1846 lines
50 KiB
C++
1846 lines
50 KiB
C++
/*
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* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
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* It is copyright by its individual contributors, as recorded in the
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* project's Git history. See COPYING.txt at the top level for license
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* terms and a link to the Git history.
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*/
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/*
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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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#include <stdexcept>
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#include <tuple>
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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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#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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#ifdef OGLES
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#include <GLES/gl.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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#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 "common/3d/globvars.h"
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#include "dxxerror.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 "config.h"
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#include "u_mem.h"
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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 "robot.h"
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#include "gamefont.h"
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#include "byteutil.h"
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#include "internal.h"
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#include "gauges.h"
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#include "playsave.h"
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#include "object.h"
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#include "args.h"
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#include "compiler-exchange.h"
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#include "compiler-make_unique.h"
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#include "compiler-range_for.h"
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#include "partial_range.h"
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#include <algorithm>
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using std::max;
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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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namespace {
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template <unsigned G>
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struct enable_ogl_client_state
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{
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enable_ogl_client_state() noexcept
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{
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glEnableClientState(G);
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}
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~enable_ogl_client_state() noexcept
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{
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glDisableClientState(G);
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}
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};
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template <typename T, unsigned... Gs>
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using ogl_client_states = std::tuple<T, enable_ogl_client_state<Gs>...>;
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}
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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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namespace dcx {
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static std::unique_ptr<GLubyte[]> texbuf;
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static palette_array_t *ogl_pal = &gr_palette;
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unsigned last_width=~0u,last_height=~0u;
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int GL_TEXTURE_2D_enabled=-1;
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GLfloat ogl_maxanisotropy = 0;
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static int r_texcount = 0, r_cachedtexcount = 0;
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#ifdef OGLES
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static int ogl_rgba_internalformat = GL_RGBA;
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static int ogl_rgb_internalformat = GL_RGB;
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#else
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static int ogl_rgba_internalformat = GL_RGBA8;
