2024-04-20 15:57:49 +00:00
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/*
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2024-04-28 14:14:26 +00:00
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* Descent 3
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2024-04-20 15:57:49 +00:00
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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2024-06-29 15:36:04 +00:00
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#include <algorithm>
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2024-06-30 08:00:09 +00:00
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#include <array>
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2024-06-29 15:36:04 +00:00
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#include <cstdlib>
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#include <cstdio>
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#include <cstring>
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2024-07-20 21:19:31 +00:00
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#include <optional>
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2024-06-29 15:36:04 +00:00
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#include <SDL.h>
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2024-04-16 20:21:35 +00:00
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#if defined(WIN32)
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#include <windows.h>
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#endif
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2024-07-20 21:19:31 +00:00
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#define DECLARE_OPENGL
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#include "dyna_gl.h"
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2024-06-29 15:36:04 +00:00
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#include "byteswap.h"
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2024-04-16 20:21:35 +00:00
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#include "pserror.h"
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#include "mono.h"
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#include "3d.h"
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#include "renderer.h"
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#include "application.h"
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#include "bitmap.h"
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#include "lightmap.h"
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#include "rend_opengl.h"
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#include "grdefs.h"
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#include "mem.h"
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opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
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#include "config.h"
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2024-04-16 20:21:35 +00:00
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#include "rtperformance.h"
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#include "HardwareInternal.h"
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#include "../Descent3/args.h"
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2024-06-29 15:36:04 +00:00
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#include "NewBitmap.h"
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2024-07-20 21:19:31 +00:00
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#include "shaders.h"
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#include "ShaderProgram.h"
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2024-04-16 20:21:35 +00:00
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#if defined(WIN32)
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#include "win/arb_extensions.h"
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#endif
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2024-04-28 04:39:29 +00:00
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int FindArg(const char *);
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2024-04-16 20:21:35 +00:00
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// General renderer states
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2024-05-08 17:06:06 +00:00
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extern int gpu_Overlay_map;
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2024-04-16 20:21:35 +00:00
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int Bump_map = 0;
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int Bumpmap_ready = 0;
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2024-05-24 03:07:26 +00:00
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extern uint8_t gpu_Overlay_type;
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2024-04-16 20:21:35 +00:00
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float Z_bias = 0.0f;
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2024-05-24 03:07:26 +00:00
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uint8_t Renderer_close_flag = 0;
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extern uint8_t Renderer_initted;
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2024-04-16 20:21:35 +00:00
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renderer_type Renderer_type = RENDERER_OPENGL;
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int WindowGL = 0;
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2024-07-20 21:19:31 +00:00
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struct Renderer {
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Renderer() : shader_{shaders::vertex, shaders::fragment, {
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vertexAttrib(3, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::pos, "in_pos"),
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vertexAttrib(4, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::color, "in_color"),
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vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv0, "in_uv0"),
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vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv1, "in_uv1")
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}} {
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shader_.Use();
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2024-07-29 03:26:12 +00:00
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// these are effectively just constants, for now
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shader_.setUniform1i("u_texture0", 0);
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shader_.setUniform1i("u_texture1", 1);
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2024-07-20 21:19:31 +00:00
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}
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2024-07-28 09:18:54 +00:00
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/**
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* Sets the vertex transformation matrices. Takes all three of the MVP matrices at once, in order to avoid
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* multiple SetUniform operations. Pass std::nullopt for any matrices that should not be altered.
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*/
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void setTransform(std::optional<glm::mat4x4> const &model, std::optional<glm::mat4x4> const &view,
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std::optional<glm::mat4x4> const &projection) {
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if (model) {
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model_ = *model;
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}
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if (view) {
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view_ = *view;
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}
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if (projection) {
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projection_ = *projection;
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}
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shader_.setUniformMat4f("u_transform", projection_ * view_ * model_);
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}
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2024-08-01 03:43:53 +00:00
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void setTextureEnabled(GLuint index, bool enabled) {
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GLint bit = 1 << index;
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if (enabled) {
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texture_enable_ |= bit;
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} else {
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texture_enable_ &= ~bit;
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}
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shader_.setUniform1i("u_texture_enable", texture_enable_);
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}
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2024-07-20 21:19:31 +00:00
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private:
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2024-07-28 09:18:54 +00:00
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glm::mat4x4 model_;
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glm::mat4x4 view_;
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glm::mat4x4 projection_;
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2024-08-01 03:43:53 +00:00
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GLint texture_enable_{};
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2024-07-20 21:19:31 +00:00
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ShaderProgram<PosColorUV2Vertex> shader_;
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};
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std::optional<Renderer> gRenderer;
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2024-04-16 20:21:35 +00:00
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#ifndef GL_UNSIGNED_SHORT_5_5_5_1
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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#endif
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#ifndef GL_UNSIGNED_SHORT_4_4_4_4
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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#endif
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#define CHECK_ERROR(x)
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2024-04-30 04:50:09 +00:00
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SDL_Window *GSDLWindow = NULL;
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SDL_GLContext GSDLGLContext = NULL;
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2024-04-16 20:21:35 +00:00
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char loadedLibrary[_MAX_PATH];
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#define GET_WRAP_STATE(x) (x >> 4)
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#define GET_FILTER_STATE(x) (x & 0x0f)
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#define SET_WRAP_STATE(x, s) \
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{ \
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x &= 0x0F; \
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x |= (s << 4); \
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}
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#define SET_FILTER_STATE(x, s) \
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{ \
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x &= 0xF0; \
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x |= (s); \
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}
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// OpenGL Stuff
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static int OpenGL_window_initted = 0;
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static int OpenGL_polys_drawn = 0;
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static int OpenGL_verts_processed = 0;
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static int OpenGL_uploads = 0;
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static int OpenGL_sets_this_frame[10];
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static int OpenGL_packed_pixels = 0;
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2024-08-01 09:00:22 +00:00
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static std::vector<GLuint> textures_;
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2024-04-16 20:21:35 +00:00
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static int OpenGL_cache_initted = 0;
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static int OpenGL_last_bound[2];
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2024-05-08 16:40:11 +00:00
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extern int gpu_last_frame_polys_drawn;
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extern int gpu_last_frame_verts_processed;
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extern int gpu_last_uploaded;
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2024-05-08 16:31:16 +00:00
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2024-05-08 16:36:43 +00:00
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extern float gpu_Alpha_factor;
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2024-05-08 17:01:22 +00:00
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extern float gpu_Alpha_multiplier;
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2024-04-16 20:21:35 +00:00
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2024-05-24 03:16:40 +00:00
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uint16_t *OpenGL_bitmap_remap = NULL;
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uint16_t *OpenGL_lightmap_remap = NULL;
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2024-05-24 03:07:26 +00:00
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uint8_t *OpenGL_bitmap_states = NULL;
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uint8_t *OpenGL_lightmap_states = NULL;
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2024-04-16 20:21:35 +00:00
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2024-05-24 02:57:25 +00:00
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uint32_t *opengl_Upload_data = NULL;
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uint32_t *opengl_Translate_table = NULL;
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uint32_t *opengl_4444_translate_table = NULL;
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2024-04-16 20:21:35 +00:00
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2024-05-24 03:16:40 +00:00
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uint16_t *opengl_packed_Upload_data = NULL;
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uint16_t *opengl_packed_Translate_table = NULL;
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uint16_t *opengl_packed_4444_translate_table = NULL;
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2024-04-16 20:21:35 +00:00
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2024-05-08 16:49:20 +00:00
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extern rendering_state gpu_state;
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extern renderer_preferred_state gpu_preferred_state;
