// OGL video functions. - Added 9/15/99 Matthew Mueller #define DECLARE_VARS #include #include #include #ifdef _WIN32 #include #endif #ifndef macintosh #ifndef _MSC_VER #include #endif #include #include #include #endif #include #include #include #include "hudmsg.h" #include "game.h" #include "text.h" #include "gr.h" #include "gamefont.h" #include "grdef.h" #include "palette.h" #include "u_mem.h" #include "error.h" #include "inferno.h" #include "screens.h" #include "strutil.h" #include "args.h" #include "key.h" #include "u_mem.h" #include "gamefont.h" #include "render.h" #include "internal.h" #include "physfsx.h" #include "console.h" #if defined(__APPLE__) && defined(__MACH__) #include #else #include #endif #include "config.h" #include "playsave.h" #include "vers_id.h" #include "gr.h" int gr_installed = 0; int gl_initialized=0; int ogl_fullscreen=0; static int curx=-1,cury=-1,curfull=0; int linedotscale=1; // scalar of glLinewidth and glPointSize - only calculated once when resolution changes void ogl_swap_buffers_internal(void) { SDL_GL_SwapBuffers(); } int ogl_init_window(int x, int y) { if (gl_initialized){ if (x==curx && y==cury && curfull==ogl_fullscreen) return 0; ogl_smash_texture_list_internal();//if we are or were fullscreen, changing vid mode will invalidate current textures } SDL_WM_SetCaption(DESCENT_VERSION, "Descent"); if (!SDL_SetVideoMode(x, y, GameArg.DbgGlBpp, SDL_OPENGL | (ogl_fullscreen ? SDL_FULLSCREEN : 0))) { Error("Could not set %dx%dx%d opengl video mode: %s\n", x, y, GameArg.DbgGlBpp, SDL_GetError()); } SDL_ShowCursor(0); curx=x;cury=y;curfull=ogl_fullscreen; linedotscale = ((x/640sc_w, grd_curscreen->sc_h); } // Set the buffer to draw to. 0 is front, 1 is back void gr_set_draw_buffer(int buf) { glDrawBuffer((buf == 0) ? GL_FRONT : GL_BACK); } const char *gl_vendor,*gl_renderer,*gl_version,*gl_extensions; void ogl_get_verinfo(void) { gl_vendor=(const char *)glGetString(GL_VENDOR); gl_renderer=(const char *)glGetString(GL_RENDERER); gl_version=(const char *)glGetString(GL_VERSION); gl_extensions=(const char *)glGetString(GL_EXTENSIONS); con_printf(CON_VERBOSE, "OpenGL: vendor: %s\nOpenGL: renderer: %s\nOpenGL: version: %s\n",gl_vendor,gl_renderer,gl_version); #ifdef _WIN32 dglMultiTexCoord2fARB = (glMultiTexCoord2fARB_fp)wglGetProcAddress("glMultiTexCoord2fARB"); dglActiveTextureARB = (glActiveTextureARB_fp)wglGetProcAddress("glActiveTextureARB"); dglMultiTexCoord2fSGIS = (glMultiTexCoord2fSGIS_fp)wglGetProcAddress("glMultiTexCoord2fSGIS"); dglSelectTextureSGIS = (glSelectTextureSGIS_fp)wglGetProcAddress("glSelectTextureSGIS"); #endif //add driver specific hacks here. whee. if ((stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.0\n")==0 || stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.2\n")==0) && stricmp(gl_version,"1.2 Mesa 3.0")==0) { GameArg.DbgGlIntensity4Ok=0;//ignores alpha, always black background instead of transparent. GameArg.DbgGlReadPixelsOk=0;//either just returns all black, or kills the X server entirely GameArg.DbgGlGetTexLevelParamOk=0;//returns random data.. } #ifdef macintosh if (stricmp(gl_renderer,"3dfx Voodoo 3")==0) // strangely, includes Voodoo 2 GameArg.DbgGlGetTexLevelParamOk=0; // Always returns 0 #endif #ifndef NDEBUG