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/>.
*/
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#include "byteswap.h"
#if defined(WIN32)
#include <windows.h>
#elif defined(__LINUX__)
#include "lnxscreenmode.h"
#else
#endif
#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"
#include "rtperformance.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "HardwareInternal.h"
#include "../Descent3/args.h"
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#include <NewBitmap.h>
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#define DECLARE_OPENGL
#include "dyna_gl.h"
#if defined(WIN32)
#include "win/arb_extensions.h"
#endif
#include <algorithm>
int FindArg(const char *);
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void rend_SetLightingState(light_state state);
#define CHANGE_RESOLUTION_IN_FULLSCREEN
// 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;
extern matrix Unscaled_matrix;
extern vector View_position;
#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)
#if defined(WIN32)
// Moved from DDGR library
static HWND hOpenGLWnd = NULL;
static HDC hOpenGLDC = NULL;
HGLRC ResourceContext;
static WORD Saved_gamma_values[256 * 3];
#elif defined(__LINUX__)
SDL_Window *GSDLWindow = NULL;
SDL_GLContext GSDLGLContext = NULL;
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char loadedLibrary[_MAX_PATH];
#else
#endif
#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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#if defined(_USE_OGL_ACTIVE_TEXTURES)
PFNGLACTIVETEXTUREARBPROC oglActiveTextureARB = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC oglClientActiveTextureARB = NULL;
PFNGLMULTITEXCOORD4FARBPROC oglMultiTexCoord4f = NULL;
#endif
ushort *OpenGL_bitmap_remap = NULL;
ushort *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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ushort *opengl_packed_Upload_data = NULL;
ushort *opengl_packed_Translate_table = NULL;
ushort *opengl_packed_4444_translate_table = NULL;
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;
#if 0
int checkForGLErrors( const char *file, int line )
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{
/*
int errors = 0 ;
int counter = 0 ;
static int errcnt = 0;
if(!dglGetError)
return 0;
while ( counter < 1000 )
{
GLenum x = dglGetError() ;
if ( x == GL_NO_ERROR )
return errors ;
printf( "%s:%d OpenGL error: %s [%08x]\n", file,line, gluErrorString ( x ), errcnt++ ) ;
errors++ ;
counter++ ;
}
*/
const char *sdlp = SDL_GetError();
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if(sdlp && *sdlp)
mprintf((0,"SDL: %s",sdlp));
return 1;
}
#endif
// Sets up multi-texturing using ARB extensions
void opengl_GetDLLFunctions(void) {
#if defined(WIN32)
oglActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)dwglGetProcAddress("glActiveTextureARB");
if (!oglActiveTextureARB)
goto dll_error;
oglClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)dwglGetProcAddress("glClientActiveTextureARB");
if (!oglClientActiveTextureARB)
goto dll_error;
oglMultiTexCoord4f = (PFNGLMULTITEXCOORD4FARBPROC)dwglGetProcAddress("glMultiTexCoord4f");
if (!oglMultiTexCoord4f)
goto dll_error;
#else
#define mod_GetSymbol(x, funcStr, y) __SDL_mod_GetSymbol(funcStr)
oglActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glActiveTextureARB", 255);
oglClientActiveTextureARB =
(PFNGLCLIENTACTIVETEXTUREARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glClientActiveTextureARB", 255);
oglMultiTexCoord4f = (PFNGLMULTITEXCOORD4FARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glMultiTexCoord4f", 255);
if (!oglMultiTexCoord4f) {
oglMultiTexCoord4f = (PFNGLMULTITEXCOORD4FARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glMultiTexCoord4fARB", 255);
}
if (oglActiveTextureARB == NULL || oglClientActiveTextureARB == NULL || oglMultiTexCoord4f == NULL) {
goto dll_error;
}
#undef mod_GetSymbol
#endif
UseMultitexture = true;
return;
dll_error:
oglActiveTextureARB = NULL;
oglClientActiveTextureARB = NULL;
oglMultiTexCoord4f = NULL;
UseMultitexture = false;
}
// returns true if the passed in extension name is supported
bool opengl_CheckExtension(const char *extName) {
const char *p = (const char *)dglGetString(GL_EXTENSIONS);
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int extNameLen = strlen(extName);