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2024-04-16 20:21:35 +00:00
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bool OpenGL_multitexture_state = false;
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module *OpenGLDLLHandle = NULL;
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int Already_loaded = 0;
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bool opengl_Blending_on = 0;
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static oeApplication *ParentApplication = NULL;
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opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
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/* framebuffer object for backbuffer, scale to window size without changing resolution. --ryan, 2019. */
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#define GL_DEPTH_COMPONENT16_EXT 0x81A5
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#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
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#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
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#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
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#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
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#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
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#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
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#define GL_FRAMEBUFFER_EXT 0x8D40
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#define GL_RENDERBUFFER_EXT 0x8D41
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static GLuint GOpenGLFBO = 0;
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static GLuint GOpenGLRBOColor = 0;
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static GLuint GOpenGLRBODepth = 0;
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static GLuint GOpenGLFBOWidth = 0;
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static GLuint GOpenGLFBOHeight = 0;
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2024-04-16 20:21:35 +00:00
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// returns true if the passed in extension name is supported
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2024-07-24 07:07:34 +00:00
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bool opengl_CheckExtension(std::string_view extName) {
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GLint numExtensions;
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dglGetIntegerv(GL_NUM_EXTENSIONS, &numExtensions);
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for (GLint i = 0; i < numExtensions; i++) {
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if (extName == reinterpret_cast<char const*>(dglGetStringi(GL_EXTENSIONS, i))) {
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2024-04-16 20:21:35 +00:00
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return true;
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2024-07-24 07:07:34 +00:00
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}
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2024-04-16 20:21:35 +00:00
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}
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return false;
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}
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// Gets some specific information about this particular flavor of opengl
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void opengl_GetInformation() {
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2024-05-24 15:46:07 +00:00
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mprintf(0, "OpenGL Vendor: %s\n", dglGetString(GL_VENDOR));
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mprintf(0, "OpenGL Renderer: %s\n", dglGetString(GL_RENDERER));
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mprintf(0, "OpenGL Version: %s\n", dglGetString(GL_VERSION));
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2024-04-16 20:21:35 +00:00
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}
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int opengl_MakeTextureObject(int tn) {
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2024-08-01 09:00:22 +00:00
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GLuint num;
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dglGenTextures(1, &num);
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textures_.push_back(num);
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2024-04-16 20:21:35 +00:00
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2024-08-05 04:01:02 +00:00
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dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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2024-04-16 20:21:35 +00:00
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dglBindTexture(GL_TEXTURE_2D, num);
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dglPixelStorei(GL_UNPACK_ALIGNMENT, 2);
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dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// glTexEnvf (GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
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CHECK_ERROR(2)
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return num;
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}
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int opengl_InitCache(void) {
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2024-05-24 03:16:40 +00:00
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OpenGL_bitmap_remap = (uint16_t *)mem_malloc(MAX_BITMAPS * 2);
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2024-04-16 20:21:35 +00:00
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ASSERT(OpenGL_bitmap_remap);
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2024-05-24 03:16:40 +00:00
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OpenGL_lightmap_remap = (uint16_t *)mem_malloc(MAX_LIGHTMAPS * 2);
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2024-04-16 20:21:35 +00:00
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ASSERT(OpenGL_lightmap_remap);
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2024-05-24 03:07:26 +00:00
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OpenGL_bitmap_states = (uint8_t *)mem_malloc(MAX_BITMAPS);
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2024-04-16 20:21:35 +00:00
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ASSERT(OpenGL_bitmap_states);
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2024-05-24 03:07:26 +00:00
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OpenGL_lightmap_states = (uint8_t *)mem_malloc(MAX_LIGHTMAPS);
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2024-04-16 20:21:35 +00:00
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ASSERT(OpenGL_lightmap_states);
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// Setup textures and cacheing
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int i;
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for (i = 0; i < MAX_BITMAPS; i++) {
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OpenGL_bitmap_remap[i] = 65535;
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OpenGL_bitmap_states[i] = 255;
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GameBitmaps[i].flags |= BF_CHANGED | BF_BRAND_NEW;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < MAX_LIGHTMAPS; i++) {
|
|
|
|
OpenGL_lightmap_remap[i] = 65535;
|
|
|
|
OpenGL_lightmap_states[i] = 255;
|
|
|
|
GameLightmaps[i].flags |= LF_CHANGED | LF_BRAND_NEW;
|
|
|
|
}
|
|
|
|
|
|
|
|
CHECK_ERROR(3)
|
|
|
|
|
|
|
|
OpenGL_cache_initted = 1;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sets default states for our renderer
|
|
|
|
void opengl_SetDefaults() {
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "Setting states\n");
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_color = 0x00FFFFFF;
|
|
|
|
gpu_state.cur_bilinear_state = -1;
|
|
|
|
gpu_state.cur_zbuffer_state = -1;
|
|
|
|
gpu_state.cur_texture_quality = -1;
|
|
|
|
gpu_state.cur_light_state = LS_GOURAUD;
|
|
|
|
gpu_state.cur_color_model = CM_MONO;
|
|
|
|
gpu_state.cur_bilinear_state = -1;
|
|
|
|
gpu_state.cur_alpha_type = AT_TEXTURE;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
// Enable some states
|
|
|
|
dglEnable(GL_BLEND);
|
|
|
|
dglEnable(GL_DITHER);
|
|
|
|
opengl_Blending_on = true;
|
|
|
|
|
|
|
|
rend_SetAlphaType(AT_ALWAYS);
|
|
|
|
rend_SetAlphaValue(255);
|
|
|
|
rend_SetFiltering(1);
|
2024-07-31 02:05:47 +00:00
|
|
|
rend_SetLighting(LS_NONE);
|
2024-04-16 20:21:35 +00:00
|
|
|
rend_SetTextureType(TT_FLAT);
|
|
|
|
rend_SetColorModel(CM_RGB);
|
|
|
|
rend_SetZBufferState(1);
|
2024-05-08 16:49:20 +00:00
|
|
|
rend_SetGammaValue(gpu_preferred_state.gamma);
|
2024-04-16 20:21:35 +00:00
|
|
|
OpenGL_last_bound[0] = 9999999;
|
|
|
|
OpenGL_last_bound[1] = 9999999;
|
|
|
|
OpenGL_multitexture_state = false;
|
|
|
|
|
|
|
|
dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
dglHint(GL_FOG_HINT, GL_NICEST);
|
|
|
|
dglEnable(GL_SCISSOR_TEST);
|
2024-05-08 16:49:20 +00:00
|
|
|
dglScissor(0, 0, gpu_state.screen_width, gpu_state.screen_height);
|
2024-04-16 20:21:35 +00:00
|
|
|
dglDisable(GL_SCISSOR_TEST);
|
|
|
|
|
2024-07-29 03:26:12 +00:00
|
|
|
gpu_BindTexture(BAD_BITMAP_HANDLE, MAP_TYPE_BITMAP, 0);
|
|
|
|
gpu_BindTexture(BAD_BITMAP_HANDLE, MAP_TYPE_BITMAP, 1);
|
|
|
|
|
2024-08-05 04:01:02 +00:00
|
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + 1);
|
|
|
|
dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
dglHint(GL_FOG_HINT, GL_NICEST);
|
|
|
|
gRenderer->setTextureEnabled(1, false);
|
|
|
|
dglEnable(GL_BLEND);
|
|
|
|
dglEnable(GL_DITHER);
|
|
|
|
dglBlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
extern bool linux_permit_gamma;
|
|
|
|
extern renderer_preferred_state Render_preferred_state;
|
|
|
|
extern bool ddio_mouseGrabbed;
|
2024-04-30 04:50:09 +00:00
|
|
|
int SDLCALL d3SDLEventFilter(void *userdata, SDL_Event *event);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
int opengl_Setup(oeApplication *app, int *width, int *height) {
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
int winw = Video_res_list[Game_video_resolution].width;
|
|
|
|
int winh = Video_res_list[Game_video_resolution].height;
|
|
|
|
|
2024-04-16 20:21:35 +00:00
|
|
|
// rcg09182000 don't need to quitsubsystem anymore...
|
|
|
|
// SDL_QuitSubSystem(SDL_INIT_VIDEO); // here goes nothing...
|
|
|
|
// Already_loaded = false;
|
|
|
|
SDL_ClearError();
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
if (!SDL_WasInit(SDL_INIT_VIDEO)) {
|
|
|
|
const int rc = SDL_Init(SDL_INIT_VIDEO);
|
|
|
|
if (rc != 0) {
|
|
|
|
char buffer[512];
|
|
|
|
snprintf(buffer, sizeof(buffer), "SDL_GetError() reports \"%s\".\n", SDL_GetError());
|
|
|
|
fprintf(stderr, "SDL: SDL_Init() failed! rc == (%d).\n", rc);
|
|
|
|
fprintf(stderr, "%s", buffer);
|
|
|
|
rend_SetErrorMessage(buffer);
|
|
|
|
return (0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-04-30 04:50:09 +00:00
|
|
|
SDL_SetEventFilter(d3SDLEventFilter, NULL);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-06 05:43:06 +00:00
|
|
|
bool fullscreen = true;
|
2024-04-30 04:50:09 +00:00
|
|
|
|
2024-04-16 20:21:35 +00:00
|
|
|
if (FindArgChar("-fullscreen", 'f')) {
|
|
|
|
fullscreen = true;
|
|
|
|
} else if (FindArgChar("-windowed", 'w')) {
|
|
|
|
fullscreen = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!Already_loaded) {
|
|
|
|
#define MAX_ARGS 30
|
|
|
|
#define MAX_CHARS_PER_ARG 100
|
|
|
|
extern char GameArgs[MAX_ARGS][MAX_CHARS_PER_ARG];
|
|
|
|
|
|
|
|
char gl_library[256];
|
|
|
|
int arg;
|
|
|
|
arg = FindArgChar("-gllibrary", 'g');
|
|
|
|
if (arg != 0) {
|
|
|
|
strcpy(gl_library, GameArgs[arg + 1]);
|
|
|
|
} else {
|
2024-04-30 04:50:09 +00:00
|
|
|
gl_library[0] = 0;
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "OpenGL: Attempting to use \"%s\" for OpenGL\n", gl_library[0] ? gl_library : "[system default library]");
|
2024-04-28 04:39:29 +00:00
|
|
|
|
2024-04-16 20:21:35 +00:00
|
|
|
// ryan's adds. 04/18/2000...SDL stuff on 04/25/2000
|
|
|
|
bool success = true;
|
|
|
|
|
2024-06-23 12:01:35 +00:00
|
|
|
OpenGLDLLHandle = LoadOpenGLDLL(gl_library);
|
2024-04-16 20:21:35 +00:00
|
|
|
if (!(OpenGLDLLHandle)) {
|
|
|
|
// rcg07072000 last ditch effort...
|
2024-07-12 23:11:54 +00:00
|
|
|
#if defined(POSIX)
|
2024-06-29 15:36:04 +00:00
|
|
|
strcpy(gl_library, "libGL.so.1");
|
2024-06-23 12:01:35 +00:00
|
|
|
#else
|
2024-06-29 15:36:04 +00:00
|
|
|
strcpy(gl_library, "opengl32.dll");
|
2024-06-23 12:01:35 +00:00
|
|
|
#endif
|
2024-06-29 15:36:04 +00:00
|
|
|
OpenGLDLLHandle = LoadOpenGLDLL(gl_library);
|
2024-04-16 20:21:35 +00:00
|
|
|
if (!(OpenGLDLLHandle)) {
|
|
|
|
success = false;
|
|
|
|
}
|
|
|
|
} // if
|
|
|
|
|
2024-06-29 15:36:04 +00:00
|
|
|
if (!success) {
|
2024-04-16 20:21:35 +00:00
|
|
|
char buffer[512];
|
2024-04-18 00:57:47 +00:00
|
|
|
snprintf(buffer, sizeof(buffer), "Failed to load library [%s].\n", gl_library);
|
2024-04-16 20:21:35 +00:00
|
|
|
fprintf(stderr, "%s", buffer);
|
|
|
|
rend_SetErrorMessage(buffer);
|
|
|
|
return 0;
|
|
|
|
} // if
|
|
|
|
}
|
|
|
|
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8 );
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
2024-04-16 20:21:35 +00:00
|
|
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
2024-07-24 07:07:34 +00:00
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
|
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
2024-04-30 04:50:09 +00:00
|
|
|
Uint32 flags = SDL_WINDOW_OPENGL;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
if (fullscreen) {
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
2024-04-30 04:50:09 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (!GSDLWindow) {
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
GSDLWindow = SDL_CreateWindow("Descent 3", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, winw, winh, flags);
|
|
|
|
if (!GSDLWindow) {
|
|
|
|
mprintf(0, "OpenGL: SDL window creation failed: %s", SDL_GetError());
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
SDL_SetWindowSize(GSDLWindow, winw, winh);
|
|
|
|
SDL_SetWindowFullscreen(GSDLWindow, flags);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
2024-04-30 04:50:09 +00:00
|
|
|
if (!GSDLGLContext) {
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
GSDLGLContext = SDL_GL_CreateContext(GSDLWindow);
|
|
|
|
if (!GSDLGLContext) {
|
|
|
|
mprintf(0, "OpenGL: OpenGL context creation failed: %s", SDL_GetError());
|
|
|
|
SDL_DestroyWindow(GSDLWindow);
|
|
|
|
GSDLWindow = NULL;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-07-24 19:16:28 +00:00
|
|
|
try {
|
|
|
|
LoadGLFnPtrs();
|
|
|
|
} catch (std::exception const& ex) {
|
|
|
|
// TODO: more raii-esque construction and cleanup here
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
SDL_GL_DeleteContext(GSDLGLContext);
|
2024-07-24 19:16:28 +00:00
|
|
|
GSDLGLContext = nullptr;
|
2024-04-30 04:50:09 +00:00
|
|
|
SDL_DestroyWindow(GSDLWindow);
|
2024-07-24 19:16:28 +00:00
|
|
|
GSDLWindow = nullptr;
|
|
|
|
mprintf(0, "Error loading opengl dll: %s\n", ex.what());
|
|
|
|
mod_FreeModule(&OpenGLDLLInst);
|
|
|
|
OpenGLDLLHandle = nullptr;
|
2024-04-30 04:50:09 +00:00
|
|
|
return 0;
|
|
|
|
}
|
2024-04-28 14:14:26 +00:00
|
|
|
|
2024-07-24 19:16:28 +00:00
|
|
|
// clear the window framebuffer to start.
