/* * 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 . */ #include #include #include #include #include #include #include #if defined(WIN32) #include #endif #define DECLARE_OPENGL #include "dyna_gl.h" #include "byteswap.h" #include "pserror.h" #include "mono.h" #include "3d.h" #include "renderer.h" #include "application.h" #include "bitmap.h" #include "lightmap.h" #include "log.h" #include "rend_opengl.h" #include "grdefs.h" #include "mem.h" #include "config.h" #include "rtperformance.h" #include "HardwareInternal.h" #include "../Descent3/args.h" #include "NewBitmap.h" #include "shaders.h" #include "ShaderProgram.h" #if defined(WIN32) #include "win/arb_extensions.h" #endif // General renderer states extern int gpu_Overlay_map; int Bump_map = 0; int Bumpmap_ready = 0; extern uint8_t gpu_Overlay_type; float Z_bias = 0.0f; uint8_t Renderer_close_flag = 0; extern uint8_t Renderer_initted; renderer_type Renderer_type = RENDERER_OPENGL; struct Renderer { Renderer() : shader_{shaders::vertex, shaders::fragment, { vertexAttrib(3, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::pos, "in_pos"), vertexAttrib(4, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::color, "in_color"), vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv0, "in_uv0"), vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv1, "in_uv1") }} { shader_.Use(); // these are effectively just constants, for now shader_.setUniform1i("u_texture0", 0); shader_.setUniform1i("u_texture1", 1); } /** * Sets the vertex transformation matrices. Takes all three of the MVP matrices at once, in order to avoid * multiple SetUniform operations. Pass std::nullopt for any matrices that should not be altered. */ void setTransform(std::optional const &model, std::optional const &view, std::optional const &projection) { if (model) { model_ = *model; } if (view) { view_ = *view; } if (projection) { projection_ = *projection; } shader_.setUniformMat4f("u_modelview", view_ * model_); shader_.setUniformMat4f("u_projection", projection_); } void setTextureEnabled(GLuint index, bool enabled) { GLint bit = 1 << index; if (enabled) { texture_enable_ |= bit; } else { texture_enable_ &= ~bit; } shader_.setUniform1i("u_texture_enable", texture_enable_); } template ::value_type, PosColorUV2Vertex>>> size_t addVertexData(VertexIter begin, VertexIter end) { return shader_.addVertexData(begin, end); } struct PosColorUVVertex_tag {}; template ::value_type, PosColorUVVertex>>> size_t addVertexData(VertexIter begin, VertexIter end, PosColorUVVertex_tag = {}) { std::array converted; std::transform(begin, end, converted.begin(), [](auto const& vtx) { return PosColorUV2Vertex{vtx.pos, vtx.color, vtx.uv, {}}; }); return shader_.addVertexData(converted.cbegin(), converted.cend()); } void setFogEnabled(bool enabled) { shader_.setUniform1i("u_fog_enable", enabled); } void setFogBorders(float nearz, float farz) { shader_.setUniform1f("u_fog_start", nearz); shader_.setUniform1f("u_fog_end", farz); } void setFogColor(ddgr_color color) { shader_.setUniform4fv("u_fog_color", GR_COLOR_RED(color) / 255.0f, GR_COLOR_GREEN(color) / 255.0f, GR_COLOR_BLUE(color) / 255.0f, 1); } private: glm::mat4x4 model_; glm::mat4x4 view_; glm::mat4x4 projection_; GLint texture_enable_{}; ShaderProgram shader_; }; std::optional gRenderer; #ifndef GL_UNSIGNED_SHORT_5_5_5_1 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #endif #ifndef GL_UNSIGNED_SHORT_4_4_4_4 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif #define CHECK_ERROR(x) SDL_Window *GSDLWindow = nullptr; SDL_GLContext GSDLGLContext = nullptr; char loadedLibrary[_MAX_PATH]; #define GET_WRAP_STATE(x) ((x) >> 4) #define GET_FILTER_STATE(x) ((x) & 0x0f) #define SET_WRAP_STATE(x, s) \ { \ (x) &= 0x0F; \ (x) |= ((s) << 4); \ } #define SET_FILTER_STATE(x, s) \ { \ (x) &= 0xF0; \ (x) |= (s); \ } // OpenGL Stuff static int OpenGL_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 std::vector textures_; static int OpenGL_cache_initted = 0; static int OpenGL_last_bound[2]; extern int gpu_last_frame_polys_drawn; extern int gpu_last_frame_verts_processed; extern int gpu_last_uploaded; extern float gpu_Alpha_factor; extern float gpu_Alpha_multiplier; uint16_t *OpenGL_bitmap_remap = nullptr; uint16_t *OpenGL_lightmap_remap = nullptr; uint8_t *OpenGL_bitmap_states = nullptr; uint8_t *OpenGL_lightmap_states = nullptr; uint32_t *opengl_Upload_data = nullptr; uint32_t *opengl_Translate_table = nullptr; uint32_t *opengl_4444_translate_table = nullptr; uint16_t *opengl_packed_Upload_data = nullptr; uint16_t *opengl_packed_Translate_table = nullptr; uint16_t *opengl_packed_4444_translate_table = nullptr; extern rendering_state gpu_state; extern renderer_preferred_state gpu_preferred_state; bool OpenGL_multitexture_state = false; module *OpenGLDLLHandle = nullptr; int Already_loaded = 0; bool opengl_Blending_on = false; static oeApplication *ParentApplication = nullptr; static GLuint GOpenGLFBO = 0; static GLuint GOpenGLRBOColor = 0; static GLuint GOpenGLRBODepth = 0; static GLuint GOpenGLFBOWidth = 0; static