dxx-rebirth/arch/ogl/gr.c

649 lines
16 KiB
C

/*
*
* OGL video functions. - Added 9/15/99 Matthew Mueller
*
*/
#define DECLARE_VARS
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef _MSC_VER
#include <windows.h>
#endif
#if !defined(_MSC_VER) && !defined(macintosh)
#include <unistd.h>
#endif
#if !defined(macintosh)
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#endif
#include <errno.h>
#include <SDL/SDL.h>
#include "hudmsg.h"
#include "game.h"
#include "text.h"
#include "gr.h"
#include "gamefont.h"
#include "grdef.h"
#include "palette.h"
#include "u_mem.h"
#include "error.h"
#include "inferno.h"
#include "screens.h"
#include "strutil.h"
#include "args.h"
#include "key.h"
#include "physfsx.h"
#include "internal.h"
#include "render.h"
#include "console.h"
#include "config.h"
#include "playsave.h"
#include "vers_id.h"
#include "game.h"
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#endif
int gr_installed = 0;
int gl_initialized=0;
int ogl_fullscreen=0;
static int curx=-1,cury=-1,curfull=0;
int linedotscale=1; // scalar of glLinewidth and glPointSize - only calculated once when resolution changes
void ogl_swap_buffers_internal(void)
{
SDL_GL_SwapBuffers();
}
int ogl_init_window(int x, int y)
{
if (gl_initialized){
if (x==curx && y==cury && curfull==ogl_fullscreen)
return 0;
ogl_smash_texture_list_internal();//if we are or were fullscreen, changing vid mode will invalidate current textures
}
SDL_WM_SetCaption(DESCENT_VERSION, "Descent II");
SDL_WM_SetIcon( SDL_LoadBMP( "d2x-rebirth.bmp" ), NULL );
if (!SDL_SetVideoMode(x, y, GameArg.DbgBpp, SDL_OPENGL | (ogl_fullscreen ? SDL_FULLSCREEN : 0)))
{
Error("Could not set %dx%dx%d opengl video mode: %s\n", x, y, GameArg.DbgBpp, SDL_GetError());
}
SDL_ShowCursor(0);
curx=x;cury=y;curfull=ogl_fullscreen;
linedotscale = ((x/640<y/480?x/640:y/480)<1?1:(x/640<y/480?x/640:y/480));
gl_initialized=1;
return 0;
}
int gr_check_fullscreen(void)
{
return ogl_fullscreen;
}
void gr_do_fullscreen(int f)
{
ogl_fullscreen=f;
if (gl_initialized)
{
if (!SDL_VideoModeOK(curx, cury, GameArg.DbgBpp, SDL_OPENGL | (ogl_fullscreen?SDL_FULLSCREEN:0)))
{
con_printf(CON_URGENT,"Cannot set %ix%i. Fallback to 640x480\n",curx,cury);
curx=640;
cury=480;
Game_screen_mode=SM(curx,cury);
}
ogl_init_window(curx,cury);
}
}
int gr_toggle_fullscreen(void)
{
gr_do_fullscreen(!ogl_fullscreen);
gr_remap_color_fonts();
gr_remap_mono_fonts();
if (gl_initialized) // update viewing values for menus
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
GameCfg.WindowMode = !ogl_fullscreen;
return ogl_fullscreen;
}
extern void ogl_init_pixel_buffers(int w, int h);
extern void ogl_close_pixel_buffers(void);
void ogl_init_state(void)
{
/* select clearing (background) color */
glClearColor(0.0, 0.0, 0.0, 0.0);
/* initialize viewing values */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gr_palette_step_up(0,0,0);//in case its left over from in game
ogl_init_pixel_buffers(grd_curscreen->sc_w, grd_curscreen->sc_h);
}
// Set the buffer to draw to. 0 is front, 1 is back
void gr_set_draw_buffer(int buf)
{
glDrawBuffer((buf == 0) ? GL_FRONT : GL_BACK);
}
const char *gl_vendor, *gl_renderer, *gl_version, *gl_extensions;
void ogl_get_verinfo(void)
{
gl_vendor = (const char *) glGetString (GL_VENDOR);
gl_renderer = (const char *) glGetString (GL_RENDERER);
gl_version = (const char *) glGetString (GL_VERSION);
gl_extensions = (const char *) glGetString (GL_EXTENSIONS);
con_printf(CON_VERBOSE, "OpenGL: vendor: %s\nOpenGL: renderer: %s\nOpenGL: version: %s\n",gl_vendor,gl_renderer,gl_version);
#ifdef _WIN32
dglMultiTexCoord2fARB = (glMultiTexCoord2fARB_fp)wglGetProcAddress("glMultiTexCoord2fARB");
dglActiveTextureARB = (glActiveTextureARB_fp)wglGetProcAddress("glActiveTextureARB");
dglMultiTexCoord2fSGIS = (glMultiTexCoord2fSGIS_fp)wglGetProcAddress("glMultiTexCoord2fSGIS");
dglSelectTextureSGIS = (glSelectTextureSGIS_fp)wglGetProcAddress("glSelectTextureSGIS");
#endif
//add driver specific hacks here. whee.