|
|
|
|
dglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
dglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
|
|
|
SDL_GL_SwapWindow(GSDLWindow);
|
|
|
|
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
/* Tear down the backbuffer and rebuild at new dimensions... */
|
|
|
|
if (GOpenGLFBO) {
|
|
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
|
|
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
|
|
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
|
|
|
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
|
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
dglDeleteFramebuffersEXT(1, &GOpenGLFBO);
|
|
|
|
dglDeleteRenderbuffersEXT(1, &GOpenGLRBOColor);
|
|
|
|
dglDeleteRenderbuffersEXT(1, &GOpenGLRBODepth);
|
|
|
|
GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
const GLsizei w = (GLsizei) *width;
|
|
|
|
const GLsizei h = (GLsizei) *height;
|
|
|
|
|
|
|
|
GOpenGLFBOWidth = w;
|
|
|
|
GOpenGLFBOHeight = h;
|
|
|
|
|
|
|
|
dglGenFramebuffersEXT(1, &GOpenGLFBO);
|
|
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
|
|
|
|
|
|
|
|
dglGenRenderbuffersEXT(1, &GOpenGLRBOColor);
|
|
|
|
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, GOpenGLRBOColor);
|
|
|
|
dglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, w, h);
|
|
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, GOpenGLRBOColor);
|
|
|
|
|
|
|
|
dglGenRenderbuffersEXT(1, &GOpenGLRBODepth);
|
|
|
|
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, GOpenGLRBODepth);
|
|
|
|
dglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16_EXT, w, h);
|
|
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, GOpenGLRBODepth);
|
|
|
|
|
|
|
|
if (dglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
|
|
|
|
mprintf(0, "OpenGL: our framebuffer object is incomplete, giving up");
|
|
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
|
|
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
|
|
|
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
|
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
dglDeleteFramebuffersEXT(1, &GOpenGLFBO);
|
|
|
|
dglDeleteRenderbuffersEXT(1, &GOpenGLRBOColor);
|
|
|
|
dglDeleteRenderbuffersEXT(1, &GOpenGLRBODepth);
|
|
|
|
GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
|
|
|
|
SDL_GL_DeleteContext(GSDLGLContext);
|
|
|
|
SDL_DestroyWindow(GSDLWindow);
|
|
|
|
GSDLGLContext = NULL;
|
|
|
|
GSDLWindow = NULL;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2024-05-28 21:13:06 +00:00
|
|
|
if (!FindArg("-nomousegrab")) {
|
2024-04-28 14:14:26 +00:00
|
|
|
ddio_mouseGrabbed = true;
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
2024-04-30 05:08:36 +00:00
|
|
|
SDL_SetRelativeMouseMode(ddio_mouseGrabbed ? SDL_TRUE : SDL_FALSE);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
// rcg09182000 gamma fun.
|
|
|
|
// rcg01112000 --nogamma fun.
|
|
|
|
if (FindArgChar("-nogamma", 'M')) {
|
|
|
|
linux_permit_gamma = false;
|
|
|
|
} else {
|
2024-04-30 04:50:09 +00:00
|
|
|
Uint16 ramp[256];
|
|
|
|
SDL_CalculateGammaRamp(Render_preferred_state.gamma, ramp);
|
|
|
|
linux_permit_gamma = (SDL_SetWindowGammaRamp(GSDLWindow, ramp, ramp, ramp) == 0);
|
2024-04-16 20:21:35 +00:00
|
|
|
} // else
|
|
|
|
|
|
|
|
if (ParentApplication) {
|
|
|
|
reinterpret_cast<oeLnxApplication *>(ParentApplication)->set_sizepos(0, 0, *width, *height);
|
|
|
|
}
|
|
|
|
|
2024-07-20 21:19:31 +00:00
|
|
|
gRenderer.emplace();
|
|
|
|
|
2024-04-16 20:21:35 +00:00
|
|
|
Already_loaded = 1;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sets up our OpenGL rendering context
|
|
|
|
// Returns 1 if ok, 0 if something bad
|
|
|
|
int opengl_Init(oeApplication *app, renderer_preferred_state *pref_state) {
|
|
|
|
int width, height;
|
|
|
|
int retval = 1;
|
|
|
|
int i;
|
|
|
|
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "Setting up opengl mode!\n");
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
if (pref_state) {
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_preferred_state = *pref_state;
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (app != NULL) {
|
|
|
|
ParentApplication = app;
|
|
|
|
}
|
|
|
|
|
|
|
|
int windowX = 0, windowY = 0;
|
|
|
|
|
2024-06-22 10:58:57 +00:00
|
|
|
/***********************************************************
|
|
|
|
* LINUX OPENGL
|
|
|
|
***********************************************************
|
|
|
|
*/
|
|
|
|
// Setup gpu_state.screen_width & gpu_state.screen_height & width & height
|
|
|
|
width = gpu_preferred_state.width;
|
|
|
|
height = gpu_preferred_state.height;
|
|
|
|
|
|
|
|
if (!opengl_Setup(app, &width, &height)) {
|
|
|
|
opengl_Close();
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
memset(&gpu_state, 0, sizeof(rendering_state));
|
|
|
|
gpu_state.screen_width = width;
|
|
|
|
gpu_state.screen_height = height;
|
|
|
|
|
2024-04-16 20:21:35 +00:00
|
|
|
// Get some info
|
|
|
|
opengl_GetInformation();
|
|
|
|
|
|
|
|
// Do we have packed pixel formats?
|
|
|
|
OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels");
|
|
|
|
|
|
|
|
opengl_InitCache();
|
|
|
|
|
|
|
|
if (OpenGL_packed_pixels) {
|
2024-05-24 03:16:40 +00:00
|
|
|
opengl_packed_Upload_data = (uint16_t *)mem_malloc(2048 * 2048 * 2);
|
|
|
|
opengl_packed_Translate_table = (uint16_t *)mem_malloc(65536 * 2);
|
|
|
|
opengl_packed_4444_translate_table = (uint16_t *)mem_malloc(65536 * 2);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
ASSERT(opengl_packed_Upload_data);
|
|
|
|
ASSERT(opengl_packed_Translate_table);
|
|
|
|
ASSERT(opengl_packed_4444_translate_table);
|
|
|
|
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "Building packed OpenGL translate table...\n");
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
for (i = 0; i < 65536; i++) {
|
|
|
|
int r = (i >> 10) & 0x1f;
|
|
|
|
int g = (i >> 5) & 0x1f;
|
|
|
|
int b = i & 0x1f;
|
|
|
|
|
|
|
|
#ifdef BRIGHTNESS_HACK
|
|
|
|
r *= BRIGHTNESS_HACK;
|
|
|
|
g *= BRIGHTNESS_HACK;
|
|
|
|
b *= BRIGHTNESS_HACK;
|
|
|
|
if (r > 0x1F)
|
|
|
|
r = 0x1F;
|
|
|
|
if (g > 0x1F)
|
|
|
|
g = 0x1F;
|
|
|
|
if (b > 0x1F)
|
|
|
|
b = 0x1F;
|
|
|
|
#endif
|
|
|
|
|
2024-05-24 03:16:40 +00:00
|
|
|
uint16_t pix;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
if (!(i & OPAQUE_FLAG)) {
|
|
|
|
pix = 0;
|
|
|
|
} else {
|
|
|
|
pix = (r << 11) | (g << 6) | (b << 1) | 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
opengl_packed_Translate_table[i] = INTEL_INT(pix);
|
|
|
|
|
|
|
|
// 4444 table
|
|
|
|
int a = (i >> 12) & 0xf;
|
|
|
|
r = (i >> 8) & 0xf;
|
|
|
|
g = (i >> 4) & 0xf;
|
|
|
|
b = i & 0xf;
|
|
|
|
|
|
|
|
pix = (r << 12) | (g << 8) | (b << 4) | a;
|
|
|
|
opengl_packed_4444_translate_table[i] = INTEL_INT(pix);
|
|
|
|
}
|
|
|
|
} else {
|
2024-05-24 02:57:25 +00:00
|
|
|
opengl_Upload_data = (uint32_t *)mem_malloc(2048 * 2048 * 4);
|
|
|
|
opengl_Translate_table = (uint32_t *)mem_malloc(65536 * 4);
|
|
|
|
opengl_4444_translate_table = (uint32_t *)mem_malloc(65536 * 4);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
ASSERT(opengl_Upload_data);
|
|
|
|
ASSERT(opengl_Translate_table);
|
|
|
|
ASSERT(opengl_4444_translate_table);
|
|
|
|
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "Building OpenGL translate table...\n");
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
for (i = 0; i < 65536; i++) {
|
2024-05-24 02:57:25 +00:00
|
|
|
uint32_t pix;
|
2024-04-16 20:21:35 +00:00
|
|
|
int r = (i >> 10) & 0x1f;
|
|
|
|
int g = (i >> 5) & 0x1f;
|
|
|
|
int b = i & 0x1f;
|
|
|
|
|
|
|
|
#ifdef BRIGHTNESS_HACK
|
|
|
|
r *= BRIGHTNESS_HACK;
|
|
|
|
g *= BRIGHTNESS_HACK;
|
|
|
|
b *= BRIGHTNESS_HACK;
|
|
|
|
if (r > 0x1F)
|
|
|
|
r = 0x1F;
|
|
|
|
if (g > 0x1F)
|
|
|
|
g = 0x1F;
|
|
|
|
if (b > 0x1F)
|
|
|
|
b = 0x1F;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
float fr = (float)r / 31.0f;
|
|
|
|
float fg = (float)g / 31.0f;
|
|
|
|
float fb = (float)b / 31.0f;
|
|
|
|
|
|
|
|
r = 255 * fr;
|
|
|
|
g = 255 * fg;
|
|
|
|
b = 255 * fb;
|
|
|
|
|
|
|
|
if (!(i & OPAQUE_FLAG)) {
|
|
|
|
pix = 0;
|
|
|
|
} else {
|
|
|
|
pix = (255 << 24) | (b << 16) | (g << 8) | (r);
|
|
|
|
}
|
|
|
|
|
|
|
|
opengl_Translate_table[i] = INTEL_INT(pix);
|
|
|
|
|
|
|
|
// Do 4444
|
|
|
|
int a = (i >> 12) & 0xf;
|
|
|
|
r = (i >> 8) & 0xf;
|
|
|
|
g = (i >> 4) & 0xf;
|
|
|
|
b = i & 0xf;
|
|
|
|
|
|
|
|
float fa = (float)a / 15.0f;
|
|
|
|
fr = (float)r / 15.0f;
|
|
|
|
fg = (float)g / 15.0f;
|
|
|
|
fb = (float)b / 15.0f;
|
|
|
|
|
|
|
|
a = 255 * fa;
|
|
|
|
r = 255 * fr;
|
|
|
|
g = 255 * fg;
|
|
