/* $Id: ogl.c,v 1.1.1.1 2006/03/17 19:53:36 zicodxx Exp $ */ /* * * Graphics support functions for OpenGL. * * */ #ifdef HAVE_CONFIG_H #include #endif //#include #ifdef _WIN32 #include #include #endif #include "internal.h" #if defined(__APPLE__) && defined(__MACH__) #include #include #else #include #include #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 "mono.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 "endlevel.h" //change to 1 for lots of spew. #if 0 #define glmprintf(a) mprintf(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 GL_needmipmaps=0; int last_width=-1,last_height=-1; int GL_TEXTURE_2D_enabled=-1; int GL_texclamp_enabled=-1; int r_texcount = 0, r_cachedtexcount = 0; int ogl_rgba_internalformat = GL_RGBA8; int ogl_rgb_internalformat = GL_RGB8; int sphereh=0; int cross_lh[2]={0,0}; int primary_lh[3]={0,0,0}; int secondary_lh[5]={0,0,0,0,0}; #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); void ogl_freetexture(ogl_texture *gltexture); void ogl_do_palfx(void); 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, int w, int h, int flags) { t->handle = 0; 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 { if (flags & OGL_FLAG_ALPHA) { t->internalformat = ogl_rgba_internalformat; t->format = GL_RGBA; } else { t->internalformat = ogl_rgb_internalformat; t->format = GL_RGB; } } t->wrapstate = -1; t->lw = t->w = w; t->h = h; t->wantmip = flags & OGL_FLAG_MIPMAP; 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"); } int 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; 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++; else if (t->format == GL_COLOR_INDEX) usedidx++; else usedother++; } } if (GameArg.DbgRenderStats) { GLint idx, r, g, b, a, dbl, depth; int res, colorsize, depthsize; res = SWIDTH * SHEIGHT; glGetIntegerv(GL_INDEX_BITS, &idx); glGetIntegerv(GL_RED_BITS, &r); glGetIntegerv(GL_GREEN_BITS, &g); glGetIntegerv(GL_BLUE_BITS, &b); glGetIntegerv(GL_ALPHA_BITS, &a); glGetIntegerv(GL_DOUBLEBUFFER, &dbl); dbl += 1; glGetIntegerv(GL_DEPTH_BITS, &depth); gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(31,0,0),-1 ); colorsize = (idx * res * dbl) / 8; depthsize = res * depth / 8; gr_printf(5, GAME_FONT->ft_h * 14 + 3 * 14, "%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(5, GAME_FONT->ft_h * 15 + 3 * 15, "%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(5, GAME_FONT->ft_h * 16 + 3 * 16, "total=%iK", (colorsize + depthsize + truebytes) / 1024); } return truebytes; } void ogl_clean_texture_cache(void){ ogl_texture* t; int i,bytes; int time=120; if (GameArg.DbgGlMemTarget<0){ if (GameArg.DbgRenderStats) ogl_texture_stats(); return; } bytes=ogl_texture_stats(); while (bytes>GameArg.DbgGlMemTarget){ for (i=0;ihandle>0){ if (t->lastrend+f1_0*timebytes; if (bytesgltexture==NULL || bm->gltexture->handle<=0) ogl_loadbmtexture(bm); OGL_BINDTEXTURE(bm->gltexture->handle); bm->gltexture->lastrend=GameTime; 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;icv_color; OGL_DISABLE(TEXTURE_2D); glLineWidth(grd_curscreen->sc_w/640); 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; isc_h; 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); glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res. OGL_DISABLE(TEXTURE_2D); glDisable(GL_CULL_FACE); if (!cross_lh[cross]){ cross_lh[cross]=glGenLists(1); glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE); glLineWidth(grd_curscreen->sc_w/640); 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 (!primary_lh[primary]){ primary_lh[primary]=glGenLists(1); glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE); glColor3fv(dark_g); glLineWidth(grd_curscreen->sc_w/640); 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 (!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); ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0); //right secondary if (secondary!=2) glColor3fv(darker_g); else glColor3fv(bright_g); ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0); }else{ //bottom/middle secondary if (secondary!=4) glColor3fv(darker_g); else glColor3fv(bright_g); ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0); } 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); glDisable(GL_CULL_FACE); glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c)); glPushMatrix(); glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z)); rad/=((float)grd_curcanv->cv_bitmap.bm_w/grd_curcanv->cv_bitmap.bm_h); glScalef(f2glf(rad),f2glf(rad*((float)grd_curcanv->cv_bitmap.bm_w/grd_curcanv->cv_bitmap.bm_h)),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) { int c; c=grd_curcanv->cv_color; OGL_DISABLE(TEXTURE_2D); glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c)); 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); ogl_drawcircle(10 + 2 * (int)(M_PI * f2fl(r1) / 19), GL_LINE_LOOP); 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; OGL_DISABLE(TEXTURE_2D); if (Gr_scanline_darkening_level >= GR_FADE_LEVELS) { glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c)); }else{ glDepthMask(GL_FALSE); glColor4f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0)); } glBegin(GL_TRIANGLE_FAN); for (c=0;cp3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z)); } glEnd(); glDepthMask(GL_TRUE); 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){ OGL_DISABLE(TEXTURE_2D); glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS)); glBegin(GL_TRIANGLE_FAN); for (c=0;cp3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z)); } glEnd(); }else