1340 lines
39 KiB
C
1340 lines
39 KiB
C
/*
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* $Source: /cvs/cvsroot/d2x/video/ogl.c,v $
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* $Revision: 1.4 $
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* $Author: bradleyb $
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* $Date: 2001-01-31 16:31:14 $
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*
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* Graphics support functions for OpenGL.
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*
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* $Log: not supported by cvs2svn $
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* Revision 1.3 2001/01/29 13:47:52 bradleyb
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* Fixed build, some minor cleanups.
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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//#include <stdio.h>
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#ifdef __WINDOWS__
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#include <windows.h>
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#include <stddef.h>
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#endif
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <string.h>
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#include <math.h>
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#include "ogl_init.h"
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#include "3d.h"
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#include "piggy.h"
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#include "../3d/globvars.h"
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#include "error.h"
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#include "texmap.h"
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#include "palette.h"
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#include "rle.h"
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#include "mono.h"
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#include "segment.h"
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#include "textures.h"
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#include "texmerge.h"
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#include "effects.h"
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#include "weapon.h"
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#include "powerup.h"
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#include "polyobj.h"
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#include "gamefont.h"
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#include "grdef.h"
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#ifndef M_PI
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#define M_PI 3.14159
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#endif
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#ifdef __WINDOWS__
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#define cosf(a) cos(a)
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#define sinf(a) sin(a)
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#endif
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unsigned char *ogl_pal=gr_palette;
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int GL_texmagfilt=GL_NEAREST;
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int GL_texminfilt=GL_NEAREST;
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int GL_needmipmaps=0;
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int last_width=-1,last_height=-1;
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int GL_TEXTURE_2D_enabled=-1;
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int GL_texclamp_enabled=-1;
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extern int gr_renderstats;
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extern int gr_badtexture;
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int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
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int ogl_rgba_format=4;
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int ogl_intensity4_ok=1;
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int ogl_luminance4_alpha4_ok=1;
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int ogl_rgba2_ok=1;
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int ogl_readpixels_ok=1;
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int sphereh=0;
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int circleh5=0;
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int circleh10=0;
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int cross_lh[2]={0,0};
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int primary_lh[3]={0,0,0};
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int secondary_lh[5]={0,0,0,0,0};
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/*int lastbound=-1;
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#define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
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else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
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#define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
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else glBindTexture(GL_TEXTURE_2D, a);
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ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
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int ogl_texture_list_cur;
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void ogl_init_texture_stats(ogl_texture* t){
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t->prio=0.3;//default prio
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t->lastrend=0;
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t->numrend=0;
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}
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void ogl_init_texture(ogl_texture* t){
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t->handle=0;
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t->internalformat=ogl_rgba_format;
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t->format=GL_RGBA;
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t->wrapstate=-1;
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t->w=t->h=0;
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ogl_init_texture_stats(t);
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}
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void ogl_reset_texture_stats_internal(void){
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int i;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
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if (ogl_texture_list[i].handle>0){
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ogl_init_texture_stats(&ogl_texture_list[i]);
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}
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}
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void ogl_init_texture_list_internal(void){
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int i;
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ogl_texture_list_cur=0;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
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ogl_init_texture(&ogl_texture_list[i]);
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}
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void ogl_smash_texture_list_internal(void){
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int i;
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sphereh=0;
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circleh5=0;
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circleh10=0;
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memset(cross_lh,0,sizeof(cross_lh));
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memset(primary_lh,0,sizeof(primary_lh));
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memset(secondary_lh,0,sizeof(secondary_lh));
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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ogl_texture_list[i].handle=0;
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ogl_texture_list[i].wrapstate=-1;
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}
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}
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void ogl_vivify_texture_list_internal(void){
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/*
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int i;
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ogl_texture* t;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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t=&ogl_texture_list[i];
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if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
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ogl_loadbmtexture(t);
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}
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*/
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}
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ogl_texture* ogl_get_free_texture(void){
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int i;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
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return &ogl_texture_list[ogl_texture_list_cur];
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if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
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ogl_texture_list_cur=0;
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}
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Error("OGL: texture list full!\n");
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// return NULL;
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}
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int ogl_texture_stats(void){
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int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
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int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
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// int grabbed=0;
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ogl_texture* t;
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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t=&ogl_texture_list[i];
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if (t->handle>0){
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used++;
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datatexel+=t->w*t->h;
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truetexel+=t->tw*t->th;
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databytes+=t->bytesu;
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truebytes+=t->bytes;
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if (t->prio<0.299)prio0++;
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else if (t->prio<0.399)prio1++;
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else if (t->prio<0.499)prio2++;
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else if (t->prio<0.599)prio3++;
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else prioh++;
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}
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// else if(t->w!=0)
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// grabbed++;
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}
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if (gr_renderstats){
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gr_printf(5,GAME_FONT->ft_h*14+3*14,"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024);
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}
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// mprintf((0,"ogl tex stats: %i(%i,%i|%i,%i,%i,%i,%i) %i(%i)b (%i(%i)wasted)\n",used,usedrgba,usedl4a4,prio0,prio1,prio2,prio3,prioh,truebytes,truetexel,truebytes-databytes,truetexel-datatexel));
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return truebytes;
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}
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int ogl_mem_target=-1;
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void ogl_clean_texture_cache(void){
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ogl_texture* t;
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int i,bytes;
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int time=120;
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if (ogl_mem_target<0){
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if (gr_renderstats)
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ogl_texture_stats();
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return;
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}
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bytes=ogl_texture_stats();
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while (bytes>ogl_mem_target){
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for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
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t=&ogl_texture_list[i];
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if (t->handle>0){
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if (t->lastrend+f1_0*time<GameTime){
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ogl_freetexture(t);
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bytes-=t->bytes;
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if (bytes<ogl_mem_target)
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return;
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}
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}
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}
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if (time==0)
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Error("not enough mem?");
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time=time/2;
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}
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}
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void ogl_bindbmtex(grs_bitmap *bm){
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if (bm->gltexture==NULL || bm->gltexture->handle<=0)
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ogl_loadbmtexture(bm);
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OGL_BINDTEXTURE(bm->gltexture->handle);
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bm->gltexture->lastrend=GameTime;
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bm->gltexture->numrend++;
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if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
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bm->gltexture->prio+=0.1;
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// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
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glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
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}
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}
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//gltexture MUST be bound first
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void ogl_texwrap(ogl_texture *gltexture,int state){
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if (gltexture->wrapstate!=state || gltexture->numrend<1){
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
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gltexture->wrapstate=state;
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}
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}
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//crude texture precaching
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//handles: powerups, walls, weapons, polymodels, etc.
