dxx-rebirth/arch/ogl/ogl.c

1520 lines
40 KiB
C

/*
*
* Graphics support functions for OpenGL.
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
//#include <stdio.h>
#ifdef _WIN32
#include <windows.h>
#include <stddef.h>
#endif
#include "internal.h"
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#include <string.h>
#include <math.h>
#include <stdio.h>
#include "3d.h"
#include "piggy.h"
#include "../../3d/globvars.h"
#include "error.h"
#include "texmap.h"
#include "palette.h"
#include "rle.h"
#include "console.h"
#include "u_mem.h"
#ifdef HAVE_LIBPNG
#include "pngfile.h"
#endif
#include "segment.h"
#include "textures.h"
#include "texmerge.h"
#include "effects.h"
#include "weapon.h"
#include "powerup.h"
#include "laser.h"
#include "player.h"
#include "polyobj.h"
#include "gamefont.h"
#include "byteswap.h"
#include "endlevel.h"
#include "gauges.h"
#include "playsave.h"
//change to 1 for lots of spew.
#if 0
#define glmprintf(0,a) con_printf(CON_DEBUG, a)
#else
#define glmprintf(a)
#endif
#ifndef M_PI
#define M_PI 3.14159
#endif
#if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__) || defined(macintosh)
#define cosf(a) cos(a)
#define sinf(a) sin(a)
#endif
unsigned char *ogl_pal=gr_palette;
int GL_needmipmaps=0;
float OglTexMagFilt=GL_NEAREST;
float OglTexMinFilt=GL_NEAREST;
int last_width=-1,last_height=-1;
int GL_TEXTURE_2D_enabled=-1;
int GL_texclamp_enabled=-1;
int r_texcount = 0, r_cachedtexcount = 0;
int ogl_rgba_internalformat = GL_RGBA8;
int ogl_rgb_internalformat = GL_RGB8;
int sphereh=0;
int cross_lh[2]={0,0};
int primary_lh[3]={0,0,0};
int secondary_lh[5]={0,0,0,0,0};
#define OGL_BINDTEXTURE(a) glBindTexture(GL_TEXTURE_2D, a);
ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
int ogl_texture_list_cur;
/* some function prototypes */
#define GL_TEXTURE0_ARB 0x84C0
extern GLubyte *pixels;
extern GLubyte *texbuf;
void ogl_filltexbuf(unsigned char *data, GLubyte *texp, int truewidth, int width, int height, int dxo, int dyo, int twidth, int theight, int type, int bm_flags, int data_format);
void ogl_loadbmtexture(grs_bitmap *bm);
int ogl_loadtexture(unsigned char *data, int dxo, int dyo, ogl_texture *tex, int bm_flags, int data_format);
void ogl_freetexture(ogl_texture *gltexture);
void ogl_do_palfx(void);
void ogl_init_texture_stats(ogl_texture* t){
t->prio=0.3;//default prio
t->lastrend=0;
t->numrend=0;
}
void ogl_init_texture(ogl_texture* t, int w, int h, int flags)
{
t->handle = 0;
if (flags & OGL_FLAG_NOCOLOR)
{
// use GL_INTENSITY instead of GL_RGB
if (flags & OGL_FLAG_ALPHA)
{
if (GameArg.DbgGlIntensity4Ok)
{
t->internalformat = GL_INTENSITY4;
t->format = GL_LUMINANCE;
}
else if (GameArg.DbgGlLuminance4Alpha4Ok)
{
t->internalformat = GL_LUMINANCE4_ALPHA4;
t->format = GL_LUMINANCE_ALPHA;
}
else if (GameArg.DbgGlRGBA2Ok)
{
t->internalformat = GL_RGBA2;
t->format = GL_RGBA;
}
else
{
t->internalformat = ogl_rgba_internalformat;
t->format = GL_RGBA;
}
}
else
{
// there are certainly smaller formats we could use here, but nothing needs it ATM.