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static int ogl_rgb_internalformat = GL_RGB8;
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#endif
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static std::unique_ptr<GLfloat[]> sphere_va, circle_va, disk_va;
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static array<std::unique_ptr<GLfloat[]>, 3> secondary_lva;
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static int r_polyc,r_tpolyc,r_bitmapc,r_ubitbltc;
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#define f2glf(x) (f2fl(x))
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#define OGL_BINDTEXTURE(a) glBindTexture(GL_TEXTURE_2D, a);
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static array<ogl_texture, OGL_TEXTURE_LIST_SIZE> ogl_texture_list;
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static 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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static int ogl_loadtexture(const uint8_t *data, int dxo, int dyo, ogl_texture &tex, int bm_flags, int data_format, int texfilt) __attribute_nonnull();
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static void ogl_freetexture(ogl_texture &gltexture);
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static void ogl_loadbmtexture(grs_bitmap &bm)
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{
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ogl_loadbmtexture_f(bm, CGameCfg.TexFilt);
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}
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}
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#ifdef OGLES
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// Replacement for gluPerspective
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static void perspective(double fovy, double aspect, double zNear, double zFar)
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{
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double xmin, xmax, ymin, ymax;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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ymax = zNear * tan(fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar);
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glMatrixMode(GL_MODELVIEW);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDepthMask(GL_TRUE);
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}
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#endif
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static void ogl_init_texture_stats(ogl_texture &t)
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{
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t.prio=0.3;//default prio
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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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#ifndef OGLES
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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 (CGameArg.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 (CGameArg.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 (CGameArg.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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#endif
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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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#ifndef OGLES
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}
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#endif
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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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ogl_init_texture_stats(t);
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}
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static 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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static void ogl_reset_texture_stats_internal(void){
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range_for (auto &i, ogl_texture_list)
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if (i.handle>0)
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ogl_init_texture_stats(i);
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}
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void ogl_init_texture_list_internal(void){
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ogl_texture_list_cur=0;
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range_for (auto &i, ogl_texture_list)
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ogl_reset_texture(i);
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}
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void ogl_smash_texture_list_internal(void){
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sphere_va.reset();
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circle_va.reset();
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disk_va.reset();
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secondary_lva = {};
