dxx-rebirth/similar/arch/ogl/ogl.cpp
2015-06-13 22:42:22 +00:00

1769 lines
49 KiB
C++

/*
* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
* It is copyright by its individual contributors, as recorded in the
* project's Git history. See COPYING.txt at the top level for license
* terms and a link to the Git history.
*/
/*
*
* Graphics support functions for OpenGL.
*
*/
#include <stdexcept>
#ifdef _WIN32
#include <windows.h>
#include <stddef.h>
#endif
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#ifdef OGLES
#include <GLES/gl.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#endif
#include <string.h>
#include <math.h>
#include <stdio.h>
#include "3d.h"
#include "piggy.h"
#include "common/3d/globvars.h"
#include "dxxerror.h"
#include "texmap.h"
#include "palette.h"
#include "rle.h"
#include "console.h"
#include "config.h"
#include "u_mem.h"
#include "segment.h"
#include "textures.h"
#include "texmerge.h"
#include "effects.h"
#include "weapon.h"
#include "powerup.h"
#include "laser.h"
#include "player.h"
#include "robot.h"
#include "gamefont.h"
#include "byteutil.h"
#include "internal.h"
#include "gauges.h"
#include "playsave.h"
#include "object.h"
#include "args.h"
#include "compiler-exchange.h"
#include "compiler-make_unique.h"
#include "compiler-range_for.h"
#include "highest_valid.h"
#include "partial_range.h"
#include <algorithm>
using std::max;
//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
static std::unique_ptr<GLubyte[]> texbuf;
static palette_array_t *ogl_pal = &gr_palette;
unsigned last_width=~0u,last_height=~0u;
int GL_TEXTURE_2D_enabled=-1;
GLfloat ogl_maxanisotropy = 0;
static int r_texcount = 0, r_cachedtexcount = 0;
#ifdef OGLES
static int ogl_rgba_internalformat = GL_RGBA;
static int ogl_rgb_internalformat = GL_RGB;
#else
static int ogl_rgba_internalformat = GL_RGBA8;
static int ogl_rgb_internalformat = GL_RGB8;
#endif
static std::unique_ptr<GLfloat[]> sphere_va, circle_va, disk_va;
static array<std::unique_ptr<GLfloat[]>, 3> secondary_lva;
static int r_polyc,r_tpolyc,r_bitmapc,r_ubitbltc;
int r_upixelc;
#define f2glf(x) (f2fl(x))
#define OGL_BINDTEXTURE(a) glBindTexture(GL_TEXTURE_2D, a);
static array<ogl_texture, OGL_TEXTURE_LIST_SIZE> ogl_texture_list;
static int ogl_texture_list_cur;
/* some function prototypes */
#define GL_TEXTURE0_ARB 0x84C0
static int ogl_loadtexture(const uint8_t *data, int dxo, int dyo, ogl_texture &tex, int bm_flags, int data_format, int texfilt) __attribute_nonnull();
static void ogl_freetexture(ogl_texture &gltexture);
static void ogl_loadbmtexture(grs_bitmap &bm)
{
ogl_loadbmtexture_f(bm, GameCfg.TexFilt);
}
#ifdef OGLES
// Replacement for gluPerspective
static void perspective(double fovy, double aspect, double zNear, double zFar)
{
double xmin, xmax, ymin, ymax;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
ymax = zNear * tan(fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar);
glMatrixMode(GL_MODELVIEW);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDepthMask(GL_TRUE);
}
#endif
static void ogl_init_texture_stats(ogl_texture &t)
{
t.prio=0.3;//default prio
t.numrend=0;
}
void ogl_init_texture(ogl_texture &t, int w, int h, int flags)
{
t.handle = 0;
#ifndef OGLES
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
{
#endif
if (flags & OGL_FLAG_ALPHA)
{
t.internalformat = ogl_rgba_internalformat;
t.format = GL_RGBA;
}
else
{
t.internalformat = ogl_rgb_internalformat;
t.format = GL_RGB;
}
#ifndef OGLES
}
#endif
t.wrapstate = -1;
t.lw = t.w = w;
t.h = h;
ogl_init_texture_stats(t);
}
static void ogl_reset_texture(ogl_texture &t)
{
ogl_init_texture(t, 0, 0, 0);
}
static void ogl_reset_texture_stats_internal(void){
range_for (auto &i, ogl_texture_list)
if (i.handle>0)
ogl_init_texture_stats(i);
}
void ogl_init_texture_list_internal(void){
ogl_texture_list_cur=0;
range_for (auto &i, ogl_texture_list)
ogl_reset_texture(i);
}
void ogl_smash_texture_list_internal(void){
sphere_va.reset();
circle_va.reset();
disk_va.reset();
secondary_lva = {};
range_for (auto &i, ogl_texture_list)
{
if (i.handle>0){
glDeleteTextures( 1, &i.handle );
i.handle=0;
}
i.wrapstate = -1;
}
}
ogl_texture* ogl_get_free_texture(void){
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");
}
static void ogl_texture_stats(void)
{
int used = 0, usedother = 0, usedidx = 0, usedrgb = 0, usedrgba = 0;
int databytes = 0, truebytes = 0, datatexel = 0, truetexel = 0;
int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
GLint idx, r, g, b, a, dbl, depth;
int res, colorsize, depthsize;
range_for (auto &i, ogl_texture_list)
{
if (i.handle>0){
used++;
datatexel+=i.w*i.h;
truetexel+=i.tw*i.th;
databytes+=i.bytesu;
truebytes+=i.bytes;
if (i.prio<0.299)prio0++;
else if (i.prio<0.399)prio1++;
else if (i.prio<0.499)prio2++;
