/* * 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 "RendererConfig.h" #ifndef USE_SOFTWARE_TNL #include "byteswap.h" #if defined(WIN32) #include #include "ddraw.h" #elif defined(__LINUX__) #include "linux/linux_fix.h" #include "lnxscreenmode.h" #else #endif #include "DDAccess.h" #include "pstypes.h" #include "pserror.h" #include "mono.h" #include "3d.h" #include "renderer.h" #include "ddvid.h" #include "ddio.h" #include "application.h" #include "bitmap.h" #include "lightmap.h" #include "rend_opengl.h" #include "grdefs.h" #include "mem.h" #include "rtperformance.h" #include #include #include #include "HardwareInternal.h" #include "../Descent3/args.h" #define DECLARE_OPENGL #include "dyna_gl.h" #if defined(WIN32) #include "win/arb_extensions.h" #endif #include int FindArg(const char *); void rend_SetLightingState(light_state state); #define CHANGE_RESOLUTION_IN_FULLSCREEN // The font characteristics static float rend_FontRed[4], rend_FontBlue[4], rend_FontGreen[4], rend_FontAlpha[4]; char Renderer_error_message[256] = "Generic renderer error"; // The following values are referenced by the game code, but only // UseMultitexture is actually referenced and used in this code - and // even that can probably go away and we just assume there is more than // one texture unit (which, since I believe OpenGL 1.2 is a requirement) bool UseHardware = true; bool NoLightmaps = false; bool StateLimited = false; bool UseMultitexture = false; bool UseWBuffer = false; // General renderer states int Overlay_map = -1; int Bump_map = 0; int Bumpmap_ready = 0; ubyte Overlay_type = OT_NONE; float Z_bias = 0.0f; ubyte Renderer_close_flag = 0; ubyte Renderer_initted = 0; renderer_type Renderer_type = RENDERER_OPENGL; int WindowGL = 0; extern matrix Unscaled_matrix; extern vector View_position; #ifndef GL_UNSIGNED_SHORT_5_5_5_1 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #endif #ifndef GL_UNSIGNED_SHORT_4_4_4_4 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif #define CHECK_ERROR(x) #if defined(WIN32) // Moved from DDGR library static HWND hOpenGLWnd = NULL; static HDC hOpenGLDC = NULL; HGLRC ResourceContext; static WORD Saved_gamma_values[256 * 3]; #elif defined(__LINUX__) SDL_Window *GSDLWindow = NULL; SDL_GLContext GSDLGLContext = NULL; char loadedLibrary[_MAX_PATH]; #else #endif #define GET_WRAP_STATE(x) (x >> 4) #define GET_FILTER_STATE(x) (x & 0x0f) #define SET_WRAP_STATE(x, s) \ { \ x &= 0x0F; \ x |= (s << 4); \ } #define SET_FILTER_STATE(x, s) \ { \ x &= 0xF0; \ x |= (s); \ } // OpenGL Stuff static int OpenGL_window_initted = 0; static int OpenGL_polys_drawn = 0; static int OpenGL_verts_processed = 0; static int OpenGL_uploads = 0; static int OpenGL_sets_this_frame[10]; static int OpenGL_packed_pixels = 0; static int Cur_texture_object_num = 1; static int OpenGL_cache_initted = 0; static int OpenGL_last_bound[2]; static int Last_texel_unit_set = -1; static int OpenGL_last_frame_polys_drawn = 0; static int OpenGL_last_frame_verts_processed = 0; static int OpenGL_last_uploaded = 0; static float OpenGL_Alpha_factor = 1.0f; #ifndef RELEASE // This is for the Microsoft OpenGL reference driver // Setting this will turn off bilinear filtering and zbuffer so we can get decent // framerates to discern driver problems static ubyte Fast_test_render = 0; #endif #if defined(_USE_OGL_ACTIVE_TEXTURES) PFNGLACTIVETEXTUREARBPROC oglActiveTextureARB = NULL; PFNGLCLIENTACTIVETEXTUREARBPROC oglClientActiveTextureARB = NULL; PFNGLMULTITEXCOORD4FARBPROC oglMultiTexCoord4f = NULL; #endif ushort *OpenGL_bitmap_remap = NULL; ushort *OpenGL_lightmap_remap = NULL; ubyte *OpenGL_bitmap_states = NULL; ubyte *OpenGL_lightmap_states = NULL; uint *opengl_Upload_data = NULL; uint *opengl_Translate_table = NULL; uint *opengl_4444_translate_table = NULL; ushort *opengl_packed_Upload_data = NULL; ushort *opengl_packed_Translate_table = NULL; ushort *opengl_packed_4444_translate_table = NULL; rendering_state OpenGL_state; static float Alpha_multiplier = 1.0f; renderer_preferred_state OpenGL_preferred_state = {0, 1, 1.5}; // These structs are for drawing with OpenGL vertex arrays // Useful for fast indexing typedef struct { float r, g, b, a; } color_array; typedef struct { float s, t, r, w; } tex_array; vector GL_verts[100]; color_array GL_colors[100]; tex_array GL_tex_coords[100]; tex_array GL_tex_coords2[100]; bool OpenGL_multitexture_state = false; module *OpenGLDLLHandle = NULL; int Already_loaded = 0; bool opengl_Blending_on = 0; static oeApplication *ParentApplication = NULL; #if 0 int checkForGLErrors( const char *file, int line ) { /* int errors = 0 ; int counter = 0 ; static int errcnt = 0; if(!dglGetError) return 0; while ( counter < 1000 ) { GLenum x = dglGetError() ; if ( x == GL_NO_ERROR ) return errors ; printf( "%s:%d OpenGL error: %s [%08x]\n", file,line, gluErrorString ( x ), errcnt++ ) ; errors++ ; counter++ ; } */ const char *sdlp = SDL_GetError(); if(sdlp && *sdlp) mprintf((0,"SDL: %s",sdlp)); return 1; } #endif // Sets up multi-texturing using ARB extensions void opengl_GetDLLFunctions(void) { #if defined(WIN32) oglActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)dwglGetProcAddress("glActiveTextureARB"); if (!oglActiveTextureARB) goto dll_error; oglClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)dwglGetProcAddress("glClientActiveTextureARB"); if (!oglClientActiveTextureARB) goto dll_error; oglMultiTexCoord4f = (PFNGLMULTITEXCOORD4FARBPROC)dwglGetProcAddress("glMultiTexCoord4f"); if (!oglMultiTexCoord4f) goto dll_error; #else #define mod_GetSymbol(x, funcStr, y) __SDL_mod_GetSymbol(funcStr) oglActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glActiveTextureARB", 255); oglClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glClientActiveTextureARB", 255); oglMultiTexCoord4f = (PFNGLMULTITEXCOORD4FARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glMultiTexCoord4f", 255); if (!oglMultiTexCoord4f) { oglMultiTexCoord4f = (PFNGLMULTITEXCOORD4FARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glMultiTexCoord4fARB", 255); } if (oglActiveTextureARB == NULL || oglClientActiveTextureARB == NULL || oglMultiTexCoord4f == NULL) { goto dll_error; } #undef mod_GetSymbol #endif UseMultitexture = true; return; dll_error: oglActiveTextureARB = NULL; oglClientActiveTextureARB = NULL; oglMultiTexCoord4f = NULL; UseMultitexture = false; } // returns true if the passed in extension name is supported bool opengl_CheckExtension(const char *extName) { const char *p = (const char *)dglGetString(GL_EXTENSIONS); int extNameLen = strlen(extName); const char *end = p + strlen(p); while (p < end) { int n = strcspn(p, " "); if ((extNameLen == n) && (strncmp(extName, p, n) == 0)) return true; p += (n + 1); } return false; } // Gets some specific information about this particular flavor of opengl void opengl_GetInformation() { mprintf((0, "OpenGL Vendor: %s\n", dglGetString(GL_VENDOR))); mprintf((0, "OpenGL Renderer: %s\n", dglGetString(GL_RENDERER))); mprintf((0, "OpenGL Version: %s\n", dglGetString(GL_VERSION))); mprintf((0, "OpenGL Extensions: %s\n", dglGetString(GL_EXTENSIONS))); /* #ifndef RELEASE // If this is the microsoft driver, then make stuff go faster const ubyte *renderer=dglGetString(GL_RENDERER); if (!(strnicmp ((const char *)renderer,"GDI",3))) Fast_test_render=1; else Fast_test_render=0; #endif */ } int opengl_MakeTextureObject(int tn) { int num = Cur_texture_object_num; Cur_texture_object_num++; if (UseMultitexture && Last_texel_unit_set != tn) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + tn); Last_texel_unit_set = tn; #endif } dglBindTexture(GL_TEXTURE_2D, num); dglPixelStorei(GL_UNPACK_ALIGNMENT, 2); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // glTexEnvf (GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); CHECK_ERROR(2) return num; } int opengl_InitCache(void) { OpenGL_bitmap_remap = (ushort *)mem_malloc(MAX_BITMAPS * 2); ASSERT(OpenGL_bitmap_remap); OpenGL_lightmap_remap = (ushort *)mem_malloc(MAX_LIGHTMAPS * 2); ASSERT(OpenGL_lightmap_remap); OpenGL_bitmap_states = (ubyte *)mem_malloc(MAX_BITMAPS); ASSERT(OpenGL_bitmap_states); OpenGL_lightmap_states = (ubyte *)mem_malloc(MAX_LIGHTMAPS); ASSERT(OpenGL_lightmap_states); Cur_texture_object_num = 1; // Setup textures and cacheing int i; for (i = 0; i < MAX_BITMAPS; i++) { OpenGL_bitmap_remap[i] = 65535; OpenGL_bitmap_states[i] = 255; GameBitmaps[i].flags |= BF_CHANGED | BF_BRAND_NEW; } for (i = 0; i < MAX_LIGHTMAPS; i++) { OpenGL_lightmap_remap[i] = 65535; OpenGL_lightmap_states[i] = 255; GameLightmaps[i].flags |= LF_CHANGED | LF_BRAND_NEW; } dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (UseMultitexture) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + 1); dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); oglActiveTextureARB(GL_TEXTURE0_ARB + 0); #endif } CHECK_ERROR(3) OpenGL_cache_initted = 1; return 1; } // Sets default states for our renderer void opengl_SetDefaults() { mprintf((0, "Setting states\n")); OpenGL_state.cur_color = 0x00FFFFFF; OpenGL_state.cur_bilinear_state = -1; OpenGL_state.cur_zbuffer_state = -1; OpenGL_state.cur_texture_quality = -1; OpenGL_state.cur_light_state = LS_GOURAUD; OpenGL_state.cur_color_model = CM_MONO; OpenGL_state.cur_bilinear_state = -1; OpenGL_state.cur_alpha_type = AT_TEXTURE; // Enable some states dglAlphaFunc(GL_GREATER, 0); dglEnable(GL_ALPHA_TEST); dglEnable(GL_BLEND); dglEnable(GL_DITHER); opengl_Blending_on = true; #ifndef RELEASE if (Fast_test_render) { dglDisable(GL_DITHER); } #endif rend_SetAlphaType(AT_ALWAYS); rend_SetAlphaValue(255); rend_SetFiltering(1); rend_SetLightingState(LS_NONE); rend_SetTextureType(TT_FLAT); rend_SetColorModel(CM_RGB); rend_SetZBufferState(1); rend_SetZValues(0, 3000); opengl_SetGammaValue(OpenGL_preferred_state.gamma); OpenGL_last_bound[0] = 9999999; OpenGL_last_bound[1] = 9999999; Last_texel_unit_set = -1; OpenGL_multitexture_state = false; dglEnableClientState(GL_VERTEX_ARRAY); dglEnableClientState(GL_COLOR_ARRAY); dglEnableClientState(GL_TEXTURE_COORD_ARRAY); dglVertexPointer(3, GL_FLOAT, 0, GL_verts); dglColorPointer(4, GL_FLOAT, 0, GL_colors); dglTexCoordPointer(4, GL_FLOAT, 0, GL_tex_coords); dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); dglHint(GL_FOG_HINT, GL_NICEST); dglEnable(GL_SCISSOR_TEST); dglScissor(0, 0, OpenGL_state.screen_width, OpenGL_state.screen_height); dglDisable(GL_SCISSOR_TEST); dglDepthRange(0.0f, 1.0f); if (UseMultitexture) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + 1); oglClientActiveTextureARB(GL_TEXTURE0_ARB + 1); dglEnableClientState(GL_TEXTURE_COORD_ARRAY); dglTexCoordPointer(4, GL_FLOAT, 0, GL_tex_coords2); dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); dglHint(GL_FOG_HINT, GL_NICEST); oglClientActiveTextureARB(GL_TEXTURE0_ARB + 0); dglDisable(GL_TEXTURE_2D); dglAlphaFunc(GL_GREATER, 0); dglEnable(GL_ALPHA_TEST); dglEnable(GL_BLEND); dglEnable(GL_DITHER); dglBlendFunc(GL_DST_COLOR, GL_ZERO); oglActiveTextureARB(GL_TEXTURE0_ARB + 0); #endif } } #if defined(WIN32) // Check for OpenGL support, int opengl_Setup(HDC glhdc) { if (!Already_loaded) { if (!(OpenGLDLLHandle = LoadOpenGLDLL("opengl32.dll"))) { rend_SetErrorMessage("Failed to load opengl dll!\n"); Int3(); return 0; } } // Finds an acceptable pixel format to render to PIXELFORMATDESCRIPTOR pfd, pfd_copy; int pf; memset(&pfd, 0, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_GENERIC_ACCELERATED; pfd.iPixelType = PFD_TYPE_RGBA; /*if (!WindowGL) { if (OpenGL_preferred_state.bit_depth==32) { pfd.cColorBits = 32; pfd.cDepthBits = 32; } else { pfd.cColorBits = OpenGL_preferred_state.bit_depth; pfd.cDepthBits =OpenGL_preferred_state.bit_depth; } pfd.cColorBits = 16; pfd.cDepthBits =16; } else { pfd.cColorBits = 16; pfd.cDepthBits =16; }*/ // Find the user's "best match" PFD pf = ChoosePixelFormat(glhdc, &pfd); if (pf == 0) { Int3(); // FreeLibrary(opengl_dll_handle); return NULL; } mprintf((0, "Choose pixel format successful!\n")); // Try and set the new PFD if (SetPixelFormat(glhdc, pf, &pfd) == FALSE) { DWORD ret = GetLastError(); Int3(); // FreeLibrary(opengl_dll_handle); return NULL; } mprintf((0, "SetPixelFormat successful!\n")); // Get a copy of the newly set PFD if (DescribePixelFormat(glhdc, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd_copy) == 0) { Int3(); // FreeLibrary(opengl_dll_handle); return NULL; } // Check the returned PFD to see if it is hardware accelerated if ((pfd_copy.dwFlags & PFD_GENERIC_ACCELERATED) == 0 && (pfd_copy.dwFlags & PFD_GENERIC_FORMAT) != 0) { Int3(); // FreeLibrary(opengl_dll_handle); return NULL; } // Create an OpenGL context, and make it the current context ResourceContext = dwglCreateContext((HDC)glhdc); if (ResourceContext == NULL) { DWORD ret = GetLastError(); // FreeLibrary(opengl_dll_handle); Int3(); return NULL; } ASSERT(ResourceContext != NULL); mprintf((0, "Making context current\n")); dwglMakeCurrent((HDC)glhdc, ResourceContext); Already_loaded = 1; return 1; } #elif defined(__LINUX__) #ifdef __CHECK_FOR_TOO_SLOW_RENDERING__ static long minimumAcceptableRender = -1; static Uint32 lastSwapTicks = 0; static int tooSlowCount = 0; static int tooSlowChecksLeft = 0; void setMinimumAcceptableRenderTime(int ms) { if (nofpscheck) return; minimumAcceptableRender = ms; lastSwapTicks = SDL_GetTicks(); tooSlowCount = 0; tooSlowChecksLeft = 15; // check 15 frames. } #endif extern bool linux_permit_gamma; extern renderer_preferred_state Render_preferred_state; extern bool ddio_mouseGrabbed; int SDLCALL d3SDLEventFilter(void *userdata, SDL_Event *event); int opengl_Setup(oeApplication *app, int *width, int *height) { // rcg11192000 don't check for FPS. #ifdef __CHECK_FOR_TOO_SLOW_RENDERING__ nofpscheck = (FindArgChar("-nofpscheck", 'H') != 0); // rcg01252000 reset these, so they don't barf if we change // video modes for a movie or whatnot in the middle of // checking rendering speed... minimumAcceptableRender = -1; lastSwapTicks = 0; tooSlowCount = 0; tooSlowChecksLeft = 0; #endif // rcg09182000 don't need to quitsubsystem anymore... // SDL_QuitSubSystem(SDL_INIT_VIDEO); // here goes nothing... // Already_loaded = false; SDL_ClearError(); int rc = SDL_Init(SDL_INIT_VIDEO); if (rc != 0) { char buffer[512]; snprintf(buffer, sizeof(buffer), "SDL_GetError() reports \"%s\".\n", SDL_GetError()); fprintf(stderr, "SDL: SDL_Init() failed! rc == (%d).\n", rc); fprintf(stderr, "%s", buffer); rend_SetErrorMessage(buffer); return (0); } // if SDL_SetEventFilter(d3SDLEventFilter, NULL); bool fullscreen = false; 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... OpenGLDLLHandle = LoadOpenGLDLL("libGL.so.1"); if (!(OpenGLDLLHandle)) { success = false; } } // if if (success == false) { char buffer[512]; snprintf(buffer, sizeof(buffer), "Failed to load library [%s].\n", gl_library); fprintf(stderr, "%s", buffer); rend_SetErrorMessage(buffer); return 0; } // if } #ifdef __PERMIT_GL_LOGGING if (FindArg("-gllogging")) { printf("\n" "************************************************************\n" "************************************************************\n" "************************************************************\n" "************************************************************\n" "************************************************************\n" "******** GL LOGGING ENABLED. ***************************\n" "************************************************************\n" "************************************************************\n" "************************************************************\n" "************************************************************\n" "************************************************************\n" "\n"); DGL_EnableLogging(1); __glLog = true; } // if #endif SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); Uint32 flags = SDL_WINDOW_OPENGL; if (fullscreen) { flags |= SDL_WINDOW_FULLSCREEN; } GSDLWindow = SDL_CreateWindow("Descent 3", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, *width, *height, flags); if (!GSDLWindow) { mprintf((0, "OpenGL: SDL window creation failed: %s", SDL_GetError())); return 0; } GSDLGLContext = SDL_GL_CreateContext(GSDLWindow); if (!GSDLGLContext) { mprintf((0, "OpenGL: OpenGL context creation failed: %s", SDL_GetError())); SDL_DestroyWindow(GSDLWindow); GSDLWindow = NULL; return 0; } if (!FindArg("-nomousecap")) { 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); } Already_loaded = 1; return 1; } #endif // Sets up our OpenGL rendering context // Returns 1 if ok, 0 if something bad int opengl_Init(oeApplication *app, renderer_preferred_state *pref_state) { int width, height; int retval = 1; int i; mprintf((0, "Setting up opengl mode!\n")); if (pref_state) { OpenGL_preferred_state = *pref_state; } if (app != NULL) { ParentApplication = app; } int windowX = 0, windowY = 0; #if defined(WIN32) /*********************************************************** * WINDOWS OPENGL *********************************************************** */ static HWnd hwnd = NULL; if (ParentApplication != NULL) { hwnd = static_cast(reinterpret_cast(ParentApplication)->m_hWnd); } if (!WindowGL) { // First set our display mode // Create direct draw surface DEVMODE devmode; devmode.dmSize = sizeof(devmode); devmode.dmBitsPerPel = 16; // devmode.dmBitsPerPel=OpenGL_preferred_state.bit_depth; devmode.dmPelsWidth = OpenGL_preferred_state.width; devmode.dmPelsHeight = OpenGL_preferred_state.height; devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; #ifdef CHANGE_RESOLUTION_IN_FULLSCREEN int retval = ChangeDisplaySettings(&devmode, 0); #else int retval = DISP_CHANGE_SUCCESSFUL; #endif if (retval != DISP_CHANGE_SUCCESSFUL) { mprintf((0, "Display mode change failed (err=%d), trying default!