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//it is done with the horrid do_special_effects kludge so that sides that have to be texmerged and have animated textures will be correctly cached.
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//similarly, with the objects(esp weapons), we could just go through and cache em all instead, but that would get ones that might not even be on the level
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//TODO: doors
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void ogl_cache_polymodel_textures(int model_num){
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polymodel *po=&Polygon_models[model_num];
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int i;
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for (i=0;i<po->n_textures;i++) {
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// texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
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ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
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}
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}
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void ogl_cache_vclip_textures(vclip *vc){
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int i;
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for (i=0;i<vc->num_frames;i++){
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PIGGY_PAGE_IN(vc->frames[i]);
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ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
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}
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}
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#define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
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void ogl_cache_weapon_textures(weapon_info *w){
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ogl_cache_vclipn_textures(w->flash_vclip);
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ogl_cache_vclipn_textures(w->robot_hit_vclip);
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ogl_cache_vclipn_textures(w->wall_hit_vclip);
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if (w->render_type==WEAPON_RENDER_VCLIP)
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ogl_cache_vclipn_textures(w->weapon_vclip);
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else if (w->render_type==WEAPON_RENDER_POLYMODEL)
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ogl_cache_polymodel_textures(w->model_num);
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}
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void ogl_cache_level_textures(void){
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int seg,side,i;
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eclip *ec;
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short tmap1,tmap2;
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grs_bitmap *bm,*bm2;
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struct side *sidep;
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int max_efx=0,ef;
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ogl_reset_texture_stats_internal();//loading a new lev should reset textures
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for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
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if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
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continue;
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if (ec->vc.num_frames>max_efx)
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max_efx=ec->vc.num_frames;
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}
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mprintf((0,"max_efx:%i\n",max_efx));
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for (ef=0;ef<max_efx;ef++){
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for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
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if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
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continue;
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// if (ec->vc.num_frames>max_efx)
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// max_efx=ec->vc.num_frames;
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ec->time_left=-1;
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}
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do_special_effects();
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for (seg=0;seg<Num_segments;seg++){
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for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
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sidep=&Segments[seg].sides[side];
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tmap1=sidep->tmap_num;
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tmap2=sidep->tmap_num2;
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if (tmap1<0 || tmap1>=NumTextures){
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mprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
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// tmap1=0;
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continue;
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}
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PIGGY_PAGE_IN(Textures[tmap1]);
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bm = &GameBitmaps[Textures[tmap1].index];
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if (tmap2 != 0){
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PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
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bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
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if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
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bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
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else {
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ogl_loadbmtexture(bm2);
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}
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// mprintf((0,"ogl_cache_level_textures seg %i side %i t1 %i t2 %x bm %p NT %i\n",seg,side,tmap1,tmap2,bm,NumTextures));
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}
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ogl_loadbmtexture(bm);
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}
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}
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mprintf((0,"finished ef:%i\n",ef));
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}
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reset_special_effects();
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init_special_effects();
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{
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// int laserlev=1;
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//always have lasers and concs
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ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
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ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
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for (i=0;i<Highest_object_index;i++){
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if(Objects[i].render_type==RT_POWERUP){
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ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
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switch (Objects[i].id){
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/* case POW_LASER:
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ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
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// if (laserlev<4)
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// laserlev++;
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break;*/
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case POW_VULCAN_WEAPON:
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ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
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break;
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case POW_SPREADFIRE_WEAPON:
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ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
