diff --git a/renderer/opengl_ryan.cpp b/renderer/opengl_ryan.cpp
deleted file mode 100644
index 0b8bb48a..00000000
--- a/renderer/opengl_ryan.cpp
+++ /dev/null
@@ -1,3802 +0,0 @@
-/*
-* 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 .
-*/
-
-#if defined(WIN32)
-#include
-#include "ddraw.h"
-
-#elif defined(__LINUX__)
-#include "linux/linux_fix.h"
-// #include "linux/dyna_xext.h"
-#include "lnxscreenmode.h"
-
-#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
-#include "sdl_utils.h"
-#endif
-
-#include "byteswap.h"
-
-// #include
-
-extern bool ddio_mouseGrabbed;
-
-#else
-#endif
-
-#ifdef OPENGL_TRACING
-#warning *********************************************************************
-#warning *********************************************************************
-#warning *********************************************************************
-#warning ******* OPENGL_TRACING NEEDS TO BE REMOVED FROM THE MAKEFILE! *******
-#warning *********************************************************************
-#warning *********************************************************************
-#warning *********************************************************************
-#define _D(x) \
- DGL_Printf(" // called in Descent 3:\n // "); \
- DGL_Printf x; \
- DGL_Printf("\n\n");
-#else
-#define _D(x)
-#endif
-
-#include "DDAccess.h" // Device Dependent access level module
-
-#include "pstypes.h"
-#include "pserror.h"
-#include "application.h"
-#include "renderer.h"
-#include "3d.h"
-#include "bitmap.h"
-#include "lightmap.h"
-#include "rend_opengl.h"
-#include "grdefs.h"
-#include "gl.h"
-// #include "glu.h"
-#include "mem.h"
-#include "rtperformance.h"
-#include "dyna_gl.h"
-#include "../args.h"
-#include
-#include
-#include
-
-#include
-
-#if defined(WIN32)
-#include "arb_extensions.h"
-
-wglCreateContext_fp dwglCreateContext = NULL;
-wglDeleteContext_fp dwglDeleteContext = NULL;
-wglMakeCurrent_fp dwglMakeCurrent = NULL;
-wglGetProcAddress_fp dwglGetProcAddress = NULL;
-
-#endif
-
-#ifdef __RYANS_EASTER_EGGS__
-bool __pumpkinBromo = false;
-#endif
-
-// bk000614 - instantiation of the gloablly visible symbols
-glAlphaFunc_fp dglAlphaFunc = NULL;
-glBegin_fp dglBegin = NULL;
-glBindTexture_fp dglBindTexture = NULL;
-glBlendFunc_fp dglBlendFunc = NULL;
-glClear_fp dglClear = NULL;
-glClearColor_fp dglClearColor = NULL;
-glClearDepth_fp dglClearDepth = NULL;
-glColor3ub_fp dglColor3ub = NULL;
-glColor4f_fp dglColor4f = NULL;
-glColor4fv_fp dglColor4fv = NULL;
-glColor4ub_fp dglColor4ub = NULL;
-glColorPointer_fp dglColorPointer = NULL;
-glDeleteTextures_fp dglDeleteTextures = NULL;
-glDepthFunc_fp dglDepthFunc = NULL;
-glDepthMask_fp dglDepthMask = NULL;
-glDepthRange_fp dglDepthRange = NULL;
-glDisable_fp dglDisable = NULL;
-glDisableClientState_fp dglDisableClientState = NULL;
-glDrawArrays_fp dglDrawArrays = NULL;
-glDrawPixels_fp dglDrawPixels = NULL;
-glEnable_fp dglEnable = NULL;
-glEnableClientState_fp dglEnableClientState = NULL;
-glEnd_fp dglEnd = NULL;
-glFlush_fp dglFlush = NULL;
-glFogf_fp dglFogf = NULL;
-glFogfv_fp dglFogfv = NULL;
-glFogi_fp dglFogi = NULL;
-glGetError_fp dglGetError = NULL;
-glGetString_fp dglGetString = NULL;
-glGetIntegerv_fp dglGetIntegerv = NULL;
-glHint_fp dglHint = NULL;
-glLoadIdentity_fp dglLoadIdentity = NULL;
-glMatrixMode_fp dglMatrixMode = NULL;
-glOrtho_fp dglOrtho = NULL;
-glPixelStorei_fp dglPixelStorei = NULL;
-glPixelTransferi_fp dglPixelTransferi = NULL;
-glPolygonOffset_fp dglPolygonOffset = NULL;
-glReadPixels_fp dglReadPixels = NULL;
-glScissor_fp dglScissor = NULL;
-glShadeModel_fp dglShadeModel = NULL;
-glTexCoord2f_fp dglTexCoord2f = NULL;
-glTexCoord4fv_fp dglTexCoord4fv = NULL;
-glTexCoordPointer_fp dglTexCoordPointer = NULL;
-glTexEnvf_fp dglTexEnvf = NULL;
-glTexImage2D_fp dglTexImage2D = NULL;
-glTexParameteri_fp dglTexParameteri = NULL;
-glTexSubImage2D_fp dglTexSubImage2D = NULL;
-glVertex2i_fp dglVertex2i = NULL;
-glVertex3f_fp dglVertex3f = NULL;
-glVertex3fv_fp dglVertex3fv = NULL;
-glVertexPointer_fp dglVertexPointer = NULL;
-glViewport_fp dglViewport = NULL;
-glGenLists_fp dglGenLists = NULL;
-glNewList_fp dglNewList = NULL;
-glEndList_fp dglEndList = NULL;
-glCallLists_fp dglCallLists = NULL;
-glListBase_fp dglListBase = NULL;
-glBitmap_fp dglBitmap = NULL;
-glPushAttrib_fp dglPushAttrib = NULL;
-glPopAttrib_fp dglPopAttrib = NULL;
-glColor3f_fp dglColor3f = NULL;
-glRasterPos2i_fp dglRasterPos2i = NULL;
-
-// bk000614 - instantiation of the symbols from the DLL
-glAlphaFunc_fp dllAlphaFunc = NULL;
-glBegin_fp dllBegin = NULL;
-glBindTexture_fp dllBindTexture = NULL;
-glBlendFunc_fp dllBlendFunc = NULL;
-glClear_fp dllClear = NULL;
-glClearColor_fp dllClearColor = NULL;
-glClearDepth_fp dllClearDepth = NULL;
-glColor3ub_fp dllColor3ub = NULL;
-glColor4f_fp dllColor4f = NULL;
-glColor4fv_fp dllColor4fv = NULL;
-glColor4ub_fp dllColor4ub = NULL;
-glColorPointer_fp dllColorPointer = NULL;
-glDeleteTextures_fp dllDeleteTextures = NULL;
-glDepthFunc_fp dllDepthFunc = NULL;
-glDepthMask_fp dllDepthMask = NULL;
-glDepthRange_fp dllDepthRange = NULL;
-glDisable_fp dllDisable = NULL;
-glDisableClientState_fp dllDisableClientState = NULL;
-glDrawArrays_fp dllDrawArrays = NULL;
-glDrawPixels_fp dllDrawPixels = NULL;
-glEnable_fp dllEnable = NULL;
-glEnableClientState_fp dllEnableClientState = NULL;
-glEnd_fp dllEnd = NULL;
-glFlush_fp dllFlush = NULL;
-glFogf_fp dllFogf = NULL;
-glFogfv_fp dllFogfv = NULL;
-glFogi_fp dllFogi = NULL;
-glGetError_fp dllGetError = NULL;
-glGetString_fp dllGetString = NULL;
-glGetIntegerv_fp dllGetIntegerv = NULL;
-glHint_fp dllHint = NULL;
-glLoadIdentity_fp dllLoadIdentity = NULL;
-glMatrixMode_fp dllMatrixMode = NULL;
-glOrtho_fp dllOrtho = NULL;
-glPixelStorei_fp dllPixelStorei = NULL;
-glPixelTransferi_fp dllPixelTransferi = NULL;
-glPolygonOffset_fp dllPolygonOffset = NULL;
-glReadPixels_fp dllReadPixels = NULL;
-glScissor_fp dllScissor = NULL;
-glShadeModel_fp dllShadeModel = NULL;
-glTexCoord2f_fp dllTexCoord2f = NULL;
-glTexCoord4fv_fp dllTexCoord4fv = NULL;
-glTexCoordPointer_fp dllTexCoordPointer = NULL;
-glTexEnvf_fp dllTexEnvf = NULL;
-glTexImage2D_fp dllTexImage2D = NULL;
-glTexParameteri_fp dllTexParameteri = NULL;
-glTexSubImage2D_fp dllTexSubImage2D = NULL;
-glVertex2i_fp dllVertex2i = NULL;
-glVertex3f_fp dllVertex3f = NULL;
-glVertex3fv_fp dllVertex3fv = NULL;
-glVertexPointer_fp dllVertexPointer = NULL;
-glViewport_fp dllViewport = NULL;
-
-glGenLists_fp dllGenLists = NULL;
-glNewList_fp dllNewList = NULL;
-glEndList_fp dllEndList = NULL;
-glCallLists_fp dllCallLists = NULL;
-glListBase_fp dllListBase = NULL;
-glBitmap_fp dllBitmap = NULL;
-glPushAttrib_fp dllPushAttrib = NULL;
-glPopAttrib_fp dllPopAttrib = NULL;
-glColor3f_fp dllColor3f = NULL;
-glRasterPos2i_fp dllRasterPos2i = NULL;
-
-// ryan's add. 04/18/2000 (Should this be elsewhere?)
-#if defined(__LINUX__)
-extern char *__orig_pwd;
-#include
-#include "SDL.h"
-
-static char loadedLibrary[_MAX_PATH];
-
-typedef void(GLFUNCCALL *PFNGLACTIVETEXTUREARBPROC)(GLenum texture);
-typedef void(GLFUNCCALL *PFNGLCLIENTACTIVETEXTUREARBPROC)(GLenum texture);
-typedef void(GLFUNCCALL *PFNGLMULTITEXCOORD4FARBPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
-
-// rcg09182000 don't check FPS.
-#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
-static bool nofpscheck = false;
-#endif
-
-#endif
-// end ryan's add.