if ((stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.0\n")==0 || stricmp(gl_renderer,"Mesa NVIDIA RIVA 1.2\n")==0) && stricmp(gl_version,"1.2 Mesa 3.0")==0)
{
GameArg.DbgGlIntensity4Ok=0;//ignores alpha, always black background instead of transparent.
GameArg.DbgGlReadPixelsOk=0;//either just returns all black, or kills the X server entirely
GameArg.DbgGlGetTexLevelParamOk=0;//returns random data..
}
if (stricmp(gl_vendor,"Matrox Graphics Inc.")==0)
{
//displays garbage. reported by
// redomen@crcwnet.com (render="Matrox G400" version="1.1.3 5.52.015")
// orulz (Matrox G200)
GameArg.DbgGlIntensity4Ok=0;
}
#ifdef macintosh
if (stricmp(gl_renderer,"3dfx Voodoo 3")==0) // strangely, includes Voodoo 2
GameArg.DbgGlGetTexLevelParamOk=0; // Always returns 0
#endif
#ifndef NDEBUG
con_printf(CON_VERBOSE,"gl_intensity4:%i gl_luminance4_alpha4:%i gl_rgba2:%i gl_readpixels:%i gl_gettexlevelparam:%i\n",GameArg.DbgGlIntensity4Ok,GameArg.DbgGlLuminance4Alpha4Ok,GameArg.DbgGlRGBA2Ok,GameArg.DbgGlReadPixelsOk,GameArg.DbgGlGetTexLevelParamOk);
#endif
}
// returns possible (fullscreen) resolutions if any.
int gr_list_modes( u_int32_t gsmodes[] )
{
SDL_Rect** modes;
int i = 0, modesnum = 0;
int sdl_check_flags = SDL_OPENGL | SDL_FULLSCREEN; // always use Fullscreen as lead.
modes = SDL_ListModes(NULL, sdl_check_flags);
if (modes == (SDL_Rect**)0) // check if we get any modes - if not, return 0
return 0;
if (modes == (SDL_Rect**)-1)
{
return 0; // can obviously use any resolution... strange!
}
else
{
for (i = 0; modes[i]; ++i)
{
if (modes[i]->w > 0xFFF0 || modes[i]->h > 0xFFF0 // resolutions saved in 32bits. so skip bigger ones (unrealistic in 2010) (changed to 0xFFF0 to fix warning)
|| modes[i]->w < 320 || modes[i]->h < 200) // also skip everything smaller than 320x200
continue;
gsmodes[modesnum] = SM(modes[i]->w,modes[i]->h);
modesnum++;
if (modesnum >= 50) // that really seems to be enough big boy.
