifdef OGLES perspective(90.0,1.0,0.1,5000.0); #else gluPerspective(90.0,1.0,0.1,5000.0); #endif glMatrixMode(GL_MODELVIEW); glLoadIdentity();//clear matrix } void ogl_end_frame(void){ OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h); glMatrixMode(GL_PROJECTION); glLoadIdentity();//clear matrix #ifdef OGLES glOrthof(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); #else glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); #endif glMatrixMode(GL_MODELVIEW); glLoadIdentity();//clear matrix glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); } void gr_flip(void) { if (GameArg.DbgRenderStats) ogl_texture_stats(); ogl_do_palfx(); ogl_swap_buffers_internal(); glClear(GL_COLOR_BUFFER_BIT); } int tex_format_supported(int iformat,int format) { #ifndef OGLES switch (iformat){ case GL_INTENSITY4: if (!GameArg.DbgGlIntensity4Ok) return 0; break; case GL_LUMINANCE4_ALPHA4: if (!GameArg.DbgGlLuminance4Alpha4Ok) return 0; break; case GL_RGBA2: if (!GameArg.DbgGlRGBA2Ok) return 0; break; } if (GameArg.DbgGlGetTexLevelParamOk){ GLint 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 #endif return 1; } //little hack to find the nearest bigger power of 2 for a given number int pow2ize(int x){ int i; for (i=2; i max(grd_curscreen->sc_w, 1024)) || (height > max(grd_curscreen->sc_h, 256))) Error("Texture is too big: %ix%i", width, height); i=0; for (y=0;yinternalformat,tex->format)){ glmprintf((0,"tex format %x not supported",tex->internalformat)); switch (tex->internalformat){ #ifdef OGLES case GL_RGB: tex->format=GL_RGB; break; case GL_RGBA: tex->format=GL_RGBA; #else case GL_INTENSITY4: if (GameArg.DbgGlLuminance4Alpha4Ok){ 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 (GameArg.DbgGlRGBA2Ok){ tex->internalformat=GL_RGBA2; tex->format=GL_RGBA; break; }//note how it will fall through here if the statement is false case GL_RGBA2: #if defined(__APPLE__) && defined(__MACH__) case GL_RGB8: // Quartz doesn't support RGB only #endif tex->internalformat = ogl_rgba_internalformat; tex->format=GL_RGBA; break; #endif // OGLES default: glmprintf((0,"...no tex format to fall back on\n")); return 1; } glmprintf((0,"...falling back to %x\n",tex->internalformat)); } 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); glmprintf((0,"shrunken texture?\n")); }else u=tex->w*tex->h; if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions. 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; } glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes)); } void tex_set_size(ogl_texture *tex){ GLint w,h; int bi=16,a=0; #ifndef OGLES if (GameArg.DbgGlGetTexLevelParamOk){ GLint 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 #endif { w=tex->tw; h=tex->th; } switch (tex->format){ case GL_LUMINANCE: bi=8; break; case GL_LUMINANCE_ALPHA: bi=8; break; case GL_RGB: case GL_RGBA: bi=16; break; #ifndef OGLES case GL_COLOR_INDEX: bi = 8; break; #endif 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 int ogl_loadtexture (unsigned char *data, int dxo, int dyo, ogl_texture *tex, int bm_flags, int data_format, int texfilt) { GLubyte *bufP = texbuf; tex->tw = pow2ize (tex->w); tex->th = pow2ize (tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2) //calculate u/v values that would make the resulting texture correctly sized tex->u = (float) ((double) tex->w / (double) tex->tw); tex->v = (float) ((double) tex->h / (double) tex->th); if (data) { if (bm_flags >= 0) ogl_filltexbuf (data, texbuf, tex->lw, tex->w, tex->h, dxo, dyo, tex->tw, tex->th, tex->format, bm_flags, data_format); else { if (!dxo && !dyo && (tex->w == tex->tw) && (tex->h == tex->th)) bufP = data; else { int h, w, tw; h = tex->lw / tex->w; w = (tex->w - dxo) * h; data += tex->lw * dyo + h * dxo; bufP = texbuf; tw = tex->tw * h; h = tw - w; for (; dyo < tex->h; dyo++, data += tex->lw) { memcpy (bufP, data, w); bufP += w; memset (bufP, 0, h); bufP += h; } memset (bufP, 0, tex->th * tw - (bufP - texbuf)); bufP = texbuf; } } } // Generate OpenGL texture IDs. glGenTextures (1, &tex->handle); #ifndef OGLES //set priority glPrioritizeTextures (1, &tex->handle, &tex->prio); #endif // Give our data to OpenGL. OGL_BINDTEXTURE(tex->handle); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (texfilt) { #ifdef OGLES // in OpenGL ES 1.1 the mipmaps are automatically generated by a parameter glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, texfilt ? GL_TRUE : GL_FALSE); #endif glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (texfilt>=2?GL_LINEAR_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_NEAREST)); #ifndef OGLES if (texfilt >= 3 && ogl_maxanisotropy > 