t->internalformat = ogl_rgb_internalformat;
t->format = GL_RGB;
}
}
else
{
if (flags & OGL_FLAG_ALPHA)
{
t->internalformat = ogl_rgba_internalformat;
t->format = GL_RGBA;
}
else
{
t->internalformat = ogl_rgb_internalformat;
t->format = GL_RGB;
}
}
t->wrapstate = -1;
t->lw = t->w = w;
t->h = h;
t->wantmip = flags & OGL_FLAG_MIPMAP;
ogl_init_texture_stats(t);
}
void ogl_reset_texture(ogl_texture* t)
{
ogl_init_texture(t, 0, 0, 0);
}
void ogl_reset_texture_stats_internal(void){
int i;
for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
if (ogl_texture_list[i].handle>0){
ogl_init_texture_stats(&ogl_texture_list[i]);
}
}
void ogl_init_texture_list_internal(void){
int i;
ogl_texture_list_cur=0;
for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
ogl_reset_texture(&ogl_texture_list[i]);
}
void ogl_smash_texture_list_internal(void){
int i;
sphereh=0;
memset(cross_lh,0,sizeof(cross_lh));
memset(primary_lh,0,sizeof(primary_lh));
memset(secondary_lh,0,sizeof(secondary_lh));
for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
if (ogl_texture_list[i].handle>0){
glDeleteTextures( 1, &ogl_texture_list[i].handle );
ogl_texture_list[i].handle=0;
}
ogl_texture_list[i].wrapstate = -1;
}
}
ogl_texture* ogl_get_free_texture(void){
int i;
for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
return &ogl_texture_list[ogl_texture_list_cur];
if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
ogl_texture_list_cur=0;
}
Error("OGL: texture list full!\n");
}
int ogl_texture_stats(void){
int used = 0, usedother = 0, usedidx = 0, usedrgb = 0, usedrgba = 0;
int databytes = 0, truebytes = 0, datatexel = 0, truetexel = 0, i;
int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
ogl_texture* t;
for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
t=&ogl_texture_list[i];
if (t->handle>0){
used++;
datatexel+=t->w*t->h;
truetexel+=t->tw*t->th;
databytes+=t->bytesu;
truebytes+=t->bytes;
if (t->prio<0.299)prio0++;
else if (t->prio<0.399)prio1++;
else if (t->prio<0.499)prio2++;
else if (t->prio<0.599)prio3++;
else prioh++;
if (t->format == GL_RGBA)
usedrgba++;
else if (t->format == GL_RGB)
usedrgb++;
else if (t->format == GL_COLOR_INDEX)
usedidx++;
else
usedother++;
}
}
if (GameArg.DbgRenderStats)
{
GLint idx, r, g, b, a, dbl, depth;
int res, colorsize, depthsize;
res = SWIDTH * SHEIGHT;
glGetIntegerv(GL_INDEX_BITS, &idx);
glGetIntegerv(GL_RED_BITS, &r);
glGetIntegerv(GL_GREEN_BITS, &g);
glGetIntegerv(GL_BLUE_BITS, &b);
glGetIntegerv(GL_ALPHA_BITS, &a);
glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
dbl += 1;
glGetIntegerv(GL_DEPTH_BITS, &depth);
gr_set_curfont( GAME_FONT );
gr_set_fontcolor( BM_XRGB(31,0,0),-1 );
colorsize = (idx * res * dbl) / 8;
depthsize = res * depth / 8;
gr_printf(FSPACX(2), LINE_SPACING*2, "%i(%i,%i,%i,%i) %iK(%iK wasted) (%i postcachedtex)", used, usedrgba, usedrgb, usedidx, usedother, truebytes / 1024, (truebytes - databytes) / 1024, r_texcount - r_cachedtexcount);
gr_printf(FSPACX(2), LINE_SPACING*3, "%ibpp(r%i,g%i,b%i,a%i)x%i=%iK depth%i=%iK", idx, r, g, b, a, dbl, colorsize / 1024, depth, depthsize / 1024);
gr_printf(FSPACX(2), LINE_SPACING*4, "total=%iK", (colorsize + depthsize + truebytes) / 1024);
}
return truebytes;
}
void ogl_bindbmtex(grs_bitmap *bm){
if (bm->gltexture==NULL || bm->gltexture->handle<=0)
ogl_loadbmtexture(bm);
OGL_BINDTEXTURE(bm->gltexture->handle);
bm->gltexture->lastrend=GameTime;
bm->gltexture->numrend++;
}
//gltexture MUST be bound first
void ogl_texwrap(ogl_texture *gltexture,int state)
{
if (gltexture->wrapstate != state || gltexture->numrend < 1)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
gltexture->wrapstate = state;
}
}
//crude texture precaching
//handles: powerups, walls, weapons, polymodels, etc.
//it is done with the horrid do_special_effects kludge so that sides that have to be texmerged and have animated textures will be correctly cached.
