1997 lines
58 KiB
C
Executable file
1997 lines
58 KiB
C
Executable file
/* $Id: ogl.c,v 1.1.1.1 2006/03/17 19:53:36 zicodxx Exp $ */
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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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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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//#include <stdio.h>
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#ifdef _WIN32
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#include <windows.h>
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#include <stddef.h>
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#endif
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#include "internal.h"
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#if defined(__APPLE__) && defined(__MACH__)
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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#include <string.h>
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#include <math.h>
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#include <stdio.h>
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#include "3d.h"
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#include "piggy.h"
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#include "../../3d/globvars.h"
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#include "error.h"
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#include "texmap.h"
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#include "palette.h"
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#include "rle.h"
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#include "mono.h"
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#ifdef HAVE_LIBPNG
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#include "pngfile.h"
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#endif
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#include "segment.h"
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#include "textures.h"
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#include "texmerge.h"
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#include "effects.h"
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#include "weapon.h"
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#include "powerup.h"
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#include "laser.h"
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#include "player.h"
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#include "polyobj.h"
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#include "gamefont.h"
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#include "byteswap.h"
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//change to 1 for lots of spew.
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#if 0
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#define glmprintf(a) mprintf(a)
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#else
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#define glmprintf(a)
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#endif
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#ifndef M_PI
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#define M_PI 3.14159
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#endif
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#if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__) || defined(macintosh)
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#define cosf(a) cos(a)
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#define sinf(a) sin(a)
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#endif
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#if defined(_WIN32)
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#undef GL_ARB_multitexture
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#undef GL_EXT_paletted_texture
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#endif
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unsigned char *ogl_pal=gr_palette;
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int GL_texmagfilt=GL_NEAREST;
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int GL_texminfilt=GL_NEAREST;
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float GL_texanisofilt = 0;
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int GL_needmipmaps=0;
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int last_width=-1,last_height=-1;
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int GL_TEXTURE_2D_enabled=-1;
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int GL_texclamp_enabled=-1;
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extern int gr_badtexture;
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int r_texcount = 0, r_cachedtexcount = 0;
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int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
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int ogl_rgba_internalformat = GL_RGBA8;
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int ogl_rgb_internalformat = GL_RGB8;
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int ogl_intensity4_ok=1;
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int ogl_luminance4_alpha4_ok=1;
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int ogl_rgba2_ok=1;
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int ogl_readpixels_ok=1;
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int ogl_gettexlevelparam_ok=1;
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#ifdef GL_ARB_multitexture
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int ogl_arb_multitexture_ok=0;
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#endif
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#ifdef GL_SGIS_multitexture
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int ogl_sgis_multitexture_ok=0;
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#endif
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int ogl_nv_texture_env_combine4_ok = 0;
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#ifdef GL_NV_register_combiners
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int ogl_nv_register_combiners_ok = 0;
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#endif
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int ogl_ext_texture_filter_anisotropic_ok = 0;
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#ifdef GL_EXT_paletted_texture
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int ogl_shared_palette_ok = 0;
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int ogl_paletted_texture_ok = 0;
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#endif
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int sphereh=0;
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int cross_lh[2]={0,0};
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int primary_lh[3]={0,0,0};
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int secondary_lh[5]={0,0,0,0,0};
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int bNoDepthTest=0;
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/*int lastbound=-1;
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#define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
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else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
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#define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
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else glBindTexture(GL_TEXTURE_2D, a);
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ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
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int ogl_texture_list_cur;
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int bLegacyZBuf = 0;
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/* some function prototypes */
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//#define OGLTEXBUFSIZE (1024*1024*4)
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#define OGLTEXBUFSIZE (4096*4096*4)
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#define GL_TEXTURE0_ARB 0x84C0
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extern GLubyte texbuf[OGLTEXBUFSIZE];
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//void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int width,int height,int twidth,int theight);
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void ogl_filltexbuf(unsigned char *data, GLubyte *texp, int truewidth, int width, int height, int dxo, int dyo, int twidth, int theight, int type, int bm_flags, int data_format);
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void ogl_loadbmtexture(grs_bitmap *bm);
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//void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,intdyo , int *texid,float *u,float *v,char domipmap,float prio);
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void ogl_loadtexture(unsigned char *data, int dxo, int dyo, ogl_texture *tex, int bm_flags, int data_format);
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void ogl_freetexture(ogl_texture *gltexture);
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void ogl_do_palfx(void);
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void ogl_init_texture_stats(ogl_texture* t){
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t->prio=0.3;//default prio
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t->lastrend=0;
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t->numrend=0;
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}
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void ogl_init_texture(ogl_texture* t, int w, int h, int flags)
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{
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t->handle = 0;
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if (flags & OGL_FLAG_NOCOLOR)
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{
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// use GL_INTENSITY instead of GL_RGB
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if (flags & OGL_FLAG_ALPHA)
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{
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if (ogl_intensity4_ok)
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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 (ogl_luminance4_alpha4_ok)
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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 (ogl_rgba2_ok)
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{
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t->internalformat = GL_RGBA2;
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t->format = GL_RGBA;
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}
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else
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{
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t->internalformat = ogl_rgba_internalformat;
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t->format = GL_RGBA;
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}
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}
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else
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{
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// there are certainly smaller formats we could use here, but nothing needs it ATM.
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t->internalformat = ogl_rgb_internalformat;
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t->format = GL_RGB;
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}
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}
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else
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{
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if (flags & OGL_FLAG_ALPHA)
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{
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t->internalformat = ogl_rgba_internalformat;
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t->format = GL_RGBA;
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}
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else
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{
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t->internalformat = ogl_rgb_internalformat;
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t->format = GL_RGB;
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}
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}
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t->wrapstate[0] = -1;
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t->wrapstate[1] = -1;
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t->lw = t->w = w;
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t->h = h;
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t->wantmip = flags & OGL_FLAG_MIPMAP;
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ogl_init_texture_stats(t);
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}
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void ogl_reset_texture(ogl_texture* t)
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{
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ogl_init_texture(t, 0, 0, 0);
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}
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void ogl_reset_texture_stats_internal(void){
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int i;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
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if (ogl_texture_list[i].handle>0){
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ogl_init_texture_stats(&ogl_texture_list[i]);
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}
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}
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void ogl_init_texture_list_internal(void){
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int i;
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ogl_texture_list_cur=0;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
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ogl_reset_texture(&ogl_texture_list[i]);
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}
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void ogl_smash_texture_list_internal(void){
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int i;
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sphereh=0;
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memset(cross_lh,0,sizeof(cross_lh));
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memset(primary_lh,0,sizeof(primary_lh));
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memset(secondary_lh,0,sizeof(secondary_lh));
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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if (ogl_texture_list[i].handle>0){
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glDeleteTextures( 1, &ogl_texture_list[i].handle );
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ogl_texture_list[i].handle=0;
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}