con_printf(CON_VERBOSE,"gl_intensity4:%i gl_luminance4_alpha4:%i gl_rgba2:%i gl_readpixels:%i gl_gettexlevelparam:%i\n",GameArg.DbgGlIntensity4Ok,GameArg.DbgGlLuminance4Alpha4Ok,GameArg.DbgGlRGBA2Ok,GameArg.DbgGlReadPixelsOk,GameArg.DbgGlGetTexLevelParamOk); #endif } int gr_set_mode(u_int32_t mode) { unsigned int w, h; char *gr_bm_data; if (mode<=0) return 0; w=SM_W(mode); h=SM_H(mode); if (!SDL_VideoModeOK(w, h, GameArg.DbgGlBpp, SDL_OPENGL | (ogl_fullscreen?SDL_FULLSCREEN:0))) { con_printf(CON_URGENT,"Cannot set %ix%i. Fallback to 640x480\n",w,h); w=640; h=480; Game_screen_mode=mode=SM(w,h); } gr_bm_data=(char *)grd_curscreen->sc_canvas.cv_bitmap.bm_data;//since we use realloc, we want to keep this pointer around. memset( grd_curscreen, 0, sizeof(grs_screen)); grd_curscreen->sc_mode = mode; grd_curscreen->sc_w = w; grd_curscreen->sc_h = h; grd_curscreen->sc_aspect = fixdiv(grd_curscreen->sc_w*GameCfg.AspectX,grd_curscreen->sc_h*GameCfg.AspectY); grd_curscreen->sc_canvas.cv_bitmap.bm_x = 0; grd_curscreen->sc_canvas.cv_bitmap.bm_y = 0; grd_curscreen->sc_canvas.cv_bitmap.bm_w = w; grd_curscreen->sc_canvas.cv_bitmap.bm_h = h; grd_curscreen->sc_canvas.cv_bitmap.bm_rowsize = w; grd_curscreen->sc_canvas.cv_bitmap.bm_type = BM_OGL; grd_curscreen->sc_canvas.cv_bitmap.bm_data = d_realloc(gr_bm_data,w*h); gr_set_current_canvas(NULL); ogl_init_window(w,h);//platform specific code ogl_get_verinfo(); OGL_VIEWPORT(0,0,w,h); ogl_init_state(); gamefont_choose_game_font(w,h); return 0; } #define GLstrcmptestr(a,b) if (stricmp(a,#b)==0 || stricmp(a,"GL_" #b)==0)return GL_ ## b; int ogl_atotexfilti(char *a,int min) { GLstrcmptestr(a,NEAREST); GLstrcmptestr(a,LINEAR); if (min) {//mipmaps are valid only for the min filter GLstrcmptestr(a,NEAREST_MIPMAP_NEAREST); GLstrcmptestr(a,NEAREST_MIPMAP_LINEAR); GLstrcmptestr(a,LINEAR_MIPMAP_NEAREST); GLstrcmptestr(a,LINEAR_MIPMAP_LINEAR); } Error("unknown/invalid texture filter %s\n",a); } int ogl_testneedmipmaps(int i) { switch (i) { case GL_NEAREST: case GL_LINEAR: return 0; case GL_NEAREST_MIPMAP_NEAREST: case GL_NEAREST_MIPMAP_LINEAR: case GL_LINEAR_MIPMAP_NEAREST: case GL_LINEAR_MIPMAP_LINEAR: return 1; } Error("unknown texture filter %x\n",i); } #ifdef _WIN32 char *OglLibPath="opengl32.dll"; int ogl_rt_loaded=0; int ogl_init_load_library(void) { int retcode=0; if (!ogl_rt_loaded) { retcode = OpenGL_LoadLibrary(true); if(retcode) { if(!glEnd) { Error("Opengl: Functions not imported\n"); } } else { Error("Opengl: error loading %s\n",OglLibPath); } ogl_rt_loaded=1; } return retcode; } #endif void gr_set_attributes(void) { switch (GameCfg.TexFilt) { case 2: OglTexMagFilt = GL_LINEAR; OglTexMinFilt = GL_LINEAR_MIPMAP_LINEAR; break; case 1: OglTexMagFilt = GL_LINEAR; OglTexMinFilt = GL_LINEAR_MIPMAP_NEAREST; break; default: OglTexMagFilt = GL_NEAREST; OglTexMinFilt = GL_NEAREST; break; } GL_needmipmaps=ogl_testneedmipmaps(OglTexMinFilt); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,0); SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,0); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1); SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL,GameCfg.VSync); if (GameCfg.Multisample) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); } else { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); } ogl_smash_texture_list_internal(); } int gr_init(int mode) { int retcode; // Only do this function once! if (gr_installed==1) return -1; #ifdef _WIN32 ogl_init_load_library(); #endif if (!GameCfg.WindowMode && !GameArg.SysWindow) gr_toggle_fullscreen(); gr_set_attributes(); ogl_init_texture_list_internal(); MALLOC( grd_curscreen,grs_screen,1 ); memset( grd_curscreen, 0, sizeof(grs_screen)); grd_curscreen->sc_canvas.cv_bitmap.bm_data = NULL; // Set the mode. if ((retcode=gr_set_mode(mode))) return retcode; grd_curscreen->sc_canvas.cv_color = 0; grd_curscreen->sc_canvas.cv_drawmode = 0; grd_curscreen->sc_canvas.cv_font = NULL; grd_curscreen->sc_canvas.cv_font_fg_color = 0; grd_curscreen->sc_canvas.cv_font_bg_color = 0; gr_set_current_canvas( &grd_curscreen->sc_canvas ); ogl_init_pixel_buffers(256, 128); // for gamefont_init gr_installed = 1; return 0; } void gr_close() { ogl_brightness_r = ogl_brightness_g = ogl_brightness_b = 0; if (gl_initialized) { ogl_smash_texture_list_internal(); SDL_ShowCursor(1); } if (grd_curscreen) { if (grd_curscreen->sc_canvas.cv_bitmap.bm_data) d_free(grd_curscreen->sc_canvas.cv_bitmap.bm_data); d_free(grd_curscreen); } ogl_close_pixel_buffers(); #ifdef _WIN32 if (ogl_rt_loaded) OpenGL_LoadLibrary(false); #endif } extern int r_upixelc; void ogl_upixelc(int x, int y, int c) { r_upixelc++; OGL_DISABLE(TEXTURE_2D); glPointSize(linedotscale); glBegin(GL_POINTS); glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c)); glVertex2f((x+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(y+grd_curcanv->cv_bitmap.bm_y)/(float)last_height); glEnd(); } void ogl_urect(int left,int top,int right,int bot) { GLfloat xo,yo,xf,yf; int c=COLOR; xo=(left+grd_curcanv->cv_bitmap.bm_x)/(float)last_width; xf = (right + 1 + grd_curcanv->cv_bitmap.bm_x) / (float)last_width; yo=1.0-(top+grd_curcanv->cv_bitmap.bm_y)/(float)last_height; yf = 1.0 - (bot + 1 + grd_curcanv->cv_bitmap.bm_y) / (float)last_height; OGL_DISABLE(TEXTURE_2D); if (Gr_scanline_darkening_level >= GR_FADE_LEVELS) glColor3f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c)); else glColor4f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0)); glBegin(GL_QUADS); glVertex2f(xo,yo); glVertex2f(xo,yf); glVertex2f(xf,yf); glVertex2f(xf,yo); glEnd(); } void ogl_ulinec(int left,int top,int right,int bot,int c) { GLfloat xo,yo,xf,yf; xo = (left + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width; xf = (right + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width; yo = 1.0 - (top + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height; yf = 1.0 - (bot + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height; OGL_DISABLE(TEXTURE_2D); glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c)); glBegin(GL_LINES); glVertex2f(xo,yo); glVertex2f(xf,yf); glEnd(); } GLfloat last_r=0, last_g=0, last_b=0; int do_pal_step=0; void ogl_do_palfx(void) { OGL_DISABLE(TEXTURE_2D); if (do_pal_step) { glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_ONE); glColor3f(last_r,last_g,last_b); } else return; glBegin(GL_QUADS); glVertex2f(0,0); glVertex2f(0,1); glVertex2f(1,1); glVertex2f(1,0); glEnd(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } int ogl_brightness_ok = 0; int