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range_for (auto &i, ogl_texture_list)
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{
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if (i.handle>0){
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glDeleteTextures( 1, &i.handle );
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i.handle=0;
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}
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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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static void ogl_texture_stats(void)
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{
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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;
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int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
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GLint idx, r, g, b, a, dbl, depth;
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int res, colorsize, depthsize;
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range_for (auto &i, ogl_texture_list)
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{
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if (i.handle>0){
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used++;
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datatexel+=i.w*i.h;
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truetexel+=i.tw*i.th;
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databytes+=i.bytesu;
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truebytes+=i.bytes;
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if (i.prio<0.299)prio0++;
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else if (i.prio<0.399)prio1++;
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else if (i.prio<0.499)prio2++;
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else if (i.prio<0.599)prio3++;
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else prioh++;
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if (i.format == GL_RGBA)
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usedrgba++;
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else if (i.format == GL_RGB)
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usedrgb++;
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#ifndef OGLES
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else if (i.format == GL_COLOR_INDEX)
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usedidx++;
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#endif
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else
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usedother++;
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}
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}
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res = SWIDTH * SHEIGHT;
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#ifndef OGLES
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glGetIntegerv(GL_INDEX_BITS, &idx);
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#else
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idx=16;
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#endif
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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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#ifndef OGLES
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glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
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#else
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dbl=1;
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#endif
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dbl += 1;
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glGetIntegerv(GL_DEPTH_BITS, &depth);
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gr_set_current_canvas(NULL);
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gr_set_curfont( GAME_FONT );
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gr_set_fontcolor( BM_XRGB(255,255,255),-1 );
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colorsize = (idx * res * dbl) / 8;
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depthsize = res * depth / 8;
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const auto &&fspacx2 = FSPACX(2);
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const auto &&fspacy1 = FSPACY(1);
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const auto &&line_spacing = LINE_SPACING;
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gr_printf(fspacx2, fspacy1, "%i flat %i tex %i bitmaps", r_polyc, r_tpolyc, r_bitmapc);
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gr_printf(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);
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gr_printf(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);
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gr_printf(fspacx2, fspacy1 + (line_spacing * 3), "total=%iK", (colorsize + depthsize + truebytes) / 1024);