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ogl_texture_list[i].wrapstate[0] = -1;
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ogl_texture_list[i].wrapstate[1] = -1;
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}
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}
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void ogl_vivify_texture_list_internal(void){
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/*
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int i;
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ogl_texture* t;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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t=&ogl_texture_list[i];
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if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
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ogl_loadbmtexture(t);
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}
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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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// return NULL;
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}
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int ogl_texture_stats(void){
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int used = 0, usedother = 0, usedidx = 0, usedrgb = 0, usedrgba = 0;
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int databytes = 0, truebytes = 0, datatexel = 0, truetexel = 0, i;
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int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
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// int grabbed=0;
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ogl_texture* t;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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t=&ogl_texture_list[i];
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if (t->handle>0){
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used++;
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datatexel+=t->w*t->h;
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truetexel+=t->tw*t->th;
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databytes+=t->bytesu;
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truebytes+=t->bytes;
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if (t->prio<0.299)prio0++;
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else if (t->prio<0.399)prio1++;
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else if (t->prio<0.499)prio2++;
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else if (t->prio<0.599)prio3++;
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else prioh++;
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if (t->format == GL_RGBA)
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usedrgba++;
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else if (t->format == GL_RGB)
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usedrgb++;
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else if (t->format == GL_COLOR_INDEX)
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usedidx++;
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else
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usedother++;
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}
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// else if(t->w!=0)
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// grabbed++;
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}
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if (gr_renderstats)
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{
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GLint idx, r, g, b, a, dbl, depth;
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int res, colorsize, depthsize;
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res = SWIDTH * SHEIGHT;
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glGetIntegerv(GL_INDEX_BITS, &idx);
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glGetIntegerv(GL_RED_BITS, &r);
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glGetIntegerv(GL_GREEN_BITS, &g);
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glGetIntegerv(GL_BLUE_BITS, &b);
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glGetIntegerv(GL_ALPHA_BITS, &a);
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glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
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dbl += 1;
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glGetIntegerv(GL_DEPTH_BITS, &depth);
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gr_set_curfont( GAME_FONT );
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gr_set_fontcolor(gr_getcolor(31,0,0),-1 );
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colorsize = (idx * res * dbl) / 8;
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depthsize = res * depth / 8;
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gr_printf(5, GAME_FONT->ft_h * 14 + 3 * 14, "%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(5, GAME_FONT->ft_h * 15 + 3 * 15, "%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(5, GAME_FONT->ft_h * 16 + 3 * 16, "total=%iK", (colorsize + depthsize + truebytes) / 1024);
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}
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// glmprintf((0,"ogl tex stats: %i(%i,%i|%i,%i,%i,%i,%i) %i(%i)b (%i(%i)wasted)\n",used,usedrgba,usedl4a4,prio0,prio1,prio2,prio3,prioh,truebytes,truetexel,truebytes-databytes,truetexel-datatexel));
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return truebytes;
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}
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int ogl_mem_target=-1;
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void ogl_clean_texture_cache(void){
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ogl_texture* t;
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int i,bytes;
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int time=120;
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if (ogl_mem_target<0){
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if (gr_renderstats)
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ogl_texture_stats();
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return;
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}
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bytes=ogl_texture_stats();
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while (bytes>ogl_mem_target){
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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t=&ogl_texture_list[i];
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if (t->handle>0){
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if (t->lastrend+f1_0*time<GameTime){
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ogl_freetexture(t);
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bytes-=t->bytes;
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if (bytes<ogl_mem_target)
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return;
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}
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}
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}
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if (time==0)
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Error("not enough mem?");
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time=time/2;
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}
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}
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void ogl_bindbmtex(grs_bitmap *bm){
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if (bm->gltexture==NULL || bm->gltexture->handle<=0)
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ogl_loadbmtexture(bm);
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OGL_BINDTEXTURE(bm->gltexture->handle);
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bm->gltexture->lastrend=GameTime;
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bm->gltexture->numrend++;
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//// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
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// if (bm->gltexture->numrend==100){
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// bm->gltexture->prio+=0.1;
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//// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
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// glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
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// }
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}
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//gltexture MUST be bound first
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void ogl_texwrap(ogl_texture *gltexture,int state)
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{
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if (gltexture->wrapstate[active_texture_unit] != 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[active_texture_unit] = 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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// texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
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ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
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}
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}
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void ogl_cache_vclip_textures(vclip *vc){
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int i;
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for (i=0;i<vc->num_frames;i++){
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PIGGY_PAGE_IN(vc->frames[i]);
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ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
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}
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}
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void ogl_cache_vclipn_textures(int i)
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{
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if (i >= 0 && i < VCLIP_MAXNUM)
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ogl_cache_vclip_textures(&Vclip[i]);
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}
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void ogl_cache_weapon_textures(int weapon_type)
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{
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weapon_info *w;
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if (weapon_type < 0)
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return;
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w = &Weapon_info[weapon_type];
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ogl_cache_vclipn_textures(w->flash_vclip);
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ogl_cache_vclipn_textures(w->robot_hit_vclip);
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ogl_cache_vclipn_textures(w->wall_hit_vclip);
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if (w->render_type==WEAPON_RENDER_VCLIP)
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ogl_cache_vclipn_textures(w->weapon_vclip);
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else if (w->render_type == WEAPON_RENDER_POLYMODEL)
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{
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ogl_cache_polymodel_textures(w->model_num);
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ogl_cache_polymodel_textures(w->model_num_inner);
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}
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}
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void ogl_cache_level_textures(void)
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{
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int seg,side,i;
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eclip *ec;
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short tmap1,tmap2;
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grs_bitmap *bm,*bm2;
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struct side *sidep;
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int max_efx=0,ef;
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ogl_reset_texture_stats_internal();//loading a new lev should reset textures
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for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
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ogl_cache_vclipn_textures(Effects[i].dest_vclip);
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if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
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continue;
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if (ec->vc.num_frames>max_efx)
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max_efx=ec->vc.num_frames;
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}
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glmprintf((0,"max_efx:%i\n",max_efx));
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for (ef=0;ef<max_efx;ef++){
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for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
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if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
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continue;
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// if (ec->vc.num_frames>max_efx)
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// max_efx=ec->vc.num_frames;
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ec->time_left=-1;
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}
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do_special_effects();
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for (seg=0;seg<Num_segments;seg++){
|
|
for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
|
|
sidep=&Segments[seg].sides[side];
|
|
tmap1=sidep->tmap_num;
|
|
tmap2=sidep->tmap_num2;
|
|
if (tmap1<0 || tmap1>=NumTextures){
|
|
glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
|
|
// tmap1=0;
|
|
continue;
|
|
}
|
|
PIGGY_PAGE_IN(Textures[tmap1]);
|
|
bm = &GameBitmaps[Textures[tmap1].index];
|
|
if (tmap2 != 0){
|
|
PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
|
|
bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
|
|
if (ogl_alttexmerge == 0 || (!OGL_SUPER_TRANSPARENT_OK && (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT)))
|
|
bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
|
|
else {
|
|
ogl_loadbmtexture(bm2);
|
|
}
|
|
// glmprintf((0,"ogl_cache_level_textures seg %i side %i t1 %i t2 %x bm %p NT %i\n",seg,side,tmap1,tmap2,bm,NumTextures));
|
|
}
|
|
ogl_loadbmtexture(bm);
|
|
}
|
|
}
|
|
glmprintf((0,"finished ef:%i\n",ef));
|
|
}
|
|
reset_special_effects();
|
|
init_special_effects();
|
|
{
|
|
// int laserlev=1;
|
|
|
|
// always have lasers, concs, flares. Always shows player appearance, and at least concs are always available to disappear.
