1520 lines
40 KiB
C
1520 lines
40 KiB
C
/*
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*
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* Graphics support functions for OpenGL.
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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//#include <stdio.h>
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#ifdef _WIN32
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#include <windows.h>
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#include <stddef.h>
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#endif
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#include "internal.h"
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#if defined(__APPLE__) && defined(__MACH__)
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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#include <string.h>
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#include <math.h>
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#include <stdio.h>
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#include "3d.h"
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#include "piggy.h"
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#include "../../3d/globvars.h"
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#include "error.h"
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#include "texmap.h"
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#include "palette.h"
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#include "rle.h"
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#include "console.h"
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#include "u_mem.h"
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#ifdef HAVE_LIBPNG
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#include "pngfile.h"
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#endif
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#include "segment.h"
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#include "textures.h"
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#include "texmerge.h"
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#include "effects.h"
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#include "weapon.h"
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#include "powerup.h"
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#include "laser.h"
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#include "player.h"
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#include "polyobj.h"
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#include "gamefont.h"
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#include "byteswap.h"
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#include "endlevel.h"
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#include "gauges.h"
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#include "playsave.h"
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//change to 1 for lots of spew.
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#if 0
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#define glmprintf(0,a) con_printf(CON_DEBUG, a)
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#else
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#define glmprintf(a)
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#endif
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#ifndef M_PI
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#define M_PI 3.14159
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#endif
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#if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__) || defined(macintosh)
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#define cosf(a) cos(a)
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#define sinf(a) sin(a)
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#endif
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unsigned char *ogl_pal=gr_palette;
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int GL_needmipmaps=0;
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float OglTexMagFilt=GL_NEAREST;
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float OglTexMinFilt=GL_NEAREST;
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int last_width=-1,last_height=-1;
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int GL_TEXTURE_2D_enabled=-1;
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int GL_texclamp_enabled=-1;
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int r_texcount = 0, r_cachedtexcount = 0;
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int ogl_rgba_internalformat = GL_RGBA8;
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int ogl_rgb_internalformat = GL_RGB8;
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int sphereh=0;
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int cross_lh[2]={0,0};
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int primary_lh[3]={0,0,0};
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int secondary_lh[5]={0,0,0,0,0};
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#define OGL_BINDTEXTURE(a) glBindTexture(GL_TEXTURE_2D, a);
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ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
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int ogl_texture_list_cur;
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/* some function prototypes */
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#define GL_TEXTURE0_ARB 0x84C0
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extern GLubyte *pixels;
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extern GLubyte *texbuf;
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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);
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void ogl_loadbmtexture(grs_bitmap *bm);
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int ogl_loadtexture(unsigned char *data, int dxo, int dyo, ogl_texture *tex, int bm_flags, int data_format);
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void ogl_freetexture(ogl_texture *gltexture);
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void ogl_do_palfx(void);
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void ogl_init_texture_stats(ogl_texture* t){
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t->prio=0.3;//default prio
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t->lastrend=0;
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t->numrend=0;
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}
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void ogl_init_texture(ogl_texture* t, int w, int h, int flags)
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{
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t->handle = 0;
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if (flags & OGL_FLAG_NOCOLOR)
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{
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// use GL_INTENSITY instead of GL_RGB
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if (flags & OGL_FLAG_ALPHA)
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{
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if (GameArg.DbgGlIntensity4Ok)
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{
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t->internalformat = GL_INTENSITY4;
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t->format = GL_LUMINANCE;
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}
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else if (GameArg.DbgGlLuminance4Alpha4Ok)
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{
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t->internalformat = GL_LUMINANCE4_ALPHA4;
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t->format = GL_LUMINANCE_ALPHA;
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}
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else if (GameArg.DbgGlRGBA2Ok)
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{
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t->internalformat = GL_RGBA2;
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t->format = GL_RGBA;
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}
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else
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{
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t->internalformat = ogl_rgba_internalformat;
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t->format = GL_RGBA;
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}
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}
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else
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{
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// there are certainly smaller formats we could use here, but nothing needs it ATM.