const char *end = p + strlen(p);
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while (p < end) {
int n = strcspn(p, " ");
if ((extNameLen == n) && (strncmp(extName, p, n) == 0))
return true;
p += (n + 1);
}
return false;
}
// Gets some specific information about this particular flavor of opengl
void opengl_GetInformation() {
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)));
mprintf((0, "OpenGL Extensions: %s\n", dglGetString(GL_EXTENSIONS)));
}
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))
oglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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 = (ushort *)mem_malloc(MAX_BITMAPS * 2);
ASSERT(OpenGL_bitmap_remap);
OpenGL_lightmap_remap = (ushort *)mem_malloc(MAX_LIGHTMAPS * 2);
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))
oglActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
oglActiveTextureARB(GL_TEXTURE0_ARB + 0);
#endif
}
CHECK_ERROR(3)
OpenGL_cache_initted = 1;
return 1;
}
// Sets default states for our renderer
void opengl_SetDefaults() {
mprintf((0, "Setting states\n"));
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
dglAlphaFunc(GL_GREATER, 0);
dglEnable(GL_ALPHA_TEST);
dglEnable(GL_BLEND);
dglEnable(GL_DITHER);
opengl_Blending_on = true;
rend_SetAlphaType(AT_ALWAYS);
rend_SetAlphaValue(255);
rend_SetFiltering(1);
rend_SetLightingState(LS_NONE);
rend_SetTextureType(TT_FLAT);
rend_SetColorModel(CM_RGB);
rend_SetZBufferState(1);
rend_SetZValues(0, 3000);
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);
dglDepthRange(0.0f, 1.0f);
if (UseMultitexture) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
oglActiveTextureARB(GL_TEXTURE0_ARB + 1);
oglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
dglHint(GL_FOG_HINT, GL_NICEST);
oglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglDisable(GL_TEXTURE_2D);
dglAlphaFunc(GL_GREATER, 0);
dglEnable(GL_ALPHA_TEST);
dglEnable(GL_BLEND);
dglEnable(GL_DITHER);
dglBlendFunc(GL_DST_COLOR, GL_ZERO);
oglActiveTextureARB(GL_TEXTURE0_ARB + 0);
#endif
}
}
#if defined(WIN32)
// Check for OpenGL support,
int opengl_Setup(HDC glhdc) {
if (!Already_loaded) {
if (!(OpenGLDLLHandle = LoadOpenGLDLL("opengl32.dll"))) {
rend_SetErrorMessage("Failed to load opengl dll!\n");
Int3();
return 0;
}
}
// Finds an acceptable pixel format to render to
PIXELFORMATDESCRIPTOR pfd, pfd_copy;
int pf;
memset(&pfd, 0, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_GENERIC_ACCELERATED;
pfd.iPixelType = PFD_TYPE_RGBA;
/*if (!WindowGL)
{
if (gpu_preferred_state.bit_depth==32)
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{
pfd.cColorBits = 32;
pfd.cDepthBits = 32;
}
else
{
pfd.cColorBits = gpu_preferred_state.bit_depth;
pfd.cDepthBits =gpu_preferred_state.bit_depth;
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}
pfd.cColorBits = 16;
pfd.cDepthBits =16;
}
else
{
pfd.cColorBits = 16;
pfd.cDepthBits =16;
}*/
// Find the user's "best match" PFD
pf = ChoosePixelFormat(glhdc, &pfd);
if (pf == 0) {
Int3();
// FreeLibrary(opengl_dll_handle);
return NULL;
}
mprintf((0, "Choose pixel format successful!\n"));
// Try and set the new PFD
if (SetPixelFormat(glhdc, pf, &pfd) == FALSE) {
DWORD ret = GetLastError();
Int3();
// FreeLibrary(opengl_dll_handle);
return NULL;
}
mprintf((0, "SetPixelFormat successful!\n"));
// Get a copy of the newly set PFD
if (DescribePixelFormat(glhdc, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd_copy) == 0) {
Int3();
// FreeLibrary(opengl_dll_handle);
return NULL;
}
// Check the returned PFD to see if it is hardware accelerated
if ((pfd_copy.dwFlags & PFD_GENERIC_ACCELERATED) == 0 && (pfd_copy.dwFlags & PFD_GENERIC_FORMAT) != 0) {
Int3();
// FreeLibrary(opengl_dll_handle);
return NULL;
}
// Create an OpenGL context, and make it the current context
ResourceContext = dwglCreateContext((HDC)glhdc);
if (ResourceContext == NULL) {
DWORD ret = GetLastError();
// FreeLibrary(opengl_dll_handle);
Int3();
return NULL;
}
ASSERT(ResourceContext != NULL);
mprintf((0, "Making context current\n"));
dwglMakeCurrent((HDC)glhdc, ResourceContext);
Already_loaded = 1;
return 1;
}
#elif defined(__LINUX__)
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) {
// rcg09182000 don't need to quitsubsystem anymore...
