//#include #ifdef __WINDOWS__ #include #include #endif #include #include #include #include #include "ogl_init.h" #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" #include "segment.h" #include "textures.h" #include "texmerge.h" #include "effects.h" #include "weapon.h" #include "powerup.h" #include "polyobj.h" #include "gamefont.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 #ifdef __WINDOWS__ #define cosf(a) cos(a) #define sinf(a) sin(a) #endif unsigned char *ogl_pal=gr_palette; int GL_texmagfilt=GL_NEAREST; int GL_texminfilt=GL_NEAREST; int GL_needmipmaps=0; int last_width=-1,last_height=-1; int GL_TEXTURE_2D_enabled=-1; int GL_texclamp_enabled=-1; extern int gr_renderstats; extern int gr_badtexture; int ogl_alttexmerge=1;//merge textures by just printing the seperate textures? int ogl_rgba_format=4; int ogl_intensity4_ok=1; int ogl_luminance4_alpha4_ok=1; int ogl_rgba2_ok=1; int ogl_readpixels_ok=1; int ogl_gettexlevelparam_ok=1; #ifdef GL_ARB_multitexture int ogl_arb_multitexture_ok=0; #endif #ifdef GL_SGIS_multitexture int ogl_sgis_multitexture_ok=0; #endif int sphereh=0; int circleh5=0; int circleh10=0; int cross_lh[2]={0,0}; int primary_lh[3]={0,0,0}; int secondary_lh[5]={0,0,0,0,0}; int bNoDepthTest=0; extern int glalpha_effects; extern GLubyte *pixels; extern GLubyte *texbuf; /*int lastbound=-1; #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\ else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/ #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\ else glBindTexture(GL_TEXTURE_2D, a); ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE]; int ogl_texture_list_cur; void ogl_init_texture_stats(ogl_texture* t){ t->prio=0.3;//default prio t->lastrend=0; t->numrend=0; } void ogl_init_texture(ogl_texture* t){ t->handle=0; t->internalformat=ogl_rgba_format; t->format=GL_RGBA; t->wrapstate=-1; t->w=t->h=0; ogl_init_texture_stats(t); } void ogl_reset_texture_stats_internal(void){ int i; for (i=0;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; } } void ogl_vivify_texture_list_internal(void){ /* int i; ogl_texture* t; for (i=0;iw>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm. ogl_loadbmtexture(t); } */ } ogl_texture* ogl_get_free_texture(void){ int i; for (i=0;i=OGL_TEXTURE_LIST_SIZE) ogl_texture_list_cur=0; } Error("OGL: texture list full!\n"); // return NULL; } int ogl_texture_stats(void){ int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i; int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0; // int grabbed=0; ogl_texture* t; for (i=0;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++; } // else if(t->w!=0) // grabbed++; } if (gr_renderstats){ gr_printf(5,FONTSCALE_Y(GAME_FONT->ft_h*14+3*14),"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024); } // glmprintf((0,"ogl tex stats: %i(%i,%i|%i,%i,%i,%i,%i) %i(%i)b (%i(%i)wasted)\n",used,usedrgba,usedl4a4,prio0,prio1,prio2,prio3,prioh,truebytes,truetexel,truebytes-databytes,truetexel-datatexel)); return truebytes; } int ogl_mem_target=-1; void ogl_clean_texture_cache(void){ ogl_texture* t; int i,bytes; int time=120; if (ogl_mem_target<0){ if (gr_renderstats) ogl_texture_stats(); return; } bytes=ogl_texture_stats(); while (bytes>ogl_mem_target){ for (i=0;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++; //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){ // if (bm->gltexture->numrend==100){ // bm->gltexture->prio+=0.1; //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio); // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio); // } } //gltexture MUST be bound first void ogl_texwrap(ogl_texture *gltexture,int state){ if (gltexture->wrapstate!=state || gltexture->numrend<1){ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state); gltexture->wrapstate=state; } } //crude texture precaching //handles: powerups, walls, weapons, polymodels, etc. //it is done with the horrid do_special_effects kludge so that sides that have to be texmerged and have animated textures will be correctly cached. //similarly, with the objects(esp weapons), we could just go through and cache em all instead, but that would get ones that might not even be on the level //TODO: doors void ogl_cache_polymodel_textures(int model_num){ polymodel *po=&Polygon_models[model_num]; int i; for (i=0;in_textures;i++) { // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]]; ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]); } } void ogl_cache_vclip_textures(vclip *vc){ int i; for (i=0;inum_frames;i++){ PIGGY_PAGE_IN(vc->frames[i]); ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]); } } #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i]) void ogl_cache_weapon_textures(weapon_info *w){ ogl_cache_vclipn_textures(w->flash_vclip); ogl_cache_vclipn_textures(w->robot_hit_vclip); ogl_cache_vclipn_textures(w->wall_hit_vclip); if (w->render_type==WEAPON_RENDER_VCLIP) ogl_cache_vclipn_textures(w->weapon_vclip); else if (w->render_type==WEAPON_RENDER_POLYMODEL) ogl_cache_polymodel_textures(w->model_num); } void ogl_cache_level_textures(void){ int seg,side,i; eclip *ec; short tmap1,tmap2; grs_bitmap *bm,*bm2; struct side *sidep; int max_efx=0,ef; ogl_reset_texture_stats_internal();//loading a new lev should reset textures for (i=0,ec=Effects;ivc.num_frames>max_efx) max_efx=ec->vc.num_frames; } glmprintf((0,"max_efx:%i\n",max_efx)); for (ef=0;efvc.num_frames>max_efx) // max_efx=ec->vc.num_frames; ec->time_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 (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT)) bm = texmerge_get_cached_bitmap( tmap1, tmap2 ); else { ogl_loadbmtexture(bm2); } // glmprintf((0,"ogl_cache_level_textures seg %i side %i t1 %i t2 %x bm %p NT %i\n",seg,side,tmap1,tmap2,bm,NumTextures)); } ogl_loadbmtexture(bm); } } glmprintf((0,"finished ef:%i\n",ef)); } reset_special_effects(); init_special_effects(); { // int laserlev=1; //always have lasers and concs ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]); ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]); for (i=0;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(0.5,0.5,0); glTranslatef((grd_curcanv->cv_bitmap.bm_w/2+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(grd_curcanv->cv_bitmap.bm_h/2+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0); glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res. OGL_DISABLE(TEXTURE_2D); 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 (Canvas_height>200) // glLineWidth(Canvas_height/(float)200); if (!primary_lh[primary]){ primary_lh[primary]=glGenLists(1); glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE); glColor3fv(dark_g); 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 (Canvas_height>200) // glLineWidth(1); if (!secondary_lh[secondary]){ secondary_lh[secondary]=glGenLists(1); glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE); if (secondary<=2){ //left secondary if (secondary!=1) glColor3fv(darker_g); else glColor3fv(bright_g); 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); // ZICO - to draw sheres on automap correctly // glPointSize(f2glf(rad)); glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c)); // glBegin(GL_POINTS); // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z)); // glEnd(); glPushMatrix(); glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z)); 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){//dunno if this really works, radar doesn't seem to.. hm.. int c; c=grd_curcanv->cv_color; OGL_DISABLE(TEXTURE_2D); // glPointSize(f2glf(rad)); glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c)); // glBegin(GL_POINTS); // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z)); // glEnd(); glPushMatrix(); glmprintf((0,"circle: %f(%i),%f(%i),%f\n",(f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,f2i(xc1),(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,f2i(yc1),f2fl(r1))); glTranslatef( (f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width, 1.0-(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0); glScalef(f2fl(r1),f2fl(r1),f2fl(r1)); if (r1<=i2f(5)){ if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE); else glCallList(circleh5); }else{ if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE); else glCallList(circleh10); } glPopMatrix(); return 0; } int gr_circle(fix xc1,fix yc1,fix r1){ return gr_ucircle(xc1,yc1,r1); } bool g3_draw_poly(int nv,g3s_point **pointlist) { int c; r_polyc++; c=grd_curcanv->cv_color; OGL_DISABLE(TEXTURE_2D); if (Gr_scanline_darkening_level >= GR_FADE_LEVELS) { glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c)); glDisable(GL_DEPTH_TEST); // ZICO - disable to show lasers correctly }else{ 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(); glEnable(GL_DEPTH_TEST); // ZICO - enable it again to stay correct 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)); } if (!bNoDepthTest) glEnable(GL_DEPTH_TEST); // ZICO - we need this so we do not run into any problems if lasers or sprites show up return 0; } bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bmbot,grs_bitmap *bm,int orient) { #if (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture)) if (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok){ int c; float l,u1,v1; r_tpolyc+=2; /* if (bm->bm_w !