|
|
ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[LASER_INDEX]);
|
|
ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]);
|
|
ogl_cache_weapon_textures(FLARE_ID);
|
|
ogl_cache_vclipn_textures(VCLIP_PLAYER_APPEARANCE);
|
|
ogl_cache_vclipn_textures(VCLIP_POWERUP_DISAPPEARANCE);
|
|
ogl_cache_polymodel_textures(Player_ship->model_num);
|
|
ogl_cache_vclipn_textures(Player_ship->expl_vclip_num);
|
|
|
|
for (i=0;i<Highest_object_index;i++){
|
|
if(Objects[i].render_type==RT_POWERUP){
|
|
ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
|
|
switch (Objects[i].id){
|
|
/* case POW_LASER:
|
|
ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[LASER_INDEX]);
|
|
// if (laserlev<4)
|
|
// laserlev++;
|
|
break;*/
|
|
case POW_VULCAN_WEAPON:
|
|
ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[VULCAN_INDEX]);
|
|
break;
|
|
case POW_SPREADFIRE_WEAPON:
|
|
ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]);
|
|
break;
|
|
case POW_PLASMA_WEAPON:
|
|
ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[PLASMA_INDEX]);
|
|
break;
|
|
case POW_FUSION_WEAPON:
|
|
ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[FUSION_INDEX]);
|
|
break;
|
|
/* case POW_MISSILE_1:
|
|
case POW_MISSILE_4:
|
|
ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]);
|
|
break;*/
|
|
case POW_PROXIMITY_WEAPON:
|
|
ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]);
|
|
break;
|
|
case POW_HOMING_AMMO_1:
|
|
case POW_HOMING_AMMO_4:
|
|
ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[HOMING_INDEX]);
|
|
break;
|
|
case POW_SMARTBOMB_WEAPON:
|
|
ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[SMART_INDEX]);
|
|
break;
|
|
case POW_MEGA_WEAPON:
|
|
ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[MEGA_INDEX]);
|
|
break;
|
|
}
|
|
}
|
|
else if(Objects[i].render_type==RT_POLYOBJ){
|
|
//printf("robot %i model %i rmodel %i\n", Objects[i].id, Objects[i].rtype.pobj_info.model_num, Robot_info[Objects[i].id].model_num);
|
|
ogl_cache_vclipn_textures(Robot_info[Objects[i].id].exp1_vclip_num);
|
|
ogl_cache_vclipn_textures(Robot_info[Objects[i].id].exp2_vclip_num);
|
|
ogl_cache_weapon_textures(Robot_info[Objects[i].id].weapon_type);
|
|
ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
|
|
}
|
|
}
|
|
}
|
|
glmprintf((0,"finished caching\n"));
|
|
r_cachedtexcount = r_texcount;
|
|
}
|
|
|
|
int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
|
|
#define f2glf(x) (f2fl(x))
|
|
|
|
bool g3_draw_line(g3s_point *p0,g3s_point *p1)
|
|
{
|
|
int c;
|
|
c=grd_curcanv->cv_color;
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
|
|
glBegin(GL_LINES);
|
|
glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
|
|
glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
|
|
glEnd();
|
|
return 1;
|
|
}
|
|
void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
|
|
int i;
|
|
float ang;
|
|
glBegin(type);
|
|
for (i=0; i<nsides; i++) {
|
|
ang = 2.0*M_PI*i/nsides;
|
|
glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
|
|
}
|
|
glEnd();
|
|
}
|
|
void ogl_drawcircle(int nsides,int type){
|
|
int i;
|
|
float ang;
|
|
glBegin(type);
|
|
for (i=0; i<nsides; i++) {
|
|
ang = 2.0*M_PI*i/nsides;
|
|
glVertex2f(cosf(ang),sinf(ang));
|
|
}
|
|
glEnd();
|
|
}
|
|
int circle_list_init(int nsides,int type,int mode) {
|
|
int hand=glGenLists(1);
|
|
glNewList(hand, mode);
|
|
/* draw a unit radius circle in xy plane centered on origin */
|
|
ogl_drawcircle(nsides,type);
|
|
glEndList();
|
|
return hand;
|
|
}
|
|
float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
|
|
float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
|
|
float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
|
|
void ogl_draw_reticle(int cross,int primary,int secondary){
|
|
float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
|
|
glPushMatrix();
|
|
// glTranslatef(0.5,0.5,0);
|
|
glTranslatef((grd_curcanv->cv_bitmap.bm_w/2+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(grd_curcanv->cv_bitmap.bm_h/2+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
|
|
glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
|
|
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glDisable(GL_CULL_FACE);
|
|
if (!cross_lh[cross]){
|
|
cross_lh[cross]=glGenLists(1);
|
|
glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
|
|
glBegin(GL_LINES);
|
|
//cross top left
|
|
glColor3fv(darker_g);
|
|
glVertex2f(-4.0,4.0);
|
|
if (cross)
|
|
glColor3fv(bright_g);
|
|
else
|
|
glColor3fv(dark_g);
|
|
glVertex2f(-2.0,2.0);
|
|
|
|
//cross bottom left
|
|
glColor3fv(dark_g);
|
|
glVertex2f(-3.0,-2.0);
|
|
if (cross)
|
|
glColor3fv(bright_g);
|
|
glVertex2f(-2.0,-1.0);
|
|
|
|
//cross top right
|
|
glColor3fv(darker_g);
|
|
glVertex2f(4.0,4.0);
|
|
if (cross)
|
|
glColor3fv(bright_g);
|
|
else
|
|
glColor3fv(dark_g);
|
|
glVertex2f(2.0,2.0);
|
|
|
|
//cross bottom right
|
|
glColor3fv(dark_g);
|
|
glVertex2f(3.0,-2.0);
|
|
if (cross)
|
|
glColor3fv(bright_g);
|
|
glVertex2f(2.0,-1.0);
|
|
|
|
glEnd();
|
|
glEndList();
|
|
}else
|
|
glCallList(cross_lh[cross]);
|
|
|
|
// if (Canvas_height>200)
|
|
// glLineWidth(Canvas_height/(float)200);
|
|
if (!primary_lh[primary]){
|
|
primary_lh[primary]=glGenLists(1);
|
|
glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
|
|
|
|
glColor3fv(dark_g);
|
|
glBegin(GL_LINES);
|
|
//left primary bar
|
|
glVertex2f(-14.0,-8.0);
|
|
glVertex2f(-8.0,-5.0);
|
|
//right primary bar
|
|
glVertex2f(14.0,-8.0);
|
|
glVertex2f(8.0,-5.0);
|
|
glEnd();
|
|
if (primary==0)
|
|
glColor3fv(dark_g);
|
|
else
|
|
glColor3fv(bright_g);
|
|
//left upper
|
|
ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
|
|
//right upper
|
|
ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
|
|
if (primary!=2)
|
|
glColor3fv(dark_g);
|
|
else
|
|
glColor3fv(bright_g);
|
|
//left lower
|
|
ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
|
|
//right lower
|
|
ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
|
|
|
|
glEndList();
|
|
}else
|
|
glCallList(primary_lh[primary]);
|
|
// if (Canvas_height>200)
|
|
// glLineWidth(1);
|
|
|
|
if (!secondary_lh[secondary]){
|
|
secondary_lh[secondary]=glGenLists(1);
|
|
glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
|
|
if (secondary<=2){
|
|
//left secondary
|
|
if (secondary!=1)
|
|
glColor3fv(darker_g);
|
|
else
|
|
glColor3fv(bright_g);
|
|
ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
|
|
//right secondary
|
|
if (secondary!=2)
|
|
glColor3fv(darker_g);
|
|
else
|
|
glColor3fv(bright_g);
|
|
ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
|
|
}else{
|
|
//bottom/middle secondary
|
|
if (secondary!=4)
|
|
glColor3fv(darker_g);
|
|
else
|
|
glColor3fv(bright_g);
|
|
ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
|
|
}
|
|
glEndList();
|
|
}else
|
|
glCallList(secondary_lh[secondary]);
|
|
|
|
glPopMatrix();
|
|
}
|
|
int g3_draw_sphere(g3s_point *pnt,fix rad){
|
|
int c;
|
|
c=grd_curcanv->cv_color;
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glDisable(GL_CULL_FACE); // ZICO - to draw sheres on automap correctly
|
|
// glPointSize(f2glf(rad));
|
|
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
|
|
// glBegin(GL_POINTS);
|
|
// glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
|
|
// glEnd();
|
|
glPushMatrix();
|
|
glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
|
|
glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
|
|
if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
|
|
else glCallList(sphereh);
|
|
glPopMatrix();
|
|
return 0;
|
|
|
|
}
|
|
int gr_ucircle(fix xc1, fix yc1, fix r1)
|
|
{
|
|
int c;
|
|
c=grd_curcanv->cv_color;
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
|
|
glPushMatrix();
|
|
glTranslatef(
|
|
(f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width,
|
|
1.0 - (f2fl(yc1) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0);
|
|
glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0);
|
|
ogl_drawcircle(10 + 2 * (int)(M_PI * f2fl(r1) / 19), GL_LINE_LOOP);
|
|
glPopMatrix();
|
|
return 0;
|
|
}
|
|
int gr_circle(fix xc1,fix yc1,fix r1){
|
|
return gr_ucircle(xc1,yc1,r1);
|
|
}
|
|
|
|
bool g3_draw_poly(int nv,g3s_point **pointlist)
|
|
{
|
|
int c;
|
|
r_polyc++;
|
|
c=grd_curcanv->cv_color;
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
if (Gr_scanline_darkening_level >= GR_FADE_LEVELS) {
|
|
glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c));
|
|
glDisable(GL_DEPTH_TEST); // ZICO - disable to show lasers correctly
|
|
}else{
|
|
glColor4f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
|
|
}
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for (c=0;c<nv;c++){
|
|
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
|
|
}
|
|
glEnd();
|
|
glEnable(GL_DEPTH_TEST); // ZICO - enable it again to stay correct
|
|
return 0;
|
|
}
|
|
|
|
void gr_upoly_tmap(int nverts, int *vert ){
|
|
mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
|
|
}
|
|
void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
|
|
mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
|
|
}
|
|
extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
|
|
bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
|
|
{
|
|
int c;
|
|
float l;
|
|
if (tmap_drawer_ptr==draw_tmap_flat){
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for (c=0;c<nv;c++){
|
|
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
|
|
}
|
|
glEnd();
|
|
}else if (tmap_drawer_ptr==draw_tmap){
|
|
r_tpolyc++;
|
|
OGL_ENABLE(TEXTURE_2D);
|
|
ogl_bindbmtex(bm);
|
|
ogl_texwrap(bm->gltexture,GL_REPEAT);
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for (c=0;c<nv;c++){
|
|
if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
|
|
l=1.0;
|
|
}else{
|
|
l=f2fl(uvl_list[c].l);
|
|
}
|
|
glColor3f(l,l,l);
|
|
glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
|
|
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
|
|
}
|
|
glEnd();
|
|
}else{
|
|
mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
|
|
}
|
|
if (!bNoDepthTest)
|
|
glEnable(GL_DEPTH_TEST); // ZICO - we need this so we do not run into any problems if lasers or sprites show up
|
|
|
|
return 0;
|
|
}
|
|
|
|
int active_texture_unit = 0;
|
|
|
|
void ogl_setActiveTexture(int t)
|
|
{
|
|
if (ogl_arb_multitexture_ok)
|
|
{
|
|
#ifdef GL_ARB_multitexture
|
|
if (t == 0)
|
|
glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
else
|
|
glActiveTextureARB(GL_TEXTURE1_ARB);
|
|
#endif
|
|
}
|
|
else if (ogl_sgis_multitexture_ok)
|
|
{
|
|
#ifdef GL_SGIS_multitexture
|
|
if (t == 0)
|
|
glSelectTextureSGIS(GL_TEXTURE0_SGIS);
|
|
else
|
|
glSelectTextureSGIS(GL_TEXTURE1_SGIS);
|
|
#endif
|
|
}
|
|
active_texture_unit = t;
|
|
}
|
|
|
|
void ogl_MultiTexCoord2f(int t, float u, float v)
|
|
{
|
|
if (ogl_arb_multitexture_ok)
|
|
{
|
|
#ifdef GL_ARB_multitexture
|
|
if (t == 0)
|
|
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);
|
|
else
|
|
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
|
|
#endif
|
|
}
|
|
else if (ogl_sgis_multitexture_ok)
|
|
{
|
|
#ifdef GL_SGIS_multitexture
|
|
if (t == 0)
|
|
glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS, u, v);
|
|
else
|
|
glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS, u, v);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
|
|
{
|
|
#if ((defined(GL_NV_register_combiners) || defined(GL_NV_texture_env_combine4)) && (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture)))
|
|
if ((/*ogl_nv_register_combiners_ok ||*/ ogl_nv_texture_env_combine4_ok) && (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok))
|
|
{
|
|
int c;
|
|
float l, u1, v1;
|
|
|
|
if (tmap_drawer_ptr != draw_tmap)
|
|
Error("WTFF\n");
|
|
|
|
r_tpolyc+=2;
|
|
|
|
//ogl_setActiveTexture(0);
|
|
OGL_ENABLE(TEXTURE_2D);
|
|
ogl_bindbmtex(bmbot);
|
|
ogl_texwrap(bmbot->gltexture, GL_REPEAT);
|
|
// GL_MODULATE is fine for texture 0
|
|
|
|
ogl_setActiveTexture(1);
|
|
glEnable(GL_TEXTURE_2D);
|
|
ogl_bindbmtex(bm);
|
|
ogl_texwrap(bm->gltexture,GL_REPEAT);
|
|
|
|
#ifdef GL_NV_register_combiners
|
|
if (ogl_nv_register_combiners_ok)
|
|
{
|
|
glEnable(GL_REGISTER_COMBINERS_NV);
|
|
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
|
|
// spare0 = tex0 * (1-alpha1) + tex1 * alpha1
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
|
|
glCombinerOutputNV(
|
|
GL_COMBINER0_NV, //GLenum stage
|
|
GL_RGB, //GLenum portion,
|
|
GL_DISCARD_NV, //GLenum abOutput,
|
|
GL_DISCARD_NV, //GLenum cdOutput,
|
|
GL_SPARE0_NV, //GLenum sumOutput,
|
|
GL_NONE, //GLenum scale,
|
|
GL_NONE, //GLenum bias,
|
|
GL_FALSE, //GLboolean abDotProduct,
|
|
GL_FALSE, //GLboolean cdDotProduct,
|
|
GL_FALSE //GLboolean muxSum
|
|
);
|
|
// out = spare0 * color
|
|
// ( out = AB + (1-A)C + D )
|
|
glFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
|
|
glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
|
|
glFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
|
|
glFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
|
|
|
|
if (bm->bm_flags & BM_FLAG_SUPER_TRANSPARENT)
|
|
{
|
|
// out = alpha0*(1-tex1) + alpha1
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_INVERT_NV, GL_BLUE);
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
|
|
}
|
|
else
|
|
{
|
|
// out = alpha0 + alpha1
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
|
|
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
|
|
}
|
|
glCombinerOutputNV(
|
|
GL_COMBINER0_NV, //GLenum stage
|
|
GL_ALPHA, //GLenum portion,
|
|
GL_DISCARD_NV, //GLenum abOutput,
|
|
GL_DISCARD_NV, //GLenum cdOutput,
|
|
GL_SPARE0_NV, //GLenum sumOutput,
|
|
GL_NONE, //GLenum scale,
|
|
GL_NONE, //GLenum bias,
|
|
GL_FALSE, //GLboolean abDotProduct,
|
|
GL_FALSE, //GLboolean cdDotProduct,
|
|
GL_FALSE //GLboolean muxSum
|
|
);
|
|
glFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
//http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_env_combine4.txt
|
|
//only GL_NV_texture_env_combine4 lets us do what we need:
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
|
|
|
|
//multiply top texture by color(vertex lighting) and add bottom texture(where alpha says to)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
|
|
|
|
//add up alpha channels
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_PREVIOUS_EXT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
// GL_DECAL works sorta ok but the top texture is fullbright.
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
|
|
|
|
// GL_ARB_texture_env_combine comes close, but doesn't quite make it.
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
|
|
|
//// this gives effect like GL_DECAL:
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
|
|
|
|
|
|
// this properly shades the top texture, but the bottom texture doesn't get through.
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
|
|
|
|
|
// add up alpha
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_ADD);
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
|
|
//glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
|
|
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for (c=0;c<nv;c++){
|
|
switch(orient){
|
|
case 1:
|
|
u1=1.0-f2glf(uvl_list[c].v);
|
|
v1=f2glf(uvl_list[c].u);
|
|
break;
|
|
case 2:
|
|
u1=1.0-f2glf(uvl_list[c].u);
|
|
v1=1.0-f2glf(uvl_list[c].v);
|
|
break;
|
|
case 3:
|
|
u1=f2glf(uvl_list[c].v);
|
|
v1=1.0-f2glf(uvl_list[c].u);
|
|
break;
|
|
default:
|
|
u1=f2glf(uvl_list[c].u);
|
|
v1=f2glf(uvl_list[c].v);
|
|
break;
|
|
}
|
|
if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
|
|
l=1.0;
|
|
}else{
|
|
l=f2fl(uvl_list[c].l);
|
|
}
|
|
glColor3f(l,l,l);
|
|
ogl_MultiTexCoord2f(0, f2glf(uvl_list[c].u), f2glf(uvl_list[c].v));
|
|
ogl_MultiTexCoord2f(1, u1, v1);
|
|
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
|
|