//similarly, with the objects(esp weapons), we could just go through and cache em all instead, but that would get ones that might not even be on the level
//TODO: doors
void ogl_cache_polymodel_textures(int model_num)
{
polymodel *po;
int i;
if (model_num < 0)
return;
po = &Polygon_models[model_num];
for (i=0;i<po->n_textures;i++) {
ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
}
}
void ogl_cache_vclip_textures(vclip *vc){
int i;
for (i=0;i<vc->num_frames;i++){
PIGGY_PAGE_IN(vc->frames[i]);
ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
}
}
void ogl_cache_vclipn_textures(int i)
{
if (i >= 0 && i < VCLIP_MAXNUM)
ogl_cache_vclip_textures(&Vclip[i]);
}
void ogl_cache_weapon_textures(int weapon_type)
{
weapon_info *w;
if (weapon_type < 0)
return;
w = &Weapon_info[weapon_type];
ogl_cache_vclipn_textures(w->flash_vclip);
ogl_cache_vclipn_textures(w->robot_hit_vclip);
ogl_cache_vclipn_textures(w->wall_hit_vclip);
if (w->render_type==WEAPON_RENDER_VCLIP)
ogl_cache_vclipn_textures(w->weapon_vclip);
else if (w->render_type == WEAPON_RENDER_POLYMODEL)
{
ogl_cache_polymodel_textures(w->model_num);
ogl_cache_polymodel_textures(w->model_num_inner);
}
}
void ogl_cache_level_textures(void)
{
int seg,side,i;
eclip *ec;
short tmap1,tmap2;
grs_bitmap *bm,*bm2;
struct side *sidep;
int max_efx=0,ef;
ogl_reset_texture_stats_internal();//loading a new lev should reset textures
for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
ogl_cache_vclipn_textures(Effects[i].dest_vclip);
if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
continue;
if (ec->vc.num_frames>max_efx)
max_efx=ec->vc.num_frames;
}
glmprintf((0,"max_efx:%i\n",max_efx));
for (ef=0;ef<max_efx;ef++){
for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
continue;
ec->time_left=-1;
}
do_special_effects();
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 (GameArg.DbgAltTexMerge == 0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
else {
ogl_loadbmtexture(bm2);
}
}
ogl_loadbmtexture(bm);
}
}
glmprintf((0,"finished ef:%i\n",ef));
}
reset_special_effects();
init_special_effects();
{
// 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_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_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){
if (Objects[i].type == OBJ_ROBOT)
{
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);
}
if (Objects[i].rtype.pobj_info.tmap_override != -1)
ogl_loadbmtexture(&GameBitmaps[Textures[Objects[i].rtype.pobj_info.tmap_override].index]);
else
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, 255.0/256, 32.0/256, 1.0};
float dark_g[4]={ 32.0/256, 138.0/256, 32.0/256, 0.6};
void ogl_draw_reticle(int cross,int primary,int secondary)
{
float scale=(float)grd_curscreen->sc_h/(float)grd_curscreen->sc_h;
glPushMatrix();
glTranslatef((grd_curcanv->cv_bitmap.bm_w/2+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(grd_curcanv->cv_bitmap.bm_h/2+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
glLineWidth(SWIDTH/320);
OGL_DISABLE(TEXTURE_2D);
glDisable(GL_CULL_FACE);
if (!cross_lh[cross])
{
cross_lh[cross]=glGenLists(1);
glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
glBegin(GL_LINES);
//cross top left
glColor4fv(dark_g);
glVertex2f(-4.0,2.0);
if (cross)
glColor4fv(bright_g);
else
glColor4fv(dark_g);
glVertex2f(-2.0,0.0);
//cross bottom left
glColor4fv(dark_g);
glVertex2f(-3.0,-4.0);
if (cross)
glColor4fv(bright_g);
glVertex2f(-2.0,-3.0);
//cross top right
glColor4fv(dark_g);
glVertex2f(4.0,2.0);
if (cross)
glColor4fv(bright_g);
else
glColor4fv(dark_g);
glVertex2f(2.0,0.0);
//cross bottom right
glColor4fv(dark_g);
glVertex2f(3.0,-4.0);
if (cross)
glColor3fv(bright_g);
glVertex2f(2.0,-3.0);
glEnd();
glEndList();
}
else
glCallList(cross_lh[cross]);
if (!primary_lh[primary])
{
primary_lh[primary]=glGenLists(1);
glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
//left primary bar
glBegin(GL_POLYGON);
if (primary==0)
glColor4fv(dark_g);
else
glColor4fv(bright_g);
glVertex3f( -5.5f, -5.0f, 0.0f);
glVertex3f( -6.5f, -7.5f, 0.0f);
glColor4fv(dark_g);
glVertex3f( -10.0f, -8.7f, 0.0f);
glVertex3f( -10.0f, -7.0f, 0.0f);
glEnd();
glBegin(GL_POLYGON);
glColor4fv(dark_g);
glVertex3f( -10.0f, -8.7f, 0.0f);
glVertex3f( -10.0f, -7.0f, 0.0f);
if (primary!=2)
glColor4fv(dark_g);
else
glColor4fv(bright_g);
glVertex3f( -15.0f, -8.5f, 0.0f);
glVertex3f( -15.0f, -9.5f, 0.0f);
glEnd();
//right primary bar
glBegin(GL_POLYGON);
if (primary==0)
glColor4fv(dark_g);
else
glColor4fv(bright_g);
glVertex3f( 5.5f, -5.0f, 0.0f);
glVertex3f( 6.5f, -7.5f, 0.0f);
glColor4fv(dark_g);
glVertex3f( 10.0f, -8.7f, 0.0f);
glVertex3f( 10.0f, -7.0f, 0.0f);
glEnd();
glBegin(GL_POLYGON);
