dxx-rebirth/arch/ogl/gr.c

572 lines
14 KiB
C

// OGL video functions. - Added 9/15/99 Matthew Mueller
#define DECLARE_VARS
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef __unix__
#include <sys/types.h>
#include <sys/stat.h>
#endif
#ifdef __WINDOWS__
#include <windows.h>
#include <dir.h>
#endif
#ifndef macintosh
#include <unistd.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#endif
#include <errno.h>
#include <limits.h>
#include "hudmsg.h"
#include "game.h"
#include "text.h"
#include "gr.h"
#include "gamefont.h"
#include "grdef.h"
#include "palette.h"
#include "u_mem.h"
#include "error.h"
#include "inferno.h"
#include "screens.h"
#include "strutil.h"
#include "mono.h"
#include "args.h"
#include "key.h"
#include "u_mem.h"
#include "gamefont.h"
#include "render.h"
#include "ogl_init.h"
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#endif
int gr_installed = 0;
void gr_palette_clear(); // Function prototype for gr_init;
int gl_initialized=0;
int ogl_fullscreen=0;
int gr_check_fullscreen(void){
return ogl_fullscreen;
}
void gr_do_fullscreen(int f){
if (GameArg.OglVoodooHack)
ogl_fullscreen=1;//force fullscreen mode on voodoos.
else
ogl_fullscreen=f;
if (gl_initialized){
ogl_do_fullscreen_internal();
}
}
int gr_toggle_fullscreen(void){
gr_do_fullscreen(!ogl_fullscreen);
if (gl_initialized && Screen_mode != SCREEN_GAME) // update viewing values for menus
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
return ogl_fullscreen;
}
extern void ogl_init_pixel_buffers(int w, int h);
extern void ogl_close_pixel_buffers(void);
void ogl_init_state(void){
/* select clearing (background) color */
glClearColor(0.0, 0.0, 0.0, 0.0);
/* initialize viewing values */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gr_palette_step_up(0,0,0);//in case its left over from in game
ogl_init_pixel_buffers(grd_curscreen->sc_w, grd_curscreen->sc_h);
}
void gr_update()
{
}
// Set the buffer to draw to. 0 is front, 1 is back
void gr_set_draw_buffer(int buf)
{
glDrawBuffer((buf == 0) ? GL_FRONT : GL_BACK);
}
const char *gl_vendor,*gl_renderer,*gl_version,*gl_extensions;
void ogl_get_verinfo(void){
gl_vendor=(const char *)glGetString(GL_VENDOR);
gl_renderer=(const char *)glGetString(GL_RENDERER);
gl_version=(const char *)glGetString(GL_VERSION);
gl_extensions=(const char *)glGetString(GL_EXTENSIONS);
#ifndef NDEBUG
printf("gl vendor:%s renderer:%s version:%s extensions:%s\n",gl_vendor,gl_renderer,gl_version,gl_extensions);
#endif
#ifdef __WINDOWS__
dglMultiTexCoord2fARB = (glMultiTexCoord2fARB_fp)wglGetProcAddress("glMultiTexCoord2fARB");
dglActiveTextureARB = (glActiveTextureARB_fp)wglGetProcAddress("glActiveTextureARB");
dglMultiTexCoord2fSGIS = (glMultiTexCoord2fSGIS_fp)wglGetProcAddress("glMultiTexCoord2fSGIS");
dglSelectTextureSGIS = (glSelectTextureSGIS_fp)wglGetProcAddress("glSelectTextureSGIS");
#endif
//add driver specific hacks here. whee.
if ((stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.0\n")==0 || stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.2\n")==0) && stricmp(gl_version,"1.2 Mesa 3.0")==0){
GameArg.DbgGlIntensity4Ok=0;//ignores alpha, always black background instead of transparent.
GameArg.DbgGlReadPixelsOk=0;//either just returns all black, or kills the X server entirely
GameArg.DbgGlGetTexLevelParamOk=0;//returns random data..
