Descent3/renderer/HardwareOpenGL.cpp

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/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
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#include <array>
#include <cstdlib>
#include <cstdio>
#include <cstring>
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#include <optional>
#include <SDL.h>
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#if defined(WIN32)
#include <windows.h>
#endif
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#define DECLARE_OPENGL
#include "dyna_gl.h"
#include "byteswap.h"
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#include "pserror.h"
#include "mono.h"
#include "3d.h"
#include "renderer.h"
#include "application.h"
#include "bitmap.h"
#include "lightmap.h"
#include "rend_opengl.h"
#include "grdefs.h"
#include "mem.h"
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).
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#include "config.h"
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#include "rtperformance.h"
#include "HardwareInternal.h"
#include "../Descent3/args.h"
#include "NewBitmap.h"
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#include "shaders.h"
#include "ShaderProgram.h"
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#if defined(WIN32)
#include "win/arb_extensions.h"
#endif
int FindArg(const char *);
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// General renderer states
extern int gpu_Overlay_map;
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int Bump_map = 0;
int Bumpmap_ready = 0;
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extern uint8_t gpu_Overlay_type;
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float Z_bias = 0.0f;
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uint8_t Renderer_close_flag = 0;
extern uint8_t Renderer_initted;
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renderer_type Renderer_type = RENDERER_OPENGL;
int WindowGL = 0;
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struct Renderer {
Renderer() : shader_{shaders::vertex, shaders::fragment, {
vertexAttrib(3, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::pos, "in_pos"),
vertexAttrib(4, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::color, "in_color"),
vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv0, "in_uv0"),
vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv1, "in_uv1")
}} {
shader_.Use();
}
/**
* Sets the vertex transformation matrices. Takes all three of the MVP matrices at once, in order to avoid
* multiple SetUniform operations. Pass std::nullopt for any matrices that should not be altered.
*/
void setTransform(std::optional<glm::mat4x4> const &model, std::optional<glm::mat4x4> const &view,
std::optional<glm::mat4x4> const &projection) {
if (model) {
model_ = *model;
}
if (view) {
view_ = *view;
}
if (projection) {
projection_ = *projection;
}
shader_.setUniformMat4f("u_transform", projection_ * view_ * model_);
}
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private:
glm::mat4x4 model_;
glm::mat4x4 view_;
glm::mat4x4 projection_;
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ShaderProgram<PosColorUV2Vertex> shader_;
};
std::optional<Renderer> gRenderer;
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#ifndef GL_UNSIGNED_SHORT_5_5_5_1
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#endif
#ifndef GL_UNSIGNED_SHORT_4_4_4_4
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
#define CHECK_ERROR(x)
SDL_Window *GSDLWindow = NULL;
SDL_GLContext GSDLGLContext = NULL;
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char loadedLibrary[_MAX_PATH];
#define GET_WRAP_STATE(x) (x >> 4)
#define GET_FILTER_STATE(x) (x & 0x0f)
#define SET_WRAP_STATE(x, s) \
{ \
x &= 0x0F; \
x |= (s << 4); \
}
#define SET_FILTER_STATE(x, s) \
{ \
x &= 0xF0; \
x |= (s); \
}
// OpenGL Stuff
static int OpenGL_window_initted = 0;
static int OpenGL_polys_drawn = 0;
static int OpenGL_verts_processed = 0;
static int OpenGL_uploads = 0;
static int OpenGL_sets_this_frame[10];
static int OpenGL_packed_pixels = 0;
static int Cur_texture_object_num = 1;
static int OpenGL_cache_initted = 0;
static int OpenGL_last_bound[2];
static int Last_texel_unit_set = -1;
extern int gpu_last_frame_polys_drawn;
extern int gpu_last_frame_verts_processed;
extern int gpu_last_uploaded;
extern float gpu_Alpha_factor;
extern float gpu_Alpha_multiplier;
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uint16_t *OpenGL_bitmap_remap = NULL;
uint16_t *OpenGL_lightmap_remap = NULL;
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uint8_t *OpenGL_bitmap_states = NULL;
uint8_t *OpenGL_lightmap_states = NULL;
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uint32_t *opengl_Upload_data = NULL;
uint32_t *opengl_Translate_table = NULL;
uint32_t *opengl_4444_translate_table = NULL;
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uint16_t *opengl_packed_Upload_data = NULL;
uint16_t *opengl_packed_Translate_table = NULL;
uint16_t *opengl_packed_4444_translate_table = NULL;
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extern rendering_state gpu_state;
extern renderer_preferred_state gpu_preferred_state;
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bool OpenGL_multitexture_state = false;
module *OpenGLDLLHandle = NULL;
int Already_loaded = 0;
bool opengl_Blending_on = 0;
static oeApplication *ParentApplication = NULL;
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).