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}
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static 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->numrend++;
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}
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//gltexture MUST be bound first
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static 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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static void ogl_cache_vclip_textures(vclip *vc){
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range_for (auto &i, partial_const_range(vc->frames, vc->num_frames))
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{
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PIGGY_PAGE_IN(i);
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ogl_loadbmtexture(GameBitmaps[i.index]);
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}
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}
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static void ogl_cache_vclipn_textures(unsigned i)
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{
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if (i < Vclip.size())
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ogl_cache_vclip_textures(&Vclip[i]);
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}
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static 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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namespace dsx {
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void ogl_cache_level_textures(void)
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{
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int side;
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short tmap1,tmap2;
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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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range_for (auto &ec, partial_const_range(Effects, Num_effects))
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{
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ogl_cache_vclipn_textures(ec.dest_vclip);
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if ((ec.changing_wall_texture == -1) && (ec.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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range_for (eclip &ec, partial_range(Effects, Num_effects))
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{
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if ((ec.changing_wall_texture == -1) && (ec.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 (uint_fast32_t 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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grs_bitmap *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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auto &bm2 = GameBitmaps[Textures[tmap2&0x3FFF].index];
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if (CGameArg.DbgUseOldTextureMerge || (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[primary_weapon_index_t::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(weapon_id_type::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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range_for (const auto &&objp, vcobjptridx)
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{
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if (objp->type == OBJ_POWERUP && objp->render_type==RT_POWERUP)
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{
|
|
ogl_cache_vclipn_textures(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(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(ri.exp1_vclip_num);
|
|
ogl_cache_vclipn_textures(ri.exp2_vclip_num);
|
|
ogl_cache_weapon_textures(ri.weapon_type);
|
|
}
|
|
if (objp->rtype.pobj_info.tmap_override != -1)
|
|
ogl_loadbmtexture(GameBitmaps[Textures[objp->rtype.pobj_info.tmap_override].index]);
|
|
else
|
|
ogl_cache_polymodel_textures(objp->rtype.pobj_info.model_num);
|
|
}
|
|
}
|
|
}
|
|
glmprintf((0,"finished caching\n"));
|
|
r_cachedtexcount = r_texcount;
|
|
}
|
|
|
|
}
|
|
|
|
namespace dcx {
|
|
|
|
void g3_draw_line(const g3s_point &p0,const g3s_point &p1, const uint8_t c)
|
|
{
|
|
GLfloat color_r, color_g, color_b;
|
|
GLfloat color_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
|
|
GLfloat vertex_array[] = {
|
|
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)
|
|
};
|
|
|
|
ogl_client_states<int, GL_VERTEX_ARRAY, GL_COLOR_ARRAY> cs;
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
color_r = PAL2Tr(c);
|
|
color_g = PAL2Tg(c);
|
|
color_b = PAL2Tb(c);
|
|
color_array[0] = color_array[4] = color_r;
|
|
color_array[1] = color_array[5] = color_g;
|
|
color_array[2] = color_array[6] = color_b;
|
|
color_array[3] = color_array[7] = 1.0;
|
|
glVertexPointer(3, GL_FLOAT, 0, vertex_array);
|
|
glColorPointer(4, GL_FLOAT, 0, color_array);
|
|
glDrawArrays(GL_LINES, 0, 2);
|
|
}
|
|
|
|
}
|
|
|
|
static void ogl_drawcircle(int nsides, int type, GLfloat *vertex_array)