\n", retval)); retval = -1; devmode.dmBitsPerPel = 16; devmode.dmPelsWidth = 640; devmode.dmPelsHeight = 480; devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; retval = ChangeDisplaySettings(&devmode, 0); if (retval != DISP_CHANGE_SUCCESSFUL) { mprintf((0, "OpenGL_INIT:Change display setting failed failed!\n")); rend_SetErrorMessage("OGL: ChangeDisplaySettings failed. Make sure your desktop is set to 16bit mode!"); ChangeDisplaySettings(NULL, 0); opengl_Close(); return 0; } else { OpenGL_preferred_state.bit_depth = 16; OpenGL_preferred_state.width = 640; OpenGL_preferred_state.height = 480; } } else { mprintf((0, "Setdisplaymode to %d x %d (%d bits) is successful!\n", OpenGL_preferred_state.width, OpenGL_preferred_state.height, OpenGL_preferred_state.bit_depth)); } } memset(&OpenGL_state, 0, sizeof(rendering_state)); // These values are set here - samir if (app != NULL) { hOpenGLWnd = (HWND)((oeWin32Application *)app)->m_hWnd; } hOpenGLDC = GetDC(hOpenGLWnd); if (WindowGL) { RECT rect; POINT topLeft; GetClientRect((HWND)hOpenGLWnd, &rect); topLeft.x = rect.left; topLeft.y = rect.top; ClientToScreen((HWND)hOpenGLWnd, &topLeft); width = rect.right - rect.left + 1; height = rect.bottom - rect.top + 1; windowX = topLeft.x; windowY = topLeft.y; } else { SetWindowPos(hOpenGLWnd, HWND_TOPMOST, 0, 0, OpenGL_preferred_state.width, OpenGL_preferred_state.height, SWP_FRAMECHANGED); width = OpenGL_preferred_state.width; height = OpenGL_preferred_state.height; RECT rect; GetWindowRect((HWND)hOpenGLWnd, &rect); mprintf((0, "rect=%d %d %d %d\n", rect.top, rect.right, rect.bottom, rect.left)); } OpenGL_state.screen_width = width; OpenGL_state.screen_height = height; if (!opengl_Setup(hOpenGLDC)) { opengl_Close(); return 0; } // Save gamma values for later GetDeviceGammaRamp(hOpenGLDC, (LPVOID)Saved_gamma_values); #elif defined(__LINUX__) /*********************************************************** * LINUX OPENGL *********************************************************** */ // Setup OpenGL_state.screen_width & OpenGL_state.screen_height & width & height width = OpenGL_preferred_state.width; height = OpenGL_preferred_state.height; if (!opengl_Setup(app, &width, &height)) { opengl_Close(); return 0; } memset(&OpenGL_state, 0, sizeof(rendering_state)); OpenGL_state.screen_width = width; OpenGL_state.screen_height = height; #else // Setup OpenGL_state.screen_width & OpenGL_state.screen_height & width & height #endif // Get some info opengl_GetInformation(); mprintf((0, "Setting up multitexture...\n")); // Determine if Multitexture is supported bool supportsMultiTexture = opengl_CheckExtension("GL_ARB_multitexture"); if (!supportsMultiTexture) { supportsMultiTexture = opengl_CheckExtension("GL_SGIS_multitexture"); } if (FindArg("-NoMultitexture")) { supportsMultiTexture = false; } if (supportsMultiTexture) { // attempt to grab Multitexture functions opengl_GetDLLFunctions(); } else { // No multitexture at all UseMultitexture = false; } // Do we have packed pixel formats? OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels"); opengl_InitCache(); if (UseMultitexture) { mprintf((0, "Using multitexture.")); } else { mprintf((0, "Not using multitexture.")); } if (OpenGL_packed_pixels) { opengl_packed_Upload_data = (ushort *)mem_malloc(2048 * 2048 * 2); opengl_packed_Translate_table = (ushort *)mem_malloc(65536 * 2); opengl_packed_4444_translate_table = (ushort *)mem_malloc(65536 * 2); ASSERT(opengl_packed_Upload_data); ASSERT(opengl_packed_Translate_table); ASSERT(opengl_packed_4444_translate_table); mprintf((0, "Building packed OpenGL translate table...\n")); for (i = 0; i < 65536; i++) { int r = (i >> 10) & 0x1f; int g = (i >> 5) & 0x1f; int b = i & 0x1f; #ifdef BRIGHTNESS_HACK r *= BRIGHTNESS_HACK; g *= BRIGHTNESS_HACK; b *= BRIGHTNESS_HACK; if (r > 0x1F) r = 0x1F; if (g > 0x1F) g = 0x1F; if (b > 0x1F) b = 0x1F; #endif ushort pix; if (!(i & OPAQUE_FLAG)) { pix = 0; } else { pix = (r << 11) | (g << 6) | (b << 1) | 1; } opengl_packed_Translate_table[i] = INTEL_INT(pix); // 4444 table int a = (i >> 12) & 0xf; r = (i >> 8) & 0xf; g = (i >> 4) & 0xf; b = i & 0xf; pix = (r << 12) | (g << 8) | (b << 4) | a; opengl_packed_4444_translate_table[i] = INTEL_INT(pix); } } else { opengl_Upload_data = (uint *)mem_malloc(2048 * 2048 * 4); opengl_Translate_table = (uint *)mem_malloc(65536 * 4); opengl_4444_translate_table = (uint *)mem_malloc(65536 * 4); ASSERT(opengl_Upload_data); ASSERT(opengl_Translate_table); ASSERT(opengl_4444_translate_table); mprintf((0, "Building OpenGL translate table...\n")); for (i = 0; i < 65536; i++) { uint pix; int r = (i >> 10) & 0x1f; int g = (i >> 5) & 0x1f; int b = i & 0x1f; #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) OpenGL_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() { CHECK_ERROR(5) uint *delete_list = (uint *)mem_malloc(Cur_texture_object_num * sizeof(int)); ASSERT(delete_list); for (int i = 1; i < Cur_texture_object_num; i++) delete_list[i] = i; if (Cur_texture_object_num > 1) dglDeleteTextures(Cur_texture_object_num, (const uint *)delete_list); mem_free(delete_list); #if defined(WIN32) if (dwglMakeCurrent) dwglMakeCurrent(NULL, NULL); if (dwglDeleteContext) dwglDeleteContext(ResourceContext); // Change our display back if (!WindowGL) { #ifdef CHANGE_RESOLUTION_IN_FULLSCREEN ChangeDisplaySettings(NULL, 0); #endif } #elif defined(__LINUX__) if (GSDLGLContext) { SDL_GL_MakeCurrent(NULL, NULL); SDL_GL_DeleteContext(GSDLGLContext); GSDLGLContext = NULL; } if (GSDLWindow) { SDL_DestroyWindow(GSDLWindow); GSDLWindow = NULL; } #else #endif if (OpenGL_packed_pixels) { if (opengl_packed_Upload_data) { mem_free(opengl_packed_Upload_data); } if (opengl_packed_Translate_table) { mem_free(opengl_packed_Translate_table); } if (opengl_packed_4444_translate_table) { mem_free(opengl_packed_4444_translate_table); } opengl_packed_Upload_data = NULL; opengl_packed_Translate_table = NULL; opengl_packed_4444_translate_table = NULL; } else { if (opengl_Upload_data) mem_free(opengl_Upload_data); if (opengl_Translate_table) mem_free(opengl_Translate_table); if (opengl_4444_translate_table) mem_free(opengl_4444_translate_table); opengl_Upload_data = NULL; opengl_Translate_table = NULL; opengl_4444_translate_table = NULL; } if (OpenGL_cache_initted) { mem_free(OpenGL_lightmap_remap); mem_free(OpenGL_bitmap_remap); mem_free(OpenGL_lightmap_states); mem_free(OpenGL_bitmap_states); OpenGL_cache_initted = 0; } #if defined(WIN32) // Restore gamma values SetDeviceGammaRamp(hOpenGLDC, (LPVOID)Saved_gamma_values); // I'm freeing the DC here - samir ReleaseDC(hOpenGLWnd, hOpenGLDC); #elif defined(__LINUX__) #else #endif // mod_FreeModule (OpenGLDLLHandle); OpenGL_state.initted = 0; } // Takes our 16bit format and converts it into the memory scheme that OpenGL wants void opengl_TranslateBitmapToOpenGL(int texnum, int bm_handle, int map_type, int replace, int tn) { ushort *bm_ptr; int w, h; int size; if (UseMultitexture && Last_texel_unit_set != tn) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + tn); Last_texel_unit_set = tn; #endif } if (map_type == MAP_TYPE_LIGHTMAP) { if (GameLightmaps[bm_handle].flags & LF_BRAND_NEW) replace = 0; bm_ptr = lm_data(bm_handle); GameLightmaps[bm_handle].flags &= ~(LF_CHANGED | LF_BRAND_NEW); w = lm_w(bm_handle); h = lm_h(bm_handle); size = GameLightmaps[bm_handle].square_res; } else { if (GameBitmaps[bm_handle].flags & BF_BRAND_NEW) replace = 0; bm_ptr = bm_data(bm_handle, 0); GameBitmaps[bm_handle].flags &= ~(BF_CHANGED | BF_BRAND_NEW); w = bm_w(bm_handle, 0); h = bm_h(bm_handle, 0); size = w; } if (OpenGL_last_bound[tn] != texnum) { dglBindTexture(GL_TEXTURE_2D, texnum); OpenGL_sets_this_frame[0]++; OpenGL_last_bound[tn] = texnum; } int i; if (OpenGL_packed_pixels) { if (map_type == MAP_TYPE_LIGHTMAP) { ushort *left_data = (ushort *)opengl_packed_Upload_data; int bm_left = 0; for (int i = 0; i < h; i++, left_data += size, bm_left += w) { ushort *dest_data = left_data; for (int t = 0; t < w; t++) { *dest_data++ = opengl_packed_Translate_table[bm_ptr[bm_left + t]]; } } if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, opengl_packed_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, size, size, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, opengl_packed_Upload_data); } } else { int limit = 0; if (bm_mipped(bm_handle)) { limit = NUM_MIP_LEVELS + 3; } else { limit = 1; } for (int m = 0; m < limit; m++) { if (m < NUM_MIP_LEVELS) { bm_ptr = bm_data(bm_handle, m); w = bm_w(bm_handle, m); h = bm_h(bm_handle, m); } else { bm_ptr = bm_data(bm_handle, NUM_MIP_LEVELS - 1); w = bm_w(bm_handle, NUM_MIP_LEVELS - 1); h = bm_h(bm_handle, NUM_MIP_LEVELS - 1); w >>= m - (NUM_MIP_LEVELS - 1); h >>= m - (NUM_MIP_LEVELS - 1); if ((w < 1) || (h < 1)) continue; } if (bm_format(bm_handle) == BITMAP_FORMAT_4444) { // Do 4444 if (bm_mipped(bm_handle)) { for (i = 0; i < w * h; i++) opengl_packed_Upload_data[i] = 0xf | (opengl_packed_4444_translate_table[bm_ptr[i]]); } else { for (i = 0; i < w * h; i++) opengl_packed_Upload_data[i] = opengl_packed_4444_translate_table[bm_ptr[i]]; } if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, opengl_packed_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA4, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, opengl_packed_Upload_data); } } else { // Do 1555 for (i = 0; i < w * h; i++) { opengl_packed_Upload_data[i] = opengl_packed_Translate_table[bm_ptr[i]]; } if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, opengl_packed_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, m, GL_RGB5_A1, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, opengl_packed_Upload_data); } } } } } else { if (map_type == MAP_TYPE_LIGHTMAP) { uint *left_data = (uint *)opengl_Upload_data; int bm_left = 0; for (int i = 0; i < h; i++, left_data += size, bm_left += w) { uint *dest_data = left_data; for (int t = 0; t < w; t++) { *dest_data++ = opengl_Translate_table[bm_ptr[bm_left + t]]; } } if (size > 0) { if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data); } } } else { int limit = 0; if (bm_mipped(bm_handle)) { limit = NUM_MIP_LEVELS + 3; // ryan added +3. } else { limit = 1; } for (int m = 0; m < limit; m++) { bm_ptr = bm_data(bm_handle, m); w = bm_w(bm_handle, m); h = bm_h(bm_handle, m); if (bm_format(bm_handle) == BITMAP_FORMAT_4444) { // Do 4444 if (bm_mipped(bm_handle)) { for (i = 0; i < w * h; i++) opengl_Upload_data[i] = INTEL_INT((255 << 24)) | opengl_4444_translate_table[bm_ptr[i]]; } else { for (i = 0; i < w * h; i++) opengl_Upload_data[i] = opengl_4444_translate_table[bm_ptr[i]]; } } else { // Do 1555 for (i = 0; i < w * h; i++) opengl_Upload_data[i] = opengl_Translate_table[bm_ptr[i]]; } // rcg06262000 my if wrapper. if ((w > 0) && (h > 0)) { if (replace) { dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data); } else { dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data); } } } } } // mprintf ((1,"Doing slow upload to opengl!\n")); if (map_type == MAP_TYPE_LIGHTMAP) { GameLightmaps[bm_handle].flags &= ~LF_LIMITS; } CHECK_ERROR(6) OpenGL_uploads++; } extern bool Force_one_texture; // Utilizes a LRU cacheing scheme to select/upload textures the opengl driver int opengl_MakeBitmapCurrent(int handle, int map_type, int tn) { int w, h; int texnum; if (map_type == MAP_TYPE_LIGHTMAP) { w = GameLightmaps[handle].square_res; h = GameLightmaps[handle].square_res; } else { if (Force_one_texture) { handle = 0; } w = bm_w(handle, 0); h = bm_h(handle, 0); } if (w != h) { mprintf((0, "Can't use non-square textures with OpenGL!\n")); return 0; } // See if the bitmaps is already in the cache if (map_type == MAP_TYPE_LIGHTMAP) { if (OpenGL_lightmap_remap[handle] == 65535) { texnum = opengl_MakeTextureObject(tn); SET_WRAP_STATE(OpenGL_lightmap_states[handle], 1); SET_FILTER_STATE(OpenGL_lightmap_states[handle], 0); OpenGL_lightmap_remap[handle] = texnum; opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 0, tn); } else { texnum = OpenGL_lightmap_remap[handle]; if (GameLightmaps[handle].flags & LF_CHANGED) opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 1, tn); } } else { if (OpenGL_bitmap_remap[handle] == 65535) { texnum = opengl_MakeTextureObject(tn); SET_WRAP_STATE(OpenGL_bitmap_states[handle], 1); SET_FILTER_STATE(OpenGL_bitmap_states[handle], 0); OpenGL_bitmap_remap[handle] = texnum; opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 0, tn); } else { texnum = OpenGL_bitmap_remap[handle]; if (GameBitmaps[handle].flags & BF_CHANGED) { opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 1, tn); } } } if (OpenGL_last_bound[tn] != texnum) { if (UseMultitexture && Last_texel_unit_set != tn) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + tn); Last_texel_unit_set = tn; #endif } dglBindTexture(GL_TEXTURE_2D, texnum); OpenGL_last_bound[tn] = texnum; OpenGL_sets_this_frame[0]++; } CHECK_ERROR(7) return 1; } // Sets up an appropriate wrap type for the current bound texture void opengl_MakeWrapTypeCurrent(int handle, int map_type, int tn) { int uwrap; wrap_type dest_wrap; if (tn == 1) dest_wrap = WT_CLAMP; else dest_wrap = OpenGL_state.cur_wrap_type; if (map_type == MAP_TYPE_LIGHTMAP) uwrap = GET_WRAP_STATE(OpenGL_lightmap_states[handle]); else uwrap = GET_WRAP_STATE(OpenGL_bitmap_states[handle]); if (uwrap == dest_wrap) return; if (UseMultitexture && Last_texel_unit_set != tn) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + tn); Last_texel_unit_set = tn; #endif } OpenGL_sets_this_frame[1]++; if (OpenGL_state.cur_wrap_type == WT_CLAMP) { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } else if (OpenGL_state.cur_wrap_type == WT_WRAP_V) { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } else { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } if (map_type == MAP_TYPE_LIGHTMAP) { SET_WRAP_STATE(OpenGL_lightmap_states[handle], dest_wrap); } else { SET_WRAP_STATE(OpenGL_bitmap_states[handle], dest_wrap); } CHECK_ERROR(8) } // Chooses the correct filter type for the currently bound texture void opengl_MakeFilterTypeCurrent(int handle, int map_type, int tn) { int magf; sbyte dest_state; if (map_type == MAP_TYPE_LIGHTMAP) { magf = GET_FILTER_STATE(OpenGL_lightmap_states[handle]); dest_state = 1; } else { magf = GET_FILTER_STATE(OpenGL_bitmap_states[handle]); dest_state = OpenGL_preferred_state.filtering; if (!OpenGL_state.cur_bilinear_state) dest_state = 0; } if (magf == dest_state) return; #if (defined(_USE_OGL_ACTIVE_TEXTURES)) if (UseMultitexture && Last_texel_unit_set != tn) { oglActiveTextureARB(GL_TEXTURE0_ARB + tn); Last_texel_unit_set = tn; } #endif OpenGL_sets_this_frame[2]++; if (dest_state) { if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); } else { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } } else { if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) { // dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); } else { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } if (map_type == MAP_TYPE_LIGHTMAP) { SET_FILTER_STATE(OpenGL_lightmap_states[handle], dest_state); } else { SET_FILTER_STATE(OpenGL_bitmap_states[handle], dest_state); } CHECK_ERROR(9) } // returns the alpha that we should use float opengl_GetAlphaMultiplier(void) { switch (OpenGL_state.cur_alpha_type) { case AT_ALWAYS: return 1.0; case AT_CONSTANT: return OpenGL_state.cur_alpha / 255.0; case AT_TEXTURE: return 1.0; case AT_CONSTANT_TEXTURE: return OpenGL_state.cur_alpha / 255.0; case AT_VERTEX: return 1.0; case AT_CONSTANT_TEXTURE_VERTEX: case AT_CONSTANT_VERTEX: return OpenGL_state.cur_alpha / 255.0; case AT_TEXTURE_VERTEX: return 1.0; case AT_LIGHTMAP_BLEND: case AT_LIGHTMAP_BLEND_SATURATE: return OpenGL_state.cur_alpha / 255.0; case AT_SATURATE_TEXTURE: return OpenGL_state.cur_alpha / 255.0; case AT_SATURATE_VERTEX: return 1.0; case AT_SATURATE_CONSTANT_VERTEX: return OpenGL_state.cur_alpha / 255.0; case AT_SATURATE_TEXTURE_VERTEX: return 1.0; case AT_SPECULAR: return 1.0; default: // Int3(); // no type defined,get jason return 0; } } // Turns on/off multitexture blending void opengl_SetMultitextureBlendMode(bool state) { if (OpenGL_multitexture_state == state) return; OpenGL_multitexture_state = state; #if (defined(_USE_OGL_ACTIVE_TEXTURES)) if (state) { oglActiveTextureARB(GL_TEXTURE1_ARB); oglClientActiveTextureARB(GL_TEXTURE1_ARB); dglEnableClientState(GL_TEXTURE_COORD_ARRAY); dglEnable(GL_TEXTURE_2D); oglActiveTextureARB(GL_TEXTURE0_ARB); oglClientActiveTextureARB(GL_TEXTURE0_ARB); Last_texel_unit_set = 0; } else { oglActiveTextureARB(GL_TEXTURE1_ARB); oglClientActiveTextureARB(GL_TEXTURE1_ARB); dglDisableClientState(GL_TEXTURE_COORD_ARRAY); dglDisable(GL_TEXTURE_2D); oglActiveTextureARB(GL_TEXTURE0_ARB); oglClientActiveTextureARB(GL_TEXTURE0_ARB); Last_texel_unit_set = 0; } #endif } // Takes nv vertices and draws the polygon defined by those vertices. Uses bitmap "handle" // as a texture void opengl_DrawMultitexturePolygon3D(int handle, g3Point **p, int nv, int map_type) { g3Point *pnt; int i, fr, fg, fb; float alpha; vector *vertp; color_array *colorp; tex_array *texp, *texp2; float one_over_square_res = 1.0 / GameLightmaps[Overlay_map].square_res; float xscalar = (float)GameLightmaps[Overlay_map].width * one_over_square_res; float yscalar = (float)GameLightmaps[Overlay_map].height * one_over_square_res; ASSERT(nv < 100); if (OpenGL_state.cur_light_state == LS_NONE) { fr = GR_COLOR_RED(OpenGL_state.cur_color); fg = GR_COLOR_GREEN(OpenGL_state.cur_color); fb = GR_COLOR_BLUE(OpenGL_state.cur_color); } alpha = Alpha_multiplier * OpenGL_Alpha_factor; vertp = &GL_verts[0]; texp = &GL_tex_coords[0]; texp2 = &GL_tex_coords2[0]; colorp = &GL_colors[0]; // Specify our coordinates for (i = 0; i < nv; i++, vertp++, texp++, colorp++, texp2++) { pnt = p[i]; ASSERT(pnt->p3_flags & PF_ORIGPOINT); if (OpenGL_state.cur_alpha_type & ATF_VERTEX) alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor; // If we have a lighting model, apply the correct lighting! if (OpenGL_state.cur_light_state != LS_NONE) { // Do lighting based on intesity (MONO) or colored (RGB) if (OpenGL_state.cur_color_model == CM_MONO) { colorp->r = pnt->p3_l; colorp->g = pnt->p3_l; colorp->b = pnt->p3_l; colorp->a = alpha; } else { colorp->r = pnt->p3_r; colorp->g = pnt->p3_g; colorp->b = pnt->p3_b; colorp->a = alpha; } } else { colorp->r = 1; colorp->g = 1; colorp->b = 1; colorp->a = alpha; } /* // Texture this polygon! float texw=1.0/(pnt->p3_z+Z_bias); texp->s=pnt->p3_u*texw; texp->t=pnt->p3_v*texw; texp->r=0; texp->w=texw; texp2->s=pnt->p3_u2*xscalar*texw; texp2->t=pnt->p3_v2*yscalar*texw; texp2->r=0; texp2->w=texw; */ texp->s = pnt->p3_u; texp->t = pnt->p3_v; texp->r = 0.0f; texp->w = 1.0f; texp2->s = pnt->p3_u2 * xscalar; texp2->t = pnt->p3_v2 * yscalar; texp2->r = 0.0f; texp2->w = 1.0f; // Finally, specify a vertex /* vertp->x=pnt->p3_sx+x_add; vertp->y=pnt->p3_sy+y_add; vertp->z = -std::max(0,std::min(1.0,1.0-(1.0/(pnt->p3_z+Z_bias)))); */ *vertp = pnt->p3_vecPreRot; } // make sure our bitmap is ready to be drawn opengl_MakeBitmapCurrent(handle, map_type, 0); opengl_MakeWrapTypeCurrent(handle, map_type, 0); opengl_MakeFilterTypeCurrent(handle, map_type, 0); // make sure our bitmap is ready to be drawn opengl_MakeBitmapCurrent(Overlay_map, MAP_TYPE_LIGHTMAP, 1); opengl_MakeWrapTypeCurrent(Overlay_map, MAP_TYPE_LIGHTMAP, 1); opengl_MakeFilterTypeCurrent(Overlay_map, MAP_TYPE_LIGHTMAP, 1); opengl_SetMultitextureBlendMode(true); // And draw! dglDrawArrays(GL_POLYGON, 0, nv); OpenGL_polys_drawn++; OpenGL_verts_processed += nv; CHECK_ERROR(10) } void opengl_DrawFlatPolygon3D(g3Point **p, int nv) { float fr, fg, fb; int i; if (UseMultitexture) { opengl_SetMultitextureBlendMode(false); } float alpha = Alpha_multiplier * OpenGL_Alpha_factor; fr = GR_COLOR_RED(OpenGL_state.cur_color); fg = GR_COLOR_GREEN(OpenGL_state.cur_color); fb = GR_COLOR_BLUE(OpenGL_state.cur_color); fr /= 255.0; fg /= 255.0; fb /= 255.0; // And draw! dglBegin(GL_POLYGON); for (i = 0; i < nv; i++) { g3Point *pnt = p[i]; ASSERT(pnt->p3_flags & PF_ORIGPOINT); if (OpenGL_state.cur_alpha_type & ATF_VERTEX) alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor; // If we have a lighting model, apply the correct lighting! if (OpenGL_state.cur_light_state != LS_NONE) { // Do lighting based on intesity (MONO) or colored (RGB) if (OpenGL_state.cur_color_model == CM_MONO) dglColor4f(pnt->p3_l, pnt->p3_l, pnt->p3_l, alpha); else { dglColor4f(pnt->p3_r, pnt->p3_g, pnt->p3_b, alpha); } } else { dglColor4f(fr, fg, fb, alpha); } /* // Finally, specify a vertex float z = std::max(0,std::min(1.0,1.0-(1.0/(pnt->p3_z+Z_bias)))); dglVertex3f (pnt->p3_sx+x_add,pnt->p3_sy+y_add,-z); */ dglVertex3f(pnt->p3_vecPreRot.x, pnt->p3_vecPreRot.y, pnt->p3_vecPreRot.z); } dglEnd(); CHECK_ERROR(11) OpenGL_polys_drawn++; OpenGL_verts_processed += nv; } // Sets the gamma correction value void opengl_SetGammaValue(float val) { // if( WindowGL ) // return; OpenGL_preferred_state.gamma = val; mprintf((0, "Setting gamma to %f\n", val)); #if defined(WIN32) WORD rampvals[3 * 256]; for (int i = 0; i < 256; i++) { float norm = (float)i / 255.0f; float newval = powf(norm, 1.0f / val); newval *= 65535; newval = std::min(65535, newval); rampvals[i] = newval; rampvals[i + 256] = newval; rampvals[i + 512] = newval; } SetDeviceGammaRamp(hOpenGLDC, (LPVOID)rampvals); #endif } // Resets the texture cache void opengl_ResetCache(void) { if (OpenGL_cache_initted) { mem_free(OpenGL_lightmap_remap); mem_free(OpenGL_bitmap_remap); mem_free(OpenGL_lightmap_states); mem_free(OpenGL_bitmap_states); OpenGL_cache_initted = 0; } opengl_InitCache(); } ubyte 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 ushort *src_data = bm_data(bm_handle, 0); ushort *sdata; ushort *ddata; int shift; switch (iopt) { case 32: shift = 5; break; case 64: shift = 6; break; case 128: shift = 7; break; default: Int3(); // Get Jeff break; } int maxx, maxy; int windex, hindex; int s_y, s_x, d_y, d_x; for (hindex = 0; hindex < how_many_down; hindex++) { for (windex = 0; windex < how_many_across; windex++) { // loop through the chunks // find end x and y if (windex < how_many_across - 1) maxx = iopt; else maxx = bw - (windex << shift); if (hindex < how_many_down - 1) maxy = iopt; else maxy = bh - (hindex << shift); // find the starting source x and y s_x = (windex << shift); s_y = (hindex << shift); // get the pointers pointing to the right spot ddata = bm_data(chunk->bm_array[hindex * how_many_across + windex], 0); GameBitmaps[chunk->bm_array[hindex * how_many_across + windex]].flags |= BF_CHANGED; sdata = &src_data[s_y * bw + s_x]; // copy the data for (d_y = 0; d_y < maxy; d_y++) { for (d_x = 0; d_x < maxx; d_x++) { ddata[d_x] = sdata[d_x]; } // end for d_x sdata += bw; ddata += iopt; } // end for d_y } // end for windex } // end for hindex } // Tells the software renderer whether or not to use mipping void rend_SetMipState(sbyte 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; } #ifdef DEDICATED_ONLY void rend_DrawPolygon3D(int, g3Point **, int, int) {} void rend_DrawPolygon2D(int, g3Point **, int, int) {} #else static inline float __recip(float x) { #if MACOSX && __i386__ __asm__ __volatile__("fres %0, %1 \n\t" : "=f"(x) : "f"(x)); return (x); #else return (1.0f / x); #endif } // Takes nv vertices and draws the 3D polygon defined by those vertices. // Uses bitmap "handle" as a texture void rend_DrawPolygon3D(int handle, g3Point **p, int nv, int map_type) { g3Point *pnt; int i; float fr, fg, fb; float alpha; vector *vertp; color_array *colorp; tex_array *texp; ASSERT(nv < 100); g3_RefreshTransforms(false); if (OpenGL_state.cur_texture_quality == 0) { opengl_DrawFlatPolygon3D(p, nv); return; } if (Overlay_type != OT_NONE && UseMultitexture) { opengl_DrawMultitexturePolygon3D(handle, p, nv, map_type); return; } if (OpenGL_state.cur_light_state == LS_FLAT_GOURAUD) { fr = GR_COLOR_RED(OpenGL_state.cur_color) / 255.0; fg = GR_COLOR_GREEN(OpenGL_state.cur_color) / 255.0; fb = GR_COLOR_BLUE(OpenGL_state.cur_color) / 255.0; } if (UseMultitexture) { opengl_SetMultitextureBlendMode(false); } // make sure our bitmap is ready to be drawn opengl_MakeBitmapCurrent(handle, map_type, 0); opengl_MakeWrapTypeCurrent(handle, map_type, 0); opengl_MakeFilterTypeCurrent(handle, map_type, 0); alpha = Alpha_multiplier * OpenGL_Alpha_factor; vertp = &GL_verts[0]; texp = &GL_tex_coords[0]; colorp = &GL_colors[0]; // Specify our coordinates for (i = 0; i < nv; i++, vertp++, texp++, colorp++) { pnt = p[i]; // all points should be original ASSERT(pnt->p3_flags & PF_ORIGPOINT); //////////////////////////////////////////// if (pnt->p3_flags & PF_ORIGPOINT) { if (!(pnt->p3_flags & PF_PROJECTED)) { g3_ProjectPoint(pnt); } // get the original point float origPoint[4]; origPoint[0] = pnt->p3_vecPreRot.x; origPoint[1] = pnt->p3_vecPreRot.y; origPoint[2] = pnt->p3_vecPreRot.z; origPoint[3] = 1.0f; // transform by the full transform float view[4]; g3_TransformVert(view, origPoint, gTransformFull); vector tempv = pnt->p3_vecPreRot - View_position; vector testPt = tempv * Unscaled_matrix; float screenX = pnt->p3_sx + OpenGL_state.clip_x1; float screenY = pnt->p3_sy + OpenGL_state.clip_y1; // normalize float oOW = 1.0f / view[3]; view[0] *= oOW; view[1] *= oOW; view[2] *= oOW; oOW *= 1.0f; } //////////////////////////////////////////// if (OpenGL_state.cur_alpha_type & ATF_VERTEX) { alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor; } // If we have a lighting model, apply the correct lighting! if (OpenGL_state.cur_light_state != LS_NONE) { if (OpenGL_state.cur_light_state == LS_FLAT_GOURAUD) { colorp->r = fr; colorp->g = fg; colorp->b = fb; colorp->a = alpha; } else { // Do lighting based on intesity (MONO) or colored (RGB) if (OpenGL_state.cur_color_model == CM_MONO) { colorp->r = pnt->p3_l; colorp->g = pnt->p3_l; colorp->b = pnt->p3_l; colorp->a = alpha; } else { colorp->r = pnt->p3_r; colorp->g = pnt->p3_g; colorp->b = pnt->p3_b; colorp->a = alpha; } } } else { colorp->r = 1; colorp->g = 1; colorp->b = 1; colorp->a = alpha; } /* #ifdef __LINUX__ //MY TEST HACK...MAYBE BAD DRIVERS? OR MAYBE THIS IS //HOW IT SHOULD BE DONE (STILL BUGGY) // Texture this polygon! float