}
#ifdef macintosh
if (stricmp(gl_renderer,"3dfx Voodoo 3")==0){ // strangely, includes Voodoo 2
GameArg.DbgGlGetTexLevelParamOk=0; // Always returns 0
}
#endif
#ifndef NDEBUG
printf("gl_intensity4:%i gl_luminance4_alpha4:%i gl_rgba2:%i gl_readpixels:%i gl_gettexlevelparam:%i gl_setgammaramp:%i\n",GameArg.DbgGlIntensity4Ok,GameArg.DbgGlLuminance4Alpha4Ok,GameArg.DbgGlRGBA2Ok,GameArg.DbgGlReadPixelsOk,GameArg.DbgGlGetTexLevelParamOk,GameArg.DbgGlSetGammaRampOk);
#endif
}
int gr_set_mode(u_int32_t mode)
{
unsigned int w, h;
char *gr_bm_data;
#ifdef NOGRAPH
return 0;
#endif
if (mode<=0)
return 0;
w=SM_W(mode);
h=SM_H(mode);
gr_bm_data=(char *)grd_curscreen->sc_canvas.cv_bitmap.bm_data;//since we use realloc, we want to keep this pointer around.
memset( grd_curscreen, 0, sizeof(grs_screen));
grd_curscreen->sc_mode = mode;
grd_curscreen->sc_w = w;
grd_curscreen->sc_h = h;
grd_curscreen->sc_aspect = fixdiv(grd_curscreen->sc_w*GameArg.GfxAspectX,grd_curscreen->sc_h*GameArg.GfxAspectY);
grd_curscreen->sc_canvas.cv_bitmap.bm_x = 0;
grd_curscreen->sc_canvas.cv_bitmap.bm_y = 0;
grd_curscreen->sc_canvas.cv_bitmap.bm_w = w;
grd_curscreen->sc_canvas.cv_bitmap.bm_h = h;
grd_curscreen->sc_canvas.cv_bitmap.bm_rowsize = w;
grd_curscreen->sc_canvas.cv_bitmap.bm_type = BM_OGL;
grd_curscreen->sc_canvas.cv_bitmap.bm_data = realloc(gr_bm_data,w*h);
gr_set_current_canvas(NULL);
ogl_init_window(w,h);//platform specific code
ogl_get_verinfo();
OGL_VIEWPORT(0,0,w,h);
gamefont_choose_game_font(w,h);
ogl_init_state();
gr_update();
return 0;
}
#define GLstrcmptestr(a,b) if (stricmp(a,#b)==0 || stricmp(a,"GL_" #b)==0)return GL_ ## b;
int ogl_atotexfilti(char *a,int min){
GLstrcmptestr(a,NEAREST);
GLstrcmptestr(a,LINEAR);
if (min){//mipmaps are valid only for the min filter
GLstrcmptestr(a,NEAREST_MIPMAP_NEAREST);
GLstrcmptestr(a,NEAREST_MIPMAP_LINEAR);
GLstrcmptestr(a,LINEAR_MIPMAP_NEAREST);
GLstrcmptestr(a,LINEAR_MIPMAP_LINEAR);
}
Error("unknown/invalid texture filter %s\n",a);
}
int ogl_testneedmipmaps(int i){
switch (i){
case GL_NEAREST:
case GL_LINEAR:
return 0;
case GL_NEAREST_MIPMAP_NEAREST:
case GL_NEAREST_MIPMAP_LINEAR:
case GL_LINEAR_MIPMAP_NEAREST:
case GL_LINEAR_MIPMAP_LINEAR:
return 1;
}
Error("unknown texture filter %x\n",i);
}
#ifdef __WINDOWS__
char *OglLibPath="opengl32.dll";
int ogl_rt_loaded=0;
int ogl_init_load_library(void)
{
int retcode=0;
if (!ogl_rt_loaded){
retcode = OpenGL_LoadLibrary(true);
if(retcode)
{
mprintf((0,"Opengl loaded ok\n"));
if(!glEnd)
{
Error("Opengl: Functions not imported\n");
}
}else{
Error("Opengl: error loading %s\n",OglLibPath);
}
ogl_rt_loaded=1;
}
return retcode;
}
#endif
int gr_init(int mode)
{
int retcode;
// Only do this function once!
if (gr_installed==1)
return -1;
#ifdef __WINDOWS__
ogl_init_load_library();
#endif
if (!GameArg.SysWindow || GameArg.OglVoodooHack)
gr_toggle_fullscreen();
GL_needmipmaps=ogl_testneedmipmaps(GameArg.OglTexMinFilt);
mprintf((0,"gr_init: texmagfilt:%x texminfilt:%x needmipmaps=%i\n",GameArg.OglTexMagFilt,GameArg.OglTexMinFilt,GL_needmipmaps));
ogl_init();//platform specific initialization
ogl_init_texture_list_internal();
MALLOC( grd_curscreen,grs_screen,1 );
memset( grd_curscreen, 0, sizeof(grs_screen));
grd_curscreen->sc_canvas.cv_bitmap.bm_data = NULL;
// Set the mode.