else if (i.prio<0.599)prio3++;
else prioh++;
if (i.format == GL_RGBA)
usedrgba++;
else if (i.format == GL_RGB)
usedrgb++;
#ifndef OGLES
else if (i.format == GL_COLOR_INDEX)
usedidx++;
#endif
else
usedother++;
}
}
res = SWIDTH * SHEIGHT;
#ifndef OGLES
glGetIntegerv(GL_INDEX_BITS, &idx);
#else
idx=16;
#endif
glGetIntegerv(GL_RED_BITS, &r);
glGetIntegerv(GL_GREEN_BITS, &g);
glGetIntegerv(GL_BLUE_BITS, &b);
glGetIntegerv(GL_ALPHA_BITS, &a);
#ifndef OGLES
glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
#else
dbl=1;
#endif
dbl += 1;
glGetIntegerv(GL_DEPTH_BITS, &depth);
gr_set_current_canvas(NULL);
gr_set_curfont( GAME_FONT );
gr_set_fontcolor( BM_XRGB(255,255,255),-1 );
colorsize = (idx * res * dbl) / 8;
depthsize = res * depth / 8;
const auto &&fspacx2 = FSPACX(2);
const auto &&fspacy1 = FSPACY(1);
const auto &&line_spacing = LINE_SPACING;
gr_printf(fspacx2, fspacy1, "%i flat %i tex %i bitmaps", r_polyc, r_tpolyc, r_bitmapc);
gr_printf(fspacx2, fspacy1 + line_spacing, "%i(%i,%i,%i,%i) %iK(%iK wasted) (%i postcachedtex)", used, usedrgba, usedrgb, usedidx, usedother, truebytes / 1024, (truebytes - databytes) / 1024, r_texcount - r_cachedtexcount);
gr_printf(fspacx2, fspacy1 + (line_spacing * 2), "%ibpp(r%i,g%i,b%i,a%i)x%i=%iK depth%i=%iK", idx, r, g, b, a, dbl, colorsize / 1024, depth, depthsize / 1024);
gr_printf(fspacx2, fspacy1 + (line_spacing * 3), "total=%iK", (colorsize + depthsize + truebytes) / 1024);
}
static void ogl_bindbmtex(grs_bitmap &bm){
if (bm.gltexture==NULL || bm.gltexture->handle<=0)
ogl_loadbmtexture(bm);
OGL_BINDTEXTURE(bm.gltexture->handle);
bm.gltexture->numrend++;
}
//gltexture MUST be bound first
static 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]);
}
}
static 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]);
}
}
static void ogl_cache_vclipn_textures(int i)
{
if (i >= 0 && i < VCLIP_MAXNUM)
ogl_cache_vclip_textures(&Vclip[i]);
}
static 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 side;
short tmap1,tmap2;
struct side *sidep;
int max_efx=0,ef;
ogl_reset_texture_stats_internal();//loading a new lev should reset textures
range_for (eclip &ec, partial_range(Effects, Num_effects))
{
ogl_cache_vclipn_textures(ec.dest_vclip);
if ((ec.changing_wall_texture == -1) && (ec.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++){
range_for (eclip &ec, partial_range(Effects, Num_effects))
{
if ((ec.changing_wall_texture == -1) && (ec.changing_object_texture==-1) )
continue;
ec.time_left=-1;
}
do_special_effects();
for (uint_fast32_t 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]);
grs_bitmap *bm = &GameBitmaps[Textures[tmap1].index];
if (tmap2 != 0){
PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
auto &bm2 = GameBitmaps[Textures[tmap2&0x3FFF].index];
if (GameArg.DbgUseOldTextureMerge || (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);
range_for (const auto i, highest_valid(Objects))
{
const auto objp = vcobjptridx(i);
if (objp->type == OBJ_POWERUP && objp->render_type==RT_POWERUP)
{
ogl_cache_vclipn_textures(objp->rtype.vclip_info.vclip_num);
switch (get_powerup_id(objp)){
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(Secondary_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;
case POW_EXTRA_LIFE:
case POW_ENERGY:
case POW_SHIELD_BOOST:
case POW_LASER:
case POW_KEY_BLUE:
case POW_KEY_RED:
case POW_KEY_GOLD:
case POW_MISSILE_1:
case POW_MISSILE_4:
case POW_QUAD_FIRE:
case POW_VULCAN_AMMO:
case POW_CLOAK:
case POW_TURBO:
case POW_INVULNERABILITY:
case POW_MEGAWOW:
#if defined(DXX_BUILD_DESCENT_II)
case POW_FULL_MAP:
case POW_HEADLIGHT:
case POW_HOARD_ORB:
case POW_GAUSS_WEAPON:
case POW_HELIX_WEAPON:
case POW_PHOENIX_WEAPON:
case POW_OMEGA_WEAPON:
case POW_SUPER_LASER:
case POW_CONVERTER:
case POW_AMMO_RACK:
case POW_AFTERBURNER:
case POW_SMISSILE1_1:
case POW_SMISSILE1_4:
case POW_GUIDED_MISSILE_1:
case POW_GUIDED_MISSILE_4:
case POW_SMART_MINE:
case POW_MERCURY_MISSILE_1:
case POW_MERCURY_MISSILE_4:
case POW_EARTHSHAKER_MISSILE:
case POW_FLAG_BLUE:
case POW_FLAG_RED:
#endif
break;
}
}
else if (objp->type != OBJ_NONE && objp->render_type==RT_POLYOBJ)
{
if (objp->type == OBJ_ROBOT)
{
ogl_cache_vclipn_textures(Robot_info[get_robot_id(objp)].exp1_vclip_num);
ogl_cache_vclipn_textures(Robot_info[get_robot_id(objp)].exp2_vclip_num);
ogl_cache_weapon_textures(Robot_info[get_robot_id(objp)].weapon_type);
}
if (objp->rtype.pobj_info.tmap_override != -1)
ogl_loadbmtexture(GameBitmaps[Textures[objp->rtype.pobj_info.tmap_override].index]);
else
ogl_cache_polymodel_textures(objp->rtype.pobj_info.model_num);
}
}
}
glmprintf((0,"finished caching\n"));
r_cachedtexcount = r_texcount;
}
void g3_draw_line(const g3s_point &p0,const g3s_point &p1)
{
int c;
GLfloat color_r, color_g, color_b;