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t->internalformat = ogl_rgb_internalformat;
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t->format = GL_RGB;
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}
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}
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else
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{
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if (flags & OGL_FLAG_ALPHA)
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{
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t->internalformat = ogl_rgba_internalformat;
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t->format = GL_RGBA;
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}
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else
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{
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t->internalformat = ogl_rgb_internalformat;
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t->format = GL_RGB;
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}
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}
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t->wrapstate = -1;
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t->lw = t->w = w;
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t->h = h;
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t->wantmip = flags & OGL_FLAG_MIPMAP;
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ogl_init_texture_stats(t);
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}
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void ogl_reset_texture(ogl_texture* t)
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{
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ogl_init_texture(t, 0, 0, 0);
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}
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void ogl_reset_texture_stats_internal(void){
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int i;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
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if (ogl_texture_list[i].handle>0){
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ogl_init_texture_stats(&ogl_texture_list[i]);
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}
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}
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void ogl_init_texture_list_internal(void){
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int i;
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ogl_texture_list_cur=0;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
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ogl_reset_texture(&ogl_texture_list[i]);
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}
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void ogl_smash_texture_list_internal(void){
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int i;
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sphereh=0;
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memset(cross_lh,0,sizeof(cross_lh));
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memset(primary_lh,0,sizeof(primary_lh));
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memset(secondary_lh,0,sizeof(secondary_lh));
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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if (ogl_texture_list[i].handle>0){
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glDeleteTextures( 1, &ogl_texture_list[i].handle );
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ogl_texture_list[i].handle=0;
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}
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ogl_texture_list[i].wrapstate = -1;
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}
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}
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ogl_texture* ogl_get_free_texture(void){
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int i;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
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return &ogl_texture_list[ogl_texture_list_cur];
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if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
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ogl_texture_list_cur=0;
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}
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Error("OGL: texture list full!\n");
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}
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int ogl_texture_stats(void){
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int used = 0, usedother = 0, usedidx = 0, usedrgb = 0, usedrgba = 0;
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int databytes = 0, truebytes = 0, datatexel = 0, truetexel = 0, i;
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int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
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ogl_texture* t;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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t=&ogl_texture_list[i];
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if (t->handle>0){
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used++;
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datatexel+=t->w*t->h;
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truetexel+=t->tw*t->th;
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databytes+=t->bytesu;
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truebytes+=t->bytes;
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if (t->prio<0.299)prio0++;
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else if (t->prio<0.399)prio1++;
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else if (t->prio<0.499)prio2++;
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else if (t->prio<0.599)prio3++;
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else prioh++;
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if (t->format == GL_RGBA)
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usedrgba++;
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else if (t->format == GL_RGB)
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usedrgb++;
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else if (t->format == GL_COLOR_INDEX)
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usedidx++;
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else
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usedother++;
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}
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}
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if (GameArg.DbgRenderStats)
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{
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GLint idx, r, g, b, a, dbl, depth;
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int res, colorsize, depthsize;
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res = SWIDTH * SHEIGHT;
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glGetIntegerv(GL_INDEX_BITS, &idx);
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glGetIntegerv(GL_RED_BITS, &r);
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glGetIntegerv(GL_GREEN_BITS, &g);
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glGetIntegerv(GL_BLUE_BITS, &b);
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glGetIntegerv(GL_ALPHA_BITS, &a);
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glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
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dbl += 1;
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glGetIntegerv(GL_DEPTH_BITS, &depth);
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gr_set_curfont( GAME_FONT );
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gr_set_fontcolor( BM_XRGB(31,0,0),-1 );
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colorsize = (idx * res * dbl) / 8;
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depthsize = res * depth / 8;
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gr_printf(FSPACX(2), LINE_SPACING*2, "%i(%i,%i,%i,%i) %iK(%iK wasted) (%i postcachedtex)", used, usedrgba, usedrgb, usedidx, usedother, truebytes / 1024, (truebytes - databytes) / 1024, r_texcount - r_cachedtexcount);
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gr_printf(FSPACX(2), LINE_SPACING*3, "%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);
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gr_printf(FSPACX(2), LINE_SPACING*4, "total=%iK", (colorsize + depthsize + truebytes) / 1024);
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}
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return truebytes;
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}
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void ogl_bindbmtex(grs_bitmap *bm){
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if (bm->gltexture==NULL || bm->gltexture->handle<=0)
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ogl_loadbmtexture(bm);
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OGL_BINDTEXTURE(bm->gltexture->handle);
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bm->gltexture->lastrend=GameTime;
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bm->gltexture->numrend++;
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}
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//gltexture MUST be bound first
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void ogl_texwrap(ogl_texture *gltexture,int state)
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{
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if (gltexture->wrapstate != state || gltexture->numrend < 1)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
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gltexture->wrapstate = state;
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}
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}
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//crude texture precaching
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//handles: powerups, walls, weapons, polymodels, etc.