// SDL_QuitSubSystem(SDL_INIT_VIDEO); // here goes nothing...
// Already_loaded = false;
SDL_ClearError();
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);
} // if
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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}
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;
OpenGLDLLHandle = LoadOpenGLDLL(gl_library);
if (!(OpenGLDLLHandle)) {
// rcg07072000 last ditch effort...
OpenGLDLLHandle = LoadOpenGLDLL("libGL.so.1");
if (!(OpenGLDLLHandle)) {
success = false;
}
} // if
if (success == false) {
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
}
#ifdef __PERMIT_GL_LOGGING
if (FindArg("-gllogging")) {
printf("\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"******** GL LOGGING ENABLED. ***************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"\n");
DGL_EnableLogging(1);
__glLog = true;
} // if
#endif
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
Uint32 flags = SDL_WINDOW_OPENGL;
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if (fullscreen) {
flags |= SDL_WINDOW_FULLSCREEN;
}
GSDLWindow = SDL_CreateWindow("Descent 3", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, *width, *height, flags);
if (!GSDLWindow) {
mprintf((0, "OpenGL: SDL window creation failed: %s", SDL_GetError()));
return 0;
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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;
}
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if (!FindArg("-nomousecap")) {
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);
}
Already_loaded = 1;
return 1;
}
#endif
// 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;
mprintf((0, "Setting up opengl mode!\n"));
if (pref_state) {
gpu_preferred_state = *pref_state;
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}
if (app != NULL) {
ParentApplication = app;
}
int windowX = 0, windowY = 0;
#if defined(WIN32)
/***********************************************************
* WINDOWS OPENGL
***********************************************************
*/
static HWnd hwnd = NULL;
if (ParentApplication != NULL) {
hwnd = static_cast<HWnd>(reinterpret_cast<oeWin32Application *>(ParentApplication)->m_hWnd);
}
if (!WindowGL) {
// First set our display mode
// Create direct draw surface
DEVMODE devmode;
devmode.dmSize = sizeof(devmode);
devmode.dmBitsPerPel = 16;
// devmode.dmBitsPerPel=gpu_preferred_state.bit_depth;
devmode.dmPelsWidth = gpu_preferred_state.width;
devmode.dmPelsHeight = gpu_preferred_state.height;
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devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
#ifdef CHANGE_RESOLUTION_IN_FULLSCREEN
int retval = ChangeDisplaySettings(&devmode, 0);
#else
int retval = DISP_CHANGE_SUCCESSFUL;
#endif
if (retval != DISP_CHANGE_SUCCESSFUL) {
mprintf((0, "Display mode change failed (err=%d), trying default!\n", retval));
retval = -1;
devmode.dmBitsPerPel = 16;
devmode.dmPelsWidth = 640;
devmode.dmPelsHeight = 480;
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
retval = ChangeDisplaySettings(&devmode, 0);
if (retval != DISP_CHANGE_SUCCESSFUL) {
mprintf((0, "OpenGL_INIT:Change display setting failed failed!\n"));
rend_SetErrorMessage("OGL: ChangeDisplaySettings failed. Make sure your desktop is set to 16bit mode!");
ChangeDisplaySettings(NULL, 0);
opengl_Close();
return 0;
} else {
gpu_preferred_state.bit_depth = 16;
gpu_preferred_state.width = 640;
gpu_preferred_state.height = 480;
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}
} else {
mprintf((0, "Setdisplaymode to %d x %d (%d bits) is successful!\n", gpu_preferred_state.width,
gpu_preferred_state.height, gpu_preferred_state.bit_depth));
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}
}
memset(&gpu_state, 0, sizeof(rendering_state));
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// These values are set here - samir
if (app != NULL) {
hOpenGLWnd = (HWND)((oeWin32Application *)app)->m_hWnd;
}
hOpenGLDC = GetDC(hOpenGLWnd);
if (WindowGL) {
RECT rect;
POINT topLeft;
GetClientRect((HWND)hOpenGLWnd, &rect);
topLeft.x = rect.left;
topLeft.y = rect.top;
ClientToScreen((HWND)hOpenGLWnd, &topLeft);
width = rect.right - rect.left + 1;
height = rect.bottom - rect.top + 1;
windowX = topLeft.x;
windowY = topLeft.y;
} else {
SetWindowPos(hOpenGLWnd, HWND_TOPMOST, 0, 0, gpu_preferred_state.width, gpu_preferred_state.height,
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SWP_FRAMECHANGED);
width = gpu_preferred_state.width;
height = gpu_preferred_state.height;
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RECT rect;
GetWindowRect((HWND)hOpenGLWnd, &rect);
mprintf((0, "rect=%d %d %d %d\n", rect.top, rect.right, rect.bottom, rect.left));
}
gpu_state.screen_width = width;
gpu_state.screen_height = height;
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if (!opengl_Setup(hOpenGLDC)) {
opengl_Close();
return 0;
}
// Save gamma values for later