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break;
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case POW_PLASMA_WEAPON:
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ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
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break;
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case POW_FUSION_WEAPON:
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ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
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break;
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/* case POW_MISSILE_1:
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case POW_MISSILE_4:
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ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
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break;*/
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case POW_PROXIMITY_WEAPON:
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ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
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break;
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case POW_HOMING_AMMO_1:
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case POW_HOMING_AMMO_4:
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ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
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break;
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case POW_SMARTBOMB_WEAPON:
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ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
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break;
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case POW_MEGA_WEAPON:
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ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
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break;
|
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}
|
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}
|
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else if(Objects[i].render_type==RT_POLYOBJ){
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ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
|
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}
|
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}
|
||
}
|
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mprintf((0,"finished caching\n"));
|
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}
|
||
|
||
int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
|
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int r_texcount=0;
|
||
#define f2glf(x) (f2fl(x))
|
||
|
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bool g3_draw_line(g3s_point *p0,g3s_point *p1)
|
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{
|
||
int c;
|
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c=grd_curcanv->cv_color;
|
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OGL_DISABLE(TEXTURE_2D);
|
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glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
|
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glBegin(GL_LINES);
|
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glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
|
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glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
|
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glEnd();
|
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return 1;
|
||
}
|
||
void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
|
||
int i;
|
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float ang;
|
||
glBegin(type);
|
||
for (i=0; i<nsides; i++) {
|
||
ang = 2.0*M_PI*i/nsides;
|
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glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
|
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}
|
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glEnd();
|
||
}
|
||
void ogl_drawcircle(int nsides,int type){
|
||
int i;
|
||
float ang;
|
||
glBegin(type);
|
||
for (i=0; i<nsides; i++) {
|
||
ang = 2.0*M_PI*i/nsides;
|
||
glVertex2f(cosf(ang),sinf(ang));
|
||
}
|
||
glEnd();
|
||
}
|
||
int circle_list_init(int nsides,int type,int mode) {
|
||
int hand=glGenLists(1);
|
||
glNewList(hand, mode);
|
||
/* draw a unit radius circle in xy plane centered on origin */
|
||
ogl_drawcircle(nsides,type);
|
||
glEndList();
|
||
return hand;
|
||
}
|
||
float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
|
||
float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
|
||
float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
|
||
void ogl_draw_reticle(int cross,int primary,int secondary){
|
||
float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
|
||
glPushMatrix();
|
||
// glTranslatef(0.5,0.5,0);
|
||
glTranslatef((grd_curcanv->cv_bitmap.bm_w/2+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(grd_curcanv->cv_bitmap.bm_h/2+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
|
||
glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
|
||
|
||
OGL_DISABLE(TEXTURE_2D);
|
||
|
||
if (!cross_lh[cross]){
|
||
cross_lh[cross]=glGenLists(1);
|
||
glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
|
||
glBegin(GL_LINES);
|
||
//cross top left
|
||
glColor3fv(darker_g);
|
||
glVertex2f(-4.0,4.0);
|
||
if (cross)
|
||
glColor3fv(bright_g);
|
||
else
|
||
glColor3fv(dark_g);
|
||
glVertex2f(-2.0,2.0);
|
||
|
||
//cross bottom left
|
||
glColor3fv(dark_g);
|
||
glVertex2f(-3.0,-2.0);
|
||
if (cross)
|
||
glColor3fv(bright_g);
|
||
glVertex2f(-2.0,-1.0);
|
||
|
||
//cross top right
|
||
glColor3fv(darker_g);
|
||
glVertex2f(4.0,4.0);
|
||
if (cross)
|
||
glColor3fv(bright_g);
|
||
else
|
||
glColor3fv(dark_g);
|
||
glVertex2f(2.0,2.0);
|
||
|
||
//cross bottom right
|
||
glColor3fv(dark_g);
|
||
glVertex2f(3.0,-2.0);
|
||
if (cross)
|
||
glColor3fv(bright_g);
|
||
glVertex2f(2.0,-1.0);
|
||
|
||
glEnd();
|
||
glEndList();
|
||
}else
|
||
glCallList(cross_lh[cross]);
|
||
|
||
// if (Canvas_height>200)
|
||
// glLineWidth(Canvas_height/(float)200);
|
||
if (!primary_lh[primary]){
|
||
primary_lh[primary]=glGenLists(1);
|
||
glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
|
||
|
||
glColor3fv(dark_g);
|
||
glBegin(GL_LINES);
|
||
//left primary bar
|
||
glVertex2f(-14.0,-8.0);
|
||
glVertex2f(-8.0,-5.0);
|
||
//right primary bar
|
||
glVertex2f(14.0,-8.0);
|
||
glVertex2f(8.0,-5.0);
|
||
glEnd();
|
||
if (primary==0)
|
||
glColor3fv(dark_g);
|
||
else
|
||
glColor3fv(bright_g);
|
||
//left upper
|
||
ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
|
||
//right upper
|
||
ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
|
||
if (primary!=2)
|
||
glColor3fv(dark_g);
|
||
else
|
||
glColor3fv(bright_g);
|
||
//left lower
|
||
ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
|
||
//right lower
|
||
ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
|
||
|
||
glEndList();
|
||
}else
|
||
glCallList(primary_lh[primary]);
|
||
// if (Canvas_height>200)
|
||
// glLineWidth(1);
|
||
|
||
if (!secondary_lh[secondary]){
|
||
secondary_lh[secondary]=glGenLists(1);
|
||
glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
|
||
if (secondary<=2){
|
||
//left secondary
|
||
if (secondary!=1)
|
||
glColor3fv(darker_g);
|
||
else
|
||
glColor3fv(bright_g);
|
||
ogl_drawcircle2(6,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
|
||
//right secondary
|
||
if (secondary!=2)
|
||
glColor3fv(darker_g);
|
||
else
|
||
glColor3fv(bright_g);
|
||
ogl_drawcircle2(6,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
|
||
}else{
|
||
//bottom/middle secondary
|
||
if (secondary!=4)
|
||
glColor3fv(darker_g);
|
||
else
|
||
glColor3fv(bright_g);
|
||
ogl_drawcircle2(6,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
|
||
}
|
||
glEndList();
|
||
}else
|
||
glCallList(secondary_lh[secondary]);
|
||
|
||
glPopMatrix();
|
||
}
|
||
int g3_draw_sphere(g3s_point *pnt,fix rad){
|
||
int c;
|
||
c=grd_curcanv->cv_color;
|
||
OGL_DISABLE(TEXTURE_2D);
|
||
// glPointSize(f2glf(rad));
|
||
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
|
||
// glBegin(GL_POINTS);
|
||
// glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
|
||
// glEnd();
|
||
glPushMatrix();
|
||
glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
|
||
glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
|
||
if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
|
||
else glCallList(sphereh);
|
||
glPopMatrix();
|
||
return 0;
|
||
|
||
}
|
||
int gr_ucircle(fix xc1,fix yc1,fix r1){//dunno if this really works, radar doesn't seem to.. hm..