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/* framebuffer object for backbuffer, scale to window size without changing resolution. --ryan, 2019. */
#define GL_DEPTH_COMPONENT16_EXT 0x81A5
#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
#define GL_FRAMEBUFFER_EXT 0x8D40
#define GL_RENDERBUFFER_EXT 0x8D41
static GLuint GOpenGLFBO = 0;
static GLuint GOpenGLRBOColor = 0;
static GLuint GOpenGLRBODepth = 0;
static GLuint GOpenGLFBOWidth = 0;
static GLuint GOpenGLFBOHeight = 0;
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// returns true if the passed in extension name is supported
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bool opengl_CheckExtension(std::string_view extName) {
GLint numExtensions;
dglGetIntegerv(GL_NUM_EXTENSIONS, &numExtensions);
for (GLint i = 0; i < numExtensions; i++) {
if (extName == reinterpret_cast<char const*>(dglGetStringi(GL_EXTENSIONS, i))) {
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return true;
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}
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}
return false;
}
// Gets some specific information about this particular flavor of opengl
void opengl_GetInformation() {
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mprintf(0, "OpenGL Vendor: %s\n", dglGetString(GL_VENDOR));
mprintf(0, "OpenGL Renderer: %s\n", dglGetString(GL_RENDERER));
mprintf(0, "OpenGL Version: %s\n", dglGetString(GL_VERSION));
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}
int opengl_MakeTextureObject(int tn) {
int num = Cur_texture_object_num;
Cur_texture_object_num++;
if (UseMultitexture && Last_texel_unit_set != tn) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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Last_texel_unit_set = tn;
#endif
}
dglBindTexture(GL_TEXTURE_2D, num);
dglPixelStorei(GL_UNPACK_ALIGNMENT, 2);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexEnvf (GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
CHECK_ERROR(2)
return num;
}
int opengl_InitCache(void) {
OpenGL_bitmap_remap = (uint16_t *)mem_malloc(MAX_BITMAPS * 2);
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ASSERT(OpenGL_bitmap_remap);
OpenGL_lightmap_remap = (uint16_t *)mem_malloc(MAX_LIGHTMAPS * 2);
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ASSERT(OpenGL_lightmap_remap);
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OpenGL_bitmap_states = (uint8_t *)mem_malloc(MAX_BITMAPS);
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ASSERT(OpenGL_bitmap_states);
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OpenGL_lightmap_states = (uint8_t *)mem_malloc(MAX_LIGHTMAPS);
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ASSERT(OpenGL_lightmap_states);
Cur_texture_object_num = 1;
// Setup textures and cacheing
int i;
for (i = 0; i < MAX_BITMAPS; i++) {
OpenGL_bitmap_remap[i] = 65535;
OpenGL_bitmap_states[i] = 255;
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;
}
dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (UseMultitexture) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + 1);
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dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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#endif
}
CHECK_ERROR(3)
OpenGL_cache_initted = 1;
return 1;
}
// Sets default states for our renderer
void opengl_SetDefaults() {
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mprintf(0, "Setting states\n");
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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;
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// Enable some states
dglEnable(GL_BLEND);
dglEnable(GL_DITHER);
opengl_Blending_on = true;
rend_SetAlphaType(AT_ALWAYS);
rend_SetAlphaValue(255);
rend_SetFiltering(1);
rend_SetLighting(LS_NONE);
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rend_SetTextureType(TT_FLAT);
rend_SetColorModel(CM_RGB);
rend_SetZBufferState(1);
rend_SetGammaValue(gpu_preferred_state.gamma);
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OpenGL_last_bound[0] = 9999999;
OpenGL_last_bound[1] = 9999999;
Last_texel_unit_set = -1;
OpenGL_multitexture_state = false;
dglEnableClientState(GL_VERTEX_ARRAY);
dglEnableClientState(GL_COLOR_ARRAY);
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
dglHint(GL_FOG_HINT, GL_NICEST);
dglEnable(GL_SCISSOR_TEST);
dglScissor(0, 0, gpu_state.screen_width, gpu_state.screen_height);
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dglDisable(GL_SCISSOR_TEST);