|
|
b = 255 * fb;
|
|
|
|
|
|
|
|
pix = (a << 24) | (b << 16) | (g << 8) | (r);
|
|
|
|
|
|
|
|
opengl_4444_translate_table[i] = INTEL_INT(pix);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
opengl_SetDefaults();
|
|
|
|
|
|
|
|
g3_ForceTransformRefresh();
|
|
|
|
|
|
|
|
CHECK_ERROR(4)
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.initted = 1;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "OpenGL initialization at %d x %d was successful.\n", width, height);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Releases the rendering context
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
void opengl_Close(const bool just_resizing) {
|
2024-04-16 20:21:35 +00:00
|
|
|
CHECK_ERROR(5)
|
|
|
|
|
2024-08-01 09:00:22 +00:00
|
|
|
dglDeleteTextures(textures_.size(), textures_.data());
|
|
|
|
textures_.clear();
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-07-20 21:19:31 +00:00
|
|
|
gRenderer.reset();
|
|
|
|
|
2024-06-21 16:46:53 +00:00
|
|
|
if (GSDLGLContext) {
|
|
|
|
SDL_GL_MakeCurrent(NULL, NULL);
|
|
|
|
SDL_GL_DeleteContext(GSDLGLContext);
|
|
|
|
GSDLGLContext = NULL;
|
|
|
|
GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
2024-04-30 04:50:09 +00:00
|
|
|
|
2024-06-21 16:46:53 +00:00
|
|
|
if (!just_resizing && GSDLWindow) {
|
|
|
|
SDL_DestroyWindow(GSDLWindow);
|
|
|
|
GSDLWindow = NULL;
|
|
|
|
}
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
|
|
|
|
if (OpenGL_packed_pixels) {
|
|
|
|
if (opengl_packed_Upload_data) {
|
|
|
|
mem_free(opengl_packed_Upload_data);
|
|
|
|
}
|
|
|
|
if (opengl_packed_Translate_table) {
|
|
|
|
mem_free(opengl_packed_Translate_table);
|
|
|
|
}
|
|
|
|
if (opengl_packed_4444_translate_table) {
|
|
|
|
mem_free(opengl_packed_4444_translate_table);
|
|
|
|
}
|
|
|
|
opengl_packed_Upload_data = NULL;
|
|
|
|
opengl_packed_Translate_table = NULL;
|
|
|
|
opengl_packed_4444_translate_table = NULL;
|
|
|
|
} else {
|
|
|
|
if (opengl_Upload_data)
|
|
|
|
mem_free(opengl_Upload_data);
|
|
|
|
if (opengl_Translate_table)
|
|
|
|
mem_free(opengl_Translate_table);
|
|
|
|
if (opengl_4444_translate_table)
|
|
|
|
mem_free(opengl_4444_translate_table);
|
|
|
|
opengl_Upload_data = NULL;
|
|
|
|
opengl_Translate_table = NULL;
|
|
|
|
opengl_4444_translate_table = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (OpenGL_cache_initted) {
|
|
|
|
mem_free(OpenGL_lightmap_remap);
|
|
|
|
mem_free(OpenGL_bitmap_remap);
|
|
|
|
mem_free(OpenGL_lightmap_states);
|
|
|
|
mem_free(OpenGL_bitmap_states);
|
|
|
|
OpenGL_cache_initted = 0;
|
|
|
|
}
|
|
|
|
|
2024-06-22 10:58:57 +00:00
|
|
|
// mod_FreeModule (OpenGLDLLHandle);
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.initted = 0;
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Takes our 16bit format and converts it into the memory scheme that OpenGL wants
|
|
|
|
void opengl_TranslateBitmapToOpenGL(int texnum, int bm_handle, int map_type, int replace, int tn) {
|
2024-05-24 03:16:40 +00:00
|
|
|
uint16_t *bm_ptr;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
int w, h;
|
|
|
|
int size;
|
|
|
|
|
2024-08-05 04:01:02 +00:00
|
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
|
|
if (GameLightmaps[bm_handle].flags & LF_BRAND_NEW)
|
|
|
|
replace = 0;
|
|
|
|
|
|
|
|
bm_ptr = lm_data(bm_handle);
|
|
|
|
GameLightmaps[bm_handle].flags &= ~(LF_CHANGED | LF_BRAND_NEW);
|
|
|
|
|
|
|
|
w = lm_w(bm_handle);
|
|
|
|
h = lm_h(bm_handle);
|
|
|
|
size = GameLightmaps[bm_handle].square_res;
|
|
|
|
} else {
|
|
|
|
if (GameBitmaps[bm_handle].flags & BF_BRAND_NEW)
|
|
|
|
replace = 0;
|
|
|
|
|
|
|
|
bm_ptr = bm_data(bm_handle, 0);
|
|
|
|
GameBitmaps[bm_handle].flags &= ~(BF_CHANGED | BF_BRAND_NEW);
|
|
|
|
w = bm_w(bm_handle, 0);
|
|
|
|
h = bm_h(bm_handle, 0);
|
|
|
|
size = w;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (OpenGL_last_bound[tn] != texnum) {
|
|
|
|
dglBindTexture(GL_TEXTURE_2D, texnum);
|
|
|
|
OpenGL_sets_this_frame[0]++;
|
|
|
|
OpenGL_last_bound[tn] = texnum;
|
|
|
|
}
|
|
|
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (OpenGL_packed_pixels) {
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
2024-05-24 03:16:40 +00:00
|
|
|
uint16_t *left_data = (uint16_t *)opengl_packed_Upload_data;
|
2024-04-16 20:21:35 +00:00
|
|
|
int bm_left = 0;
|
|
|
|
|
|
|
|
for (int i = 0; i < h; i++, left_data += size, bm_left += w) {
|
2024-05-24 03:16:40 +00:00
|
|
|
uint16_t *dest_data = left_data;
|
2024-04-16 20:21:35 +00:00
|
|
|
for (int t = 0; t < w; t++) {
|
|
|
|
*dest_data++ = opengl_packed_Translate_table[bm_ptr[bm_left + t]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (replace) {
|
|
|
|
dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
|
|
|
|
opengl_packed_Upload_data);
|
|
|
|
} else {
|
|
|
|
dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, size, size, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
|
|
|
|
opengl_packed_Upload_data);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
int limit = 0;
|
|
|
|
|
|
|
|
if (bm_mipped(bm_handle)) {
|
|
|
|
limit = NUM_MIP_LEVELS + 3;
|
|
|
|
} else {
|
|
|
|
limit = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int m = 0; m < limit; m++) {
|
|
|
|
if (m < NUM_MIP_LEVELS) {
|
|
|
|
bm_ptr = bm_data(bm_handle, m);
|
|
|
|
w = bm_w(bm_handle, m);
|
|
|
|
h = bm_h(bm_handle, m);
|
|
|
|
} else {
|
|
|
|
bm_ptr = bm_data(bm_handle, NUM_MIP_LEVELS - 1);
|
|
|
|
w = bm_w(bm_handle, NUM_MIP_LEVELS - 1);
|
|
|
|
h = bm_h(bm_handle, NUM_MIP_LEVELS - 1);
|
|
|
|
|
|
|
|
w >>= m - (NUM_MIP_LEVELS - 1);
|
|
|
|
h >>= m - (NUM_MIP_LEVELS - 1);
|
|
|
|
|
|
|
|
if ((w < 1) || (h < 1))
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bm_format(bm_handle) == BITMAP_FORMAT_4444) {
|
|
|
|
// Do 4444
|
|
|
|
if (bm_mipped(bm_handle)) {
|
|
|
|
for (i = 0; i < w * h; i++)
|
|
|
|
opengl_packed_Upload_data[i] = 0xf | (opengl_packed_4444_translate_table[bm_ptr[i]]);
|
|
|
|
} else {
|
|
|
|
for (i = 0; i < w * h; i++)
|
|
|
|
opengl_packed_Upload_data[i] = opengl_packed_4444_translate_table[bm_ptr[i]];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (replace) {
|
|
|
|
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
|
|
|
|
opengl_packed_Upload_data);
|
|
|
|
} else {
|
|
|
|
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA4, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
|
|
|
|
opengl_packed_Upload_data);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Do 1555
|
|
|
|
for (i = 0; i < w * h; i++) {
|
|
|
|
opengl_packed_Upload_data[i] = opengl_packed_Translate_table[bm_ptr[i]];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (replace) {
|
|
|
|
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
|
|
|
|
opengl_packed_Upload_data);
|
|
|
|
} else {
|
|
|
|
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGB5_A1, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
|
|
|
|
opengl_packed_Upload_data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
2024-05-24 02:57:25 +00:00
|
|
|
uint32_t *left_data = (uint32_t *)opengl_Upload_data;
|
2024-04-16 20:21:35 +00:00
|
|
|
int bm_left = 0;
|
|
|
|
|
|
|
|
for (int i = 0; i < h; i++, left_data += size, bm_left += w) {
|
2024-05-24 02:57:25 +00:00
|
|
|
uint32_t *dest_data = left_data;
|
2024-04-16 20:21:35 +00:00
|
|
|
for (int t = 0; t < w; t++) {
|
|
|
|
*dest_data++ = opengl_Translate_table[bm_ptr[bm_left + t]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (size > 0) {
|
|
|
|
if (replace) {
|
|
|
|
dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
|
|
|
|
} else {
|
|
|
|
dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
int limit = 0;
|
|
|
|
|
|
|
|
if (bm_mipped(bm_handle)) {
|
|
|
|
limit = NUM_MIP_LEVELS + 3; // ryan added +3.
|
|
|
|
} else {
|
|
|
|
limit = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int m = 0; m < limit; m++) {
|
|
|
|
bm_ptr = bm_data(bm_handle, m);
|
|
|
|
w = bm_w(bm_handle, m);
|
|
|
|
h = bm_h(bm_handle, m);
|
|
|
|
|
|
|
|
if (bm_format(bm_handle) == BITMAP_FORMAT_4444) {
|
|
|
|
// Do 4444
|
|
|
|
|
|
|
|
if (bm_mipped(bm_handle)) {
|
|
|
|
for (i = 0; i < w * h; i++)
|
|
|
|
opengl_Upload_data[i] = INTEL_INT((255 << 24)) | opengl_4444_translate_table[bm_ptr[i]];
|
|
|
|
} else {
|
|
|
|
for (i = 0; i < w * h; i++)
|
|
|
|
opengl_Upload_data[i] = opengl_4444_translate_table[bm_ptr[i]];
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Do 1555
|
|
|
|
|
|
|
|
for (i = 0; i < w * h; i++)
|
|
|
|
opengl_Upload_data[i] = opengl_Translate_table[bm_ptr[i]];
|
|
|
|
}
|
|
|
|
|
|
|
|
// rcg06262000 my if wrapper.
