/*
* 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 "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
int FindArg(const char *);
// 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;
int WindowGL = 0;
struct Renderer {
Renderer() : shader_{shaders::vertex, shaders::fragment, {
vertexAttrib(3, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::pos, "in_pos"),
vertexAttrib(4, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::color, "in_color"),
vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv0, "in_uv0"),
vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv1, "in_uv1")
}} {
shader_.Use();
}
/**
* Sets the vertex transformation matrices. Takes all three of the MVP matrices at once, in order to avoid
* multiple SetUniform operations. Pass std::nullopt for any matrices that should not be altered.
*/
void setTransform(std::optional 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_transform", projection_ * view_ * model_);
}
private:
glm::mat4x4 model_;
glm::mat4x4 view_;
glm::mat4x4 projection_;
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 = NULL;
SDL_GLContext GSDLGLContext = NULL;
char loadedLibrary[_MAX_PATH];
#define GET_WRAP_STATE(x) (x >> 4)
#define GET_FILTER_STATE(x) (x & 0x0f)
#define SET_WRAP_STATE(x, s) \
{ \
x &= 0x0F; \
x |= (s << 4); \
}
#define SET_FILTER_STATE(x, s) \
{ \
x &= 0xF0; \
x |= (s); \
}
// OpenGL Stuff
static int OpenGL_window_initted = 0;
static int OpenGL_polys_drawn = 0;
static int OpenGL_verts_processed = 0;
static int OpenGL_uploads = 0;
static int OpenGL_sets_this_frame[10];
static int OpenGL_packed_pixels = 0;
static int Cur_texture_object_num = 1;
static int OpenGL_cache_initted = 0;
static int OpenGL_last_bound[2];
static int Last_texel_unit_set = -1;
extern int gpu_last_frame_polys_drawn;
extern int gpu_last_frame_verts_processed;
extern int gpu_last_uploaded;
extern float gpu_Alpha_factor;
extern float gpu_Alpha_multiplier;
uint16_t *OpenGL_bitmap_remap = NULL;
uint16_t *OpenGL_lightmap_remap = NULL;
uint8_t *OpenGL_bitmap_states = NULL;
uint8_t *OpenGL_lightmap_states = NULL;
uint32_t *opengl_Upload_data = NULL;
uint32_t *opengl_Translate_table = NULL;
uint32_t *opengl_4444_translate_table = NULL;
uint16_t *opengl_packed_Upload_data = NULL;
uint16_t *opengl_packed_Translate_table = NULL;
uint16_t *opengl_packed_4444_translate_table = NULL;
extern rendering_state gpu_state;
extern renderer_preferred_state gpu_preferred_state;
bool OpenGL_multitexture_state = false;
module *OpenGLDLLHandle = NULL;
int Already_loaded = 0;
bool opengl_Blending_on = 0;
static oeApplication *ParentApplication = NULL;
/* framebuffer object for backbuffer, scale to window size without changing resolution. --ryan, 2019. */
#define GL_DEPTH_COMPONENT16_EXT 0x81A5
#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
#define GL_FRAMEBUFFER_EXT 0x8D40
#define GL_RENDERBUFFER_EXT 0x8D41
static GLuint GOpenGLFBO = 0;
static GLuint GOpenGLRBOColor = 0;
static GLuint GOpenGLRBODepth = 0;
static GLuint GOpenGLFBOWidth = 0;
static GLuint GOpenGLFBOHeight = 0;
// 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() {
mprintf(0, "OpenGL Vendor: %s\n", dglGetString(GL_VENDOR));
mprintf(0, "OpenGL Renderer: %s\n", dglGetString(GL_RENDERER));
mprintf(0, "OpenGL Version: %s\n", dglGetString(GL_VERSION));
}
int opengl_MakeTextureObject(int tn) {
int num = Cur_texture_object_num;
Cur_texture_object_num++;
if (UseMultitexture && Last_texel_unit_set != tn) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
Last_texel_unit_set = tn;
#endif
}
dglBindTexture(GL_TEXTURE_2D, num);
dglPixelStorei(GL_UNPACK_ALIGNMENT, 2);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexEnvf (GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
CHECK_ERROR(2)
return num;
}
int opengl_InitCache(void) {