|
|
{
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(2, GL_FLOAT, 0, vertex_array);
|
|
glDrawArrays(type, 0, nsides);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
static std::unique_ptr<GLfloat[]> circle_array_init(int nsides)
|
|
{
|
|
int i;
|
|
float ang;
|
|
auto vertex_array = make_unique<GLfloat[]>(nsides * 2);
|
|
for(i = 0; i < nsides; i++) {
|
|
ang = 2.0 * M_PI * i / nsides;
|
|
vertex_array[i * 2] = cosf(ang);
|
|
vertex_array[i * 2 + 1] = sinf(ang);
|
|
}
|
|
|
|
return vertex_array;
|
|
}
|
|
|
|
static std::unique_ptr<GLfloat[]> circle_array_init_2(int nsides, float xsc, float xo, float ysc, float yo)
|
|
{
|
|
int i;
|
|
float ang;
|
|
auto vertex_array = make_unique<GLfloat[]>(nsides * 2);
|
|
for(i = 0; i < nsides; i++) {
|
|
ang = 2.0 * M_PI * i / nsides;
|
|
vertex_array[i * 2] = cosf(ang) * xsc + xo;
|
|
vertex_array[i * 2 + 1] = sinf(ang) * ysc + yo;
|
|
}
|
|
|
|
return vertex_array;
|
|
}
|
|
|
|
void ogl_draw_vertex_reticle(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 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
|
|
}};
|
|
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((grd_curcanv->cv_bitmap.bm_w/2+grd_curcanv->cv_bitmap.bm_x)/static_cast<float>(last_width),1.0-(grd_curcanv->cv_bitmap.bm_h/2+grd_curcanv->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
|
|
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 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);
|
|
|
|
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 array<GLfloat, 4 * 2> primary_lva0{{
|
|
-5.5, -5.0, -6.5, -7.5, -10.0, -7.0, -10.0, -8.7
|
|
}};
|
|
static const array<GLfloat, 4 * 2> primary_lva1{{
|
|
-10.0, -7.0, -10.0, -8.7, -15.0, -8.5, -15.0, -9.5
|
|
}};
|
|
static const array<GLfloat, 4 * 2> primary_lva2{{
|
|
5.5, -5.0, 6.5, -7.5, 10.0, -7.0, 10.0, -8.7
|
|
}};
|
|
static const 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);
|
|
|
|
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);
|
|
}
|
|
|
|
namespace dcx {
|
|
|
|
/*
|
|
* Stars on heaven in exit sequence, automap objects
|
|
*/
|
|
void g3_draw_sphere(g3s_point &pnt,fix rad, const uint8_t c)
|
|
{
|
|
int i;
|
|
float scale = (static_cast<float>(grd_curcanv->cv_bitmap.bm_w)/grd_curcanv->cv_bitmap.bm_h);
|
|
GLfloat color_array[20*4];
|
|
|
|
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));
|
|
if (scale >= 1)
|
|
{
|
|
rad/=scale;
|
|
glScalef(f2glf(rad),f2glf(rad*scale),f2glf(rad));
|
|
}
|
|
else
|
|
{
|
|
rad*=scale;
|
|
glScalef(f2glf(rad/scale),f2glf(rad),f2glf(rad));
|
|
}
|
|
if(!sphere_va)
|
|
sphere_va = circle_array_init(20);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(4, GL_FLOAT, 0, color_array);
|
|
ogl_drawcircle(20, GL_TRIANGLE_FAN, sphere_va.get());
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glPopMatrix();
|
|
}
|
|
|
|
int gr_ucircle(fix xc1, fix yc1, fix r1, const uint8_t c)
|
|
{
|
|
int nsides;
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glColor4f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c),(grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:1.0 - static_cast<float>(grd_curcanv->cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0));
|
|
glPushMatrix();
|
|
glTranslatef(
|
|
(f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / static_cast<float>(last_width),
|
|
1.0 - (f2fl(yc1) + grd_curcanv->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(fix x,fix y,fix r, const uint8_t c)
|
|
{
|
|
int nsides;
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glColor4f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c),(grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:1.0 - static_cast<float>(grd_curcanv->cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0));
|
|
glPushMatrix();
|
|
glTranslatef(
|
|
(f2fl(x) + grd_curcanv->cv_bitmap.bm_x + 0.5) / static_cast<float>(last_width),
|
|
1.0 - (f2fl(y) + grd_curcanv->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(uint_fast32_t nv,const g3s_point *const *const pointlist, const uint8_t palette_color_index)
|
|
{
|
|
struct vfloat
|
|
{
|
|
GLfloat x, y, z;
|
|
};
|
|
static_assert(sizeof(vfloat) == sizeof(GLfloat) * 3, "vfloat size wrong");
|
|
struct cfloat
|
|
{
|
|
GLfloat r, g, b, a;
|
|
};
|
|
static_assert(sizeof(cfloat) == sizeof(GLfloat) * 4, "cfloat size wrong");
|
|
RAIIdmem<GLfloat[]> vertex_array, color_array;
|
|
|
|
MALLOC(vertex_array, GLfloat[], nv*3);
|
|
MALLOC(color_array, GLfloat[], nv*4);
|
|
|
|
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 = (grd_curcanv->cv_fade_level >= GR_FADE_OFF)
|
|
? 1.0
|
|
: 1.0 - static_cast<float>(grd_curcanv->cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0);
|
|
|
|
vfloat *const varray = reinterpret_cast<vfloat *>(vertex_array.get());
|
|
cfloat *const carray = reinterpret_cast<cfloat *>(color_array.get());
|
|
for (unsigned c=0; c < nv; ++c)
|
|
{
|
|
carray[c].r = color_r;
|
|
carray[c].g = color_g;
|
|
carray[c].b = color_b;
|
|
carray[c].a = color_a;
|
|
auto &p = pointlist[c]->p3_vec;
|
|
varray[c].x = f2glf(p.x);
|
|
varray[c].y = f2glf(p.y);
|
|