GLuint GOpenGLFBOHeight = 0; // returns true if the passed in extension name is supported bool opengl_CheckExtension(std::string_view extName) { GLint numExtensions; dglGetIntegerv(GL_NUM_EXTENSIONS, &numExtensions); for (GLint i = 0; i < numExtensions; i++) { if (extName == reinterpret_cast(dglGetStringi(GL_EXTENSIONS, i))) { return true; } } return false; } // Gets some specific information about this particular flavor of opengl void opengl_GetInformation() { LOG_INFO.printf("OpenGL Vendor: %s", dglGetString(GL_VENDOR)); LOG_INFO.printf("OpenGL Renderer: %s", dglGetString(GL_RENDERER)); LOG_INFO.printf("OpenGL Version: %s", dglGetString(GL_VERSION)); } int opengl_MakeTextureObject(int tn) { GLuint num; dglGenTextures(1, &num); textures_.push_back(num); dglActiveTexture(GL_TEXTURE0_ARB + tn); 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() { OpenGL_bitmap_remap = mem_rmalloc(MAX_BITMAPS); ASSERT(OpenGL_bitmap_remap); OpenGL_lightmap_remap = mem_rmalloc(MAX_LIGHTMAPS); ASSERT(OpenGL_lightmap_remap); OpenGL_bitmap_states = mem_rmalloc(MAX_BITMAPS); ASSERT(OpenGL_bitmap_states); OpenGL_lightmap_states = mem_rmalloc(MAX_LIGHTMAPS); ASSERT(OpenGL_lightmap_states); // 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; } CHECK_ERROR(3) OpenGL_cache_initted = 1; return 1; } // Sets default states for our renderer void opengl_SetDefaults() { LOG_INFO << "Setting states"; gpu_state.cur_color = 0x00FFFFFF; gpu_state.cur_bilinear_state = -1; gpu_state.cur_zbuffer_state = -1; gpu_state.cur_texture_quality = -1; gpu_state.cur_light_state = LS_GOURAUD; gpu_state.cur_color_model = CM_MONO; gpu_state.cur_bilinear_state = -1; gpu_state.cur_alpha_type = AT_TEXTURE; // Enable some states dglEnable(GL_BLEND); dglEnable(GL_DITHER); opengl_Blending_on = true; rend_SetAlphaType(AT_ALWAYS); rend_SetAlphaValue(255); rend_SetFiltering(1); rend_SetLighting(LS_NONE); rend_SetTextureType(TT_FLAT); rend_SetColorModel(CM_RGB); rend_SetZBufferState(1); rend_SetGammaValue(gpu_preferred_state.gamma); OpenGL_last_bound[0] = 9999999; OpenGL_last_bound[1] = 9999999; OpenGL_multitexture_state = false; dglEnable(GL_SCISSOR_TEST); dglScissor(0, 0, gpu_state.screen_width, gpu_state.screen_height); dglDisable(GL_SCISSOR_TEST); gpu_BindTexture(BAD_BITMAP_HANDLE, MAP_TYPE_BITMAP, 0); gpu_BindTexture(BAD_BITMAP_HANDLE, MAP_TYPE_BITMAP, 1); dglActiveTexture(GL_TEXTURE0_ARB + 1); gRenderer->setTextureEnabled(1, false); dglEnable(GL_BLEND); dglEnable(GL_DITHER); dglBlendFunc(GL_DST_COLOR, GL_ZERO); dglActiveTexture(GL_TEXTURE0_ARB + 0); } extern renderer_preferred_state Render_preferred_state; int opengl_Setup(oeApplication *app, const int *width, const int *height) { int winw = Video_res_list[Game_video_resolution].width; int winh = Video_res_list[Game_video_resolution].height; SDL_ClearError(); if (!SDL_WasInit(SDL_INIT_VIDEO)) { const int rc = SDL_Init(SDL_INIT_VIDEO); if (rc != 0) { char buffer[512]; snprintf(buffer, sizeof(buffer), "SDL_GetError() reports \"%s\".\n", SDL_GetError()); fprintf(stderr, "SDL: SDL_Init() failed! rc == (%d).\n", rc); fprintf(stderr, "%s", buffer); rend_SetErrorMessage(buffer); return (0); } } bool fullscreen = true; if (FindArgChar("-fullscreen", 'f')) { fullscreen = true; } else if (FindArgChar("-windowed", 'w')) { fullscreen = false; } if (!Already_loaded) { char gl_library[256]; int arg; arg = FindArgChar("-gllibrary", 'g'); if (arg != 0) { strcpy(gl_library, GameArgs[arg + 1]); } else { gl_library[0] = 0; } LOG_INFO.printf("OpenGL: Attempting to use \"%s\" for OpenGL", gl_library[0] ? gl_library : "[system default library]"); // 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... #if defined(POSIX) strcpy(gl_library, "libGL.so.1"); #else strcpy(gl_library, "opengl32.dll"); #endif OpenGLDLLHandle = LoadOpenGLDLL(gl_library); if (!(OpenGLDLLHandle)) { success = false; } } // if if (!success) { char buffer[512]; snprintf(buffer, sizeof(buffer), "Failed to load library [%s].\n", gl_library); fprintf(stderr, "%s", buffer); rend_SetErrorMessage(buffer); return 0; } // if } SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8 ); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); Uint32 flags = SDL_WINDOW_OPENGL; if (fullscreen) { flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; } if (!GSDLWindow) { int display = 0; if (int display_arg = FindArg("-display"); display_arg != 0) { if (const char * arg_index_str = GetArg (display_arg + 1); arg_index_str == nullptr) { LOG_WARNING << "No parameter for -display given"; } else { int arg_index = atoi(arg_index_str); int display_count = SDL_GetNumVideoDisplays(); if ((arg_index < 0) || (arg_index >= display_count)) { LOG_WARNING.printf( "Parameter for -display must be in the range 0..