OpenGL_bitmap_remap = (uint16_t *)mem_malloc(MAX_BITMAPS * 2);
ASSERT(OpenGL_bitmap_remap);
OpenGL_lightmap_remap = (uint16_t *)mem_malloc(MAX_LIGHTMAPS * 2);
ASSERT(OpenGL_lightmap_remap);
OpenGL_bitmap_states = (uint8_t *)mem_malloc(MAX_BITMAPS);
ASSERT(OpenGL_bitmap_states);
OpenGL_lightmap_states = (uint8_t *)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 (UseMultitexture) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
dglActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
#endif
}
CHECK_ERROR(3)
OpenGL_cache_initted = 1;
return 1;
}
// Sets default states for our renderer
void opengl_SetDefaults() {
mprintf(0, "Setting states\n");
gpu_state.cur_color = 0x00FFFFFF;
gpu_state.cur_bilinear_state = -1;
gpu_state.cur_zbuffer_state = -1;
gpu_state.cur_texture_quality = -1;
gpu_state.cur_light_state = LS_GOURAUD;
gpu_state.cur_color_model = CM_MONO;
gpu_state.cur_bilinear_state = -1;
gpu_state.cur_alpha_type = AT_TEXTURE;
// 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;
Last_texel_unit_set = -1;
OpenGL_multitexture_state = false;
dglEnableClientState(GL_VERTEX_ARRAY);
dglEnableClientState(GL_COLOR_ARRAY);
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
dglHint(GL_FOG_HINT, GL_NICEST);
dglEnable(GL_SCISSOR_TEST);
dglScissor(0, 0, gpu_state.screen_width, gpu_state.screen_height);
dglDisable(GL_SCISSOR_TEST);
if (UseMultitexture) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
dglActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
dglHint(GL_FOG_HINT, GL_NICEST);
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglDisable(GL_TEXTURE_2D);
dglEnable(GL_BLEND);
dglEnable(GL_DITHER);
dglBlendFunc(GL_DST_COLOR, GL_ZERO);
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
#endif
}
}
extern bool linux_permit_gamma;
extern renderer_preferred_state Render_preferred_state;
extern bool ddio_mouseGrabbed;
int SDLCALL d3SDLEventFilter(void *userdata, SDL_Event *event);
int opengl_Setup(oeApplication *app, int *width, int *height) {
int winw = Video_res_list[Game_video_resolution].width;
int winh = Video_res_list[Game_video_resolution].height;
// rcg09182000 don't need to quitsubsystem anymore...
// SDL_QuitSubSystem(SDL_INIT_VIDEO); // here goes nothing...
// Already_loaded = false;
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);
}
}
SDL_SetEventFilter(d3SDLEventFilter, NULL);
bool fullscreen = true;
if (FindArgChar("-fullscreen", 'f')) {
fullscreen = true;
} else if (FindArgChar("-windowed", 'w')) {
fullscreen = false;
}
if (!Already_loaded) {
#define MAX_ARGS 30
#define MAX_CHARS_PER_ARG 100
extern char GameArgs[MAX_ARGS][MAX_CHARS_PER_ARG];
char gl_library[256];
int arg;
arg = FindArgChar("-gllibrary", 'g');
if (arg != 0) {
strcpy(gl_library, GameArgs[arg + 1]);
} else {
gl_library[0] = 0;
}
mprintf(0, "OpenGL: Attempting to use \"%s\" for OpenGL\n", 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) {
GSDLWindow = SDL_CreateWindow("Descent 3", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, winw, winh, flags);
if (!GSDLWindow) {
mprintf(0, "OpenGL: SDL window creation failed: %s", SDL_GetError());
return 0;
}
} else {
SDL_SetWindowSize(GSDLWindow, winw, winh);
SDL_SetWindowFullscreen(GSDLWindow, flags);
}
if (!GSDLGLContext) {
GSDLGLContext = SDL_GL_CreateContext(GSDLWindow);
if (!GSDLGLContext) {
mprintf(0, "OpenGL: OpenGL context creation failed: %s", SDL_GetError());
SDL_DestroyWindow(GSDLWindow);
GSDLWindow = NULL;
return 0;
}
}
try {
LoadGLFnPtrs();
} catch (std::exception const& ex) {
// TODO: more raii-esque construction and cleanup here
SDL_GL_DeleteContext(GSDLGLContext);
GSDLGLContext = nullptr;
SDL_DestroyWindow(GSDLWindow);
GSDLWindow = nullptr;
mprintf(0, "Error loading opengl dll: %s\n", ex.what());
mod_FreeModule(&OpenGLDLLInst);
OpenGLDLLHandle = nullptr;
return 0;
}
// clear the window framebuffer to start.
dglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
dglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapWindow(GSDLWindow);
/* Tear down the backbuffer and rebuild at new dimensions... */
if (GOpenGLFBO) {
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
dglDeleteFramebuffersEXT(1, &GOpenGLFBO);
dglDeleteRenderbuffersEXT(1, &GOpenGLRBOColor);
dglDeleteRenderbuffersEXT(1, &GOpenGLRBODepth);
GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
}
const GLsizei w = (GLsizei) *width;
const GLsizei h = (GLsizei) *height;
GOpenGLFBOWidth = w;
GOpenGLFBOHeight = h;
dglGenFramebuffersEXT(1, &GOpenGLFBO);
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
dglGenRenderbuffersEXT(1, &GOpenGLRBOColor);
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, GOpenGLRBOColor);
dglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, w, h);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, GOpenGLRBOColor);
dglGenRenderbuffersEXT(1, &GOpenGLRBODepth);
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, GOpenGLRBODepth);
dglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16_EXT, w, h);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, GOpenGLRBODepth);
if (dglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
mprintf(0, "OpenGL: our framebuffer object is incomplete, giving up");
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
dglDeleteFramebuffersEXT(1, &GOpenGLFBO);
dglDeleteRenderbuffersEXT(1, &GOpenGLRBOColor);
dglDeleteRenderbuffersEXT(1, &GOpenGLRBODepth);
GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
SDL_GL_DeleteContext(GSDLGLContext);
SDL_DestroyWindow(GSDLWindow);
GSDLGLContext = NULL;
GSDLWindow = NULL;
return 0;
}
if (!FindArg("-nomousegrab")) {
ddio_mouseGrabbed = true;
}
SDL_SetRelativeMouseMode(ddio_mouseGrabbed ? SDL_TRUE : SDL_FALSE);
// rcg09182000 gamma fun.
// rcg01112000 --nogamma fun.
if (FindArgChar("-nogamma", 'M')) {
linux_permit_gamma = false;
} else {
Uint16 ramp[256];
SDL_CalculateGammaRamp(Render_preferred_state.gamma, ramp);
linux_permit_gamma = (SDL_SetWindowGammaRamp(GSDLWindow, ramp, ramp, ramp) == 0);
} // else
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;
mprintf(0, "Setting up opengl mode!\n");
if (pref_state) {
gpu_preferred_state = *pref_state;
}
if (app != NULL) {
ParentApplication = app;
}
int windowX = 0, windowY = 0;
/***********************************************************
* 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();
// Determine if Multitexture is supported
UseMultitexture = !FindArg("-NoMultitexture") && dglActiveTextureARB && dglClientActiveTextureARB && dglMultiTexCoord4f;
// Do we have packed pixel formats?
OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels");
opengl_InitCache();
if (UseMultitexture) {
mprintf(0, "Using multitexture.");
} else {
mprintf(0, "Not using multitexture.");
}
if (OpenGL_packed_pixels) {
opengl_packed_Upload_data = (uint16_t *)mem_malloc(2048 * 2048 * 2);
opengl_packed_Translate_table = (uint16_t *)mem_malloc(65536 * 2);
opengl_packed_4444_translate_table = (uint16_t *)mem_malloc(65536 * 2);
ASSERT(opengl_packed_Upload_data);
ASSERT(opengl_packed_Translate_table);
ASSERT(opengl_packed_4444_translate_table);
mprintf(0, "Building packed OpenGL translate table...\n");
for (i = 0; i < 65536; i++) {
int r = (i >> 10) & 0x1f;
int g = (i >> 5) & 0x1f;
int b = i & 0x1f;
#ifdef BRIGHTNESS_HACK
r *= BRIGHTNESS_HACK;
g *= BRIGHTNESS_HACK;
b *= BRIGHTNESS_HACK;
if (r > 0x1F)
r = 0x1F;
if (g > 0x1F)
g = 0x1F;
if (b > 0x1F)
b = 0x1F;
#endif
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 = (uint32_t *)mem_malloc(2048 * 2048 * 4);
opengl_Translate_table = (uint32_t *)mem_malloc(65536 * 4);
opengl_4444_translate_table = (uint32_t *)mem_malloc(65536 * 4);
ASSERT(opengl_Upload_data);
ASSERT(opengl_Translate_table);
ASSERT(opengl_4444_translate_table);
mprintf(0, "Building OpenGL translate table...\n");
for (i = 0; i < 65536; i++) {
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;
mprintf(0, "OpenGL initialization at %d x %d was successful.\n", width, height);
return retval;
}
// Releases the rendering context
void opengl_Close(const bool just_resizing) {
CHECK_ERROR(5)
uint32_t *delete_list = (uint32_t *)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 uint32_t *)delete_list);
mem_free(delete_list);
gRenderer.reset();
if (GSDLGLContext) {
SDL_GL_MakeCurrent(NULL, NULL);
SDL_GL_DeleteContext(GSDLGLContext);
GSDLGLContext = NULL;
GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
}
if (!just_resizing && GSDLWindow) {
SDL_DestroyWindow(GSDLWindow);
GSDLWindow = NULL;
}
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;
}
// 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;
if (UseMultitexture && Last_texel_unit_set != tn) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
dglActiveTextureARB(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) {
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 (i = 0; i < w * h; i++)
opengl_packed_Upload_data[i] = 0xf | (opengl_packed_4444_translate_table[bm_ptr[i]]);
} else {
for (i = 0; i < w * h; i++)
opengl_packed_Upload_data[i] = opengl_packed_4444_translate_table[bm_ptr[i]];
}
if (replace) {
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
opengl_packed_Upload_data);
} else {
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA4, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
opengl_packed_Upload_data);
}
} else {
// Do 1555
for (i = 0; i < w * h; i++) {
opengl_packed_Upload_data[i] = opengl_packed_Translate_table[bm_ptr[i]];
}
if (replace) {
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
opengl_packed_Upload_data);
} else {
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGB5_A1, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
opengl_packed_Upload_data);
}
}
}
}
} else {
if (map_type == MAP_TYPE_LIGHTMAP) {
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 (i = 0; i < w * h; i++)
opengl_Upload_data[i] = INTEL_INT((255 << 24)) | opengl_4444_translate_table[bm_ptr[i]];
} else {
for (i = 0; i < w * h; i++)
opengl_Upload_data[i] = opengl_4444_translate_table[bm_ptr[i]];
}
} else {
// Do 1555
for (i = 0; i < w * h; i++)
opengl_Upload_data[i] = opengl_Translate_table[bm_ptr[i]];
}
// rcg06262000 my if wrapper.
