dxx-rebirth/similar/arch/ogl/ogl.cpp
2022-12-31 16:21:47 +00:00

2038 lines
56 KiB
C++

/*
* This file is part of the DXX-Rebirth project <https://www.dxx-rebirth.com/>.
* It is copyright by its individual contributors, as recorded in the
* project's Git history. See COPYING.txt at the top level for license
* terms and a link to the Git history.
*/
/*
*
* Graphics support functions for OpenGL.
*
*/
#include "dxxsconf.h"
#include <stdexcept>
#include <tuple>
#ifdef _WIN32
#include <windows.h>
#include <stddef.h>
#endif
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#if DXX_USE_OGLES
#include <GLES/gl.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#endif
#include <string.h>
#include <math.h>
#include <stdio.h>
#include "3d.h"
#include "piggy.h"
#include "common/3d/globvars.h"
#include "dxxerror.h"
#include "texmap.h"
#include "palette.h"
#include "rle.h"
#include "console.h"
#include "config.h"
#include "u_mem.h"
#include "segment.h"
#include "textures.h"
#include "texmerge.h"
#include "effects.h"
#include "weapon.h"
#include "powerup.h"
#include "laser.h"
#include "player.h"
#include "robot.h"
#include "gamefont.h"
#include "byteutil.h"
#include "internal.h"
#include "gauges.h"
#include "object.h"
#include "args.h"
#include "compiler-range_for.h"
#include "d_levelstate.h"
#include "d_zip.h"
#include "partial_range.h"
#include <algorithm>
#include <memory>
#include <utility>
using std::max;
//change to 1 for lots of spew.
#if 0
#define glmprintf(A) con_printf A
#else
#define glmprintf(A)
#endif
#ifndef M_PI
#define M_PI 3.14159
#endif
namespace {
template <unsigned G>
struct enable_ogl_client_state
{
enable_ogl_client_state() noexcept
{
glEnableClientState(G);
}
~enable_ogl_client_state() noexcept
{
glDisableClientState(G);
}
};
template <typename T, unsigned... Gs>
using ogl_client_states = std::tuple<T, enable_ogl_client_state<Gs>...>;
template <typename T, std::size_t N1, std::size_t N2>
union flatten_array
{
std::array<T, N1 * N2> flat;
std::array<std::array<T, N1>, N2> nested;
static_assert(sizeof(flat) == sizeof(nested), "array padding error");
};
}
#if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__) || defined(macintosh)
#define cosf(a) cos(a)
#define sinf(a) sin(a)
#endif
namespace dcx {
static std::unique_ptr<GLubyte[]> texbuf;
unsigned last_width=~0u,last_height=~0u;
int GL_TEXTURE_2D_enabled=-1;
static int r_texcount = 0, r_cachedtexcount = 0;
#if DXX_USE_OGLES
static int ogl_rgba_internalformat = GL_RGBA;
static int ogl_rgb_internalformat = GL_RGB;
#else
static int ogl_rgba_internalformat = GL_RGBA8;
static int ogl_rgb_internalformat = GL_RGB8;
#endif
static std::unique_ptr<GLfloat[]> sphere_va, circle_va, disk_va;
static std::array<std::unique_ptr<GLfloat[]>, 3> secondary_lva;
static int r_polyc,r_tpolyc,r_bitmapc,r_ubitbltc;
#define f2glf(x) (f2fl(x))
#define OGL_BINDTEXTURE(a) glBindTexture(GL_TEXTURE_2D, a);
/* I assume this ought to be >= MAX_BITMAP_FILES in piggy.h? */
static std::array<ogl_texture, 20000> ogl_texture_list;
static int ogl_texture_list_cur;
/* some function prototypes */
#define GL_TEXTURE0_ARB 0x84C0
static int ogl_loadtexture(const palette_array_t &, const uint8_t *data, int dxo, int dyo, ogl_texture &tex, int bm_flags, int data_format, opengl_texture_filter texfilt, bool texanis, bool edgepad) __attribute_nonnull();
static void ogl_freetexture(ogl_texture &gltexture);
static void ogl_loadbmtexture(grs_bitmap &bm, bool edgepad)
{
ogl_loadbmtexture_f(bm, CGameCfg.TexFilt, CGameCfg.TexAnisotropy, edgepad);
}
}
#if DXX_USE_OGLES
// Replacement for gluPerspective
static void perspective(double fovy, double aspect, double zNear, double zFar)
{
double xmin, xmax, ymin, ymax;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
ymax = zNear * tan(fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar);
glMatrixMode(GL_MODELVIEW);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDepthMask(GL_TRUE);
}
#endif
namespace dcx {
static void ogl_init_texture_stats(ogl_texture &t)
{
t.prio=0.3;//default prio
t.numrend=0;
}
void ogl_init_texture(ogl_texture &t, int w, int h, int flags)
{
t.handle = 0;
#if !DXX_USE_OGLES
if (flags & OGL_FLAG_NOCOLOR)
{
// use GL_INTENSITY instead of GL_RGB
if (flags & OGL_FLAG_ALPHA)
{
if (CGameArg.DbgGlIntensity4Ok)
{
t.internalformat = GL_INTENSITY4;
t.format = GL_LUMINANCE;
}
else if (CGameArg.DbgGlLuminance4Alpha4Ok)
{
t.internalformat = GL_LUMINANCE4_ALPHA4;
t.format = GL_LUMINANCE_ALPHA;
}
else if (CGameArg.DbgGlRGBA2Ok)
{
t.internalformat = GL_RGBA2;
t.format = GL_RGBA;
}
else
{
t.internalformat = ogl_rgba_internalformat;
t.format = GL_RGBA;
}
}
else
{
// there are certainly smaller formats we could use here, but nothing needs it ATM.
t.internalformat = ogl_rgb_internalformat;
t.format = GL_RGB;
}
}
else
{
#endif
if (flags & OGL_FLAG_ALPHA)
{
t.internalformat = ogl_rgba_internalformat;
t.format = GL_RGBA;
}
else
{
t.internalformat = ogl_rgb_internalformat;
t.format = GL_RGB;
}
#if !DXX_USE_OGLES
}
#endif
t.wrapstate = -1;
t.lw = t.w = w;
t.h = h;
ogl_init_texture_stats(t);
}
static void ogl_reset_texture(ogl_texture &t)
{
ogl_init_texture(t, 0, 0, 0);
}
static void ogl_reset_texture_stats_internal(void){
range_for (auto &i, ogl_texture_list)
if (i.handle>0)
ogl_init_texture_stats(i);
}
void ogl_init_texture_list_internal(void){
ogl_texture_list_cur=0;
range_for (auto &i, ogl_texture_list)
ogl_reset_texture(i);
}
void ogl_smash_texture_list_internal(void){
sphere_va.reset();
circle_va.reset();
disk_va.reset();
secondary_lva = {};
range_for (auto &i, ogl_texture_list)
{
if (i.handle>0){
glDeleteTextures( 1, &i.handle );
i.handle=0;
}
i.wrapstate = -1;
}
}
ogl_texture* ogl_get_free_texture(void){
for (unsigned i = ogl_texture_list.size(); i--;)
{
if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
return &ogl_texture_list[ogl_texture_list_cur];
if (++ogl_texture_list_cur >= ogl_texture_list.size())
ogl_texture_list_cur=0;
}