glColor4fv(dark_g);
glVertex3f( 10.0f, -8.7f, 0.0f);
glVertex3f( 10.0f, -7.0f, 0.0f);
if (primary!=2)
glColor4fv(dark_g);
else
glColor4fv(bright_g);
glVertex3f( 15.0f, -8.5f, 0.0f);
glVertex3f( 15.0f, -9.5f, 0.0f);
glEnd();
glEndList();
}
else
glCallList(primary_lh[primary]);
if (!secondary_lh[secondary])
{
secondary_lh[secondary]=glGenLists(1);
glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
if (secondary<=2){
//left secondary
if (secondary!=1)
glColor4fv(dark_g);
else
glColor4fv(bright_g);
ogl_drawcircle2(16,GL_LINE_LOOP,2.0,-10.0,2.0,-2.0);
//right secondary
if (secondary!=2)
glColor4fv(dark_g);
else
glColor4fv(bright_g);
ogl_drawcircle2(16,GL_LINE_LOOP,2.0,10.0,2.0,-2.0);
}
else
{
//bottom/middle secondary
if (secondary!=4)
glColor4fv(dark_g);
else
glColor4fv(bright_g);
ogl_drawcircle2(16,GL_LINE_LOOP,2.0,0.0,2.0,-8.0);
}
glEndList();
}
else
glCallList(secondary_lh[secondary]);
glPopMatrix();
}
int g3_draw_sphere(g3s_point *pnt,fix rad){
int c;
c=grd_curcanv->cv_color;
OGL_DISABLE(TEXTURE_2D);
glDisable(GL_CULL_FACE);
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
glPushMatrix();
glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
rad/=((float)grd_curcanv->cv_bitmap.bm_w/grd_curcanv->cv_bitmap.bm_h);
glScalef(f2glf(rad),f2glf(rad*((float)grd_curcanv->cv_bitmap.bm_w/grd_curcanv->cv_bitmap.bm_h)),f2glf(rad));
if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
else glCallList(sphereh);
glPopMatrix();
return 0;
}
int gr_ucircle(fix xc1, fix yc1, fix r1)
{
int c;
c=grd_curcanv->cv_color;
OGL_DISABLE(TEXTURE_2D);
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
glPushMatrix();
glTranslatef(
(f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width,
1.0 - (f2fl(yc1) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0);
glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0);
ogl_drawcircle(10 + 2 * (int)(M_PI * f2fl(r1) / 19), GL_LINE_LOOP);
glPopMatrix();
return 0;
}
int gr_circle(fix xc1,fix yc1,fix r1){
return gr_ucircle(xc1,yc1,r1);
}
bool g3_draw_poly(int nv,g3s_point **pointlist)
{
int c;
r_polyc++;
c=grd_curcanv->cv_color;
OGL_DISABLE(TEXTURE_2D);
if (Gr_scanline_darkening_level >= GR_FADE_LEVELS) {
glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c));
}else{
glDepthMask(GL_FALSE);
glColor4f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
}
glBegin(GL_TRIANGLE_FAN);
for (c=0;c<nv;c++){
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
}
glEnd();
glDepthMask(GL_TRUE);
return 0;
}
void gr_upoly_tmap(int nverts, int *vert ){
glmprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
}
void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
glmprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
}
extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
{
int c;
float l;
if (tmap_drawer_ptr==draw_tmap_flat){
OGL_DISABLE(TEXTURE_2D);
glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
glBegin(GL_TRIANGLE_FAN);
for (c=0;c<nv;c++){
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
}
glEnd();
}else if (tmap_drawer_ptr==draw_tmap){
r_tpolyc++;
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm);
ogl_texwrap(bm->gltexture,GL_REPEAT);
glBegin(GL_TRIANGLE_FAN);
for (c=0;c<nv;c++){
if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
l=1.0;
}else{
l=f2fl(uvl_list[c].l);
}
glColor3f(l,l,l);
glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
}
glEnd();
}else{
glmprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
}
return 0;
}
bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
{
int c;
float l,u1,v1;
g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
r_tpolyc++;
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm);
ogl_texwrap(bm->gltexture,GL_REPEAT);
glBegin(GL_TRIANGLE_FAN);
for (c=0;c<nv;c++){
switch(orient){
case 1:
u1=1.0-f2glf(uvl_list[c].v);
v1=f2glf(uvl_list[c].u);
break;
case 2:
u1=1.0-f2glf(uvl_list[c].u);
v1=1.0-f2glf(uvl_list[c].v);
break;
case 3:
u1=f2glf(uvl_list[c].v);
v1=1.0-f2glf(uvl_list[c].u);
break;
default:
u1=f2glf(uvl_list[c].u);
v1=f2glf(uvl_list[c].v);
break;
}
if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
l=1.0;
}else{
l=f2fl(uvl_list[c].l);
}
glColor3f(l,l,l);
glTexCoord2f(u1,v1);
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
}
glEnd();
return 0;
}
bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation, object *obj)
{
vms_vector pv,v1;
int i;
r_bitmapc++;
v1.z=0;
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm);
ogl_texwrap(bm->gltexture,GL_CLAMP_TO_EDGE);
if (Endlevel_sequence)
glDepthFunc(GL_ALWAYS);
glBegin(GL_QUADS);
// Define alpha by looking for object TYPE or ID. We do this here so we have it seperated from the rest of the code.