-
-#ifdef __PERMIT_GL_LOGGING
-void DGL_LogNewFrame(void);
-void DGL_EnableLogging(int enable);
-void DGL_Printf(char *fmt, ...);
-bool __glLog = false;
-#endif
-
-#if defined(WIN32)
-extern int WindowGL;
-#else
-#define WindowGL 0
-#endif
-
-static bool OpenGL_fog_enabled = true;
-
-extern int FindArg(char *);
-
-/*
-#ifndef NDEBUG
- GLenum GL_error_code;
- const ubyte *GL_error_string;
- #define CHECK_ERROR(x) { GL_error_code=dglGetError ();\
- if (GL_error_code!=GL_NO_ERROR)\
- {\
- GL_error_string=gluErrorString
-(GL_error_code);\
- mprintf ((0,"GL_ERROR: id=%d code=%d
-String=%s\n",x,GL_error_code,GL_error_string));\
- }\
- }
-#else
- #define CHECK_ERROR(x)
-#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__)
-// static Display *OpenGL_Display=NULL;
-// static Window OpenGL_Window;
-// static XVisualInfo OpenGL_VisualInfo;
-// static GLXContext OpenGL_Context;
-static bool OpenGL_TextureHack = false;
-static bool OpenGL_UseLists = false;
-static oeLnxApplication *OpenGL_LinuxApp = NULL;
-
-// void CreateFullScreenWindow(Display *dpy,Window rootwin,Window window,int DisplayScreen,int DisplayWidth,int
-// DisplayHeight);
-/*
-#define glXQueryExtension dglXQueryExtension
-#define glXCreateContext dglXCreateContext
-#define glXMakeCurrent dglXMakeCurrent
-#define glXSwapBuffers dglXSwapBuffers
-#define glXDestroyContext dglXDestroyContext
-#define glXWaitGL dglXWaitGL
-*/
-#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
-#ifdef __LINUX__
-#define UNSIGNED_SHORT_5_5_5_1_EXT GL_UNSIGNED_SHORT_5_5_5_1
-#define UNSIGNED_SHORT_4_4_4_4_EXT GL_UNSIGNED_SHORT_4_4_4_4
-#else
-#define UNSIGNED_SHORT_5_5_5_1_EXT 0x8034
-#define UNSIGNED_SHORT_4_4_4_4_EXT 0x8033
-#endif
-
-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 OpenGL_multitexture = 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;
-static int OpenGL_last_frame_polys_drawn = 0;
-static int OpenGL_last_frame_verts_processed = 0;
-static int OpenGL_last_uploaded = 0;
-static float OpenGL_Alpha_factor = 1.0f;
-
-#ifndef RELEASE
-// This is for the Microsoft OpenGL reference driver
-// Setting this will turn off bilinear filtering and zbuffer so we can get decent
-// framerates to discern driver problems
-static ubyte Fast_test_render = 0;
-#endif
-
-ushort *OpenGL_bitmap_remap;
-ushort *OpenGL_lightmap_remap;
-ubyte *OpenGL_bitmap_states;
-ubyte *OpenGL_lightmap_states;
-
-uint *opengl_Upload_data = NULL;
-uint *opengl_Translate_table = NULL;
-uint *opengl_4444_translate_table = NULL;
-
-ushort *opengl_packed_Upload_data = NULL;
-ushort *opengl_packed_Translate_table = NULL;
-ushort *opengl_packed_4444_translate_table = NULL;
-
-rendering_state OpenGL_state;
-static float Alpha_multiplier = 1.0;
-
-renderer_preferred_state OpenGL_preferred_state = {0, 1, 1.5};
-
-// These structs are for drawing with OpenGL vertex arrays
-// Useful for fast indexing
-typedef struct {
- float r, g, b, a;
-} color_array;
-
-typedef struct {
- float s, t, r, w;
-} tex_array;
-
-vector GL_verts[100];
-color_array GL_colors[100];
-tex_array GL_tex_coords[100];
-tex_array GL_tex_coords2[100];
-
-bool OpenGL_multitexture_state = false;
-module *OpenGLDLLHandle = NULL;
-int Already_loaded = 0;
-bool opengl_Blending_on = 0;
-
-static oeApplication *ParentApplication;
-
-#if defined(__LINUX__) //(defined(_USE_OGL_ACTIVE_TEXTURES))
-PFNGLACTIVETEXTUREARBPROC dglActiveTextureARB = NULL;
-PFNGLCLIENTACTIVETEXTUREARBPROC dglClientActiveTextureARB = NULL;
-PFNGLMULTITEXCOORD4FARBPROC dglMultiTexCoord4f = NULL;
-
-PFNGLACTIVETEXTUREARBPROC dllActiveTextureARB = NULL;
-PFNGLCLIENTACTIVETEXTUREARBPROC dllClientActiveTextureARB = NULL;
-PFNGLMULTITEXCOORD4FARBPROC dllMultiTexCoord4f = NULL;
-#endif
-
-static module OpenGLDLLInst;
-
-#ifdef __LINUX__
-static void *__SDL_mod_GetSymbol(char *funcStr) {
- void *retVal = NULL;
-
- mprintf((0, "Looking up GL function [%s]...", funcStr));
-
- retVal = SDL_GL_GetProcAddress(funcStr);
-
- if (retVal == NULL)
- fprintf(stderr, " Could not find GL symbol [%s]!\n\n", funcStr);
- else {
- mprintf((0, "Found at (%p).", retVal));
- } // else
-
- return (retVal);
-} // __SDL_mod_GetSymbol
-
-/****************** WARNING: NASTY HACK! ***********************/
-#define mod_GetSymbol(x, funcStr, y) __SDL_mod_GetSymbol(funcStr)
-/****************** WARNING: NASTY HACK! ***********************/
-
-#endif
-
-module *LoadOpenGLDLL(char *dllname) {
- _D(("LoadOpenGLDLL(\"%s\");", dllname));
-
- mprintf((0, "OpenGL: Loading OpenGL dll [%s]...\n", dllname));
-
-#ifdef __LINUX__
- char *tmp = getcwd(NULL, 0);
- chdir(__orig_pwd);
- int rc = SDL_GL_LoadLibrary(dllname);
- chdir(tmp);
- free(tmp);
- if (rc < 0) {
- char *sdlErr = SDL_GetError();
- mprintf((0, "OpenGL: Couldn't open library [%s].\n", dllname));
- mprintf((0, "OpenGL: SDL error is [%s].", sdlErr));
- return NULL;
- }
-
- strcpy(loadedLibrary, dllname);
-
-#else
- if (!mod_LoadModule(&OpenGLDLLInst, dllname, MODF_LAZY | MODF_GLOBAL)) {
- int err = mod_GetLastError();
- mprintf((0, "OpenGL: Couldn't open module called %s. err==%d.", dllname, err));
- return NULL;
- }
-#endif
-
- dglAlphaFunc = dllAlphaFunc = (glAlphaFunc_fp)mod_GetSymbol(&OpenGLDLLInst, "glAlphaFunc", 255);
- if (!dglAlphaFunc)
- goto dll_error;
-
- dglBegin = dllBegin = (glBegin_fp)mod_GetSymbol(&OpenGLDLLInst, "glBegin", 255);
- if (!dglBegin)
- goto dll_error;
-
- dglBindTexture = dllBindTexture = (glBindTexture_fp)mod_GetSymbol(&OpenGLDLLInst, "glBindTexture", 255);
- if (!dglBindTexture)
- goto dll_error;
-
- dglBlendFunc = dllBlendFunc = (glBlendFunc_fp)mod_GetSymbol(&OpenGLDLLInst, "glBlendFunc", 255);
- if (!dglBlendFunc)
- goto dll_error;
-
- dglClear = dllClear = (glClear_fp)mod_GetSymbol(&OpenGLDLLInst, "glClear", 255);
- if (!dglClear)
- goto dll_error;
-
- dglClearColor = dllClearColor = (glClearColor_fp)mod_GetSymbol(&OpenGLDLLInst, "glClearColor", 255);
- if (!dglClearColor)
- goto dll_error;
-
- dglClearDepth = dllClearDepth = (glClearDepth_fp)mod_GetSymbol(&OpenGLDLLInst, "glClearDepth", 255);
- if (!dglClearDepth)
- goto dll_error;
-
- dglColor3ub = dllColor3ub = (glColor3ub_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor3ub", 255);
- if (!dglColor3ub)
- goto dll_error;
-
- dglColor4ub = dllColor4ub = (glColor4ub_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor4ub", 255);
- if (!dglColor4ub)
- goto dll_error;
-
- dglColor4f = dllColor4f = (glColor4f_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor4f", 255);
- if (!dglColor4f)
- goto dll_error;
-
- dglColorPointer = dllColorPointer = (glColorPointer_fp)mod_GetSymbol(&OpenGLDLLInst, "glColorPointer", 255);
- if (!dglColorPointer)
- goto dll_error;
-
- dglDeleteTextures = dllDeleteTextures = (glDeleteTextures_fp)mod_GetSymbol(&OpenGLDLLInst, "glDeleteTextures", 255);
- if (!dglDeleteTextures)
- goto dll_error;
-
- dglDepthFunc = dllDepthFunc = (glDepthFunc_fp)mod_GetSymbol(&OpenGLDLLInst, "glDepthFunc", 255);
- if (!dglDepthFunc)
- goto dll_error;
-
- dglDepthMask = dllDepthMask = (glDepthMask_fp)mod_GetSymbol(&OpenGLDLLInst, "glDepthMask", 255);
- if (!dglDepthMask)
- goto dll_error;
-
- dglDepthRange = dllDepthRange = (glDepthRange_fp)mod_GetSymbol(&OpenGLDLLInst, "glDepthRange", 255);
- if (!dglDepthRange)
- goto dll_error;
-
- dglDisable = dllDisable = (glDisable_fp)mod_GetSymbol(&OpenGLDLLInst, "glDisable", 255);
- if (!dglDisable)
- goto dll_error;
-
- dglDisableClientState = dllDisableClientState =
- (glDisableClientState_fp)mod_GetSymbol(&OpenGLDLLInst, "glDisableClientState", 255);
- if (!dglDisableClientState)
- goto dll_error;
-
- dglDrawArrays = dllDrawArrays = (glDrawArrays_fp)mod_GetSymbol(&OpenGLDLLInst, "glDrawArrays", 255);
- if (!dglDrawArrays)
- goto dll_error;
-
- dglDrawPixels = dllDrawPixels = (glDrawPixels_fp)mod_GetSymbol(&OpenGLDLLInst, "glDrawPixels", 255);
- if (!dglDrawPixels)
- goto dll_error;
-
- dglEnable = dllEnable = (glEnable_fp)mod_GetSymbol(&OpenGLDLLInst, "glEnable", 255);
- if (!dglEnable)
- goto dll_error;
-
- dglEnableClientState = dllEnableClientState =
- (glEnableClientState_fp)mod_GetSymbol(&OpenGLDLLInst, "glEnableClientState", 255);
- if (!dglEnableClientState)
- goto dll_error;
-
- dglEnd = dllEnd = (glEnd_fp)mod_GetSymbol(&OpenGLDLLInst, "glEnd", 255);
- if (!dglEnd)
- goto dll_error;
-
- dglFlush = dllFlush = (glFlush_fp)mod_GetSymbol(&OpenGLDLLInst, "glFlush", 255);
- if (!dglFlush)
- goto dll_error;
-
- dglFogf = dllFogf = (glFogf_fp)mod_GetSymbol(&OpenGLDLLInst, "glFogf", 255);
- if (!dglFogf)
- goto dll_error;
-
- dglFogfv = dllFogfv = (glFogfv_fp)mod_GetSymbol(&OpenGLDLLInst, "glFogfv", 255);
- if (!dglFogfv)
- goto dll_error;
-
- dglFogi = dllFogi = (glFogi_fp)mod_GetSymbol(&OpenGLDLLInst, "glFogi", 255);
- if (!dglFogi)
- goto dll_error;
-
- dglGetError = dllGetError = (glGetError_fp)mod_GetSymbol(&OpenGLDLLInst, "glGetError", 255);
- if (!dglGetError)
- goto dll_error;
-
- dglGetString = dllGetString = (glGetString_fp)mod_GetSymbol(&OpenGLDLLInst, "glGetString", 255);
- if (!dglGetString)
- goto dll_error;
-
- dglHint = dllHint = (glHint_fp)mod_GetSymbol(&OpenGLDLLInst, "glHint", 255);
- if (!dglHint)
- goto dll_error;
-
- dglLoadIdentity = dllLoadIdentity = (glLoadIdentity_fp)mod_GetSymbol(&OpenGLDLLInst, "glLoadIdentity", 255);
- if (!dglLoadIdentity)
- goto dll_error;
-
- dglMatrixMode = dllMatrixMode = (glMatrixMode_fp)mod_GetSymbol(&OpenGLDLLInst, "glMatrixMode", 255);
- if (!dglMatrixMode)
- goto dll_error;
-
- dglOrtho = dllOrtho = (glOrtho_fp)mod_GetSymbol(&OpenGLDLLInst, "glOrtho", 255);
- if (!dglOrtho)
- goto dll_error;
-
- dglPixelStorei = dllPixelStorei = (glPixelStorei_fp)mod_GetSymbol(&OpenGLDLLInst, "glPixelStorei", 255);
- if (!dglPixelStorei)
- goto dll_error;
-
- dglPixelTransferi = dllPixelTransferi = (glPixelTransferi_fp)mod_GetSymbol(&OpenGLDLLInst, "glPixelTransferi", 255);
- if (!dglPixelTransferi)
- goto dll_error;
-
- dglPolygonOffset = dllPolygonOffset = (glPolygonOffset_fp)mod_GetSymbol(&OpenGLDLLInst, "glPolygonOffset", 255);
- if (!dglPolygonOffset)
- goto dll_error;
-
- dglReadPixels = dllReadPixels = (glReadPixels_fp)mod_GetSymbol(&OpenGLDLLInst, "glReadPixels", 255);
- if (!dglReadPixels)
- goto dll_error;
-
- dglScissor = dllScissor = (glScissor_fp)mod_GetSymbol(&OpenGLDLLInst, "glScissor", 255);
- if (!dglScissor)
- goto dll_error;
-
- dglShadeModel = dllShadeModel = (glShadeModel_fp)mod_GetSymbol(&OpenGLDLLInst, "glShadeModel", 255);
- if (!dglShadeModel)
- goto dll_error;
-
- dglTexCoordPointer = dllTexCoordPointer =
- (glTexCoordPointer_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexCoordPointer", 255);
- if (!dglTexCoordPointer)
- goto dll_error;
-
- dglTexEnvf = dllTexEnvf = (glTexEnvf_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexEnvf", 255);
- if (!dglTexEnvf)
- goto dll_error;
-
- dglTexImage2D = dllTexImage2D = (glTexImage2D_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexImage2D", 255);
- if (!dglTexImage2D)
- goto dll_error;
-
- dglTexParameteri = dllTexParameteri = (glTexParameteri_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexParameteri", 255);
- if (!dglTexParameteri)
- goto dll_error;
-
- dglTexSubImage2D = dllTexSubImage2D = (glTexSubImage2D_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexSubImage2D", 255);
- if (!dglTexSubImage2D)
- goto dll_error;
-
- dglVertex2i = dllVertex2i = (glVertex2i_fp)mod_GetSymbol(&OpenGLDLLInst, "glVertex2i", 255);
- if (!dglVertex2i)
- goto dll_error;
-
- dglVertex3f = dllVertex3f = (glVertex3f_fp)mod_GetSymbol(&OpenGLDLLInst, "glVertex3f", 255);
- if (!dglVertex3f)
- goto dll_error;
-
- dglVertexPointer = dllVertexPointer = (glVertexPointer_fp)mod_GetSymbol(&OpenGLDLLInst, "glVertexPointer", 255);
- if (!dglVertexPointer)
- goto dll_error;
-
- dglViewport = dllViewport = (glViewport_fp)mod_GetSymbol(&OpenGLDLLInst, "glViewport", 255);
- if (!dglViewport)
- goto dll_error;
-
- dglColor4fv = dllColor4fv = (glColor4fv_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor4fv", 255);
- if (!dglColor4fv)
- goto dll_error;
-