if (UseMultitexture) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
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dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
dglHint(GL_FOG_HINT, GL_NICEST);
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dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
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dglDisable(GL_TEXTURE_2D);
dglEnable(GL_BLEND);
dglEnable(GL_DITHER);
dglBlendFunc(GL_DST_COLOR, GL_ZERO);
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dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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#endif
}
}
extern bool linux_permit_gamma;
extern renderer_preferred_state Render_preferred_state;
extern bool ddio_mouseGrabbed;
int SDLCALL d3SDLEventFilter(void *userdata, SDL_Event *event);
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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).
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int winw = Video_res_list[Game_video_resolution].width;
int winh = Video_res_list[Game_video_resolution].height;
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// 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).
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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);
}
}
SDL_SetEventFilter(d3SDLEventFilter, NULL);
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bool fullscreen = true;
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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 {
gl_library[0] = 0;
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}
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mprintf(0, "OpenGL: Attempting to use \"%s\" for OpenGL\n", gl_library[0] ? gl_library : "[system default library]");
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// ryan's adds. 04/18/2000...SDL stuff on 04/25/2000
bool success = true;
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OpenGLDLLHandle = LoadOpenGLDLL(gl_library);
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if (!(OpenGLDLLHandle)) {
// rcg07072000 last ditch effort...
#if defined(POSIX)
strcpy(gl_library, "libGL.so.1");
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#else
strcpy(gl_library, "opengl32.dll");
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#endif
OpenGLDLLHandle = LoadOpenGLDLL(gl_library);
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if (!(OpenGLDLLHandle)) {
success = false;
}
} // if
if (!success) {
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char buffer[512];
snprintf(buffer, sizeof(buffer), "Failed to load library [%s].\n", gl_library);
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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).
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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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);
Uint32 flags = SDL_WINDOW_OPENGL;
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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).
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flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
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).
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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);
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}
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).
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GSDLGLContext = SDL_GL_CreateContext(GSDLWindow);
if (!GSDLGLContext) {
mprintf(0, "OpenGL: OpenGL context creation failed: %s", SDL_GetError());
SDL_DestroyWindow(GSDLWindow);
GSDLWindow = NULL;
return 0;
}
}
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).
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SDL_GL_DeleteContext(GSDLGLContext);
GSDLGLContext = nullptr;
SDL_DestroyWindow(GSDLWindow);
GSDLWindow = nullptr;
mprintf(0, "Error loading opengl dll: %s\n", ex.what());
mod_FreeModule(&OpenGLDLLInst);
OpenGLDLLHandle = nullptr;
return 0;
}
// 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).
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/* 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;
}
if (!FindArg("-nomousegrab")) {
ddio_mouseGrabbed = true;
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}
SDL_SetRelativeMouseMode(ddio_mouseGrabbed ? SDL_TRUE : SDL_FALSE);
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// rcg09182000 gamma fun.