GLfloat color_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
GLfloat vertex_array[] = {
static_cast<GLfloat>(f2glf(p0.p3_vec.x)), static_cast<GLfloat>(f2glf(p0.p3_vec.y)), static_cast<GLfloat>(-f2glf(p0.p3_vec.z)),
static_cast<GLfloat>(f2glf(p1.p3_vec.x)), static_cast<GLfloat>(f2glf(p1.p3_vec.y)), static_cast<GLfloat>(-f2glf(p1.p3_vec.z))
};
c=grd_curcanv->cv_color;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
OGL_DISABLE(TEXTURE_2D);
color_r = PAL2Tr(c);
color_g = PAL2Tg(c);
color_b = PAL2Tb(c);
color_array[0] = color_array[4] = color_r;
color_array[1] = color_array[5] = color_g;
color_array[2] = color_array[6] = color_b;
color_array[3] = color_array[7] = 1.0;
glVertexPointer(3, GL_FLOAT, 0, vertex_array);
glColorPointer(4, GL_FLOAT, 0, color_array);
glDrawArrays(GL_LINES, 0, 2);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
static void ogl_drawcircle(int nsides, int type, GLfloat *vertex_array)
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertex_array);
glDrawArrays(type, 0, nsides);
glDisableClientState(GL_VERTEX_ARRAY);
}
static std::unique_ptr<GLfloat[]> circle_array_init(int nsides)
{
int i;
float ang;
auto vertex_array = make_unique<GLfloat[]>(nsides * 2);
for(i = 0; i < nsides; i++) {
ang = 2.0 * M_PI * i / nsides;
vertex_array[i * 2] = cosf(ang);
vertex_array[i * 2 + 1] = sinf(ang);
}
return vertex_array;
}
static std::unique_ptr<GLfloat[]> circle_array_init_2(int nsides, float xsc, float xo, float ysc, float yo)
{
int i;
float ang;
auto vertex_array = make_unique<GLfloat[]>(nsides * 2);
for(i = 0; i < nsides; i++) {
ang = 2.0 * M_PI * i / nsides;
vertex_array[i * 2] = cosf(ang) * xsc + xo;
vertex_array[i * 2 + 1] = sinf(ang) * ysc + yo;
}
return vertex_array;
}
void ogl_draw_vertex_reticle(int cross,int primary,int secondary,int color,int alpha,int size_offs)
{
int size=270+(size_offs*20);
float scale = ((float)SWIDTH/SHEIGHT);
const array<float, 4> ret_rgba{{
static_cast<float>(PAL2Tr(color)),
static_cast<float>(PAL2Tg(color)),
static_cast<float>(PAL2Tb(color)),
static_cast<float>(1.0 - ((float)alpha / ((float)GR_FADE_LEVELS)))
}}, ret_dark_rgba{{
ret_rgba[0] / 2,
ret_rgba[1] / 2,
ret_rgba[2] / 2,
ret_rgba[3] / 2
}};
array<GLfloat, 16 * 4> dark_lca, bright_lca;
for (uint_fast32_t i = 0; i != dark_lca.size(); i += 4)
{
bright_lca[i] = ret_rgba[0];
dark_lca[i] = ret_dark_rgba[0];
bright_lca[i+1] = ret_rgba[1];
dark_lca[i+1] = ret_dark_rgba[1];
bright_lca[i+2] = ret_rgba[2];
dark_lca[i+2] = ret_dark_rgba[2];
bright_lca[i+3] = ret_rgba[3];
dark_lca[i+3] = ret_dark_rgba[3];
}
glPushMatrix();
glTranslatef((grd_curcanv->cv_bitmap.bm_w/2+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(grd_curcanv->cv_bitmap.bm_h/2+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
if (scale >= 1)
{
size/=scale;
glScalef(f2glf(size),f2glf(size*scale),f2glf(size));
}
else
{
size*=scale;
glScalef(f2glf(size/scale),f2glf(size),f2glf(size));
}
glLineWidth(linedotscale*2);
OGL_DISABLE(TEXTURE_2D);
glDisable(GL_CULL_FACE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
//cross
if(cross)
{
array<GLfloat, 8 * 4> cross_lca;
for (uint_fast32_t i = 0; i != cross_lca.size(); i += 8)
{
cross_lca[i] = ret_dark_rgba[0];
cross_lca[i+1] = ret_dark_rgba[1];
cross_lca[i+2] = ret_dark_rgba[2];
cross_lca[i+3] = ret_dark_rgba[3];
cross_lca[i+4] = ret_rgba[0];
cross_lca[i+5] = ret_rgba[1];
cross_lca[i+6] = ret_rgba[2];
cross_lca[i+7] = ret_rgba[3];
}
glColorPointer(4, GL_FLOAT, 0, cross_lca.data());
}
else
glColorPointer(4, GL_FLOAT, 0, dark_lca.data());
static const array<GLfloat, 8 * 2> cross_lva{{
-4.0, 2.0, -2.0, 0, -3.0, -4.0, -2.0, -3.0, 4.0, 2.0, 2.0, 0, 3.0, -4.0, 2.0, -3.0,
}};
glVertexPointer(2, GL_FLOAT, 0, cross_lva.data());
glDrawArrays(GL_LINES, 0, 8);
array<GLfloat, 4 * 4> primary_lca0;
//left primary bar
if(primary == 0)
glColorPointer(4, GL_FLOAT, 0, dark_lca.data());
else
{
primary_lca0[0] = primary_lca0[4] = ret_rgba[0];
primary_lca0[1] = primary_lca0[5] = ret_rgba[1];
primary_lca0[2] = primary_lca0[6] = ret_rgba[2];
primary_lca0[3] = primary_lca0[7] = ret_rgba[3];
primary_lca0[8] = primary_lca0[12] = ret_dark_rgba[0];
primary_lca0[9] = primary_lca0[13] = ret_dark_rgba[1];
primary_lca0[10] = primary_lca0[14] = ret_dark_rgba[2];
primary_lca0[11] = primary_lca0[15] = ret_dark_rgba[3];
glColorPointer(4, GL_FLOAT, 0, primary_lca0.data());
}
static const array<GLfloat, 4 * 2> primary_lva0{{
-5.5, -5.0, -6.5, -7.5, -10.0, -7.0, -10.0, -8.7
}};
static const array<GLfloat, 4 * 2> primary_lva1{{
-10.0, -7.0, -10.0, -8.7, -15.0, -8.5, -15.0, -9.5
}};
static const array<GLfloat, 4 * 2> primary_lva2{{
5.5, -5.0, 6.5, -7.5, 10.0, -7.0, 10.0, -8.7
}};
static const array<GLfloat, 4 * 2> primary_lva3{{
10.0, -7.0, 10.0, -8.7, 15.0, -8.5, 15.0, -9.5
}};