Error("OGL: texture list full!\n");
}
static void ogl_texture_stats(grs_canvas &canvas)
{
int used = 0, usedother = 0, usedidx = 0, usedrgb = 0, usedrgba = 0;
int databytes = 0, truebytes = 0;
int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
GLint idx, r, g, b, a, dbl, depth;
int res, colorsize, depthsize;
range_for (auto &i, ogl_texture_list)
{
if (i.handle>0){
used++;
databytes+=i.bytesu;
truebytes+=i.bytes;
if (i.prio<0.299)prio0++;
else if (i.prio<0.399)prio1++;
else if (i.prio<0.499)prio2++;
else if (i.prio<0.599)prio3++;
else prioh++;
if (i.format == GL_RGBA)
usedrgba++;
else if (i.format == GL_RGB)
usedrgb++;
#if !DXX_USE_OGLES
else if (i.format == GL_COLOR_INDEX)
usedidx++;
#endif
else
usedother++;
}
}
res = SWIDTH * SHEIGHT;
#if !DXX_USE_OGLES
glGetIntegerv(GL_INDEX_BITS, &idx);
#else
idx=16;
#endif
glGetIntegerv(GL_RED_BITS, &r);
glGetIntegerv(GL_GREEN_BITS, &g);
glGetIntegerv(GL_BLUE_BITS, &b);
glGetIntegerv(GL_ALPHA_BITS, &a);
#if !DXX_USE_OGLES
glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
#else
dbl=1;
#endif
dbl += 1;
glGetIntegerv(GL_DEPTH_BITS, &depth);
const auto &game_font = *GAME_FONT;
gr_set_fontcolor(canvas, BM_XRGB(255, 255, 255), -1);
colorsize = (idx * res * dbl) / 8;
depthsize = res * depth / 8;
const auto &&fspacx2 = FSPACX(2);
const auto &&fspacy1 = FSPACY(1);
const auto &&line_spacing = LINE_SPACING(game_font, game_font);
gr_printf(canvas, game_font, fspacx2, fspacy1, "%i flat %i tex %i bitmaps", r_polyc, r_tpolyc, r_bitmapc);
gr_printf(canvas, game_font, fspacx2, fspacy1 + line_spacing, "%i(%i,%i,%i,%i) %iK(%iK wasted) (%i postcachedtex)", used, usedrgba, usedrgb, usedidx, usedother, truebytes / 1024, (truebytes - databytes) / 1024, r_texcount - r_cachedtexcount);
gr_printf(canvas, game_font, fspacx2, fspacy1 + (line_spacing * 2), "%ibpp(r%i,g%i,b%i,a%i)x%i=%iK depth%i=%iK", idx, r, g, b, a, dbl, colorsize / 1024, depth, depthsize / 1024);
gr_printf(canvas, game_font, fspacx2, fspacy1 + (line_spacing * 3), "total=%iK", (colorsize + depthsize + truebytes) / 1024);
}
}
static void ogl_bindbmtex(grs_bitmap &bm, bool edgepad){
if (bm.gltexture==NULL || bm.gltexture->handle<=0)
ogl_loadbmtexture(bm, edgepad);
OGL_BINDTEXTURE(bm.gltexture->handle);
bm.gltexture->numrend++;
}
//gltexture MUST be bound first
static void ogl_texwrap(ogl_texture *const gltexture, const int state)
{
if (gltexture->wrapstate != state || gltexture->numrend < 1)
{
gltexture->wrapstate = state;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 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
namespace dsx {
void ogl_cache_polymodel_textures(const polygon_model_index model_num)
{
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
if (model_num == polygon_model_index::None)
return;
const auto &po = Polygon_models[model_num];
unsigned i = po.first_texture;
const unsigned last_texture = i + po.n_textures;
for (; i != last_texture; ++i)
{
const auto objbitmap = ObjBitmaps[ObjBitmapPtrs[i]];
PIGGY_PAGE_IN(objbitmap);
ogl_loadbmtexture(GameBitmaps[objbitmap], 1);
}
}
}
static void ogl_cache_vclip_textures(const vclip &vc)
{
for (const auto i : partial_const_range(vc.frames, vc.num_frames))
{
PIGGY_PAGE_IN(i);
ogl_loadbmtexture(GameBitmaps[i], 0);
}
}
static void ogl_cache_vclipn_textures(const d_vclip_array &Vclip, const unsigned i)
{
if (i < Vclip.size())
ogl_cache_vclip_textures(Vclip[i]);
}
static void ogl_cache_weapon_textures(const d_vclip_array &Vclip, const weapon_info_array &Weapon_info, const unsigned weapon_type)
{
if (weapon_type >= Weapon_info.size())
return;
const auto &w = Weapon_info[weapon_type];
ogl_cache_vclipn_textures(Vclip, w.flash_vclip);
ogl_cache_vclipn_textures(Vclip, w.robot_hit_vclip);
ogl_cache_vclipn_textures(Vclip, w.wall_hit_vclip);
if (w.render == WEAPON_RENDER_VCLIP)
ogl_cache_vclipn_textures(Vclip, w.weapon_vclip);
else if (w.render == WEAPON_RENDER_POLYMODEL)
{
ogl_cache_polymodel_textures(w.model_num);
ogl_cache_polymodel_textures(w.model_num_inner);
}
}
namespace dsx {
void ogl_cache_level_textures(void)
{
auto &Effects = LevelUniqueEffectsClipState.Effects;
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptridx = Objects.vcptridx;
int max_efx=0,ef;
ogl_reset_texture_stats_internal();//loading a new lev should reset textures
range_for (auto &ec, partial_const_range(Effects, Num_effects))
{
ogl_cache_vclipn_textures(Vclip, ec.dest_vclip);
if (ec.changing_wall_texture == -1 && ec.changing_object_texture == object_bitmap_index::None)
continue;
if (ec.vc.num_frames>max_efx)
max_efx=ec.vc.num_frames;
}
glmprintf((CON_DEBUG, "max_efx:%i", max_efx));
for (ef=0;ef<max_efx;ef++){
range_for (eclip &ec, partial_range(Effects, Num_effects))
{
if (ec.changing_wall_texture == -1 && ec.changing_object_texture == object_bitmap_index::None)
continue;
ec.time_left=-1;
}
do_special_effects();
range_for (const unique_segment &seg, vcsegptr)
{
range_for (auto &side, seg.sides)
{
const auto tmap1 = side.tmap_num;
const auto tmap2 = side.tmap_num2;
const auto tmap1idx = get_texture_index(tmap1);
if (tmap1idx >= NumTextures){
glmprintf((CON_DEBUG, "ogl_cache_level_textures %p %p %i %i", seg.get_unchecked_pointer(), &side, tmap1, NumTextures));
// tmap1=0;
continue;
}
const auto texture1 = Textures[tmap1idx];
PIGGY_PAGE_IN(texture1);
grs_bitmap *bm = &GameBitmaps[texture1];
if (tmap2 != texture2_value::None)
{
const auto texture2 = Textures[get_texture_index(tmap2)];
PIGGY_PAGE_IN(texture2);
auto &bm2 = GameBitmaps[texture2];
if (CGameArg.DbgUseOldTextureMerge || bm2.get_flag_mask(BM_FLAG_SUPER_TRANSPARENT))
bm = &texmerge_get_cached_bitmap( tmap1, tmap2 );
else {
ogl_loadbmtexture(bm2, 1);
}
}
ogl_loadbmtexture(*bm, 0);
}
}
glmprintf((CON_DEBUG, "finished ef:%i", ef));
}
reset_special_effects();
init_special_effects();
{
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
// always have lasers, concs, flares. Always shows player appearance, and at least concs are always available to disappear.