// rcg01112000 --nogamma fun.
if (FindArgChar("-nogamma", 'M')) {
linux_permit_gamma = false;
} else {
Uint16 ramp[256];
SDL_CalculateGammaRamp(Render_preferred_state.gamma, ramp);
linux_permit_gamma = (SDL_SetWindowGammaRamp(GSDLWindow, ramp, ramp, ramp) == 0);
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} // else
if (ParentApplication) {
reinterpret_cast<oeLnxApplication *>(ParentApplication)->set_sizepos(0, 0, *width, *height);
}
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gRenderer.emplace();
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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;
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mprintf(0, "Setting up opengl mode!\n");
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if (pref_state) {
gpu_preferred_state = *pref_state;
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}
if (app != NULL) {
ParentApplication = app;
}
int windowX = 0, windowY = 0;
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/***********************************************************
* 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;
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// Get some info
opengl_GetInformation();
// Determine if Multitexture is supported
UseMultitexture = !FindArg("-NoMultitexture") && dglActiveTextureARB && dglClientActiveTextureARB && dglMultiTexCoord4f;
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// Do we have packed pixel formats?
OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels");
opengl_InitCache();
if (UseMultitexture) {
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mprintf(0, "Using multitexture.");
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} else {
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mprintf(0, "Not using multitexture.");
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}
if (OpenGL_packed_pixels) {
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);
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ASSERT(opengl_packed_Upload_data);
ASSERT(opengl_packed_Translate_table);
ASSERT(opengl_packed_4444_translate_table);
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mprintf(0, "Building packed OpenGL translate table...\n");
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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
uint16_t pix;
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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 {
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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);
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ASSERT(opengl_Upload_data);
ASSERT(opengl_Translate_table);
ASSERT(opengl_4444_translate_table);
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mprintf(0, "Building OpenGL translate table...\n");
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for (i = 0; i < 65536; i++) {
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uint32_t pix;
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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)
gpu_state.initted = 1;
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mprintf(0, "OpenGL initialization at %d x %d was successful.\n", width, height);
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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).
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void opengl_Close(const bool just_resizing) {
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CHECK_ERROR(5)
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uint32_t *delete_list = (uint32_t *)mem_malloc(Cur_texture_object_num * sizeof(int));
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ASSERT(delete_list);
for (int i = 1; i < Cur_texture_object_num; i++)
delete_list[i] = i;
if (Cur_texture_object_num > 1)
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dglDeleteTextures(Cur_texture_object_num, (const uint32_t *)delete_list);
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mem_free(delete_list);
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gRenderer.reset();
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if (GSDLGLContext) {
SDL_GL_MakeCurrent(NULL, NULL);
SDL_GL_DeleteContext(GSDLGLContext);
GSDLGLContext = NULL;
GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
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}
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if (!just_resizing && GSDLWindow) {
SDL_DestroyWindow(GSDLWindow);
GSDLWindow = NULL;
}
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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;
}
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// mod_FreeModule (OpenGLDLLHandle);
gpu_state.initted = 0;
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}
// 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) {
uint16_t *bm_ptr;
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int w, h;
int size;
if (UseMultitexture && Last_texel_unit_set != tn) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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Last_texel_unit_set = tn;
#endif
}
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) {
uint16_t *left_data = (uint16_t *)opengl_packed_Upload_data;
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int bm_left = 0;
for (int i = 0; i < h; i++, left_data += size, bm_left += w) {
uint16_t *dest_data = left_data;
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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) {
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uint32_t *left_data = (uint32_t *)opengl_Upload_data;
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int bm_left = 0;
for (int i = 0; i < h; i++, left_data += size, bm_left += w) {
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uint32_t *dest_data = left_data;
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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);
}
}
}
}
}
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// mprintf(1,"Doing slow upload to opengl!\n");
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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) {
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mprintf(0, "Can't use non-square textures with OpenGL!\n");