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
|
|
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
|
|
}
|
|
glEnd();
|
|
//ogl_setActiveTexture(1); // still the active texture
|
|
#ifdef GL_NV_register_combiners
|
|
if (ogl_nv_register_combiners_ok)
|
|
{
|
|
glDisable(GL_REGISTER_COMBINERS_NV);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
glDisable(GL_TEXTURE_2D);
|
|
ogl_setActiveTexture(0);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
int c;
|
|
float l,u1,v1;
|
|
|
|
g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
|
|
|
|
r_tpolyc++;
|
|
/* if (bm->bm_w !=64||bm->bm_h!=64)
|
|
printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
|
|
OGL_ENABLE(TEXTURE_2D);
|
|
ogl_bindbmtex(bm);
|
|
ogl_texwrap(bm->gltexture,GL_REPEAT);
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for (c=0;c<nv;c++){
|
|
switch(orient){
|
|
case 1:
|
|
u1=1.0-f2glf(uvl_list[c].v);
|
|
v1=f2glf(uvl_list[c].u);
|
|
break;
|
|
case 2:
|
|
u1=1.0-f2glf(uvl_list[c].u);
|
|
v1=1.0-f2glf(uvl_list[c].v);
|
|
break;
|
|
case 3:
|
|
u1=f2glf(uvl_list[c].v);
|
|
v1=1.0-f2glf(uvl_list[c].u);
|
|
break;
|
|
default:
|
|
u1=f2glf(uvl_list[c].u);
|
|
v1=f2glf(uvl_list[c].v);
|
|
break;
|
|
}
|
|
if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
|
|
l=1.0;
|
|
}else{
|
|
//l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
|
|
l=f2fl(uvl_list[c].l);
|
|
}
|
|
glColor3f(l,l,l);
|
|
glTexCoord2f(u1,v1);
|
|
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
|
|
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
|
|
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
|
|
}
|
|
glEnd();
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
|
|
{
|
|
vms_vector pv,v1;//,v2;
|
|
int i;
|
|
r_bitmapc++;
|
|
v1.z=0;
|
|
|
|
OGL_ENABLE(TEXTURE_2D);
|
|
ogl_bindbmtex(bm);
|
|
ogl_texwrap(bm->gltexture,GL_CLAMP);
|
|
|
|
glDisable(GL_DEPTH_TEST); // ZICO - disable to prevent sprites get cutted by polygons
|
|
|
|
glBegin(GL_QUADS);
|
|
glColor3f(1.0,1.0,1.0);
|
|
width = fixmul(width,Matrix_scale.x);
|
|
height = fixmul(height,Matrix_scale.y);
|
|
for (i=0;i<4;i++){
|
|
vm_vec_sub(&v1,pos,&View_position);
|
|
vm_vec_rotate(&pv,&v1,&View_matrix);
|
|
switch (i){
|
|
case 0:
|
|
glTexCoord2f(0.0, 0.0);
|
|
pv.x+=-width;
|
|
pv.y+=height;
|
|
break;
|
|
case 1:
|
|
glTexCoord2f(bm->gltexture->u, 0.0);
|
|
pv.x+=width;
|
|
pv.y+=height;
|
|
break;
|
|
case 2:
|
|
glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
|
|
pv.x+=width;
|
|
pv.y+=-height;
|
|
break;
|
|
case 3:
|
|
glTexCoord2f(0.0, bm->gltexture->v);
|
|
pv.x+=-width;
|
|
pv.y+=-height;
|
|
break;
|
|
}
|
|
glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
|
|
}
|
|
glEnd();
|
|
if (!bNoDepthTest) // ZICO - need this for escape seq
|
|
glEnable(GL_DEPTH_TEST);
|
|
return 0;
|
|
}
|
|
|
|
bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
|
|
{
|
|
GLfloat xo,yo,xf,yf;
|
|
GLfloat u1,u2,v1,v2;
|
|
r_ubitmapc++;
|
|
x+=grd_curcanv->cv_bitmap.bm_x;
|
|
y+=grd_curcanv->cv_bitmap.bm_y;
|
|
xo=x/(float)last_width;
|
|
xf=(bm->bm_w+x)/(float)last_width;
|
|
yo=1.0-y/(float)last_height;
|
|
yf=1.0-(bm->bm_h+y)/(float)last_height;
|
|
|
|
// printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
|
|
// printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
|
|
|
|
/* glEnABLE(ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER,0.0);*/
|
|
|
|
OGL_ENABLE(TEXTURE_2D);
|
|
ogl_bindbmtex(bm);
|
|
ogl_texwrap(bm->gltexture,GL_CLAMP);
|
|
|
|
if (bm->bm_x==0){
|
|
u1=0;
|
|
if (bm->bm_w==bm->gltexture->w)
|
|
u2=bm->gltexture->u;
|
|
else
|
|
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
|
|
}else {
|
|
u1=bm->bm_x/(float)bm->gltexture->tw;
|
|
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
|
|
}
|
|
if (bm->bm_y==0){
|
|
v1=0;
|
|
if (bm->bm_h==bm->gltexture->h)
|
|
v2=bm->gltexture->v;
|
|
else
|
|
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
|
|
}else{
|
|
v1=bm->bm_y/(float)bm->gltexture->th;
|
|
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
|
|
}
|
|
|
|
glBegin(GL_QUADS);
|
|
if (c<0)
|
|
glColor3f(1.0,1.0,1.0);
|
|
else
|
|
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
|
|
glTexCoord2f(u1, v1); glVertex2f(xo, yo);
|
|
glTexCoord2f(u2, v1); glVertex2f(xf, yo);
|
|
glTexCoord2f(u2, v2); glVertex2f(xf, yf);
|
|
glTexCoord2f(u1, v2); glVertex2f(xo, yf);
|
|
glEnd();
|
|
// glDisABLE(ALPHA_TEST);
|
|
|
|
return 0;
|
|
}
|
|
bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
|
|
return ogl_ubitmapm_c(x,y,bm,-1);
|
|
// return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
|
|
}
|
|
#if 0
|
|
//also upsidedown, currently.
|
|
bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
|
|
{
|
|
GLfloat xo,yo;//,xs,ys;
|
|
glmprintf((0,"ogl_ubitblt(w=%i,h=%i,dx=%i,dy=%i,sx=%i,sy=%i,src=%p,dest=%p\n",w,h, dx, dy,sx, sy, src,dest));
|
|
|
|
dx+=dest->bm_x;
|
|
dy+=dest->bm_y;
|
|
|
|
xo=dx/(float)last_width;
|
|
// xo=dx/(float)grd_curscreen->sc_w;
|
|
// xs=w/(float)last_width;
|
|
//yo=1.0-dy/(float)last_height;
|
|
yo=1.0-(dy+h)/(float)last_height;
|
|
// ys=h/(float)last_height;
|
|
|
|
// OGL_ENABLE(TEXTURE_2D);
|
|
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glRasterPos2f(xo,yo);
|
|
ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
|
|
glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
|
|
glRasterPos2f(0,0);
|
|
|
|
return 0;
|
|
}
|
|
#else
|
|
|
|
bool ogl_ubitblt_i(int dw,int dh,int dx,int dy, int sw, int sh, int sx, int sy, grs_bitmap * src, grs_bitmap * dest, int mipmap)
|
|
{
|
|
GLfloat xo,yo,xs,ys;
|
|
GLfloat u1,v1;
|
|
ogl_texture tex;
|
|
r_ubitbltc++;
|
|
|
|
if (mipmap) {
|
|
ogl_init_texture(&tex, sw, sh, OGL_FLAG_MIPMAP);
|
|
} else {
|
|
ogl_init_texture(&tex, sw, sh, OGL_FLAG_ALPHA);
|
|
}
|
|
tex.prio = 0.0;
|
|
tex.lw=src->bm_rowsize;
|
|
|
|
u1=v1=0;
|
|
|
|
dx+=dest->bm_x;
|
|
dy+=dest->bm_y;
|
|
xo=dx/(float)last_width;
|
|
xs=dw/(float)last_width;
|
|
yo=1.0-dy/(float)last_height;
|
|
ys=dh/(float)last_height;
|
|
|
|
OGL_ENABLE(TEXTURE_2D);
|
|
|
|
ogl_pal=gr_current_pal;
|
|
ogl_loadtexture(src->bm_data, sx, sy, &tex, src->bm_flags, 0);
|
|
ogl_pal=gr_palette;
|
|
OGL_BINDTEXTURE(tex.handle);
|
|
|
|
ogl_texwrap(&tex,GL_CLAMP);
|
|
|
|
glBegin(GL_QUADS);
|
|
glColor3f(1.0,1.0,1.0);
|
|
glTexCoord2f(u1, v1); glVertex2f(xo, yo);
|
|
glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
|
|
glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
|
|
glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
|
|
glEnd();
|
|
ogl_freetexture(&tex);
|
|
return 0;
|
|
}
|
|
bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
|
|
return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest,0);
|
|
}
|
|
#endif
|
|
bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
|
|
#if 1
|
|
unsigned char *d,*s;
|
|
int i,j;
|
|
int w1,h1;
|
|
// w1=w;h1=h;
|
|
w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
|
|
if (w1*h1*3>OGLTEXBUFSIZE)
|
|
Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
|
|
|
|
if (ogl_readpixels_ok>0){
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glReadBuffer(GL_FRONT);
|
|
glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
|
// glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
|
// glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
|
}else
|
|
memset(texbuf,0,w1*h1*3);
|
|
sx+=src->bm_x;
|
|
sy+=src->bm_y;
|
|
for (i=0;i<h;i++){
|
|
d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
|
|
s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
|
|
for (j=0;j<w;j++){
|
|
*d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
|
|
s+=3;
|
|
d++;
|
|
}
|
|
}
|
|
#else
|
|
int i,j,c=0;
|
|
unsigned char *d,*s,*e;
|
|
if (w*h*3>OGLTEXBUFSIZE)
|
|
Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
|
|
sx+=src->bm_x;
|
|
sy+=src->bm_y;
|
|
#if 1//also seems to cause a mess. need to look into it a bit more..