glVertexPointer(2, GL_FLOAT, 0, primary_lva0.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
array<GLfloat, 4 * 4> primary_lca1;
if(primary != 2)
glColorPointer(4, GL_FLOAT, 0, dark_lca.data());
else
{
primary_lca1[8] = primary_lca1[12] = ret_rgba[0];
primary_lca1[9] = primary_lca1[13] = ret_rgba[1];
primary_lca1[10] = primary_lca1[14] = ret_rgba[2];
primary_lca1[11] = primary_lca1[15] = ret_rgba[3];
primary_lca1[0] = primary_lca1[4] = ret_dark_rgba[0];
primary_lca1[1] = primary_lca1[5] = ret_dark_rgba[1];
primary_lca1[2] = primary_lca1[6] = ret_dark_rgba[2];
primary_lca1[3] = primary_lca1[7] = ret_dark_rgba[3];
glColorPointer(4, GL_FLOAT, 0, primary_lca1.data());
}
glVertexPointer(2, GL_FLOAT, 0, primary_lva1.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//right primary bar
if(primary == 0)
glColorPointer(4, GL_FLOAT, 0, dark_lca.data());
else
glColorPointer(4, GL_FLOAT, 0, primary_lca0.data());
glVertexPointer(2, GL_FLOAT, 0, primary_lva2.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if(primary != 2)
glColorPointer(4, GL_FLOAT, 0, dark_lca.data());
else
glColorPointer(4, GL_FLOAT, 0, primary_lca1.data());
glVertexPointer(2, GL_FLOAT, 0, primary_lva3.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (secondary<=2){
//left secondary
if (secondary != 1)
glColorPointer(4, GL_FLOAT, 0, dark_lca.data());
else
glColorPointer(4, GL_FLOAT, 0, bright_lca.data());
if(!secondary_lva[0])
secondary_lva[0] = circle_array_init_2(16, 2.0, -10.0, 2.0, -2.0);
ogl_drawcircle(16, GL_LINE_LOOP, secondary_lva[0].get());
//right secondary
if (secondary != 2)
glColorPointer(4, GL_FLOAT, 0, dark_lca.data());
else
glColorPointer(4, GL_FLOAT, 0, bright_lca.data());
if(!secondary_lva[1])
secondary_lva[1] = circle_array_init_2(16, 2.0, 10.0, 2.0, -2.0);
ogl_drawcircle(16, GL_LINE_LOOP, secondary_lva[1].get());
}
else {
//bottom/middle secondary
if (secondary != 4)
glColorPointer(4, GL_FLOAT, 0, dark_lca.data());
else
glColorPointer(4, GL_FLOAT, 0, bright_lca.data());
if(!secondary_lva[2])
secondary_lva[2] = circle_array_init_2(16, 2.0, 0.0, 2.0, -8.0);
ogl_drawcircle(16, GL_LINE_LOOP, secondary_lva[2].get());
}
//glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glPopMatrix();
glLineWidth(linedotscale);
}
/*
* Stars on heaven in exit sequence, automap objects
*/
void g3_draw_sphere(g3s_point &pnt,fix rad)
{
int c=grd_curcanv->cv_color, i;
float scale = ((float)grd_curcanv->cv_bitmap.bm_w/grd_curcanv->cv_bitmap.bm_h);
GLfloat color_array[20*4];
for (i = 0; i < 20*4; i += 4)
{
color_array[i] = CPAL2Tr(c);
color_array[i+1] = CPAL2Tg(c);
color_array[i+2] = CPAL2Tb(c);
color_array[i+3] = 1.0;
}
OGL_DISABLE(TEXTURE_2D);
glDisable(GL_CULL_FACE);
glPushMatrix();
glTranslatef(f2glf(pnt.p3_vec.x),f2glf(pnt.p3_vec.y),-f2glf(pnt.p3_vec.z));
if (scale >= 1)
{
rad/=scale;
glScalef(f2glf(rad),f2glf(rad*scale),f2glf(rad));
}
else
{
rad*=scale;
glScalef(f2glf(rad/scale),f2glf(rad),f2glf(rad));
}
if(!sphere_va)
sphere_va = circle_array_init(20);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_FLOAT, 0, color_array);
ogl_drawcircle(20, GL_TRIANGLE_FAN, sphere_va.get());
glDisableClientState(GL_COLOR_ARRAY);
glPopMatrix();
}
int gr_ucircle(fix xc1, fix yc1, fix r1)
{
int c, nsides;
c=grd_curcanv->cv_color;
OGL_DISABLE(TEXTURE_2D);
glColor4f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c),(grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0));
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);
nsides = 10 + 2 * (int)(M_PI * f2fl(r1) / 19);
if(!circle_va)
circle_va = circle_array_init(nsides);
ogl_drawcircle(nsides, GL_LINE_LOOP, circle_va.get());
glPopMatrix();
return 0;
}
int gr_circle(fix xc1,fix yc1,fix r1){
return gr_ucircle(xc1,yc1,r1);
}
int gr_disk(fix x,fix y,fix r)
{
int c, nsides;
c=grd_curcanv->cv_color;
OGL_DISABLE(TEXTURE_2D);
glColor4f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c),(grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0));
glPushMatrix();
glTranslatef(
(f2fl(x) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width,
1.0 - (f2fl(y) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0);
glScalef(f2fl(r) / last_width, f2fl(r) / last_height, 1.0);
nsides = 10 + 2 * (int)(M_PI * f2fl(r) / 19);
if(!disk_va)
disk_va = circle_array_init(nsides);
ogl_drawcircle(nsides, GL_TRIANGLE_FAN, disk_va.get());
glPopMatrix();
return 0;
}
/*
* Draw flat-shaded Polygon (Lasers, Drone-arms, Driller-ears)
*/
void _g3_draw_poly(uint_fast32_t nv,const g3s_point *const *const pointlist)
{
int c, index3, index4;
float color_r, color_g, color_b, color_a;
RAIIdmem<GLfloat[]> vertex_array, color_array;
MALLOC(vertex_array, GLfloat[], nv*3);
MALLOC(color_array, GLfloat[], nv*4);
r_polyc++;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
c = grd_curcanv->cv_color;
OGL_DISABLE(TEXTURE_2D);