|
||
int c;
|
||
c=grd_curcanv->cv_color;
|
||
OGL_DISABLE(TEXTURE_2D);
|
||
// glPointSize(f2glf(rad));
|
||
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
|
||
// glBegin(GL_POINTS);
|
||
// glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
|
||
// glEnd();
|
||
glPushMatrix();
|
||
mprintf((0,"circle: %f(%i),%f(%i),%f\n",(f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,f2i(xc1),(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,f2i(yc1),f2fl(r1)));
|
||
glTranslatef(
|
||
(f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,
|
||
1.0-(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
|
||
glScalef(f2fl(r1),f2fl(r1),f2fl(r1));
|
||
if (r1<=i2f(5)){
|
||
if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
|
||
else glCallList(circleh5);
|
||
}else{
|
||
if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
|
||
else glCallList(circleh10);
|
||
}
|
||
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;
|
||
// glColor3f((gr_palette[c*3]+gr_palette_gamma)/63.0,(gr_palette[c*3+1]+gr_palette_gamma)/63.0,(gr_palette[c*3+2]+gr_palette_gamma)/63.0);
|
||
OGL_DISABLE(TEXTURE_2D);
|
||
glBegin(GL_TRIANGLE_FAN);
|
||
glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
|
||
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));
|
||
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
|
||
}
|
||
glEnd();
|
||
return 0;
|
||
}
|
||
|
||
void gr_upoly_tmap(int nverts, int *vert ){
|
||
mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
|
||
}
|
||
void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
|
||
mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
|
||
}
|
||
extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
|
||
bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
|
||
{
|
||
int c;
|
||
float l;
|
||
if (tmap_drawer_ptr==draw_tmap_flat){
|
||
/* fix average_light=0;
|
||
int i;
|
||
for (i=0; i<nv; i++)
|
||
average_light += uvl_list[i].l;*/
|
||
OGL_DISABLE(TEXTURE_2D);
|
||
// mprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
|
||
glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
|
||
//glColor4f(0,0,0,f2fl(average_light/nv));
|
||
glBegin(GL_TRIANGLE_FAN);
|
||
for (c=0;c<nv;c++){
|
||
// glColor4f(0,0,0,f2fl(uvl_list[c].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 if (tmap_drawer_ptr==draw_tmap){
|
||
r_tpolyc++;
|
||
/* if (bm->bm_w !=64||bm->bm_h!=64)
|
||
printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
|
||
OGL_ENABLE(TEXTURE_2D);
|
||
ogl_bindbmtex(bm);
|
||
ogl_texwrap(bm->gltexture,GL_REPEAT);
|
||
glBegin(GL_TRIANGLE_FAN);
|
||
for (c=0;c<nv;c++){
|
||
if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
|
||
l=1.0;
|
||
}else{
|
||
//l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
|
||
l=f2fl(uvl_list[c].l);
|
||
}
|
||
glColor3f(l,l,l);
|
||
glTexCoord2f(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));
|
||
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
|
||
}
|
||
glEnd();
|
||
}else{
|
||
mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
|
||
}
|
||
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++;
|
||
/* if (bm->bm_w !=64||bm->bm_h!=64)
|
||
printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
|
||
OGL_ENABLE(TEXTURE_2D);
|
||
ogl_bindbmtex(bm);
|
||
ogl_texwrap(bm->gltexture,GL_REPEAT);
|
||
glBegin(GL_TRIANGLE_FAN);
|
||
for (c=0;c<nv;c++){
|
||
switch(orient){
|
||
case 1:
|
||
u1=1.0-f2glf(uvl_list[c].v);
|
||
v1=f2glf(uvl_list[c].u);
|
||
break;
|
||
case 2:
|
||
u1=1.0-f2glf(uvl_list[c].u);
|
||
v1=1.0-f2glf(uvl_list[c].v);
|
||
break;
|
||
case 3:
|
||
u1=f2glf(uvl_list[c].v);
|
||