varray[c].z = -f2glf(p.z);
|
|
}
|
|
|
|
glVertexPointer(3, GL_FLOAT, 0, vertex_array.get());
|
|
glColorPointer(4, GL_FLOAT, 0, color_array.get());
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, nv);
|
|
}
|
|
|
|
/*
|
|
* Everything texturemapped (walls, robots, ship)
|
|
*/
|
|
void _g3_draw_tmap(unsigned nv, const g3s_point *const *const pointlist, const g3s_uvl *uvl_list, const g3s_lrgb *light_rgb, grs_bitmap &bm)
|
|
{
|
|
int index2, index3, index4;
|
|
GLfloat color_alpha = 1.0;
|
|
|
|
ogl_client_states<int, GL_VERTEX_ARRAY, GL_COLOR_ARRAY> cs;
|
|
auto &c = std::get<0>(cs);
|
|
|
|
if (tmap_drawer_ptr == draw_tmap) {
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
OGL_ENABLE(TEXTURE_2D);
|
|
ogl_bindbmtex(bm);
|
|
ogl_texwrap(bm.gltexture, GL_REPEAT);
|
|
r_tpolyc++;
|
|
color_alpha = (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:(1.0 - static_cast<float>(grd_curcanv->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 - (grd_curcanv->cv_fade_level/(GLfloat)NUM_LIGHTING_LEVELS);
|
|
} else {
|
|
glmprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
|
|
return;
|
|
}
|
|
|
|
RAIIdmem<GLfloat[]> vertex_array, color_array, texcoord_array;
|
|
MALLOC(vertex_array, GLfloat[], nv*3);
|
|
MALLOC(color_array, GLfloat[], nv*4);
|
|
MALLOC(texcoord_array, GLfloat[], nv*2);
|
|
|
|
for (c=0; c<nv; c++) {
|
|
index2 = c * 2;
|
|
index3 = c * 3;
|
|
index4 = c * 4;
|
|
|
|
vertex_array[index3] = f2glf(pointlist[c]->p3_vec.x);
|
|
vertex_array[index3+1] = f2glf(pointlist[c]->p3_vec.y);
|
|
vertex_array[index3+2] = -f2glf(pointlist[c]->p3_vec.z);
|
|
if (tmap_drawer_ptr == draw_tmap_flat) {
|
|
color_array[index4] = 0;
|
|
color_array[index4+1] = color_array[index4];
|
|
color_array[index4+2] = color_array[index4];
|
|
color_array[index4+3] = color_alpha;
|
|
|
|
} else {
|
|
color_array[index4] = bm.bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].r);
|
|
color_array[index4+1] = bm.bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].g);
|
|
color_array[index4+2] = bm.bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].b);
|
|
color_array[index4+3] = color_alpha;
|
|
}
|
|
texcoord_array[index2] = f2glf(uvl_list[c].u);
|
|
texcoord_array[index2+1] = f2glf(uvl_list[c].v);
|
|
}
|
|
|
|
glVertexPointer(3, GL_FLOAT, 0, vertex_array.get());
|
|
glColorPointer(4, GL_FLOAT, 0, color_array.get());
|
|
if (tmap_drawer_ptr == draw_tmap) {
|
|
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array.get());
|
|
}
|
|
|
|
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(unsigned nv, const g3s_point *const *const pointlist, const g3s_uvl *uvl_list, const g3s_lrgb *light_rgb, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
|
|
{
|
|
int index2, index3, index4;
|
|
|
|
RAIIdmem<GLfloat[]> vertex_array, color_array, texcoord_array;
|
|
MALLOC(vertex_array, GLfloat[], nv*3);
|
|
MALLOC(color_array, GLfloat[], nv*4);
|
|
MALLOC(texcoord_array, GLfloat[], nv*2);
|
|
|
|
_g3_draw_tmap(nv,pointlist,uvl_list,light_rgb,*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;
|
|
auto &c = std::get<0>(cs);
|
|
|
|
r_tpolyc++;
|
|
OGL_ENABLE(TEXTURE_2D);
|
|
ogl_bindbmtex(*bm);
|
|
ogl_texwrap(bm->gltexture,GL_REPEAT);
|
|
|
|
for (c=0; c<nv; c++) {
|
|
index2 = c * 2;
|
|
index3 = c * 3;
|
|
index4 = c * 4;
|
|
|
|
switch(orient){
|
|
case 1:
|
|
texcoord_array[index2] = 1.0-f2glf(uvl_list[c].v);
|
|
texcoord_array[index2+1] = f2glf(uvl_list[c].u);
|
|
break;
|
|
case 2:
|
|
texcoord_array[index2] = 1.0-f2glf(uvl_list[c].u);
|
|
texcoord_array[index2+1] = 1.0-f2glf(uvl_list[c].v);
|
|
break;
|
|
case 3:
|
|
texcoord_array[index2] = f2glf(uvl_list[c].v);
|
|
texcoord_array[index2+1] = 1.0-f2glf(uvl_list[c].u);
|
|
break;
|
|
default:
|
|
texcoord_array[index2] = f2glf(uvl_list[c].u);
|
|
texcoord_array[index2+1] = f2glf(uvl_list[c].v);
|
|
break;
|
|
}
|
|
|
|
color_array[index4] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].r);
|
|
color_array[index4+1] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].g);
|
|
color_array[index4+2] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].b);
|
|
color_array[index4+3] = (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:(1.0 - static_cast<float>(grd_curcanv->cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0));
|
|
|
|
vertex_array[index3] = f2glf(pointlist[c]->p3_vec.x);
|
|
vertex_array[index3+1] = f2glf(pointlist[c]->p3_vec.y);
|
|
vertex_array[index3+2] = -f2glf(pointlist[c]->p3_vec.z);
|
|
}
|
|
|
|
glVertexPointer(3, GL_FLOAT, 0, vertex_array.get());
|
|
glColorPointer(4, GL_FLOAT, 0, color_array.get());
|
|
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array.get());
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, nv);
|
|
}
|
|
|
|
namespace dcx {
|
|
|
|
/*
|
|
* 2d Sprites (Fireaballs, powerups, explosions). NOT hostages
|
|
*/
|
|
void g3_draw_bitmap(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);
|
|
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;
|
|
};
|
|
array<fvertex_t, point_count> vertex_array;
|
|
array<fcolor_t, point_count> color_array;
|
|