|
|
if (ogl_readpixels_ok>0){
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glReadBuffer(GL_FRONT);
|
|
// glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
|
glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
|
}else
|
|
#endif
|
|
memset(texbuf,0,w*h*3);
|
|
// d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
|
|
d=dest->bm_data+dx+dy*dest->bm_rowsize;
|
|
for (i=0;i<h;i++){
|
|
s=texbuf+w*(h-(i+1))*3;
|
|
// s=texbuf+w*i*3;
|
|
if (s<texbuf){Error("blah1\n");}
|
|
if (d<dest->bm_data){Error("blah3\n");}
|
|
// d=dest->bm_data+(i*dest->bm_rowsize);
|
|
|
|
e=d;
|
|
for (j=0;j<w;j++){
|
|
if (s>texbuf+w*h*3-3){Error("blah2\n");}
|
|
if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
|
|
*d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
|
|
s+=3;
|
|
d++;
|
|
c++;
|
|
}
|
|
d=e;
|
|
d+=dest->bm_rowsize;
|
|
}
|
|
glmprintf((0,"c=%i w*h=%i\n",c,w*h));
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
|
|
#if 0 //just seems to cause a mess.
|
|
GLfloat xo,yo;//,xs,ys;
|
|
|
|
dx+=dest->bm_x;
|
|
dy+=dest->bm_y;
|
|
|
|
// xo=dx/(float)last_width;
|
|
xo=dx/(float)grd_curscreen->sc_w;
|
|
// yo=1.0-(dy+h)/(float)last_height;
|
|
yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
|
|
sx+=src->bm_x;
|
|
sy+=src->bm_y;
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
glReadBuffer(GL_FRONT);
|
|
glRasterPos2f(xo,yo);
|
|
// glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
|
glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
|
|
glRasterPos2f(0,0);
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
grs_canvas *offscreen_save_canv = NULL, *offscreen_canv = NULL;
|
|
float pixels [OGLTEXBUFSIZE];
|
|
|
|
void ogl_start_offscreen_render(int x, int y, int w, int h) {
|
|
int y2;
|
|
|
|
if (offscreen_canv) Error("ogl_start_offscreen_render: offscreen_canv!=NULL");
|
|
offscreen_save_canv = grd_curcanv;
|
|
glDrawBuffer(GL_BACK);
|
|
offscreen_canv = gr_create_sub_canvas(grd_curcanv, x, y, w, h);
|
|
gr_set_current_canvas(offscreen_canv);
|
|
y2 = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h;
|
|
glReadPixels(offscreen_canv->cv_bitmap.bm_x,y2,w,h,GL_RGBA,GL_UNSIGNED_BYTE,pixels);
|
|
}
|
|
void ogl_end_offscreen_render(void) {
|
|
int y;
|
|
|
|
if (!offscreen_canv) Error("ogl_end_offscreen_render: no offscreen_canv");
|
|
glDrawBuffer(GL_FRONT);
|
|
glReadBuffer(GL_BACK);
|
|
OGL_DISABLE(TEXTURE_2D);
|
|
y = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h;
|
|
glRasterPos2f(offscreen_canv->cv_bitmap.bm_x/(float)last_width, y/(float)last_height);
|
|
glDrawPixels(offscreen_canv->cv_bitmap.bm_w, offscreen_canv->cv_bitmap.bm_h,GL_RGBA,GL_UNSIGNED_BYTE,pixels);
|
|
gr_free_sub_canvas(offscreen_canv);
|
|
gr_set_current_canvas(offscreen_save_canv);
|
|
offscreen_canv=NULL;
|
|
}
|
|
|
|
void ogl_start_frame(void){
|
|
r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
|
|
|
|
OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GEQUAL,0.02);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT);
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();//clear matrix
|
|
gluPerspective(90.0,1.0,0.01,1000000.0);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();//clear matrix
|
|
}
|
|
|
|
#ifndef NMONO
|
|
void merge_textures_stats(void);
|
|
#endif
|
|
void ogl_end_frame(void){
|
|
OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();//clear matrix
|
|
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();//clear matrix
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
void ogl_swap_buffers(void){
|
|
ogl_clean_texture_cache();
|
|
if (gr_renderstats){
|
|
gr_printf(5,GAME_FONT->ft_h*13+3*13,"%i flat %i tex %i sprites %i bitmaps",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc);
|
|
// glmprintf((0,"ogl_end_frame: %i polys, %i tmaps, %i sprites, %i bitmaps, %i bitblts, %i pixels\n",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc));//we need to do it here because some things get drawn after end_frame
|
|
}
|
|
ogl_do_palfx();
|
|
ogl_swap_buffers_internal();
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
void ogl_init_shared_palette(void)
|
|
{
|
|
#ifdef GL_EXT_paletted_texture
|
|
if (ogl_shared_palette_ok)
|
|
{
|
|
int i;
|
|
|
|
glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
|
|
//glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGB, 256, GL_RGB, GL_UNSIGNED_BYTE, ogl_pal);
|
|
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
if (i == 254)
|
|
{
|
|
texbuf[i * 4] = 255;
|
|
texbuf[i * 4 + 1] = 255;
|
|
texbuf[i * 4 + 2] = 255;
|
|
texbuf[i * 4 + 3] = 0;
|
|
}
|
|
else if (i == 255)
|
|
{
|
|
texbuf[i * 4] = 0;
|
|
texbuf[i * 4 + 1] = 0;
|
|
texbuf[i * 4 + 2] = 0;
|
|
texbuf[i * 4 + 3] = 0;
|
|
}
|
|
else
|
|
{
|
|
texbuf[i * 4] = gr_current_pal[i * 3] * 4;
|
|
texbuf[i * 4 + 1] = gr_current_pal[i * 3 + 1] * 4;
|
|
texbuf[i * 4 + 2] = gr_current_pal[i * 3 + 2] * 4;
|
|
texbuf[i * 4 + 3] = 255;
|
|
}
|
|
}
|
|
glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, texbuf);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int tex_format_supported(int iformat,int format){
|
|
switch (iformat){
|
|
case GL_INTENSITY4:
|
|
if (!ogl_intensity4_ok) return 0; break;
|
|
case GL_LUMINANCE4_ALPHA4:
|
|
if (!ogl_luminance4_alpha4_ok) return 0; break;
|
|
case GL_RGBA2:
|
|
if (!ogl_rgba2_ok) return 0; break;
|
|
}
|
|
if (ogl_gettexlevelparam_ok){
|
|
GLint internalFormat;
|
|
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
|
|
format, GL_UNSIGNED_BYTE, texbuf);//NULL?