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//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.
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//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
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//TODO: doors
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void ogl_cache_polymodel_textures(int model_num)
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{
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polymodel *po;
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int i;
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if (model_num < 0)
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return;
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po = &Polygon_models[model_num];
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for (i=0;i<po->n_textures;i++) {
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ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
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}
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}
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void ogl_cache_vclip_textures(vclip *vc){
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int i;
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for (i=0;i<vc->num_frames;i++){
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PIGGY_PAGE_IN(vc->frames[i]);
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ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
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}
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}
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void ogl_cache_vclipn_textures(int i)
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{
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if (i >= 0 && i < VCLIP_MAXNUM)
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ogl_cache_vclip_textures(&Vclip[i]);
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}
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void ogl_cache_weapon_textures(int weapon_type)
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{
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weapon_info *w;
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if (weapon_type < 0)
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return;
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w = &Weapon_info[weapon_type];
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ogl_cache_vclipn_textures(w->flash_vclip);
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ogl_cache_vclipn_textures(w->robot_hit_vclip);
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ogl_cache_vclipn_textures(w->wall_hit_vclip);
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if (w->render_type==WEAPON_RENDER_VCLIP)
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ogl_cache_vclipn_textures(w->weapon_vclip);
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else if (w->render_type == WEAPON_RENDER_POLYMODEL)
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{
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ogl_cache_polymodel_textures(w->model_num);
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ogl_cache_polymodel_textures(w->model_num_inner);
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}
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}
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void ogl_cache_level_textures(void)
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{
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int seg,side,i;
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eclip *ec;
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short tmap1,tmap2;
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grs_bitmap *bm,*bm2;
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struct side *sidep;
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int max_efx=0,ef;
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ogl_reset_texture_stats_internal();//loading a new lev should reset textures
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for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
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ogl_cache_vclipn_textures(Effects[i].dest_vclip);
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if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
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continue;
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if (ec->vc.num_frames>max_efx)
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max_efx=ec->vc.num_frames;
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}
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glmprintf((0,"max_efx:%i\n",max_efx));
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for (ef=0;ef<max_efx;ef++){
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for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
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if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
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continue;
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ec->time_left=-1;
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}
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do_special_effects();
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for (seg=0;seg<Num_segments;seg++){
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for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
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sidep=&Segments[seg].sides[side];
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tmap1=sidep->tmap_num;
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tmap2=sidep->tmap_num2;
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if (tmap1<0 || tmap1>=NumTextures){
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glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
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// tmap1=0;
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continue;
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}
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PIGGY_PAGE_IN(Textures[tmap1]);
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bm = &GameBitmaps[Textures[tmap1].index];
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if (tmap2 != 0){
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PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
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bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
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if (GameArg.DbgAltTexMerge == 0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
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bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
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else {
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ogl_loadbmtexture(bm2);
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}
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}
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ogl_loadbmtexture(bm);
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}
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}
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glmprintf((0,"finished ef:%i\n",ef));
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}
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reset_special_effects();
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init_special_effects();
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{
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// always have lasers, concs, flares. Always shows player appearance, and at least concs are always available to disappear.