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 = grd_curcanv->cv_fade_level >= GR_FADE_OFF ? 1.0 : (1.0 - static_cast<float>(grd_curcanv->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;
|
|
vertex_array[i].x = f2glf(pv.x);
|
|
vertex_array[i].y = f2glf(pv.y);
|
|
vertex_array[i].z = vert_z;
|
|
}
|
|
glVertexPointer(3, GL_FLOAT, 0, vertex_array.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, unsigned texfilt)
|
|
{
|
|
GLfloat xo,yo,xs,ys,u1,v1;
|
|
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 };
|
|
GLfloat texcoord_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
|
|
GLfloat vertex_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
|
|
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_pal=&gr_current_pal;
|
|
ogl_loadtexture(src.get_bitmap_data(), sx, sy, tex, src.bm_flags, 0, texfilt);
|
|
ogl_pal=&gr_palette;
|
|
OGL_BINDTEXTURE(tex.handle);
|
|
|
|
ogl_texwrap(&tex,GL_CLAMP_TO_EDGE);
|
|
|
|
vertex_array[0] = xo;
|
|
vertex_array[1] = yo;
|
|
vertex_array[2] = xo+xs;
|
|
vertex_array[3] = yo;
|
|
vertex_array[4] = xo+xs;
|
|
vertex_array[5] = yo-ys;
|
|
vertex_array[6] = xo;
|
|
vertex_array[7] = yo-ys;
|
|
|
|
texcoord_array[0] = u1;
|
|
texcoord_array[1] = v1;
|
|
texcoord_array[2] = tex.u;
|
|
texcoord_array[3] = v1;
|
|
texcoord_array[4] = tex.u;
|
|
texcoord_array[5] = tex.v;
|
|
texcoord_array[6] = u1;
|
|
texcoord_array[7] = tex.v;
|
|
|
|
glVertexPointer(2, GL_FLOAT, 0, vertex_array);
|
|
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,0);
|
|
}
|
|
|
|
/*
|
|
* 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(uint8_t 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(void){
|
|
r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitbltc=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(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
|
|
#ifdef 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
|
|
}
|
|
|
|
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
|
|
#ifdef 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)
|
|
ogl_texture_stats();
|
|
|
|
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 = 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 uint8_t *data, GLubyte *texp, unsigned truewidth, unsigned width, unsigned height, int dxo, int dyo, unsigned twidth, unsigned theight, int type, int bm_flags, 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_LUMINANCE_ALPHA:
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 0;
|
|
break;
|
|
case GL_RGBA:
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 0; // transparent pixel
|
|
break;
|
|
#ifndef 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_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;
|
|
#ifndef OGLES
|
|
case GL_COLOR_INDEX:
|
|
(*(texp++)) = c;
|
|
break;
|
|
#endif
|
|
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].r * 4;
|
|
(*(texp++)) = (*ogl_pal)[c].g * 4;
|
|
(*(texp++)) = (*ogl_pal)[c].b * 4;
|
|
break;
|
|
case GL_RGBA:
|
|
(*(texp++))=(*ogl_pal)[c].r*4;
|
|
(*(texp++))=(*ogl_pal)[c].g*4;
|
|
(*(texp++))=(*ogl_pal)[c].b*4;
|
|
(*(texp++))=255;//not transparent
|
|
break;
|
|
#ifndef 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,unsigned dbits,unsigned bits,unsigned w, 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((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=(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((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex.bytes));
|
|
}
|
|
|
|
static void tex_set_size(ogl_texture &tex)
|
|
{
|
|
GLint w,h;
|
|
int bi=16,a=0;
|
|
#ifndef 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;
|
|
#ifndef 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 uint8_t *data, int dxo, int dyo, ogl_texture &tex, int bm_flags, int data_format, int texfilt)
|
|
{
|
|
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 (data) {
|
|
if (bm_flags >= 0)
|
|
ogl_filltexbuf (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 && !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
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Generate OpenGL texture IDs.
|
|
glGenTextures (1, &tex.handle);
|
|
#ifndef 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);
|
|
|
|
if (texfilt)
|
|
{
|
|
#ifdef OGLES // in OpenGL ES 1.1 the mipmaps are automatically generated by a parameter
|
|
glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, texfilt ? GL_TRUE : GL_FALSE);
|
|
#endif
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (texfilt>=2?GL_LINEAR_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_NEAREST));
|
|
#ifndef OGLES
|
|
if (texfilt >= 3 && ogl_maxanisotropy > 1.0)
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ogl_maxanisotropy);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
}
|
|
|
|
#ifndef OGLES // see comment above
|
|
if (texfilt)
|
|
{
|
|
gluBuild2DMipmaps (
|
|
GL_TEXTURE_2D, tex.internalformat,
|
|
tex.tw, tex.th, tex.format,
|
|
GL_UNSIGNED_BYTE,
|
|
outP);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
glTexImage2D (
|
|
GL_TEXTURE_2D, 0, tex.internalformat,
|
|
tex.tw, tex.th, 0, tex.format, // RGBA textures.