break;
}
return modesnum;
}
}
int gr_check_mode(u_int32_t mode)
{
unsigned int w, h;
w=SM_W(mode);
h=SM_H(mode);
return SDL_VideoModeOK(w, h, GameArg.DbgBpp, SDL_OPENGL | (ogl_fullscreen?SDL_FULLSCREEN:0));
}
int gr_set_mode(u_int32_t mode)
{
unsigned int w, h;
char *gr_bm_data;
if (mode<=0)
return 0;
w=SM_W(mode);
h=SM_H(mode);
if (!SDL_VideoModeOK(w, h, GameArg.DbgBpp, SDL_OPENGL | (ogl_fullscreen?SDL_FULLSCREEN:0)))
{
con_printf(CON_URGENT,"Cannot set %ix%i. Fallback to 640x480\n",w,h);
w=640;
h=480;
Game_screen_mode=mode=SM(w,h);
}
gr_bm_data=(char *)grd_curscreen->sc_canvas.cv_bitmap.bm_data;//since we use realloc, we want to keep this pointer around.
memset( grd_curscreen, 0, sizeof(grs_screen));
grd_curscreen->sc_mode = mode;
grd_curscreen->sc_w = w;
grd_curscreen->sc_h = h;
grd_curscreen->sc_aspect = fixdiv(grd_curscreen->sc_w*GameCfg.AspectX,grd_curscreen->sc_h*GameCfg.AspectY);
grd_curscreen->sc_canvas.cv_bitmap.bm_x = 0;
grd_curscreen->sc_canvas.cv_bitmap.bm_y = 0;
grd_curscreen->sc_canvas.cv_bitmap.bm_w = w;
grd_curscreen->sc_canvas.cv_bitmap.bm_h = h;
grd_curscreen->sc_canvas.cv_bitmap.bm_rowsize = w;
grd_curscreen->sc_canvas.cv_bitmap.bm_type = BM_OGL;
grd_curscreen->sc_canvas.cv_bitmap.bm_data = d_realloc(gr_bm_data,w*h);
gr_set_current_canvas(NULL);
ogl_init_window(w,h);//platform specific code
ogl_get_verinfo();
OGL_VIEWPORT(0,0,w,h);
ogl_init_state();
gamefont_choose_game_font(w,h);
gr_remap_color_fonts();
gr_remap_mono_fonts();
return 0;
}
#define GLstrcmptestr(a,b) if (stricmp(a,#b)==0 || stricmp(a,"GL_" #b)==0)return GL_ ## b;
int ogl_atotexfilti(char *a,int min)
{
GLstrcmptestr(a,NEAREST);
GLstrcmptestr(a,LINEAR);
if (min)
{//mipmaps are valid only for the min filter
GLstrcmptestr(a,NEAREST_MIPMAP_NEAREST);
GLstrcmptestr(a,NEAREST_MIPMAP_LINEAR);
GLstrcmptestr(a,LINEAR_MIPMAP_NEAREST);
GLstrcmptestr(a,LINEAR_MIPMAP_LINEAR);
}
Error("unknown/invalid texture filter %s\n",a);
}
#ifdef _WIN32
char *OglLibPath="opengl32.dll";
int ogl_rt_loaded=0;
int ogl_init_load_library(void)
{
int retcode=0;
if (!ogl_rt_loaded)
{
retcode = OpenGL_LoadLibrary(true);
if(retcode)
{
if(!glEnd)
{
Error("Opengl: Functions not imported\n");
}
}
else
{
Error("Opengl: error loading %s\n", OglLibPath);
}
ogl_rt_loaded=1;
}
return retcode;
}
#endif
void gr_set_attributes(void)
{
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL,GameCfg.VSync);
if (GameCfg.Multisample)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
}
else
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
ogl_smash_texture_list_internal();
gr_remap_color_fonts();
gr_remap_mono_fonts();
}
int gr_init(int mode)
{
int retcode;
// Only do this function once!
if (gr_installed==1)
return -1;
#ifdef _WIN32
ogl_init_load_library();
#endif
if (!GameCfg.WindowMode && !GameArg.SysWindow)
gr_toggle_fullscreen();
gr_set_attributes();
ogl_init_texture_list_internal();
MALLOC( grd_curscreen,grs_screen,1 );
memset( grd_curscreen, 0, sizeof(grs_screen));
grd_curscreen->sc_canvas.cv_bitmap.bm_data = NULL;
// Set the mode.