v1=1.0-f2glf(uvl_list[c].u);
|
||
break;
|
||
default:
|
||
u1=f2glf(uvl_list[c].u);
|
||
v1=f2glf(uvl_list[c].v);
|
||
break;
|
||
}
|
||
if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
|
||
l=1.0;
|
||
}else{
|
||
//l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
|
||
l=f2fl(uvl_list[c].l);
|
||
}
|
||
glColor3f(l,l,l);
|
||
glTexCoord2f(u1,v1);
|
||
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
|
||
//glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
|
||
glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
|
||
}
|
||
glEnd();
|
||
return 0;
|
||
}
|
||
|
||
bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
|
||
{
|
||
//float l=1.0;
|
||
vms_vector pv,v1;//,v2;
|
||
int i;
|
||
r_bitmapc++;
|
||
v1.z=0;
|
||
// printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
|
||
// printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
|
||
|
||
OGL_ENABLE(TEXTURE_2D);
|
||
ogl_bindbmtex(bm);
|
||
ogl_texwrap(bm->gltexture,GL_CLAMP);
|
||
|
||
glBegin(GL_QUADS);
|
||
glColor3f(1.0,1.0,1.0);
|
||
width = fixmul(width,Matrix_scale.x);
|
||
height = fixmul(height,Matrix_scale.y);
|
||
for (i=0;i<4;i++){
|
||
// g3_rotate_point(&p[i],pos);
|
||
vm_vec_sub(&v1,pos,&View_position);
|
||
vm_vec_rotate(&pv,&v1,&View_matrix);
|
||
// printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
|
||
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;
|
||
}
|
||
// vm_vec_rotate(&v2,&v1,&View_matrix);
|
||
// vm_vec_sub(&v1,&v2,&pv);
|
||
//vm_vec_sub(&v1,&pv,&v2);
|
||
// vm_vec_sub(&v2,&pv,&v1);
|
||
glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
|
||
// printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
|
||
}
|
||
glEnd();
|
||
// printf("\n");
|
||
|
||
return 0;
|
||
}
|
||
bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
|
||
{
|
||
GLfloat xo,yo,xf,yf;
|
||
GLfloat u1,u2,v1,v2;
|
||
r_ubitmapc++;
|
||
x+=grd_curcanv->cv_bitmap.bm_x;
|
||
y+=grd_curcanv->cv_bitmap.bm_y;
|
||
xo=x/(float)last_width;
|
||
xf=(bm->bm_w+x)/(float)last_width;
|
||
yo=1.0-y/(float)last_height;
|
||
yf=1.0-(bm->bm_h+y)/(float)last_height;
|
||
|
||
// printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
|
||
// printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
|
||
|
||
/* glEnABLE(ALPHA_TEST);
|
||
glAlphaFunc(GL_GREATER,0.0);*/
|
||
|
||
OGL_ENABLE(TEXTURE_2D);
|
||
ogl_bindbmtex(bm);
|
||
ogl_texwrap(bm->gltexture,GL_CLAMP);
|
||
|
||
if (bm->bm_x==0){
|
||
u1=0;
|
||
if (bm->bm_w==bm->gltexture->w)
|
||
u2=bm->gltexture->u;
|
||
else
|
||
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
|
||
}else {
|
||
u1=bm->bm_x/(float)bm->gltexture->tw;
|
||
u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
|
||
}
|
||
if (bm->bm_y==0){
|
||
v1=0;
|
||
if (bm->bm_h==bm->gltexture->h)
|
||
v2=bm->gltexture->v;
|
||
else
|
||
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
|
||
}else{
|
||
v1=bm->bm_y/(float)bm->gltexture->th;
|
||
v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
|
||
}
|
||
|
||
glBegin(GL_QUADS);
|
||
if (c<0)
|
||
glColor3f(1.0,1.0,1.0);
|
||
else
|
||
glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
|
||
glTexCoord2f(u1, v1); glVertex2f(xo, yo);
|
||
glTexCoord2f(u2, v1); glVertex2f(xf, yo);
|
||
glTexCoord2f(u2, v2); glVertex2f(xf, yf);
|
||
glTexCoord2f(u1, v2); glVertex2f(xo, yf);
|
||
glEnd();
|
||
// glDisABLE(ALPHA_TEST);
|
||
|
||
return 0;
|
||
}
|
||
bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
|
||
return ogl_ubitmapm_c(x,y,bm,-1);
|
||
// return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
|
||
}
|
||
#if 0
|
||
//also upsidedown, currently.