- dglVertex3fv = dllVertex3fv = (glVertex3fv_fp)mod_GetSymbol(&OpenGLDLLInst, "glVertex3fv", 255);
- if (!dglVertex3fv)
- goto dll_error;
-
- dglTexCoord4fv = dllTexCoord4fv = (glTexCoord4fv_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexCoord4fv", 255);
- if (!dglTexCoord4fv)
- goto dll_error;
-
- dglTexCoord2f = dllTexCoord2f = (glTexCoord2f_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexCoord2f", 255);
- if (!dglTexCoord2f)
- goto dll_error;
-
- dglGetIntegerv = dllGetIntegerv = (glGetIntegerv_fp)mod_GetSymbol(&OpenGLDLLInst, "glGetIntegerv", 255);
- if (!dglGetIntegerv)
- goto dll_error;
-
- dglGenLists = dllGenLists = (glGenLists_fp)mod_GetSymbol(&OpenGLDLLInst, "glGenLists", 255);
- if (!dglGenLists)
- goto dll_error;
-
- dglNewList = dllNewList = (glNewList_fp)mod_GetSymbol(&OpenGLDLLInst, "glNewList", 255);
- if (!dglNewList)
- goto dll_error;
-
- dglEndList = dllEndList = (glEndList_fp)mod_GetSymbol(&OpenGLDLLInst, "glEndList", 255);
- if (!dglEndList)
- goto dll_error;
-
- dglCallLists = dllCallLists = (glCallLists_fp)mod_GetSymbol(&OpenGLDLLInst, "glCallLists", 255);
- if (!dglCallLists)
- goto dll_error;
-
- dglListBase = dllListBase = (glListBase_fp)mod_GetSymbol(&OpenGLDLLInst, "glListBase", 255);
- if (!dglListBase)
- goto dll_error;
-
- dglBitmap = dllBitmap = (glBitmap_fp)mod_GetSymbol(&OpenGLDLLInst, "glBitmap", 255);
- if (!dglBitmap)
- goto dll_error;
-
- dglPushAttrib = dllPushAttrib = (glPushAttrib_fp)mod_GetSymbol(&OpenGLDLLInst, "glPushAttrib", 255);
- if (!dglPushAttrib)
- goto dll_error;
-
- dglPopAttrib = dllPopAttrib = (glPopAttrib_fp)mod_GetSymbol(&OpenGLDLLInst, "glPopAttrib", 255);
- if (!dglPopAttrib)
- goto dll_error;
-
- dglColor3f = dllColor3f = (glColor3f_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor3f", 255);
- if (!dglColor3f)
- goto dll_error;
-
- dglRasterPos2i = dllRasterPos2i = (glRasterPos2i_fp)mod_GetSymbol(&OpenGLDLLInst, "glRasterPos2i", 255);
- if (!dglRasterPos2i)
- goto dll_error;
-
-#if defined(WIN32)
- dwglCreateContext = (wglCreateContext_fp)mod_GetSymbol(&OpenGLDLLInst, "wglCreateContext", 255);
- if (!dwglCreateContext)
- goto dll_error;
-
- dwglDeleteContext = (wglDeleteContext_fp)mod_GetSymbol(&OpenGLDLLInst, "wglDeleteContext", 255);
- if (!dwglDeleteContext)
- goto dll_error;
-
- dwglMakeCurrent = (wglMakeCurrent_fp)mod_GetSymbol(&OpenGLDLLInst, "wglMakeCurrent", 255);
- if (!dwglMakeCurrent)
- goto dll_error;
-
- dwglGetProcAddress = (wglGetProcAddress_fp)mod_GetSymbol(&OpenGLDLLInst, "wglGetProcAddress", 255);
- if (!dwglGetProcAddress)
- goto dll_error;
-
-#elif defined(__LINUX__)
-
- /* God I feel fuckin' dirty. */
-#undef mod_GetSymbol
-
-/*
- dglXQueryExtension = (glXQueryExtension_fp)mod_GetSymbol(&OpenGLDLLInst,"glXQueryExtension",255);
- if(!dglXQueryExtension) goto dll_error;
-
- dglXCreateContext = (glXCreateContext_fp)mod_GetSymbol(&OpenGLDLLInst,"glXCreateContext",255);
- if(!dglXCreateContext) goto dll_error;
-
- dglXMakeCurrent = (glXMakeCurrent_fp)mod_GetSymbol(&OpenGLDLLInst,"glXMakeCurrent",255);
- if(!dglXMakeCurrent) goto dll_error;
-
- dglXSwapBuffers = (glXSwapBuffers_fp)mod_GetSymbol(&OpenGLDLLInst,"glXSwapBuffers",255);
- if(!dglXSwapBuffers) goto dll_error;
-
- dglXGetConfig = (glXGetConfig_fp)mod_GetSymbol(&OpenGLDLLInst,"glXGetConfig",255);
- if(!dglXGetConfig) goto dll_error;
-
- dglXChooseVisual = (glXChooseVisual_fp)mod_GetSymbol(&OpenGLDLLInst,"glXChooseVisual",255);
- if(!dglXChooseVisual) goto dll_error;
-
- dglXDestroyContext = (glXDestroyContext_fp)mod_GetSymbol(&OpenGLDLLInst,"glXDestroyContext",255);
- if(!dglXDestroyContext) goto dll_error;
-
- dglXWaitGL = (glXWaitGL_fp)mod_GetSymbol(&OpenGLDLLInst,"glXWaitGL",255);
- if(!dglXWaitGL) goto dll_error;
-*/
-#else
-#endif
-
- mprintf((0, "OpenGL: DLL loading successful.\n"));
- return &OpenGLDLLInst;
-
-dll_error:
- mprintf((0, "OpenGL: Error loading DLL!\n"));
-
-#ifndef __LINUX__
- mod_FreeModule(&OpenGLDLLInst);
-#endif
-
- return NULL;
-}
-
-// Sets up multitexturing using ARB extensions
-void opengl_GetDLLFunctions() {
- _D(("opengl_GetDLLFunctions();"));
-#if defined(WIN32)
- dglActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)dwglGetProcAddress("glActiveTextureARB");
- if (!dglActiveTextureARB)
- goto dll_error;
-
- dglClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)dwglGetProcAddress("glClientActiveTextureARB");
- if (!dglClientActiveTextureARB)
- goto dll_error;
-
- dglMultiTexCoord4f = (PFNGLMULTITEXCOORD4FARBPROC)dwglGetProcAddress("glMultiTexCoord4f");
- if (!dglMultiTexCoord4f)
- goto dll_error;
-
- return;
-
-dll_error:
-#endif
-
-#if (!defined(_USE_OGL_ACTIVE_TEXTURES))
- OpenGL_multitexture = 0;
-#endif
-
- ; // need something here for win32 compiles.
-}
-
-// returns true if the passed in extension name is supported
-int opengl_CheckExtension(char *extName) {
- _D(("opengl_checkExtension(\"%s\");", extName));
-
- char *p = (char *)dglGetString(GL_EXTENSIONS);
- char *end;
- int extNameLen;
-
- extNameLen = strlen(extName);
- end = p + strlen(p);
-
- while (p < end) {
- int n = strcspn(p, " ");
- if ((extNameLen == n) && (strncmp(extName, p, n) == 0))
- return 1;
-
- p += (n + 1);
- }
- return 0;
-}
-
-// Gets some specific information about this particular flavor of opengl
-void opengl_GetInformation() {
- _D(("opengl_GetInformation();"));
-
- mprintf((1, "OpenGL Vendor: %s", dglGetString(GL_VENDOR)));
- mprintf((1, "OpenGL Renderer: %s", dglGetString(GL_RENDERER)));
- mprintf((1, "OpenGL Version: %s", dglGetString(GL_VERSION)));
- mprintf((0, "OpenGL Extensions: %s", dglGetString(GL_EXTENSIONS)));
-
-// rcg11292000 added glinfo...
-#ifdef __LINUX__
- if (FindArgChar("-glinfo", 'I')) {
- printf("OpenGL information follows...\n");
- printf(" * Library we opened (may be in path): %s\n", loadedLibrary);
- printf(" * OpenGL Vendor: %s\n", dglGetString(GL_VENDOR));
- printf(" * OpenGL Renderer: %s\n", dglGetString(GL_RENDERER));
- printf(" * OpenGL Version: %s\n", dglGetString(GL_VERSION));
- printf(" * OpenGL Extensions: %s\n", dglGetString(GL_EXTENSIONS));
- } // if
-#endif
-
- /* #ifndef RELEASE
- // If this is the microsoft driver, then make stuff go faster
- const ubyte *renderer=dglGetString(GL_RENDERER);
- if (!(strnicmp ((const char *)renderer,"GDI",3)))
- Fast_test_render=1;
- else
- Fast_test_render=0;
- #endif
- */
-}
-
-void opengl_GetVersion(int *major, int *minor) {
- _D(("opengl_GetVersion(%p, %p);", major, minor));
-
- if ((major == NULL) || (minor == NULL))
- return;
-
- const unsigned char *glVer = dglGetString(GL_VERSION);
- unsigned char buffer[25];
- unsigned char *ptr;
- int i = 0;
-
- for (ptr = (unsigned char *)glVer; ((*ptr != '\0') && (*ptr != '.')); ptr++) {
- buffer[i] = *ptr;
- i++;
- } // for
-
- buffer[i] = '\0'; // terminate string.
- *major = atoi((const char *)buffer);
-
- if (*ptr == '\0') //?!
- *minor = 0;
- else {
- ptr++; // get past '.'
- *minor = atoi((const char *)ptr);
- } // else
-} // opengl_GetVersion
-
-int opengl_MakeTextureObject(int tn) {
- _D(("opengl_MakeTextureObject(%d);", tn));
-
- int num = Cur_texture_object_num;
-
- Cur_texture_object_num++;
-
-#if (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture && Last_texel_unit_set != tn) {
- dglActiveTextureARB((GLenum)(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() {
- _D(("opengl_initCache();"));
-
- 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);
-
- OpenGL_bitmap_states = (ubyte *)mem_malloc(MAX_BITMAPS);
- ASSERT(OpenGL_bitmap_states);
- OpenGL_lightmap_states = (ubyte *)mem_malloc(MAX_LIGHTMAPS);
- 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 (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture) {
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
- dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 0));
- }
-#endif
-
- CHECK_ERROR(3)
-
- OpenGL_cache_initted = 1;
- return 1;
-}
-
-// Sets default states for our renderer
-void opengl_SetDefaults() {
- _D(("opengl_SetDefaults();"));
-
- mprintf((0, "OpenGL: Setting states\n"));
-
- OpenGL_state.cur_color = 0x00FFFFFF;
- OpenGL_state.cur_bilinear_state = -1;
- OpenGL_state.cur_zbuffer_state = -1;
- OpenGL_state.cur_texture_quality = -1;
- OpenGL_state.cur_light_state = LS_GOURAUD;
- OpenGL_state.cur_color_model = CM_MONO;
- OpenGL_state.cur_bilinear_state = -1;
- OpenGL_state.cur_alpha_type = AT_TEXTURE;
-
- // Enable some states
- dglAlphaFunc(GL_GREATER, 0);
- dglEnable(GL_ALPHA_TEST);
- dglEnable(GL_BLEND);
- dglEnable(GL_DITHER);
- opengl_Blending_on = true;
-
-#ifndef RELEASE
- if (Fast_test_render)
- dglDisable(GL_DITHER);
-#endif
-
- opengl_SetAlphaType(AT_ALWAYS);
- opengl_SetAlphaValue(255);
- opengl_SetFiltering(1);
- opengl_SetLightingState(LS_NONE);
- opengl_SetTextureType(TT_FLAT);
- opengl_SetColorModel(CM_RGB);
- opengl_SetZBufferState(1);
- opengl_SetZValues(0, 3000);
- opengl_SetGammaValue(OpenGL_preferred_state.gamma);
- OpenGL_last_bound[0] = 9999999;
- OpenGL_last_bound[1] = 9999999;
- Last_texel_unit_set = -1;
- OpenGL_multitexture_state = false;
-
-#if (defined(_USE_OGL_LISTS_OPTIONAL))
- OpenGL_UseLists = (FindArg("-gllists")) ? true : false;
- mprintf((0, "Use GL lists: %s.", OpenGL_UseLists ? "Enabled" : "Disabled"));
- if (OpenGL_UseLists) {
-#endif
- dglEnableClientState(GL_VERTEX_ARRAY);
- dglEnableClientState(GL_COLOR_ARRAY);
- dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
- dglVertexPointer(3, GL_FLOAT, 0, GL_verts);
- dglColorPointer(4, GL_FLOAT, 0, GL_colors);
- dglTexCoordPointer(4, GL_FLOAT, 0, GL_tex_coords);
-#if (defined(_USE_OGL_LISTS_OPTIONAL))
- }
-#endif
-
- dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- dglHint(GL_FOG_HINT, GL_FASTEST);
- dglEnable(GL_SCISSOR_TEST);
- dglScissor(0, 0, OpenGL_state.screen_width, OpenGL_state.screen_height);
- dglDisable(GL_SCISSOR_TEST);
- dglDepthRange(0.0f, 1.0f);
-
-#if (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture) {
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
- dglClientActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
- dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
- dglTexCoordPointer(4, GL_FLOAT, 0, GL_tex_coords2);
- dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- dglHint(GL_FOG_HINT, GL_FASTEST);
-
- dglClientActiveTextureARB((GLenum)(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);
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 0));
- }
-#endif
-}
-
-#if defined(WIN32)
-// Check for OpenGL support,
-int opengl_Setup(HDC glhdc) {
- _D(("opengl_Setup();"));
- 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 (OpenGL_preferred_state.bit_depth==32)
- {
- pfd.cColorBits = 32;
- pfd.cDepthBits = 32;
- }
- else
- {
- pfd.cColorBits = OpenGL_preferred_state.bit_depth;
- pfd.cDepthBits =OpenGL_preferred_state.bit_depth;
- }
-
- 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__)
-/*
-bool opengl_GetXConfig(Display *dpy,XVisualInfo *vis,int attrib,int *value)
-{
- int res;
-
- res = dglXGetConfig( dpy, vis , attrib, value );
-
- if(res==0)
- return true;
-
- switch(res)
- {
- case GLX_NO_EXTENSION:
- fprintf(stdout,"GLX: Display does not support the GLX extension (%d)\n",attrib);
- break;
- case GLX_BAD_SCREEN:
- fprintf(stdout,"GLX: The screen of the vis does not correspond to a screen (%d)\n",attrib);
- break;
- case GLX_BAD_ATTRIBUTE:
- fprintf(stdout,"GLX: Bad Attribute (%d\%d)\n",attrib,*value);
- break;
- case GLX_BAD_VISUAL:
- fprintf(stdout,"GLX: Bad Visual on non GLX_USE_GL call (%d)\n",attrib);
- break;
- default:
- fprintf(stdout,"GLX: Unknown error (%d)\n",attrib);
- break;
- }
-
- return false;
-}
-*/
-
-#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
-static long minimumAcceptableRender = -1;
-static Uint32 lastSwapTicks = 0;
-static int tooSlowCount = 0;
-static int tooSlowChecksLeft = 0;
-
-void setMinimumAcceptableRenderTime(int ms) {
- if (nofpscheck)
- return;
-
- minimumAcceptableRender = ms;
- lastSwapTicks = SDL_GetTicks();
- tooSlowCount = 0;
- tooSlowChecksLeft = 15; // check 15 frames.