|
|
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
|
|
GL_TEXTURE_INTERNAL_FORMAT,
|
|
&internalFormat);
|
|
return (internalFormat==iformat);
|
|
}else
|
|
return 1;
|
|
}
|
|
|
|
//little hack to find the nearest bigger power of 2 for a given number
|
|
int pow2ize(int x){
|
|
int i;
|
|
for (i=2; i<x; i*=2) {}; //corrected by MD2211: was previously limited to 4096
|
|
return i;
|
|
}
|
|
|
|
|
|
|
|
//GLubyte texbuf[512*512*4];
|
|
GLubyte texbuf[OGLTEXBUFSIZE];
|
|
|
|
void ogl_filltexbuf(unsigned char *data, GLubyte *texp, int truewidth, int width, int height, int dxo, int dyo, int twidth, int theight, int type, int bm_flags, int data_format)
|
|
{
|
|
// GLushort *tex=(GLushort *)texp;
|
|
int x,y,c,i;
|
|
if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
|
|
Error("texture toobig %i %i",twidth,theight);
|
|
|
|
i=0;
|
|
for (y=0;y<theight;y++){
|
|
i=dxo+truewidth*(y+dyo);
|
|
for (x=0;x<twidth;x++){
|
|
if (x<width && y<height)
|
|
if (data_format)
|
|
{
|
|
int j;
|
|
|
|
for (j = 0; j < data_format; ++j)
|
|
(*(texp++)) = data[i * data_format + j];
|
|
i++;
|
|
continue;
|
|
}
|
|
else
|
|
c = data[i++];
|
|
else
|
|
c = 256; // fill the pad space with transparency (or blackness)
|
|
if (c == 254 && (bm_flags & BM_FLAG_SUPER_TRANSPARENT))
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_LUMINANCE_ALPHA:
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 0;
|
|
break;
|
|
case GL_RGBA:
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 255;
|
|
(*(texp++)) = 0; // transparent pixel
|
|
break;
|
|
case GL_COLOR_INDEX:
|
|
(*(texp++)) = c;
|
|
break;
|
|
default:
|
|
Error("ogl_filltexbuf unhandled super-transparent texformat\n");
|
|
break;
|
|
}
|
|
}
|
|
else if ((c == 255 && (bm_flags & BM_FLAG_TRANSPARENT)) || c == 256)
|
|
{
|
|
switch (type){
|
|
case GL_LUMINANCE:
|
|
(*(texp++))=0;
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
(*(texp++))=0;
|
|
(*(texp++))=0;
|
|
break;
|
|
case GL_RGB:
|
|
(*(texp++)) = 0;
|
|
(*(texp++)) = 0;
|
|
(*(texp++)) = 0;
|
|
break;
|
|
case GL_RGBA:
|
|
(*(texp++))=0;
|
|
(*(texp++))=0;
|
|
(*(texp++))=0;
|
|
(*(texp++))=0;//transparent pixel
|
|
break;
|
|
case GL_COLOR_INDEX:
|
|
(*(texp++)) = c;
|
|
break;
|
|
default:
|
|
Error("ogl_filltexbuf unknown texformat\n");
|
|
break;
|
|
}
|
|
}else{
|
|
switch (type){
|
|
case GL_LUMINANCE://these could prolly be done to make the intensity based upon the intensity of the resulting color, but its not needed for anything (yet?) so no point. :)
|
|
(*(texp++))=255;
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
(*(texp++))=255;
|
|
(*(texp++))=255;
|
|
break;
|
|
case GL_RGB:
|
|
(*(texp++)) = ogl_pal[c * 3] * 4;
|
|
(*(texp++)) = ogl_pal[c * 3 + 1] * 4;
|
|
(*(texp++)) = ogl_pal[c * 3 + 2] * 4;
|
|
break;
|
|
case GL_RGBA:
|
|
//(*(texp++))=gr_palette[c*3]*4;
|
|
//(*(texp++))=gr_palette[c*3+1]*4;
|
|
//(*(texp++))=gr_palette[c*3+2]*4;
|
|
(*(texp++))=ogl_pal[c*3]*4;
|
|
(*(texp++))=ogl_pal[c*3+1]*4;
|
|
(*(texp++))=ogl_pal[c*3+2]*4;
|
|
(*(texp++))=255;//not transparent
|
|
// (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
|
|
break;
|
|
case GL_COLOR_INDEX:
|
|
(*(texp++)) = c;
|
|
break;
|
|
default:
|
|
Error("ogl_filltexbuf unknown texformat\n");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int tex_format_verify(ogl_texture *tex){
|
|
while (!tex_format_supported(tex->internalformat,tex->format)){
|
|
glmprintf((0,"tex format %x not supported",tex->internalformat));
|
|
switch (tex->internalformat){
|
|
case GL_INTENSITY4:
|
|
if (ogl_luminance4_alpha4_ok){
|
|
tex->internalformat=GL_LUMINANCE4_ALPHA4;
|
|
tex->format=GL_LUMINANCE_ALPHA;
|
|
break;
|
|
}//note how it will fall through here if the statement is false
|
|
case GL_LUMINANCE4_ALPHA4:
|
|
if (ogl_rgba2_ok){
|
|
tex->internalformat=GL_RGBA2;
|
|
tex->format=GL_RGBA;
|
|
break;
|
|
}//note how it will fall through here if the statement is false
|
|
case GL_RGBA2:
|
|
#if defined(__APPLE__) && defined(__MACH__)
|
|
case GL_RGB8: // Quartz doesn't support RGB only
|
|
#endif
|
|
tex->internalformat = ogl_rgba_internalformat;
|
|
tex->format=GL_RGBA;
|
|
break;
|
|
default:
|
|
mprintf((0,"...no tex format to fall back on\n"));
|
|
return 1;
|
|
}
|
|
glmprintf((0,"...falling back to %x\n",tex->internalformat));
|
|
}
|
|
return 0;
|
|
}
|
|
void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
|
|
int u;
|
|
if (tex->tw!=w || tex->th!=h){
|
|
u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
|
|
glmprintf((0,"shrunken texture?\n"));
|
|
}else
|
|
u=tex->w*tex->h;
|
|
if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
|
|
tex->bytes=((float)w*h*dbits)/8.0;
|
|
tex->bytesu=((float)u*dbits)/8.0;
|
|
}else{
|
|
tex->bytes=((float)w*h*bits)/8.0;
|
|
tex->bytesu=((float)u*bits)/8.0;
|
|
}
|
|
glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
|
|
}
|
|
void tex_set_size(ogl_texture *tex){
|
|
GLint w,h;
|
|
int bi=16,a=0;
|
|
if (ogl_gettexlevelparam_ok){
|
|
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;
|
|
#ifdef GL_EXT_paletted_texture
|
|
if (ogl_paletted_texture_ok)
|
|
{
|
|
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INDEX_SIZE_EXT, &t);
|
|
a += t;
|
|
}
|
|
#endif
|
|
}else{
|
|
w=tex->tw;
|
|
h=tex->th;
|
|
}
|
|
switch (tex->format){
|
|
case GL_LUMINANCE:
|
|
bi=8;
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
bi=8;
|
|
break;
|
|
case GL_RGB:
|
|
case GL_RGBA:
|
|
bi=16;
|
|
break;
|
|
case GL_COLOR_INDEX:
|
|
bi = 8;
|
|
break;
|
|
default:
|
|
Error("tex_set_size unknown texformat\n");
|
|
break;
|
|
}
|
|
tex_set_size1(tex,bi,a,w,h);
|
|
}
|
|
//loads a palettized bitmap into a ogl RGBA texture.
|
|
//Sizes and pads dimensions to multiples of 2 if necessary.
|
|
//In theory this could be a problem for repeating textures, but all real
|
|
//textures (not sprites, etc) in descent are 64x64, so we are ok.
|
|
//stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
|
|
void ogl_loadtexture (unsigned char *data, int dxo, int dyo, ogl_texture *tex, int bm_flags, int data_format)
|
|
{
|
|
GLubyte *bufP = texbuf;
|
|
tex->tw = pow2ize (tex->w);
|
|
tex->th = pow2ize (tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
|
|
|
|
if (gr_badtexture > 0)
|
|
return 1;
|
|
|
|
#ifndef MACINTOSH
|
|
if (tex_format_verify (tex))
|
|
return 1;
|
|
#endif
|
|
|
|
//calculate u/v values that would make the resulting texture correctly sized
|
|
tex->u = (float) ((double) tex->w / (double) tex->tw);
|
|
tex->v = (float) ((double) tex->h / (double) tex->th);
|
|
|
|
if (data)
|
|
if (bm_flags >= 0)
|
|
ogl_filltexbuf (data, texbuf, tex->lw, tex->w, tex->h, dxo, dyo, tex->tw, tex->th,
|
|
tex->format, bm_flags, data_format);
|
|
else {
|
|
#if 0
|
|
memcpy (bufP = texbuf, data, tex->w * tex->h * 4);
|
|
#else
|
|
if (!dxo && !dyo && (tex->w == tex->tw) && (tex->h == tex->th))
|
|
bufP = data;
|
|
else {
|
|
int y, h, w, tw;
|
|
|
|
h = tex->lw / tex->w;
|
|
w = (tex->w - dxo) * h;
|
|
data += tex->lw * dyo + h * dxo;
|
|
bufP = texbuf;
|
|
tw = tex->tw * h;
|
|
h = tw - w;
|
|
for (y; dyo < tex->h; dyo++, data += tex->lw) {
|
|
memcpy (bufP, data, w);
|
|
bufP += w;
|
|
memset (bufP, 0, h);
|
|
bufP += h;
|
|
}
|
|
memset (bufP, 0, tex->th * tw - (bufP - texbuf));
|
|
bufP = texbuf;
|
|
}
|
|
#endif
|
|
}
|
|
// Generate OpenGL texture IDs.
|
|
glGenTextures (1, &tex->handle);
|
|
//set priority
|
|
glPrioritizeTextures (1, &tex->handle, &tex->prio);
|
|
// Give our data to OpenGL.