if ((retcode=gr_set_mode(mode)))
{
return retcode;
}
grd_curscreen->sc_canvas.cv_color = 0;
grd_curscreen->sc_canvas.cv_drawmode = 0;
grd_curscreen->sc_canvas.cv_font = NULL;
grd_curscreen->sc_canvas.cv_font_fg_color = 0;
grd_curscreen->sc_canvas.cv_font_bg_color = 0;
gr_set_current_canvas( &grd_curscreen->sc_canvas );
ogl_init_pixel_buffers(256, 128); // for gamefont_init
gr_installed = 1;
atexit(gr_close);
return 0;
}
void gr_close()
{
ogl_close();//platform specific code
if (grd_curscreen){
if (grd_curscreen->sc_canvas.cv_bitmap.bm_data)
free(grd_curscreen->sc_canvas.cv_bitmap.bm_data);
free(grd_curscreen);
}
ogl_close_pixel_buffers();
#ifdef __WINDOWS__
if (ogl_rt_loaded)
OpenGL_LoadLibrary(false);
#endif
}
extern int r_upixelc;
void ogl_upixelc(int x, int y, int c){
r_upixelc++;
OGL_DISABLE(TEXTURE_2D);
glPointSize(grd_curscreen->sc_w/320);
glBegin(GL_POINTS);
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
glVertex2f((x+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(y+grd_curcanv->cv_bitmap.bm_y)/(float)last_height);
glEnd();
}
void ogl_urect(int left,int top,int right,int bot){
GLfloat xo,yo,xf,yf;
int c=COLOR;
xo=(left+grd_curcanv->cv_bitmap.bm_x)/(float)last_width;
xf = (right + 1 + grd_curcanv->cv_bitmap.bm_x) / (float)last_width;
yo=1.0-(top+grd_curcanv->cv_bitmap.bm_y)/(float)last_height;
yf = 1.0 - (bot + 1 + grd_curcanv->cv_bitmap.bm_y) / (float)last_height;
OGL_DISABLE(TEXTURE_2D);
if (Gr_scanline_darkening_level >= GR_FADE_LEVELS)
glColor3f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c));
else
glColor4f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
glBegin(GL_QUADS);
glVertex2f(xo,yo);
glVertex2f(xo,yf);
glVertex2f(xf,yf);
glVertex2f(xf,yo);
glEnd();
}
void ogl_ulinec(int left,int top,int right,int bot,int c){
GLfloat xo,yo,xf,yf;
xo = (left + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width;
xf = (right + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width;
yo = 1.0 - (top + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height;
yf = 1.0 - (bot + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height;
OGL_DISABLE(TEXTURE_2D);
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
glBegin(GL_LINES);
glVertex2f(xo,yo);
glVertex2f(xf,yf);
glEnd();
}
GLfloat last_r=0, last_g=0, last_b=0;
int do_pal_step=0;
void ogl_do_palfx(void){
OGL_DISABLE(TEXTURE_2D);
if (gr_palette_faded_out){
glColor3f(0,0,0);
}else{
if (do_pal_step){
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
glColor3f(last_r,last_g,last_b);
}else
return;
}
glBegin(GL_QUADS);
glVertex2f(0,0);
glVertex2f(0,1);
glVertex2f(1,1);
glVertex2f(1,0);
glEnd();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void gr_palette_clear()
{
gr_palette_faded_out=1;
}
int ogl_brightness_ok = 0;
int ogl_brightness_r = 0, ogl_brightness_g = 0, ogl_brightness_b = 0;
static int old_b_r = 0, old_b_g = 0, old_b_b = 0;
void gr_palette_step_up( int r, int g, int b )
{
if (gr_palette_faded_out)
return;
old_b_r = ogl_brightness_r;
old_b_g = ogl_brightness_g;
old_b_b = ogl_brightness_b;
ogl_brightness_r = max(r + gr_palette_gamma, 0);
ogl_brightness_g = max(g + gr_palette_gamma, 0);
ogl_brightness_b = max(b + gr_palette_gamma, 0);
if (GameArg.DbgGlSetGammaRampOk &&
(old_b_r != ogl_brightness_r ||
old_b_g != ogl_brightness_g ||
old_b_b != ogl_brightness_b))
ogl_brightness_ok = !ogl_setbrightness_internal();
if (!GameArg.DbgGlSetGammaRampOk || !ogl_brightness_ok)
{
last_r = ogl_brightness_r / 63.0;
last_g = ogl_brightness_g / 63.0;
last_b = ogl_brightness_b / 63.0;
do_pal_step = (r || g || b || gr_palette_gamma);
}
else
{
do_pal_step = 0;
}
}
#undef min
static inline int min(int x, int y) { return x < y ? x : y; }
void gr_palette_load( ubyte *pal )
{
int i;
for (i=0; i<768; i++ ) {
gr_current_pal[i] = pal[i];
if (gr_current_pal[i] > 63) gr_current_pal[i] = 63;
}
gr_palette_faded_out=0;
gr_palette_step_up(0, 0, 0); // make ogl_setbrightness_internal get run so that menus get brightened too.