-}
-#endif
-
-extern bool linux_permit_gamma;
-extern renderer_preferred_state Render_preferred_state;
-
-int d3SDLEventFilter(const SDL_Event *event);
-
-int opengl_Setup(oeApplication *app, int *width, int *height) {
- _D(("opengl_Setup(%p, %p, %p);", app, width, height));
-
-// rcg11192000 don't check for FPS.
-#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
- nofpscheck = (FindArgChar("-nofpscheck", 'H') != 0);
-
- // rcg01252000 reset these, so they don't barf if we change
- // video modes for a movie or whatnot in the middle of
- // checking rendering speed...
- minimumAcceptableRender = -1;
- lastSwapTicks = 0;
- tooSlowCount = 0;
- tooSlowChecksLeft = 0;
-#endif
-
- // 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);
-
- bool fullscreen = false;
- char *env = getenv("MESA_GLX_FX");
-
- if ((!env) || (*env == 'f')) // Full screen Mesa mode !!! needs more.
- fullscreen = true;
-
- if (FindArgChar("-fullscreen", 'f'))
- fullscreen = true;
- else if (FindArgChar("-windowed", 'w'))
- fullscreen = false;
-
- if (env == NULL)
- putenv((char *)(fullscreen ? "MESA_GLX_FX=f" : "MESA_GLX_FX=w"));
-
- putenv("FX_GLIDE_NO_SPLASH=1");
-
- 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
- strcpy(gl_library, "libGL.so");
-
- mprintf((0, "OpenGL: Attempting to use \"%s\" for OpenGL\n", gl_library));
- putenv("MESA_FX_NO_SIGNALS=ihatesegfaults");
-
- // 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];
- sprintf(buffer, "Failed to load library [%s].\n", gl_library);
- fprintf(stderr, buffer);
- rend_SetErrorMessage(buffer);
- // Int3();
- 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
-
- OpenGL_TextureHack = (FindArg("-gltexturehack")) ? true : false;
- mprintf((0, "Linux texture hack: %s.", OpenGL_TextureHack ? "Enabled" : "Disabled"));
-
- // Thanks to the Heavy Gear II team for doing
- // the fuckwork before I had to. :) --ryan.
-
- 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);
-
- int flags = SDL_OPENGL;
-
- if (fullscreen)
- flags |= SDL_FULLSCREEN;
-
- // Zany fun.
-
- // ShowCursor(0) and input grabbing need to be done before setting
- // the video mode, or the Voodoo 3 gets a hardware cursor stuck
- // on the screen.
- SDL_ShowCursor(0);
- SDL_WM_GrabInput(SDL_GRAB_ON);
-
- // Should we shoot for 32-bpp if available? !!!
- SDL_Surface *surface = SDL_SetVideoMode(*width, *height, 32, flags);
- mprintf((0, "OpenGL: SDL GL surface is %sNULL.", (surface == NULL) ? "" : "NOT "));
-
- if (ddio_mouseGrabbed == false)
- SDL_WM_GrabInput(SDL_GRAB_OFF);
-
- SDL_WM_SetCaption("Descent 3", "Descent3");
-
- if (app)
- OpenGL_LinuxApp = (oeLnxApplication *)app;
-
- // rcg09182000 gamma fun.
- // rcg01112000 --nogamma fun.
- if (FindArgChar("-nogamma", 'M'))
- linux_permit_gamma = false;
- else {
- float f = Render_preferred_state.gamma;
- bool gammarc = SDL_SetGamma(f, f, f);
- linux_permit_gamma = (gammarc == 0);
- } // else
-
- if (OpenGL_LinuxApp) {
- OpenGL_LinuxApp->set_sizepos(0, 0, *width, *height);
- // OpenGL_LinuxApp->set_windowinfo(OpenGL_Display,OpenGL_Window);
- OpenGL_LinuxApp->clear_window();
- } // if
-
- /*
- int dummy;
-
- if(app)
- {
- tLnxAppInfo app_info;
- OpenGL_LinuxApp = (oeLnxApplication *)app;
-
- app->get_info((void *)&app_info);
-
- OpenGL_Display = app_info.m_Display;
- OpenGL_Window = app_info.m_window;
- memcpy(&OpenGL_VisualInfo,&app_info.m_VisualInfo,sizeof(XVisualInfo));
- }
- else
- {
- // since the application object wasn't passed in, make sure
- // this isn't the first init
- if(!OpenGL_Display)
- {
- // ACK!
- fprintf(stdout,"OGL: Error in opengl_Setup(). Application object not specified\n");
- return 0;
- }
- }
-
- // we need to destroy the OpenGL window
- XUnmapWindow(OpenGL_Display,OpenGL_Window);
- XDestroyWindow(OpenGL_Display,OpenGL_Window);
-
- // Make sure OpenGL's GLX extension is supported. The glXQueryExtension also returns
- // the GLX extension's error base and event base. For almost all OpenGL programs,
- // this information is irrelevant.
- if(!glXQueryExtension(OpenGL_Display,&dummy,&dummy))
- {
- fprintf(stderr,"GLX extension not supported by Display\n");
- Int3();
- return 0;
- }
-
- // Choose our visual
- int screen_num = DefaultScreen(OpenGL_Display);
- int vis_attrib[] = {GLX_RGBA,
- GLX_RED_SIZE, 1,
- GLX_GREEN_SIZE, 1,
- GLX_BLUE_SIZE, 1 ,
- GLX_DEPTH_SIZE, 16,
- GLX_DOUBLEBUFFER,
- None};
- XVisualInfo *new_vis = dglXChooseVisual(OpenGL_Display,screen_num,vis_attrib);
- if(!new_vis)
- {
- fprintf(stdout,"OpenGL: glXChooseVisual returned NULL\n");
- Int3();
- return 0;
- }
-
- // Create an OpenGL rendering context
- OpenGL_Context = glXCreateContext(OpenGL_Display,new_vis,NULL,True);
- if(OpenGL_Context==NULL)
- {
- fprintf(stderr,"OpenGL: Unable to create GLX Context\n");
- Int3();
- return 0;
- }
-
- // Create a new window
- XSetWindowAttributes swa;
- swa.override_redirect = true;
- swa.border_pixel = 0;
- swa.event_mask =
- ExposureMask|StructureNotifyMask|KeyPressMask|KeyReleaseMask|PointerMotionMask|ButtonPressMask|ButtonReleaseMask;
-
- // OpenGL_Window =
- XCreateWindow(OpenGL_Display,RootWindow(OpenGL_Display,OpenGL_VisualInfo.screen),0,0,*width,*height,0,OpenGL_VisualInfo.depth,
- // InputOutput,OpenGL_VisualInfo.visual,CWBorderPixel|CWEventMask,&swa);
-
- XSizeHints sizeHints = {0};
- sizeHints.flags |= USSize|USPosition|PAspect;
- sizeHints.width = *width;
- sizeHints.height = *height;
- sizeHints.x = 0;
- sizeHints.y = 0;
- sizeHints.min_aspect.x = sizeHints.max_aspect.x = *width;
- sizeHints.min_aspect.y = sizeHints.max_aspect.y = *height;
-
- #if 0
- char *argv[1];
- XWMHints *wmHints;
- Atom wmDeleteWindow;
-
- argv[0] = strdup("opengl");
-
- XSetStandardProperties(OpenGL_Display,OpenGL_Window,"","",None,(char **)argv,0,&sizeHints);
- free(argv[0]);
-
- wmHints = XAllocWMHints();
- wmHints->initial_state = NormalState;
- wmHints->flags = StateHint;
-
- XSetWMHints(OpenGL_Display,OpenGL_Window,wmHints);
- wmDeleteWindow = XInternAtom(OpenGL_Display,"WM_DELETE_WINDOW",False);
- XSetWMProtocols(OpenGL_Display,OpenGL_Window,&wmDeleteWindow,1);
-
- // move and resize the application window
- XMoveResizeWindow(OpenGL_Display,OpenGL_Window,0,0,*width,*height);
-
- OpenGL_LinuxApp->set_sizepos(0,0,*width,*height);
- OpenGL_LinuxApp->set_windowinfo(OpenGL_Display,OpenGL_Window);
- OpenGL_LinuxApp->hide_mouse();
- OpenGL_LinuxApp->clear_window();
-
- // warp the mouse to 0,0 to start so our screen is in full view
- XWarpPointer(OpenGL_Display,None,OpenGL_Window,0,0,0,0,*width/2,*height/2);
-
- XStoreName(OpenGL_Display, OpenGL_Window, OpenGL_LinuxApp->get_window_name());
- XSetIconName(OpenGL_Display, OpenGL_Window, OpenGL_LinuxApp->get_window_name());
-
- XMapWindow(OpenGL_Display,OpenGL_Window);
-
- bool wait_for_draw = false;
- XEvent event;
- while (!wait_for_draw)
- {
- XNextEvent(OpenGL_Display, &event);
- if (event.type == Expose && !event.xexpose.count)
- wait_for_draw = true;
- }
-
- XRaiseWindow(OpenGL_Display,OpenGL_Window);
-
- #endif
-
- // Bind the rendering context
- glXMakeCurrent(OpenGL_Display,OpenGL_Window,OpenGL_Context);
-
- // XSync(OpenGL_Display,False);
- */
-
- 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) {
- _D(("opengl_Init(%p, %p);", app, pref_state));
-
- int width, height;
- int retval = 1;
- int i;
-
- mprintf((0, "OpenGL: Setting up OpenGL mode!\n"));
-
- if (pref_state)
- OpenGL_preferred_state = *pref_state;
-
-#if defined(WIN32)
- /***********************************************************
- * WINDOWS OPENGL
- ***********************************************************
- */
- static HWND hwnd;
-
- if (app != NULL) {
- ParentApplication = app;
- hwnd = (HWND)((oeWin32Application *)app)->m_hWnd;
- }
-
- if (!WindowGL) {
- // First set our display mode
- // Create direct draw surface
-
- DEVMODE devmode;
-
- devmode.dmSize = sizeof(devmode);
- devmode.dmBitsPerPel = 16;
- // devmode.dmBitsPerPel=OpenGL_preferred_state.bit_depth;
- devmode.dmPelsWidth = OpenGL_preferred_state.width;
- devmode.dmPelsHeight = OpenGL_preferred_state.height;
- devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
-
- int retval = ChangeDisplaySettings(&devmode, 0);
-
- 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);
- goto D3DError;
- } else {
- OpenGL_preferred_state.bit_depth = 16;
- OpenGL_preferred_state.width = 640;
- OpenGL_preferred_state.height = 480;
- }
- } else
- mprintf((0, "Setdisplaymode to %d x %d (%d bits) is successful!\n", OpenGL_preferred_state.width,
- OpenGL_preferred_state.height, OpenGL_preferred_state.bit_depth));
- }
-
- memset(&OpenGL_state, 0, sizeof(rendering_state));
-
- // These values are set here - samir
- if (app != NULL) {
- hOpenGLWnd = (HWND)((oeWin32Application *)app)->m_hWnd;
- }
-
- hOpenGLDC = GetDC(hOpenGLWnd);
-
- if (WindowGL) {
- RECT rect;
- GetWindowRect((HWND)hOpenGLWnd, &rect);
- width = abs(rect.right - rect.left);
- height = abs(rect.bottom - rect.top);
- } else {
- SetWindowPos(hOpenGLWnd, HWND_TOPMOST, 0, 0, OpenGL_preferred_state.width, OpenGL_preferred_state.height,
- SWP_FRAMECHANGED);
- width = OpenGL_preferred_state.width;
- height = OpenGL_preferred_state.height;
- RECT rect;
- GetWindowRect((HWND)hOpenGLWnd, &rect);
- mprintf((0, "rect=%d %d %d %d\n", rect.top, rect.right, rect.bottom, rect.left));
- }
-
- OpenGL_state.screen_width = width;
- OpenGL_state.screen_height = height;
-
- if (!opengl_Setup(hOpenGLDC))
- goto D3DError;
-
- // Save gamma values for later
- GetDeviceGammaRamp(hOpenGLDC, (LPVOID)Saved_gamma_values);
-
-#elif defined(__LINUX__)
- /***********************************************************
- * LINUX OPENGL
- ***********************************************************
- */
- // Setup OpenGL_state.screen_width & OpenGL_state.screen_height & width & height
- width = OpenGL_preferred_state.width;
- height = OpenGL_preferred_state.height;
-
- if (!opengl_Setup(app, &width, &height))
- goto D3DError;
-
- memset(&OpenGL_state, 0, sizeof(rendering_state));
- OpenGL_state.screen_width = width;
- OpenGL_state.screen_height = height;
-#else
- // Setup OpenGL_state.screen_width & OpenGL_state.screen_height & width & height
-
-#endif
- // Get some info
- opengl_GetInformation();
-
- mprintf((0, "OpenGL: Setting up projection matrix\n"));
-
- dglMatrixMode(GL_PROJECTION);
- dglLoadIdentity();
- dglOrtho(0.0f, (GLfloat)width, (GLfloat)height, 0, 0, 1);
- dglViewport(0, 0, width, height);
- dglMatrixMode(GL_MODELVIEW);
- dglLoadIdentity();
-
- opengl_InitCache();
-
- OpenGL_multitexture = false;
- OpenGL_packed_pixels = false;
-#if (defined(_USE_OGL_ACTIVE_TEXTURES))
- OpenGL_multitexture = opengl_CheckExtension("GL_ARB_multitexture");
-
-#ifdef __LINUX__
- if (OpenGL_multitexture) {
-
- /****************** WARNING: NASTY HACK! ***********************/
-#define mod_GetSymbol(x, funcStr, y) __SDL_mod_GetSymbol(funcStr)
- /****************** WARNING: NASTY HACK! ***********************/
-
- // get extra's that aren't loaded in LoadOpenGLDLL()...