|
|
OGL_BINDTEXTURE(tex->handle);
|
|
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
if (tex->wantmip){
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
|
|
}
|
|
else{
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
}
|
|
if (tex->wantmip && GL_needmipmaps)
|
|
gluBuild2DMipmaps (
|
|
GL_TEXTURE_2D, tex->internalformat,
|
|
tex->tw, tex->th, tex->format,
|
|
GL_UNSIGNED_BYTE,
|
|
bufP);
|
|
else
|
|
glTexImage2D (
|
|
GL_TEXTURE_2D, 0, tex->internalformat,
|
|
tex->tw, tex->th, 0, tex->format, // RGBA textures.
|
|
GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
|
|
bufP);
|
|
tex_set_size (tex);
|
|
r_texcount++;
|
|
return 0;
|
|
}
|
|
|
|
unsigned char decodebuf[1024*1024];
|
|
|
|
void ogl_loadbmtexture_f(grs_bitmap *bm, int flags)
|
|
{
|
|
unsigned char *buf;
|
|
#ifdef HAVE_LIBPNG
|
|
char *bitmapname;
|
|
#endif
|
|
|
|
while (bm->bm_parent)
|
|
bm=bm->bm_parent;
|
|
if (bm->gltexture && bm->gltexture->handle > 0)
|
|
return;
|
|
buf=bm->bm_data;
|
|
#ifdef HAVE_LIBPNG
|
|
if ((bitmapname = piggy_game_bitmap_name(bm)))
|
|
{
|
|
char filename[64];
|
|
png_data pdata;
|
|
|
|
sprintf(filename, "textures/%s.png", bitmapname);
|
|
if (read_png(filename, &pdata))
|
|
{
|
|
printf("%s: %ux%ux%i p=%i(%i) c=%i a=%i chans=%i\n", filename, pdata.width, pdata.height, pdata.depth, pdata.paletted, pdata.num_palette, pdata.color, pdata.alpha, pdata.channels);
|
|
if (pdata.depth == 8 && pdata.color)
|
|
{
|
|
if (bm->gltexture == NULL)
|
|
ogl_init_texture(bm->gltexture = ogl_get_free_texture(), pdata.width, pdata.height, flags | ((pdata.alpha || bm->bm_flags & BM_FLAG_TRANSPARENT) ? OGL_FLAG_ALPHA : 0));
|
|
ogl_loadtexture(pdata.data, 0, 0, bm->gltexture, bm->bm_flags, pdata.paletted ? 0 : pdata.channels);
|
|
free(pdata.data);
|
|
if (pdata.palette)
|
|
free(pdata.palette);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
printf("%s: unsupported texture format: must be rgb, rgba, or paletted, and depth 8\n", filename);
|
|
free(pdata.data);
|
|
if (pdata.palette)
|
|
free(pdata.palette);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
if (bm->gltexture == NULL){
|
|
ogl_init_texture(bm->gltexture = ogl_get_free_texture(), bm->bm_w, bm->bm_h, flags | ((bm->bm_flags & (BM_FLAG_TRANSPARENT | BM_FLAG_SUPER_TRANSPARENT))? OGL_FLAG_ALPHA : 0));
|
|
}
|
|
else {
|
|
if (bm->gltexture->handle>0)
|
|
return;
|
|
if (bm->gltexture->w==0){
|
|
bm->gltexture->lw=bm->bm_w;
|
|
bm->gltexture->w=bm->bm_w;
|
|
bm->gltexture->h=bm->bm_h;
|
|
}
|
|
}
|
|
if (bm->bm_flags & BM_FLAG_RLE){
|
|
unsigned char * dbits;
|
|
unsigned char * sbits;
|
|
int i, data_offset;
|
|
|
|
data_offset = 1;
|
|
if (bm->bm_flags & BM_FLAG_RLE_BIG)
|
|
data_offset = 2;
|
|
|
|
sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
|
|
dbits = decodebuf;
|
|
|
|
for (i=0; i < bm->bm_h; i++ ) {
|
|
gr_rle_decode(sbits,dbits);
|
|
if ( bm->bm_flags & BM_FLAG_RLE_BIG )
|
|
sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
|
|
else
|
|
sbits += (int)bm->bm_data[4+i];
|
|
dbits += bm->bm_w;
|
|
}
|
|
buf=decodebuf;
|
|
}
|
|
ogl_loadtexture(buf, 0, 0, bm->gltexture, bm->bm_flags, 0);
|
|
}
|
|
|
|
void ogl_loadbmtexture(grs_bitmap *bm)
|
|
{
|
|
ogl_loadbmtexture_f(bm, OGL_FLAG_MIPMAP);
|
|
}
|
|
|
|
void ogl_freetexture(ogl_texture *gltexture)
|
|
{
|
|
if (gltexture->handle>0) {
|
|
r_texcount--;
|
|
glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
|
|
glDeleteTextures( 1, &gltexture->handle );
|
|
// gltexture->handle=0;
|
|
ogl_reset_texture(gltexture);
|
|
}
|
|
}
|
|
void ogl_freebmtexture(grs_bitmap *bm){
|
|
if (bm->gltexture){
|
|
ogl_freetexture(bm->gltexture);
|
|
bm->gltexture=NULL;
|
|
// r_texcount--;
|
|
// glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
|
|
// glDeleteTextures( 1, &bm->gltexture );
|
|
// bm->gltexture=-1;
|
|
}
|
|
}
|
|
|
|
bool ogl_ubitmapm_cs(int x, int y,int dw, int dh, grs_bitmap *bm,int c, int scale) // to scale bitmaps
|
|
{
|
|
GLfloat xo,yo,xf,yf;
|
|
GLfloat u1,u2,v1,v2;
|
|
GLdouble h,a;
|
|
r_ubitmapc++;
|
|
x+=grd_curcanv->cv_bitmap.bm_x;
|
|
y+=grd_curcanv->cv_bitmap.bm_y;
|
|
xo=x/(float)last_width;
|
|
xf=(bm->bm_w+x)/(float)last_width;
|
|
yo=1.0-y/(float)last_height;
|
|
yf=1.0-(bm->bm_h+y)/(float)last_height;
|
|
|
|
if (dw < 0)
|
|
dw = grd_curcanv->cv_bitmap.bm_w;
|
|
else if (dw == 0)
|
|
dw = bm->bm_w;
|
|
if (dh < 0)
|
|
dh = grd_curcanv->cv_bitmap.bm_h;
|
|
else if (dh == 0)
|
|
dh = bm->bm_h;
|
|
r_ubitmapc++;
|
|
|
|
a = (double) grd_curscreen->sc_w / (double) grd_curscreen->sc_h;
|
|
h = (double) scale / (double) F1_0;
|
|
|
|
xo = x / ((double) last_width * h);
|
|
xf = (dw + x) / ((double) last_width * h);
|
|
yo = 1.0 - y / ((double) last_height * h);
|
|
yf = 1.0 - (dh + y) / ((double) last_height * h);
|
|
|
|
OGL_ENABLE(TEXTURE_2D);
|
|
ogl_bindbmtex(bm);
|
|
ogl_texwrap(bm->gltexture,GL_CLAMP);
|
|
|
|
if (bm->bm_x==0){
|
|
u1=0;
|
|
if (bm->bm_w==bm->gltexture->w)
|
|
u2=bm->gltexture->u;
|
|
else
|
|
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
|
|
}else {
|
|
u1=bm->bm_x/(float)bm->gltexture->tw;
|
|
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
|
|
}
|
|
if (bm->bm_y==0){
|
|
v1=0;
|
|
if (bm->bm_h==bm->gltexture->h)
|
|
v2=bm->gltexture->v;
|
|
else
|
|
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
|
|
}else{
|
|
v1=bm->bm_y/(float)bm->gltexture->th;
|
|
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
|
|
}
|
|
|
|
glBegin(GL_QUADS);
|
|
if (c<0)
|
|
glColor3f(1.0,1.0,1.0);
|
|
else
|
|
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
|
|
glTexCoord2f(u1, v1); glVertex2f(xo, yo);
|
|
glTexCoord2f(u2, v1); glVertex2f(xf, yo);
|
|
glTexCoord2f(u2, v2); glVertex2f(xf, yf);
|
|
glTexCoord2f(u1, v2); glVertex2f(xo, yf);
|
|
glEnd();
|
|
|
|
return 0;
|
|
}
|