|
||
bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
|
||
{
|
||
GLfloat xo,yo;//,xs,ys;
|
||
mprintf((0,"ogl_ubitblt(w=%i,h=%i,dx=%i,dy=%i,sx=%i,sy=%i,src=%p,dest=%p\n",w,h, dx, dy,sx, sy, src,dest));
|
||
|
||
dx+=dest->bm_x;
|
||
dy+=dest->bm_y;
|
||
|
||
xo=dx/(float)last_width;
|
||
// xo=dx/(float)grd_curscreen->sc_w;
|
||
// xs=w/(float)last_width;
|
||
//yo=1.0-dy/(float)last_height;
|
||
yo=1.0-(dy+h)/(float)last_height;
|
||
// ys=h/(float)last_height;
|
||
|
||
// OGL_ENABLE(TEXTURE_2D);
|
||
|
||
OGL_DISABLE(TEXTURE_2D);
|
||
glRasterPos2f(xo,yo);
|
||
ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
|
||
glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
|
||
glRasterPos2f(0,0);
|
||
|
||
return 0;
|
||
}
|
||
#else
|
||
bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
|
||
{
|
||
GLfloat xo,yo,xs,ys;
|
||
GLfloat u1,v1;//,u2,v2;
|
||
ogl_texture tex;
|
||
// unsigned char *oldpal;
|
||
r_ubitbltc++;
|
||
|
||
ogl_init_texture(&tex);
|
||
tex.w=w;tex.h=h;
|
||
tex.prio=0.0;tex.wantmip=0;
|
||
tex.lw=src->bm_rowsize;
|
||
|
||
/* if (w==src->bm_w && sx==0){
|
||
u1=0;u2=src->glu;
|
||
}else{
|
||
u1=sx/(float)src->bm_w*src->glu;
|
||
u2=w/(float)src->bm_w*src->glu+u1;
|
||
}
|
||
if (h==src->bm_h && sy==0){
|
||
v1=0;v2=src->glv;
|
||
}else{
|
||
v1=sy/(float)src->bm_h*src->glv;
|
||
v2=h/(float)src->bm_h*src->glv+v1;
|
||
}*/
|
||
u1=v1=0;
|
||
|
||
dx+=dest->bm_x;
|
||
dy+=dest->bm_y;
|
||
xo=dx/(float)last_width;
|
||
xs=w/(float)last_width;
|
||
yo=1.0-dy/(float)last_height;
|
||
ys=h/(float)last_height;
|
||
|
||
OGL_ENABLE(TEXTURE_2D);
|
||
|
||
// oldpal=ogl_pal;
|
||
ogl_pal=gr_current_pal;
|
||
ogl_loadtexture(src->bm_data,sx,sy,&tex);
|
||
// ogl_pal=oldpal;
|
||
ogl_pal=gr_palette;
|
||
OGL_BINDTEXTURE(tex.handle);
|
||
|
||
ogl_texwrap(&tex,GL_CLAMP);
|
||
|
||
glBegin(GL_QUADS);
|
||
glColor3f(1.0,1.0,1.0);
|
||
glTexCoord2f(u1, v1); glVertex2f(xo, yo);
|
||
glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
|
||
glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
|
||
glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
|
||
glEnd();
|
||
ogl_freetexture(&tex);
|
||
return 0;
|
||
}
|
||
#endif
|
||
bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
|
||
#if 1
|
||
grs_bitmap tmp;
|
||
unsigned char *d,*s;
|
||
int i,j;
|
||
int w1,h1;
|
||
char data[1024*1024];
|
||
// w1=w;h1=h;
|
||
w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
|
||
if (ogl_readpixels_ok){
|
||
OGL_DISABLE(TEXTURE_2D);
|
||
glReadBuffer(GL_FRONT);
|
||
glReadPixels(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
||
// glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
||
// glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
||
}else
|
||
memset(texbuf,0,w1*h1*3);
|
||
//gr_init_bitmap( grs_bitmap *bm, int mode, int x, int y, int w, int h, int bytesperline, unsigned char * data ) // TODO: virtualize
|
||
gr_init_bitmap(&tmp,BM_LINEAR,0,0,w1,h1,w1,data);
|
||
d=data;
|
||
for (i=0;i<h1;i++){
|
||
s=texbuf+(h1-(i+1))*w1*3;
|
||
for (j=0;j<w1;j++){
|
||
*d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
|
||
s+=3;
|
||
d++;
|
||
}
|
||
}
|
||
sx+=src->bm_x;
|
||
sy+=src->bm_y;
|
||
gr_bm_ubitbltm(w,h,dx,dy,sx,sy,&tmp,dest);
|
||
// gr_bm_ubitbltm(w,h,dx,dy,0,0,&tmp,dest);
|
||
#else
|
||
int i,j,c=0;
|
||
unsigned char *d,*s,*e;
|
||
sx+=src->bm_x;
|
||
sy+=src->bm_y;
|
||
#if 1//also seems to cause a mess. need to look into it a bit more..
|
||
if (ogl_readpixels_ok){
|
||
OGL_DISABLE(TEXTURE_2D);
|
||
glReadBuffer(GL_FRONT);
|
||
// glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
||
glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
||
}else
|
||
#endif
|
||
memset(texbuf,0,w*h*3);
|
||
// d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
|
||
d=dest->bm_data+dx+dy*dest->bm_rowsize;
|
||
for (i=0;i<h;i++){
|
||
s=texbuf+w*(h-(i+1))*3;
|
||
// s=texbuf+w*i*3;
|
||
if (s<texbuf){Error("blah1\n");}
|
||
if (d<dest->bm_data){Error("blah3\n");}
|
||
// d=dest->bm_data+(i*dest->bm_rowsize);
|
||
|
||
e=d;
|
||
for (j=0;j<w;j++){
|
||
if (s>texbuf+w*h*3-3){Error("blah2\n");}
|
||
if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
|
||
*d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
|
||
s+=3;
|
||
d++;
|
||
c++;
|
||
}
|
||
d=e;
|
||
d+=dest->bm_rowsize;
|
||
}
|
||
mprintf((0,"c=%i w*h=%i\n",c,w*h));
|
||
#endif
|
||
return 0;
|
||
}
|
||
|
||
bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
|
||
#if 0 //just seems to cause a mess.