ogl_cache_weapon_textures(Vclip, Weapon_info, Primary_weapon_to_weapon_info[primary_weapon_index_t::LASER_INDEX]);
ogl_cache_weapon_textures(Vclip, Weapon_info, Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]);
ogl_cache_weapon_textures(Vclip, Weapon_info, weapon_id_type::FLARE_ID);
ogl_cache_vclipn_textures(Vclip, VCLIP_PLAYER_APPEARANCE);
ogl_cache_vclipn_textures(Vclip, VCLIP_POWERUP_DISAPPEARANCE);
ogl_cache_polymodel_textures(Player_ship->model_num);
ogl_cache_vclipn_textures(Vclip, Player_ship->expl_vclip_num);
range_for (const auto &&objp, vcobjptridx)
{
if (objp->type == OBJ_POWERUP && objp->render_type==RT_POWERUP)
{
ogl_cache_vclipn_textures(Vclip, objp->rtype.vclip_info.vclip_num);
const auto id = get_powerup_id(objp);
primary_weapon_index_t p;
secondary_weapon_index_t s;
int w;
if (
(
(
(id == POW_VULCAN_WEAPON && (p = primary_weapon_index_t::VULCAN_INDEX, true)) ||
(id == POW_SPREADFIRE_WEAPON && (p = primary_weapon_index_t::SPREADFIRE_INDEX, true)) ||
(id == POW_PLASMA_WEAPON && (p = primary_weapon_index_t::PLASMA_INDEX, true)) ||
(id == POW_FUSION_WEAPON && (p = primary_weapon_index_t::FUSION_INDEX, true))
) && (w = Primary_weapon_to_weapon_info[p], true)
) ||
(
(
(id == POW_PROXIMITY_WEAPON && (s = secondary_weapon_index_t::PROXIMITY_INDEX, true)) ||
((id == POW_HOMING_AMMO_1 || id == POW_HOMING_AMMO_4) && (s = secondary_weapon_index_t::HOMING_INDEX, true)) ||
(id == POW_SMARTBOMB_WEAPON && (s = secondary_weapon_index_t::SMART_INDEX, true)) ||
(id == POW_MEGA_WEAPON && (s = secondary_weapon_index_t::MEGA_INDEX, true))
) && (w = Secondary_weapon_to_weapon_info[s], true)
)
)
{
ogl_cache_weapon_textures(Vclip, Weapon_info, w);
}
}
else if (objp->type != OBJ_NONE && objp->render_type==RT_POLYOBJ)
{
if (objp->type == OBJ_ROBOT)
{
auto &ri = Robot_info[get_robot_id(objp)];
ogl_cache_vclipn_textures(Vclip, ri.exp1_vclip_num);
ogl_cache_vclipn_textures(Vclip, ri.exp2_vclip_num);
ogl_cache_weapon_textures(Vclip, Weapon_info, ri.weapon_type);
}
if (objp->rtype.pobj_info.tmap_override != -1)
{
const auto t = Textures[objp->rtype.pobj_info.tmap_override];
PIGGY_PAGE_IN(t);
ogl_loadbmtexture(GameBitmaps[t], 1);
}
else
ogl_cache_polymodel_textures(objp->rtype.pobj_info.model_num);
}
}
}
glmprintf((CON_DEBUG, "finished caching"));
r_cachedtexcount = r_texcount;
}
}
namespace dcx {
void g3_draw_line(const g3_draw_line_context &context, const g3s_point &p0, const g3s_point &p1)
{
ogl_client_states<int, GL_VERTEX_ARRAY, GL_COLOR_ARRAY> cs;
OGL_DISABLE(TEXTURE_2D);
glDisable(GL_CULL_FACE);
std::array<GLfloat, 6> vertices = {{
f2glf(p0.p3_vec.x), f2glf(p0.p3_vec.y), -f2glf(p0.p3_vec.z),
f2glf(p1.p3_vec.x), f2glf(p1.p3_vec.y), -f2glf(p1.p3_vec.z)
}};
glVertexPointer(3, GL_FLOAT, 0, vertices.data());
glColorPointer(4, GL_FLOAT, 0, context.color_array.data());
glDrawArrays(GL_LINES, 0, 2);
}
static void ogl_drawcircle(const unsigned nsides, const unsigned type, GLfloat *const vertices)
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(type, 0, nsides);
glDisableClientState(GL_VERTEX_ARRAY);
}
static std::unique_ptr<GLfloat[]> circle_array_init(const unsigned nsides)
{
auto vertices = std::make_unique<GLfloat[]>(nsides * 2);
for (unsigned i = 0; i < nsides; i++)
{
const float ang = 2.0 * M_PI * i / nsides;
vertices[i * 2] = cosf(ang);
vertices[i * 2 + 1] = sinf(ang);
}
return vertices;
}
static std::unique_ptr<GLfloat[]> circle_array_init_2(const unsigned nsides, const float xsc, const float xo, const float ysc, const float yo)
{
auto vertices = std::make_unique<GLfloat[]>(nsides * 2);
for (unsigned i = 0; i < nsides; i++)
{
const float ang = 2.0 * M_PI * i / nsides;
vertices[i * 2] = cosf(ang) * xsc + xo;
vertices[i * 2 + 1] = sinf(ang) * ysc + yo;
}
return vertices;
}
void ogl_draw_vertex_reticle(grs_canvas &canvas, int cross, int primary, int secondary, int color, int alpha, int size_offs)
{
int size=270+(size_offs*20);
float scale = (static_cast<float>(SWIDTH)/SHEIGHT);
const std::array<float, 4> ret_rgba{{
static_cast<float>(PAL2Tr(color)),
static_cast<float>(PAL2Tg(color)),
static_cast<float>(PAL2Tb(color)),
static_cast<float>(1.0 - (static_cast<float>(alpha) / (static_cast<float>(GR_FADE_LEVELS))))
}}, ret_dark_rgba{{
ret_rgba[0] / 2,
ret_rgba[1] / 2,
ret_rgba[2] / 2,
ret_rgba[3] / 2
}};
std::array<GLfloat, 16 * 4> dark_lca, bright_lca;
for (uint_fast32_t i = 0; i != dark_lca.size(); i += 4)
{
bright_lca[i] = ret_rgba[0];
dark_lca[i] = ret_dark_rgba[0];
bright_lca[i+1] = ret_rgba[1];
dark_lca[i+1] = ret_dark_rgba[1];
bright_lca[i+2] = ret_rgba[2];
dark_lca[i+2] = ret_dark_rgba[2];
bright_lca[i+3] = ret_rgba[3];
dark_lca[i+3] = ret_dark_rgba[3];
}
glPushMatrix();
glTranslatef((canvas.cv_bitmap.bm_w / 2 + canvas.cv_bitmap.bm_x) / static_cast<float>(last_width), 1.0 - (canvas.cv_bitmap.bm_h / 2 + canvas.cv_bitmap.bm_y) / static_cast<float>(last_height), 0);
{
float gl1, gl2, gl3;
if (scale >= 1)
{
size/=scale;
gl2 = f2glf(size*scale);
gl1 = f2glf(size);
gl3 = gl1;
}
else
{
size*=scale;
gl1 = f2glf(size/scale);
gl2 = f2glf(size);
gl3 = gl2;
}
glScalef(gl1, gl2, gl3);
}
glLineWidth(linedotscale*2);
OGL_DISABLE(TEXTURE_2D);
glDisable(GL_CULL_FACE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
//cross
std::array<GLfloat, 8 * 4> cross_lca;
GLfloat *cross_lca_ptr;
if (cross)
{
for (uint_fast32_t i = 0; i != cross_lca.size(); i += 8)
{
cross_lca[i] = ret_dark_rgba[0];
cross_lca[i+1] = ret_dark_rgba[1];
cross_lca[i+2] = ret_dark_rgba[2];
cross_lca[i+3] = ret_dark_rgba[3];
cross_lca[i+4] = ret_rgba[0];
cross_lca[i+5] = ret_rgba[1];
cross_lca[i+6] = ret_rgba[2];
cross_lca[i+7] = ret_rgba[3];
}
cross_lca_ptr = cross_lca.data();
}
else
{
cross_lca_ptr = dark_lca.data();
}
glColorPointer(4, GL_FLOAT, 0, cross_lca_ptr);
static const std::array<GLfloat, 8 * 2> cross_lva{{
-4.0, 2.0, -2.0, 0, -3.0, -4.0, -2.0, -3.0, 4.0, 2.0, 2.0, 0, 3.0, -4.0, 2.0, -3.0,
}};
glVertexPointer(2, GL_FLOAT, 0, cross_lva.data());
glDrawArrays(GL_LINES, 0, 8);
std::array<GLfloat, 4 * 4> primary_lca0;
GLfloat *lca0_data;
//left primary bar
if(primary == 0)
lca0_data = dark_lca.data();
else
{
primary_lca0[0] = primary_lca0[4] = ret_rgba[0];
primary_lca0[1] = primary_lca0[5] = ret_rgba[1];
primary_lca0[2] = primary_lca0[6] = ret_rgba[2];
primary_lca0[3] = primary_lca0[7] = ret_rgba[3];
primary_lca0[8] = primary_lca0[12] = ret_dark_rgba[0];
primary_lca0[9] = primary_lca0[13] = ret_dark_rgba[1];
primary_lca0[10] = primary_lca0[14] = ret_dark_rgba[2];