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ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[LASER_INDEX]);
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ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]);
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ogl_cache_weapon_textures(FLARE_ID);
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ogl_cache_vclipn_textures(VCLIP_PLAYER_APPEARANCE);
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ogl_cache_vclipn_textures(VCLIP_POWERUP_DISAPPEARANCE);
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ogl_cache_polymodel_textures(Player_ship->model_num);
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ogl_cache_vclipn_textures(Player_ship->expl_vclip_num);
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for (i=0;i<Highest_object_index;i++){
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if(Objects[i].render_type==RT_POWERUP){
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ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
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switch (Objects[i].id){
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case POW_VULCAN_WEAPON:
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ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[VULCAN_INDEX]);
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break;
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case POW_SPREADFIRE_WEAPON:
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ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]);
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break;
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case POW_PLASMA_WEAPON:
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ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[PLASMA_INDEX]);
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break;
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case POW_FUSION_WEAPON:
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ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[FUSION_INDEX]);
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break;
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case POW_PROXIMITY_WEAPON:
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ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]);
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break;
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case POW_HOMING_AMMO_1:
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case POW_HOMING_AMMO_4:
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ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[HOMING_INDEX]);
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break;
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case POW_SMARTBOMB_WEAPON:
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ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[SMART_INDEX]);
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break;
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case POW_MEGA_WEAPON:
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ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[MEGA_INDEX]);
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break;
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}
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}
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else if(Objects[i].render_type==RT_POLYOBJ){
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if (Objects[i].type == OBJ_ROBOT)
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{
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ogl_cache_vclipn_textures(Robot_info[Objects[i].id].exp1_vclip_num);
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ogl_cache_vclipn_textures(Robot_info[Objects[i].id].exp2_vclip_num);
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ogl_cache_weapon_textures(Robot_info[Objects[i].id].weapon_type);
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}
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if (Objects[i].rtype.pobj_info.tmap_override != -1)
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ogl_loadbmtexture(&GameBitmaps[Textures[Objects[i].rtype.pobj_info.tmap_override].index]);
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else
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ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
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}
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}
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}
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glmprintf((0,"finished caching\n"));
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r_cachedtexcount = r_texcount;
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}