if ((retcode=gr_set_mode(mode)))
return retcode;
grd_curscreen->sc_canvas.cv_color = 0;
grd_curscreen->sc_canvas.cv_drawmode = 0;
grd_curscreen->sc_canvas.cv_font = NULL;
grd_curscreen->sc_canvas.cv_font_fg_color = 0;
grd_curscreen->sc_canvas.cv_font_bg_color = 0;
gr_set_current_canvas( &grd_curscreen->sc_canvas );
ogl_init_pixel_buffers(256, 128); // for gamefont_init
gr_installed = 1;
return 0;
}
void gr_close()
{
ogl_brightness_r = ogl_brightness_g = ogl_brightness_b = 0;
if (gl_initialized)
{
ogl_smash_texture_list_internal();
SDL_ShowCursor(1);
}
if (grd_curscreen)
{
if (grd_curscreen->sc_canvas.cv_bitmap.bm_data)
d_free(grd_curscreen->sc_canvas.cv_bitmap.bm_data);
d_free(grd_curscreen);
}
ogl_close_pixel_buffers();
#ifdef _WIN32
if (ogl_rt_loaded)
OpenGL_LoadLibrary(false);
#endif
}
extern int r_upixelc;
void ogl_upixelc(int x, int y, int c)
{
r_upixelc++;
OGL_DISABLE(TEXTURE_2D);
glPointSize(linedotscale);
glBegin(GL_POINTS);
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
glVertex2f((x + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width, 1.0 - (y + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height);
glEnd();
}
void ogl_urect(int left,int top,int right,int bot)
{
GLfloat xo,yo,xf,yf;
int c=COLOR;
xo=(left+grd_curcanv->cv_bitmap.bm_x)/(float)last_width;
xf = (right + 1 + grd_curcanv->cv_bitmap.bm_x) / (float)last_width;
yo=1.0-(top+grd_curcanv->cv_bitmap.bm_y)/(float)last_height;
yf = 1.0 - (bot + 1 + grd_curcanv->cv_bitmap.bm_y) / (float)last_height;
OGL_DISABLE(TEXTURE_2D);
if (Gr_scanline_darkening_level >= GR_FADE_LEVELS)
glColor3f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c));
else
glColor4f(CPAL2Tr(c), CPAL2Tg(c), CPAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
glBegin(GL_QUADS);
glVertex2f(xo,yo);
glVertex2f(xo,yf);
glVertex2f(xf,yf);
glVertex2f(xf,yo);
glEnd();
}
void ogl_ulinec(int left,int top,int right,int bot,int c)
{
GLfloat xo,yo,xf,yf;
xo = (left + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width;
xf = (right + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width;
yo = 1.0 - (top + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height;
yf = 1.0 - (bot + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height;
OGL_DISABLE(TEXTURE_2D);
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
glBegin(GL_LINES);
glVertex2f(xo,yo);
glVertex2f(xf,yf);
glEnd();
}
GLfloat last_r=0, last_g=0, last_b=0;
int do_pal_step=0;
void ogl_do_palfx(void)
{
OGL_DISABLE(TEXTURE_2D);
if (do_pal_step)
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
glColor3f(last_r,last_g,last_b);
}
else
return;
glBegin(GL_QUADS);
glVertex2f(0,0);
glVertex2f(0,1);
glVertex2f(1,1);
glVertex2f(1,0);
glEnd();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
int ogl_brightness_ok = 0;
int ogl_brightness_r = 0, ogl_brightness_g = 0, ogl_brightness_b = 0;
static int old_b_r = 0, old_b_g = 0, old_b_b = 0;
void gr_palette_step_up(int r, int g, int b)
{
old_b_r = ogl_brightness_r;
old_b_g = ogl_brightness_g;
old_b_b = ogl_brightness_b;
ogl_brightness_r = max(r + gr_palette_gamma, 0);
ogl_brightness_g = max(g + gr_palette_gamma, 0);
ogl_brightness_b = max(b + gr_palette_gamma, 0);
if (!ogl_brightness_ok)
{
last_r = ogl_brightness_r / 63.0;
last_g = ogl_brightness_g / 63.0;
last_b = ogl_brightness_b / 63.0;
do_pal_step = (r || g || b || gr_palette_gamma);
}
else
{
do_pal_step = 0;
}
}
#undef min
static inline int min(int x, int y) { return x < y ? x : y; }
void gr_palette_load( ubyte *pal )
{
int i;
for (i=0; i<768; i++ )
{
gr_current_pal[i] = pal[i];
if (gr_current_pal[i] > 63)
gr_current_pal[i] = 63;
}
gr_palette_step_up(0, 0, 0); // make ogl_setbrightness_internal get run so that menus get brightened too.