|
|
|
|
if ((w > 0) && (h > 0)) {
|
|
|
|
if (replace) {
|
|
|
|
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
|
|
|
|
} else {
|
|
|
|
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-05-24 15:46:07 +00:00
|
|
|
// mprintf(1,"Doing slow upload to opengl!\n");
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
|
|
GameLightmaps[bm_handle].flags &= ~LF_LIMITS;
|
|
|
|
}
|
|
|
|
|
|
|
|
CHECK_ERROR(6)
|
|
|
|
OpenGL_uploads++;
|
|
|
|
}
|
|
|
|
|
|
|
|
extern bool Force_one_texture;
|
|
|
|
|
|
|
|
// Utilizes a LRU cacheing scheme to select/upload textures the opengl driver
|
|
|
|
int opengl_MakeBitmapCurrent(int handle, int map_type, int tn) {
|
|
|
|
int w, h;
|
|
|
|
int texnum;
|
|
|
|
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
|
|
w = GameLightmaps[handle].square_res;
|
|
|
|
h = GameLightmaps[handle].square_res;
|
|
|
|
} else {
|
|
|
|
if (Force_one_texture) {
|
|
|
|
handle = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
w = bm_w(handle, 0);
|
|
|
|
h = bm_h(handle, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (w != h) {
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "Can't use non-square textures with OpenGL!\n");
|
2024-04-16 20:21:35 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// See if the bitmaps is already in the cache
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
|
|
if (OpenGL_lightmap_remap[handle] == 65535) {
|
|
|
|
texnum = opengl_MakeTextureObject(tn);
|
|
|
|
SET_WRAP_STATE(OpenGL_lightmap_states[handle], 1);
|
|
|
|
SET_FILTER_STATE(OpenGL_lightmap_states[handle], 0);
|
|
|
|
OpenGL_lightmap_remap[handle] = texnum;
|
|
|
|
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 0, tn);
|
|
|
|
} else {
|
|
|
|
texnum = OpenGL_lightmap_remap[handle];
|
|
|
|
if (GameLightmaps[handle].flags & LF_CHANGED)
|
|
|
|
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 1, tn);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (OpenGL_bitmap_remap[handle] == 65535) {
|
|
|
|
texnum = opengl_MakeTextureObject(tn);
|
|
|
|
SET_WRAP_STATE(OpenGL_bitmap_states[handle], 1);
|
|
|
|
SET_FILTER_STATE(OpenGL_bitmap_states[handle], 0);
|
|
|
|
OpenGL_bitmap_remap[handle] = texnum;
|
|
|
|
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 0, tn);
|
|
|
|
} else {
|
|
|
|
texnum = OpenGL_bitmap_remap[handle];
|
|
|
|
if (GameBitmaps[handle].flags & BF_CHANGED) {
|
|
|
|
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 1, tn);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (OpenGL_last_bound[tn] != texnum) {
|
2024-08-05 04:01:02 +00:00
|
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
dglBindTexture(GL_TEXTURE_2D, texnum);
|
|
|
|
OpenGL_last_bound[tn] = texnum;
|
|
|
|
OpenGL_sets_this_frame[0]++;
|
|
|
|
}
|
|
|
|
|
|
|
|
CHECK_ERROR(7)
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sets up an appropriate wrap type for the current bound texture
|
|
|
|
void opengl_MakeWrapTypeCurrent(int handle, int map_type, int tn) {
|
|
|
|
int uwrap;
|
|
|
|
wrap_type dest_wrap;
|
|
|
|
|
|
|
|
if (tn == 1)
|
|
|
|
dest_wrap = WT_CLAMP;
|
|
|
|
else
|
2024-05-08 16:49:20 +00:00
|
|
|
dest_wrap = gpu_state.cur_wrap_type;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP)
|
|
|
|
uwrap = GET_WRAP_STATE(OpenGL_lightmap_states[handle]);
|
|
|
|
else
|
|
|
|
uwrap = GET_WRAP_STATE(OpenGL_bitmap_states[handle]);
|
|
|
|
|
|
|
|
if (uwrap == dest_wrap)
|
|
|
|
return;
|
|
|
|
|
2024-08-05 04:01:02 +00:00
|
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
OpenGL_sets_this_frame[1]++;
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
if (gpu_state.cur_wrap_type == WT_CLAMP) {
|
2024-04-16 20:21:35 +00:00
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
} else if (gpu_state.cur_wrap_type == WT_WRAP_V) {
|
2024-04-16 20:21:35 +00:00
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
} else {
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
|
|
SET_WRAP_STATE(OpenGL_lightmap_states[handle], dest_wrap);
|
|
|
|
} else {
|
|
|
|
SET_WRAP_STATE(OpenGL_bitmap_states[handle], dest_wrap);
|
|
|
|
}
|
|
|
|
|
|
|
|
CHECK_ERROR(8)
|
|
|
|
}
|
|
|
|
|
|
|
|
// Chooses the correct filter type for the currently bound texture
|
|
|
|
void opengl_MakeFilterTypeCurrent(int handle, int map_type, int tn) {
|
|
|
|
int magf;
|
2024-05-24 03:05:05 +00:00
|
|
|
int8_t dest_state;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
|
|
magf = GET_FILTER_STATE(OpenGL_lightmap_states[handle]);
|
|
|
|
dest_state = 1;
|
|
|
|
} else {
|
|
|
|
magf = GET_FILTER_STATE(OpenGL_bitmap_states[handle]);
|
2024-05-08 16:49:20 +00:00
|
|
|
dest_state = gpu_preferred_state.filtering;
|
|
|
|
if (!gpu_state.cur_bilinear_state)
|
2024-04-16 20:21:35 +00:00
|
|
|
dest_state = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (magf == dest_state)
|
|
|
|
return;
|
2024-08-05 04:01:02 +00:00
|
|
|
|
|
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
OpenGL_sets_this_frame[2]++;
|
|
|
|
|
|
|
|
if (dest_state) {
|
|
|
|
if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) {
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
|
|
|
|
} else {
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) {
|
|
|
|
// dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_NEAREST);
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
|
|
|
} else {
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
|
|
SET_FILTER_STATE(OpenGL_lightmap_states[handle], dest_state);
|
|
|
|
} else {
|
|
|
|
SET_FILTER_STATE(OpenGL_bitmap_states[handle], dest_state);
|
|
|
|
}
|
|
|
|
|
|
|
|
CHECK_ERROR(9)
|
|
|
|
}
|
|
|
|
|
|
|
|
// Turns on/off multitexture blending
|
2024-05-08 21:55:08 +00:00
|
|
|
void gpu_SetMultitextureBlendMode(bool state) {
|
2024-04-16 20:21:35 +00:00
|
|
|
if (OpenGL_multitexture_state == state)
|
|
|
|
return;
|
|
|
|
OpenGL_multitexture_state = state;
|
2024-05-08 21:31:18 +00:00
|
|
|
|
2024-08-01 03:43:53 +00:00
|
|
|
gRenderer->setTextureEnabled(1, state);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
2024-05-08 21:55:08 +00:00
|
|
|
void gpu_DrawFlatPolygon3D(g3Point **p, int nv) {
|
2024-08-05 04:01:02 +00:00
|
|
|
gpu_SetMultitextureBlendMode(false);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-06-30 08:00:09 +00:00
|
|
|
std::array<PosColorUVVertex, 100> vertices{};
|
|
|
|
std::transform(p, p + nv, std::begin(vertices), [](auto pnt) {
|
|
|
|
return PosColorUVVertex{
|
|
|
|
pnt->p3_vecPreRot,
|
|
|
|
DeterminePointColor(pnt, true, false, true),
|
|
|
|
tex_array{
|
|
|
|
// tex coord can be default-constructed, because it will ultimately be ignored
|
|
|
|
// because this function is only called when cur_texture_quality == 0, and anytime
|
|
|
|
// that is true, GL_TEXTURE_2D is also disabled
|
|
|
|
}
|
|
|
|
};
|
|
|
|
});
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-06-30 08:00:09 +00:00
|
|
|
gpu_RenderPolygon(vertices.data(), nv);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Sets the gamma correction value
|
2024-05-08 16:18:21 +00:00
|
|
|
void rend_SetGammaValue(float val) {
|
2024-04-16 20:21:35 +00:00
|
|
|
// if( WindowGL )
|
|
|
|
// return;
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_preferred_state.gamma = val;
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "Setting gamma to %f\n", val);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Resets the texture cache
|
|
|
|
void opengl_ResetCache(void) {
|
|
|
|
if (OpenGL_cache_initted) {
|
|
|
|
mem_free(OpenGL_lightmap_remap);
|
|
|
|
mem_free(OpenGL_bitmap_remap);
|
|
|
|
mem_free(OpenGL_lightmap_states);
|
|
|
|
mem_free(OpenGL_bitmap_states);
|
|
|
|
OpenGL_cache_initted = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
opengl_InitCache();
|
|
|
|
}
|
|
|
|
|
2024-05-24 03:07:26 +00:00
|
|
|
uint8_t opengl_Framebuffer_ready = 0;
|
2024-04-16 20:21:35 +00:00
|
|
|
chunked_bitmap opengl_Chunked_bitmap;
|
|
|
|
|
|
|
|
void opengl_ChangeChunkedBitmap(int bm_handle, chunked_bitmap *chunk) {
|
|
|
|
int bw = bm_w(bm_handle, 0);
|
|
|
|
int bh = bm_h(bm_handle, 0);
|
|
|
|
|
|
|
|
// determine optimal size of the square bitmaps
|
|
|
|
float fopt = 128.0f;
|
|
|
|
int iopt;
|
|
|
|
|
|
|
|
// find the smallest dimension and base off that
|
2024-04-16 20:34:28 +00:00
|
|
|
int smallest = std::min(bw, bh);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
if (smallest <= 32)
|
|
|
|
fopt = 32;
|
|
|
|
else if (smallest <= 64)
|
|
|
|
fopt = 64;
|
|
|
|
else
|
|
|
|
fopt = 128;
|
|
|
|
|
|
|
|
iopt = (int)fopt;
|
|
|
|
|
|
|
|
// Get how many pieces we need across and down
|
|
|
|
float temp = bw / fopt;
|
|
|
|
int how_many_across = temp;
|
|
|
|
if ((temp - how_many_across) > 0)
|
|
|
|
how_many_across++;
|
|
|
|
|
|
|
|
temp = bh / fopt;
|
|
|
|
int how_many_down = temp;
|
|
|
|
if ((temp - how_many_down) > 0)
|
|
|
|
how_many_down++;
|
|
|
|
|
|
|
|
ASSERT(how_many_across > 0);
|
|
|
|
ASSERT(how_many_down > 0);
|
|
|
|
|
|
|
|
// Now go through our big bitmap and partition it into pieces
|
2024-05-24 03:16:40 +00:00
|
|
|
uint16_t *src_data = bm_data(bm_handle, 0);
|
|
|
|
uint16_t *sdata;
|
|
|
|
uint16_t *ddata;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
int shift;
|
|
|
|
switch (iopt) {
|
|
|
|
case 32:
|
|
|
|
shift = 5;
|
|
|
|
break;
|
|
|
|
case 64:
|
|
|
|
shift = 6;
|
|
|
|
break;
|
|
|
|
case 128:
|
|
|
|
shift = 7;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Int3(); // Get Jeff
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
int maxx, maxy;
|
|
|
|
int windex, hindex;
|
|
|
|
int s_y, s_x, d_y, d_x;
|
|
|
|
|
|
|
|
for (hindex = 0; hindex < how_many_down; hindex++) {
|
|
|
|
for (windex = 0; windex < how_many_across; windex++) {
|
|
|
|
// loop through the chunks
|
|
|
|
// find end x and y
|
|
|
|
if (windex < how_many_across - 1)
|
|
|
|
maxx = iopt;
|
|
|
|
else
|
|
|
|
maxx = bw - (windex << shift);
|
|
|
|
if (hindex < how_many_down - 1)
|
|
|
|
maxy = iopt;
|
|
|
|
else
|
|
|
|
maxy = bh - (hindex << shift);
|
|
|
|
|
|
|
|
// find the starting source x and y
|
|
|
|
s_x = (windex << shift);
|
|
|
|
s_y = (hindex << shift);
|
|
|
|
|
|
|
|
// get the pointers pointing to the right spot
|
|
|
|