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|
|
int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
|
|
#define f2glf(x) (f2fl(x))
|
|
|
|
bool g3_draw_line(g3s_point *p0,g3s_point *p1)
|
|
{
|
|
int c;
|
|
c=grd_curcanv->cv_color;
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
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; i<nsides; i++) {
|
|
ang = 2.0*M_PI*i/nsides;
|
|
glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
void ogl_drawcircle(int nsides,int type){
|
|
int i;
|
|
float ang;
|
|
glBegin(type);
|
|
for (i=0; i<nsides; i++) {
|
|
ang = 2.0*M_PI*i/nsides;
|
|
glVertex2f(cosf(ang),sinf(ang));
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
int circle_list_init(int nsides,int type,int mode) {
|
|
int hand=glGenLists(1);
|
|
glNewList(hand, mode);
|
|
/* draw a unit radius circle in xy plane centered on origin */
|
|
ogl_drawcircle(nsides,type);
|
|
glEndList();
|
|
return hand;
|
|
}
|
|
|
|
float bright_g[4]={ 32.0/256, 255.0/256, 32.0/256, 1.0};
|
|
float dark_g[4]={ 32.0/256, 138.0/256, 32.0/256, 0.6};
|
|
|
|
void ogl_draw_reticle(int cross,int primary,int secondary)
|
|
{
|
|
float scale=(float)grd_curscreen->sc_h/(float)grd_curscreen->sc_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.
|
|
glLineWidth(SWIDTH/320);
|
|
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);
|
|
glBegin(GL_LINES);
|
|
//cross top left
|
|
glColor4fv(dark_g);
|
|
glVertex2f(-4.0,2.0);
|
|
if (cross)
|
|
glColor4fv(bright_g);
|
|
else
|
|
glColor4fv(dark_g);
|
|
glVertex2f(-2.0,0.0);
|
|
//cross bottom left
|
|
glColor4fv(dark_g);
|
|
glVertex2f(-3.0,-4.0);
|
|
if (cross)
|
|
glColor4fv(bright_g);
|
|
glVertex2f(-2.0,-3.0);
|
|
//cross top right
|
|
glColor4fv(dark_g);
|
|
glVertex2f(4.0,2.0);
|
|
if (cross)
|
|
glColor4fv(bright_g);
|
|
else
|
|
glColor4fv(dark_g);
|
|
glVertex2f(2.0,0.0);
|
|
//cross bottom right
|
|
glColor4fv(dark_g);
|
|
glVertex2f(3.0,-4.0);
|
|
if (cross)
|
|
glColor3fv(bright_g);
|
|
glVertex2f(2.0,-3.0);
|
|
glEnd();
|
|
glEndList();
|
|
}
|
|
else
|
|
glCallList(cross_lh[cross]);
|
|
|
|
if (!primary_lh[primary])
|
|
{
|
|
primary_lh[primary]=glGenLists(1);
|
|
glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
|
|
//left primary bar
|
|
glBegin(GL_POLYGON);
|
|
if (primary==0)
|
|
glColor4fv(dark_g);
|
|
else
|
|
glColor4fv(bright_g);
|
|
glVertex3f( -5.5f, -5.0f, 0.0f);
|
|
glVertex3f( -6.5f, -7.5f, 0.0f);
|
|
glColor4fv(dark_g);
|
|
glVertex3f( -10.0f, -8.7f, 0.0f);
|
|
glVertex3f( -10.0f, -7.0f, 0.0f);
|
|
glEnd();
|
|
glBegin(GL_POLYGON);
|
|
glColor4fv(dark_g);
|
|
glVertex3f( -10.0f, -8.7f, 0.0f);
|
|
glVertex3f( -10.0f, -7.0f, 0.0f);
|
|
if (primary!=2)
|
|
glColor4fv(dark_g);
|
|
else
|
|
glColor4fv(bright_g);
|
|
glVertex3f( -15.0f, -8.5f, 0.0f);
|
|
glVertex3f( -15.0f, -9.5f, 0.0f);
|
|
glEnd();
|
|
//right primary bar
|
|
glBegin(GL_POLYGON);
|
|
if (primary==0)
|
|
glColor4fv(dark_g);
|
|
else
|
|
glColor4fv(bright_g);
|
|
glVertex3f( 5.5f, -5.0f, 0.0f);
|
|
glVertex3f( 6.5f, -7.5f, 0.0f);
|
|
glColor4fv(dark_g);
|
|
glVertex3f( 10.0f, -8.7f, 0.0f);
|
|
glVertex3f( 10.0f, -7.0f, 0.0f);
|
|
glEnd();
|
|
glBegin(GL_POLYGON);
|
|
glColor4fv(dark_g);
|
|
glVertex3f( 10.0f, -8.7f, 0.0f);
|
|
glVertex3f( 10.0f, -7.0f, 0.0f);
|
|
if (primary!=2)
|
|
glColor4fv(dark_g);
|
|
else
|
|
glColor4fv(bright_g);
|
|
glVertex3f( 15.0f, -8.5f, 0.0f);
|
|
glVertex3f( 15.0f, -9.5f, 0.0f);
|
|
glEnd();
|
|
|
|
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)
|
|
glColor4fv(dark_g);
|
|
else
|
|
glColor4fv(bright_g);
|
|
ogl_drawcircle2(16,GL_LINE_LOOP,2.0,-10.0,2.0,-2.0);
|
|
//right secondary
|
|
if (secondary!=2)
|
|
glColor4fv(dark_g);
|
|
else
|
|
glColor4fv(bright_g);
|
|
ogl_drawcircle2(16,GL_LINE_LOOP,2.0,10.0,2.0,-2.0);
|
|
}
|
|
else
|
|
{
|
|
//bottom/middle secondary
|
|
if (secondary!=4)
|
|
glColor4fv(dark_g);
|
|
else
|
|
glColor4fv(bright_g);
|
|
ogl_drawcircle2(16,GL_LINE_LOOP,2.0,0.0,2.0,-8.0);
|
|
}
|
|
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;c<nv;c++){
|
|
glVertex3f(f2glf(pointlist[c]->p3_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 ){
|
|
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);
|
|
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;c<nv;c++){
|
|
glVertex3f(f2glf(pointlist[c]->p3_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;c<nv;c++){
|
|
if (bm->bm_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{
|
|
glmprintf((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;c<nv;c++){
|
|
switch(orient){
|
|
case 1:
|
|
u1=1.0-f2glf(uvl_list[c].v);
|
|
v1=f2glf(uvl_list[c].u);
|
|
break;
|
|
case 2:
|
|
u1=1.0-f2glf(uvl_list[c].u);
|
|
v1=1.0-f2glf(uvl_list[c].v);
|
|
break;
|
|
case 3:
|
|
u1=f2glf(uvl_list[c].v);
|
|
v1=1.0-f2glf(uvl_list[c].u);
|
|
break;
|
|
default:
|
|
u1=f2glf(uvl_list[c].u);
|
|
v1=f2glf(uvl_list[c].v);