ogl_brightness_r = 0, ogl_brightness_g = 0, ogl_brightness_b = 0; static int old_b_r = 0, old_b_g = 0, old_b_b = 0; void gr_palette_step_up( int r, int g, int b ) { old_b_r = ogl_brightness_r; old_b_g = ogl_brightness_g; old_b_b = ogl_brightness_b; ogl_brightness_r = max(r + gr_palette_gamma, 0); ogl_brightness_g = max(g + gr_palette_gamma, 0); ogl_brightness_b = max(b + gr_palette_gamma, 0); if (!ogl_brightness_ok) { last_r = ogl_brightness_r / 63.0; last_g = ogl_brightness_g / 63.0; last_b = ogl_brightness_b / 63.0; do_pal_step = (r || g || b || gr_palette_gamma); } else { do_pal_step = 0; } } #undef min static inline int min(int x, int y) { return x < y ? x : y; } void gr_palette_load( ubyte *pal ) { int i; for (i=0; i<768; i++ ) { gr_current_pal[i] = pal[i]; if (gr_current_pal[i] > 63) gr_current_pal[i] = 63; } gr_palette_step_up(0, 0, 0); // make ogl_setbrightness_internal get run so that menus get brightened too. init_computed_colors(); } void gr_palette_read(ubyte * pal) { int i; for (i=0; i<768; i++ ) { pal[i]=gr_current_pal[i]; if (pal[i] > 63) pal[i] = 63; } } #define GL_BGR_EXT 0x80E0 typedef struct { unsigned char TGAheader[12]; unsigned char header[6]; } TGA_header; //writes out an uncompressed RGB .tga file //if we got really spiffy, we could optionally link in libpng or something, and use that. void write_bmp(char *savename,int w,int h,unsigned char *buf) { PHYSFS_file* TGAFile; TGA_header TGA; GLbyte HeightH,HeightL,WidthH,WidthL; buf = (unsigned char*)d_calloc(w*h*3,sizeof(unsigned char)); glReadPixels(0,0,w,h,GL_BGR_EXT,GL_UNSIGNED_BYTE,buf); if (!(TGAFile = PHYSFSX_openWriteBuffered(savename))) { con_printf(CON_URGENT,"Could not create TGA file to dump screenshot!"); d_free(buf); return; } HeightH = (GLbyte)(h / 256); HeightL = (GLbyte)(h % 256); WidthH = (GLbyte)(w / 256); WidthL = (GLbyte)(w % 256); // Write TGA Header TGA.TGAheader[0] = 0; TGA.TGAheader[1] = 0; TGA.TGAheader[2] = 2; TGA.TGAheader[3] = 0; TGA.TGAheader[4] = 0; TGA.TGAheader[5] = 0; TGA.TGAheader[6] = 0; TGA.TGAheader[7] = 0; TGA.TGAheader[8] = 0; TGA.TGAheader[9] = 0; TGA.TGAheader[10] = 0; TGA.TGAheader[11] = 0; TGA.header[0] = (GLbyte) WidthL; TGA.header[1] = (GLbyte) WidthH; TGA.header[2] = (GLbyte) HeightL; TGA.header[3] = (GLbyte) HeightH; TGA.header[4] = (GLbyte) 24; TGA.header[5] = 0; PHYSFS_write(TGAFile,&TGA,sizeof(TGA_header),1); PHYSFS_write(TGAFile,buf,w*h*3*sizeof(unsigned char),1); PHYSFS_close(TGAFile); d_free(buf); } void save_screen_shot(int automap_flag) { char message[100]; static int savenum=0; char savename[13+sizeof(SCRNS_DIR)]; unsigned char *buf; if (!GameArg.DbgGlReadPixelsOk){ if (!automap_flag) hud_message(MSGC_GAME_FEEDBACK,"glReadPixels not supported on your configuration"); return; } stop_time(); if (!cfexist(SCRNS_DIR)) PHYSFS_mkdir(SCRNS_DIR); //try making directory do { sprintf(savename, "%sscrn%04d.tga",SCRNS_DIR, savenum++); } while (PHYSFS_exists(savename)); sprintf( message, "%s 'scrn%04d.tga'", TXT_DUMPING_SCREEN, savenum-1 ); if (!automap_flag) hud_message(MSGC_GAME_FEEDBACK,message); glReadBuffer(GL_FRONT); buf = d_malloc(grd_curscreen->sc_w*grd_curscreen->sc_h*3); write_bmp(savename,grd_curscreen->sc_w,grd_curscreen->sc_h,buf); d_free(buf); key_flush(); start_time(); }