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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) {
if (UseMultitexture && Last_texel_unit_set != tn) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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Last_texel_unit_set = tn;
#endif
}
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
dest_wrap = gpu_state.cur_wrap_type;
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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;
if (UseMultitexture && Last_texel_unit_set != tn) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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Last_texel_unit_set = tn;
#endif
}
OpenGL_sets_this_frame[1]++;
if (gpu_state.cur_wrap_type == WT_CLAMP) {
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dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
} else if (gpu_state.cur_wrap_type == WT_WRAP_V) {
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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;
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int8_t dest_state;
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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]);
dest_state = gpu_preferred_state.filtering;
if (!gpu_state.cur_bilinear_state)
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dest_state = 0;
}
if (magf == dest_state)
return;
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (UseMultitexture && Last_texel_unit_set != tn) {
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dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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Last_texel_unit_set = tn;
}
#endif
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
void gpu_SetMultitextureBlendMode(bool state) {
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if (OpenGL_multitexture_state == state)
return;
OpenGL_multitexture_state = state;
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#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE1_ARB);
dglClientActiveTextureARB(GL_TEXTURE1_ARB);
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if (state) {
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglEnable(GL_TEXTURE_2D);
} else {
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
dglDisable(GL_TEXTURE_2D);
}
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dglActiveTextureARB(GL_TEXTURE0_ARB);
dglClientActiveTextureARB(GL_TEXTURE0_ARB);
Last_texel_unit_set = 0;
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#endif
}
void gpu_DrawFlatPolygon3D(g3Point **p, int nv) {
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if (UseMultitexture) {
gpu_SetMultitextureBlendMode(false);
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}
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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
}
};
});
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gpu_RenderPolygon(vertices.data(), nv);
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}
// Sets the gamma correction value
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void rend_SetGammaValue(float val) {
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// if( WindowGL )
// return;
gpu_preferred_state.gamma = val;
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mprintf(0, "Setting gamma to %f\n", val);
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}
// 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();
}
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uint8_t opengl_Framebuffer_ready = 0;
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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
int smallest = std::min(bw, bh);
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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
uint16_t *src_data = bm_data(bm_handle, 0);
uint16_t *sdata;
uint16_t *ddata;
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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
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void rend_SetMipState(int8_t mipstate) {}
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// 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;
}
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mprintf(0, "Renderer init is set to %d\n", Renderer_initted);
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#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;
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#endif // #ifdef DEDICATED_ONLY
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}
void rend_Close(void) {
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mprintf(0, "CLOSE:Renderer init is set to %d\n", Renderer_initted);
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if (!Renderer_initted)
return;
if (OpenGL_window_initted) {
if (Renderer_type == RENDERER_OPENGL) {
rend_CloseOpenGLWindow();
}
OpenGL_window_initted = 0;
}
opengl_Close();
Renderer_initted = 0;
}
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);
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}
void gpu_RenderPolygon(PosColorUVVertex *vData, uint32_t nv) {
dglVertexPointer(3, GL_FLOAT, sizeof(*vData), &vData->pos);
dglColorPointer(4, GL_FLOAT, sizeof(*vData), &vData->color);
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dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv);
if (gpu_state.cur_texture_quality == 0) {
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// force disable textures
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
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dglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
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dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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// draw the data in the arrays
dglDrawArrays(GL_POLYGON, 0, nv);
if (gpu_state.cur_texture_quality == 0) {
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// re-enable textures
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dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
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dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
}
void gpu_RenderPolygonUV2(PosColorUV2Vertex *vData, uint32_t nv) {
dglVertexPointer(3, GL_FLOAT, sizeof(*vData), &vData->pos);
dglColorPointer(4, GL_FLOAT, sizeof(*vData), &vData->color);