|
|
break;
|
|
}
|
|
if (bm->bm_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_TO_EDGE);
|
|
|
|
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 (PlayerCfg.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_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;
|
|
}
|
|
|
|
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_TO_EDGE);
|
|
|
|
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);
|
|
|
|
glLineWidth(SWIDTH<640?1:SWIDTH/640);
|
|
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
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (GameArg.DbgRenderStats)
|
|
gr_printf(FSPACX(2),LINE_SPACING*1,"%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<x; i*=2) {}; //corrected by MD2211: was previously limited to 4096
|
|
return i;
|
|
}
|
|
|
|
GLubyte *texbuf = NULL;
|
|
|
|
// Allocate the pixel buffers 'pixels' and 'texbuf' based on current screen resolution
|
|
void ogl_init_pixel_buffers(int w, int h)
|
|
{
|
|
w = pow2ize(w); // convert to OpenGL texture size
|
|
h = pow2ize(h);
|
|
|
|
if (pixels)
|
|
d_free(pixels);
|
|
pixels = d_malloc(w*h*4);
|
|
|
|
if (texbuf)
|
|
d_free(texbuf);
|
|
texbuf = d_malloc(max(w, 1024)*max(h, 256)*4); // must also fit big font texture
|
|
|
|
if ((pixels == NULL) || (texbuf == NULL))
|
|
Error("Not enough memory for current resolution");
|
|
}
|
|
|
|
void ogl_close_pixel_buffers(void)
|
|
{
|
|
d_free(pixels);
|
|
d_free(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)
|
|
{
|
|
int x,y,c,i;
|
|
|
|
if ((width > 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;y<theight;y++)
|
|
{
|
|
i=dxo+truewidth*(y+dyo);
|
|
for (x=0;x<twidth;x++)
|
|
{
|
|
if (x<width && y<height)
|
|
{
|
|
if (data_format)
|
|
{
|
|
int j;
|
|
|
|
for (j = 0; j < data_format; ++j)
|
|
(*(texp++)) = data[i * data_format + j];
|
|
i++;
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
c = data[i++];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
c = 256; // fill the pad space with transparency (or blackness)
|
|
}
|
|
|
|
if (c == 254 && (bm_flags & BM_FLAG_SUPER_TRANSPARENT))
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_LUMINANCE_ALPHA:
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 0;
|
|
break;
|
|
case GL_RGBA:
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 0; // transparent pixel
|
|
break;
|
|
case GL_COLOR_INDEX:
|
|
(*(texp++)) = c;
|
|
break;
|
|
default:
|
|
Error("ogl_filltexbuf unhandled super-transparent texformat\n");
|
|
break;
|
|
}
|
|
}
|
|
else if (((c == 255 && (bm_flags & BM_FLAG_TRANSPARENT)) || c == 256) ||
|
|
((bm_flags & BM_FLAG_COCKPIT_TRANSPARENT) &&
|
|
(y >= (HIRESMODE?364:151) && y <= (HIRESMODE?469:193) &&
|
|
((x >= WinBoxLeft[y-(HIRESMODE?364:151)].l && x <= WinBoxLeft[y-(HIRESMODE?364:151)].r) || (x >= WinBoxRight[y-(HIRESMODE?364:151)].l && x <= WinBoxRight[y-(HIRESMODE?364:151)].r))
|
|
)
|
|
)
|
|
)
|
|
{
|
|
switch (type){
|
|
case GL_LUMINANCE:
|
|
(*(texp++))=0;
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
(*(texp++))=0;
|
|
(*(texp++))=0;
|
|
break;
|
|
case GL_RGB:
|
|
(*(texp++)) = 0;
|
|
(*(texp++)) = 0;
|
|
(*(texp++)) = 0;
|
|
break;
|
|
case GL_RGBA:
|
|
(*(texp++))=0;
|
|
(*(texp++))=0;
|
|
(*(texp++))=0;
|
|
(*(texp++))=0;//transparent pixel
|
|
break;
|
|
case GL_COLOR_INDEX:
|
|
(*(texp++)) = c;
|
|
break;
|
|
default:
|
|
Error("ogl_filltexbuf unknown texformat\n");
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_LUMINANCE://these could prolly be done to make the intensity based upon the intensity of the resulting color, but its not needed for anything (yet?) so no point. :)
|
|
(*(texp++))=255;
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
(*(texp++))=255;
|
|
(*(texp++))=255;
|
|
break;
|
|
case GL_RGB:
|
|
(*(texp++)) = ogl_pal[c * 3] * 4;
|
|
(*(texp++)) = ogl_pal[c * 3 + 1] * 4;
|
|
(*(texp++)) = ogl_pal[c * 3 + 2] * 4;
|
|
break;
|
|
case GL_RGBA:
|
|
(*(texp++))=ogl_pal[c*3]*4;
|
|
(*(texp++))=ogl_pal[c*3+1]*4;
|
|
(*(texp++))=ogl_pal[c*3+2]*4;
|
|
(*(texp++))=255;//not transparent
|
|
break;
|
|
case GL_COLOR_INDEX:
|
|
(*(texp++)) = c;
|
|
break;
|
|
default:
|
|
Error("ogl_filltexbuf unknown texformat\n");
|
|
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 (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:
|
|
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;
|
|
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, OglTexMagFilt);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 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))
|
|
{
|
|
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);
|
|
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, 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_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;
|
|
}
|
|
|
|
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;
|
|
}
|