|
||
GLfloat xo,yo;//,xs,ys;
|
||
|
||
dx+=dest->bm_x;
|
||
dy+=dest->bm_y;
|
||
|
||
// xo=dx/(float)last_width;
|
||
xo=dx/(float)grd_curscreen->sc_w;
|
||
// yo=1.0-(dy+h)/(float)last_height;
|
||
yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
|
||
sx+=src->bm_x;
|
||
sy+=src->bm_y;
|
||
OGL_DISABLE(TEXTURE_2D);
|
||
glReadBuffer(GL_FRONT);
|
||
glRasterPos2f(xo,yo);
|
||
// glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
|
||
glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
|
||
glRasterPos2f(0,0);
|
||
#endif
|
||
return 0;
|
||
}
|
||
|
||
void ogl_start_frame(void){
|
||
r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
|
||
// gl_badtexture=500;
|
||
|
||
OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
|
||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||
// glEnable(GL_ALPHA_TEST);
|
||
// glAlphaFunc(GL_GREATER,0.01);
|
||
glShadeModel(GL_SMOOTH);
|
||
glMatrixMode(GL_PROJECTION);
|
||
glLoadIdentity();//clear matrix
|
||
//gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
|
||
//gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
|
||
gluPerspective(90.0,1.0,0.01,1000000.0);
|
||
//gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
|
||
// gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glLoadIdentity();//clear matrix
|
||
glEnable(GL_BLEND);
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
// glDisABLE(DITHER);
|
||
// glScalef(1.0,1.0,-1.0);
|
||
// glScalef(1.0,1.0,-1.0);
|
||
// glPushMatrix();
|
||
|
||
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
// OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
|
||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
|
||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
|
||
// OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
|
||
// OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
|
||
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
}
|
||
#ifndef NMONO
|
||
void merge_textures_stats(void);
|
||
#endif
|
||
void ogl_end_frame(void){
|
||
// OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
|
||
OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
|
||
#ifndef NMONO
|
||
// merge_textures_stats();
|
||
// ogl_texture_stats();
|
||
#endif
|
||
// glViewport(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(BLEND);
|
||
//glDisABLE(ALPHA_TEST);
|
||
//gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
|
||
// ogl_swap_buffers();//platform specific code
|
||
// glClear(GL_COLOR_BUFFER_BIT);
|
||
|
||
}
|
||
void ogl_swap_buffers(void){
|
||
ogl_clean_texture_cache();
|
||
if (gr_renderstats){
|
||
gr_printf(5,GAME_FONT->ft_h*13+3*13,"%i flat %i tex %i sprites %i bitmaps",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc);
|
||
// mprintf((0,"ogl_end_frame: %i polys, %i tmaps, %i sprites, %i bitmaps, %i bitblts, %i pixels\n",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc));//we need to do it here because some things get drawn after end_frame
|
||
}
|
||
ogl_do_palfx();
|
||
ogl_swap_buffers_internal();
|
||
glClear(GL_COLOR_BUFFER_BIT);
|
||
}
|
||
|
||
int tex_format_supported(int iformat,int format){
|
||
int 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);
|
||
}
|
||
|
||
//little hack to find the largest or equal multiple of 2 for a given number
|
||
int pow2ize(int x){
|
||
int i;
|
||
for (i=2;i<=4096;i*=2)
|
||
if (x<=i) return i;
|
||
return i;
|
||
}
|
||
|
||
//GLubyte texbuf[512*512*4];
|
||
GLubyte texbuf[OGLTEXBUFSIZE];
|
||
void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
|
||
{
|
||
// GLushort *tex=(GLushort *)texp;
|
||
int x,y,c,i;
|
||
if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
|
||
Error("texture toobig %i %i",twidth,theight);
|
||
|
||
i=0;
|
||
for (y=0;y<theight;y++){
|
||
i=dxo+truewidth*(y+dyo);
|
||
for (x=0;x<twidth;x++){
|
||
if (x<width && y<height)
|
||
c=data[i++];
|
||
else
|
||
c=255;//fill the pad space with transparancy
|
||
if (c==255){
|
||
switch (type){
|
||
case GL_LUMINANCE:
|
||
(*(texp++))=0;
|
||
break;
|
||
case GL_LUMINANCE_ALPHA:
|
||
(*(texp++))=0;
|
||
(*(texp++))=0;
|
||
break;
|
||
case GL_RGBA:
|
||
(*(texp++))=0;
|
||
(*(texp++))=0;
|
||
(*(texp++))=0;
|
||
(*(texp++))=0;//transparent pixel
|
||
break;
|
||
}
|
||
// (*(tex++))=0;
|
||
}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_RGBA:
|
||
//(*(texp++))=gr_palette[c*3]*4;
|
||
//(*(texp++))=gr_palette[c*3+1]*4;
|
||
//(*(texp++))=gr_palette[c*3+2]*4;
|
||
(*(texp++))=ogl_pal[c*3]*4;
|
||
(*(texp++))=ogl_pal[c*3+1]*4;
|
||
(*(texp++))=ogl_pal[c*3+2]*4;
|
||
(*(texp++))=255;//not transparent
|
||
// (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
int tex_format_verify(ogl_texture *tex){
|
||
while (!tex_format_supported(tex->internalformat,tex->format)){
|
||
mprintf((0,"tex format %x not supported",tex->internalformat));
|
||
switch (tex->internalformat){
|
||
case GL_INTENSITY4:
|
||
if (ogl_luminance4_alpha4_ok){
|
||
tex->internalformat=GL_LUMINANCE4_ALPHA4;
|
||
tex->format=GL_LUMINANCE_ALPHA;
|
||
break;
|
||
}//note how it will fall through here if the statement is false
|
||
case GL_LUMINANCE4_ALPHA4:
|
||
if (ogl_rgba2_ok){
|
||
tex->internalformat=GL_RGBA2;
|
||
tex->format=GL_RGBA;
|
||
break;
|
||
}//note how it will fall through here if the statement is false
|
||
case GL_RGBA2:
|
||
tex->internalformat=ogl_rgba_format;
|
||
tex->format=GL_RGBA;
|
||
break;
|
||
default:
|
||
mprintf((0,"...no tex format to fall back on\n"));
|
||
return 1;
|
||
}
|
||
mprintf((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);
|
||
mprintf((0,"shrunken texture?\n"));
|
||
}else
|
||
u=tex->w*tex->h;
|
||
if (bits<=0){//the beta nvidia GLX serverdoesn'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;
|
||
}
|
||
mprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
|
||
}
|
||
void tex_set_size(ogl_texture *tex){
|
||
// int w,h,r,g,b,a;
|
||
int w,h,bi=16,a=0,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;
|
||
switch (tex->format){
|
||
case GL_LUMINANCE:
|
||
bi=8;
|
||
break;
|
||
case GL_LUMINANCE_ALPHA:
|
||
bi=8;
|
||
break;
|
||
case GL_RGBA:
|
||
bi=16;
|
||
break;
|
||
default:
|
||
Error("tex_set_size unknown texformat\n");
|
||
break;
|
||
}
|
||
tex_set_size1(tex,bi,a,w,h);
|
||
}
|
||
//loads a palettized bitmap into a ogl RGBA texture.