%i", display_count-1 ); } else { display = arg_index; } } } GSDLWindow = SDL_CreateWindow("Descent 3", SDL_WINDOWPOS_UNDEFINED_DISPLAY(display), SDL_WINDOWPOS_UNDEFINED_DISPLAY(display), winw, winh, flags); if (!GSDLWindow) { LOG_ERROR.printf("OpenGL: SDL window creation failed: %s", SDL_GetError()); return 0; } } else { SDL_SetWindowSize(GSDLWindow, winw, winh); SDL_SetWindowFullscreen(GSDLWindow, flags); } if (!GSDLGLContext) { GSDLGLContext = SDL_GL_CreateContext(GSDLWindow); if (!GSDLGLContext) { LOG_ERROR.printf("OpenGL: OpenGL context creation failed: %s", SDL_GetError()); SDL_DestroyWindow(GSDLWindow); GSDLWindow = nullptr; return 0; } } try { LoadGLFnPtrs(); } catch (std::exception const& ex) { // TODO: more raii-esque construction and cleanup here SDL_GL_DeleteContext(GSDLGLContext); GSDLGLContext = nullptr; SDL_DestroyWindow(GSDLWindow); GSDLWindow = nullptr; LOG_ERROR.printf("Error loading opengl dll: %s", ex.what()); mod_FreeModule(&OpenGLDLLInst); OpenGLDLLHandle = nullptr; return 0; } // clear the window framebuffer to start. dglClearColor(0.0f, 0.0f, 0.0f, 1.0f); dglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); SDL_GL_SwapWindow(GSDLWindow); /* Tear down the backbuffer and rebuild at new dimensions... */ if (GOpenGLFBO) { dglBindFramebuffer(GL_FRAMEBUFFER, GOpenGLFBO); dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0); dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); dglBindRenderbuffer(GL_RENDERBUFFER, 0); dglBindFramebuffer(GL_FRAMEBUFFER, 0); dglDeleteFramebuffers(1, &GOpenGLFBO); dglDeleteRenderbuffers(1, &GOpenGLRBOColor); dglDeleteRenderbuffers(1, &GOpenGLRBODepth); GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0; } const GLsizei w = (GLsizei) *width; const GLsizei h = (GLsizei) *height; GOpenGLFBOWidth = w; GOpenGLFBOHeight = h; dglGenFramebuffers(1, &GOpenGLFBO); dglBindFramebuffer(GL_FRAMEBUFFER, GOpenGLFBO); dglGenRenderbuffers(1, &GOpenGLRBOColor); dglBindRenderbuffer(GL_RENDERBUFFER, GOpenGLRBOColor); dglRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, w, h); dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, GOpenGLRBOColor); dglGenRenderbuffers(1, &GOpenGLRBODepth); dglBindRenderbuffer(GL_RENDERBUFFER, GOpenGLRBODepth); dglRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, w, h); dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GOpenGLRBODepth); if (dglCheckFramebufferStatus(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) { LOG_WARNING << "OpenGL: our framebuffer object is incomplete, giving up"; dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0); dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); dglBindRenderbuffer(GL_RENDERBUFFER, 0); dglBindFramebuffer(GL_FRAMEBUFFER, 0); dglDeleteFramebuffers(1, &GOpenGLFBO); dglDeleteRenderbuffers(1, &GOpenGLRBOColor); dglDeleteRenderbuffers(1, &GOpenGLRBODepth); GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0; SDL_GL_DeleteContext(GSDLGLContext); SDL_DestroyWindow(GSDLWindow); GSDLGLContext = nullptr; GSDLWindow = nullptr; return 0; } // rcg09182000 gamma fun. // rcg01112000 --nogamma fun. if (!FindArgChar("-nogamma", 'M')) { Uint16 ramp[256]; SDL_CalculateGammaRamp(Render_preferred_state.gamma, ramp); SDL_SetWindowGammaRamp(GSDLWindow, ramp, ramp, ramp); } if (ParentApplication) { reinterpret_cast(ParentApplication)->set_sizepos(0, 0, *width, *height); } gRenderer.emplace(); Already_loaded = 1; return 1; } // Sets up our OpenGL rendering context // Returns 1 if ok, 0 if something bad int opengl_Init(oeApplication *app, renderer_preferred_state *pref_state) { int width, height; int retval = 1; int i; LOG_INFO << "Setting up opengl mode!"; if (pref_state) { gpu_preferred_state = *pref_state; } if (app != nullptr) { ParentApplication = app; } /*********************************************************** * LINUX OPENGL *********************************************************** */ // Setup gpu_state.screen_width & gpu_state.screen_height & width & height width = gpu_preferred_state.width; height = gpu_preferred_state.height; if (!opengl_Setup(app, &width, &height)) { opengl_Close(); return 0; } memset(&gpu_state, 0, sizeof(rendering_state)); gpu_state.screen_width = width; gpu_state.screen_height = height; // Get some info opengl_GetInformation(); // Do we have packed pixel formats? OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels"); opengl_InitCache(); if (OpenGL_packed_pixels) { opengl_packed_Upload_data = mem_rmalloc(2048 * 2048); opengl_packed_Translate_table = mem_rmalloc(65536); opengl_packed_4444_translate_table = mem_rmalloc(65536); ASSERT(opengl_packed_Upload_data); ASSERT(opengl_packed_Translate_table); ASSERT(opengl_packed_4444_translate_table); LOG_INFO << "Building packed OpenGL translate table..."; for (i = 0; i < 65536; i++) { int r = (i >> 10) & 0x1f; int g = (i >> 5) & 0x1f; int b = i & 0x1f; #ifdef BRIGHTNESS_HACK r *= BRIGHTNESS_HACK; g *= BRIGHTNESS_HACK; b *= BRIGHTNESS_HACK; if (r > 0x1F) r = 0x1F; if (g > 0x1F) g = 0x1F; if (b > 0x1F) b = 0x1F; #endif uint16_t pix; if (!