if (PlayerCfg.OglAlphaEffects && // if -gl_transparency draw following bitmaps
(obj->type==OBJ_FIREBALL || // all types of explosions and energy-effects
(obj->type==OBJ_WEAPON && (obj->id != PROXIMITY_ID && obj->id != SUPERPROX_ID)) || // weapon fire except bombs
obj->id==POW_EXTRA_LIFE || // extra life
obj->id==POW_ENERGY || // energy powerup
obj->id==POW_SHIELD_BOOST || // shield boost
obj->id==POW_CLOAK || // cloak
obj->id==POW_INVULNERABILITY)) // invulnerability
glColor4f(1.0,1.0,1.0,0.6); // ... with 0.6 alpha
else
glColor3f(1.0,1.0,1.0);
width = fixmul(width,Matrix_scale.x);
height = fixmul(height,Matrix_scale.y);
for (i=0;i<4;i++){
vm_vec_sub(&v1,pos,&View_position);
vm_vec_rotate(&pv,&v1,&View_matrix);
switch (i){
case 0:
glTexCoord2f(0.0, 0.0);
pv.x+=-width;
pv.y+=height;
break;
case 1:
glTexCoord2f(bm->gltexture->u, 0.0);
pv.x+=width;
pv.y+=height;
break;
case 2:
glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
pv.x+=width;
pv.y+=-height;
break;
case 3:
glTexCoord2f(0.0, bm->gltexture->v);
pv.x+=-width;
pv.y+=-height;
break;
}
if (obj->id == 5 && obj->type == 1) // create small z-Offset for missile explodihg effect - prevents ugly wall-clipping
pv.z -= F1_0;
glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
}
glEnd();
return 0;
}
bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
{
GLfloat xo,yo,xf,yf;
GLfloat u1,u2,v1,v2;
r_ubitmapc++;
x+=grd_curcanv->cv_bitmap.bm_x;
y+=grd_curcanv->cv_bitmap.bm_y;
xo=x/(float)last_width;
xf=(bm->bm_w+x)/(float)last_width;
yo=1.0-y/(float)last_height;
yf=1.0-(bm->bm_h+y)/(float)last_height;
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm);
ogl_texwrap(bm->gltexture,GL_CLAMP_TO_EDGE);
if (bm->bm_x==0){
u1=0;
if (bm->bm_w==bm->gltexture->w)
u2=bm->gltexture->u;
else
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
}else {
u1=bm->bm_x/(float)bm->gltexture->tw;
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
}
if (bm->bm_y==0){
v1=0;
if (bm->bm_h==bm->gltexture->h)
v2=bm->gltexture->v;
else
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
}else{
v1=bm->bm_y/(float)bm->gltexture->th;
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
}
glBegin(GL_QUADS);
if (c<0)
glColor3f(1.0,1.0,1.0);
else
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
glTexCoord2f(u1, v1); glVertex2f(xo, yo);
glTexCoord2f(u2, v1); glVertex2f(xf, yo);
glTexCoord2f(u2, v2); glVertex2f(xf, yf);
glTexCoord2f(u1, v2); glVertex2f(xo, yf);
glEnd();
return 0;
}
bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
return ogl_ubitmapm_c(x,y,bm,-1);
}
bool ogl_ubitblt_i(int dw,int dh,int dx,int dy, int sw, int sh, int sx, int sy, grs_bitmap * src, grs_bitmap * dest, int mipmap)
{
GLfloat xo,yo,xs,ys;
GLfloat u1,v1;
ogl_texture tex;
r_ubitbltc++;
if (mipmap) {
ogl_init_texture(&tex, sw, sh, OGL_FLAG_MIPMAP);
} else {
ogl_init_texture(&tex, sw, sh, OGL_FLAG_ALPHA);
}
tex.prio = 0.0;
tex.lw=src->bm_rowsize;
u1=v1=0;
dx+=dest->bm_x;
dy+=dest->bm_y;
xo=dx/(float)last_width;
xs=dw/(float)last_width;
yo=1.0-dy/(float)last_height;
ys=dh/(float)last_height;
OGL_ENABLE(TEXTURE_2D);
ogl_pal=gr_current_pal;
ogl_loadtexture(src->bm_data, sx, sy, &tex, src->bm_flags, 0);
ogl_pal=gr_palette;
OGL_BINDTEXTURE(tex.handle);
ogl_texwrap(&tex,GL_CLAMP_TO_EDGE);
glBegin(GL_QUADS);
glColor3f(1.0,1.0,1.0);
glTexCoord2f(u1, v1); glVertex2f(xo, yo);
glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
glEnd();
ogl_freetexture(&tex);
return 0;
}
bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest,0);
}
GLubyte *pixels = NULL;
void ogl_start_frame(void){
r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
glClearColor(0.0, 0.0, 0.0, 0.0);
glLineWidth(SWIDTH<640?1:SWIDTH/640);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL,0.02);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//clear matrix
gluPerspective(90.0,1.0,0.01,1000000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
}
void ogl_end_frame(void){
OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//clear matrix
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
}
void gr_flip(void)
{
if (GameArg.DbgRenderStats)
gr_printf(FSPACX(2),LINE_SPACING*1,"%i flat %i tex %i sprites %i bitmaps",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc);
ogl_do_palfx();
ogl_swap_buffers_internal();
glClear(GL_COLOR_BUFFER_BIT);
}
int tex_format_supported(int iformat,int format){
switch (iformat){
case GL_INTENSITY4:
if (!GameArg.DbgGlIntensity4Ok) return 0; break;
case GL_LUMINANCE4_ALPHA4:
if (!GameArg.DbgGlLuminance4Alpha4Ok) return 0; break;
case GL_RGBA2:
if (!GameArg.DbgGlRGBA2Ok) return 0; break;
}
if (GameArg.DbgGlGetTexLevelParamOk){
GLint internalFormat;
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
format, GL_UNSIGNED_BYTE, texbuf);//NULL?