texw=1.0/(pnt->p3_z+Z_bias); if(OpenGL_TextureHack) { texp->s=pnt->p3_u; texp->t=pnt->p3_v; }else { texp->s=pnt->p3_u*texw; texp->t=pnt->p3_v*texw; } texp->r=0; texp->w=texw; #else // Texture this polygon! float texw=1.0/(pnt->p3_z+Z_bias); texp->s=pnt->p3_u*texw; texp->t=pnt->p3_v*texw; texp->r=0; texp->w=texw; #endif */ texp->s = pnt->p3_u; texp->t = pnt->p3_v; texp->r = 0.0f; texp->w = 1.0f; // Finally, specify a vertex /* vertp->x=pnt->p3_sx+x_add; vertp->y=pnt->p3_sy+y_add; float z = std::max(0,std::min(1.0,1.0-(1.0/(pnt->p3_z+Z_bias)))); vertp->z=-z; */ *vertp = pnt->p3_vecPreRot; } // And draw! dglDrawArrays(GL_POLYGON, 0, nv); OpenGL_polys_drawn++; OpenGL_verts_processed += nv; CHECK_ERROR(10) // If there is a lightmap to draw, draw it as well if (Overlay_type != OT_NONE) { return; // Temp fix until I figure out whats going on Int3(); // Shouldn't reach here } } // Takes nv vertices and draws the 2D polygon defined by those vertices. // Uses bitmap "handle" as a texture void rend_DrawPolygon2D(int handle, g3Point **p, int nv) { ASSERT(nv < 100); ASSERT(Overlay_type == OT_NONE); g3_RefreshTransforms(true); if (UseMultitexture) { opengl_SetMultitextureBlendMode(false); } int xAdd = OpenGL_state.clip_x1; int yAdd = OpenGL_state.clip_y1; float fr, fg, fb; if (OpenGL_state.cur_light_state == LS_FLAT_GOURAUD || OpenGL_state.cur_texture_quality == 0) { float scale = 1.0f / 255.0f; fr = GR_COLOR_RED(OpenGL_state.cur_color) * scale; fg = GR_COLOR_GREEN(OpenGL_state.cur_color) * scale; fb = GR_COLOR_BLUE(OpenGL_state.cur_color) * scale; } // make sure our bitmap is ready to be drawn opengl_MakeBitmapCurrent(handle, MAP_TYPE_BITMAP, 0); opengl_MakeWrapTypeCurrent(handle, MAP_TYPE_BITMAP, 0); opengl_MakeFilterTypeCurrent(handle, MAP_TYPE_BITMAP, 0); float alpha = Alpha_multiplier * OpenGL_Alpha_factor; vector *vertp = &GL_verts[0]; tex_array *texp = &GL_tex_coords[0]; color_array *colorp = &GL_colors[0]; // Specify our coordinates int i; for (i = 0; i < nv; ++i, ++vertp, ++texp, ++colorp) { g3Point *pnt = p[i]; if (OpenGL_state.cur_alpha_type & ATF_VERTEX) { // the alpha should come from the vertex alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor; } // If we have a lighting model, apply the correct lighting! if (OpenGL_state.cur_light_state == LS_FLAT_GOURAUD || OpenGL_state.cur_texture_quality == 0) { // pull the color from the constant color data colorp->r = fr; colorp->g = fg; colorp->b = fb; colorp->a = alpha; } else if (OpenGL_state.cur_light_state != LS_NONE) { // Do lighting based on intensity (MONO) or colored (RGB) if (OpenGL_state.cur_color_model == CM_MONO) { colorp->r = pnt->p3_l; colorp->g = pnt->p3_l; colorp->b = pnt->p3_l; colorp->a = alpha; } else { colorp->r = pnt->p3_r; colorp->g = pnt->p3_g; colorp->b = pnt->p3_b; colorp->a = alpha; } } else { // force white colorp->r = 1.0f; colorp->g = 1.0f; colorp->b = 1.0f; colorp->a = alpha; } texp->s = pnt->p3_u; texp->t = pnt->p3_v; texp->r = 0.0f; texp->w = 1.0f; // Finally, specify a vertex vertp->x = pnt->p3_sx + xAdd; vertp->y = pnt->p3_sy + yAdd; vertp->z = 0.0f; } // And draw! if (OpenGL_state.cur_texture_quality == 0) { // force disable textures dglDisableClientState(GL_TEXTURE_COORD_ARRAY); } // draw the data in the arrays dglDrawArrays(GL_POLYGON, 0, nv); if (OpenGL_state.cur_texture_quality == 0) { // re-enable textures dglEnableClientState(GL_TEXTURE_COORD_ARRAY); } OpenGL_polys_drawn++; OpenGL_verts_processed += nv; CHECK_ERROR(10) } #endif // DEDICATED_ONLY void rend_SetFlatColor(ddgr_color color) { OpenGL_state.cur_color = color; } // Sets the fog state to TRUE or FALSE void rend_SetFogState(sbyte state) { if (state == OpenGL_state.cur_fog_state) return; OpenGL_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; OpenGL_state.cur_fog_start = fogStart; OpenGL_state.cur_fog_end = fogEnd; 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 == OpenGL_state.cur_light_state) return; // No redundant state setting #if (defined(_USE_OGL_ACTIVE_TEXTURES)) if (UseMultitexture && Last_texel_unit_set != 0) { oglActiveTextureARB(GL_TEXTURE0_ARB + 0); Last_texel_unit_set = 0; } #endif OpenGL_sets_this_frame[4]++; switch (state) { case LS_NONE: dglShadeModel(GL_SMOOTH); OpenGL_state.cur_light_state = LS_NONE; break; case LS_FLAT_GOURAUD: dglShadeModel(GL_SMOOTH); OpenGL_state.cur_light_state = LS_FLAT_GOURAUD; break; case LS_GOURAUD: case LS_PHONG: dglShadeModel(GL_SMOOTH); OpenGL_state.cur_light_state = LS_GOURAUD; break; default: Int3(); break; } CHECK_ERROR(13) } void rend_SetColorModel(color_model state) { switch (state) { case CM_MONO: OpenGL_state.cur_color_model = CM_MONO; break; case CM_RGB: OpenGL_state.cur_color_model = CM_RGB; break; default: Int3(); break; } } void rend_SetTextureType(texture_type state) { if (state == OpenGL_state.cur_texture_type) return; // No redundant state setting #if (defined(_USE_OGL_ACTIVE_TEXTURES)) if (UseMultitexture && Last_texel_unit_set != 0) { oglActiveTextureARB(GL_TEXTURE0_ARB + 0); Last_texel_unit_set = 0; } #endif OpenGL_sets_this_frame[3]++; switch (state) { case TT_FLAT: dglDisable(GL_TEXTURE_2D); OpenGL_state.cur_texture_quality = 0; break; case TT_LINEAR: case TT_LINEAR_SPECIAL: case TT_PERSPECTIVE: case TT_PERSPECTIVE_SPECIAL: dglEnable(GL_TEXTURE_2D); OpenGL_state.cur_texture_quality = 2; break; default: Int3(); // huh? Get Jason break; } CHECK_ERROR(12) OpenGL_state.cur_texture_type = state; } 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); } OpenGL_state.clip_x1 = x1; OpenGL_state.clip_y1 = y1; OpenGL_state.clip_x2 = x2; OpenGL_state.clip_y2 = y2; } #ifdef __CHECK_FOR_TOO_SLOW_RENDERING__ // !!! FIXME: delete this whole section (and definitely the Loki email and phone number!). #error do not compile this in. This was for software mesa problems in 2000. static void slownessAbort(void) { #ifdef __LINUX__ SDL_Surface *surface = SDL_GetVideoSurface(); SDL_SetVideoMode(surface->w, surface->h, surface->format->BitsPerPixel, surface->flags & ~SDL_OPENGL); sdl_ShowMessage("Your OpenGL driver is too slow to play this game.\n" "Driver used: [ %s ]\n" "Please change your driver!\n" "Email support@lokigames.com for help,\n" "or call 1-714-508-2140 (9-5 PM US Pacific Time).\n", loadedLibrary); SDL_GL_SwapBuffers(); Sleep(10000); SDL_Quit(); _exit(99); #else #error Fill in an aborting notice for your platform. #endif } // slownessAbort #endif // Flips the screen void 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 OpenGL_last_frame_polys_drawn = OpenGL_polys_drawn; OpenGL_last_frame_verts_processed = OpenGL_verts_processed; OpenGL_last_uploaded = OpenGL_uploads; OpenGL_uploads = 0; OpenGL_polys_drawn = 0; OpenGL_verts_processed = 0; #if defined(WIN32) SwapBuffers((HDC)hOpenGLDC); #elif defined(__LINUX__) SDL_GL_SwapWindow(GSDLWindow); #endif #ifdef __PERMIT_GL_LOGGING if (__glLog == true) { DGL_LogNewFrame(); } #endif #ifdef __CHECK_FOR_TOO_SLOW_RENDERING__ if (minimumAcceptableRender > 0) { Uint32 newticks = SDL_GetTicks(); if ((newticks - lastSwapTicks) > minimumAcceptableRender) { tooSlowCount++; if (tooSlowCount >= 3) { slownessAbort(); } // if } // if // disable check? tooSlowChecksLeft--; if (tooSlowChecksLeft <= 0) { minimumAcceptableRender = -1; } lastSwapTicks = newticks; } // if #endif } void rend_EndFrame(void) {} // draws a scaled 2d bitmap to our buffer void rend_DrawScaledBitmap(int x1, int y1, int x2, int y2, int bm, float u0, float v0, float u1, float v1, int color, float *alphas) { g3Point *ptr_pnts[4]; g3Point pnts[4]; float r, g, b; if (color != -1) { r = GR_COLOR_RED(color) / 255.0; g = GR_COLOR_GREEN(color) / 255.0; b = GR_COLOR_BLUE(color) / 255.0; } for (int i = 0; i < 4; i++) { if (color == -1) pnts[i].p3_l = 1.0; else { pnts[i].p3_r = r; pnts[i].p3_g = g; pnts[i].p3_b = b; } if (alphas) { pnts[i].p3_a = alphas[i]; } pnts[i].p3_z = 1.0f; pnts[i].p3_flags = PF_PROJECTED; } pnts[0].p3_sx = x1; pnts[0].p3_sy = y1; pnts[0].p3_u = u0; pnts[0].p3_v = v0; pnts[1].p3_sx = x2; pnts[1].p3_sy = y1; pnts[1].p3_u = u1; pnts[1].p3_v = v0; pnts[2].p3_sx = x2; pnts[2].p3_sy = y2; pnts[2].p3_u = u1; pnts[2].p3_v = v1; pnts[3].p3_sx = x1; pnts[3].p3_sy = y2; pnts[3].p3_u = u0; pnts[3].p3_v = v1; ptr_pnts[0] = &pnts[0]; ptr_pnts[1] = &pnts[1]; ptr_pnts[2] = &pnts[2]; ptr_pnts[3] = &pnts[3]; rend_SetTextureType(TT_LINEAR); rend_DrawPolygon2D(bm, ptr_pnts, 4); } // Sets where the software renderer should write to void rend_SetSoftwareParameters(float aspect, int width, int height, int pitch, ubyte *framebuffer) {} // Sets the state of bilinear filtering for our textures void rend_SetFiltering(sbyte state) { #ifndef RELEASE if (Fast_test_render) { state = 0; } #endif OpenGL_state.cur_bilinear_state = state; } // Sets the state of z-buffering to on or off void rend_SetZBufferState(sbyte state) { #ifndef RELEASE if (Fast_test_render) { state = 0; } #endif if (state == OpenGL_state.cur_zbuffer_state) return; // No redundant state setting OpenGL_sets_this_frame[5]++; OpenGL_state.cur_zbuffer_state = state; // mprintf ((0,"OPENGL: Setting zbuffer state to %d.