(i & OPAQUE_FLAG)) { pix = 0; } else { pix = (r << 11) | (g << 6) | (b << 1) | 1; } opengl_packed_Translate_table[i] = INTEL_INT(pix); // 4444 table int a = (i >> 12) & 0xf; r = (i >> 8) & 0xf; g = (i >> 4) & 0xf; b = i & 0xf; pix = (r << 12) | (g << 8) | (b << 4) | a; opengl_packed_4444_translate_table[i] = INTEL_INT(pix); } } else { opengl_Upload_data = mem_rmalloc(2048 * 2048); opengl_Translate_table = mem_rmalloc(65536); opengl_4444_translate_table = mem_rmalloc(65536); ASSERT(opengl_Upload_data); ASSERT(opengl_Translate_table); ASSERT(opengl_4444_translate_table); LOG_INFO << "Building OpenGL translate table..."; for (i = 0; i < 65536; i++) { uint32_t pix; int r = (i >> 10) & 0x1f; int g = (i >> 5) & 0x1f; int b = i & 0x1f; #ifdef BRIGHTNESS_HACK r *= BRIGHTNESS_HACK; g *= BRIGHTNESS_HACK; b *= BRIGHTNESS_HACK; if (r > 0x1F) r = 0x1F; if (g > 0x1F) g = 0x1F; if (b > 0x1F) b = 0x1F; #endif float fr = (float)r / 31.0f; float fg = (float)g / 31.0f; float fb = (float)b / 31.0f; r = 255 * fr; g = 255 * fg; b = 255 * fb; if (!(i & OPAQUE_FLAG)) { pix = 0; } else { pix = (255 << 24) | (b << 16) | (g << 8) | (r); } opengl_Translate_table[i] = INTEL_INT(pix); // Do 4444 int a = (i >> 12) & 0xf; r = (i >> 8) & 0xf; g = (i >> 4) & 0xf; b = i & 0xf; float fa = (float)a / 15.0f; fr = (float)r / 15.0f; fg = (float)g / 15.0f; fb = (float)b / 15.0f; a = 255 * fa; r = 255 * fr; g = 255 * fg; b = 255 * fb; pix = (a << 24) | (b << 16) | (g << 8) | (r); opengl_4444_translate_table[i] = INTEL_INT(pix); } } opengl_SetDefaults(); g3_ForceTransformRefresh(); CHECK_ERROR(4) gpu_state.initted = 1; LOG_INFO.printf("OpenGL initialization at %d x %d was successful.", width, height); return retval; } // Releases the rendering context void opengl_Close(const bool just_resizing) { CHECK_ERROR(5) dglDeleteTextures(textures_.size(), textures_.data()); textures_.clear(); gRenderer.reset(); if (GSDLGLContext) { SDL_GL_MakeCurrent(nullptr, nullptr); SDL_GL_DeleteContext(GSDLGLContext); GSDLGLContext = nullptr; GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0; } if (!just_resizing && GSDLWindow) { SDL_DestroyWindow(GSDLWindow); GSDLWindow = nullptr; } 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 = nullptr; opengl_packed_Translate_table = nullptr; opengl_packed_4444_translate_table = nullptr; } 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 = nullptr; opengl_Translate_table = nullptr; opengl_4444_translate_table = nullptr; } 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; } // mod_FreeModule (OpenGLDLLHandle); gpu_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) { uint16_t *bm_ptr; int w, h; int size; dglActiveTexture(GL_TEXTURE0_ARB + tn); 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; } if (OpenGL_packed_pixels) { if (map_type == MAP_TYPE_LIGHTMAP) { uint16_t *left_data = (uint16_t *)opengl_packed_Upload_data; int bm_left = 0; for (int i = 0; i < h; i++, left_data += size, bm_left += w) { uint16_t *dest_data = left_data; for (int t = 0; t < w; t++) { *dest_data++ = opengl_packed_Translate_table[bm_ptr[bm_left + t]]; } } if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, opengl_packed_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, size, size, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, opengl_packed_Upload_data); } } else { int limit = 0; if (bm_mipped(bm_handle)) { limit = NUM_MIP_LEVELS + 3; } else { limit = 1; } for (int m = 0; m < limit; m++) { if (m < NUM_MIP_LEVELS) { bm_ptr = bm_data(bm_handle, m); w = bm_w(bm_handle, m); h = bm_h(bm_handle, m); } else { bm_ptr = bm_data(bm_handle, NUM_MIP_LEVELS - 1); w = bm_w(bm_handle, NUM_MIP_LEVELS - 1); h = bm_h(bm_handle, NUM_MIP_LEVELS - 1); w >>= m - (NUM_MIP_LEVELS - 1); h >>= m - (NUM_MIP_LEVELS - 1); if ((w < 1) || (h < 1)) continue; } if (bm_format(bm_handle) == BITMAP_FORMAT_4444) { // Do 4444 if (bm_mipped(bm_handle)) { for (int i = 0; i < w * h; i++) opengl_packed_Upload_data[i] = 0xf | (opengl_packed_4444_translate_table[bm_ptr[i]]); } else { for (int i = 0; i < w * h; i++) opengl_packed_Upload_data[i] = opengl_packed_4444_translate_table[bm_ptr[i]]; } if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, opengl_packed_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA4, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, opengl_packed_Upload_data); } } else { // Do 1555 for (int i = 0; i < w * h; i++) { opengl_packed_Upload_data[i] = opengl_packed_Translate_table[bm_ptr[i]]; } if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, opengl_packed_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, m, GL_RGB5_A1, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, opengl_packed_Upload_data); } } } } } else { if (map_type == MAP_TYPE_LIGHTMAP) { uint32_t *left_data = (uint32_t *)opengl_Upload_data; int bm_left = 0; for (int i = 0; i < h; i++, left_data += size, bm_left += w) { uint32_t *dest_data = left_data; for (int t = 0; t < w; t++) { *dest_data++ = opengl_Translate_table[bm_ptr[bm_left + t]]; } } if (size > 0) { if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data); } } } else { int limit = 0; if (bm_mipped(bm_handle)) { limit = NUM_MIP_LEVELS + 3; // ryan added +3. } else { limit = 1; } for (int m = 0; m < limit; m++) { bm_ptr = bm_data(bm_handle, m); w = bm_w(bm_handle, m); h = bm_h(bm_handle, m); if (bm_format(bm_handle) == BITMAP_FORMAT_4444) { // Do 4444 if (bm_mipped(bm_handle)) { for (int i = 0; i < w * h; i++) opengl_Upload_data[i] = INTEL_INT((255 << 24)) | opengl_4444_translate_table[bm_ptr[i]]; } else { for (int i = 0; i < w * h; i++) opengl_Upload_data[i] = opengl_4444_translate_table[bm_ptr[i]]; } } else { // Do 1555 for (int i = 0; i < w * h; i++) opengl_Upload_data[i] = opengl_Translate_table[bm_ptr[i]]; } // rcg06262000 my if wrapper. if ((w > 0) && (h > 0)) { if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data); } } } } } // mprintf(1,"Doing slow upload to opengl!