init_computed_colors();
}
int gr_palette_fade_out(ubyte *pal, int nsteps, int allow_keys)
{
gr_palette_faded_out=1;
return 0;
}
int gr_palette_fade_in(ubyte *pal, int nsteps, int allow_keys)
{
gr_palette_faded_out=0;
return 0;
}
void gr_palette_read(ubyte * pal)
{
int i;
for (i=0; i<768; i++ ) {
pal[i]=gr_current_pal[i];
if (pal[i] > 63) pal[i] = 63;
}
}
#define GL_BGR_EXT 0x80E0
typedef struct {
unsigned char TGAheader[12];
unsigned char header[6];
} TGA_header;
//writes out an uncompressed RGB .tga file
//if we got really spiffy, we could optionally link in libpng or something, and use that.
void write_bmp(char *savename,int w,int h,unsigned char *buf){ // ZICO - modified for win32
FILE* TGAFile;
TGA_header TGA;
GLbyte HeightH,HeightL,WidthH,WidthL;
buf = (unsigned char*)calloc(w*h*3,sizeof(unsigned char));
glReadPixels(0,0,w,h,GL_BGR_EXT,GL_UNSIGNED_BYTE,buf);
TGAFile = fopen(savename, "wb");
HeightH = (GLbyte)(h / 256);
HeightL = (GLbyte)(h % 256);
WidthH = (GLbyte)(w / 256);
WidthL = (GLbyte)(w % 256);
// Write TGA Header
TGA.TGAheader[0] = 0;
TGA.TGAheader[1] = 0;
TGA.TGAheader[2] = 2;
TGA.TGAheader[3] = 0;
TGA.TGAheader[4] = 0;
TGA.TGAheader[5] = 0;
TGA.TGAheader[6] = 0;
TGA.TGAheader[7] = 0;
TGA.TGAheader[8] = 0;
TGA.TGAheader[9] = 0;
TGA.TGAheader[10] = 0;
TGA.TGAheader[11] = 0;
TGA.header[0] = (GLbyte) WidthL;
TGA.header[1] = (GLbyte) WidthH;
TGA.header[2] = (GLbyte) HeightL;
TGA.header[3] = (GLbyte) HeightH;
TGA.header[4] = (GLbyte) 24;
TGA.header[5] = 0;
fwrite(&TGA,sizeof(TGA_header),1,TGAFile);
fwrite(buf,w*h*3*sizeof(unsigned char),1,TGAFile);
fclose(TGAFile);
free(buf);
}
void save_screen_shot(int automap_flag)
{
char message[100];
static int savenum=0;
char savename[13+sizeof(SCRNS_DIR)];
unsigned char *buf;
if (!GameArg.DbgGlReadPixelsOk){
if (!automap_flag)
hud_message(MSGC_GAME_FEEDBACK,"glReadPixels not supported on your configuration");
return;
}
stop_time();
if (!cfexist(SCRNS_DIR))
mkdir(SCRNS_DIR
#ifndef __WINDOWS__
, 0775
#endif
); //try making directory
if ( savenum == 9999 )
savenum = 0;
sprintf(savename,"%sscrn%04d.tga",SCRNS_DIR,savenum++);
while(!access(savename,0))
{
if ( savenum == 9999 )
savenum = 0;
sprintf(savename,"%sscrn%04d.tga",SCRNS_DIR,savenum++);
}
sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
if (!automap_flag) {
hud_message(MSGC_GAME_FEEDBACK,message);
}
if (!automap_flag && GameArg.OglPrShot && Function_mode == FMODE_GAME)
{
render_frame(0);
gr_set_curfont(Gamefonts[GFONT_MEDIUM_2]);
gr_printf(0x8000,FONTSCALE_Y(10),"DXX-Rebirth\n");
glReadBuffer(GL_BACK);
}
else
{
glReadBuffer(GL_FRONT);
}
buf = malloc(grd_curscreen->sc_w*grd_curscreen->sc_h*3);
write_bmp(savename,grd_curscreen->sc_w,grd_curscreen->sc_h,buf);
free(buf);
key_flush();
start_time();
}