|
|
GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
|
|
outP);
|
|
}
|
|
|
|
tex_set_size(tex);
|
|
r_texcount++;
|
|
return 0;
|
|
}
|
|
|
|
unsigned char decodebuf[1024*1024];
|
|
|
|
void ogl_loadbmtexture_f(grs_bitmap &rbm, int texfilt)
|
|
{
|
|
|
|
grs_bitmap *bm = &rbm;
|
|
while (bm->bm_parent)
|
|
bm=bm->bm_parent;
|
|
if (bm->gltexture && bm->gltexture->handle > 0)
|
|
return;
|
|
auto buf=bm->get_bitmap_data();
|
|
if (bm->gltexture == NULL){
|
|
ogl_init_texture(*(bm->gltexture = ogl_get_free_texture()), bm->bm_w, bm->bm_h, ((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;
|
|
int i, data_offset;
|
|
|
|
data_offset = 1;
|
|
if (bm->bm_flags & BM_FLAG_RLE_BIG)
|
|
data_offset = 2;
|
|
|
|
auto sbits = &bm->get_bitmap_data()[4 + (bm->bm_h * data_offset)];
|
|
dbits = decodebuf;
|
|
|
|
for (i=0; i < bm->bm_h; i++ ) {
|
|
gr_rle_decode({sbits, dbits}, rle_end(*bm, decodebuf));
|
|
if ( bm->bm_flags & BM_FLAG_RLE_BIG )
|
|
sbits += GET_INTEL_SHORT(&bm->bm_data[4 + (i * data_offset)]);
|
|
else
|
|
sbits += static_cast<int>(bm->bm_data[4+i]);
|
|
dbits += bm->bm_w;
|
|
}
|
|
buf=decodebuf;
|
|
}
|
|
ogl_loadtexture(buf, 0, 0, *bm->gltexture, bm->bm_flags, 0, texfilt);
|
|
}
|
|
|
|
static void ogl_freetexture(ogl_texture &gltexture)
|
|
{
|
|
if (gltexture.handle>0) {
|
|
r_texcount--;
|
|
glmprintf((0,"ogl_freetexture(%p):%i (%i left)\n",&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(*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(int c)
|
|
{
|
|
return c == -1 ? white : init_palette(c);
|
|
}
|
|
|
|
const ogl_colors::array_type &ogl_colors::init_palette(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(int x, int y,int dw, int dh, grs_bitmap &bm,int c, int scale) // to scale bitmaps
|
|
{
|
|
ogl_colors color;
|
|
return ogl_ubitmapm_cs(x, y, dw, dh, bm, color.init(c), scale);
|
|
}
|
|
|
|
/*
|
|
* Menu / gauges
|
|
*/
|
|
bool ogl_ubitmapm_cs(int x, int y,int dw, int dh, grs_bitmap &bm, const ogl_colors::array_type &color_array, int scale) // to scale bitmaps
|
|
{
|
|
GLfloat yo,xf,yf,u1,u2,v1,v2,h;
|
|
ogl_client_states<GLfloat, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY> cs;
|
|
auto &xo = std::get<0>(cs);
|
|
x+=grd_curcanv->cv_bitmap.bm_x;
|
|
y+=grd_curcanv->cv_bitmap.bm_y;
|
|
xo=x/static_cast<float>(last_width);
|
|
xf=(bm.bm_w+x)/static_cast<float>(last_width);
|
|
yo=1.0-y/static_cast<float>(last_height);
|
|
yf=1.0-(bm.bm_h+y)/static_cast<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;
|
|
|
|
h = static_cast<double>(scale) / static_cast<double>(F1_0);
|
|
|
|
xo = x / (static_cast<double>(last_width) * h);
|
|
xf = (dw + x) / (static_cast<double>(last_width) * h);
|
|
yo = 1.0 - y / (static_cast<double>(last_height) * h);
|
|
yf = 1.0 - (dh + y) / (static_cast<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)/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 array<GLfloat, 8> vertex_array{{
|
|
xo, yo,
|
|
xf, yo,
|
|
xf, yf,
|
|
xo, yf,
|
|
}};
|
|
const array<GLfloat, 8> texcoord_array{{
|
|
u1, v1,
|
|
u2, v1,
|
|
u2, v2,
|
|
u1, v2,
|
|
}};
|
|
glVertexPointer(2, GL_FLOAT, 0, vertex_array.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;
|
|
}
|
|
|
|
}
|