ddata = bm_data(chunk->bm_array[hindex * how_many_across + windex], 0);
|
|
|
|
GameBitmaps[chunk->bm_array[hindex * how_many_across + windex]].flags |= BF_CHANGED;
|
|
|
|
sdata = &src_data[s_y * bw + s_x];
|
|
|
|
|
|
|
|
// copy the data
|
|
|
|
for (d_y = 0; d_y < maxy; d_y++) {
|
|
|
|
for (d_x = 0; d_x < maxx; d_x++) {
|
|
|
|
ddata[d_x] = sdata[d_x];
|
|
|
|
} // end for d_x
|
|
|
|
sdata += bw;
|
|
|
|
ddata += iopt;
|
|
|
|
} // end for d_y
|
|
|
|
|
|
|
|
} // end for windex
|
|
|
|
} // end for hindex
|
|
|
|
}
|
|
|
|
|
|
|
|
// Tells the software renderer whether or not to use mipping
|
2024-05-24 03:05:05 +00:00
|
|
|
void rend_SetMipState(int8_t mipstate) {}
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
// Init our renderer
|
|
|
|
int rend_Init(renderer_type state, oeApplication *app, renderer_preferred_state *pref_state) {
|
|
|
|
#ifndef DEDICATED_ONLY
|
|
|
|
int retval = 0;
|
|
|
|
rend_SetRendererType(state);
|
|
|
|
if (!Renderer_initted) {
|
|
|
|
if (!Renderer_close_flag) {
|
|
|
|
atexit(rend_Close);
|
|
|
|
Renderer_close_flag = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
Renderer_initted = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (OpenGL_window_initted) {
|
|
|
|
rend_CloseOpenGLWindow();
|
|
|
|
OpenGL_window_initted = 0;
|
|
|
|
}
|
|
|
|
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "Renderer init is set to %d\n", Renderer_initted);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
#ifndef OEM_V3
|
|
|
|
int flags = app->flags();
|
|
|
|
if (flags & OEAPP_WINDOWED) {
|
|
|
|
// initialize for windowed
|
|
|
|
retval = rend_InitOpenGLWindow(app, pref_state);
|
|
|
|
} else {
|
|
|
|
// initialize for full screen
|
|
|
|
retval = opengl_Init(app, pref_state);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
#else
|
|
|
|
return 0;
|
2024-04-16 20:59:11 +00:00
|
|
|
#endif // #ifdef DEDICATED_ONLY
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void rend_Close(void) {
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "CLOSE:Renderer init is set to %d\n", Renderer_initted);
|
2024-04-16 20:21:35 +00:00
|
|
|
if (!Renderer_initted)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (OpenGL_window_initted) {
|
|
|
|
if (Renderer_type == RENDERER_OPENGL) {
|
|
|
|
rend_CloseOpenGLWindow();
|
|
|
|
}
|
|
|
|
OpenGL_window_initted = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
opengl_Close();
|
|
|
|
|
|
|
|
Renderer_initted = 0;
|
|
|
|
}
|
|
|
|
|
2024-05-08 21:55:08 +00:00
|
|
|
void gpu_BindTexture(int handle, int map_type, int slot) {
|
|
|
|
opengl_MakeBitmapCurrent(handle, map_type, slot);
|
|
|
|
opengl_MakeWrapTypeCurrent(handle, map_type, slot);
|
|
|
|
opengl_MakeFilterTypeCurrent(handle, map_type, slot);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
2024-05-08 21:55:08 +00:00
|
|
|
void gpu_RenderPolygon(PosColorUVVertex *vData, uint32_t nv) {
|
2024-05-08 21:31:18 +00:00
|
|
|
dglVertexPointer(3, GL_FLOAT, sizeof(*vData), &vData->pos);
|
|
|
|
dglColorPointer(4, GL_FLOAT, sizeof(*vData), &vData->color);
|
|
|
|
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv);
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
if (gpu_state.cur_texture_quality == 0) {
|
2024-04-16 20:21:35 +00:00
|
|
|
// force disable textures
|
2024-08-01 03:43:53 +00:00
|
|
|
gRenderer->setTextureEnabled(0, false);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
2024-08-01 03:43:53 +00:00
|
|
|
gRenderer->setTextureEnabled(1, false);
|
2024-05-10 22:23:37 +00:00
|
|
|
|
2024-04-16 20:21:35 +00:00
|
|
|
// draw the data in the arrays
|
|
|
|
dglDrawArrays(GL_POLYGON, 0, nv);
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
if (gpu_state.cur_texture_quality == 0) {
|
2024-04-16 20:21:35 +00:00
|
|
|
// re-enable textures
|
2024-08-01 03:43:53 +00:00
|
|
|
gRenderer->setTextureEnabled(0, true);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
OpenGL_polys_drawn++;
|
|
|
|
OpenGL_verts_processed += nv;
|
2024-05-08 21:55:08 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void gpu_RenderPolygonUV2(PosColorUV2Vertex *vData, uint32_t nv) {
|
|
|
|
dglVertexPointer(3, GL_FLOAT, sizeof(*vData), &vData->pos);
|
|
|
|
dglColorPointer(4, GL_FLOAT, sizeof(*vData), &vData->color);
|
|
|
|
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv0);
|
2024-08-01 03:43:53 +00:00
|
|
|
|
|
|
|
gRenderer->setTextureEnabled(1, true);
|
2024-05-08 21:55:08 +00:00
|
|
|
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv1);
|
|
|
|
|
|
|
|
dglDrawArrays(GL_POLYGON, 0, nv);
|
|
|
|
OpenGL_polys_drawn++;
|
|
|
|
OpenGL_verts_processed += nv;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
CHECK_ERROR(10)
|
|
|
|
}
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
void rend_SetFlatColor(ddgr_color color) { gpu_state.cur_color = color; }
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
// Sets the fog state to TRUE or FALSE
|
2024-05-24 03:05:05 +00:00
|
|
|
void rend_SetFogState(int8_t state) {
|
2024-05-08 16:49:20 +00:00
|
|
|
if (state == gpu_state.cur_fog_state)
|
2024-04-16 20:21:35 +00:00
|
|
|
return;
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_fog_state = state;
|
2024-04-16 20:21:35 +00:00
|
|
|
if (state == 1) {
|
|
|
|
dglEnable(GL_FOG);
|
|
|
|
} else {
|
|
|
|
dglDisable(GL_FOG);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sets the near and far plane of fog
|
|
|
|
void rend_SetFogBorders(float nearz, float farz) {
|
|
|
|
// Sets the near and far plane of fog
|
|
|
|
float fogStart = nearz;
|
|
|
|
float fogEnd = farz;
|
|
|
|
|
|
|
|
dglFogi(GL_FOG_MODE, GL_LINEAR);
|
|
|
|
dglFogf(GL_FOG_START, fogStart);
|
|
|
|
dglFogf(GL_FOG_END, fogEnd);
|
|
|
|
}
|
|
|
|
|
|
|
|
void rend_SetRendererType(renderer_type state) {
|
|
|
|
Renderer_type = state;
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "RendererType is set to %d.\n", state);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void rend_SetLighting(light_state state) {
|
2024-05-08 16:49:20 +00:00
|
|
|
if (state == gpu_state.cur_light_state)
|
2024-04-16 20:21:35 +00:00
|
|
|
return; // No redundant state setting
|
2024-08-05 04:01:02 +00:00
|
|
|
|
|
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
OpenGL_sets_this_frame[4]++;
|
|
|
|
|
|
|
|
switch (state) {
|
|
|
|
case LS_NONE:
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_light_state = LS_NONE;
|
2024-04-16 20:21:35 +00:00
|
|
|
break;
|
|
|
|
case LS_FLAT_GOURAUD:
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_light_state = LS_FLAT_GOURAUD;
|
2024-04-16 20:21:35 +00:00
|
|
|
break;
|
|
|
|
case LS_GOURAUD:
|
|
|
|
case LS_PHONG:
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_light_state = LS_GOURAUD;
|
2024-04-16 20:21:35 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Int3();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
CHECK_ERROR(13)
|
|
|
|
}
|
|
|
|
|
|
|
|
void rend_SetColorModel(color_model state) {
|
|
|
|
switch (state) {
|
|
|
|
case CM_MONO:
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_color_model = CM_MONO;
|
2024-04-16 20:21:35 +00:00
|
|
|
break;
|
|
|
|
case CM_RGB:
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_color_model = CM_RGB;
|
2024-04-16 20:21:35 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Int3();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void rend_SetTextureType(texture_type state) {
|
2024-05-08 16:49:20 +00:00
|
|
|
if (state == gpu_state.cur_texture_type)
|
2024-04-16 20:21:35 +00:00
|
|
|
return; // No redundant state setting
|
2024-08-05 04:01:02 +00:00
|
|
|
|
|
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
2024-04-16 20:21:35 +00:00
|
|
|
OpenGL_sets_this_frame[3]++;
|
|
|
|
|
|
|
|
switch (state) {
|
|
|
|
case TT_FLAT:
|
2024-08-01 03:43:53 +00:00
|
|
|
gRenderer->setTextureEnabled(0, false);
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_texture_quality = 0;
|
2024-04-16 20:21:35 +00:00
|
|
|
break;
|
|
|
|
case TT_LINEAR:
|
|
|
|
case TT_LINEAR_SPECIAL:
|
|
|
|
case TT_PERSPECTIVE:
|
|
|
|
case TT_PERSPECTIVE_SPECIAL:
|
2024-08-01 03:43:53 +00:00
|
|
|
gRenderer->setTextureEnabled(0, true);
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_texture_quality = 2;
|
2024-04-16 20:21:35 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Int3(); // huh? Get Jason
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
CHECK_ERROR(12)
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_texture_type = state;
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void rend_StartFrame(int x1, int y1, int x2, int y2, int clear_flags) {
|
|
|
|
if (clear_flags & RF_CLEAR_ZBUFFER) {
|
|
|
|
dglClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
}
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.clip_x1 = x1;
|
|
|
|
gpu_state.clip_y1 = y1;
|
|
|
|
gpu_state.clip_x2 = x2;
|
|
|
|
gpu_state.clip_y2 = y2;
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Flips the screen
|
|
|
|
void rend_Flip(void) {
|
|
|
|
#ifndef RELEASE
|
|
|
|
int i;
|
|
|
|
|
|
|
|
RTP_INCRVALUE(texture_uploads, OpenGL_uploads);
|
|
|
|
RTP_INCRVALUE(polys_drawn, OpenGL_polys_drawn);
|
|
|
|
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf_at(1, 1, 0, "Uploads=%d Polys=%d Verts=%d ", OpenGL_uploads, OpenGL_polys_drawn, OpenGL_verts_processed);
|
|
|
|
mprintf_at(1, 2, 0, "Sets= 0:%d 1:%d 2:%d 3:%d ", OpenGL_sets_this_frame[0], OpenGL_sets_this_frame[1],
|
|
|
|
OpenGL_sets_this_frame[2], OpenGL_sets_this_frame[3]);
|
|
|
|
mprintf_at(1, 3, 0, "Sets= 4:%d 5:%d ", OpenGL_sets_this_frame[4], OpenGL_sets_this_frame[5]);
|
2024-04-16 20:21:35 +00:00
|
|
|
for (i = 0; i < 10; i++) {
|
|
|
|
OpenGL_sets_this_frame[i] = 0;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2024-05-08 16:40:11 +00:00
|
|
|
gpu_last_frame_polys_drawn = OpenGL_polys_drawn;
|
|
|
|
gpu_last_frame_verts_processed = OpenGL_verts_processed;
|
|
|
|
gpu_last_uploaded = OpenGL_uploads;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
OpenGL_uploads = 0;
|
|
|
|
OpenGL_polys_drawn = 0;
|
|
|
|
OpenGL_verts_processed = 0;
|
|
|
|
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
// if we're rendering to an FBO, scale to the window framebuffer!