- dglActiveTextureARB = dllActiveTextureARB =
- (PFNGLACTIVETEXTUREARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glActiveTextureARB", 255);
- if (dglActiveTextureARB == NULL)
- OpenGL_multitexture = false;
-
- dglClientActiveTextureARB = dllClientActiveTextureARB =
- (PFNGLCLIENTACTIVETEXTUREARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glClientActiveTextureARB", 255);
- if (dglClientActiveTextureARB == NULL)
- OpenGL_multitexture = false;
-
- dglMultiTexCoord4f = dllMultiTexCoord4f =
- (PFNGLMULTITEXCOORD4FARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glMultiTexCoord4fARB", 255);
- if (dglMultiTexCoord4f == NULL)
- OpenGL_multitexture = false;
-
-/****************** WARNING: NASTY HACK! ***********************/
-#undef mod_GetSymbol
- /****************** WARNING: NASTY HACK! ***********************/
-
- } // if
-#endif
-
-#endif
-
- // ryan sez : Don't use SGIS_multitexture
- // if (!OpenGL_multitexture)
- // OpenGL_multitexture=opengl_CheckExtension ("GL_SGIS_multitexture");
- //
-
- int major, minor;
- opengl_GetVersion(&major, &minor);
-
- mprintf((0, "OpenGL: Version is (%d) major, (%d) minor.", major, minor));
-
- // OpenGL 1.2 specifies the packed pixel "extension" by default.
- if ((major >= 1) && (minor >= 2))
- OpenGL_packed_pixels = true;
- else
- OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels");
-
- if (FindArgChar("-nopackedpixels", 'x'))
- OpenGL_packed_pixels = false;
-
- opengl_GetDLLFunctions();
-
- if (FindArgChar("-nomultitexture", 't'))
- OpenGL_multitexture = false;
-
- OpenGL_fog_enabled = false;
- if (FindArgChar("-glfog", 'o'))
- OpenGL_fog_enabled = true;
-
- mprintf((0, "OpenGL: multitextures are%s turned on.", (OpenGL_multitexture) ? "" : " NOT"));
-
- mprintf((0, "OpenGL: Packed pixels are%s turned on.", (OpenGL_packed_pixels) ? "" : " NOT"));
-
- mprintf((0, "OpenGL: Fog is%s turned on.", (OpenGL_fog_enabled) ? "" : " NOT"));
-
- if (OpenGL_packed_pixels) {
- opengl_packed_Upload_data = (ushort *)mem_malloc(256 * 256 * 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, "OpenGL: Building packed translate table...\n"));
-
- for (i = 0; i < 65536; i++) {
- int r = (i >> 10) & 0x1f;
- int g = (i >> 5) & 0x1f;
- int b = i & 0x1f;
-
- ushort pix;
-
- if (!(i & OPAQUE_FLAG))
- pix = 0;
- else
- pix = (r << 11) | (g << 6) | (b << 1) | 1;
-
- opengl_packed_Translate_table[i] = INTEL_SHORT(pix);
-
- // 4444 table
- int a = (i >> 12) & 0xf;
- r = (i >> 8) & 0xf;
- g = (i >> 4) & 0xf;
- b = i & 0xf;
-
- if (WindowGL)
- a = 0xf;
-
- pix = (r << 12) | (g << 8) | (b << 4) | a;
-
- opengl_packed_4444_translate_table[i] = INTEL_SHORT(pix);
- }
- } else {
- opengl_Upload_data = (uint *)mem_malloc(256 * 256 * 4);
- opengl_Translate_table = (uint *)mem_malloc(65536 * 4);
- opengl_4444_translate_table = (uint *)mem_malloc(65536 * 4);
-
- ASSERT(opengl_Upload_data);
- ASSERT(opengl_Translate_table);
- ASSERT(opengl_4444_translate_table);
-
- mprintf((0, "OpenGL: Building translate table...\n"));
-
- for (i = 0; i < 65536; i++) {
- uint pix;
- int r = (i >> 10) & 0x1f;
- int g = (i >> 5) & 0x1f;
- int b = i & 0x1f;
-
- float fr = (float)r / 31.0;
- float fg = (float)g / 31.0;
- float fb = (float)b / 31.0;
-
- r = (int)(255 * fr);
- g = (int)(255 * fg);
- b = (int)(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 / 15.0;
- fr = (float)r / 15.0;
- fg = (float)g / 15.0;
- fb = (float)b / 15.0;
-
- a = (int)(255 * fa);
- r = (int)(255 * fr);
- g = (int)(255 * fg);
- b = (int)(255 * fb);
-
- if (WindowGL)
- a = 0xf;
-
- pix = (a << 24) | (b << 16) | (g << 8) | (r);
-
- opengl_4444_translate_table[i] = INTEL_INT(pix);
- }
- }
-
- opengl_SetDefaults();
-
- CHECK_ERROR(4)
-
- // Tell our app to use multitexture
- if (OpenGL_multitexture)
- UseMultitexture = true;
-
- OpenGL_state.initted = 1;
-
- mprintf((0, "OpenGL: initialization at %dx%d was successful.\n", width, height));
-
- return retval;
-
-D3DError:
- opengl_Close();
- return 0;
-}
-
-// Releases the rendering context
-void opengl_Close() {
- _D(("opengl_Close();"));
-
- CHECK_ERROR(5)
-
- uint *delete_list = (uint *)mem_malloc(Cur_texture_object_num * sizeof(int));
- ASSERT(delete_list);
- for (int i = 1; i < Cur_texture_object_num; i++)
- delete_list[i] = i;
-
- if (Cur_texture_object_num > 1)
- dglDeleteTextures(Cur_texture_object_num, (const uint *)delete_list);
-
- mem_free(delete_list);
-
-#if defined(WIN32)
- if (dwglMakeCurrent)
- dwglMakeCurrent(NULL, NULL);
-
- if (dwglDeleteContext)
- dwglDeleteContext(ResourceContext);
-
- // Change our display back
- if (!WindowGL)
- ChangeDisplaySettings(NULL, 0);
-#elif defined(__LINUX__)
- // Restore our video mode
-
- // SDL_Quit() handles this for us.
-
-/*
- LinuxVideoMode.Lock(false);
- LinuxVideoMode.RestoreVideoMode();
- if(OpenGL_Display)
- {
- if(dglXMakeCurrent)
- glXMakeCurrent(OpenGL_Display,OpenGL_Window,NULL);
- if(dglXDestroyContext)
- glXDestroyContext(OpenGL_Display,OpenGL_Context);
- }
-*/
-#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);
-
- OpenGL_state.initted = 0;
-}
-
-// 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) {
- _D(("opengl_TranslateBitmapToOpenGL(%d, %d, %d, %d, %d);", texnum, bm_handle, map_type, replace, tn));
-
- ushort *bm_ptr;
-
- int w = 0;
- int h = 0;
- int size = 0;
-
-#if (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture && Last_texel_unit_set != tn) {
- dglActiveTextureARB((GLenum)(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) {
-#ifndef __LINUX__
- 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]];
- }
- }
-#endif
-
- // rcg06262000 my if wrapper.
- if (size > 0) {
- // rcg01112001 GL_BGRA, etc aren't in the headers that are used on win32.
-#ifdef __LINUX__
- if (replace) {
- dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
- bm_ptr /*opengl_packed_Upload_data*/);
- } // if
- else {
- dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, size, size, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
- bm_ptr /*opengl_packed_Upload_data*/);
- } // else
-#else
- if (replace) {
- dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, UNSIGNED_SHORT_5_5_5_1_EXT,
- opengl_packed_Upload_data);
- } // if
- else {
- dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, size, size, 0, GL_RGBA, UNSIGNED_SHORT_5_5_5_1_EXT,
- opengl_packed_Upload_data);
- } // else
-#endif
- } // if
- } 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
-
- // rcg01112001 GL_BGRA, etc aren't in the headers that are used on win32.
-#ifdef __LINUX__
-
- if (bm_mipped(bm_handle)) {
- for (i = 0; i < w * h; i++)
- opengl_packed_Upload_data[i] = 0xf000 | bm_ptr[i];
- }
-
- if (replace)
- dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
- bm_mipped(bm_handle) ? opengl_packed_Upload_data : bm_ptr);
- else
- dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA4, w, h, 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
- bm_mipped(bm_handle) ? opengl_packed_Upload_data : bm_ptr);
-
-#else
-
- 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, UNSIGNED_SHORT_4_4_4_4_EXT,
- opengl_packed_Upload_data);
- else
- dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA4, w, h, 0, GL_RGBA, UNSIGNED_SHORT_4_4_4_4_EXT,
- opengl_packed_Upload_data);
-
-#endif
- } else {
- // Do 1555
-
-#ifdef __LINUX__
-
- if (replace)
- dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
- bm_ptr /*opengl_packed_Upload_data*/);
- else
- dglTexImage2D(GL_TEXTURE_2D, m, GL_RGB5_A1, w, h, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
- bm_ptr /*opengl_packed_Upload_data*/);
-
-#else
-
- 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, UNSIGNED_SHORT_5_5_5_1_EXT,
- opengl_packed_Upload_data);
- else
- dglTexImage2D(GL_TEXTURE_2D, m, GL_RGB5_A1, w, h, 0, GL_RGBA, UNSIGNED_SHORT_5_5_5_1_EXT,
- opengl_packed_Upload_data);
-
-#endif
- }
- }
- }
-
- } else {
- if (map_type == MAP_TYPE_LIGHTMAP) {
- uint *left_data = (uint *)opengl_Upload_data;
- int bm_left = 0;
-
- for (int i = 0; i < h; i++, left_data += size, bm_left += w) {
- uint *dest_data = left_data;
- for (int t = 0; t < w; t++) {
- *dest_data++ = opengl_Translate_table[bm_ptr[bm_left + t]];
- }
- }
-
- // rcg06262000 my if wrapper.
- 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);
- } // if
- } 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] = (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);
- } // if
- }
- }
- }
-
- // 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) {
- _D(("opengl_MakeBitmapCurrent(%d, %d, %d);", handle, map_type, 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 (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture && Last_texel_unit_set != tn) {
- dglActiveTextureARB((GLenum)(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) {
- _D(("opengl_MakeWrapTypeCurrent(%d, %d, %d);", handle, map_type, tn));
-
- int uwrap;
- wrap_type dest_wrap;
-
- if (tn == 1)
- dest_wrap = WT_CLAMP;
- else
- dest_wrap = OpenGL_state.cur_wrap_type;
-
- 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 (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture && Last_texel_unit_set != tn) {
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + tn));
- Last_texel_unit_set = tn;
- }
-#endif
-
- OpenGL_sets_this_frame[1]++;
-
- if (OpenGL_state.cur_wrap_type == WT_CLAMP) {
- dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
-
- } else if (OpenGL_state.cur_wrap_type == WT_WRAP_V) {
- 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) {
- _D(("opengl_MakeFilterTypeCurrent(%d, %d, %d);", handle, map_type, tn));
-
- int magf;
- sbyte dest_state;
-
- 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 = OpenGL_preferred_state.filtering;
- if (!OpenGL_state.cur_bilinear_state)
- dest_state = 0;
- }
-
- if (magf == dest_state)
- return;
-
-#if (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture && Last_texel_unit_set != tn) {
- dglActiveTextureARB((GLenum)(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)
-}
-
-// returns the alpha that we should use
-float opengl_GetAlphaMultiplier() {
- _D(("opengl_GetAlphaMultiplier();"));
-
- switch (OpenGL_state.cur_alpha_type) {
- case AT_ALWAYS:
- return 1.0;
- case AT_CONSTANT:
- return OpenGL_state.cur_alpha / 255.0;
- case AT_TEXTURE:
- return 1.0;
- case AT_CONSTANT_TEXTURE:
- return OpenGL_state.cur_alpha / 255.0;
- case AT_VERTEX:
- return 1.0;
- case AT_CONSTANT_TEXTURE_VERTEX:
- case AT_CONSTANT_VERTEX:
- return OpenGL_state.cur_alpha / 255.0;
- case AT_TEXTURE_VERTEX:
- return 1.0;
- case AT_LIGHTMAP_BLEND:
- case AT_LIGHTMAP_BLEND_SATURATE:
- return OpenGL_state.cur_alpha / 255.0;
- case AT_SATURATE_TEXTURE:
- return OpenGL_state.cur_alpha / 255.0;
- case AT_SATURATE_VERTEX:
- return 1.0;
- case AT_SATURATE_CONSTANT_VERTEX:
- return OpenGL_state.cur_alpha / 255.0;
- case AT_SATURATE_TEXTURE_VERTEX:
- return 1.0;
- case AT_SPECULAR:
- return 1.0;
- default:
- // Int3(); // no type defined,get jason
- return 0;
- }
-}
-
-// Sets the alpha multiply factor
-void opengl_SetAlphaMultiplier() {
- _D(("opengl_SetAlphaMultiplier();"));
- Alpha_multiplier = opengl_GetAlphaMultiplier();
-}
-
-// Turns on/off multitexture blending
-void opengl_SetMultitextureBlendMode(bool state) {
- _D(("opengl_SetMultitextureBlendMode();"));
- if (OpenGL_multitexture_state == state)
- return;
-
- OpenGL_multitexture_state = state;
-
-#if (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (state) {
- dglClientActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
- dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
- dglEnable(GL_TEXTURE_2D); //!!!