|
||
//Sizes and pads dimensions to multiples of 2 if necessary.
|
||
//In theory this could be a problem for repeating textures, but all real
|
||
//textures (not sprites, etc) in descent are 64x64, so we are ok.
|
||
//stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
|
||
void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex){
|
||
//void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
|
||
// int internalformat=GL_RGBA;
|
||
// int format=GL_RGBA;
|
||
//int filltype=0;
|
||
tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
|
||
|
||
if(gr_badtexture>0) return;
|
||
|
||
if (tex_format_verify(tex))
|
||
return;
|
||
|
||
//calculate u/v values that would make the resulting texture correctly sized
|
||
tex->u=(float)tex->w/(float)tex->tw;
|
||
tex->v=(float)tex->h/(float)tex->th;
|
||
|
||
// if (width!=twidth || height!=theight)
|
||
// mprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
|
||
ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
|
||
|
||
// Generate OpenGL texture IDs.
|
||
glGenTextures(1, &tex->handle);
|
||
|
||
//set priority
|
||
glPrioritizeTextures(1,&tex->handle,&tex->prio);
|
||
|
||
// Give our data to OpenGL.
|
||
|
||
OGL_BINDTEXTURE(tex->handle);
|
||
|
||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
if (tex->wantmip){
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
|
||
}else{
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
}
|
||
// domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
|
||
//however, if texturing mode becomes an ingame option, they would need to be made regardless, so it could switch to them later. OTOH, texturing mode could just be made a command line arg.
|
||
|
||
if (tex->wantmip && GL_needmipmaps)
|
||
gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
|
||
tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
|
||
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.
|
||
texbuf);
|
||
|
||
tex_set_size(tex);
|
||
|
||
r_texcount++;
|
||
mprintf((0,"ogl_loadtexture(%p,%i,%i,%ix%i,%p):%i u=%f v=%f b=%i bu=%i (%i)\n",data,tex->tw,tex->th,dxo,dyo,tex,tex->handle,tex->u,tex->v,tex->bytes,tex->bytesu,r_texcount));
|
||
|
||
}
|
||
unsigned char decodebuf[512*512];
|
||
void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap){
|
||
unsigned char *buf;
|
||
while (bm->bm_parent)
|
||
bm=bm->bm_parent;
|
||
buf=bm->bm_data;
|
||
if (bm->gltexture==NULL){
|
||
ogl_init_texture(bm->gltexture=ogl_get_free_texture());
|
||
bm->gltexture->lw=bm->bm_w;
|
||
bm->gltexture->w=bm->bm_w;
|
||
bm->gltexture->h=bm->bm_h;
|
||
bm->gltexture->wantmip=domipmap;
|
||
}
|
||
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;
|
||
sbits = &bm->bm_data[4 + bm->bm_h];
|
||
dbits = decodebuf;
|
||
|
||
for (i=0; i < bm->bm_h; i++ ) {
|
||
gr_rle_decode(sbits,dbits);
|
||
sbits += (int)bm->bm_data[4+i];
|
||
dbits += bm->bm_w;
|
||
}
|
||
buf=decodebuf;
|
||
}
|
||
ogl_loadtexture(buf,0,0,bm->gltexture);
|
||
}
|
||
void ogl_loadbmtexture(grs_bitmap *bm){
|
||
ogl_loadbmtexture_m(bm,1);
|
||
}
|
||
void ogl_freetexture(ogl_texture *gltexture){
|
||
if (gltexture->handle>0){
|
||
r_texcount--;
|
||
mprintf((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_init_texture(gltexture);
|
||
}
|
||
}
|
||
void ogl_freebmtexture(grs_bitmap *bm){
|
||
if (bm->gltexture){
|
||
ogl_freetexture(bm->gltexture);
|
||
bm->gltexture=NULL;
|
||
// r_texcount--;
|
||
// mprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
|
||
// glDeleteTextures( 1, &bm->gltexture );
|
||
// bm->gltexture=-1;
|
||
}
|
||
}
|