=64||bm->bm_h!=64) printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/ if (ogl_arb_multitexture_ok){ #ifdef GL_ARB_multitexture glActiveTextureARB(GL_TEXTURE0_ARB); #endif }else if (ogl_sgis_multitexture_ok){ #ifdef GL_SGIS_multitexture glSelectTextureSGIS(GL_TEXTURE0_SGIS); #endif } ogl_bindbmtex(bmbot); OGL_ENABLE(TEXTURE_2D); glEnable(GL_TEXTURE_2D); ogl_texwrap(bmbot->gltexture,GL_REPEAT); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (ogl_arb_multitexture_ok){ #ifdef GL_ARB_multitexture glActiveTextureARB(GL_TEXTURE1_ARB); #endif }else if (ogl_sgis_multitexture_ok){ #ifdef GL_SGIS_multitexture glSelectTextureSGIS(GL_TEXTURE1_SGIS); #endif } ogl_bindbmtex(bm); // OGL_ENABLE(TEXTURE_2D); glEnable(GL_TEXTURE_2D); ogl_texwrap(bm->gltexture,GL_REPEAT); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBegin(GL_TRIANGLE_FAN); for (c=0;cbm_flags&BM_FLAG_NO_LIGHTING){ l=1.0; }else{ //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0; l=f2fl(uvl_list[c].l); } glColor3f(l,l,l); // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v)); if (ogl_arb_multitexture_ok){ #ifdef GL_ARB_multitexture glMultiTexCoord2fARB(GL_TEXTURE0_ARB,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v)); #endif }else if (ogl_sgis_multitexture_ok){ #ifdef GL_SGIS_multitexture glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v)); #endif } if (ogl_arb_multitexture_ok){ #ifdef GL_ARB_multitexture glMultiTexCoord2fARB(GL_TEXTURE1_ARB,u1,v1); #endif }else if (ogl_sgis_multitexture_ok){ #ifdef GL_SGIS_multitexture glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS,u1,v1); #endif } //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z)); //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z)); glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z)); } glEnd(); /* if (ogl_arb_multitexture_ok){ #ifdef GL_ARB_multitexture glActiveTextureARB(GL_TEXTURE1_ARB); #endif }else if (ogl_sgis_multitexture_ok){ #ifdef GL_SGIS_multitexture glSelectTextureSGIS(GL_TEXTURE1_SGIS); #endif } // OGL_ENABLE(TEXTURE_2D);*/ glDisable(GL_TEXTURE_2D); if (ogl_arb_multitexture_ok){ #ifdef GL_ARB_multitexture glActiveTextureARB(GL_TEXTURE0_ARB); #endif }else if (ogl_sgis_multitexture_ok){ #ifdef GL_SGIS_multitexture glSelectTextureSGIS(GL_TEXTURE0_SGIS); #endif } }else #endif { int c; float l,u1,v1; g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing.. r_tpolyc++; /* if (bm->bm_w !=64||bm->bm_h!=64) printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/ OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture,GL_REPEAT); glBegin(GL_TRIANGLE_FAN); for (c=0;cbm_flags&BM_FLAG_NO_LIGHTING){ l=1.0; }else{ //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0; l=f2fl(uvl_list[c].l); } glColor3f(l,l,l); glTexCoord2f(u1,v1); //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z)); //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z)); glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z)); } glEnd(); } return 0; } bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm,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); glDisable(GL_DEPTH_TEST); // ZICO - disable to prevent sprites get cutted by polygons 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 (glalpha_effects && (obj->type==OBJ_FIREBALL || obj->type==OBJ_WEAPON || obj->id==POW_EXTRA_LIFE || obj->id==POW_ENERGY || obj->id==POW_SHIELD_BOOST || obj->id==POW_CLOAK || obj->id==POW_INVULNERABILITY)) glColor4f(1.0,1.0,1.0,0.6); 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; } glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z)); } glEnd(); if (!bNoDepthTest) // ZICO - need this for escape seq glEnable(GL_DEPTH_TEST); return 0; } bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c) { GLfloat xo,yo,xf,yf; GLfloat