GetDeviceGammaRamp(hOpenGLDC, (LPVOID)Saved_gamma_values);
#elif defined(__LINUX__)
/***********************************************************
* LINUX OPENGL
***********************************************************
*/
// Setup gpu_state.screen_width & gpu_state.screen_height & width & height
width = gpu_preferred_state.width;
height = gpu_preferred_state.height;
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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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#else
// Setup gpu_state.screen_width & gpu_state.screen_height & width & height
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#endif
// Get some info
opengl_GetInformation();
mprintf((0, "Setting up multitexture...\n"));
// Determine if Multitexture is supported
bool supportsMultiTexture = opengl_CheckExtension("GL_ARB_multitexture");
if (!supportsMultiTexture) {
supportsMultiTexture = opengl_CheckExtension("GL_SGIS_multitexture");
}
if (FindArg("-NoMultitexture")) {
supportsMultiTexture = false;
}
if (supportsMultiTexture) {
// attempt to grab Multitexture functions
opengl_GetDLLFunctions();
} else {
// No multitexture at all
UseMultitexture = false;
}
// Do we have packed pixel formats?
OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels");
opengl_InitCache();
if (UseMultitexture) {
mprintf((0, "Using multitexture."));
} else {
mprintf((0, "Not using multitexture."));
}
if (OpenGL_packed_pixels) {
opengl_packed_Upload_data = (ushort *)mem_malloc(2048 * 2048 * 2);
opengl_packed_Translate_table = (ushort *)mem_malloc(65536 * 2);
opengl_packed_4444_translate_table = (ushort *)mem_malloc(65536 * 2);
ASSERT(opengl_packed_Upload_data);
ASSERT(opengl_packed_Translate_table);
ASSERT(opengl_packed_4444_translate_table);
mprintf((0, "Building packed OpenGL translate table...\n"));
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
ushort pix;
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);
mprintf((0, "Building OpenGL translate table...\n"));
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));
return retval;
}
// Releases the rendering context
void opengl_Close() {
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);
#if defined(WIN32)
if (dwglMakeCurrent)
dwglMakeCurrent(NULL, NULL);
if (dwglDeleteContext)
dwglDeleteContext(ResourceContext);
// Change our display back
if (!WindowGL) {
#ifdef CHANGE_RESOLUTION_IN_FULLSCREEN
ChangeDisplaySettings(NULL, 0);
#endif
}
#elif defined(__LINUX__)
if (GSDLGLContext) {
SDL_GL_MakeCurrent(NULL, NULL);
SDL_GL_DeleteContext(GSDLGLContext);
GSDLGLContext = NULL;
}
if (GSDLWindow) {
SDL_DestroyWindow(GSDLWindow);
GSDLWindow = NULL;
}
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#else
#endif
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;
}
#if defined(WIN32)
// Restore gamma values
SetDeviceGammaRamp(hOpenGLDC, (LPVOID)Saved_gamma_values);
// I'm freeing the DC here - samir
ReleaseDC(hOpenGLWnd, hOpenGLDC);
#elif defined(__LINUX__)
#else
#endif
// 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) {
ushort *bm_ptr;
int w, h;
int size;
if (UseMultitexture && Last_texel_unit_set != tn) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
oglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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) {
ushort *left_data = (ushort *)opengl_packed_Upload_data;
int bm_left = 0;
for (int i = 0; i < h; i++, left_data += size, bm_left += w) {
ushort *dest_data = left_data;
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);
}
}
}
}
}
// mprintf ((1,"Doing slow upload to opengl!\n"));
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) {
mprintf((0, "Can't use non-square textures with OpenGL!\n"));
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))
oglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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))
oglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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) {
oglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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))
oglActiveTextureARB(GL_TEXTURE1_ARB);
oglClientActiveTextureARB(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);
}
oglActiveTextureARB(GL_TEXTURE0_ARB);
oglClientActiveTextureARB(GL_TEXTURE0_ARB);
Last_texel_unit_set = 0;
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#endif
}
void gpu_DrawFlatPolygon3D(g3Point **p, int nv) {
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float fr, fg, fb;
int i;
if (UseMultitexture) {
gpu_SetMultitextureBlendMode(false);
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}
float alpha = gpu_Alpha_multiplier * gpu_Alpha_factor;
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fr = GR_COLOR_RED(gpu_state.cur_color);
fg = GR_COLOR_GREEN(gpu_state.cur_color);
fb = GR_COLOR_BLUE(gpu_state.cur_color);
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fr /= 255.0;
fg /= 255.0;
fb /= 255.0;
// And draw!