\n"); if (map_type == MAP_TYPE_LIGHTMAP) { GameLightmaps[bm_handle].flags &= ~LF_LIMITS; } CHECK_ERROR(6) OpenGL_uploads++; } extern bool Force_one_texture; // Utilizes a LRU cacheing scheme to select/upload textures the opengl driver int opengl_MakeBitmapCurrent(int handle, int map_type, int tn) { int w, h; int texnum; if (map_type == MAP_TYPE_LIGHTMAP) { w = GameLightmaps[handle].square_res; h = GameLightmaps[handle].square_res; } else { if (Force_one_texture) { handle = 0; } w = bm_w(handle, 0); h = bm_h(handle, 0); } if (w != h) { LOG_WARNING << "Can't use non-square textures with OpenGL!"; 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) { dglActiveTexture(GL_TEXTURE0_ARB + tn); dglBindTexture(GL_TEXTURE_2D, texnum); OpenGL_last_bound[tn] = texnum; OpenGL_sets_this_frame[0]++; } CHECK_ERROR(7) return 1; } // Sets up an appropriate wrap type for the current bound texture void opengl_MakeWrapTypeCurrent(int handle, int map_type, int tn) { int uwrap; wrap_type dest_wrap; if (tn == 1) dest_wrap = WT_CLAMP; else dest_wrap = gpu_state.cur_wrap_type; 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; dglActiveTexture(GL_TEXTURE0_ARB + tn); OpenGL_sets_this_frame[1]++; if (gpu_state.cur_wrap_type == WT_CLAMP) { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } else if (gpu_state.cur_wrap_type == WT_WRAP_V) { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } else { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } if (map_type == MAP_TYPE_LIGHTMAP) { SET_WRAP_STATE(OpenGL_lightmap_states[handle], dest_wrap); } else { SET_WRAP_STATE(OpenGL_bitmap_states[handle], dest_wrap); } CHECK_ERROR(8) } // Chooses the correct filter type for the currently bound texture void opengl_MakeFilterTypeCurrent(int handle, int map_type, int tn) { int magf; int8_t 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 = gpu_preferred_state.filtering; if (!gpu_state.cur_bilinear_state) dest_state = 0; } if (magf == dest_state) return; dglActiveTexture(GL_TEXTURE0_ARB + tn); OpenGL_sets_this_frame[2]++; if (dest_state) { if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); } else { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } } else { if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) { // dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); } else { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } if (map_type == MAP_TYPE_LIGHTMAP) { SET_FILTER_STATE(OpenGL_lightmap_states[handle], dest_state); } else { SET_FILTER_STATE(OpenGL_bitmap_states[handle], dest_state); } CHECK_ERROR(9) } // Turns on/off multitexture blending void gpu_SetMultitextureBlendMode(bool state) { if (OpenGL_multitexture_state == state) return; OpenGL_multitexture_state = state; gRenderer->setTextureEnabled(1, state); } void gpu_DrawFlatPolygon3D(g3Point **p, int nv) { gpu_SetMultitextureBlendMode(false); std::array vertices{}; std::transform(p, p + nv, std::begin(vertices), [](auto pnt) { return PosColorUVVertex{ pnt->p3_vecPreRot, DeterminePointColor(pnt, true, false, true), tex_array{ // tex coord can be default-constructed, because it will ultimately be ignored // because this function is only called when cur_texture_quality == 0, and anytime // that is true, GL_TEXTURE_2D is also disabled } }; }); gpu_RenderPolygon(vertices.data(), nv); } // Sets the gamma correction value void rend_SetGammaValue(float val) { gpu_preferred_state.gamma = val; LOG_DEBUG.printf("Setting gamma to %f", val); } // Resets the texture cache void 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(); } uint8_t opengl_Framebuffer_ready = 0; chunked_bitmap opengl_Chunked_bitmap; void opengl_ChangeChunkedBitmap(int bm_handle, chunked_bitmap *chunk) { int bw = bm_w(bm_handle, 0); int bh = bm_h(bm_handle, 0); // determine optimal size of the square bitmaps float fopt = 128.0f; int iopt; // find the smallest dimension and base off that int smallest = std::min(bw, bh); if (smallest <= 32) fopt = 32; else if (smallest <= 64) fopt = 64; else fopt = 128; iopt = (int)fopt; // Get how many pieces we need across and down float temp = bw / fopt; int how_many_across = temp; if ((temp - how_many_across) > 0) how_many_across++; temp = bh / fopt; int how_many_down = temp; if ((temp - how_many_down) > 0) how_many_down++; ASSERT(how_many_across > 0); ASSERT(how_many_down > 0); // Now go through our big bitmap and partition it into pieces uint16_t *src_data = bm_data(bm_handle, 0); uint16_t *sdata; uint16_t *ddata; int shift; switch (iopt) { case 32: shift = 5; break; case 64: shift = 6; break; case 128: shift = 