|
|
|
|
if (GOpenGLFBO != 0) {
|
|
|
|
int w, h;
|
|
|
|
SDL_GL_GetDrawableSize(GSDLWindow, &w, &h);
|
|
|
|
|
|
|
|
int scaledHeight, scaledWidth;
|
|
|
|
if (w < h) {
|
|
|
|
scaledWidth = w;
|
|
|
|
scaledHeight = (int) (((((double)GOpenGLFBOHeight) / ((double)GOpenGLFBOWidth))) * ((double)w));
|
|
|
|
} else {
|
|
|
|
scaledHeight = h;
|
|
|
|
scaledWidth = (int) (((((double)GOpenGLFBOWidth) / ((double)GOpenGLFBOHeight))) * ((double)h));
|
|
|
|
}
|
|
|
|
|
|
|
|
const int centeredX = (w - scaledWidth) / 2;
|
|
|
|
const int centeredY = (h - scaledHeight) / 2;
|
|
|
|
|
|
|
|
dglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
|
|
|
dglClearColor (0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
dglClear(GL_COLOR_BUFFER_BIT); // in case the Steam Overlay wrote to places we don't blit over.
|
|
|
|
dglBlitFramebufferEXT(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight,
|
|
|
|
centeredX, centeredY, centeredX + scaledWidth, centeredY + scaledHeight,
|
|
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
}
|
|
|
|
|
2024-04-30 04:50:09 +00:00
|
|
|
SDL_GL_SwapWindow(GSDLWindow);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
// go back to drawing on the FBO until we want to blit to the window framebuffer again.
|
|
|
|
if (GOpenGLFBO != 0) {
|
|
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
|
|
|
|
dglViewport(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight);
|
|
|
|
dglScissor(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight);
|
|
|
|
}
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void rend_EndFrame(void) {}
|
|
|
|
|
|
|
|
// Sets the state of z-buffering to on or off
|
2024-05-24 03:05:05 +00:00
|
|
|
void rend_SetZBufferState(int8_t state) {
|
2024-05-08 16:49:20 +00:00
|
|
|
if (state == gpu_state.cur_zbuffer_state)
|
2024-04-16 20:21:35 +00:00
|
|
|
return; // No redundant state setting
|
|
|
|
|
|
|
|
OpenGL_sets_this_frame[5]++;
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_zbuffer_state = state;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-24 15:46:07 +00:00
|
|
|
// mprintf(0,"OPENGL: Setting zbuffer state to %d.\n",state);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
if (state) {
|
|
|
|
dglEnable(GL_DEPTH_TEST);
|
|
|
|
dglDepthFunc(GL_LEQUAL);
|
|
|
|
} else {
|
|
|
|
dglDisable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
CHECK_ERROR(14)
|
|
|
|
}
|
|
|
|
|
|
|
|
// Clears the display to a specified color
|
|
|
|
void rend_ClearScreen(ddgr_color color) {
|
|
|
|
int r = (color >> 16 & 0xFF);
|
|
|
|
int g = (color >> 8 & 0xFF);
|
|
|
|
int b = (color & 0xFF);
|
|
|
|
|
|
|
|
dglClearColor((float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 0);
|
|
|
|
|
|
|
|
dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Clears the zbuffer for the screen
|
|
|
|
void rend_ClearZBuffer(void) { dglClear(GL_DEPTH_BUFFER_BIT); }
|
|
|
|
|
|
|
|
// Clears the zbuffer for the screen
|
|
|
|
void rend_ResetCache(void) {
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(0, "Resetting texture cache!\n");
|
2024-04-16 20:21:35 +00:00
|
|
|
opengl_ResetCache();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fills a rectangle on the display
|
|
|
|
void rend_FillRect(ddgr_color color, int x1, int y1, int x2, int y2) {
|
|
|
|
int r = GR_COLOR_RED(color);
|
|
|
|
int g = GR_COLOR_GREEN(color);
|
|
|
|
int b = GR_COLOR_BLUE(color);
|
|
|
|
|
|
|
|
int width = x2 - x1;
|
|
|
|
int height = y2 - y1;
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
x1 += gpu_state.clip_x1;
|
|
|
|
y1 += gpu_state.clip_y1;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
dglEnable(GL_SCISSOR_TEST);
|
2024-05-08 16:49:20 +00:00
|
|
|
dglScissor(x1, gpu_state.screen_height - (height + y1), width, height);
|
2024-04-16 20:21:35 +00:00
|
|
|
dglClearColor((float)r / 255.0, (float)g / 255.0, (float)b / 255.0, 0);
|
|
|
|
dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
width = gpu_state.clip_x2 - gpu_state.clip_x1;
|
|
|
|
height = gpu_state.clip_y2 - gpu_state.clip_y1;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
dglScissor(gpu_state.clip_x1, gpu_state.screen_height - (gpu_state.clip_y1 + height), width, height);
|
2024-04-16 20:21:35 +00:00
|
|
|
dglDisable(GL_SCISSOR_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sets a pixel on the display
|
|
|
|
void rend_SetPixel(ddgr_color color, int x, int y) {
|
|
|
|
g3_RefreshTransforms(true);
|
|
|
|
|
2024-07-18 15:03:39 +00:00
|
|
|
std::array pos{x, y};
|
|
|
|
color_array unpacked_color{GR_COLOR_RED(color) / 255.0f, GR_COLOR_GREEN(color) / 255.0f, GR_COLOR_BLUE(color) / 255.0f, 1};
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-07-18 15:03:39 +00:00
|
|
|
dglVertexPointer(2, GL_INT, sizeof(pos), &pos);
|
|
|
|
dglColorPointer(4, GL_FLOAT, sizeof(unpacked_color), &unpacked_color);
|
|
|
|
dglDrawArrays(GL_POINTS, 0, 1);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Sets a pixel on the display
|
|
|
|
ddgr_color rend_GetPixel(int x, int y) {
|
|
|
|
ddgr_color color[4];
|
2024-05-08 16:49:20 +00:00
|
|
|
dglReadPixels(x, (gpu_state.screen_height - 1) - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)color);
|
2024-04-16 20:21:35 +00:00
|
|
|
return color[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draws a line
|
|
|
|
void rend_DrawLine(int x1, int y1, int x2, int y2) {
|
2024-05-24 03:05:05 +00:00
|
|
|
int8_t atype;
|
2024-04-16 20:21:35 +00:00
|
|
|
light_state ltype;
|
|
|
|
texture_type ttype;
|
|
|
|
|
|
|
|
g3_RefreshTransforms(true);
|
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
atype = gpu_state.cur_alpha_type;
|
|
|
|
ltype = gpu_state.cur_light_state;
|
|
|
|
ttype = gpu_state.cur_texture_type;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
rend_SetAlphaType(AT_ALWAYS);
|
|
|
|
rend_SetLighting(LS_NONE);
|
|
|
|
rend_SetTextureType(TT_FLAT);
|
|
|
|
|
2024-07-18 15:03:39 +00:00
|
|
|
color_array color{
|
|
|
|
GR_COLOR_RED(gpu_state.cur_color) / 255.0f,
|
|
|
|
GR_COLOR_GREEN(gpu_state.cur_color) / 255.0f,
|
|
|
|
GR_COLOR_BLUE(gpu_state.cur_color) / 255.0f,
|
|
|
|
};
|
|
|
|
std::array<PosColorUVVertex, 2> vertices{
|
|
|
|
PosColorUVVertex{
|
|
|
|
vector{static_cast<float>(x1 + gpu_state.clip_x1), static_cast<float>(y1 + gpu_state.clip_y1), 0},
|
|
|
|
color,
|
|
|
|
tex_array{ /* unused */ }
|
|
|
|
},
|
|
|
|
PosColorUVVertex{
|
|
|
|
vector{static_cast<float>(x2 + gpu_state.clip_x1), static_cast<float>(y2 + gpu_state.clip_y1), 0},
|
|
|
|
color,
|
|
|
|
tex_array{ /* unused */ }
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
dglVertexPointer(3, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].pos);
|
|
|
|
dglColorPointer(4, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].color);
|
|
|
|
dglDrawArrays(GL_LINES, 0, vertices.size());
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
rend_SetAlphaType(atype);
|
|
|
|
rend_SetLighting(ltype);
|
|
|
|
rend_SetTextureType(ttype);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sets the color of fog
|
|
|
|
void rend_SetFogColor(ddgr_color color) {
|
2024-05-08 16:49:20 +00:00
|
|
|
if (color == gpu_state.cur_fog_color)
|
2024-04-16 20:21:35 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
float fc[4];
|
|
|
|
fc[0] = GR_COLOR_RED(color);
|
|
|
|
fc[1] = GR_COLOR_GREEN(color);
|
|
|
|
fc[2] = GR_COLOR_BLUE(color);
|
|
|
|
fc[3] = 1;
|
|
|
|
|
|
|
|
fc[0] /= 255.0f;
|
|
|
|
fc[1] /= 255.0f;
|
|
|
|
fc[2] /= 255.0f;
|
|
|
|
|
|
|
|
dglFogfv(GL_FOG_COLOR, fc);
|
|
|
|
}
|
|
|
|
|
2024-05-24 03:05:05 +00:00
|
|
|
void rend_SetAlphaType(int8_t atype) {
|
2024-05-08 16:49:20 +00:00
|
|
|
if (atype == gpu_state.cur_alpha_type)
|
2024-04-16 20:21:35 +00:00
|
|
|
return; // don't set it redundantly
|
2024-08-05 04:01:02 +00:00
|
|
|
|
|
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
2024-04-16 20:21:35 +00:00
|
|
|
OpenGL_sets_this_frame[6]++;
|
|
|
|
|
|
|
|
if (atype == AT_ALWAYS) {
|
|
|
|
if (opengl_Blending_on) {
|
|
|
|
dglDisable(GL_BLEND);
|
|
|
|
opengl_Blending_on = false;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (!opengl_Blending_on) {
|
|
|
|
dglEnable(GL_BLEND);
|
|
|
|
opengl_Blending_on = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (atype) {
|
|
|
|
case AT_ALWAYS:
|
|
|
|
case AT_TEXTURE:
|
|
|
|
rend_SetAlphaValue(255);
|
|
|
|
dglBlendFunc(GL_ONE, GL_ZERO);
|
|
|
|
break;
|
2024-05-08 16:18:21 +00:00
|
|
|
case AT_CONSTANT:
|
2024-04-16 20:21:35 +00:00
|
|
|
case AT_CONSTANT_TEXTURE:
|
|
|
|
case AT_VERTEX:
|
|
|
|
case AT_CONSTANT_TEXTURE_VERTEX:
|
|
|
|
case AT_CONSTANT_VERTEX:
|
|
|
|
case AT_TEXTURE_VERTEX:
|
|
|
|
dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
break;
|
|
|
|
case AT_LIGHTMAP_BLEND:
|
|
|
|
dglBlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
|
|
break;
|
|
|
|
case AT_SATURATE_TEXTURE:
|
|
|
|
case AT_LIGHTMAP_BLEND_SATURATE:
|
|
|
|
case AT_SATURATE_VERTEX:
|
|
|
|
case AT_SATURATE_CONSTANT_VERTEX:
|
|
|
|
case AT_SATURATE_TEXTURE_VERTEX:
|
|
|
|
dglBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
break;
|
|
|
|
case AT_SPECULAR:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Int3(); // no type defined,get jason
|
|
|
|
break;
|
|
|
|
}
|
2024-05-08 16:49:20 +00:00
|
|
|
gpu_state.cur_alpha_type = atype;
|
2024-05-08 17:01:22 +00:00
|
|
|
gpu_Alpha_multiplier = rend_GetAlphaMultiplier();
|
2024-04-16 20:21:35 +00:00
|
|
|
CHECK_ERROR(15)
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draws a line using the states of the renderer
|
|
|
|
void rend_DrawSpecialLine(g3Point *p0, g3Point *p1) {
|
|
|
|
g3_RefreshTransforms(true);
|
|
|
|
|
2024-07-18 15:03:39 +00:00
|
|
|
std::array<g3Point const*, 2> pts{p0, p1};
|
|
|
|
std::array<PosColorUVVertex, 2> vertices{};
|
|
|
|
std::transform(pts.begin(), pts.end(), vertices.begin(), [](auto pnt) {
|
|
|
|
return PosColorUVVertex{
|
|
|
|
{pnt->p3_sx + gpu_state.clip_x1, pnt->p3_sy + gpu_state.clip_y1, -std::clamp(1.0f - (1.0f / (pnt->p3_z + Z_bias)), 0.0f, 1.0f)},
|
|
|
|
DeterminePointColor(pnt, false, false, true), // extras??