primary_lca0[11] = primary_lca0[15] = ret_dark_rgba[3];
lca0_data = primary_lca0.data();
}
glColorPointer(4, GL_FLOAT, 0, lca0_data);
static const std::array<GLfloat, 4 * 2> primary_lva0{{
-5.5, -5.0, -6.5, -7.5, -10.0, -7.0, -10.0, -8.7
}};
static const std::array<GLfloat, 4 * 2> primary_lva1{{
-10.0, -7.0, -10.0, -8.7, -15.0, -8.5, -15.0, -9.5
}};
static const std::array<GLfloat, 4 * 2> primary_lva2{{
5.5, -5.0, 6.5, -7.5, 10.0, -7.0, 10.0, -8.7
}};
static const std::array<GLfloat, 4 * 2> primary_lva3{{
10.0, -7.0, 10.0, -8.7, 15.0, -8.5, 15.0, -9.5
}};
glVertexPointer(2, GL_FLOAT, 0, primary_lva0.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
std::array<GLfloat, 4 * 4> primary_lca1;
GLfloat *lca1_data;
if(primary != 2)
lca1_data = dark_lca.data();
else
{
primary_lca1[8] = primary_lca1[12] = ret_rgba[0];
primary_lca1[9] = primary_lca1[13] = ret_rgba[1];
primary_lca1[10] = primary_lca1[14] = ret_rgba[2];
primary_lca1[11] = primary_lca1[15] = ret_rgba[3];
primary_lca1[0] = primary_lca1[4] = ret_dark_rgba[0];
primary_lca1[1] = primary_lca1[5] = ret_dark_rgba[1];
primary_lca1[2] = primary_lca1[6] = ret_dark_rgba[2];
primary_lca1[3] = primary_lca1[7] = ret_dark_rgba[3];
lca1_data = primary_lca1.data();
}
glColorPointer(4, GL_FLOAT, 0, lca1_data);
glVertexPointer(2, GL_FLOAT, 0, primary_lva1.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//right primary bar
glColorPointer(4, GL_FLOAT, 0, lca0_data);
glVertexPointer(2, GL_FLOAT, 0, primary_lva2.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glColorPointer(4, GL_FLOAT, 0, lca1_data);
glVertexPointer(2, GL_FLOAT, 0, primary_lva3.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
GLfloat *secondary_lva_ptr;
if (secondary<=2){
//left secondary
glColorPointer(4, GL_FLOAT, 0, (secondary != 1 ? dark_lca : bright_lca).data());
if(!secondary_lva[0])
secondary_lva[0] = circle_array_init_2(16, 2.0, -10.0, 2.0, -2.0);
ogl_drawcircle(16, GL_LINE_LOOP, secondary_lva[0].get());
//right secondary
glColorPointer(4, GL_FLOAT, 0, (secondary != 2 ? dark_lca : bright_lca).data());
if(!secondary_lva[1])
secondary_lva[1] = circle_array_init_2(16, 2.0, 10.0, 2.0, -2.0);
secondary_lva_ptr = secondary_lva[1].get();
}
else {
//bottom/middle secondary
glColorPointer(4, GL_FLOAT, 0, (secondary != 4 ? dark_lca : bright_lca).data());
if(!secondary_lva[2])
secondary_lva[2] = circle_array_init_2(16, 2.0, 0.0, 2.0, -8.0);
secondary_lva_ptr = secondary_lva[2].get();
}
ogl_drawcircle(16, GL_LINE_LOOP, secondary_lva_ptr);
//glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glPopMatrix();
glLineWidth(linedotscale);
}
/*
* Stars on heaven in exit sequence, automap objects
*/
void g3_draw_sphere(grs_canvas &canvas, cg3s_point &pnt, fix rad, const uint8_t c)
{
int i;
const float scale = (static_cast<float>(canvas.cv_bitmap.bm_w) / canvas.cv_bitmap.bm_h);
std::array<GLfloat, 20 * 4> color_array;
for (i = 0; i < 20*4; i += 4)
{
color_array[i] = CPAL2Tr(c);
color_array[i+1] = CPAL2Tg(c);
color_array[i+2] = CPAL2Tb(c);
color_array[i+3] = 1.0;
}
OGL_DISABLE(TEXTURE_2D);
glDisable(GL_CULL_FACE);
glPushMatrix();
glTranslatef(f2glf(pnt.p3_vec.x),f2glf(pnt.p3_vec.y),-f2glf(pnt.p3_vec.z));
GLfloat gl1, gl2;
if (scale >= 1)
{
rad/=scale;
gl1 = f2glf(rad);
gl2 = f2glf(rad*scale);
}
else
{
rad*=scale;
gl1 = f2glf(rad/scale);
gl2 = f2glf(rad);
}
glScalef(gl1, gl2, f2glf(rad));
if(!sphere_va)
sphere_va = circle_array_init(20);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_FLOAT, 0, color_array.data());
ogl_drawcircle(20, GL_TRIANGLE_FAN, sphere_va.get());
glDisableClientState(GL_COLOR_ARRAY);
glPopMatrix();
}
int gr_ucircle(grs_canvas &canvas, const fix xc1, const fix yc1, const fix r1, const uint8_t c)
{
int nsides;
OGL_DISABLE(TEXTURE_2D);
glColor4f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), (canvas.cv_fade_level >= GR_FADE_OFF)?1.0:1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0));
glPushMatrix();
glTranslatef(
(f2fl(xc1) + canvas.cv_bitmap.bm_x + 0.5) / static_cast<float>(last_width),
1.0 - (f2fl(yc1) + canvas.cv_bitmap.bm_y + 0.5) / static_cast<float>(last_height),0);
glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0);
nsides = 10 + 2 * static_cast<int>(M_PI * f2fl(r1) / 19);
if(!circle_va)
circle_va = circle_array_init(nsides);
ogl_drawcircle(nsides, GL_LINE_LOOP, circle_va.get());
glPopMatrix();
return 0;
}
int gr_disk(grs_canvas &canvas, const fix x, const fix y, const fix r, const uint8_t c)
{
int nsides;
OGL_DISABLE(TEXTURE_2D);
glColor4f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), (canvas.cv_fade_level >= GR_FADE_OFF) ? 1.0 : 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0));
glPushMatrix();
glTranslatef(
(f2fl(x) + canvas.cv_bitmap.bm_x + 0.5) / static_cast<float>(last_width),
1.0 - (f2fl(y) + canvas.cv_bitmap.bm_y + 0.5) / static_cast<float>(last_height),0);
glScalef(f2fl(r) / last_width, f2fl(r) / last_height, 1.0);
nsides = 10 + 2 * static_cast<int>(M_PI * f2fl(r) / 19);
if(!disk_va)
disk_va = circle_array_init(nsides);
ogl_drawcircle(nsides, GL_TRIANGLE_FAN, disk_va.get());
glPopMatrix();
return 0;
}
/*
* Draw flat-shaded Polygon (Lasers, Drone-arms, Driller-ears)
*/
void _g3_draw_poly(grs_canvas &canvas, const std::span<cg3s_point *const> pointlist, const uint8_t palette_color_index)
{
if (pointlist.size() > MAX_POINTS_PER_POLY)
return;
flatten_array<GLfloat, 4, MAX_POINTS_PER_POLY> color_array;
flatten_array<GLfloat, 3, MAX_POINTS_PER_POLY> vertices;
r_polyc++;
ogl_client_states<int, GL_VERTEX_ARRAY, GL_COLOR_ARRAY> cs;
OGL_DISABLE(TEXTURE_2D);
const float color_r = PAL2Tr(palette_color_index), color_g = PAL2Tg(palette_color_index), color_b = PAL2Tb(palette_color_index);
const float color_a = (canvas.cv_fade_level >= GR_FADE_OFF)
? 1.0
: 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0);
for (auto &&[p, v, c] : zip(
pointlist,
unchecked_partial_range(vertices.nested, pointlist.size()),
unchecked_partial_range(color_array.nested, pointlist.size())
)
)
{
c[0] = color_r;
c[1] = color_g;
c[2] = color_b;
c[3] = color_a;
auto &pv = p->p3_vec;
v[0] = f2glf(pv.x);
v[1] = f2glf(pv.y);
v[2] = -f2glf(pv.z);
}
glVertexPointer(3, GL_FLOAT, 0, vertices.flat.data());
glColorPointer(4, GL_FLOAT, 0, color_array.flat.data());
glDrawArrays(GL_TRIANGLE_FAN, 0, pointlist.size());
}
/*
* Everything texturemapped (walls, robots, ship)
*/
void _g3_draw_tmap(grs_canvas &canvas, const std::span<cg3s_point *const> pointlist, const g3s_uvl *const uvl_list, const g3s_lrgb *const light_rgb, grs_bitmap &bm)