color_r = PAL2Tr(c);
color_g = PAL2Tg(c);
color_b = PAL2Tb(c);
if (grd_curcanv->cv_fade_level >= GR_FADE_OFF)
color_a = 1.0;
else
color_a = 1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0);
for (c=0; c<nv; c++){
index3 = c * 3;
index4 = c * 4;
color_array[index4] = color_r;
color_array[index4+1] = color_g;
color_array[index4+2] = color_b;
color_array[index4+3] = color_a;
vertex_array[index3] = f2glf(pointlist[c]->p3_vec.x);
vertex_array[index3+1] = f2glf(pointlist[c]->p3_vec.y);
vertex_array[index3+2] = -f2glf(pointlist[c]->p3_vec.z);
}
glVertexPointer(3, GL_FLOAT, 0, vertex_array.get());
glColorPointer(4, GL_FLOAT, 0, color_array.get());
glDrawArrays(GL_TRIANGLE_FAN, 0, nv);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
/*
* Everything texturemapped (walls, robots, ship)
*/
void _g3_draw_tmap(unsigned nv, const g3s_point *const *const pointlist, const g3s_uvl *uvl_list, const g3s_lrgb *light_rgb, grs_bitmap &bm)
{
int c, index2, index3, index4;
GLfloat color_alpha = 1.0;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if (tmap_drawer_ptr == draw_tmap) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm);
ogl_texwrap(bm.gltexture, GL_REPEAT);
r_tpolyc++;
color_alpha = (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:(1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0));
} else if (tmap_drawer_ptr == draw_tmap_flat) {
OGL_DISABLE(TEXTURE_2D);
/* for cloaked state faces */
color_alpha = 1.0 - (grd_curcanv->cv_fade_level/(GLfloat)NUM_LIGHTING_LEVELS);
} else {
glmprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
return;
}
RAIIdmem<GLfloat[]> vertex_array, color_array, texcoord_array;
MALLOC(vertex_array, GLfloat[], nv*3);
MALLOC(color_array, GLfloat[], nv*4);
MALLOC(texcoord_array, GLfloat[], nv*2);
for (c=0; c<nv; c++) {
index2 = c * 2;
index3 = c * 3;
index4 = c * 4;
vertex_array[index3] = f2glf(pointlist[c]->p3_vec.x);
vertex_array[index3+1] = f2glf(pointlist[c]->p3_vec.y);
vertex_array[index3+2] = -f2glf(pointlist[c]->p3_vec.z);
if (tmap_drawer_ptr == draw_tmap_flat) {
color_array[index4] = 0;
color_array[index4+1] = color_array[index4];
color_array[index4+2] = color_array[index4];
color_array[index4+3] = color_alpha;
} else {
color_array[index4] = bm.bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].r);
color_array[index4+1] = bm.bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].g);
color_array[index4+2] = bm.bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].b);
color_array[index4+3] = color_alpha;
}
texcoord_array[index2] = f2glf(uvl_list[c].u);
texcoord_array[index2+1] = f2glf(uvl_list[c].v);
}
glVertexPointer(3, GL_FLOAT, 0, vertex_array.get());
glColorPointer(4, GL_FLOAT, 0, color_array.get());
if (tmap_drawer_ptr == draw_tmap) {
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array.get());
}
glDrawArrays(GL_TRIANGLE_FAN, 0, nv);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
/*
* Everything texturemapped with secondary texture (walls with secondary texture)
*/
void _g3_draw_tmap_2(unsigned nv, const g3s_point *const *const pointlist, const g3s_uvl *uvl_list, const g3s_lrgb *light_rgb, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
{
int c, index2, index3, index4;
RAIIdmem<GLfloat[]> vertex_array, color_array, texcoord_array;
MALLOC(vertex_array, GLfloat[], nv*3);
MALLOC(color_array, GLfloat[], nv*4);
MALLOC(texcoord_array, GLfloat[], nv*2);
_g3_draw_tmap(nv,pointlist,uvl_list,light_rgb,*bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
r_tpolyc++;
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(*bm);
ogl_texwrap(bm->gltexture,GL_REPEAT);
for (c=0; c<nv; c++) {
index2 = c * 2;
index3 = c * 3;
index4 = c * 4;
switch(orient){
case 1:
texcoord_array[index2] = 1.0-f2glf(uvl_list[c].v);
texcoord_array[index2+1] = f2glf(uvl_list[c].u);
break;
case 2:
texcoord_array[index2] = 1.0-f2glf(uvl_list[c].u);
texcoord_array[index2+1] = 1.0-f2glf(uvl_list[c].v);
break;
case 3:
texcoord_array[index2] = f2glf(uvl_list[c].v);
texcoord_array[index2+1] = 1.0-f2glf(uvl_list[c].u);
break;
default:
texcoord_array[index2] = f2glf(uvl_list[c].u);
texcoord_array[index2+1] = f2glf(uvl_list[c].v);
break;
}
color_array[index4] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].r);
color_array[index4+1] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].g);
color_array[index4+2] = bm->bm_flags & BM_FLAG_NO_LIGHTING ? 1.0 : f2glf(light_rgb[c].b);
color_array[index4+3] = (grd_curcanv->cv_fade_level >= GR_FADE_OFF)?1.0:(1.0 - (float)grd_curcanv->cv_fade_level / ((float)GR_FADE_LEVELS - 1.0));
vertex_array[index3] = f2glf(pointlist[c]->p3_vec.x);
vertex_array[index3+1] = f2glf(pointlist[c]->p3_vec.y);
vertex_array[index3+2] = -f2glf(pointlist[c]->p3_vec.z);
}
glVertexPointer(3, GL_FLOAT, 0, vertex_array.get());