-
- /*if (Overlay_type==OT_BLEND_SATURATE)
- glBlendFunc (GL_SRC_ALPHA,GL_ONE);
- else
- glBlendFunc (GL_DST_COLOR,GL_ZERO);*/
-
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 0));
- Last_texel_unit_set = 0;
- } else {
- dglClientActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
- dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
- dglDisable(GL_TEXTURE_2D);
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 0));
- Last_texel_unit_set = 0;
- }
-#endif
-}
-
-// Takes nv vertices and draws the polygon defined by those vertices. Uses bitmap "handle"
-// as a texture
-void opengl_DrawMultitexturePolygon(int handle, g3Point **p, int nv, int map_type) {
- _D(("opengl_DrawMultitexturePolygon(%d, %p, %d, %d);", handle, p, nv, map_type));
-
- g3Point *pnt;
- int i, fr, fg, fb;
- float alpha;
- vector *vertp;
- color_array *colorp;
- tex_array *texp, *texp2;
- float one_over_square_res = 1.0 / GameLightmaps[Overlay_map].square_res;
-
- float xscalar = (float)GameLightmaps[Overlay_map].width * one_over_square_res;
- float yscalar = (float)GameLightmaps[Overlay_map].height * one_over_square_res;
-
- ASSERT(nv < 100);
-
- int x_add = OpenGL_state.clip_x1;
- int y_add = OpenGL_state.clip_y1;
-
- if (OpenGL_state.cur_light_state == LS_NONE) {
- fr = GR_COLOR_RED(OpenGL_state.cur_color);
- fg = GR_COLOR_GREEN(OpenGL_state.cur_color);
- fb = GR_COLOR_BLUE(OpenGL_state.cur_color);
- }
-
- alpha = Alpha_multiplier * OpenGL_Alpha_factor;
-
- vertp = &GL_verts[0];
- texp = &GL_tex_coords[0];
- texp2 = &GL_tex_coords2[0];
- colorp = &GL_colors[0];
-
- // Specify our coordinates
- for (i = 0; i < nv; i++, vertp++, texp++, colorp++, texp2++) {
- pnt = p[i];
-
- if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
- alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
-
- // If we have a lighting model, apply the correct lighting!
- if (OpenGL_state.cur_light_state != LS_NONE) {
- // Do lighting based on intesity (MONO) or colored (RGB)
- if (OpenGL_state.cur_color_model == CM_MONO) {
- colorp->r = pnt->p3_l;
- colorp->g = pnt->p3_l;
- colorp->b = pnt->p3_l;
- colorp->a = alpha;
- } else {
- colorp->r = pnt->p3_r;
- colorp->g = pnt->p3_g;
- colorp->b = pnt->p3_b;
- colorp->a = alpha;
- }
- } else {
- colorp->r = 1;
- colorp->g = 1;
- colorp->b = 1;
- colorp->a = alpha;
- }
-
- // Texture this polygon!
-#ifdef __RYANS_EASTER_EGGS__
- if (__pumpkinBromo == true) {
- texp->s = pnt->p3_u;
- texp->t = pnt->p3_v;
- texp->r = 0.0;
- texp->w = 1.0;
-
- texp2->s = pnt->p3_u2 * xscalar;
- texp2->t = pnt->p3_v2 * yscalar;
- texp2->r = 0.0;
- texp2->w = 1.0;
- } // if
- else
-#endif
- {
- float texw = 1.0 / (pnt->p3_z + Z_bias);
- texp->s = pnt->p3_u * texw;
- texp->t = pnt->p3_v * texw;
- texp->r = 0.0;
- texp->w = texw;
-
- texp2->s = pnt->p3_u2 * xscalar * texw;
- texp2->t = pnt->p3_v2 * yscalar * texw;
- texp2->r = 0.0;
- texp2->w = texw;
- } // else
-
- // Finally, specify a vertex
- vertp->x = pnt->p3_sx + x_add;
- vertp->y = pnt->p3_sy + y_add;
-
- //@@vertp->z=-((pnt->p3_z+Z_bias)/OpenGL_state.cur_far_z);
- vertp->z = -std::max(0, std::min(1.0, 1.0 - (1.0 / (pnt->p3_z + Z_bias))));
- }
-
- // make sure our bitmap is ready to be drawn
- opengl_MakeBitmapCurrent(handle, map_type, 0);
- opengl_MakeWrapTypeCurrent(handle, map_type, 0);
- opengl_MakeFilterTypeCurrent(handle, map_type, 0);
-
- // make sure our bitmap is ready to be drawn
- opengl_MakeBitmapCurrent(Overlay_map, MAP_TYPE_LIGHTMAP, 1);
- opengl_MakeWrapTypeCurrent(Overlay_map, MAP_TYPE_LIGHTMAP, 1);
- opengl_MakeFilterTypeCurrent(Overlay_map, MAP_TYPE_LIGHTMAP, 1);
-
- opengl_SetMultitextureBlendMode(true);
-
- // And draw!
-#if (defined(_USE_OGL_LISTS_OPTIONAL))
- if (OpenGL_UseLists) {
-#endif
-
- dglDrawArrays(GL_POLYGON, 0, nv);
-
-#if (defined(_USE_OGL_LISTS_OPTIONAL))
- } else {
- // FIXME...this might still be broken when used in
- // conjunction with multitexturing. Use at your own
- // risk. --rcg 06082000. !!!
- dglBegin(GL_POLYGON);
- for (i = 0; i < nv; i++) {
- dglTexCoord4fv((GLfloat *)&GL_tex_coords[i]);
- dglColor4fv((GLfloat *)&GL_colors[i]);
- dglVertex3fv((GLfloat *)&GL_verts[i]);
- }
- dglEnd();
- }
-#endif
-
- OpenGL_polys_drawn++;
- OpenGL_verts_processed += nv;
-
- CHECK_ERROR(10)
-}
-
-void opengl_DrawFlatPolygon(g3Point **p, int nv) {
- _D(("opengl_DrawFlatPolygon(%p, %d);", p, nv));
-
- int x_add = OpenGL_state.clip_x1;
- int y_add = OpenGL_state.clip_y1;
- float fr, fg, fb;
- int i;
-
- if (OpenGL_multitexture)
- opengl_SetMultitextureBlendMode(false);
-
- float alpha = Alpha_multiplier * OpenGL_Alpha_factor;
-
- fr = GR_COLOR_RED(OpenGL_state.cur_color);
- fg = GR_COLOR_GREEN(OpenGL_state.cur_color);
- fb = GR_COLOR_BLUE(OpenGL_state.cur_color);
- fr /= 255.0;
- fg /= 255.0;
- fb /= 255.0;
-
- // And draw!
- dglBegin(GL_POLYGON);
- for (i = 0; i < nv; i++) {
- g3Point *pnt = p[i];
-
- if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
- alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
-
- // If we have a lighting model, apply the correct lighting!
- if (OpenGL_state.cur_light_state != LS_NONE) {
- // Do lighting based on intesity (MONO) or colored (RGB)
- if (OpenGL_state.cur_color_model == CM_MONO)
- 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
- //@@dglVertex3f (pnt->p3_sx+x_add,pnt->p3_sy+y_add,-(pnt->p3_z/OpenGL_state.cur_far_z));
- float z = std::max(0, std::min(1.0, 1.0 - (1.0 / (pnt->p3_z + Z_bias))));
- dglVertex3f(pnt->p3_sx + x_add, pnt->p3_sy + y_add, -z);
- }
-
- dglEnd();
- CHECK_ERROR(11)
- OpenGL_polys_drawn++;
- OpenGL_verts_processed += nv;
-}
-
-static inline float __recip(float x) {
-#if MACOSX
- __asm__ __volatile__("fres %0, %1 \n\t" : "=f"(x) : "f"(x));
- return (x);
-#else
- return (1.0f / x);
-#endif
-}
-
-// Takes nv vertices and draws the polygon defined by those vertices. Uses bitmap "handle"
-// as a texture
-void opengl_DrawPolygon(int handle, g3Point **p, int nv, int map_type) {
- _D(("opengl_DrawPolygon(%d, %p, %d, %d,);", handle, p, nv, map_type));
-
- g3Point *pnt;
- int i;
- float fr, fg, fb;
- float alpha;
- vector *vertp;
- color_array *colorp;
- tex_array *texp;
-
- ASSERT(nv < 100);
-
- if (OpenGL_state.cur_texture_quality == 0) {
- opengl_DrawFlatPolygon(p, nv);
- return;
- }
-
- if (Overlay_type != OT_NONE && OpenGL_multitexture) {
- opengl_DrawMultitexturePolygon(handle, p, nv, map_type);
- return;
- }
-
- int x_add = OpenGL_state.clip_x1;
- int y_add = OpenGL_state.clip_y1;
-
- if (OpenGL_state.cur_light_state == LS_FLAT_GOURAUD) {
- fr = GR_COLOR_RED(OpenGL_state.cur_color) / 255.0;
- fg = GR_COLOR_GREEN(OpenGL_state.cur_color) / 255.0;
- fb = GR_COLOR_BLUE(OpenGL_state.cur_color) / 255.0;
- }
-
- if (OpenGL_multitexture)
- opengl_SetMultitextureBlendMode(false);
-
- // make sure our bitmap is ready to be drawn
- opengl_MakeBitmapCurrent(handle, map_type, 0);
- opengl_MakeWrapTypeCurrent(handle, map_type, 0);
- opengl_MakeFilterTypeCurrent(handle, map_type, 0);
-
- alpha = Alpha_multiplier * OpenGL_Alpha_factor;
-
- vertp = &GL_verts[0];
- texp = &GL_tex_coords[0];
- colorp = &GL_colors[0];
-
- // Specify our coordinates
- for (i = 0; i < nv; i++, vertp++, texp++, colorp++) {
- pnt = p[i];
-
- if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
- alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
-
- // If we have a lighting model, apply the correct lighting!
- if (OpenGL_state.cur_light_state != LS_NONE) {
- if (OpenGL_state.cur_light_state == LS_FLAT_GOURAUD) {
- colorp->r = fr;
- colorp->g = fg;
- colorp->b = fb;
- colorp->a = alpha;
- } else
-
- // Do lighting based on intesity (MONO) or colored (RGB)
- if (OpenGL_state.cur_color_model == CM_MONO) {
- colorp->r = pnt->p3_l;
- colorp->g = pnt->p3_l;
- colorp->b = pnt->p3_l;
- colorp->a = alpha;
- } else {
- colorp->r = pnt->p3_r;
- colorp->g = pnt->p3_g;
- colorp->b = pnt->p3_b;
- colorp->a = alpha;
- }
- } else {
- colorp->r = 1;
- colorp->g = 1;
- colorp->b = 1;
- colorp->a = alpha;
- }
-
- // ryan's adds. 04/18/2000 ...moved around, since the code originally
- // #ifdef'd for __LINUX__ was mostly a duplicate.
- /*
- #ifdef __LINUX__
- //MY TEST HACK...MAYBE BAD DRIVERS? OR MAYBE THIS IS
- //HOW IT SHOULD BE DONE (STILL BUGGY)
- // Texture this polygon!
- if(OpenGL_TextureHack)
- {
- texp->s=pnt->p3_u;
- texp->t=pnt->p3_v;
- }else
- {
- #endif
- */
-// rcg07012000 this "pumpkin bromo" code seems to work,
-// but for now, I'm not fixing what ain't broke, so it's
-// activated via cheatcode. This may change in a later patch.
-#ifdef __RYANS_EASTER_EGGS__
- if (__pumpkinBromo == true) {
- texp->r = 0.0;
- texp->s = pnt->p3_u;
- texp->t = pnt->p3_v;
- texp->w = 1.0;
- } // if
- else
-#endif
- {
- // rcg07012000 old code.
- float texw = __recip(pnt->p3_z + Z_bias);
- texp->r = 0.0f;
- texp->s = pnt->p3_u * texw;
- texp->t = pnt->p3_v * texw;
- texp->w = texw;
- } // else
-
- /*
- #ifdef __LINUX__
- }
- #endif
- */
- // end ryan's adds.
-
- // Finally, specify a vertex
- vertp->x = pnt->p3_sx + x_add;
- vertp->y = pnt->p3_sy + y_add;
-
- //@@float z=(pnt->p3_z+Z_bias)/OpenGL_state.cur_far_z;
- float val = 1.0f - (__recip(pnt->p3_z + Z_bias));
- float z = std::max(0.0f, std::min(1.0f, val));
- vertp->z = -z;
- }
-
- // And draw!
-#if (defined(_USE_OGL_LISTS_OPTIONAL))
- if (OpenGL_UseLists) {
-#endif
- dglDrawArrays(GL_POLYGON, 0, nv);
-#if (defined(_USE_OGL_LISTS_OPTIONAL))
- } else {
- dglBegin(GL_POLYGON);
- for (i = 0; i < nv; i++) {
- dglTexCoord4fv((GLfloat *)&GL_tex_coords[i]);
- dglColor4fv((GLfloat *)&GL_colors[i]);
- dglVertex3fv((GLfloat *)&GL_verts[i]);
- }
- dglEnd();
- }
-#endif
- OpenGL_polys_drawn++;
- OpenGL_verts_processed += nv;
-
- CHECK_ERROR(10)
-
- // If there is a lightmap to draw, draw it as well
- if (Overlay_type != OT_NONE) {
- return; // Temp fix until I figure out whats going on
- Int3(); // Shouldn't reach here
- }
-}
-
-void opengl_BeginFrame(int x1, int y1, int x2, int y2, int clear_flags) {
- _D(("opengl_BeginFrame(%d, %d, %d, %d, %d);", x1, y1, x2, y2, clear_flags));
-
- if (clear_flags & RF_CLEAR_ZBUFFER)
- dglClear(GL_DEPTH_BUFFER_BIT);
-
- OpenGL_state.clip_x1 = x1;
- OpenGL_state.clip_y1 = y1;
- OpenGL_state.clip_x2 = x2;
- OpenGL_state.clip_y2 = y2;
-}
-
-void opengl_EndFrame() { _D(("opengl_EndFrame();")); }
-
-// Takes a screenshot of the frontbuffer and puts it into the passed bitmap handle
-void opengl_Screenshot(int bm_handle) {
- _D(("opengl_ScreenShot(%d);", bm_handle));
-
- ushort *dest_data;
- uint *temp_data;
- int i, t;
- int total = OpenGL_state.screen_width * OpenGL_state.screen_height;
-
- ASSERT((bm_w(bm_handle, 0)) == OpenGL_state.screen_width);
- ASSERT((bm_h(bm_handle, 0)) == OpenGL_state.screen_height);
-
- int w = bm_w(bm_handle, 0);
- int h = bm_h(bm_handle, 0);
-
- temp_data = (uint *)mem_malloc(total * 4);
- ASSERT(temp_data); // Ran out of memory?