\n",state)); if (state) { dglEnable(GL_DEPTH_TEST); dglDepthFunc(GL_LEQUAL); } else { dglDisable(GL_DEPTH_TEST); } CHECK_ERROR(14) } // Sets the near and far planes for z buffer void rend_SetZValues(float nearz, float farz) { OpenGL_state.cur_near_z = nearz; OpenGL_state.cur_far_z = farz; // mprintf ((0,"OPENGL:Setting depth range to %f - %f\n",nearz,farz)); // JEFF: glDepthRange must take parameters [0,1] // It is set in init //@@dglDepthRange (0,farz); } // Sets a bitmap as a overlay map to rendered on top of the next texture map // a -1 value indicates no overlay map void rend_SetOverlayMap(int handle) { Overlay_map = handle; } void rend_SetOverlayType(ubyte type) { Overlay_type = type; } // 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 += OpenGL_state.clip_x1; y1 += OpenGL_state.clip_y1; dglEnable(GL_SCISSOR_TEST); dglScissor(x1, OpenGL_state.screen_height - (height + y1), width, height); dglClearColor((float)r / 255.0, (float)g / 255.0, (float)b / 255.0, 0); dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); width = OpenGL_state.clip_x2 - OpenGL_state.clip_x1; height = OpenGL_state.clip_y2 - OpenGL_state.clip_y1; dglScissor(OpenGL_state.clip_x1, OpenGL_state.screen_height - (OpenGL_state.clip_y1 + height), width, height); dglDisable(GL_SCISSOR_TEST); } // Sets a pixel on the display void rend_SetPixel(ddgr_color color, int x, int y) { int r = (color >> 16 & 0xFF); int g = (color >> 8 & 0xFF); int b = (color & 0xFF); g3_RefreshTransforms(true); dglColor3ub(r, g, b); dglBegin(GL_POINTS); dglVertex2i(x, y); dglEnd(); } // Sets a pixel on the display ddgr_color rend_GetPixel(int x, int y) { ddgr_color color[4]; dglReadPixels(x, (OpenGL_state.screen_height - 1) - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)color); return color[0]; } void rend_FillCircle(ddgr_color col, int x, int y, int rad) {} void rend_DrawCircle(int x, int y, int rad) {} // Sets up a font character to draw. We draw our fonts as pieces of textures void rend_DrawFontCharacter(int bm_handle, int x1, int y1, int x2, int y2, float u, float v, float w, float h) { g3Point *ptr_pnts[4]; g3Point pnts[4]; for (int i = 0; i < 4; i++) { pnts[i].p3_z = 1; // Make REALLY close! pnts[i].p3_flags = PF_PROJECTED; ptr_pnts[i] = &pnts[i]; } pnts[0].p3_sx = x1; pnts[0].p3_sy = y1; pnts[0].p3_u = u; pnts[0].p3_v = v; pnts[1].p3_sx = x2; pnts[1].p3_sy = y1; pnts[1].p3_u = u + w; pnts[1].p3_v = v; pnts[2].p3_sx = x2; pnts[2].p3_sy = y2; pnts[2].p3_u = u + w; pnts[2].p3_v = v + h; pnts[3].p3_sx = x1; pnts[3].p3_sy = y2; pnts[3].p3_u = u; pnts[3].p3_v = v + h; rend_DrawPolygon2D(bm_handle, ptr_pnts, 4); } // Draws a line void rend_DrawLine(int x1, int y1, int x2, int y2) { sbyte atype; light_state ltype; texture_type ttype; int color = OpenGL_state.cur_color; g3_RefreshTransforms(true); int r = GR_COLOR_RED(color); int g = GR_COLOR_GREEN(color); int b = GR_COLOR_BLUE(color); atype = OpenGL_state.cur_alpha_type; ltype = OpenGL_state.cur_light_state; ttype = OpenGL_state.cur_texture_type; rend_SetAlphaType(AT_ALWAYS); rend_SetLighting(LS_NONE); rend_SetTextureType(TT_FLAT); dglBegin(GL_LINES); dglColor4ub(r, g, b, 255); dglVertex2i(x1 + OpenGL_state.clip_x1, y1 + OpenGL_state.clip_y1); dglColor4ub(r, g, b, 255); dglVertex2i(x2 + OpenGL_state.clip_x1, y2 + OpenGL_state.clip_y1); dglEnd(); rend_SetAlphaType(atype); rend_SetLighting(ltype); rend_SetTextureType(ttype); } // Sets the argb characteristics of the font characters. color1 is the upper left and proceeds clockwise void rend_SetCharacterParameters(ddgr_color color1, ddgr_color color2, ddgr_color color3, ddgr_color color4) { rend_FontRed[0] = (float)(GR_COLOR_RED(color1) / 255.0f); rend_FontRed[1] = (float)(GR_COLOR_RED(color2) / 255.0f); rend_FontRed[2] = (float)(GR_COLOR_RED(color3) / 255.0f); rend_FontRed[3] = (float)(GR_COLOR_RED(color4) / 255.0f); rend_FontGreen[0] = (float)(GR_COLOR_GREEN(color1) / 255.0f); rend_FontGreen[1] = (float)(GR_COLOR_GREEN(color2) / 255.0f); rend_FontGreen[2] = (float)(GR_COLOR_GREEN(color3) / 255.0f); rend_FontGreen[3] = (float)(GR_COLOR_GREEN(color4) / 255.0f); rend_FontBlue[0] = (float)(GR_COLOR_BLUE(color1) / 255.0f); rend_FontBlue[1] = (float)(GR_COLOR_BLUE(color2) / 255.0f); rend_FontBlue[2] = (float)(GR_COLOR_BLUE(color3) / 255.0f); rend_FontBlue[3] = (float)(GR_COLOR_BLUE(color4) / 255.0f); rend_FontAlpha[0] = (color1 >> 24) / 255.0f; rend_FontAlpha[1] = (color2 >> 24) / 255.0f; rend_FontAlpha[2] = (color3 >> 24) / 255.0f; rend_FontAlpha[3] = (color4 >> 24) / 255.0f; } // Sets the color of fog void rend_SetFogColor(ddgr_color color) { if (color == OpenGL_state.cur_fog_color) return; float fc[4]; fc[0] = GR_COLOR_RED(color); fc[1] = GR_COLOR_GREEN(color); fc[2] = GR_COLOR_BLUE(color); fc[3] = 1; fc[0] /= 255.0f; fc[1] /= 255.0f; fc[2] /= 255.0f; dglFogfv(GL_FOG_COLOR, fc); } // Sets the lighting state of opengl void rend_SetLightingState(light_state state) { if (state == OpenGL_state.cur_light_state) return; // No redundant state setting if (UseMultitexture && Last_texel_unit_set != 0) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + 0); Last_texel_unit_set = 0; #endif } OpenGL_sets_this_frame[4]++; switch (state) { case LS_NONE: dglShadeModel(GL_SMOOTH); OpenGL_state.cur_light_state = LS_NONE; break; case LS_FLAT_GOURAUD: dglShadeModel(GL_SMOOTH); OpenGL_state.cur_light_state = LS_FLAT_GOURAUD; break; case LS_GOURAUD: case LS_PHONG: dglShadeModel(GL_SMOOTH); OpenGL_state.cur_light_state = LS_GOURAUD; break; default: Int3(); break; } CHECK_ERROR(13) } void rend_SetAlphaType(sbyte atype) { if (atype == OpenGL_state.cur_alpha_type) return; // don't set it redundantly #if (defined(_USE_OGL_ACTIVE_TEXTURES)) if (UseMultitexture && Last_texel_unit_set != 0) { oglActiveTextureARB(GL_TEXTURE0_ARB + 0); Last_texel_unit_set = 0; } #endif OpenGL_sets_this_frame[6]++; if (atype == AT_ALWAYS) { if (opengl_Blending_on) { dglDisable(GL_BLEND); opengl_Blending_on = false; } } else { if (!opengl_Blending_on) { dglEnable(GL_BLEND); opengl_Blending_on = true; } } switch (atype) { case AT_ALWAYS: rend_SetAlphaValue(255); dglBlendFunc(GL_ONE, GL_ZERO); break; case AT_CONSTANT: dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case AT_TEXTURE: rend_SetAlphaValue(255); dglBlendFunc(GL_ONE, GL_ZERO); break; case AT_CONSTANT_TEXTURE: dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case AT_VERTEX: dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case AT_CONSTANT_TEXTURE_VERTEX: case AT_CONSTANT_VERTEX: dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case AT_TEXTURE_VERTEX: dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case AT_LIGHTMAP_BLEND: dglBlendFunc(GL_DST_COLOR, GL_ZERO); break; case AT_SATURATE_TEXTURE: case AT_LIGHTMAP_BLEND_SATURATE: dglBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case AT_SATURATE_VERTEX: dglBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case AT_SATURATE_CONSTANT_VERTEX: dglBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case AT_SATURATE_TEXTURE_VERTEX: dglBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case AT_SPECULAR: break; default: Int3(); // no type defined,get jason break; } OpenGL_state.cur_alpha_type = atype; Alpha_multiplier = opengl_GetAlphaMultiplier(); CHECK_ERROR(15) } // Sets the alpha value for constant alpha void rend_SetAlphaValue(ubyte val) { OpenGL_state.cur_alpha = val; Alpha_multiplier = opengl_GetAlphaMultiplier(); } // Sets the overall alpha scale factor (all alpha values are scaled by this value) // usefull for motion blur effect void rend_SetAlphaFactor(float val) { if (val < 0.0f) val = 0.0f; if (val > 1.0f) val = 1.0f; OpenGL_Alpha_factor = val; } // Returns the current Alpha factor float rend_GetAlphaFactor(void) { return OpenGL_Alpha_factor; } // Sets the texture wrapping type void rend_SetWrapType(wrap_type val) { OpenGL_state.cur_wrap_type = val; } // Draws a line using the states of the renderer void rend_DrawSpecialLine(g3Point *p0, g3Point *p1) { g3_RefreshTransforms(true); int x_add = OpenGL_state.clip_x1; int y_add = OpenGL_state.clip_y1; float fr, fg, fb, alpha; int i; fr = GR_COLOR_RED(OpenGL_state.cur_color); fg = GR_COLOR_GREEN(OpenGL_state.cur_color); fb = GR_COLOR_BLUE(OpenGL_state.cur_color); fr /= 255.0f; fg /= 255.0f; fb /= 255.0f; alpha = Alpha_multiplier * OpenGL_Alpha_factor; // And draw! dglBegin(GL_LINES); for (i = 0; i < 2; i++) { g3Point *pnt = p0; if (i == 1) pnt = p1; if (OpenGL_state.cur_alpha_type & ATF_VERTEX) alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor; // If