glColorPointer(4, GL_FLOAT, 0, color_array.get());
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array.get());
glDrawArrays(GL_TRIANGLE_FAN, 0, nv);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
/*
* 2d Sprites (Fireaballs, powerups, explosions). NOT hostages
*/
void g3_draw_bitmap(const vms_vector &pos, const fix iwidth, const fix iheight, grs_bitmap &bm)
{
int i;
r_bitmapc++;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
OGL_ENABLE(TEXTURE_2D);
ogl_bindbmtex(bm);
ogl_texwrap(bm.gltexture,GL_CLAMP_TO_EDGE);
const auto width = fixmul(iwidth, Matrix_scale.x);
const auto height = fixmul(iheight, Matrix_scale.y);
constexpr unsigned point_count = 4;
struct fvertex_t
{
GLfloat x, y, z;
};
struct fcolor_t
{
GLfloat r, g, b, a;
};
struct ftexcoord_t
{
GLfloat u, v;
};
array<fvertex_t, point_count> vertex_array;
array<fcolor_t, point_count> color_array;
array<ftexcoord_t, point_count> texcoord_array;
const auto &v1 = vm_vec_sub(pos,View_position);
const auto &rpv = vm_vec_rotate(v1,View_matrix);
const auto bmglu = bm.gltexture->u;
const auto bmglv = bm.gltexture->v;
const auto alpha = grd_curcanv->cv_fade_level >= GR_FADE_OFF ? 1.0 : (1.0 - static_cast<float>(grd_curcanv->cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0));
const auto vert_z = -f2glf(rpv.z);
for (i=0;i<4;i++){
auto pv = rpv;
switch (i){
case 0:
texcoord_array[i].u = 0.0;
texcoord_array[i].v = 0.0;
pv.x+=-width;
pv.y+=height;
break;
case 1:
texcoord_array[i].u = bmglu;
texcoord_array[i].v = 0.0;
pv.x+=width;
pv.y+=height;
break;
case 2:
texcoord_array[i].u = bmglu;
texcoord_array[i].v = bmglv;
pv.x+=width;
pv.y+=-height;
break;
case 3:
texcoord_array[i].u = 0.0;
texcoord_array[i].v = bmglv;
pv.x+=-width;
pv.y+=-height;
break;
}
color_array[i].r = 1.0;
color_array[i].g = 1.0;
color_array[i].b = 1.0;
color_array[i].a = alpha;
vertex_array[i].x = f2glf(pv.x);
vertex_array[i].y = f2glf(pv.y);
vertex_array[i].z = vert_z;
}
glVertexPointer(3, GL_FLOAT, 0, vertex_array.data());
glColorPointer(4, GL_FLOAT, 0, color_array.data());
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array.data());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // Replaced GL_QUADS
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
/*
* Movies
* Since this function will create a new texture each call, mipmapping can be very GPU intensive - so it has an optional setting for texture filtering.
*/
bool ogl_ubitblt_i(unsigned dw,unsigned dh,unsigned dx,unsigned dy, unsigned sw, unsigned sh, unsigned sx, unsigned sy, const grs_bitmap &src, grs_bitmap &dest, unsigned texfilt)
{
GLfloat xo,yo,xs,ys,u1,v1;
GLfloat color_array[] = { 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 };
GLfloat texcoord_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
GLfloat vertex_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
ogl_texture tex;
r_ubitbltc++;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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.get_bitmap_data(), sx, sy, tex, src.bm_flags, 0, texfilt);
ogl_pal=&gr_palette;
OGL_BINDTEXTURE(tex.handle);
ogl_texwrap(&tex,GL_CLAMP_TO_EDGE);
vertex_array[0] = xo;
vertex_array[1] = yo;
vertex_array[2] = xo+xs;
vertex_array[3] = yo;
vertex_array[4] = xo+xs;
vertex_array[5] = yo-ys;
vertex_array[6] = xo;
vertex_array[7] = yo-ys;
texcoord_array[0] = u1;
texcoord_array[1] = v1;
texcoord_array[2] = tex.u;
texcoord_array[3] = v1;
texcoord_array[4] = tex.u;
texcoord_array[5] = tex.v;
texcoord_array[6] = u1;
texcoord_array[7] = tex.v;
glVertexPointer(2, GL_FLOAT, 0, vertex_array);
glColorPointer(4, GL_FLOAT, 0, color_array);
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
ogl_freetexture(tex);
return 0;
}
bool ogl_ubitblt(unsigned w,unsigned h,unsigned dx,unsigned dy, unsigned sx, unsigned sy, const grs_bitmap &src, grs_bitmap &dest){
return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest,0);
}
/*
* set depth testing on or off
*/
void ogl_toggle_depth_test(int enable)
{
if (enable)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
}
/*
* set blending function
*/
void ogl_set_blending()
{
switch ( grd_curcanv->cv_blend_func )
{
case GR_BLEND_ADDITIVE_A:
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
break;
case GR_BLEND_ADDITIVE_C:
glBlendFunc( GL_ONE, GL_ONE );
break;
case GR_BLEND_NORMAL:
default:
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
break;
}
}
void ogl_start_frame(void){
r_polyc=0;r_tpolyc=0;r_bitmapc=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(linedotscale);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL,0.02);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//clear matrix
#ifdef OGLES
perspective(90.0,1.0,0.1,5000.0);
#else
gluPerspective(90.0,1.0,0.1,5000.0);
#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