-
- dest_data = bm_data(bm_handle, 0);
-
- dglReadPixels(0, 0, OpenGL_state.screen_width, OpenGL_state.screen_height, GL_RGBA, GL_UNSIGNED_BYTE,
- (GLvoid *)temp_data);
-
- for (i = 0; i < h; i++) {
- for (t = 0; t < w; t++) {
- uint spix = temp_data[i * w + t];
-
- 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);
- }
- }
-
- mem_free(temp_data);
-}
-
-#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
-static void slownessAbort(void) {
-
-#ifdef __LINUX__
- SDL_Surface *surface = SDL_GetVideoSurface();
- SDL_SetVideoMode(surface->w, surface->h, surface->format->BitsPerPixel, surface->flags & ~SDL_OPENGL);
-
- sdl_ShowMessage("Your OpenGL driver is too slow to play this game.\n"
- "Driver used: [ %s ]\n"
- "Please change your driver!\n"
- "Email support@lokigames.com for help,\n"
- "or call 1-714-508-2140 (9-5 PM US Pacific Time).\n",
- loadedLibrary);
-
- SDL_GL_SwapBuffers();
- Sleep(10000);
- SDL_Quit();
- _exit(99);
-#else
-#error Fill in an aborting notice for your platform.
-#endif
-
-} // slownessAbort
-#endif
-
-// Flips the screen
-void opengl_Flip() {
- _D(("opengl_Flip();"));
-
-#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
-
- OpenGL_last_frame_polys_drawn = OpenGL_polys_drawn;
- OpenGL_last_frame_verts_processed = OpenGL_verts_processed;
- OpenGL_last_uploaded = OpenGL_uploads;
-
- OpenGL_uploads = 0;
- OpenGL_polys_drawn = 0;
- OpenGL_verts_processed = 0;
-
-#if defined(WIN32)
- SwapBuffers((HDC)hOpenGLDC);
-#elif defined(__LINUX__)
- // glXWaitGL();
- // glXSwapBuffers(OpenGL_Display,OpenGL_Window);
- SDL_GL_SwapBuffers();
-#endif
-
-#ifdef __PERMIT_GL_LOGGING
- if (__glLog == true)
- DGL_LogNewFrame();
-#endif
-
-#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
- if (minimumAcceptableRender > 0) {
- Uint32 newticks = SDL_GetTicks();
- if ((newticks - lastSwapTicks) > minimumAcceptableRender) {
- tooSlowCount++;
- if (tooSlowCount >= 3) {
- slownessAbort();
- } // if
- } // if
-
- // disable check?
- tooSlowChecksLeft--;
- if (tooSlowChecksLeft <= 0)
- minimumAcceptableRender = -1;
-
- lastSwapTicks = newticks;
- } // if
-#endif
-}
-
-void opengl_SetTextureType(texture_type state) {
- _D(("opengl_SetTextureType(%d);", state));
-
- if (state == OpenGL_state.cur_texture_type)
- return; // No redundant state setting
-
-#if (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture && Last_texel_unit_set != 0) {
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 0));
- Last_texel_unit_set = 0;
- }
-#endif
-
- OpenGL_sets_this_frame[3]++;
-
- switch (state) {
- case TT_FLAT:
- dglDisable(GL_TEXTURE_2D);
- OpenGL_state.cur_texture_quality = 0;
- break;
- case TT_LINEAR:
- case TT_LINEAR_SPECIAL:
- case TT_PERSPECTIVE:
- case TT_PERSPECTIVE_SPECIAL:
- dglEnable(GL_TEXTURE_2D); //!!!
- OpenGL_state.cur_texture_quality = 2;
- break;
- default:
- Int3(); // huh? Get Jason
- break;
- }
-
- CHECK_ERROR(12)
- OpenGL_state.cur_texture_type = state;
-}
-
-// Sets the lighting state of opengl
-void opengl_SetLightingState(light_state state) {
- _D(("opengl_SetLightingState(%d);", state));
-
- if (state == OpenGL_state.cur_light_state)
- return; // No redundant state setting
-
-#if (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture && Last_texel_unit_set != 0) {
- dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 0));
- Last_texel_unit_set = 0;
- }
-#endif
-
- OpenGL_sets_this_frame[4]++;
-
- switch (state) {
- case LS_NONE:
- dglShadeModel(GL_SMOOTH);
- OpenGL_state.cur_light_state = LS_NONE;
- break;
- case LS_FLAT_GOURAUD:
- dglShadeModel(GL_SMOOTH);
- OpenGL_state.cur_light_state = LS_FLAT_GOURAUD;
- break;
- case LS_GOURAUD:
- case LS_PHONG:
- dglShadeModel(GL_SMOOTH);
- OpenGL_state.cur_light_state = LS_GOURAUD;
- break;
- default:
- Int3();
- break;
- }
-
- CHECK_ERROR(13)
-}
-
-// Sets the opengl color model (either rgb or mono)
-void opengl_SetColorModel(color_model state) {
- _D(("opengl_SetColorModel(%d);", state));
-
- switch (state) {
- case CM_MONO:
- OpenGL_state.cur_color_model = CM_MONO;
- break;
- case CM_RGB:
- OpenGL_state.cur_color_model = CM_RGB;
- break;
- default:
- Int3();
- break;
- }
-}
-
-// Sets the state of bilinear filtering for our textures
-void opengl_SetFiltering(sbyte state) {
- _D(("opengl_SetFiltering(%d);", (int)state));
-
-#ifndef RELEASE
- if (Fast_test_render)
- state = 0;
-#endif
-
- OpenGL_state.cur_bilinear_state = state;
-}
-
-// Sets the state of zbuffering to on or off
-void opengl_SetZBufferState(sbyte state) {
- _D(("opengl_SetZBufferState(%d);", (int)state));
-
-#ifndef RELEASE
- if (Fast_test_render)
- state = 0;
-#endif
-
- if (state == OpenGL_state.cur_zbuffer_state)
- return; // No redundant state setting
-
- OpenGL_sets_this_frame[5]++;
- OpenGL_state.cur_zbuffer_state = state;
-
- // 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)
-}
-
-void opengl_SetZValues(float nearz, float farz) {
- _D(("opengl_SetZValues(%f, %f);", nearz, farz));
-
- OpenGL_state.cur_near_z = nearz;
- OpenGL_state.cur_far_z = farz;
-
- // mprintf ((0,"OPENGL:Setting depth range to %f - %f\n",nearz,farz));
-
- // JEFF: glDepthRange must take parameters [0,1]
- // It is set in init
- //@@dglDepthRange (0,farz);
-}
-
-// Clears the display to a specified color
-void opengl_ClearScreen(ddgr_color color) {
-#ifdef __GL_CLEAR_CHECKING
- // static ddgr_color clrcolor = 0x35344;
- color = 1 + (int)(200000000.0 * rand() / (RAND_MAX + 1.0));
-#endif
-
- _D(("opengl_ClearScreen(%d);", (int)color));
- int r = (color >> 16 & 0xFF);
- int g = (color >> 8 & 0xFF);
- int b = (color & 0xFF);
-
- dglClearColor((float)r / 255.0, (float)g / 255.0, (float)b / 255.0, 0);
- dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-}
-
-// Clears the zbuffer
-void opengl_ClearZBuffer() {
- _D(("opengl_ClearZBuffer();"));
- dglClear(GL_DEPTH_BUFFER_BIT);
-}
-
-// Fills a rectangle on the display
-void opengl_FillRect(ddgr_color color, int x1, int y1, int x2, int y2) {
- _D(("opengl_FillRect(%d, %d, %d, %d, %d);", color, x1, y1, x2, 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 += OpenGL_state.clip_x1;
- y1 += OpenGL_state.clip_y1;
-
- dglEnable(GL_SCISSOR_TEST);
- dglScissor(x1, OpenGL_state.screen_height - (height + y1), width, height);
- dglClearColor((float)r / 255.0, (float)g / 255.0, (float)b / 255.0, 0);
- dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- width = OpenGL_state.clip_x2 - OpenGL_state.clip_x1;
- height = OpenGL_state.clip_y2 - OpenGL_state.clip_y1;
-
- dglScissor(OpenGL_state.clip_x1, OpenGL_state.screen_height - (OpenGL_state.clip_y1 + height), width, height);
- dglDisable(GL_SCISSOR_TEST);
-}
-
-// Sets a pixel on the display
-void opengl_SetPixel(ddgr_color color, int x, int y) {
- _D(("opengl_SetPixel(%d, %d, %d);", color, x, y));
-
- int r = (color >> 16 & 0xFF);
- int g = (color >> 8 & 0xFF);
- int b = (color & 0xFF);
-
- dglColor3ub(r, g, b);
-
- dglBegin(GL_POINTS);
- dglVertex2i(x, y);
- dglEnd();
-}
-
-// Returns the pixel color at x,y
-ddgr_color opengl_GetPixel(int x, int y) {
- _D(("opengl_GetPixel(%d, %d);", x, y));
-
- ddgr_color color[4];
-
- dglReadPixels(x, (OpenGL_state.screen_height - 1) - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)color);
-
- return color[0];
-}
-
-// Sets the color that opengl uses for fog
-void opengl_SetFogColor(ddgr_color color) {
- _D(("opengl_SetFogColor(%d);", color));
-
- if (color == OpenGL_state.cur_fog_color)
- 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] /= 255.0;
- fc[1] /= 255.0;
- fc[2] /= 255.0;
-
- dglFogfv(GL_FOG_COLOR, fc);
-}
-
-// Sets the near and far plane of fog
-// Note, the opengl_Far_z variable must be valid for this function to work correctly
-void opengl_SetFogBorders(float nearz, float farz) {
- _D(("opengl_SetFogBorders(%f, %f);", nearz, farz));
-
- float fog_start, fog_end;
-
- fog_start = std::max(0, std::min(1.0, 1.0 - (1.0 / nearz)));
- fog_end = std::max(0, std::min(1.0, 1.0 - (1.0 / farz)));
-
- OpenGL_state.cur_fog_start = fog_start;
- OpenGL_state.cur_fog_end = fog_end;
-
- dglFogi(GL_FOG_MODE, GL_LINEAR);
- dglFogf(GL_FOG_START, fog_start);
- dglFogf(GL_FOG_END, fog_end);
-}
-
-// Sets the fog state to on or off
-void opengl_SetFogState(sbyte state) {
- if (state == OpenGL_state.cur_fog_state)
- return; // No redundant state setting
-
- OpenGL_state.cur_fog_state = state;
-
- if (OpenGL_fog_enabled) {
- if (state == 1) {
- dglEnable(GL_FOG);
- } else {
- dglDisable(GL_FOG);
- }
- } // if
-}
-
-// Fills in projection variables
-void opengl_GetProjectionParameters(int *width, int *height) {
- _D(("opengl_GetProjectionParameters(%p, %p);", width, height));
-
- *width = OpenGL_state.clip_x2 - OpenGL_state.clip_x1;
- *height = OpenGL_state.clip_y2 - OpenGL_state.clip_y1;
-}
-
-// Returns the aspect ratio of the physical screen
-float opengl_GetAspectRatio() {
- _D(("opengl_GetAspectRatio();"));
-
- float aspect_ratio = (float)((3.0 * OpenGL_state.screen_width) / (4.0 * OpenGL_state.screen_height));
- return aspect_ratio;
-}
-
-// Sets the type of alpha blending you want
-void opengl_SetAlphaType(sbyte atype) {
- _D(("opengl_SetAlphaType(%d);", (int)atype));
-
- if (atype == OpenGL_state.cur_alpha_type)
- return; // don't set it redundantly
-
-#if (defined(_USE_OGL_ACTIVE_TEXTURES))
- if (OpenGL_multitexture && Last_texel_unit_set != 0) {
- dglActiveTextureARB((GLenum)(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:
- opengl_SetAlphaValue(255);
- dglBlendFunc(GL_ONE, GL_ZERO);
- break;
- case AT_CONSTANT:
- dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- break;
- case AT_TEXTURE:
- opengl_SetAlphaValue(255);
- dglBlendFunc(GL_ONE, GL_ZERO);
- break;
- case AT_CONSTANT_TEXTURE:
- dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- break;
- case AT_VERTEX:
- dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- break;
- case AT_CONSTANT_TEXTURE_VERTEX:
- case AT_CONSTANT_VERTEX:
- dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- break;
- 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:
- dglBlendFunc(GL_SRC_ALPHA, GL_ONE);
-
- break;
- /*case AT_FLAT_BLEND:
- glide_SetAlphaValue (255);
- grAlphaCombine(GR_COMBINE_FUNCTION_SCALE_OTHER, GR_COMBINE_FACTOR_ONE, GR_COMBINE_LOCAL_NONE,
- GR_COMBINE_OTHER_CONSTANT, FXFALSE); grAlphaBlendFunction(GR_BLEND_DST_COLOR, GR_BLEND_ZERO, GR_BLEND_ONE,
- GR_BLEND_ZERO); break; case AT_ANTIALIAS: grAlphaCombine(GR_COMBINE_FUNCTION_LOCAL, GR_COMBINE_FACTOR_ONE,
- GR_COMBINE_LOCAL_ITERATED, GR_COMBINE_OTHER_NONE, FXFALSE); grAlphaBlendFunction(GR_BLEND_SRC_ALPHA,
- GR_BLEND_ONE_MINUS_SRC_ALPHA, GR_BLEND_ZERO, GR_BLEND_ZERO); break;*/
- case AT_SATURATE_VERTEX:
- dglBlendFunc(GL_SRC_ALPHA, GL_ONE);
- break;
- case AT_SATURATE_CONSTANT_VERTEX:
- dglBlendFunc(GL_SRC_ALPHA, GL_ONE);
- break;
- case AT_SATURATE_TEXTURE_VERTEX:
- dglBlendFunc(GL_SRC_ALPHA, GL_ONE);
- break;
- case AT_SPECULAR:
- break;
- default:
- Int3(); // no type defined,get jason
- break;
- }