dglBegin(GL_POLYGON);
for (i = 0; i < nv; i++) {
g3Point *pnt = p[i];
ASSERT(pnt->p3_flags & PF_ORIGPOINT);
if (gpu_state.cur_alpha_type & ATF_VERTEX)
alpha = pnt->p3_a * gpu_Alpha_multiplier * gpu_Alpha_factor;
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// If we have a lighting model, apply the correct lighting!
if (gpu_state.cur_light_state != LS_NONE) {
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// Do lighting based on intesity (MONO) or colored (RGB)
if (gpu_state.cur_color_model == CM_MONO)
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dglColor4f(pnt->p3_l, pnt->p3_l, pnt->p3_l, alpha);
else {
dglColor4f(pnt->p3_r, pnt->p3_g, pnt->p3_b, alpha);
}
} else {
dglColor4f(fr, fg, fb, alpha);
}
/*
// Finally, specify a vertex
float z = std::max(0,std::min(1.0,1.0-(1.0/(pnt->p3_z+Z_bias))));
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dglVertex3f (pnt->p3_sx+x_add,pnt->p3_sy+y_add,-z);
*/
dglVertex3f(pnt->p3_vecPreRot.x, pnt->p3_vecPreRot.y, pnt->p3_vecPreRot.z);
}
dglEnd();
CHECK_ERROR(11)
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
}
// 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));
#if defined(WIN32)
WORD rampvals[3 * 256];
for (int i = 0; i < 256; i++) {
float norm = (float)i / 255.0f;
float newval = powf(norm, 1.0f / val);
newval *= 65535;
newval = std::min<float>(65535, newval);
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rampvals[i] = newval;
rampvals[i + 256] = newval;
rampvals[i + 512] = newval;
}
SetDeviceGammaRamp(hOpenGLDC, (LPVOID)rampvals);
#endif
}
// 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
ushort *src_data = bm_data(bm_handle, 0);
ushort *sdata;
ushort *ddata;
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;
}
mprintf((0, "Renderer init is set to %d\n", Renderer_initted));
#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) {
mprintf((0, "CLOSE:Renderer init is set to %d\n", Renderer_initted));
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);
oglClientActiveTextureARB(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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oglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
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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oglClientActiveTextureARB(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);
oglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv0);
oglClientActiveTextureARB(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;
gpu_state.cur_fog_start = fogStart;
gpu_state.cur_fog_end = fogEnd;
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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;
mprintf((0, "RendererType is set to %d.\n", state));
}
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) {
oglActiveTextureARB(GL_TEXTURE0_ARB + 0);
Last_texel_unit_set = 0;
}
#endif
OpenGL_sets_this_frame[4]++;
switch (state) {
case LS_NONE:
dglShadeModel(GL_SMOOTH);
gpu_state.cur_light_state = LS_NONE;
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break;
case LS_FLAT_GOURAUD:
dglShadeModel(GL_SMOOTH);
gpu_state.cur_light_state = LS_FLAT_GOURAUD;
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break;
case LS_GOURAUD:
case LS_PHONG:
dglShadeModel(GL_SMOOTH);
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) {
oglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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);
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]));
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;
#if defined(WIN32)
SwapBuffers((HDC)hOpenGLDC);
#elif defined(__LINUX__)
SDL_GL_SwapWindow(GSDLWindow);
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#endif
#ifdef __PERMIT_GL_LOGGING
if (__glLog == true) {
DGL_LogNewFrame();
}
#endif
}
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));
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) {
mprintf((0, "Resetting texture cache!\n"));
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) {
int r = (color >> 16 & 0xFF);
int g = (color >> 8 & 0xFF);
int b = (color & 0xFF);
g3_RefreshTransforms(true);
dglColor3ub(r, g, b);
dglBegin(GL_POINTS);
dglVertex2i(x, y);
dglEnd();
}
// 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;
int color = gpu_state.cur_color;
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g3_RefreshTransforms(true);