{
GLfloat color_alpha = 1.0;
ogl_client_states<int, GL_VERTEX_ARRAY, GL_COLOR_ARRAY> cs;
if (tmap_drawer_ptr == draw_tmap) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm, 0);
ogl_texwrap(bm.gltexture, GL_REPEAT);
r_tpolyc++;
color_alpha = (canvas.cv_fade_level >= GR_FADE_OFF) ? 1.0 : (1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0));
} else if (tmap_drawer_ptr == draw_tmap_flat) {
OGL_DISABLE(TEXTURE_2D);
/* for cloaked state faces */
color_alpha = 1.0 - (static_cast<GLfloat>(canvas.cv_fade_level) / static_cast<GLfloat>(NUM_LIGHTING_LEVELS));
} else {
glmprintf((CON_DEBUG, "g3_draw_tmap: unhandled tmap_drawer"));
return;
}
flatten_array<GLfloat, 3, MAX_POINTS_PER_POLY> vertices;
flatten_array<GLfloat, 4, MAX_POINTS_PER_POLY> color_array;
flatten_array<GLfloat, 2, MAX_POINTS_PER_POLY> texcoord_array;
const auto nv = pointlist.size();
for (auto &&[point, light, uvl, vert, color, texcoord] : zip(
pointlist,
unchecked_partial_range(light_rgb, nv),
unchecked_partial_range(uvl_list, nv),
unchecked_partial_range(vertices.nested, nv),
unchecked_partial_range(color_array.nested, nv),
partial_range(texcoord_array.nested, nv)
)
)
{
vert[0] = f2glf(point->p3_vec.x);
vert[1] = f2glf(point->p3_vec.y);
vert[2] = -f2glf(point->p3_vec.z);
color[3] = color_alpha;
if (tmap_drawer_ptr == draw_tmap_flat) {
color[0] = color[1] = color[2] = 0;
}
else
{
if (bm.get_flag_mask(BM_FLAG_NO_LIGHTING))
{
color[0] = color[1] = color[2] = 1.0;
}
else
{
color[0] = f2glf(light.r);
color[1] = f2glf(light.g);
color[2] = f2glf(light.b);
}
texcoord[0] = f2glf(uvl.u);
texcoord[1] = f2glf(uvl.v);
}
}
glVertexPointer(3, GL_FLOAT, 0, vertices.flat.data());
glColorPointer(4, GL_FLOAT, 0, color_array.flat.data());
if (tmap_drawer_ptr == draw_tmap) {
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array.flat.data());
}
glDrawArrays(GL_TRIANGLE_FAN, 0, nv);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
/*
* Everything texturemapped with secondary texture (walls with secondary texture)
*/
void _g3_draw_tmap_2(grs_canvas &canvas, const std::span<const g3s_point *const> pointlist, const std::span<const g3s_uvl, 4> uvl_list, const std::span<const g3s_lrgb, 4> light_rgb, grs_bitmap &bmbot, grs_bitmap &bm, const texture2_rotation_low orient)
{
_g3_draw_tmap(canvas, pointlist, uvl_list.data(), light_rgb.data(), bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
ogl_client_states<int, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY> cs;
(void)cs;
r_tpolyc++;
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm, 1);
ogl_texwrap(bm.gltexture, GL_REPEAT);
flatten_array<GLfloat, 4, MAX_POINTS_PER_POLY> color_array;
{
const GLfloat alpha = (canvas.cv_fade_level >= GR_FADE_OFF)
? 1.0
: (1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0));
auto &&color_range = unchecked_partial_range(color_array.nested, pointlist.size());
if (bm.get_flag_mask(BM_FLAG_NO_LIGHTING))
{
for (auto &e : color_range)
{
e[0] = e[1] = e[2] = 1.0;
e[3] = alpha;
}
}
else
{
for (auto &&[e, l] : zip(
color_range,
unchecked_partial_range(light_rgb, pointlist.size())
)
)
{
e[0] = f2glf(l.r);
e[1] = f2glf(l.g);
e[2] = f2glf(l.b);
e[3] = alpha;
}
}
}
flatten_array<GLfloat, 3, MAX_POINTS_PER_POLY> vertices;
flatten_array<GLfloat, 2, MAX_POINTS_PER_POLY> texcoord_array;
const auto nv = pointlist.size();
for (auto &&[point, uvl, vert, texcoord] : zip(
pointlist,
unchecked_partial_range(uvl_list, nv),
unchecked_partial_range(vertices.nested, nv),
partial_range(texcoord_array.nested, nv)
)
)
{
const GLfloat uf = f2glf(uvl.u), vf = f2glf(uvl.v);
switch(orient){
case texture2_rotation_low::_1:
texcoord[0] = 1.0 - vf;
texcoord[1] = uf;
break;
case texture2_rotation_low::_2:
texcoord[0] = 1.0 - uf;
texcoord[1] = 1.0 - vf;
break;
case texture2_rotation_low::_3:
texcoord[0] = vf;
texcoord[1] = 1.0 - uf;
break;
default:
texcoord[0] = uf;
texcoord[1] = vf;
break;
}
vert[0] = f2glf(point->p3_vec.x);
vert[1] = f2glf(point->p3_vec.y);
vert[2] = -f2glf(point->p3_vec.z);
}
glVertexPointer(3, GL_FLOAT, 0, vertices.flat.data());
glColorPointer(4, GL_FLOAT, 0, color_array.flat.data());
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array.flat.data());
glDrawArrays(GL_TRIANGLE_FAN, 0, nv);
}
namespace dcx {
/*
* 2d Sprites (Fireaballs, powerups, explosions). NOT hostages
*/
void g3_draw_bitmap(grs_canvas &canvas, const vms_vector &pos, const fix iwidth, const fix iheight, grs_bitmap &bm)
{
r_bitmapc++;
ogl_client_states<int, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY> cs;
auto &i = std::get<0>(cs);
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm, 0);
ogl_texwrap(bm.gltexture,GL_CLAMP_TO_EDGE);
const auto width = fixmul(iwidth, Matrix_scale.x);
const auto height = fixmul(iheight, Matrix_scale.y);
constexpr unsigned point_count = 4;
struct fvertex_t
{
GLfloat x, y, z;
};
struct fcolor_t
{
GLfloat r, g, b, a;
};
struct ftexcoord_t
{
GLfloat u, v;
};
std::array<fvertex_t, point_count> vertices;
std::array<fcolor_t, point_count> color_array;
std::array<ftexcoord_t, point_count> texcoord_array;
const auto &v1 = vm_vec_sub(pos,View_position);
const auto &rpv = vm_vec_rotate(v1,View_matrix);
const auto bmglu = bm.gltexture->u;
const auto bmglv = bm.gltexture->v;
const auto alpha = canvas.cv_fade_level >= GR_FADE_OFF ? 1.0 : (1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0));
const auto vert_z = -f2glf(rpv.z);
for (i=0;i<4;i++){
auto pv = rpv;
switch (i){
case 0:
texcoord_array[i].u = 0.0;
texcoord_array[i].v = 0.0;
pv.x+=-width;
pv.y+=height;
break;
case 1:
texcoord_array[i].u = bmglu;
texcoord_array[i].v = 0.0;
pv.x+=width;
pv.y+=height;
break;
case 2:
texcoord_array[i].u = bmglu;
texcoord_array[i].v = bmglv;
pv.x+=width;
pv.y+=-height;
break;
case 3:
texcoord_array[i].u = 0.0;
texcoord_array[i].v = bmglv;
pv.x+=-width;
pv.y+=-height;
break;
}
color_array[i].r = 1.0;
color_array[i].g = 1.0;
color_array[i].b = 1.0;
color_array[i].a = alpha;
vertices[i].x = f2glf(pv.x);
vertices[i].y = f2glf(pv.y);
vertices[i].z = vert_z;
}
glVertexPointer(3, GL_FLOAT, 0, vertices.data());
glColorPointer(4, GL_FLOAT, 0, color_array.data());
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array.data());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // Replaced GL_QUADS
}
/*
* Movies
* Since this function will create a new texture each call, mipmapping can be very GPU intensive - so it has an optional setting for texture filtering.