if ((w > 0) && (h > 0)) {
if (replace) {
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
} else {
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
}
}
}
}
}
// mprintf(1,"Doing slow upload to opengl!\n");
if (map_type == MAP_TYPE_LIGHTMAP) {
GameLightmaps[bm_handle].flags &= ~LF_LIMITS;
}
CHECK_ERROR(6)
OpenGL_uploads++;
}
extern bool Force_one_texture;
// Utilizes a LRU cacheing scheme to select/upload textures the opengl driver
int opengl_MakeBitmapCurrent(int handle, int map_type, int tn) {
int w, h;
int texnum;
if (map_type == MAP_TYPE_LIGHTMAP) {
w = GameLightmaps[handle].square_res;
h = GameLightmaps[handle].square_res;
} else {
if (Force_one_texture) {
handle = 0;
}
w = bm_w(handle, 0);
h = bm_h(handle, 0);
}
if (w != h) {
mprintf(0, "Can't use non-square textures with OpenGL!\n");
return 0;
}
// See if the bitmaps is already in the cache
if (map_type == MAP_TYPE_LIGHTMAP) {
if (OpenGL_lightmap_remap[handle] == 65535) {
texnum = opengl_MakeTextureObject(tn);
SET_WRAP_STATE(OpenGL_lightmap_states[handle], 1);
SET_FILTER_STATE(OpenGL_lightmap_states[handle], 0);
OpenGL_lightmap_remap[handle] = texnum;
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 0, tn);
} else {
texnum = OpenGL_lightmap_remap[handle];
if (GameLightmaps[handle].flags & LF_CHANGED)
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 1, tn);
}
} else {
if (OpenGL_bitmap_remap[handle] == 65535) {
texnum = opengl_MakeTextureObject(tn);
SET_WRAP_STATE(OpenGL_bitmap_states[handle], 1);
SET_FILTER_STATE(OpenGL_bitmap_states[handle], 0);
OpenGL_bitmap_remap[handle] = texnum;
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 0, tn);
} else {
texnum = OpenGL_bitmap_remap[handle];
if (GameBitmaps[handle].flags & BF_CHANGED) {
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 1, tn);
}
}
}
if (OpenGL_last_bound[tn] != texnum) {
if (UseMultitexture && Last_texel_unit_set != tn) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
Last_texel_unit_set = tn;
#endif
}
dglBindTexture(GL_TEXTURE_2D, texnum);
OpenGL_last_bound[tn] = texnum;
OpenGL_sets_this_frame[0]++;
}
CHECK_ERROR(7)
return 1;
}
// Sets up an appropriate wrap type for the current bound texture
void opengl_MakeWrapTypeCurrent(int handle, int map_type, int tn) {
int uwrap;
wrap_type dest_wrap;
if (tn == 1)
dest_wrap = WT_CLAMP;
else
dest_wrap = gpu_state.cur_wrap_type;
if (map_type == MAP_TYPE_LIGHTMAP)
uwrap = GET_WRAP_STATE(OpenGL_lightmap_states[handle]);
else
uwrap = GET_WRAP_STATE(OpenGL_bitmap_states[handle]);
if (uwrap == dest_wrap)
return;
if (UseMultitexture && Last_texel_unit_set != tn) {
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
Last_texel_unit_set = tn;
#endif
}
OpenGL_sets_this_frame[1]++;
if (gpu_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 (gpu_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) {
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;
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (UseMultitexture && Last_texel_unit_set != tn) {
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
Last_texel_unit_set = tn;
}
#endif
OpenGL_sets_this_frame[2]++;
if (dest_state) {
if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) {
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
} else {
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
} else {
if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) {
// dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_NEAREST);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
} else {
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (map_type == MAP_TYPE_LIGHTMAP) {