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
GL_TEXTURE_INTERNAL_FORMAT,
&internalFormat);
return (internalFormat==iformat);
}else
return 1;
}
//little hack to find the nearest bigger power of 2 for a given number
int pow2ize(int x){
int i;
for (i=2; i<x; i*=2) {}; //corrected by MD2211: was previously limited to 4096
return i;
}
GLubyte *texbuf = NULL;
// Allocate the pixel buffers 'pixels' and 'texbuf' based on current screen resolution
void ogl_init_pixel_buffers(int w, int h)
{
w = pow2ize(w); // convert to OpenGL texture size
h = pow2ize(h);
if (pixels)
d_free(pixels);
pixels = d_malloc(w*h*4);
if (texbuf)
d_free(texbuf);
texbuf = d_malloc(max(w, 1024)*max(h, 256)*4); // must also fit big font texture
if ((pixels == NULL) || (texbuf == NULL))
Error("Not enough memory for current resolution");
}
void ogl_close_pixel_buffers(void)
{
d_free(pixels);
d_free(texbuf);
}
void ogl_filltexbuf(unsigned char *data, GLubyte *texp, int truewidth, int width, int height, int dxo, int dyo, int twidth, int theight, int type, int bm_flags, int data_format)
{
int x,y,c,i;
if ((width > max(grd_curscreen->sc_w, 1024)) || (height > max(grd_curscreen->sc_h, 256)))
Error("Texture is too big: %ix%i", width, height);
i=0;
for (y=0;y<theight;y++)
{
i=dxo+truewidth*(y+dyo);
for (x=0;x<twidth;x++)
{
if (x<width && y<height)
{
if (data_format)
{
int j;
for (j = 0; j < data_format; ++j)
(*(texp++)) = data[i * data_format + j];
i++;
continue;
}
else
{
c = data[i++];
}
}
else
{
c = 256; // fill the pad space with transparency (or blackness)
}
if (c == 254 && (bm_flags & BM_FLAG_SUPER_TRANSPARENT))
{
switch (type)
{
case GL_LUMINANCE_ALPHA:
(*(texp++)) = 255;
(*(texp++)) = 0;
break;
case GL_RGBA:
(*(texp++)) = 255;
(*(texp++)) = 255;
(*(texp++)) = 255;
(*(texp++)) = 0; // transparent pixel
break;
case GL_COLOR_INDEX:
(*(texp++)) = c;
break;
default:
Error("ogl_filltexbuf unhandled super-transparent texformat\n");
break;
}
}
else if (((c == 255 && (bm_flags & BM_FLAG_TRANSPARENT)) || c == 256) ||
((bm_flags & BM_FLAG_COCKPIT_TRANSPARENT) &&
(y >= (HIRESMODE?364:151) && y <= (HIRESMODE?469:193) &&
((x >= WinBoxLeft[y-(HIRESMODE?364:151)].l && x <= WinBoxLeft[y-(HIRESMODE?364:151)].r) || (x >= WinBoxRight[y-(HIRESMODE?364:151)].l && x <= WinBoxRight[y-(HIRESMODE?364:151)].r))
)
)
)
{
switch (type){
case GL_LUMINANCE:
(*(texp++))=0;
break;
case GL_LUMINANCE_ALPHA:
(*(texp++))=0;
(*(texp++))=0;
break;
case GL_RGB:
(*(texp++)) = 0;
(*(texp++)) = 0;
(*(texp++)) = 0;
break;
case GL_RGBA:
(*(texp++))=0;
(*(texp++))=0;
(*(texp++))=0;
(*(texp++))=0;//transparent pixel
break;
case GL_COLOR_INDEX:
(*(texp++)) = c;
break;
default:
Error("ogl_filltexbuf unknown texformat\n");
break;
}
}
else
{
switch (type)
{
case GL_LUMINANCE://these could prolly be done to make the intensity based upon the intensity of the resulting color, but its not needed for anything (yet?) so no point. :)
(*(texp++))=255;
break;
case GL_LUMINANCE_ALPHA:
(*(texp++))=255;
(*(texp++))=255;
break;
case GL_RGB:
(*(texp++)) = ogl_pal[c * 3] * 4;
(*(texp++)) = ogl_pal[c * 3 + 1] * 4;
(*(texp++)) = ogl_pal[c * 3 + 2] * 4;
break;
case GL_RGBA:
(*(texp++))=ogl_pal[c*3]*4;
(*(texp++))=ogl_pal[c*3+1]*4;
(*(texp++))=ogl_pal[c*3+2]*4;
(*(texp++))=255;//not transparent
break;
case GL_COLOR_INDEX:
(*(texp++)) = c;
break;
default:
Error("ogl_filltexbuf unknown texformat\n");
break;
}
}
}
}
}
int tex_format_verify(ogl_texture *tex){
while (!tex_format_supported(tex->internalformat,tex->format)){
glmprintf((0,"tex format %x not supported",tex->internalformat));
switch (tex->internalformat){
case GL_INTENSITY4:
if (GameArg.DbgGlLuminance4Alpha4Ok){