|
|
|
|
tex_array{ /* unused */ }
|
|
|
|
};
|
|
|
|
});
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-07-18 15:03:39 +00:00
|
|
|
dglVertexPointer(3, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].pos);
|
|
|
|
dglColorPointer(4, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].color);
|
|
|
|
dglDrawArrays(GL_LINES, 0, vertices.size());
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Takes a screenshot of the current frame and puts it into the handle passed
|
2024-05-09 21:38:54 +00:00
|
|
|
std::unique_ptr<NewBitmap> rend_Screenshot() {
|
2024-05-24 03:16:40 +00:00
|
|
|
uint16_t *dest_data;
|
2024-05-24 02:57:25 +00:00
|
|
|
uint32_t *temp_data;
|
2024-05-09 21:38:54 +00:00
|
|
|
|
2024-05-08 16:49:20 +00:00
|
|
|
int total = gpu_state.screen_width * gpu_state.screen_height;
|
2024-05-09 21:38:54 +00:00
|
|
|
auto result = std::make_unique<NewBitmap>(gpu_state.screen_width, gpu_state.screen_height, PixelDataFormat::RGBA32, true);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-09 21:38:54 +00:00
|
|
|
if (!result || result->getData() == nullptr) {
|
|
|
|
return nullptr;
|
|
|
|
}
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-09 21:38:54 +00:00
|
|
|
dglReadPixels(0, 0, gpu_state.screen_width, gpu_state.screen_height, GL_RGBA, GL_UNSIGNED_BYTE,
|
|
|
|
(GLvoid *)result->getData());
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-09 21:38:54 +00:00
|
|
|
return result;
|
|
|
|
}
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-09 21:38:54 +00:00
|
|
|
// Takes a screenshot of the current frame and puts it into the handle passed
|
|
|
|
void rend_Screenshot(int bm_handle) {
|
|
|
|
auto screenshot = rend_Screenshot();
|
2024-05-24 02:57:25 +00:00
|
|
|
auto *temp_data = reinterpret_cast<uint32_t*>(screenshot->getData());
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-09 21:38:54 +00:00
|
|
|
uint32_t w, h;
|
|
|
|
screenshot->getSize(w, h);
|
|
|
|
|
|
|
|
ASSERT((bm_w(bm_handle, 0)) == gpu_state.screen_width);
|
|
|
|
ASSERT((bm_h(bm_handle, 0)) == gpu_state.screen_height);
|
|
|
|
|
2024-05-24 03:16:40 +00:00
|
|
|
uint16_t* dest_data = bm_data(bm_handle, 0);
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-09 21:38:54 +00:00
|
|
|
for (int i = 0; i < h; i++) {
|
|
|
|
for (int t = 0; t < w; t++) {
|
2024-05-24 02:57:25 +00:00
|
|
|
uint32_t spix = temp_data[i * w + t];
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
int r = spix & 0xff;
|
|
|
|
int g = (spix >> 8) & 0xff;
|
|
|
|
int b = (spix >> 16) & 0xff;
|
|
|
|
|
|
|
|
dest_data[(((h - 1) - i) * w) + t] = GR_RGB16(r, g, b);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Enables/disables writes the depth buffer
|
|
|
|
void rend_SetZBufferWriteMask(int state) {
|
|
|
|
OpenGL_sets_this_frame[5]++;
|
|
|
|
if (state) {
|
|
|
|
dglDepthMask(GL_TRUE);
|
|
|
|
} else {
|
|
|
|
dglDepthMask(GL_FALSE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-05-08 16:56:00 +00:00
|
|
|
int rend_ReInit() {
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
opengl_Close(true);
|
2024-05-08 16:56:00 +00:00
|
|
|
return opengl_Init(NULL, &gpu_preferred_state);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Takes a bitmap and blits it to the screen using linear frame buffer stuff
|
|
|
|
// X and Y are the destination X,Y
|
|
|
|
void rend_CopyBitmapToFramebuffer(int bm_handle, int x, int y) {
|
|
|
|
ASSERT(opengl_Framebuffer_ready);
|
|
|
|
|
|
|
|
if (opengl_Framebuffer_ready == 1) {
|
|
|
|
bm_CreateChunkedBitmap(bm_handle, &opengl_Chunked_bitmap);
|
|
|
|
opengl_Framebuffer_ready = 2;
|
|
|
|
} else {
|
|
|
|
opengl_ChangeChunkedBitmap(bm_handle, &opengl_Chunked_bitmap);
|
|
|
|
}
|
|
|
|
|
|
|
|
rend_DrawChunkedBitmap(&opengl_Chunked_bitmap, 0, 0, 255);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Gets a renderer ready for a framebuffer copy, or stops a framebuffer copy
|
|
|
|
void rend_SetFrameBufferCopyState(bool state) {
|
|
|
|
if (state) {
|
|
|
|
ASSERT(opengl_Framebuffer_ready == 0);
|
|
|
|
opengl_Framebuffer_ready = 1;
|
|
|
|
} else {
|
|
|
|
ASSERT(opengl_Framebuffer_ready != 0);
|
|
|
|
opengl_Framebuffer_ready = 0;
|
|
|
|
|
|
|
|
if (opengl_Framebuffer_ready == 2) {
|
|
|
|
bm_DestroyChunkedBitmap(&opengl_Chunked_bitmap);
|
|
|
|
opengl_ResetCache();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Gets OpenGL ready to work in a window
|
|
|
|
int rend_InitOpenGLWindow(oeApplication *app, renderer_preferred_state *pref_state) {
|
|
|
|
WindowGL = 1;
|
|
|
|
return opengl_Init(app, pref_state);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Shuts down OpenGL in a window
|
|
|
|
void rend_CloseOpenGLWindow(void) {
|
|
|
|
opengl_Close();
|
|
|
|
WindowGL = 0;
|
|
|
|
OpenGL_window_initted = 0;
|
2024-05-24 15:46:07 +00:00
|
|
|
mprintf(1, "SHUTTING DOWN WINDOWED OPENGL!");
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Sets the hardware bias level for coplanar polygons
|
|
|
|
// This helps reduce z buffer artifacts
|
|
|
|
void rend_SetCoplanarPolygonOffset(float factor) {
|
|
|
|
if (factor == 0.0f) {
|
|
|
|
dglDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
} else {
|
|
|
|
dglEnable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
dglPolygonOffset(-1.0f, -1.0f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// returns the direct draw object
|
|
|
|
void *rend_RetrieveDirectDrawObj(void **frontsurf, void **backsurf) {
|
|
|
|
*frontsurf = NULL;
|
|
|
|
*backsurf = NULL;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void rend_TransformSetToPassthru(void) {
|
2024-05-08 16:49:20 +00:00
|
|
|
int width = gpu_state.screen_width;
|
|
|
|
int height = gpu_state.screen_height;
|
2024-04-16 20:21:35 +00:00
|
|
|
|
2024-05-08 16:40:11 +00:00
|
|
|
// TODO: Generalize
|
2024-07-28 09:18:54 +00:00
|
|
|
gRenderer->setTransform(glm::mat4x4{1}, glm::mat4x4{1}, glm::ortho<float>(0, width, height, 0, 0, 1));
|
2024-04-16 20:21:35 +00:00
|
|
|
|
|
|
|
// Viewport
|
|
|
|
dglViewport(0, 0, width, height);
|
opengl: use SDL_WINDOW_FULLSCREEN_DESKTOP and an FBO.
This now renders to an OpenGL Framebuffer Object at the game's resolution,
and blits it to the window at whatever resolution it is currently using,
scaling and letterboxing if necessary.
Which is to say: display resolutions are now imaginary, and we never change
the physical display mode now. A smaller resolution is simply drawing less
pixels and scaling them up with the GPU for display. This solves a few
problems: no more resizing background windows or desktop icons shuffling
around, no more being stuck in a weird resolution when debugging or if the
game crashes, no more waiting on monitors to click over to a new mode, and
no more weird rendering when the display didn't exactly support the requested
mode.
This also means the game doesn't have to drop down to 640x480 for the config
menu screen when it was otherwise using some other resolution.
Some caveats:
- This _requires_ OpenGL Framebuffer Object support; there is currently no
fallback if it's missing and the game will refuse to start. But any desktop
hardware of the last ~20 years should support it. For weird embedded things
or whatnot, it will be possible to add a fallback.
- This currently requires SDL. The OpenGL pieces should work on Windows, but
someone would need to adjust the existing win32 code to create a fullscreen
window and not change the physical display mode. It should still compile on
windows and work as before (untested by me, though).
- This is only OpenGL; it does not touch the Direct3D renderer, which should
continue to work as before (again, untested by me).
2024-06-14 07:35:54 +00:00
|
|
|
dglScissor(0, 0, width, height);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void rend_TransformSetViewport(int lx, int ty, int width, int height) {
|
2024-05-08 16:49:20 +00:00
|
|
|
dglViewport(lx, gpu_state.screen_height - (ty + height - 1), width, height);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void rend_TransformSetProjection(float trans[4][4]) {
|
2024-07-28 09:18:54 +00:00
|
|
|
gRenderer->setTransform(std::nullopt, std::nullopt, glm::make_mat4x4(&trans[0][0]));
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void rend_TransformSetModelView(float trans[4][4]) {
|
2024-07-28 09:18:54 +00:00
|
|
|
gRenderer->setTransform(glm::make_mat4x4(&trans[0][0]), glm::mat4x4{1}, std::nullopt);
|
2024-04-16 20:21:35 +00:00
|
|
|
}
|