SET_FILTER_STATE(OpenGL_lightmap_states[handle], dest_state);
} else {
SET_FILTER_STATE(OpenGL_bitmap_states[handle], dest_state);
}
CHECK_ERROR(9)
}
// Turns on/off multitexture blending
void gpu_SetMultitextureBlendMode(bool state) {
if (OpenGL_multitexture_state == state)
return;
OpenGL_multitexture_state = state;
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
dglActiveTextureARB(GL_TEXTURE1_ARB);
dglClientActiveTextureARB(GL_TEXTURE1_ARB);
if (state) {
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglEnable(GL_TEXTURE_2D);
} else {
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
dglDisable(GL_TEXTURE_2D);
}
dglActiveTextureARB(GL_TEXTURE0_ARB);
dglClientActiveTextureARB(GL_TEXTURE0_ARB);
Last_texel_unit_set = 0;
#endif
}
void gpu_DrawFlatPolygon3D(g3Point **p, int nv) {
if (UseMultitexture) {
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) {
// if( WindowGL )
// return;
gpu_preferred_state.gamma = val;
mprintf(0, "Setting gamma to %f\n", val);
}
// Resets the texture cache
void opengl_ResetCache(void) {
if (OpenGL_cache_initted) {
mem_free(OpenGL_lightmap_remap);
mem_free(OpenGL_bitmap_remap);
mem_free(OpenGL_lightmap_states);
mem_free(OpenGL_bitmap_states);
OpenGL_cache_initted = 0;
}
opengl_InitCache();
}
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) {
#ifndef DEDICATED_ONLY
int retval = 0;
rend_SetRendererType(state);
if (!Renderer_initted) {
if (!Renderer_close_flag) {
atexit(rend_Close);
Renderer_close_flag = 1;
}
Renderer_initted = 1;
}
if (OpenGL_window_initted) {
rend_CloseOpenGLWindow();
OpenGL_window_initted = 0;
}
mprintf(0, "Renderer init is set to %d\n", Renderer_initted);
#ifndef OEM_V3
int flags = app->flags();
if (flags & OEAPP_WINDOWED) {
// initialize for windowed
retval = rend_InitOpenGLWindow(app, pref_state);
} else {
// initialize for full screen
retval = opengl_Init(app, pref_state);
}
#endif
return retval;
#else
return 0;
#endif // #ifdef DEDICATED_ONLY
}
void rend_Close(void) {
mprintf(0, "CLOSE:Renderer init is set to %d\n", Renderer_initted);
if (!Renderer_initted)
return;
if (OpenGL_window_initted) {
if (Renderer_type == RENDERER_OPENGL) {
rend_CloseOpenGLWindow();
}
OpenGL_window_initted = 0;
}
opengl_Close();
Renderer_initted = 0;
}
void gpu_BindTexture(int handle, int map_type, int slot) {
opengl_MakeBitmapCurrent(handle, map_type, slot);
opengl_MakeWrapTypeCurrent(handle, map_type, slot);
opengl_MakeFilterTypeCurrent(handle, map_type, slot);
}
void gpu_RenderPolygon(PosColorUVVertex *vData, uint32_t nv) {
dglVertexPointer(3, GL_FLOAT, sizeof(*vData), &vData->pos);
dglColorPointer(4, GL_FLOAT, sizeof(*vData), &vData->color);
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv);
if (gpu_state.cur_texture_quality == 0) {
// force disable textures
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
// draw the data in the arrays
dglDrawArrays(GL_POLYGON, 0, nv);
if (gpu_state.cur_texture_quality == 0) {
// re-enable textures
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
}
void gpu_RenderPolygonUV2(PosColorUV2Vertex *vData, uint32_t nv) {
dglVertexPointer(3, GL_FLOAT, sizeof(*vData), &vData->pos);
dglColorPointer(4, GL_FLOAT, sizeof(*vData), &vData->color);
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv0);
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv1);
dglDrawArrays(GL_POLYGON, 0, nv);
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
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) {
if (state == gpu_state.cur_fog_state)
return;
gpu_state.cur_fog_state = state;
if (state == 1) {
dglEnable(GL_FOG);