int r = GR_COLOR_RED(color);
int g = GR_COLOR_GREEN(color);
int b = GR_COLOR_BLUE(color);
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);
// TODO: Generalize
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dglBegin(GL_LINES);
dglColor4ub(r, g, b, 255);
dglVertex2i(x1 + gpu_state.clip_x1, y1 + gpu_state.clip_y1);
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dglColor4ub(r, g, b, 255);
dglVertex2i(x2 + gpu_state.clip_x1, y2 + gpu_state.clip_y1);
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dglEnd();
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);
}
// Sets the lighting state of opengl
void rend_SetLightingState(light_state state) {
if (state == gpu_state.cur_light_state)
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return; // No redundant state setting
if (UseMultitexture && Last_texel_unit_set != 0) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
oglActiveTextureARB(GL_TEXTURE0_ARB + 0);
Last_texel_unit_set = 0;
#endif
}
OpenGL_sets_this_frame[4]++;
switch (state) {
case LS_NONE:
dglShadeModel(GL_SMOOTH);
gpu_state.cur_light_state = LS_NONE;
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break;
case LS_FLAT_GOURAUD:
dglShadeModel(GL_SMOOTH);
gpu_state.cur_light_state = LS_FLAT_GOURAUD;
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break;
case LS_GOURAUD:
case LS_PHONG:
dglShadeModel(GL_SMOOTH);
gpu_state.cur_light_state = LS_GOURAUD;
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break;
default:
Int3();
break;
}
CHECK_ERROR(13)
}
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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) {
oglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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);
int x_add = gpu_state.clip_x1;
int y_add = gpu_state.clip_y1;
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float fr, fg, fb, alpha;
int i;
fr = GR_COLOR_RED(gpu_state.cur_color);
fg = GR_COLOR_GREEN(gpu_state.cur_color);
fb = GR_COLOR_BLUE(gpu_state.cur_color);
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fr /= 255.0f;
fg /= 255.0f;
fb /= 255.0f;
alpha = gpu_Alpha_multiplier * gpu_Alpha_factor;
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// And draw!
dglBegin(GL_LINES);
for (i = 0; i < 2; i++) {
g3Point *pnt = p0;
if (i == 1)
pnt = p1;
if (gpu_state.cur_alpha_type & ATF_VERTEX)
alpha = pnt->p3_a * gpu_Alpha_multiplier * gpu_Alpha_factor;
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// If we have a lighting model, apply the correct lighting!
if (gpu_state.cur_light_state != LS_NONE) {
if (gpu_state.cur_light_state == LS_FLAT_GOURAUD) {
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dglColor4f(fr, fg, fb, alpha);
} else {
// Do lighting based on intesity (MONO) or colored (RGB)
if (gpu_state.cur_color_model == CM_MONO)
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dglColor4f(pnt->p3_l, pnt->p3_l, pnt->p3_l, alpha);
else {
dglColor4f(pnt->p3_r, pnt->p3_g, pnt->p3_b, alpha);
}
}
} else {
dglColor4f(fr, fg, fb, alpha);
}
// Finally, specify a vertex
float z = std::clamp(1.0 - (1.0 / (pnt->p3_z + Z_bias)), 0.0, 1.0);
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dglVertex3f(pnt->p3_sx + x_add, pnt->p3_sy + y_add, -z);
}
dglEnd();
}
// Takes a screenshot of the current frame and puts it into the handle passed
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std::unique_ptr<NewBitmap> rend_Screenshot() {
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ushort *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);
ushort* 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_Close();
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;
mprintf((1, "SHUTTING DOWN WINDOWED OPENGL!"));
}
// 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
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// Projection
dglMatrixMode(GL_PROJECTION);
dglLoadIdentity();
dglOrtho((GLfloat)0.0f, (GLfloat)(width), (GLfloat)(height), (GLfloat)0.0f, 0.0f, 1.0f);
// Viewport
dglViewport(0, 0, width, height);
// ModelView
dglMatrixMode(GL_MODELVIEW);
dglLoadIdentity();
}
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]) {
dglMatrixMode(GL_PROJECTION);
dglLoadMatrixf(&trans[0][0]);
}
void rend_TransformSetModelView(float trans[4][4]) {
dglMatrixMode(GL_MODELVIEW);
dglLoadMatrixf(&trans[0][0]);
}