init_computed_colors();
}
void gr_palette_read(ubyte * pal)
{
int i;
for (i=0; i<768; i++ )
{
pal[i]=gr_current_pal[i];
if (pal[i] > 63)
pal[i] = 63;
}
}
#define GL_BGR_EXT 0x80E0
typedef struct
{
unsigned char TGAheader[12];
unsigned char header[6];
} TGA_header;
//writes out an uncompressed RGB .tga file
//if we got really spiffy, we could optionally link in libpng or something, and use that.
void write_bmp(char *savename,int w,int h,unsigned char *buf)
{
PHYSFS_file* TGAFile;
TGA_header TGA;
GLbyte HeightH,HeightL,WidthH,WidthL;
buf = (unsigned char*)d_calloc(w*h*3,sizeof(unsigned char));
glReadPixels(0,0,w,h,GL_BGR_EXT,GL_UNSIGNED_BYTE,buf);
if (!(TGAFile = PHYSFSX_openWriteBuffered(savename)))
{
con_printf(CON_URGENT,"Could not create TGA file to dump screenshot!");
d_free(buf);
return;
}
HeightH = (GLbyte)(h / 256);
HeightL = (GLbyte)(h % 256);
WidthH = (GLbyte)(w / 256);
WidthL = (GLbyte)(w % 256);
// Write TGA Header
TGA.TGAheader[0] = 0;
TGA.TGAheader[1] = 0;
TGA.TGAheader[2] = 2;
TGA.TGAheader[3] = 0;
TGA.TGAheader[4] = 0;
TGA.TGAheader[5] = 0;
TGA.TGAheader[6] = 0;
TGA.TGAheader[7] = 0;
TGA.TGAheader[8] = 0;
TGA.TGAheader[9] = 0;
TGA.TGAheader[10] = 0;
TGA.TGAheader[11] = 0;
TGA.header[0] = (GLbyte) WidthL;
TGA.header[1] = (GLbyte) WidthH;
TGA.header[2] = (GLbyte) HeightL;
TGA.header[3] = (GLbyte) HeightH;
TGA.header[4] = (GLbyte) 24;
TGA.header[5] = 0;
PHYSFS_write(TGAFile,&TGA,sizeof(TGA_header),1);
PHYSFS_write(TGAFile,buf,w*h*3*sizeof(unsigned char),1);
PHYSFS_close(TGAFile);
d_free(buf);
}
void save_screen_shot(int automap_flag)
{
char message[100];
static int savenum=0;
char savename[13+sizeof(SCRNS_DIR)];
unsigned char *buf;
if (!GameArg.DbgGlReadPixelsOk){
if (!automap_flag)
HUD_init_message(HM_DEFAULT, "glReadPixels not supported on your configuration");
return;
}
stop_time();
if (!cfexist(SCRNS_DIR))
PHYSFS_mkdir(SCRNS_DIR); //try making directory
do
{
sprintf(savename, "%sscrn%04d.tga",SCRNS_DIR, savenum++);
} while (PHYSFS_exists(savename));
sprintf( message, "%s 'scrn%04d.tga'", TXT_DUMPING_SCREEN, savenum-1 );
if (!automap_flag)
HUD_init_message(HM_DEFAULT, message);
glReadBuffer(GL_FRONT);
buf = d_malloc(grd_curscreen->sc_w*grd_curscreen->sc_h*3);
write_bmp(savename,grd_curscreen->sc_w,grd_curscreen->sc_h,buf);
d_free(buf);
key_flush();
start_time();
}