- OpenGL_state.cur_alpha_type = atype;
- opengl_SetAlphaMultiplier();
- CHECK_ERROR(15)
-}
-
-// Sets texture wrapping type
-void opengl_SetWrapType(wrap_type val) {
- _D(("opengl_SetWrapType(%d);", (int)val));
- OpenGL_state.cur_wrap_type = val;
-}
-
-// Sets whether or not to write into the zbuffer
-void opengl_SetZBufferWriteMask(int state) {
- _D(("opengl_SetZBufferWriteMask(%d);", state));
-
- OpenGL_sets_this_frame[5]++;
- if (state) {
- dglDepthMask(GL_TRUE);
- } else {
- dglDepthMask(GL_FALSE);
- }
-}
-
-void opengl_SetFlatColor(ddgr_color color) {
- _D(("opengl_SetFlatColor(%d);", color));
- OpenGL_state.cur_color = color;
-}
-
-// Sets the constant alpha value
-void opengl_SetAlphaValue(ubyte val) {
- _D(("opengl_SetAlphaValue(%d);", (int)val));
- OpenGL_state.cur_alpha = val;
- opengl_SetAlphaMultiplier();
-}
-
-// Sets the overall alpha scale factor (all alpha values are scaled by this value)
-// usefull for motion blur effect
-void opengl_SetAlphaFactor(float val) {
- _D(("opengl_SetAlphaFactor(%f);", val));
- OpenGL_Alpha_factor = val;
-}
-
-// Returns the current Alpha factor
-float opengl_GetAlphaFactor(void) {
- _D(("opengl_GetAlphaFactor();"));
- return OpenGL_Alpha_factor;
-}
-
-// Gets the current state of the renderer
-void opengl_GetRenderState(rendering_state *rstate) {
- _D(("opengl_GetRenderState(%p);", rstate));
- memcpy(rstate, &OpenGL_state, sizeof(rendering_state));
-}
-
-// draws a line
-void opengl_DrawLine(int x1, int y1, int x2, int y2) {
- _D(("opengl_DrawLine(%d, %d, %d, %d);", x1, y1, x2, y2));
-
- sbyte atype;
- light_state ltype;
- texture_type ttype;
- int color = OpenGL_state.cur_color;
-
- int r = GR_COLOR_RED(color);
- int g = GR_COLOR_GREEN(color);
- int b = GR_COLOR_BLUE(color);
-
- atype = OpenGL_state.cur_alpha_type;
- ltype = OpenGL_state.cur_light_state;
- ttype = OpenGL_state.cur_texture_type;
-
- rend_SetAlphaType(AT_ALWAYS);
- rend_SetLighting(LS_NONE);
- rend_SetTextureType(TT_FLAT);
-
- dglBegin(GL_LINES);
- dglColor4ub(r, g, b, 255);
- dglVertex2i(x1 + OpenGL_state.clip_x1, y1 + OpenGL_state.clip_y1);
- dglColor4ub(r, g, b, 255);
- dglVertex2i(x2 + OpenGL_state.clip_x1, y2 + OpenGL_state.clip_y1);
- dglEnd();
-
- rend_SetAlphaType(atype);
- rend_SetLighting(ltype);
- rend_SetTextureType(ttype);
-}
-
-// draws a line
-void opengl_DrawSpecialLine(g3Point *p0, g3Point *p1) {
- _D(("opengl_DrawSpecialLine(%p, %p);", p0, p1));
-
- int x_add = OpenGL_state.clip_x1;
- int y_add = OpenGL_state.clip_y1;
- float fr, fg, fb, alpha;
- int i;
-
- fr = GR_COLOR_RED(OpenGL_state.cur_color);
- fg = GR_COLOR_GREEN(OpenGL_state.cur_color);
- fb = GR_COLOR_BLUE(OpenGL_state.cur_color);
-
- fr /= 255.0;
- fg /= 255.0;
- fb /= 255.0;
-
- alpha = Alpha_multiplier * OpenGL_Alpha_factor;
-
- // And draw!
- dglBegin(GL_LINES);
- for (i = 0; i < 2; i++) {
- g3Point *pnt = p0;
-
- if (i == 1)
- pnt = p1;
-
- if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
- alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
-
- // If we have a lighting model, apply the correct lighting!
- if (OpenGL_state.cur_light_state != LS_NONE) {
- if (OpenGL_state.cur_light_state == LS_FLAT_GOURAUD) {
- dglColor4f(fr, fg, fb, alpha);
- } else {
- // Do lighting based on intesity (MONO) or colored (RGB)
- if (OpenGL_state.cur_color_model == CM_MONO)
- 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=(pnt->p3_z+Z_bias)/OpenGL_state.cur_far_z;
- float z = std::max(0, std::min(1.0, 1.0 - (1.0 / (pnt->p3_z + Z_bias))));
- dglVertex3f(pnt->p3_sx + x_add, pnt->p3_sy + y_add, -z);
- }
-
- dglEnd();
-}
-
-// Sets the coplanar z bias for rendered polygons
-void opengl_SetCoplanarPolygonOffset(float factor) {
- _D(("opengl_SetCoplanarPolygonOffset(%f);", factor));
-
- if (factor == 0) {
- dglDisable(GL_POLYGON_OFFSET_FILL);
- } else {
- dglEnable(GL_POLYGON_OFFSET_FILL);
- dglPolygonOffset(-1.0, -1.0);
- }
-}
-
-// Sets the gamma correction value
-void opengl_SetGammaValue(float val) {
- _D(("opengl_SetGammaValue(%f);", val));
-
- if (WindowGL)
- return;
-
- OpenGL_preferred_state.gamma = val;
-
- 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 / 255.0;
-
- float newval = pow(norm, 1.0 / val);
-
- newval *= 65535;
-
- newval = std::min(65535, newval);
-
- rampvals[i] = newval;
- rampvals[i + 256] = newval;
- rampvals[i + 512] = newval;
- }
-
- SetDeviceGammaRamp(hOpenGLDC, (LPVOID)rampvals);
-#endif
-}
-
-// Sets up a some global preferences for openGL
-int opengl_SetPreferredState(renderer_preferred_state *pref_state) {
- _D(("opengl_SetPreferredState(%p);", pref_state));
-
- int retval = 1;
- renderer_preferred_state old_state = OpenGL_preferred_state;
-
- OpenGL_preferred_state = *pref_state;
-
- if (OpenGL_state.initted) {
- int reinit = 0;
-
- mprintf((0, "Inside pref state!\n"));
-
- // Change gamma if needed
- if (pref_state->width != OpenGL_state.screen_width || pref_state->height != OpenGL_state.screen_height ||
- old_state.bit_depth != pref_state->bit_depth)
- reinit = 1;
-
- if (reinit) {
- opengl_Close();
- retval = opengl_Init(NULL, &OpenGL_preferred_state);
- } else {
- if (old_state.gamma != pref_state->gamma) {
- opengl_SetGammaValue(pref_state->gamma);
- }
-
- /*if (old_state.mipping!=pref_state->mipping)
- {
- opengl_SetMipState (pref_state->mipping);
- }*/
- }
- } else
- OpenGL_preferred_state = *pref_state;
-
- return retval;
-}
-
-// Resets the texture cache
-void opengl_ResetCache() {
- _D(("opengl_ResetCache();"));
-
- 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();
-}
-
-ubyte opengl_Framebuffer_ready = 0;
-chunked_bitmap opengl_Chunked_bitmap;
-
-void opengl_ChangeChunkedBitmap(int bm_handle, chunked_bitmap *chunk) {
- _D(("opengl_ChangeChunkedBitmap(%d, %p);", bm_handle, 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);
-
- 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 = (int)temp;
- if ((temp - how_many_across) > 0)
- how_many_across++;
-
- temp = bh / fopt;
- int how_many_down = (int)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
-}
-
-// Takes a bitmap and blits it to the screen using linear frame buffer stuff
-// X and Y are the destination X,Y
-void opengl_CopyBitmapToFramebuffer(int bm_handle, int x, int y) {
- _D(("opengl_CopyBitmapToFramebuffer(%d, %d, %d);", bm_handle, x, 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 opengl_SetFrameBufferCopyState(bool state) {
- _D(("opengl_SetFrameBufferCopyState(%s);", state ? "true" : "false"));
-
- 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();
- }
- }
-}
-
-// returns rendering statistics for the frame
-void opengl_GetStatistics(tRendererStats *stats) {
- _D(("opengl_GetStatistics(%p);", stats));
-
- stats->poly_count = OpenGL_last_frame_polys_drawn;
- stats->vert_count = OpenGL_last_frame_verts_processed;
- stats->texture_uploads = OpenGL_last_uploaded;
-}
-
-/*
-#ifdef __LINUX__
-void CreateFullScreenWindow(Display *dpy,Window rootwin,Window window,int DisplayScreen,int DisplayWidth,int
-DisplayHeight)
-{
- // see if a motif based window manager is running. do this by
- // getting the _MOTIF_WM_INFO property on the root window. if
- // it exists then make sure the window it refers to also exists.
- Bool noWM,isMWMRunning = False;
- Atom a = XInternAtom(dpy, "_MOTIF_WM_INFO", True);
- if (a)
- {
- struct BzfPropMotifWmInfo
- {
- public:
- long flags;
- Window wmWindow;
- };
-
- Atom type;
- int format;
- unsigned long nitems;
- unsigned long bytes_after;
- long* mwmInfo;
-
- XGetWindowProperty(dpy,rootwin,a, 0, 4, False,a, &type, &format, &nitems, &bytes_after,(unsigned
-char**)&mwmInfo);
-
- if (mwmInfo)
- {
- // get the mwm window from the properties
- const Window mwmWindow = ((BzfPropMotifWmInfo*)mwmInfo)->wmWindow;
- XFree(mwmInfo);
-
- // verify that window is a child of the root window
- Window root, parent, *children;
- unsigned int numChildren;
- if (XQueryTree(dpy, mwmWindow, &root, &parent, &children, &numChildren))
- {
- XFree(children);
- if (parent == rootwin)
- isMWMRunning = True;
- }
- }
- }
-
- // turning off decorations is window manager dependent
- if (isMWMRunning)
- {
- fprintf(stdout,"Motif Window Manager\n");
- // it's a Motif based window manager
- long hints[4];
- hints[0] = 0;
- hints[1] = 0;
- hints[2] = 0;
- hints[3] = 0;
- long* xhints;
-
- a = XInternAtom(dpy, "_MOTIF_WM_HINTS", False);
-
- {
- // get current hints
- Atom type;
- int format;
- unsigned long nitems;
- unsigned long bytes_after;
-
- XGetWindowProperty(dpy, window, a, 0, 4, False,a, &type, &format, &nitems,
-&bytes_after,(unsigned char**)&xhints);
-
- if (xhints)
- {
- hints[0] = xhints[0];
- hints[1] = xhints[1];
- hints[2] = xhints[2];
- hints[3] = xhints[3];
- XFree(xhints);
- }
- }
-
- hints[0] |= 2; // MWM_HINTS_DECORATIONS flag
- hints[2] = 0; // no decorations
-
- XChangeProperty(dpy, window, a, a, 32,PropModeReplace, (unsigned char*)&hints, 4);
-
- noWM = False;
- }else
- {
- // non-motif window manager. use override redirect to prevent window
- // manager from messing with our appearance. unfortunately, the user
- // can't move or iconify the window either.
- XSetWindowAttributes attr;
- attr.override_redirect = True;
- XChangeWindowAttributes(dpy,window, CWOverrideRedirect, &attr);
- noWM = True;
- }
-
- // now set position and size
- long dummy;
- XSizeHints xsh;
- XGetWMNormalHints(dpy, window, &xsh, &dummy);
- xsh.x = 0;
- xsh.y = 0;
- xsh.base_width = DisplayWidth;
- xsh.base_height = DisplayHeight;
- xsh.flags |= USPosition | PPosition | PBaseSize;
-
- {
- char *env;
-
- env=getenv("MESA_GLX_FX");
- if (env && *env=='f') // Full screen Mesa mode
- {
- xsh.base_width=640;
- xsh.base_height=480;
- }else
- {
- // Check if we have the XF86 vidmode extension, for virtual roots
- if (LinuxVideoMode.QueryExtension(dpy))
- {
- int dotclock;
- XF86VidModeModeLine modeline;
-
- LinuxVideoMode.GetModeLine(dpy,DisplayScreen,&dotclock,&modeline);
-
- xsh.base_width=modeline.hdisplay;
- xsh.base_height=modeline.vdisplay;
-
- //if (modeline.c_private)
- // XFree(modeline.c_private);
- }
- }
- }
-
- // set the window manager hints for the window and move and resize
- // the window (overriding the window manager). we have to override
- // the window manager for the move and resize because the window
- // *must* be the correct size when we first bind the OpenGL context
- // for the 3Dfx driver since it cannot handle later resizes. if we
- // don't override the window manager, our move and resize will
- // probably be ignored.
- if (!noWM)
- {
- XSetWindowAttributes attr;
- attr.override_redirect = True;
- XChangeWindowAttributes(dpy,window, CWOverrideRedirect, &attr);
- }
- XSetWMNormalHints(dpy, window, &xsh);
- XMoveResizeWindow(dpy, window, xsh.x, xsh.y, xsh.base_width, xsh.base_height);
-
- if (!noWM)
- {
- XSetWindowAttributes attr;
- attr.override_redirect = False;
- XChangeWindowAttributes(dpy,window, CWOverrideRedirect, &attr);
- }
-
- XSync(dpy, False);
-}
-#endif
-*/