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dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv0);
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dglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
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dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv1);
dglDrawArrays(GL_POLYGON, 0, nv);
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
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CHECK_ERROR(10)
}
void rend_SetFlatColor(ddgr_color color) { gpu_state.cur_color = color; }
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// Sets the fog state to TRUE or FALSE
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void rend_SetFogState(int8_t state) {
if (state == gpu_state.cur_fog_state)
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return;
gpu_state.cur_fog_state = state;
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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;
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mprintf(0, "RendererType is set to %d.\n", state);
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}
void rend_SetLighting(light_state state) {
if (state == gpu_state.cur_light_state)
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return; // No redundant state setting
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (UseMultitexture && Last_texel_unit_set != 0) {
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dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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Last_texel_unit_set = 0;
}
#endif
OpenGL_sets_this_frame[4]++;
switch (state) {
case LS_NONE:
gpu_state.cur_light_state = LS_NONE;
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break;
case LS_FLAT_GOURAUD:
gpu_state.cur_light_state = LS_FLAT_GOURAUD;
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break;
case LS_GOURAUD:
case LS_PHONG:
gpu_state.cur_light_state = LS_GOURAUD;
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break;
default:
Int3();
break;
}
CHECK_ERROR(13)
}
void rend_SetColorModel(color_model state) {
switch (state) {
case CM_MONO:
gpu_state.cur_color_model = CM_MONO;
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break;
case CM_RGB:
gpu_state.cur_color_model = CM_RGB;
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break;
default:
Int3();
break;
}
}
void rend_SetTextureType(texture_type state) {
if (state == gpu_state.cur_texture_type)
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return; // No redundant state setting
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (UseMultitexture && Last_texel_unit_set != 0) {
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dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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Last_texel_unit_set = 0;
}
#endif
OpenGL_sets_this_frame[3]++;
switch (state) {
case TT_FLAT:
dglDisable(GL_TEXTURE_2D);
gpu_state.cur_texture_quality = 0;
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break;
case TT_LINEAR:
case TT_LINEAR_SPECIAL:
case TT_PERSPECTIVE:
case TT_PERSPECTIVE_SPECIAL:
dglEnable(GL_TEXTURE_2D);
gpu_state.cur_texture_quality = 2;
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break;
default:
Int3(); // huh? Get Jason
break;
}
CHECK_ERROR(12)
gpu_state.cur_texture_type = state;
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}
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);
}
gpu_state.clip_x1 = x1;
gpu_state.clip_y1 = y1;
gpu_state.clip_x2 = x2;
gpu_state.clip_y2 = y2;
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}
// Flips the screen
void rend_Flip(void) {
#ifndef RELEASE
int i;
RTP_INCRVALUE(texture_uploads, OpenGL_uploads);
RTP_INCRVALUE(polys_drawn, OpenGL_polys_drawn);
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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]);
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for (i = 0; i < 10; i++) {
OpenGL_sets_this_frame[i] = 0;
}
#endif
gpu_last_frame_polys_drawn = OpenGL_polys_drawn;
gpu_last_frame_verts_processed = OpenGL_verts_processed;
gpu_last_uploaded = OpenGL_uploads;
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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).
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// 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);
}
SDL_GL_SwapWindow(GSDLWindow);
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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).
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// 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);
}
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}
void rend_EndFrame(void) {}
// Sets the state of z-buffering to on or off
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void rend_SetZBufferState(int8_t state) {
if (state == gpu_state.cur_zbuffer_state)
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return; // No redundant state setting
OpenGL_sets_this_frame[5]++;
gpu_state.cur_zbuffer_state = state;
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// mprintf(0,"OPENGL: Setting zbuffer state to %d.\n",state);
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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) {
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mprintf(0, "Resetting texture cache!\n");
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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;
x1 += gpu_state.clip_x1;
y1 += gpu_state.clip_y1;
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dglEnable(GL_SCISSOR_TEST);
dglScissor(x1, gpu_state.screen_height - (height + y1), width, height);
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dglClearColor((float)r / 255.0, (float)g / 255.0, (float)b / 255.0, 0);
dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
width = gpu_state.clip_x2 - gpu_state.clip_x1;
height = gpu_state.clip_y2 - gpu_state.clip_y1;
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dglScissor(gpu_state.clip_x1, gpu_state.screen_height - (gpu_state.clip_y1 + height), width, height);
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dglDisable(GL_SCISSOR_TEST);
}
// Sets a pixel on the display
void rend_SetPixel(ddgr_color color, int x, int y) {
g3_RefreshTransforms(true);
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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};