} else {
dglDisable(GL_FOG);
}
}
// Sets the near and far plane of fog
void rend_SetFogBorders(float nearz, float farz) {
// Sets the near and far plane of fog
float fogStart = nearz;
float fogEnd = farz;
dglFogi(GL_FOG_MODE, GL_LINEAR);
dglFogf(GL_FOG_START, fogStart);
dglFogf(GL_FOG_END, fogEnd);
}
void rend_SetRendererType(renderer_type state) {
Renderer_type = state;
mprintf(0, "RendererType is set to %d.\n", state);
}
void rend_SetLighting(light_state state) {
if (state == gpu_state.cur_light_state)
return; // No redundant state setting
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (UseMultitexture && Last_texel_unit_set != 0) {
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
Last_texel_unit_set = 0;
}
#endif
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
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (UseMultitexture && Last_texel_unit_set != 0) {
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
Last_texel_unit_set = 0;
}
#endif
OpenGL_sets_this_frame[3]++;
switch (state) {
case TT_FLAT:
dglDisable(GL_TEXTURE_2D);
gpu_state.cur_texture_quality = 0;
break;
case TT_LINEAR:
case TT_LINEAR_SPECIAL:
case TT_PERSPECTIVE:
case TT_PERSPECTIVE_SPECIAL:
dglEnable(GL_TEXTURE_2D);
gpu_state.cur_texture_quality = 2;
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(void) {
#ifndef RELEASE
int i;
RTP_INCRVALUE(texture_uploads, OpenGL_uploads);
RTP_INCRVALUE(polys_drawn, OpenGL_polys_drawn);
mprintf_at(1, 1, 0, "Uploads=%d Polys=%d Verts=%d ", OpenGL_uploads, OpenGL_polys_drawn, OpenGL_verts_processed);
mprintf_at(1, 2, 0, "Sets= 0:%d 1:%d 2:%d 3:%d ", OpenGL_sets_this_frame[0], OpenGL_sets_this_frame[1],
OpenGL_sets_this_frame[2], OpenGL_sets_this_frame[3]);
mprintf_at(1, 3, 0, "Sets= 4:%d 5:%d ", OpenGL_sets_this_frame[4], OpenGL_sets_this_frame[5]);
for (i = 0; i < 10; i++) {
OpenGL_sets_this_frame[i] = 0;
}
#endif
gpu_last_frame_polys_drawn = OpenGL_polys_drawn;
gpu_last_frame_verts_processed = OpenGL_verts_processed;
gpu_last_uploaded = OpenGL_uploads;
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;
dglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
dglClearColor (0.0f, 0.0f, 0.0f, 1.0f);
dglClear(GL_COLOR_BUFFER_BIT); // in case the Steam Overlay wrote to places we don't blit over.
dglBlitFramebufferEXT(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight,
centeredX, centeredY, centeredX + scaledWidth, centeredY + scaledHeight,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
SDL_GL_SwapWindow(GSDLWindow);
// go back to drawing on the FBO until we want to blit to the window framebuffer again.
if (GOpenGLFBO != 0) {
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
dglViewport(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight);
dglScissor(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight);
}
}
void rend_EndFrame(void) {}
// 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(void) { dglClear(GL_DEPTH_BUFFER_BIT); }
// Clears the zbuffer for the screen
void rend_ResetCache(void) {
mprintf(0, "Resetting texture cache!\n");
opengl_ResetCache();
}
// Fills a rectangle on the display
void rend_FillRect(ddgr_color color, int x1, int y1, int x2, int y2) {
int r = GR_COLOR_RED(color);
int g = GR_COLOR_GREEN(color);
int b = GR_COLOR_BLUE(color);
int width = x2 - x1;
int height = y2 - y1;
x1 += gpu_state.clip_x1;
y1 += gpu_state.clip_y1;
dglEnable(GL_SCISSOR_TEST);
dglScissor(x1, gpu_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 = 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);
std::array pos{x, y};