1.0) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ogl_maxanisotropy); #endif } else { glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } #ifndef OGLES // see comment above if (texfilt) { gluBuild2DMipmaps ( GL_TEXTURE_2D, tex->internalformat, tex->tw, tex->th, tex->format, GL_UNSIGNED_BYTE, bufP); } else #endif { glTexImage2D ( GL_TEXTURE_2D, 0, tex->internalformat, tex->tw, tex->th, 0, tex->format, // RGBA textures. GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer. bufP); } tex_set_size (tex); r_texcount++; return 0; } unsigned char decodebuf[1024*1024]; void ogl_loadbmtexture_f(grs_bitmap *bm, int texfilt) { unsigned char *buf; #ifdef HAVE_LIBPNG char *bitmapname; #endif while (bm->bm_parent) bm=bm->bm_parent; if (bm->gltexture && bm->gltexture->handle > 0) return; buf=bm->bm_data; #ifdef HAVE_LIBPNG if ((bitmapname = piggy_game_bitmap_name(bm))) { char filename[64]; png_data pdata; sprintf(filename, "textures/%s.png", bitmapname); if (read_png(filename, &pdata)) { con_printf(CON_DEBUG,"%s: %ux%ux%i p=%i(%i) c=%i a=%i chans=%i\n", filename, pdata.width, pdata.height, pdata.depth, pdata.paletted, pdata.num_palette, pdata.color, pdata.alpha, pdata.channels); if (pdata.depth == 8 && pdata.color) { if (bm->gltexture == NULL) ogl_init_texture(bm->gltexture = ogl_get_free_texture(), pdata.width, pdata.height, flags | ((pdata.alpha || bm->bm_flags & BM_FLAG_TRANSPARENT) ? OGL_FLAG_ALPHA : 0)); ogl_loadtexture(pdata.data, 0, 0, bm->gltexture, bm->bm_flags, pdata.paletted ? 0 : pdata.channels, texfilt); free(pdata.data); if (pdata.palette) free(pdata.palette); return; } else { con_printf(CON_DEBUG,"%s: unsupported texture format: must be rgb, rgba, or paletted, and depth 8\n", filename); free(pdata.data); if (pdata.palette) free(pdata.palette); } } } #endif if (bm->gltexture == NULL){ ogl_init_texture(bm->gltexture = ogl_get_free_texture(), bm->bm_w, bm->bm_h, ((bm->bm_flags & (BM_FLAG_TRANSPARENT | BM_FLAG_SUPER_TRANSPARENT))? OGL_FLAG_ALPHA : 0)); } 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, data_offset; data_offset = 1; if (bm->bm_flags & BM_FLAG_RLE_BIG) data_offset = 2; sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)]; dbits = decodebuf; for (i=0; i < bm->bm_h; i++ ) { gr_rle_decode(sbits,dbits); if ( bm->bm_flags & BM_FLAG_RLE_BIG ) sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)]))); else sbits += (int)bm->bm_data[4+i]; dbits += bm->bm_w; } buf=decodebuf; } ogl_loadtexture(buf, 0, 0, bm->gltexture, bm->bm_flags, 0, texfilt); } void ogl_loadbmtexture(grs_bitmap *bm) { ogl_loadbmtexture_f(bm, GameCfg.TexFilt); } void ogl_freetexture(ogl_texture *gltexture) { if (gltexture->handle>0) { r_texcount--; glmprintf((0,"ogl_freetexture(%p):%i (%i left)\n",gltexture,gltexture->handle,r_texcount)); glDeleteTextures( 1, &gltexture->handle ); // gltexture->handle=0; ogl_reset_texture(gltexture); } } void ogl_freebmtexture(grs_bitmap *bm){ if (bm->gltexture){ ogl_freetexture(bm->gltexture); bm->gltexture=NULL; } } /* * Menu / gauges */ bool ogl_ubitmapm_cs(int x, int y,int dw, int dh, grs_bitmap *bm,int c, int scale) // to scale bitmaps { GLfloat xo,yo,xf,yf,u1,u2,v1,v2,color_r,color_g,color_b,h; 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 texcoord_array[] = { 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 }; 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; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (dw < 0) dw = grd_curcanv->cv_bitmap.bm_w; else if (dw == 0) dw = bm->bm_w; if (dh < 0) dh = grd_curcanv->cv_bitmap.bm_h; else if (dh == 0) dh = bm->bm_h; h = (double) scale / (double) F1_0; xo = x / ((double) last_width * h); xf = (dw + x) / ((double) last_width * h); yo = 1.0 - y / ((double) last_height * h); yf = 1.0 - (dh + y) / ((double) last_height * h); OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture,GL_CLAMP_TO_EDGE); 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; } if (c < 0) { color_r = 1.0; color_g = 1.0; color_b = 1.0; } else { color_r = CPAL2Tr(c); color_g = CPAL2Tg(c); color_b = CPAL2Tb(c); } 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] = 1.0; vertex_array[0] = xo; vertex_array[1] = yo; vertex_array[2] = xf; vertex_array[3] = yo; vertex_array[4] = xf; vertex_array[5] = yf; vertex_array[6] = xo; vertex_array[7] = yf; texcoord_array[0] = u1; texcoord_array[1] = v1; texcoord_array[2] = u2; texcoord_array[3] = v1; texcoord_array[4] = u2; texcoord_array[5] = v2; texcoord_array[6] = u1; texcoord_array[7] = v2; glVertexPointer(2, GL_FLOAT, 0, vertex_array); glColorPointer(4, GL_FLOAT, 0, color_array); glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); return 0; }