*/
bool ogl_ubitblt_i(unsigned dw,unsigned dh,unsigned dx,unsigned dy, unsigned sw, unsigned sh, unsigned sx, unsigned sy, const grs_bitmap &src, grs_bitmap &dest, const opengl_texture_filter texfilt)
{
GLfloat xo,yo,xs,ys,u1,v1;
struct bitblt_free_ogl_texture
{
ogl_texture t;
~bitblt_free_ogl_texture()
{
ogl_freetexture(t);
}
};
ogl_client_states<bitblt_free_ogl_texture, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY> cs;
ogl_texture &tex = std::get<0>(cs).t;
r_ubitbltc++;
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/static_cast<float>(last_width);
xs=dw/static_cast<float>(last_width);
yo=1.0-dy/static_cast<float>(last_height);
ys=dh/static_cast<float>(last_height);
OGL_ENABLE(TEXTURE_2D);
ogl_loadtexture(gr_current_pal, src.get_bitmap_data(), sx, sy, tex, src.get_flags(), 0, texfilt, 0, 0);
OGL_BINDTEXTURE(tex.handle);
ogl_texwrap(&tex,GL_CLAMP_TO_EDGE);
const GLfloat vertices[] = {
xo,
yo,
xo + xs,
yo,
xo + xs,
yo - ys,
xo,
yo - ys
};
const GLfloat texcoord_array[] = {
u1,
v1,
tex.u,
v1,
tex.u,
tex.v,
u1,
tex.v
};
glVertexPointer(2, GL_FLOAT, 0, vertices);
static constexpr GLfloat color_array[] = {
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0
};
glColorPointer(4, GL_FLOAT, 0, color_array);
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS
return 0;
}
bool ogl_ubitblt(unsigned w,unsigned h,unsigned dx,unsigned dy, unsigned sx, unsigned sy, const grs_bitmap &src, grs_bitmap &dest){
return ogl_ubitblt_i(w, h, dx, dy, w, h, sx, sy, src, dest, opengl_texture_filter::classic);
}
/*
* set depth testing on or off
*/
void ogl_toggle_depth_test(int enable)
{
if (enable)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
}
/*
* set blending function
*/
void ogl_set_blending(const gr_blend cv_blend_func)
{
GLenum s, d;
switch (cv_blend_func)
{
case gr_blend::additive_a:
s = GL_SRC_ALPHA;
d = GL_ONE;
break;
case gr_blend::additive_c:
s = GL_ONE;
d = GL_ONE;
break;
case gr_blend::normal:
default:
s = GL_SRC_ALPHA;
d = GL_ONE_MINUS_SRC_ALPHA;
break;
}
glBlendFunc(s, d);
}
void ogl_start_frame(grs_canvas &canvas)
{
r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitbltc=0;
OGL_VIEWPORT(canvas.cv_bitmap.bm_x, canvas.cv_bitmap.bm_y, canvas.cv_bitmap.bm_w, canvas.cv_bitmap.bm_h);
glClearColor(0.0, 0.0, 0.0, 0.0);
glLineWidth(linedotscale);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL,0.02);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//clear matrix
#if DXX_USE_OGLES
perspective(90.0,1.0,0.1,5000.0);
#else
gluPerspective(90.0,1.0,0.1,5000.0);
#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
}
#if DXX_USE_STEREOSCOPIC_RENDER
void ogl_stereo_frame(const bool left_eye, const int xoff)
{
const float dxoff = xoff * 2.0f / grd_curscreen->sc_canvas.cv_bitmap.bm_w;
float stereo_transform_dxoff;
// query if stereo quad buffering available?
GLboolean ogl_stereo_enabled = false;
glGetBooleanv(GL_STEREO, &ogl_stereo_enabled);
int gl_buffer;
if (left_eye) {
// left eye view
if (!ogl_stereo_enabled)
{
[]() {
std::array<GLint, 4> ogl_stereo_viewport;
glGetIntegerv(GL_VIEWPORT, ogl_stereo_viewport.data());
// center unsqueezed side-by-side format
switch (VR_stereo) {
case StereoFormat::None:
/* Not reached */
case StereoFormat::AboveBelow:
case StereoFormat::SideBySideFullHeight:
/* No modification needed */
return;
case StereoFormat::SideBySideHalfHeight:
ogl_stereo_viewport[1] -= ogl_stereo_viewport[3] / 2; // y = h/4
break;
case StereoFormat::AboveBelowSync:
{
const int dy = VR_sync_width / 2;
ogl_stereo_viewport[3] -= dy;
ogl_stereo_viewport[1] += dy;
break;
}
}
glViewport(ogl_stereo_viewport[0], ogl_stereo_viewport[1], ogl_stereo_viewport[2], ogl_stereo_viewport[3]);
}();
}
// rightward image shift adjustment for left eye offset
stereo_transform_dxoff = -dxoff; // xoff < 0
gl_buffer = GL_BACK_LEFT;
}
else
{
// right eye view
if (!ogl_stereo_enabled)
{
std::array<GLint, 4> ogl_stereo_viewport;
glGetIntegerv(GL_VIEWPORT, ogl_stereo_viewport.data());
switch (VR_stereo) {
case StereoFormat::None:
/* Not reached */
break;
// center unsqueezed side-by-side format
case StereoFormat::SideBySideHalfHeight:
ogl_stereo_viewport[1] -= ogl_stereo_viewport[3] / 2; // y = h/4
[[fallthrough]];
// half-width viewports for side-by-side format
case StereoFormat::SideBySideFullHeight:
ogl_stereo_viewport[0] += ogl_stereo_viewport[2]; // x = w/2
break;
// half-height viewports for above/below format
case StereoFormat::AboveBelowSync:
case StereoFormat::AboveBelow:
ogl_stereo_viewport[1] -= ogl_stereo_viewport[3]; // y = h/2
if (VR_stereo == StereoFormat::AboveBelowSync)
ogl_stereo_viewport[3] -= VR_sync_width / 2;
break;
}
glViewport(ogl_stereo_viewport[0], ogl_stereo_viewport[1], ogl_stereo_viewport[2], ogl_stereo_viewport[3]);
}
// leftward image shift adjustment for right eye offset
stereo_transform_dxoff = dxoff; // xoff < 0
gl_buffer = GL_BACK_RIGHT;
}
if (ogl_stereo_enabled)
glDrawBuffer(gl_buffer);
glMatrixMode(GL_PROJECTION);
std::array<GLfloat, 16> ogl_stereo_transform;
glGetFloatv(GL_PROJECTION_MATRIX, ogl_stereo_transform.data());
ogl_stereo_transform[8] += stereo_transform_dxoff;
glLoadMatrixf(ogl_stereo_transform.data());
glMatrixMode(GL_MODELVIEW);
}
#endif
void ogl_end_frame(void){
OGL_VIEWPORT(0, 0, grd_curscreen->get_screen_width(), grd_curscreen->get_screen_height());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//clear matrix
#if DXX_USE_OGLES
glOrthof(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
#else
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
}
void gr_flip(void)
{
if (CGameArg.DbgRenderStats)
{
gr_set_default_canvas();
ogl_texture_stats(*grd_curcanv);
}
ogl_do_palfx();
ogl_swap_buffers_internal();
glClear(GL_COLOR_BUFFER_BIT);
}
//little hack to find the nearest bigger power of 2 for a given number
unsigned pow2ize(unsigned f0){
unsigned f1 = (f0 - 1) | 1;
for (unsigned i = 4; i -- > 0;)
f1 |= f1 >> (1 << i);
unsigned f2 = f1 + 1;
assert(f2 >= f0);
assert(!(f2 & f1));
assert((f2 >> 1) < f0);
return f2;
}
// Allocate the pixel buffers 'pixels' and 'texbuf' based on current screen resolution
void ogl_init_pixel_buffers(unsigned w, unsigned h)
{
w = pow2ize(w); // convert to OpenGL texture size
h = pow2ize(h);
texbuf = std::make_unique<GLubyte[]>(max(w, 1024u)*max(h, 256u)*4); // must also fit big font texture