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dglVertexPointer(2, GL_INT, sizeof(pos), &pos);
dglColorPointer(4, GL_FLOAT, sizeof(unpacked_color), &unpacked_color);
dglDrawArrays(GL_POINTS, 0, 1);
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}
// Sets a pixel on the display
ddgr_color rend_GetPixel(int x, int y) {
ddgr_color color[4];
dglReadPixels(x, (gpu_state.screen_height - 1) - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)color);
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return color[0];
}
// Draws a line
void rend_DrawLine(int x1, int y1, int x2, int y2) {
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int8_t atype;
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light_state ltype;
texture_type ttype;
g3_RefreshTransforms(true);
atype = gpu_state.cur_alpha_type;
ltype = gpu_state.cur_light_state;
ttype = gpu_state.cur_texture_type;
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rend_SetAlphaType(AT_ALWAYS);
rend_SetLighting(LS_NONE);
rend_SetTextureType(TT_FLAT);
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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());
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rend_SetAlphaType(atype);
rend_SetLighting(ltype);
rend_SetTextureType(ttype);
}
// Sets the color of fog
void rend_SetFogColor(ddgr_color color) {
if (color == gpu_state.cur_fog_color)
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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);
}
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void rend_SetAlphaType(int8_t atype) {
if (atype == gpu_state.cur_alpha_type)
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return; // don't set it redundantly
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (UseMultitexture && Last_texel_unit_set != 0) {
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dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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Last_texel_unit_set = 0;
}
#endif
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;
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case AT_CONSTANT:
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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;
}
gpu_state.cur_alpha_type = atype;
gpu_Alpha_multiplier = rend_GetAlphaMultiplier();
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CHECK_ERROR(15)
}
// Draws a line using the states of the renderer
void rend_DrawSpecialLine(g3Point *p0, g3Point *p1) {
g3_RefreshTransforms(true);
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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 */ }
};
});
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dglVertexPointer(3, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].pos);
dglColorPointer(4, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].color);
dglDrawArrays(GL_LINES, 0, vertices.size());
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}
// Takes a screenshot of the current frame and puts it into the handle passed
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std::unique_ptr<NewBitmap> rend_Screenshot() {
uint16_t *dest_data;
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uint32_t *temp_data;
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int total = gpu_state.screen_width * gpu_state.screen_height;
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auto result = std::make_unique<NewBitmap>(gpu_state.screen_width, gpu_state.screen_height, PixelDataFormat::RGBA32, true);
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if (!result || result->getData() == nullptr) {
return nullptr;
}
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dglReadPixels(0, 0, gpu_state.screen_width, gpu_state.screen_height, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *)result->getData());
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return result;
}
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// Takes a screenshot of the current frame and puts it into the handle passed
void rend_Screenshot(int bm_handle) {
auto screenshot = rend_Screenshot();
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auto *temp_data = reinterpret_cast<uint32_t*>(screenshot->getData());
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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);
uint16_t* dest_data = bm_data(bm_handle, 0);
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for (int i = 0; i < h; i++) {
for (int t = 0; t < w; t++) {
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uint32_t spix = temp_data[i * w + t];
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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);
}
}
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).
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opengl_Close(true);
return opengl_Init(NULL, &gpu_preferred_state);
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}
// 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;
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mprintf(1, "SHUTTING DOWN WINDOWED OPENGL!");
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}
// 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) {
int width = gpu_state.screen_width;
int height = gpu_state.screen_height;
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// TODO: Generalize
gRenderer->setTransform(glm::mat4x4{1}, glm::mat4x4{1}, glm::ortho<float>(0, width, height, 0, 0, 1));
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// 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).
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dglScissor(0, 0, width, height);
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}
void rend_TransformSetViewport(int lx, int ty, int width, int height) {
dglViewport(lx, gpu_state.screen_height - (ty + height - 1), width, height);
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}
void rend_TransformSetProjection(float trans[4][4]) {
gRenderer->setTransform(std::nullopt, std::nullopt, glm::make_mat4x4(&trans[0][0]));
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}
void rend_TransformSetModelView(float trans[4][4]) {
gRenderer->setTransform(glm::make_mat4x4(&trans[0][0]), glm::mat4x4{1}, std::nullopt);
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}