tex->internalformat=GL_LUMINANCE4_ALPHA4;
tex->format=GL_LUMINANCE_ALPHA;
break;
}//note how it will fall through here if the statement is false
case GL_LUMINANCE4_ALPHA4:
if (GameArg.DbgGlRGBA2Ok){
tex->internalformat=GL_RGBA2;
tex->format=GL_RGBA;
break;
}//note how it will fall through here if the statement is false
case GL_RGBA2:
#if defined(__APPLE__) && defined(__MACH__)
case GL_RGB8: // Quartz doesn't support RGB only
#endif
tex->internalformat = ogl_rgba_internalformat;
tex->format=GL_RGBA;
break;
default:
glmprintf((0,"...no tex format to fall back on\n"));
return 1;
}
glmprintf((0,"...falling back to %x\n",tex->internalformat));
}
return 0;
}
void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
int u;
if (tex->tw!=w || tex->th!=h){
u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
glmprintf((0,"shrunken texture?\n"));
}else
u=tex->w*tex->h;
if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
tex->bytes=((float)w*h*dbits)/8.0;
tex->bytesu=((float)u*dbits)/8.0;
}else{
tex->bytes=((float)w*h*bits)/8.0;
tex->bytesu=((float)u*bits)/8.0;
}
glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
}
void tex_set_size(ogl_texture *tex){
GLint w,h;
int bi=16,a=0;
if (GameArg.DbgGlGetTexLevelParamOk){
GLint t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
}else{
w=tex->tw;
h=tex->th;
}
switch (tex->format){
case GL_LUMINANCE:
bi=8;
break;
case GL_LUMINANCE_ALPHA:
bi=8;
break;
case GL_RGB:
case GL_RGBA:
bi=16;
break;
case GL_COLOR_INDEX:
bi = 8;
break;
default:
Error("tex_set_size unknown texformat\n");
break;
}
tex_set_size1(tex,bi,a,w,h);
}
//loads a palettized bitmap into a ogl RGBA texture.
//Sizes and pads dimensions to multiples of 2 if necessary.
//In theory this could be a problem for repeating textures, but all real
//textures (not sprites, etc) in descent are 64x64, so we are ok.
//stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
int ogl_loadtexture (unsigned char *data, int dxo, int dyo, ogl_texture *tex, int bm_flags, int data_format)
{
GLubyte *bufP = texbuf;
tex->tw = pow2ize (tex->w);
tex->th = pow2ize (tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
//calculate u/v values that would make the resulting texture correctly sized
tex->u = (float) ((double) tex->w / (double) tex->tw);
tex->v = (float) ((double) tex->h / (double) tex->th);
if (data) {
if (bm_flags >= 0)
ogl_filltexbuf (data, texbuf, tex->lw, tex->w, tex->h, dxo, dyo, tex->tw, tex->th,
tex->format, bm_flags, data_format);
else {
if (!dxo && !dyo && (tex->w == tex->tw) && (tex->h == tex->th))
bufP = data;
else {
int h, w, tw;
h = tex->lw / tex->w;
w = (tex->w - dxo) * h;
data += tex->lw * dyo + h * dxo;
bufP = texbuf;
tw = tex->tw * h;
h = tw - w;
for (; dyo < tex->h; dyo++, data += tex->lw) {
memcpy (bufP, data, w);
bufP += w;
memset (bufP, 0, h);
bufP += h;
}
memset (bufP, 0, tex->th * tw - (bufP - texbuf));
bufP = texbuf;
}
}
}
// Generate OpenGL texture IDs.
glGenTextures (1, &tex->handle);
//set priority
glPrioritizeTextures (1, &tex->handle, &tex->prio);
// Give our data to OpenGL.
OGL_BINDTEXTURE(tex->handle);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (tex->wantmip){
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, OglTexMagFilt);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, OglTexMinFilt);
}
else{
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
if (tex->wantmip && GL_needmipmaps)
gluBuild2DMipmaps (
GL_TEXTURE_2D, tex->internalformat,
tex->tw, tex->th, tex->format,
GL_UNSIGNED_BYTE,
bufP);
else
glTexImage2D (
GL_TEXTURE_2D, 0, tex->internalformat,
tex->tw, tex->th, 0, tex->format, // RGBA textures.
GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
bufP);
tex_set_size (tex);
r_texcount++;
return 0;
}
unsigned char decodebuf[1024*1024];
void ogl_loadbmtexture_f(grs_bitmap *bm, int flags)
{
unsigned char *buf;
#ifdef HAVE_LIBPNG
char *bitmapname;
#endif
while (bm->bm_parent)
bm=bm->bm_parent;
if (bm->gltexture && bm->gltexture->handle > 0)
return;
buf=bm->bm_data;
#ifdef HAVE_LIBPNG
if ((bitmapname = piggy_game_bitmap_name(bm)))
{
char filename[64];
png_data pdata;
sprintf(filename, "textures/%s.png", bitmapname);
if (read_png(filename, &pdata))
{
con_printf(CON_DEBUG,"%s: %ux%ux%i p=%i(%i) c=%i a=%i chans=%i\n", filename, pdata.width, pdata.height, pdata.depth, pdata.paletted, pdata.num_palette, pdata.color, pdata.alpha, pdata.channels);
if (pdata.depth == 8 && pdata.color)
{
if (bm->gltexture == NULL)
ogl_init_texture(bm->gltexture = ogl_get_free_texture(), pdata.width, pdata.height, flags | ((pdata.alpha || bm->bm_flags & BM_FLAG_TRANSPARENT) ? OGL_FLAG_ALPHA : 0));
ogl_loadtexture(pdata.data, 0, 0, bm->gltexture, bm->bm_flags, pdata.paletted ? 0 : pdata.channels);
free(pdata.data);
if (pdata.palette)
free(pdata.palette);
return;
}
else
{
con_printf(CON_DEBUG,"%s: unsupported texture format: must be rgb, rgba, or paletted, and depth 8\n", filename);
free(pdata.data);
if (pdata.palette)
free(pdata.palette);
}
}
}
#endif
if (bm->gltexture == NULL){
ogl_init_texture(bm->gltexture = ogl_get_free_texture(), bm->bm_w, bm->bm_h, flags | ((bm->bm_flags & (BM_FLAG_TRANSPARENT | BM_FLAG_SUPER_TRANSPARENT))? OGL_FLAG_ALPHA : 0));
}
else {
if (bm->gltexture->handle>0)
return;
if (bm->gltexture->w==0){
bm->gltexture->lw=bm->bm_w;
bm->gltexture->w=bm->bm_w;
bm->gltexture->h=bm->bm_h;
}
}
if (bm->bm_flags & BM_FLAG_RLE){
unsigned char * dbits;
unsigned char * sbits;
int i, data_offset;
data_offset = 1;
if (bm->bm_flags & BM_FLAG_RLE_BIG)
data_offset = 2;
sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
dbits = decodebuf;
for (i=0; i < bm->bm_h; i++ ) {
gr_rle_decode(sbits,dbits);
if ( bm->bm_flags & BM_FLAG_RLE_BIG )
sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
else
sbits += (int)bm->bm_data[4+i];
dbits += bm->bm_w;
}
buf=decodebuf;
}
ogl_loadtexture(buf, 0, 0, bm->gltexture, bm->bm_flags, 0);
}
void ogl_loadbmtexture(grs_bitmap *bm)
{
ogl_loadbmtexture_f(bm, OGL_FLAG_MIPMAP);
}
void ogl_freetexture(ogl_texture *gltexture)
{
if (gltexture->handle>0) {
r_texcount--;
glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
glDeleteTextures( 1, &gltexture->handle );
// gltexture->handle=0;
ogl_reset_texture(gltexture);
}
}
void ogl_freebmtexture(grs_bitmap *bm){
if (bm->gltexture){
ogl_freetexture(bm->gltexture);
bm->gltexture=NULL;
}
}
bool ogl_ubitmapm_cs(int x, int y,int dw, int dh, grs_bitmap *bm,int c, int scale) // to scale bitmaps
{
GLfloat xo,yo,xf,yf;
GLfloat u1,u2,v1,v2;
GLdouble h,a;
r_ubitmapc++;
x+=grd_curcanv->cv_bitmap.bm_x;
y+=grd_curcanv->cv_bitmap.bm_y;
xo=x/(float)last_width;
xf=(bm->bm_w+x)/(float)last_width;
yo=1.0-y/(float)last_height;
yf=1.0-(bm->bm_h+y)/(float)last_height;
if (dw < 0)
dw = grd_curcanv->cv_bitmap.bm_w;
else if (dw == 0)
dw = bm->bm_w;
if (dh < 0)
dh = grd_curcanv->cv_bitmap.bm_h;
else if (dh == 0)
dh = bm->bm_h;
r_ubitmapc++;
a = (double) grd_curscreen->sc_w / (double) grd_curscreen->sc_h;
h = (double) scale / (double) F1_0;
xo = x / ((double) last_width * h);
xf = (dw + x) / ((double) last_width * h);
yo = 1.0 - y / ((double) last_height * h);
yf = 1.0 - (dh + y) / ((double) last_height * h);
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm);
ogl_texwrap(bm->gltexture,GL_CLAMP_TO_EDGE);
if (bm->bm_x==0){
u1=0;
if (bm->bm_w==bm->gltexture->w)
u2=bm->gltexture->u;
else
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
}else {
u1=bm->bm_x/(float)bm->gltexture->tw;
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
}
if (bm->bm_y==0){
v1=0;
if (bm->bm_h==bm->gltexture->h)
v2=bm->gltexture->v;
else
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
}else{
v1=bm->bm_y/(float)bm->gltexture->th;
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
}
glBegin(GL_QUADS);
if (c<0)
glColor3f(1.0,1.0,1.0);
else
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
glTexCoord2f(u1, v1); glVertex2f(xo, yo);
glTexCoord2f(u2, v1); glVertex2f(xf, yo);
glTexCoord2f(u2, v2); glVertex2f(xf, yf);
glTexCoord2f(u1, v2); glVertex2f(xo, yf);
glEnd();
return 0;
}