}
void ogl_close_pixel_buffers(void)
{
texbuf.reset();
}
static void ogl_filltexbuf(const palette_array_t &pal, const uint8_t *const data, GLubyte *texp, const unsigned truewidth, const unsigned width, const unsigned height, const int dxo, const int dyo, const unsigned twidth, const unsigned theight, const int type, const int bm_flags, const int data_format)
{
if ((width > max(static_cast<unsigned>(grd_curscreen->get_screen_width()), 1024u)) ||
(height > max(static_cast<unsigned>(grd_curscreen->get_screen_height()), 256u)))
Error("Texture is too big: %ix%i", width, height);
for (unsigned y=0;y<theight;y++)
{
int i=dxo+truewidth*(y+dyo);
for (unsigned x=0;x<twidth;x++)
{
int c;
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 if (x == width && y < height) // end of bitmap reached - fill this pixel with last color to make a clean border when filtering this texture
{
c = data[(width*(y+1))-1];
}
else if (y == height && x < width) // end of bitmap reached - fill this row with color or last row to make a clean border when filtering this texture
{
c = data[(width*(height-1))+x];
}
else
{
c = 256; // fill the pad space with transparency (or blackness)
}
if (c == 254 && (bm_flags & BM_FLAG_SUPER_TRANSPARENT))
{
switch (type)
{
case GL_RGBA:
(*(texp++)) = 255;
(*(texp++)) = 255;
[[fallthrough]];
case GL_LUMINANCE_ALPHA:
(*(texp++)) = 255;
(*(texp++)) = 0; // transparent pixel
break;
#if !DXX_USE_OGLES
case GL_COLOR_INDEX:
(*(texp++)) = c;
break;
#endif
default:
Error("ogl_filltexbuf unhandled super-transparent texformat\n");
break;
}
}
else if ((c == 255 && (bm_flags & BM_FLAG_TRANSPARENT)) || c == 256)
{
switch (type)
{
case GL_RGBA:
(*(texp++))=0;
[[fallthrough]];
case GL_RGB:
(*(texp++))=0;
[[fallthrough]];
case GL_LUMINANCE_ALPHA:
(*(texp++))=0;
[[fallthrough]];
case GL_LUMINANCE:
(*(texp++))=0;//transparent pixel
break;
#if !DXX_USE_OGLES
case GL_COLOR_INDEX:
(*(texp++)) = c;
break;
#endif
default:
Error("ogl_filltexbuf unknown texformat\n");
break;
}
}
else
{
switch (type)
{
case GL_LUMINANCE_ALPHA:
(*(texp++))=255;
[[fallthrough]];
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_RGB:
(*(texp++)) = pal[c].r * 4;
(*(texp++)) = pal[c].g * 4;
(*(texp++)) = pal[c].b * 4;
break;
case GL_RGBA:
(*(texp++)) = pal[c].r * 4;
(*(texp++)) = pal[c].g * 4;
(*(texp++)) = pal[c].b * 4;
(*(texp++)) = 255;//not transparent
break;
#if !DXX_USE_OGLES
case GL_COLOR_INDEX:
(*(texp++)) = c;
break;
#endif
default:
Error("ogl_filltexbuf unknown texformat\n");
break;
}
}
}
}
}
static void tex_set_size1(ogl_texture &tex, const unsigned dbits, const unsigned bits, const unsigned w, const unsigned h)
{
int u;
if (tex.tw!=w || tex.th!=h){
u=(tex.w/static_cast<float>(tex.tw)*w) * (tex.h/static_cast<float>(tex.th)*h);
glmprintf((CON_DEBUG, "shrunken texture?"));
}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=(static_cast<float>(w)*h*dbits)/8.0;
tex.bytesu=(static_cast<float>(u)*dbits)/8.0;
}else{
tex.bytes=(static_cast<float>(w)*h*bits)/8.0;
tex.bytesu=(static_cast<float>(u)*bits)/8.0;
}
glmprintf((CON_DEBUG, "tex_set_size1: %ix%i, %ib(%i) %iB", w, h, bits, dbits, tex.bytes));
}
static void tex_set_size(ogl_texture &tex)
{
GLint w,h;
int bi=16,a=0;
#if !DXX_USE_OGLES
if (CGameArg.DbgGlGetTexLevelParamOk)
{
GLint t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
}
else
#endif
{
w=tex.tw;
h=tex.th;
}
switch (tex.format){
case GL_LUMINANCE:
bi=8;
break;
case GL_LUMINANCE_ALPHA:
bi=8;
break;
case GL_RGB:
case GL_RGBA:
bi=16;
break;
#if !DXX_USE_OGLES
case GL_COLOR_INDEX:
bi = 8;
break;
#endif
default:
throw std::runtime_error("unknown texture format");
}
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
static int ogl_loadtexture(const palette_array_t &pal, const uint8_t *data, const int dxo, int dyo, ogl_texture &tex, const int bm_flags, const int data_format, opengl_texture_filter texfilt, const bool texanis, const bool edgepad)
{
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 = static_cast<float>(static_cast<double>(tex.w) / static_cast<double>(tex.tw));
tex.v = static_cast<float>(static_cast<double>(tex.h) / static_cast<double>(tex.th));
auto *bufP = texbuf.get();
const uint8_t *outP = texbuf.get();
{
if (bm_flags >= 0)
ogl_filltexbuf (pal, data, texbuf.get(), 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))
outP = data;
else {
int h, w, tw;
h = tex.lw / tex.w;
w = (tex.w - dxo) * h;
data += tex.lw * dyo + h * dxo;
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.get()));
}
}
}
//bleed color (rgb) into the alpha area, to deal with "dark edges problem"
if (tex.format == GL_RGBA && texfilt != opengl_texture_filter::classic && edgepad && !CGameArg.OglDarkEdges)
{
GLubyte *p = bufP;
GLubyte *pdone = p + (4 * tex.tw * tex.th);
int line = 4 * tex.tw;
p += 4;
pdone -= 4;
GLubyte *ptop = p + line;
GLubyte *pbottom = pdone - line;
for (; p < pdone; p += 4)
{
//offsets 0 to 2 are r, g, b. offset 3 is alpha. 0x00 is transparent, 0xff is opaque.
if (! *(p + 3))
{
if (*(p - 1))
{
*p = *(p - 4);
*(p + 1) = *(p - 3);
*(p + 2) = *(p - 2);
continue;
} //from left
if (*(p + 7))
{
*p = *(p + 4);
*(p + 1) = *(p + 5);
*(p + 2) = *(p + 6);
continue;
} //from right
if (p >= ptop)
{
if (*(p - line + 3))
{
*p = *(p - line);
*(p + 1) = *(p - line + 1);
*(p + 2) = *(p - line + 2);
continue;
} //from above
}
if (p < pbottom)
{
if (*(p + line + 3))
{
*p = *(p + line);
*(p + 1) = *(p + line + 1);
*(p + 2) = *(p + line + 2);
continue;
} //from below
if (*(p + line - 1))
{
*p = *(p + line - 4);
*(p + 1) = *(p + line - 3);
*(p + 2) = *(p + line - 2);
continue;
} //bottom left
if (*(p + line + 7))
{
*p = *(p + line + 4);
*(p + 1) = *(p + line + 5);
*(p + 2) = *(p + line + 6);
continue;
} //bottom right
}
if (p >= ptop)
{
if (*(p - line - 1))
{
*p = *(p - line - 4);
*(p + 1) = *(p - line - 3);
*(p + 2) = *(p - line - 2);
continue;
} //top left
if (*(p - line + 7))
{
*p = *(p - line + 4);
*(p + 1) = *(p - line + 5);
*(p + 2) = *(p - line + 6);
continue;
} //top right
}
}
}
}
int rescale = 1;
if (texfilt == opengl_texture_filter::upscale)
{
rescale = 4;
if ((tex.tw > 256) || (tex.th > 256))
{
//don't scale big textures, instead "cheat" and render them as normal (nearest)
//these are normally 320x200 and 640x480 images.