}
void ogl_end_frame(void){
OGL_VIEWPORT(0, 0, grd_curscreen->get_screen_width(), grd_curscreen->get_screen_height());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//clear matrix
#ifdef OGLES
glOrthof(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
#else
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
}
void gr_flip(void)
{
if (GameArg.DbgRenderStats)
ogl_texture_stats();
ogl_do_palfx();
ogl_swap_buffers_internal();
glClear(GL_COLOR_BUFFER_BIT);
}
//little hack to find the nearest bigger power of 2 for a given number
unsigned pow2ize(unsigned f0){
unsigned f1 = (f0 - 1) | 1;
for (unsigned i = 4; i -- > 0;)
f1 |= f1 >> (1 << i);
unsigned f2 = f1 + 1;
assert(f2 >= f0);
assert(!(f2 & f1));
assert((f2 >> 1) < f0);
return f2;
}
// Allocate the pixel buffers 'pixels' and 'texbuf' based on current screen resolution
void ogl_init_pixel_buffers(unsigned w, unsigned h)
{
w = pow2ize(w); // convert to OpenGL texture size
h = pow2ize(h);
texbuf = make_unique<GLubyte[]>(max(w, 1024u)*max(h, 256u)*4); // must also fit big font texture
}
void ogl_close_pixel_buffers(void)
{
texbuf.reset();
}
static void ogl_filltexbuf(const uint8_t *data, GLubyte *texp, unsigned truewidth, unsigned width, unsigned height, int dxo, int dyo, unsigned twidth, unsigned theight, int type, int bm_flags, int data_format)
{
if ((width > max(static_cast<unsigned>(grd_curscreen->get_screen_width()), 1024u)) ||
(height > max(static_cast<unsigned>(grd_curscreen->get_screen_height()), 256u)))
Error("Texture is too big: %ix%i", width, height);
for (unsigned y=0;y<theight;y++)
{
int i=dxo+truewidth*(y+dyo);
for (unsigned x=0;x<twidth;x++)
{
int c;
if (x<width && y<height)
{
if (data_format)
{
int j;
for (j = 0; j < data_format; ++j)
(*(texp++)) = data[i * data_format + j];
i++;
continue;
}
else
{
c = data[i++];
}
}
else if (x == width && y < height) // end of bitmap reached - fill this pixel with last color to make a clean border when filtering this texture
{
c = data[(width*(y+1))-1];
}
else if (y == height && x < width) // end of bitmap reached - fill this row with color or last row to make a clean border when filtering this texture
{
c = data[(width*(height-1))+x];
}
else
{
c = 256; // fill the pad space with transparency (or blackness)
}
if (c == 254 && (bm_flags & BM_FLAG_SUPER_TRANSPARENT))
{
switch (type)
{
case GL_LUMINANCE_ALPHA:
(*(texp++)) = 255;
(*(texp++)) = 0;
break;
case GL_RGBA:
(*(texp++)) = 255;
(*(texp++)) = 255;
(*(texp++)) = 255;
(*(texp++)) = 0; // transparent pixel
break;
#ifndef OGLES
case GL_COLOR_INDEX:
(*(texp++)) = c;
break;
#endif
default:
Error("ogl_filltexbuf unhandled super-transparent texformat\n");
break;
}
}
else if ((c == 255 && (bm_flags & BM_FLAG_TRANSPARENT)) || c == 256)
{
switch (type)
{
case GL_LUMINANCE:
(*(texp++))=0;
break;
case GL_LUMINANCE_ALPHA:
(*(texp++))=0;
(*(texp++))=0;
break;
case GL_RGB:
(*(texp++)) = 0;
(*(texp++)) = 0;
(*(texp++)) = 0;
break;
case GL_RGBA:
(*(texp++))=0;
(*(texp++))=0;
(*(texp++))=0;
(*(texp++))=0;//transparent pixel
break;
#ifndef OGLES
case GL_COLOR_INDEX:
(*(texp++)) = c;
break;
#endif
default:
Error("ogl_filltexbuf unknown texformat\n");
break;
}
}
else
{
switch (type)
{
case GL_LUMINANCE://these could prolly be done to make the intensity based upon the intensity of the resulting color, but its not needed for anything (yet?) so no point. :)
(*(texp++))=255;
break;
case GL_LUMINANCE_ALPHA:
(*(texp++))=255;
(*(texp++))=255;
break;
case GL_RGB:
(*(texp++)) = (*ogl_pal)[c].r * 4;
(*(texp++)) = (*ogl_pal)[c].g * 4;
(*(texp++)) = (*ogl_pal)[c].b * 4;
break;
case GL_RGBA:
(*(texp++))=(*ogl_pal)[c].r*4;
(*(texp++))=(*ogl_pal)[c].g*4;
(*(texp++))=(*ogl_pal)[c].b*4;
(*(texp++))=255;//not transparent
break;
#ifndef OGLES
case GL_COLOR_INDEX:
(*(texp++)) = c;
break;
#endif
default:
Error("ogl_filltexbuf unknown texformat\n");
break;
}
}
}
}
}
static void tex_set_size1(ogl_texture &tex,unsigned dbits,unsigned bits,unsigned w, unsigned h)
{
int u;
if (tex.tw!=w || tex.th!=h){
u=(tex.w/(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));
}
static void tex_set_size(ogl_texture &tex)
{
GLint w,h;
int bi=16,a=0;
#ifndef OGLES
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
#endif
{
w=tex.tw;
h=tex.th;
}
switch (tex.format){
case GL_LUMINANCE:
bi=8;
break;
case GL_LUMINANCE_ALPHA:
bi=8;
break;
case GL_RGB:
case GL_RGBA:
bi=16;
break;
#ifndef OGLES
case GL_COLOR_INDEX:
bi = 8;
break;
#endif
default:
throw std::runtime_error("unknown texture format");
}
tex_set_size1(tex,bi,a,w,h);
}
//loads a palettized bitmap into a ogl RGBA texture.
//Sizes and pads dimensions to multiples of 2 if necessary.
//In theory this could be a problem for repeating textures, but all real
//textures (not sprites, etc) in descent are 64x64, so we are ok.
//stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
static int ogl_loadtexture (const uint8_t *data, int dxo, int dyo, ogl_texture &tex, int bm_flags, int data_format, int texfilt)
{
tex.tw = pow2ize (tex.w);
tex.th = pow2ize (tex.h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
//calculate u/v values that would make the resulting texture correctly sized
tex.u = (float) ((double) tex.w / (double) tex.tw);
tex.v = (float) ((double) tex.h / (double) tex.th);
const uint8_t *outP = texbuf.get();
if (data) {
if (bm_flags >= 0)
ogl_filltexbuf (data, texbuf.get(), tex.lw, tex.w, tex.h, dxo, dyo, tex.tw, tex.th,
tex.format, bm_flags, data_format);
else {
if (!dxo && !dyo && (tex.w == tex.tw) && (tex.h == tex.th))
outP = data;
else {
int h, w, tw;
h = tex.lw / tex.w;
w = (tex.w - dxo) * h;
data += tex.lw * dyo + h * dxo;
auto *bufP = texbuf.get();
tw = tex.tw * h;
h = tw - w;
for (; dyo < tex.h; dyo++, data += tex.lw) {
memcpy (bufP, data, w);
bufP += w;
memset (bufP, 0, h);
bufP += h;
}
memset (bufP, 0, tex.th * tw - (bufP - texbuf.get()));
}
}
}
// Generate OpenGL texture IDs.
glGenTextures (1, &tex.handle);
#ifndef OGLES
//set priority
glPrioritizeTextures (1, &tex.handle, &tex.prio);
#endif
// Give our data to OpenGL.
OGL_BINDTEXTURE(tex.handle);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (texfilt)
{
#ifdef OGLES // in OpenGL ES 1.1 the mipmaps are automatically generated by a parameter
glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP, texfilt ? GL_TRUE : GL_FALSE);
#endif
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (texfilt>=2?GL_LINEAR_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_NEAREST));
#ifndef OGLES
if (texfilt >= 3 && ogl_maxanisotropy > 1.0)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ogl_maxanisotropy);
#endif
}
else
{
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
#ifndef OGLES // see comment above
if (texfilt)
{
gluBuild2DMipmaps (
GL_TEXTURE_2D, tex.internalformat,
tex.tw, tex.th, tex.format,
GL_UNSIGNED_BYTE,
outP);
}
else
#endif
{
glTexImage2D (
GL_TEXTURE_2D, 0, tex.internalformat,
tex.tw, tex.th, 0, tex.format, // RGBA textures.
GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
outP);
}
tex_set_size(tex);
r_texcount++;
return 0;
}
unsigned char decodebuf[1024*1024];
void ogl_loadbmtexture_f(grs_bitmap &rbm, int texfilt)
{
grs_bitmap *bm = &rbm;
while (bm->bm_parent)
bm=bm->bm_parent;
if (bm->gltexture && bm->gltexture->handle > 0)
return;
auto buf=bm->get_bitmap_data();
if (bm->gltexture == NULL){
ogl_init_texture(*(bm->gltexture = ogl_get_free_texture()), bm->bm_w, bm->bm_h, ((bm->bm_flags & (BM_FLAG_TRANSPARENT | BM_FLAG_SUPER_TRANSPARENT))? OGL_FLAG_ALPHA : 0));
}
else {
if (bm->gltexture->handle>0)
return;
if (bm->gltexture->w==0){
bm->gltexture->lw=bm->bm_w;
bm->gltexture->w=bm->bm_w;
bm->gltexture->h=bm->bm_h;
}
}
if (bm->bm_flags & BM_FLAG_RLE){
unsigned char * dbits;
int i, data_offset;
data_offset = 1;
if (bm->bm_flags & BM_FLAG_RLE_BIG)
data_offset = 2;
auto sbits = &bm->get_bitmap_data()[4 + (bm->bm_h * data_offset)];
dbits = decodebuf;
for (i=0; i < bm->bm_h; i++ ) {
gr_rle_decode({sbits, dbits}, rle_end(*bm, decodebuf));
if ( bm->bm_flags & BM_FLAG_RLE_BIG )
sbits += GET_INTEL_SHORT(&bm->bm_data[4 + (i * data_offset)]);
else
sbits += (int)bm->bm_data[4+i];
dbits += bm->bm_w;
}
buf=decodebuf;
}
ogl_loadtexture(buf, 0, 0, *bm->gltexture, bm->bm_flags, 0, texfilt);
}
static void ogl_freetexture(ogl_texture &gltexture)
{
if (gltexture.handle>0) {
r_texcount--;
glmprintf((0,"ogl_freetexture(%p):%i (%i left)\n",&gltexture,gltexture.handle,r_texcount));
glDeleteTextures( 1, &gltexture.handle );
// gltexture->handle=0;
ogl_reset_texture(gltexture);
}
}
void ogl_freebmtexture(grs_bitmap &bm)
{
if (auto &gltexture = bm.gltexture)
ogl_freetexture(*exchange(gltexture, nullptr));
}
/*
* Menu / gauges
*/
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,u1,u2,v1,v2,color_r,color_g,color_b,h;
GLfloat color_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
GLfloat texcoord_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
GLfloat vertex_array[] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 };
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;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (dw < 0)
dw = grd_curcanv->cv_bitmap.bm_w;
else if (dw == 0)
dw = bm.bm_w;
if (dh < 0)
dh = grd_curcanv->cv_bitmap.bm_h;
else if (dh == 0)
dh = bm.bm_h;
h = (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;
}
if (c < 0) {
color_r = 1.0;
color_g = 1.0;
color_b = 1.0;
} else {
color_r = CPAL2Tr(c);
color_g = CPAL2Tg(c);
color_b = CPAL2Tb(c);
}
color_array[0] = color_array[4] = color_array[8] = color_array[12] = color_r;
color_array[1] = color_array[5] = color_array[9] = color_array[13] = color_g;
color_array[2] = color_array[6] = color_array[10] = color_array[14] = color_b;
color_array[3] = color_array[7] = color_array[11] = color_array[15] = 1.0;
vertex_array[0] = xo;
vertex_array[1] = yo;
vertex_array[2] = xf;
vertex_array[3] = yo;
vertex_array[4] = xf;
vertex_array[5] = yf;
vertex_array[6] = xo;
vertex_array[7] = yf;
texcoord_array[0] = u1;
texcoord_array[1] = v1;
texcoord_array[2] = u2;
texcoord_array[3] = v1;
texcoord_array[4] = u2;
texcoord_array[5] = v2;
texcoord_array[6] = u1;
texcoord_array[7] = v2;
glVertexPointer(2, GL_FLOAT, 0, vertex_array);
glColorPointer(4, GL_FLOAT, 0, color_array);
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);//replaced GL_QUADS
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
return 0;
}