we have a lighting model, apply the correct lighting! if (OpenGL_state.cur_light_state != LS_NONE) { if (OpenGL_state.cur_light_state == LS_FLAT_GOURAUD) { dglColor4f(fr, fg, fb, alpha); } else { // Do lighting based on intesity (MONO) or colored (RGB) if (OpenGL_state.cur_color_model == CM_MONO) dglColor4f(pnt->p3_l, pnt->p3_l, pnt->p3_l, alpha); else { dglColor4f(pnt->p3_r, pnt->p3_g, pnt->p3_b, alpha); } } } else { dglColor4f(fr, fg, fb, alpha); } // Finally, specify a vertex float z = std::max(0, std::min(1.0, 1.0 - (1.0 / (pnt->p3_z + Z_bias)))); dglVertex3f(pnt->p3_sx + x_add, pnt->p3_sy + y_add, -z); } dglEnd(); } // Takes a screenshot of the current frame and puts it into the handle passed void rend_Screenshot(int bm_handle) { ushort *dest_data; uint *temp_data; int i, t; int total = OpenGL_state.screen_width * OpenGL_state.screen_height; ASSERT((bm_w(bm_handle, 0)) == OpenGL_state.screen_width); ASSERT((bm_h(bm_handle, 0)) == OpenGL_state.screen_height); int w = bm_w(bm_handle, 0); int h = bm_h(bm_handle, 0); temp_data = (uint *)mem_malloc(total * 4); ASSERT(temp_data); // Ran out of memory? dest_data = bm_data(bm_handle, 0); dglReadPixels(0, 0, OpenGL_state.screen_width, OpenGL_state.screen_height, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)temp_data); for (i = 0; i < h; i++) { for (t = 0; t < w; t++) { uint spix = temp_data[i * w + t]; int r = spix & 0xff; int g = (spix >> 8) & 0xff; int b = (spix >> 16) & 0xff; dest_data[(((h - 1) - i) * w) + t] = GR_RGB16(r, g, b); } } mem_free(temp_data); } void rend_SetZBias(float z_bias) { if (Z_bias != z_bias) { Z_bias = z_bias; // Force refresh our transforms to take the Zbias into account g3_GetModelViewMatrix(&View_position, &Unscaled_matrix, (float *)gTransformModelView); g3_UpdateFullTransform(); g3_ForceTransformRefresh(); } } // 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); } } // Gets a pointer to a linear frame buffer void rend_GetLFBLock(renderer_lfb *lfb) {} // Releases an lfb lock void rend_ReleaseLFBLock(renderer_lfb *lfb) {} // Returns the aspect ratio of the physical screen void rend_GetProjectionParameters(int *width, int *height) { *width = OpenGL_state.clip_x2 - OpenGL_state.clip_x1; *height = OpenGL_state.clip_y2 - OpenGL_state.clip_y1; } void rend_GetProjectionScreenParameters(int &screenLX, int &screenTY, int &screenW, int &screenH) { screenLX = OpenGL_state.clip_x1; screenTY = OpenGL_state.clip_y1; screenW = OpenGL_state.clip_x2 - OpenGL_state.clip_x1 + 1; screenH = OpenGL_state.clip_y2 - OpenGL_state.clip_y1 + 1; } // Returns the aspect ratio of the physical screen float rend_GetAspectRatio(void) { float aspect_ratio = (float)((3.0f * OpenGL_state.screen_width) / (4.0f * OpenGL_state.screen_height)); return aspect_ratio; } // Given a source x,y and width,height, draws any sized bitmap into the renderer lfb void rend_DrawLFBBitmap(int sx, int sy, int w, int h, int dx, int dy, ushort *data, int rowsize) {} // given a chunked bitmap, renders it. void rend_DrawChunkedBitmap(chunked_bitmap *chunk, int x, int y, ubyte alpha) { int *bm_array = chunk->bm_array; int w = chunk->w; int h = chunk->h; int piece_w = bm_w(bm_array[0], 0); int piece_h = bm_h(bm_array[0], 0); int screen_w, screen_h; int i, t; rend_SetZBufferState(0); rend_GetProjectionParameters(&screen_w, &screen_h); for (i = 0; i < h; i++) { for (t = 0; t < w; t++) { int dx = x + (piece_w * t); int dy = y + (piece_h * i); int dw, dh; if ((dx + piece_w) > screen_w) dw = piece_w - ((dx + piece_w) - screen_w); else dw = piece_w; if ((dy + piece_h) > screen_h) dh = piece_h - ((dy + piece_h) - screen_h); else dh = piece_h; float u2 = (float)dw / (float)piece_w; float v2 = (float)dh / (float)piece_h; rend_DrawSimpleBitmap(bm_array[i * w + t], dx, dy); } } rend_SetZBufferState(1); } // given a chunked bitmap, renders it.scaled void rend_DrawScaledChunkedBitmap(chunked_bitmap *chunk, int x, int y, int neww, int newh, ubyte alpha) { int *bm_array = chunk->bm_array; int w = chunk->w; int h = chunk->h; int piece_w; int piece_h; int screen_w, screen_h; int i, t; float scalew, scaleh; scalew = ((float)neww) / ((float)chunk->pw); scaleh = ((float)newh) / ((float)chunk->ph); piece_w = scalew * ((float)bm_w(bm_array[0], 0)); piece_h = scaleh * ((float)bm_h(bm_array[0], 0)); rend_GetProjectionParameters(&screen_w, &screen_h); rend_SetOverlayType(OT_NONE); rend_SetLighting(LS_NONE); rend_SetColorModel(CM_MONO); rend_SetZBufferState(0); rend_SetAlphaType(AT_CONSTANT_TEXTURE); rend_SetAlphaValue(alpha); rend_SetWrapType(WT_WRAP); for (i = 0; i < h; i++) { for (t = 0; t < w; t++) { int dx = x + (piece_w * t); int dy = y + (piece_h * i); int dw, dh; if ((dx + piece_w) > screen_w) dw = piece_w - ((dx + piece_w) - screen_w); else dw = piece_w; if ((dy + piece_h) > screen_h) dh = piece_h - ((dy + piece_h) - screen_h); else dh = piece_h; float u2 = (float)dw / (float)piece_w; float v2 = (float)dh / (float)piece_h; rend_DrawScaledBitmap(dx, dy, dx + dw, dy + dh, bm_array[i * w + t], 0, 0, u2, v2); } } rend_SetZBufferState(1); } // Sets some global preferences for the renderer int rend_SetPreferredState(renderer_preferred_state *pref_state) { int retval = 1; renderer_preferred_state old_state = OpenGL_preferred_state; OpenGL_preferred_state = *pref_state; if (OpenGL_state.initted) { int reinit = 0; mprintf((0, "Inside pref state!\n")); // Change gamma if needed if (pref_state->width != OpenGL_state.screen_width || pref_state->height != OpenGL_state.screen_height || old_state.bit_depth != pref_state->bit_depth) { reinit = 1; } if (reinit) { opengl_Close(); retval = opengl_Init(NULL, &OpenGL_preferred_state); } else { if (old_state.gamma != pref_state->gamma) { opengl_SetGammaValue(pref_state->gamma); } } } else { OpenGL_preferred_state = *pref_state; } return retval; } // Sets the gamma for this display void rend_SetGammaValue(float val) {} // Draws a simple bitmap at the specified x,y location void rend_DrawSimpleBitmap(int bm_handle, int x, int y) { rend_SetAlphaType(AT_CONSTANT_TEXTURE); rend_SetAlphaValue(255); rend_SetLighting(LS_NONE); rend_SetColorModel(CM_MONO); rend_SetOverlayType(OT_NONE); rend_SetFiltering(0); rend_DrawScaledBitmap(x, y, x + bm_w(bm_handle, 0), y + bm_h(bm_handle, 0), bm_handle, 0, 0, 1, 1); rend_SetFiltering(1); } // Fills in the passed in pointer with the current rendering state void rend_GetRenderState(rendering_state *rstate) { memcpy(rstate, &OpenGL_state, sizeof(rendering_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(); } } } // Changes the resolution of the renderer void rend_SetResolution(int width, int height) {} // 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); } } // Preuploads a texture to the video card void rend_PreUploadTextureToCard(int handle, int map_type) {} // Frees an uploaded texture from the video card void rend_FreePreUploadedTexture(int handle, int map_type) {} // Retrieves an error message const char *rend_GetErrorMessage() { return Renderer_error_message; } // Sets an error message void rend_SetErrorMessage(const char *str) { ASSERT(strlen(str) < 256); strcpy(Renderer_error_message, str); } // Returns 1 if there is mid video memory, 2 if there is low vid memory, or 0 if there is large vid memory int rend_LowVidMem(void) { return 0; } // Returns 1 if the renderer supports bumpmapping int rend_SupportsBumpmapping(void) { return 0; } // Sets a bumpmap to be rendered, or turns off bumpmapping altogether void rend_SetBumpmapReadyState(int state, int map) {} // returns the direct draw object void *rend_RetrieveDirectDrawObj(void **frontsurf, void **backsurf) { *frontsurf = NULL; *backsurf = NULL; return NULL; } // returns rendering statistics for the frame void rend_GetStatistics(tRendererStats *stats) { if (Renderer_initted) { stats->poly_count = OpenGL_last_frame_polys_drawn; stats->vert_count = OpenGL_last_frame_verts_processed; stats->texture_uploads = OpenGL_last_uploaded; } else { memset(stats, 0, sizeof(tRendererStats)); } } void rend_TransformSetToPassthru(void) { int width = OpenGL_state.screen_width; int height = OpenGL_state.screen_height; // Projection dglMatrixMode(GL_PROJECTION); dglLoadIdentity(); dglOrtho((GLfloat)0.0f, (GLfloat)(width), (GLfloat)(height), (GLfloat)0.0f, 0.0f, 1.0f); // Viewport dglViewport(0, 0, width, height); // ModelView dglMatrixMode(GL_MODELVIEW); dglLoadIdentity(); } void rend_TransformSetViewport(int lx, int ty, int width, int height) { dglViewport(lx, OpenGL_state.screen_height - (ty + height - 1), width, height); } void rend_TransformSetProjection(float trans[4][4]) { dglMatrixMode(GL_PROJECTION); dglLoadMatrixf(&trans[0][0]); } void rend_TransformSetModelView(float trans[4][4]) { dglMatrixMode(GL_MODELVIEW); dglLoadMatrixf(&trans[0][0]); } #endif