u1,u2,v1,v2; r_ubitmapc++; x+=grd_curcanv->cv_bitmap.bm_x; y+=grd_curcanv->cv_bitmap.bm_y; xo=x/(float)last_width; xf=(bm->bm_w+x)/(float)last_width; yo=1.0-y/(float)last_height; yf=1.0-(bm->bm_h+y)/(float)last_height; // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z)); // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z)); /* glEnABLE(ALPHA_TEST); glAlphaFunc(GL_GREATER,0.0);*/ OGL_ENABLE(TEXTURE_2D); ogl_bindbmtex(bm); ogl_texwrap(bm->gltexture,GL_CLAMP); if (bm->bm_x==0){ u1=0; if (bm->bm_w==bm->gltexture->w) u2=bm->gltexture->u; else u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw; }else { u1=bm->bm_x/(float)bm->gltexture->tw; u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw; } if (bm->bm_y==0){ v1=0; if (bm->bm_h==bm->gltexture->h) v2=bm->gltexture->v; else v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th; }else{ v1=bm->bm_y/(float)bm->gltexture->th; v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th; } glBegin(GL_QUADS); if (c<0) glColor3f(1.0,1.0,1.0); else glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c)); glTexCoord2f(u1, v1); glVertex2f(xo, yo); glTexCoord2f(u2, v1); glVertex2f(xf, yo); glTexCoord2f(u2, v2); glVertex2f(xf, yf); glTexCoord2f(u1, v2); glVertex2f(xo, yf); glEnd(); // glDisABLE(ALPHA_TEST); return 0; } bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){ return ogl_ubitmapm_c(x,y,bm,-1); // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL); } #if 0 //also upsidedown, currently. bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest) { GLfloat xo,yo;//,xs,ys; glmprintf((0,"ogl_ubitblt(w=%i,h=%i,dx=%i,dy=%i,sx=%i,sy=%i,src=%p,dest=%p\n",w,h, dx, dy,sx, sy, src,dest)); dx+=dest->bm_x; dy+=dest->bm_y; xo=dx/(float)last_width; // xo=dx/(float)grd_curscreen->sc_w; // xs=w/(float)last_width; //yo=1.0-dy/(float)last_height; yo=1.0-(dy+h)/(float)last_height; // ys=h/(float)last_height; // OGL_ENABLE(TEXTURE_2D); OGL_DISABLE(TEXTURE_2D); glRasterPos2f(xo,yo); ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA); glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf); glRasterPos2f(0,0); return 0; } #else 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 transp) { GLfloat xo,yo,xs,ys; GLfloat u1,v1;//,u2,v2; ogl_texture tex; // unsigned char *oldpal; r_ubitbltc++; ogl_init_texture(&tex); tex.w=sw;tex.h=sh; tex.prio=0.0;tex.wantmip=0; tex.lw=src->bm_rowsize; /* if (w==src->bm_w && sx==0){ u1=0;u2=src->glu; }else{ u1=sx/(float)src->bm_w*src->glu; u2=w/(float)src->bm_w*src->glu+u1; } if (h==src->bm_h && sy==0){ v1=0;v2=src->glv; }else{ v1=sy/(float)src->bm_h*src->glv; v2=h/(float)src->bm_h*src->glv+v1; }*/ u1=v1=0; dx+=dest->bm_x; dy+=dest->bm_y; xo=dx/(float)last_width; xs=dw/(float)last_width; yo=1.0-dy/(float)last_height; ys=dh/(float)last_height; OGL_ENABLE(TEXTURE_2D); // oldpal=ogl_pal; ogl_pal=gr_current_pal; ogl_loadtexture(src->bm_data,sx,sy,&tex,transp); // ogl_pal=oldpal; ogl_pal=gr_palette; OGL_BINDTEXTURE(tex.handle); ogl_texwrap(&tex,GL_CLAMP); glBegin(GL_QUADS); glColor3f(1.0,1.0,1.0); glTexCoord2f(u1, v1); glVertex2f(xo, yo); glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo); glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys); glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys); glEnd(); ogl_freetexture(&tex); return 0; } 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); } #endif bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){ #if 1 unsigned char *d,*s; int i,j; int w1,h1; // w1=w;h1=h; w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h; // if (w1*h1*3>OGLTEXBUFSIZE) // Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n"); if (ogl_readpixels_ok>0){ OGL_DISABLE(TEXTURE_2D); glReadBuffer(GL_FRONT); glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf); // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf); // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf); }else memset(texbuf,0,w1*h1*3); sx+=src->bm_x; sy+=src->bm_y; for (i=0;ibm_data+dx+(dy+i)*dest->bm_rowsize; s=texbuf+((h1-(i+sy+1))*w1+sx)*3; for (j=0;jOGLTEXBUFSIZE) Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n"); sx+=src->bm_x; sy+=src->bm_y; #if 1//also seems to cause a mess. need to look into it a bit more.. if (ogl_readpixels_ok>0){ OGL_DISABLE(TEXTURE_2D); glReadBuffer(GL_FRONT); // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf); glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf); }else #endif memset(texbuf,0,w*h*3); // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize; d=dest->bm_data+dx+dy*dest->bm_rowsize; for (i=0;ibm_data){Error("blah3\n");} // d=dest->bm_data+(i*dest->bm_rowsize); e=d; for (j=0;jtexbuf+w*h*3-3){Error("blah2\n");} if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");} *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4); s+=3; d++; c++; } d=e; d+=dest->bm_rowsize; } glmprintf((0,"c=%i w*h=%i\n",c,w*h)); #endif return 0; } bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){ #if 0 //just seems to cause a mess. GLfloat xo,yo;//,xs,ys; dx+=dest->bm_x; dy+=dest->bm_y; // xo=dx/(float)last_width; xo=dx/(float)grd_curscreen->sc_w; // yo=1.0-(dy+h)/(float)last_height; yo=1.0-(dy+h)/(float)grd_curscreen->sc_h; sx+=src->bm_x; sy+=src->bm_y; OGL_DISABLE(TEXTURE_2D); glReadBuffer(GL_FRONT); glRasterPos2f(xo,yo); // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf); glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR); glRasterPos2f(0,0); #endif return 0; } grs_canvas *offscreen_save_canv = NULL, *offscreen_canv = NULL; // float pixels [OGLTEXBUFSIZE]; GLubyte *pixels = NULL; void ogl_start_offscreen_render(int x, int y, int w, int h) { int y2; if (offscreen_canv) Error("ogl_start_offscreen_render: offscreen_canv!=NULL"); offscreen_save_canv = grd_curcanv; glDrawBuffer(GL_BACK); offscreen_canv = gr_create_sub_canvas(grd_curcanv, x, y, w, h); gr_set_current_canvas(offscreen_canv); y2 = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h; glReadPixels(offscreen_canv->cv_bitmap.bm_x,y2,w,h,GL_RGBA,GL_UNSIGNED_BYTE,pixels); } void ogl_end_offscreen_render(void) { int y; if (!offscreen_canv) Error("ogl_end_offscreen_render: no offscreen_canv"); glDrawBuffer(GL_FRONT); glReadBuffer(GL_BACK); OGL_DISABLE(TEXTURE_2D); y = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h; glRasterPos2f(offscreen_canv->cv_bitmap.bm_x/(float)last_width, y/(float)last_height); glDrawPixels(offscreen_canv->cv_bitmap.bm_w, offscreen_canv->cv_bitmap.bm_h,GL_RGBA,GL_UNSIGNED_BYTE,pixels); gr_free_sub_canvas(offscreen_canv); gr_set_current_canvas(offscreen_save_canv); offscreen_canv=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 // printf("bNoDepthTest: %i\n", bNoDepthTest); } #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 ogl_swap_buffers(void){ ogl_clean_texture_cache(); if (gr_renderstats){ gr_printf(5,FONTSCALE_Y(GAME_FONT->ft_h*13+3*13),"%i flat %i tex %i sprites %i bitmaps",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc); // glmprintf((0,"ogl_end_frame: %i polys, %i tmaps, %i sprites, %i bitmaps, %i bitblts, %i pixels\n",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc));//we need to do it here because some things get drawn after end_frame } 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 (!ogl_intensity4_ok) return 0; break; case GL_LUMINANCE4_ALPHA4: if (!ogl_luminance4_alpha4_ok) return 0; break; case GL_RGBA2: if (!ogl_rgba2_ok) return 0; break; } if (ogl_gettexlevelparam_ok){ int internalFormat; glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0, format, GL_UNSIGNED_BYTE, texbuf);//NULL? glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat); return (internalFormat==iformat); }else return 1; } //little hack to find the nearest bigger power of 2 for a given number int pow2ize(int x){ int i; for (i=2; isizeof(texbuf))//shouldn't happen, descent never uses textures that big. if ((width > max(grd_curscreen->sc_w, 1024)) || (height > max(grd_curscreen->sc_h, 256))) Error("texture toobig %i %i",twidth,theight); i=0; for (y=0;y>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15); break; } } } } } int tex_format_verify(ogl_texture *tex){ while (!tex_format_supported(tex->internalformat,tex->format)){ glmprintf((0,"tex format %x not supported",tex->internalformat)); switch (tex->internalformat){ case GL_INTENSITY4: if (ogl_luminance4_alpha4_ok){ tex->internalformat=GL_LUMINANCE4_ALPHA4; tex->format=GL_LUMINANCE_ALPHA; break; }//note how it will fall through here if the statement is false case GL_LUMINANCE4_ALPHA4: if (ogl_rgba2_ok){ tex->internalformat=GL_RGBA2; tex->format=GL_RGBA; break; }//note how it will fall through here if the statement is false case GL_RGBA2: tex->internalformat=ogl_rgba_format; tex->format=GL_RGBA; break; default: mprintf((0,"...no tex format to fall back on\n")); return 1; } 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){ int w,h,bi=16,a=0; if (ogl_gettexlevelparam_ok){ int t; glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w); glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h); glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t; glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t; glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t; glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t; glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t; glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t; }else{ w=tex->tw; h=tex->th; } switch (tex->format){ case GL_LUMINANCE: bi=8; break; case GL_LUMINANCE_ALPHA: bi=8; break; case GL_RGBA: bi=16; break; default: Error("tex_set_size unknown texformat\n"); break; } tex_set_size1(tex,bi,a,w,h); } //loads a palettized bitmap into a ogl RGBA texture. //Sizes and pads dimensions to multiples of 2 if necessary. //In theory this could be a problem for repeating textures, but all real //textures (not sprites, etc) in descent are 64x64, so we are ok. //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v int ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex, int transp){ //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){ // int internalformat=GL_RGBA; // int format=GL_RGBA; //int filltype=0; tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2) // tex->tw=tex->w;tex->th=tex->h;//feeling lucky? if(gr_badtexture>0) return 1; if (tex_format_verify(tex)) return 1; //calculate u/v values that would make the resulting texture correctly sized tex->u=(float)tex->w/(float)tex->tw; tex->v=(float)tex->h/(float)tex->th; // if (width!=twidth || height!=theight) // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight)); ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format,transp); // Generate OpenGL texture IDs. glGenTextures(1, &tex->handle); //set priority glPrioritizeTextures(1,&tex->handle,&tex->prio); // Give our data to OpenGL. OGL_BINDTEXTURE(tex->handle); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (tex->wantmip){ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt); }else{ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow //however, if texturing mode becomes an ingame option, they would need to be made regardless, so it could switch to them later. OTOH, texturing mode could just be made a command line arg. if (tex->wantmip && GL_needmipmaps) gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw, tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf); else glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat, tex->tw, tex->th, 0, tex->format, // RGBA textures. GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer. texbuf); tex_set_size(tex); r_texcount++; glmprintf((0,"ogl_loadtexture(%p,%i,%i,%ix%i,%p):%i u=%f v=%f b=%i bu=%i (%i)\n",data,tex->tw,tex->th,dxo,dyo,tex,tex->handle,tex->u,tex->v,tex->bytes,tex->bytesu,r_texcount)); return 0; } unsigned char decodebuf[1024*1024]; void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap){ unsigned char *buf; while (bm->bm_parent) bm=bm->bm_parent; buf=bm->bm_data; if (bm->gltexture==NULL){ ogl_init_texture(bm->gltexture=ogl_get_free_texture()); bm->gltexture->lw=bm->bm_w; bm->gltexture->w=bm->bm_w; bm->gltexture->h=bm->bm_h; bm->gltexture->wantmip=domipmap; } else { if (bm->gltexture->handle>0) return; if (bm->gltexture->w==0){ bm->gltexture->lw=bm->bm_w; bm->gltexture->w=bm->bm_w; bm->gltexture->h=bm->bm_h; } } if (bm->bm_flags & BM_FLAG_RLE){ unsigned char * dbits; unsigned char * sbits; int i; sbits = &bm->bm_data[4 + bm->bm_h]; dbits = decodebuf; for (i=0; i < bm->bm_h; i++ ) { gr_rle_decode(sbits,dbits); sbits += (int)bm->bm_data[4+i]; dbits += bm->bm_w; } buf=decodebuf; } ogl_loadtexture(buf,0,0,bm->gltexture,1); } void ogl_loadbmtexture(grs_bitmap *bm){ ogl_loadbmtexture_m(bm,1); } 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_init_texture(gltexture); } } void ogl_freebmtexture(grs_bitmap *bm){ if (bm->gltexture){ ogl_freetexture(bm->gltexture); bm->gltexture=NULL; // r_texcount--; // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount)); // glDeleteTextures( 1, &bm->gltexture ); // bm->gltexture=-1; } } 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; }