//this deals with texture size limits, as well as large textures causing noticeable performance issues/hiccups.
texfilt = opengl_texture_filter::classic;
rescale = 1;
}
}
std::unique_ptr<GLubyte[]> buftemp;
if (rescale > 1)
{
int rebpp = 3;
if (tex.format == GL_RGBA) rebpp = 4;
if (tex.format == GL_LUMINANCE) rebpp = 1;
buftemp = std::make_unique<GLubyte[]>(rescale * tex.tw * rescale * tex.th * rebpp);
int x,y;
GLubyte *p = buftemp.get();
int len = tex.tw*rebpp*rescale;
int bppscale = (rebpp*rescale);
for (y = 0; y < tex.th; y++)
{
GLubyte *p1 = bufP;
for (x = 0; x < len; x++)
{
*(p+x) = *(outP + ((x / bppscale)*rebpp + (x % rebpp)));
}
p1 = p;
p += len;
int y2;
for (y2 = 1; y2 < rescale; y2++)
{
memcpy (p, p1, len);
p += len;
}
outP += tex.tw*rebpp;
}
outP = buftemp.get();
}
// Generate OpenGL texture IDs.
glGenTextures (1, &tex.handle);
#if !DXX_USE_OGLES
//set priority
glPrioritizeTextures (1, &tex.handle, &tex.prio);
#endif
// Give our data to OpenGL.
OGL_BINDTEXTURE(tex.handle);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// should match structue in menu.cpp
// organized in switches for better readability
bool buildmipmap = false;
GLint gl_mag_filter_int, gl_min_filter_int;
switch (texfilt)
{
default:
case opengl_texture_filter::classic: // Classic - Nearest
gl_mag_filter_int = GL_NEAREST;
if (texanis && ogl_maxanisotropy > 1.0f)
{
// looks nicer if anisotropy is applied.
gl_min_filter_int = GL_NEAREST_MIPMAP_LINEAR;
buildmipmap = true;
}
else
{
gl_min_filter_int = GL_NEAREST;
buildmipmap = false;
}
break;
case opengl_texture_filter::upscale: // Upscaled - i.e. Blocky Filtered (Bilinear)
case opengl_texture_filter::trilinear: // Smooth - Trilinear
gl_mag_filter_int = GL_LINEAR;
gl_min_filter_int = GL_LINEAR_MIPMAP_LINEAR;
buildmipmap = true;
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_mag_filter_int);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_min_filter_int);
if (texanis && ogl_maxanisotropy > 1.0f)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ogl_maxanisotropy);
#if DXX_USE_OGLES // in OpenGL ES 1.1 the mipmaps are automatically generated by a parameter
glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, buildmipmap ? GL_TRUE : GL_FALSE);
#else
if (buildmipmap)
{
gluBuild2DMipmaps (
GL_TEXTURE_2D, tex.internalformat,
tex.tw * rescale, tex.th * rescale, tex.format,
GL_UNSIGNED_BYTE,
outP);
}
else
#endif
{
glTexImage2D (
GL_TEXTURE_2D, 0, tex.internalformat,
tex.tw * rescale, tex.th * rescale, 0, tex.format, // RGBA textures.
GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
outP);
}
tex_set_size(tex);
r_texcount++;
return 0;
}
void ogl_loadbmtexture_f(grs_bitmap &rbm, const opengl_texture_filter texfilt, bool texanis, bool edgepad)
{
assert(!rbm.get_flag_mask(BM_FLAG_PAGED_OUT));
assert(rbm.bm_data);
grs_bitmap *bm = &rbm;
while (const auto bm_parent = bm->bm_parent)
bm = bm_parent;
if (bm->gltexture && bm->gltexture->handle > 0)
return;
auto buf=bm->get_bitmap_data();
const unsigned bm_w = bm->bm_w;
if (bm->gltexture == NULL){
ogl_init_texture(*(bm->gltexture = ogl_get_free_texture()), bm_w, bm->bm_h, ((bm->get_flag_mask(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_w;
bm->gltexture->w = bm_w;
bm->gltexture->h=bm->bm_h;
}
}
std::array<uint8_t, 300*1024> decodebuf;
if (bm->get_flag_mask(BM_FLAG_RLE))
{
class bm_rle_expand_state
{
uint8_t *dbits;
uint8_t *const ebits;
public:
bm_rle_expand_state(uint8_t *const b, uint8_t *const e) :
dbits(b), ebits(e)
{
}
uint8_t *get_begin_dbits() const
{
return dbits;
}
uint8_t *get_end_dbits() const
{
return ebits;
}
void consume_dbits(const unsigned w)
{
dbits += w;
}
};
decodebuf = {};
buf = decodebuf.data();
if (!bm_rle_expand(*bm).loop(bm_w, bm_rle_expand_state(begin(decodebuf), end(decodebuf))))
{
con_printf(CON_URGENT, "error: insufficient space to decode %ux%hu bitmap. Please report this as a bug.", bm_w, bm->bm_h);
}
}
ogl_loadtexture(gr_palette, buf, 0, 0, *bm->gltexture, bm->get_flags(), 0, texfilt, texanis, edgepad);
}
static void ogl_freetexture(ogl_texture &gltexture)
{
if (gltexture.handle>0) {
r_texcount--;
glmprintf((CON_DEBUG, "ogl_freetexture(%p):%i (%i left)", &gltexture, gltexture.handle, r_texcount));
glDeleteTextures( 1, &gltexture.handle );
// gltexture->handle=0;
ogl_reset_texture(gltexture);
}
}
void ogl_freebmtexture(grs_bitmap &bm)
{
if (auto &gltexture = bm.gltexture)
ogl_freetexture(*std::exchange(gltexture, nullptr));
}
const ogl_colors::array_type ogl_colors::white = {{
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
}};
const ogl_colors::array_type &ogl_colors::init_maybe_white(const int c)
{
return c == -1 ? white : init_palette(c);
}
const ogl_colors::array_type &ogl_colors::init_palette(const unsigned c)
{
const auto &rgb = gr_current_pal[c];
const GLfloat r = rgb.r / 63.0, g = rgb.g / 63.0, b = rgb.b / 63.0;
a = {{
r, g, b, 1.0,
r, g, b, 1.0,
r, g, b, 1.0,
r, g, b, 1.0,
}};
return a;
}
bool ogl_ubitmapm_cs(grs_canvas &canvas, int x, int y,int dw, int dh, grs_bitmap &bm, int c)
{
ogl_colors color;
return ogl_ubitmapm_cs(canvas, x, y, dw, dh, bm, color.init(c));
}
/*
* Menu / gauges
*/
bool ogl_ubitmapm_cs(grs_canvas &canvas, const int entry_x, const int entry_y, const int entry_dw, const int entry_dh, grs_bitmap &bm, const ogl_colors::array_type &color_array)
{
GLfloat u1,u2,v1,v2;
ogl_client_states<GLfloat, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY> cs;
auto &xo = std::get<0>(cs);
const int adjusted_canvas_x = entry_x + canvas.cv_bitmap.bm_x;
const int adjusted_canvas_y = entry_y + canvas.cv_bitmap.bm_y;
const int effective_dw = (entry_dw == opengl_bitmap_use_dst_canvas)
? canvas.cv_bitmap.bm_w
: ((entry_dw == opengl_bitmap_use_src_bitmap)
? bm.bm_w
: entry_dw);
const int effective_dh = (entry_dh == opengl_bitmap_use_dst_canvas)
? canvas.cv_bitmap.bm_h
: ((entry_dh == opengl_bitmap_use_src_bitmap)
? bm.bm_h
: entry_dh);
xo = adjusted_canvas_x / (static_cast<double>(last_width));
const GLfloat xf = (effective_dw + adjusted_canvas_x) / (static_cast<double>(last_width));
const GLfloat yo = 1.0 - adjusted_canvas_y / (static_cast<double>(last_height));
const GLfloat yf = 1.0 - (effective_dh + adjusted_canvas_y) / (static_cast<double>(last_height));
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm, 0);
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)/static_cast<float>(bm.gltexture->tw);
}else {
u1=bm.bm_x/static_cast<float>(bm.gltexture->tw);
u2=(bm.bm_w+bm.bm_x)/static_cast<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)/static_cast<float>(bm.gltexture->th);
}else{
v1=bm.bm_y/static_cast<float>(bm.gltexture->th);
v2=(bm.bm_h+bm.bm_y)/static_cast<float>(bm.gltexture->th);
}
const std::array<GLfloat, 8> vertices{{
xo, yo,
xf, yo,
xf, yf,
xo, yf,
}};
const std::array<GLfloat, 8> texcoord_array{{
u1, v1,
u2, v1,
u2, v2,
u1, v2,
}};
glVertexPointer(2, GL_FLOAT, 0, vertices.data());
glColorPointer(4, GL_FLOAT, 0, color_array.data());
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array.data());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS
return 0;
}
}