if (tmap_drawer_ptr==draw_tmap){ r_tpolyc++; OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture,GL_REPEAT); glBegin(GL_TRIANGLE_FAN); for (c=0;cbm_flags&BM_FLAG_NO_LIGHTING){ l=1.0; }else{ 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)); } 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) { 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++; OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture,GL_REPEAT); glBegin(GL_TRIANGLE_FAN); for (c=0;cbm_flags&BM_FLAG_NO_LIGHTING){ l=1.0; }else{ 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)); } glEnd(); return 0; } bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation, object *obj) { vms_vector pv,v1; int i; r_bitmapc++; v1.z=0; OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture,GL_CLAMP); if (Endlevel_sequence) glDepthFunc(GL_ALWAYS); glBegin(GL_QUADS); // Define alpha by looking for object TYPE or ID. We do this here so we have it seperated from the rest of the code. if (GameArg.OglAlphaEffects && // if -gl_transparency draw following bitmaps (obj->type==OBJ_FIREBALL || // all types of explosions and energy-effects (obj->type==OBJ_WEAPON && (obj->id != PROXIMITY_ID && obj->id != SUPERPROX_ID)) || // weapon fire except bombs obj->id==POW_EXTRA_LIFE || // extra life obj->id==POW_ENERGY || // energy powerup obj->id==POW_SHIELD_BOOST || // shield boost obj->id==POW_CLOAK || // cloak obj->id==POW_INVULNERABILITY)) // invulnerability glColor4f(1.0,1.0,1.0,0.6); // ... with 0.6 alpha else 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++){ vm_vec_sub(&v1,pos,&View_position); vm_vec_rotate(&pv,&v1,&View_matrix); 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; } if (obj->id == 5 && obj->type == 1) // create small z-Offset for missile explodihg effect - prevents ugly wall-clipping pv.z -= F1_0; glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z)); } glEnd(); 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; 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(); return 0; } bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){ return ogl_ubitmapm_c(x,y,bm,-1); } 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 mipmap) { GLfloat xo,yo,xs,ys; GLfloat u1,v1; ogl_texture tex; r_ubitbltc++; if (mipmap) { ogl_init_texture(&tex, sw, sh, OGL_FLAG_MIPMAP); } else { 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); 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; } 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); } GLubyte *pixels = NULL; void ogl_start_frame(void){ r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=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); 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 gluPerspective(90.0,1.0,0.01,1000000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity();//clear matrix } #ifndef NMONO void merge_textures_stats(void); #endif void ogl_end_frame(void){ OGL_VIEWPORT(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(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); } void gr_flip(void) { ogl_clean_texture_cache(); if (GameArg.DbgRenderStats) 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); ogl_do_palfx(); ogl_swap_buffers_internal(); glClear(GL_COLOR_BUFFER_BIT); } int tex_format_supported(int iformat,int format){ 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 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){ 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; default: mprintf((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; 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{ 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; case GL_COLOR_INDEX: bi = 8; 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 int ogl_loadtexture (unsigned char *data, int dxo, int dyo, ogl_texture *tex, int bm_flags, int data_format) { 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); //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, GameArg.OglTexMagFilt); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GameArg.OglTexMinFilt); } else{ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } if (tex->wantmip && GL_needmipmaps) gluBuild2DMipmaps ( GL_TEXTURE_2D, tex->internalformat, tex->tw, tex->th, tex->format, GL_UNSIGNED_BYTE, bufP); 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. bufP); tex_set_size (tex); r_texcount++; return 0; } unsigned char decodebuf[1024*1024]; void ogl_loadbmtexture_f(grs_bitmap *bm, int flags) { 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)) { printf("%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); free(pdata.data); if (pdata.palette) free(pdata.palette); return; } else { printf("%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, flags | ((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); } void ogl_loadbmtexture(grs_bitmap *bm) { ogl_loadbmtexture_f(bm, OGL_FLAG_MIPMAP); } void ogl_freetexture(ogl_texture *gltexture) { if (gltexture->handle>0) { r_texcount--; glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,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; } } 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; GLfloat u1,u2,v1,v2; GLdouble h,a; 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; 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; r_ubitmapc++; a = (double) grd_curscreen->sc_w / (double) grd_curscreen->sc_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); 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(); return 0; }