7; break; default: Int3(); // Get Jeff break; } int maxx, maxy; int windex, hindex; int s_y, s_x, d_y, d_x; for (hindex = 0; hindex < how_many_down; hindex++) { for (windex = 0; windex < how_many_across; windex++) { // loop through the chunks // find end x and y if (windex < how_many_across - 1) maxx = iopt; else maxx = bw - (windex << shift); if (hindex < how_many_down - 1) maxy = iopt; else maxy = bh - (hindex << shift); // find the starting source x and y s_x = (windex << shift); s_y = (hindex << shift); // get the pointers pointing to the right spot ddata = bm_data(chunk->bm_array[hindex * how_many_across + windex], 0); GameBitmaps[chunk->bm_array[hindex * how_many_across + windex]].flags |= BF_CHANGED; sdata = &src_data[s_y * bw + s_x]; // copy the data for (d_y = 0; d_y < maxy; d_y++) { for (d_x = 0; d_x < maxx; d_x++) { ddata[d_x] = sdata[d_x]; } // end for d_x sdata += bw; ddata += iopt; } // end for d_y } // end for windex } // end for hindex } // Tells the software renderer whether or not to use mipping void rend_SetMipState(int8_t mipstate) {} // Init our renderer int rend_Init(renderer_type state, oeApplication *app, renderer_preferred_state *pref_state) { int retval = 0; #ifndef DEDICATED_ONLY rend_SetRendererType(state); if (!Renderer_initted) { if (!Renderer_close_flag) { atexit(rend_Close); Renderer_close_flag = 1; } Renderer_initted = 1; } LOG_DEBUG.printf("Renderer init is set to %d", Renderer_initted); #ifndef OEM_V3 retval = opengl_Init(app, pref_state); #endif #endif // #ifdef DEDICATED_ONLY return retval; } void rend_Close() { LOG_DEBUG.printf("CLOSE: Renderer init is set to %d", Renderer_initted); if (!Renderer_initted) return; opengl_Close(); SDL_GL_UnloadLibrary(); Renderer_initted = 0; } void gpu_BindTexture(int handle, int map_type, int slot) { opengl_MakeBitmapCurrent(handle, map_type, slot); opengl_MakeWrapTypeCurrent(handle, map_type, slot); opengl_MakeFilterTypeCurrent(handle, map_type, slot); } void gpu_RenderPolygon(PosColorUVVertex *vData, uint32_t nv) { if (gpu_state.cur_texture_quality == 0) { // force disable textures gRenderer->setTextureEnabled(0, false); } gRenderer->setTextureEnabled(1, false); // draw the data in the arrays dglDrawArrays(GL_TRIANGLE_FAN, gRenderer->addVertexData(vData, vData + nv), nv); if (gpu_state.cur_texture_quality == 0) { // re-enable textures gRenderer->setTextureEnabled(0, true); } OpenGL_polys_drawn++; OpenGL_verts_processed += nv; } void gpu_RenderPolygonUV2(PosColorUV2Vertex *vData, uint32_t nv) { gRenderer->setTextureEnabled(1, true); dglDrawArrays(GL_TRIANGLE_FAN, gRenderer->addVertexData(vData, vData + nv), nv); OpenGL_polys_drawn++; OpenGL_verts_processed += nv; CHECK_ERROR(10) } void rend_SetFlatColor(ddgr_color color) { gpu_state.cur_color = color; } // Sets the fog state to TRUE or FALSE void rend_SetFogState(int8_t state) { gRenderer->setFogEnabled(state); } // Sets the near and far plane of fog void rend_SetFogBorders(float nearz, float farz) { gRenderer->setFogBorders(nearz, farz); } void rend_SetRendererType(renderer_type state) { Renderer_type = state; LOG_DEBUG.printf("RendererType is set to %d.", state); } void rend_SetLighting(light_state state) { if (state == gpu_state.cur_light_state) return; // No redundant state setting dglActiveTexture(GL_TEXTURE0_ARB + 0); OpenGL_sets_this_frame[4]++; switch (state) { case LS_NONE: gpu_state.cur_light_state = LS_NONE; break; case LS_FLAT_GOURAUD: gpu_state.cur_light_state = LS_FLAT_GOURAUD; break; case LS_GOURAUD: case LS_PHONG: gpu_state.cur_light_state = LS_GOURAUD; break; default: Int3(); break; } CHECK_ERROR(13) } void rend_SetColorModel(color_model state) { switch (state) { case CM_MONO: gpu_state.cur_color_model = CM_MONO; break; case CM_RGB: gpu_state.cur_color_model = CM_RGB; break; default: Int3(); break; } } void rend_SetTextureType(texture_type state) { if (state == gpu_state.cur_texture_type) return; // No redundant state setting dglActiveTexture(GL_TEXTURE0_ARB + 0); OpenGL_sets_this_frame[3]++; switch (state) { case TT_FLAT: gRenderer->setTextureEnabled(0, false); gpu_state.cur_texture_quality = 0; break; case TT_LINEAR: case TT_LINEAR_SPECIAL: case TT_PERSPECTIVE: case TT_PERSPECTIVE_SPECIAL: gRenderer->setTextureEnabled(0, true); gpu_state.cur_texture_quality = 2; break; default: Int3(); // huh? Get Jason break; } CHECK_ERROR(12) gpu_state.cur_texture_type = state; } void rend_StartFrame(int x1, int y1, int x2, int y2, int clear_flags) { if (clear_flags & RF_CLEAR_ZBUFFER) { dglClear(GL_DEPTH_BUFFER_BIT); } gpu_state.clip_x1 = x1; gpu_state.clip_y1 = y1; gpu_state.clip_x2 = x2; gpu_state.clip_y2 = y2; } // Flips the screen void rend_Flip() { #ifndef RELEASE int i; RTP_INCRVALUE(texture_uploads, OpenGL_uploads); RTP_INCRVALUE(polys_drawn, OpenGL_polys_drawn); LOG_VERBOSE.printf("Uploads=%d Polys=%d Verts=%d", OpenGL_uploads, OpenGL_polys_drawn, OpenGL_verts_processed); LOG_VERBOSE.printf("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]); LOG_VERBOSE.printf("Sets= 4:%d 5:%d", OpenGL_sets_this_frame[4], OpenGL_sets_this_frame[5]); for (i = 0; i < 10; i++) { OpenGL_sets_this_frame[i] = 0; } #endif gpu_last_frame_polys_drawn = OpenGL_polys_drawn; gpu_last_frame_verts_processed = OpenGL_verts_processed; gpu_last_uploaded = OpenGL_uploads; OpenGL_uploads = 0; OpenGL_polys_drawn = 0; OpenGL_verts_processed = 0; // if we're rendering to an FBO, scale to the window framebuffer! if (GOpenGLFBO != 0) { int w, h; SDL_GL_GetDrawableSize(GSDLWindow, &w, &h); int scaledHeight, scaledWidth; if (w < h) { scaledWidth = w; scaledHeight = (int) (((((double)GOpenGLFBOHeight) / ((double)GOpenGLFBOWidth))) * ((double)w)); } else { scaledHeight = h; scaledWidth = (int) (((((double)GOpenGLFBOWidth) / ((double)GOpenGLFBOHeight))) * ((double)h)); } const int centeredX = (w - scaledWidth) / 2; const int centeredY = (h - scaledHeight) / 2; dglBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); dglClearColor (0.0f, 0.0f, 0.0f, 1.0f); dglClear(GL_COLOR_BUFFER_BIT); // in case the Steam Overlay wrote to places we don't blit over. dglBlitFramebuffer(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight, centeredX, centeredY, centeredX + scaledWidth, centeredY + scaledHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR); dglBindFramebuffer(GL_FRAMEBUFFER, 0); } SDL_GL_SwapWindow(GSDLWindow); // go back to drawing on the FBO until we want to blit to the window framebuffer again. if (GOpenGLFBO != 0) { dglBindFramebuffer(GL_FRAMEBUFFER, GOpenGLFBO); dglViewport(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight); dglScissor(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight); } } void rend_EndFrame() {} // Sets the state of z-buffering to on or off void rend_SetZBufferState(int8_t state) { if (state == gpu_state.cur_zbuffer_state) return; // No redundant state setting OpenGL_sets_this_frame[5]++; gpu_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) } // Clears the display to a specified color void rend_ClearScreen(ddgr_color color) { int r = (color >> 16 & 0xFF); int g = (color >> 8 & 0xFF); int b = (color & 0xFF); dglClearColor((float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 0); dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } // Clears the zbuffer for the screen void rend_ClearZBuffer() { dglClear(GL_DEPTH_BUFFER_BIT); } // Clears the zbuffer for the screen void rend_ResetCache() { LOG_DEBUG << "Resetting texture cache!"; opengl_ResetCache(); } // Fills a rectangle on the display void rend_FillRect(ddgr_color color, int x1, int y1, int x2, int y2) { int r = GR_COLOR_RED(color); int g = GR_COLOR_GREEN(color); int b = GR_COLOR_BLUE(color); int width = x2 - x1; int height = y2 - y1; x1 += gpu_state.clip_x1; y1 += gpu_state.clip_y1; dglEnable(GL_SCISSOR_TEST); dglScissor(x1, gpu_state.screen_height - (height + y1), width, height); dglClearColor((float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 0); dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); width = gpu_state.clip_x2 - gpu_state.clip_x1; height = gpu_state.clip_y2 - gpu_state.clip_y1; dglScissor(gpu_state.clip_x1, gpu_state.screen_height - (gpu_state.clip_y1 + height), width, height); dglDisable(GL_SCISSOR_TEST); } // Sets a pixel on the display void rend_SetPixel(ddgr_color color, int x, int y) { g3_RefreshTransforms(true); PosColorUV2Vertex vtx{ {static_cast(x), static_cast(y), 0}, {GR_COLOR_RED(color) / 255.0f, GR_COLOR_GREEN(color) / 255.0f, GR_COLOR_BLUE(color) / 255.0f, 1}, {}, {} }; dglDrawArrays(GL_POINTS, gRenderer->addVertexData(&vtx, &vtx + 1), 1); } // Sets a pixel on the display ddgr_color rend_GetPixel(int x, int y) { ddgr_color color[4]; dglReadPixels(x, (gpu_state.screen_height - 1) - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)color); return color[0]; } // Draws a line void rend_DrawLine(int x1, int y1, int x2, int y2) { int8_t atype; light_state ltype; texture_type ttype; g3_RefreshTransforms(true); atype = gpu_state.cur_alpha_type; ltype = gpu_state.cur_light_state; ttype = gpu_state.cur_texture_type; rend_SetAlphaType(AT_ALWAYS); rend_SetLighting(LS_NONE); rend_SetTextureType(TT_FLAT); color_array color{ GR_COLOR_RED(gpu_state.cur_color) / 255.0f, GR_COLOR_GREEN(gpu_state.cur_color) / 255.0f, GR_COLOR_BLUE(gpu_state.cur_color) / 255.0f, }; std::array vertices{ PosColorUV2Vertex{ {static_cast(x1 + gpu_state.clip_x1), static_cast(y1 + gpu_state.clip_y1), 0}, color, {}, {} }, PosColorUV2Vertex{ {static_cast(x2 + gpu_state.clip_x1), static_cast(y2 + gpu_state.clip_y1), 0}, color, {}, {} } }; dglDrawArrays(GL_LINES, gRenderer->addVertexData(vertices.begin(), vertices.end()), vertices.size()); rend_SetAlphaType(atype); rend_SetLighting(ltype); rend_SetTextureType(ttype); } // Sets the color of fog void rend_SetFogColor(ddgr_color color) { gRenderer->setFogColor(color); } void rend_SetAlphaType(int8_t atype) { if (atype == gpu_state.cur_alpha_type) return; // don't set it redundantly dglActiveTexture(GL_TEXTURE0_ARB + 0); OpenGL_sets_this_frame[6]++; if (atype == AT_ALWAYS) { if (opengl_Blending_on) { dglDisable(GL_BLEND); opengl_Blending_on = false; } } else { if (!opengl_Blending_on) { dglEnable(GL_BLEND); opengl_Blending_on = true; } } switch (atype) { case AT_ALWAYS: case AT_TEXTURE: rend_SetAlphaValue(255); dglBlendFunc(GL_ONE, GL_ZERO); break; case AT_CONSTANT: case AT_CONSTANT_TEXTURE: case AT_VERTEX: case AT_CONSTANT_TEXTURE_VERTEX: case AT_CONSTANT_VERTEX: case AT_TEXTURE_VERTEX: dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case AT_LIGHTMAP_BLEND: dglBlendFunc(GL_DST_COLOR, GL_ZERO); break; case AT_SATURATE_TEXTURE: case AT_LIGHTMAP_BLEND_SATURATE: case AT_SATURATE_VERTEX: case AT_SATURATE_CONSTANT_VERTEX: case AT_SATURATE_TEXTURE_VERTEX: dglBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case AT_SPECULAR: break; default: Int3(); // no type defined,get jason break; } gpu_state.cur_alpha_type = atype; gpu_Alpha_multiplier = rend_GetAlphaMultiplier(); CHECK_ERROR(15) } // Draws a line using the states of the renderer void rend_DrawSpecialLine(g3Point *p0, g3Point *p1) { g3_RefreshTransforms(true); std::array pts{p0, p1}; std::array vertices{}; std::transform(pts.begin(), pts.end(), vertices.begin(), [](auto pnt) { return PosColorUV2Vertex{{pnt->p3_sx + gpu_state.clip_x1, pnt->p3_sy + gpu_state.clip_y1, -std::clamp(1.0f - (1.0f / (pnt->p3_z + Z_bias)), 0.0f, 1.0f)}, DeterminePointColor(pnt, false, false, true), // extras?? {}, {}}; }); dglDrawArrays(GL_LINES, gRenderer->addVertexData(vertices.begin(), vertices.end()), vertices.size()); } // Takes a screenshot of the current frame and puts it into the handle passed std::unique_ptr rend_Screenshot() { auto result = std::make_unique(gpu_state.screen_width, gpu_state.screen_height, PixelDataFormat::RGBA32, true); if (!result || result->getData() == nullptr) { return nullptr; } dglReadPixels(0, 0, gpu_state.screen_width, gpu_state.screen_height, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)result->getData()); return result; } // Takes a screenshot of the current frame and puts it into the handle passed void rend_Screenshot(int bm_handle) { auto screenshot = rend_Screenshot(); auto *temp_data = reinterpret_cast(screenshot->getData()); uint32_t w, h; screenshot->getSize(w, h); ASSERT((bm_w(bm_handle, 0)) == gpu_state.screen_width); ASSERT((bm_h(bm_handle, 0)) == gpu_state.screen_height); uint16_t* dest_data = bm_data(bm_handle, 0); for (std::size_t i = 0; i < h; i++) { for (std::size_t t = 0; t < w; t++) { uint32_t 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); } } } // Enables/disables writes the depth buffer void rend_SetZBufferWriteMask(int state) { OpenGL_sets_this_frame[5]++; if (state) { dglDepthMask(GL_TRUE); } else { dglDepthMask(GL_FALSE); } } int rend_ReInit() { opengl_Close(true); return opengl_Init(nullptr, &gpu_preferred_state); } // Takes a bitmap and blits it to the screen using linear frame buffer stuff // X and Y are the destination X,Y void rend_CopyBitmapToFramebuffer(int bm_handle, int x, int y) { ASSERT(opengl_Framebuffer_ready); if (opengl_Framebuffer_ready == 1) { bm_CreateChunkedBitmap(bm_handle, &opengl_Chunked_bitmap); opengl_Framebuffer_ready = 2; } else { opengl_ChangeChunkedBitmap(bm_handle, &opengl_Chunked_bitmap); } rend_DrawChunkedBitmap(&opengl_Chunked_bitmap, 0, 0, 255); } // Gets a renderer ready for a framebuffer copy, or stops a framebuffer copy void rend_SetFrameBufferCopyState(bool state) { if (state) { ASSERT(opengl_Framebuffer_ready == 0); opengl_Framebuffer_ready = 1; } else { ASSERT(opengl_Framebuffer_ready != 0); opengl_Framebuffer_ready = 0; if (opengl_Framebuffer_ready == 2) { bm_DestroyChunkedBitmap(&opengl_Chunked_bitmap); opengl_ResetCache(); } } } // Gets OpenGL ready to work in a window int rend_InitOpenGLWindow(oeApplication *app, renderer_preferred_state *pref_state) { return opengl_Init(app, pref_state); } // Shuts down OpenGL in a window void rend_CloseOpenGLWindow() { opengl_Close(); LOG_DEBUG << "SHUTTING DOWN WINDOWED OPENGL!"; } // Sets the hardware bias level for coplanar polygons // This helps reduce z buffer artifacts void rend_SetCoplanarPolygonOffset(float factor) { if (factor == 0.0f) { dglDisable(GL_POLYGON_OFFSET_FILL); } else { dglEnable(GL_POLYGON_OFFSET_FILL); dglPolygonOffset(-1.0f, -1.0f); } } // returns the direct draw object void *rend_RetrieveDirectDrawObj(void **frontsurf, void **backsurf) { *frontsurf = nullptr; *backsurf = nullptr; return nullptr; } void rend_TransformSetToPassthru() { int width = gpu_state.screen_width; int height = gpu_state.screen_height; // TODO: Generalize gRenderer->setTransform(glm::mat4x4{1}, glm::mat4x4{1}, glm::ortho(0, width, height, 0, 0, 1)); // Viewport dglViewport(0, 0, width, height); dglScissor(0, 0, width, height); } void rend_TransformSetViewport(int lx, int ty, int width, int height) { dglViewport(lx, gpu_state.screen_height - (ty + height - 1), width, height); } void rend_TransformSetProjection(float trans[4][4]) { gRenderer->setTransform(std::nullopt, std::nullopt, glm::make_mat4x4(&trans[0][0])); } void rend_TransformSetModelView(float trans[4][4]) { gRenderer->setTransform(glm::make_mat4x4(&trans[0][0]), glm::mat4x4{1}, std::nullopt); }