color_array unpacked_color{GR_COLOR_RED(color) / 255.0f, GR_COLOR_GREEN(color) / 255.0f, GR_COLOR_BLUE(color) / 255.0f, 1};
dglVertexPointer(2, GL_INT, sizeof(pos), &pos);
dglColorPointer(4, GL_FLOAT, sizeof(unpacked_color), &unpacked_color);
dglDrawArrays(GL_POINTS, 0, 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{
PosColorUVVertex{
vector{static_cast(x1 + gpu_state.clip_x1), static_cast(y1 + gpu_state.clip_y1), 0},
color,
tex_array{ /* unused */ }
},
PosColorUVVertex{
vector{static_cast(x2 + gpu_state.clip_x1), static_cast(y2 + gpu_state.clip_y1), 0},
color,
tex_array{ /* unused */ }
}
};
dglVertexPointer(3, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].pos);
dglColorPointer(4, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].color);
dglDrawArrays(GL_LINES, 0, vertices.size());
rend_SetAlphaType(atype);
rend_SetLighting(ltype);
rend_SetTextureType(ttype);
}
// Sets the color of fog
void rend_SetFogColor(ddgr_color color) {
if (color == gpu_state.cur_fog_color)
return;
float fc[4];
fc[0] = GR_COLOR_RED(color);
fc[1] = GR_COLOR_GREEN(color);
fc[2] = GR_COLOR_BLUE(color);
fc[3] = 1;
fc[0] /= 255.0f;
fc[1] /= 255.0f;
fc[2] /= 255.0f;
dglFogfv(GL_FOG_COLOR, fc);
}
void rend_SetAlphaType(int8_t atype) {
if (atype == gpu_state.cur_alpha_type)
return; // don't set it redundantly
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (UseMultitexture && Last_texel_unit_set != 0) {
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
Last_texel_unit_set = 0;
}
#endif
OpenGL_sets_this_frame[6]++;
if (atype == AT_ALWAYS) {
if (opengl_Blending_on) {
dglDisable(GL_BLEND);
opengl_Blending_on = false;
}
} else {
if (!opengl_Blending_on) {
dglEnable(GL_BLEND);
opengl_Blending_on = true;
}
}
switch (atype) {
case AT_ALWAYS:
case AT_TEXTURE:
rend_SetAlphaValue(255);
dglBlendFunc(GL_ONE, GL_ZERO);
break;
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 PosColorUVVertex{
{pnt->p3_sx + gpu_state.clip_x1, pnt->p3_sy + gpu_state.clip_y1, -std::clamp(1.0f - (1.0f / (pnt->p3_z + Z_bias)), 0.0f, 1.0f)},
DeterminePointColor(pnt, false, false, true), // extras??
tex_array{ /* unused */ }
};
});
dglVertexPointer(3, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].pos);
dglColorPointer(4, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].color);
dglDrawArrays(GL_LINES, 0, vertices.size());
}
// Takes a screenshot of the current frame and puts it into the handle passed
std::unique_ptr rend_Screenshot() {
uint16_t *dest_data;
uint32_t *temp_data;
int total = gpu_state.screen_width * gpu_state.screen_height;
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 (int i = 0; i < h; i++) {
for (int 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(NULL, &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) {
WindowGL = 1;
return opengl_Init(app, pref_state);
}
// Shuts down OpenGL in a window
void rend_CloseOpenGLWindow(void) {
opengl_Close();
WindowGL = 0;
OpenGL_window_initted = 0;
mprintf(1, "SHUTTING DOWN WINDOWED OPENGL!");
}
// Sets the hardware bias level for coplanar polygons
// This helps reduce z buffer artifacts
void rend_SetCoplanarPolygonOffset(float factor) {
if (factor == 0.0f) {
dglDisable(GL_POLYGON_OFFSET_FILL);
} else {
dglEnable(GL_POLYGON_OFFSET_FILL);
dglPolygonOffset(-1.0f, -1.0f);
}
}
// returns the direct draw object
void *rend_RetrieveDirectDrawObj(void **frontsurf, void **backsurf) {
*frontsurf = NULL;
*backsurf = NULL;
return NULL;
}
void rend_TransformSetToPassthru(void) {
int width = gpu_state.screen_width;
int height = gpu_state.screen_height;
// 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);
}