/* * 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 #if defined(WIN32) #include #endif #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" #define DECLARE_OPENGL #include "dyna_gl.h" #if defined(WIN32) #include "win/arb_extensions.h" #endif int FindArg(const char *); void rend_SetLightingState(light_state state); // 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; #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; #if defined(_USE_OGL_ACTIVE_TEXTURES) PFNGLACTIVETEXTUREARBPROC oglActiveTextureARB = NULL; PFNGLCLIENTACTIVETEXTUREARBPROC oglClientActiveTextureARB = NULL; PFNGLMULTITEXCOORD4FARBPROC oglMultiTexCoord4f = NULL; #endif 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; #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)); } 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 = (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)) oglActiveTextureARB(GL_TEXTURE0_ARB + 1); dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); oglActiveTextureARB(GL_TEXTURE0_ARB + 0); #endif } CHECK_ERROR(3) OpenGL_cache_initted = 1; return 1; } // Sets default states for our renderer void opengl_SetDefaults() { mprintf(0, "Setting states\n"); gpu_state.cur_color = 0x00FFFFFF; gpu_state.cur_bilinear_state = -1; gpu_state.cur_zbuffer_state = -1; gpu_state.cur_texture_quality = -1; gpu_state.cur_light_state = LS_GOURAUD; gpu_state.cur_color_model = CM_MONO; gpu_state.cur_bilinear_state = -1; gpu_state.cur_alpha_type = AT_TEXTURE; // Enable some states dglAlphaFunc(GL_GREATER, 0); dglEnable(GL_ALPHA_TEST); dglEnable(GL_BLEND); dglEnable(GL_DITHER); opengl_Blending_on = true; rend_SetAlphaType(AT_ALWAYS); rend_SetAlphaValue(255); rend_SetFiltering(1); rend_SetLightingState(LS_NONE); rend_SetTextureType(TT_FLAT); rend_SetColorModel(CM_RGB); rend_SetZBufferState(1); rend_SetZValues(0, 3000); rend_SetGammaValue(gpu_preferred_state.gamma); 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); dglDepthRange(0.0f, 1.0f); if (UseMultitexture) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + 1); oglClientActiveTextureARB(GL_TEXTURE0_ARB + 1); dglEnableClientState(GL_TEXTURE_COORD_ARRAY); dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); dglHint(GL_FOG_HINT, GL_NICEST); oglClientActiveTextureARB(GL_TEXTURE0_ARB + 0); dglDisable(GL_TEXTURE_2D); dglAlphaFunc(GL_GREATER, 0); dglEnable(GL_ALPHA_TEST); dglEnable(GL_BLEND); dglEnable(GL_DITHER); dglBlendFunc(GL_DST_COLOR, GL_ZERO); oglActiveTextureARB(GL_TEXTURE0_ARB + 0); #endif } } 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); 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; } } // 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); bool fbo_available = true; if (!SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) { mprintf(0, "OpenGL: GL_EXT_framebuffer_object extension is not available"); fbo_available = false; } if (!SDL_GL_ExtensionSupported("GL_EXT_framebuffer_blit")) { mprintf(0, "OpenGL: GL_EXT_framebuffer_blit extension is not available"); fbo_available = false; } if (fbo_available) { #define LOOKUP_GL_SYM(x) \ dgl##x = (gl##x##_fp) SDL_GL_GetProcAddress("gl" #x); \ if (dgl##x == NULL) { \ mprintf(0, "OpenGL: gl%s function not found!", #x); \ fbo_available = false; \ } LOOKUP_GL_SYM(GenFramebuffersEXT); LOOKUP_GL_SYM(GenRenderbuffersEXT); LOOKUP_GL_SYM(BindFramebufferEXT); LOOKUP_GL_SYM(BindRenderbufferEXT); LOOKUP_GL_SYM(RenderbufferStorageEXT); LOOKUP_GL_SYM(FramebufferRenderbufferEXT); LOOKUP_GL_SYM(CheckFramebufferStatusEXT); LOOKUP_GL_SYM(DeleteFramebuffersEXT); LOOKUP_GL_SYM(DeleteRenderbuffersEXT); LOOKUP_GL_SYM(BlitFramebufferEXT); } if (!fbo_available) { mprintf(0, "OpenGL: We need missing Framebuffer Object support, giving up"); SDL_GL_DeleteContext(GSDLGLContext); SDL_DestroyWindow(GSDLWindow); GSDLGLContext = NULL; GSDLWindow = NULL; return 0; } /* 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); } 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(); 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 = (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); 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)) 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) { 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)) oglActiveTextureARB(GL_TEXTURE0_ARB + tn); Last_texel_unit_set = tn; #endif } dglBindTexture(GL_TEXTURE_2D, texnum); OpenGL_last_bound[tn] = texnum; OpenGL_sets_this_frame[0]++; } CHECK_ERROR(7) return 1; } // Sets up an appropriate wrap type for the current bound texture void opengl_MakeWrapTypeCurrent(int handle, int map_type, int tn) { int uwrap; wrap_type dest_wrap; if (tn == 1) dest_wrap = WT_CLAMP; else dest_wrap = gpu_state.cur_wrap_type; if (map_type == MAP_TYPE_LIGHTMAP) uwrap = GET_WRAP_STATE(OpenGL_lightmap_states[handle]); else uwrap = GET_WRAP_STATE(OpenGL_bitmap_states[handle]); if (uwrap == dest_wrap) return; if (UseMultitexture && Last_texel_unit_set != tn) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + tn); Last_texel_unit_set = tn; #endif } OpenGL_sets_this_frame[1]++; if (gpu_state.cur_wrap_type == WT_CLAMP) { 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) { oglActiveTextureARB(GL_TEXTURE0_ARB + tn); Last_texel_unit_set = tn; } #endif OpenGL_sets_this_frame[2]++; if (dest_state) { if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); } else { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } } else { if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) { // dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); } else { dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } if (map_type == MAP_TYPE_LIGHTMAP) { SET_FILTER_STATE(OpenGL_lightmap_states[handle], dest_state); } else { SET_FILTER_STATE(OpenGL_bitmap_states[handle], dest_state); } CHECK_ERROR(9) } // Turns on/off multitexture blending void gpu_SetMultitextureBlendMode(bool state) { if (OpenGL_multitexture_state == state) return; OpenGL_multitexture_state = state; #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE1_ARB); oglClientActiveTextureARB(GL_TEXTURE1_ARB); if (state) { dglEnableClientState(GL_TEXTURE_COORD_ARRAY); dglEnable(GL_TEXTURE_2D); } else { dglDisableClientState(GL_TEXTURE_COORD_ARRAY); dglDisable(GL_TEXTURE_2D); } oglActiveTextureARB(GL_TEXTURE0_ARB); oglClientActiveTextureARB(GL_TEXTURE0_ARB); Last_texel_unit_set = 0; #endif } void gpu_DrawFlatPolygon3D(g3Point **p, int nv) { float fr, fg, fb; int i; if (UseMultitexture) { gpu_SetMultitextureBlendMode(false); } float alpha = gpu_Alpha_multiplier * gpu_Alpha_factor; fr = GR_COLOR_RED(gpu_state.cur_color); fg = GR_COLOR_GREEN(gpu_state.cur_color); fb = GR_COLOR_BLUE(gpu_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 (gpu_state.cur_alpha_type & ATF_VERTEX) alpha = pnt->p3_a * gpu_Alpha_multiplier * gpu_Alpha_factor; // If we have a lighting model, apply the correct lighting! if (gpu_state.cur_light_state != LS_NONE) { // Do lighting based on intesity (MONO) or colored (RGB) if (gpu_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 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); oglClientActiveTextureARB(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); } oglClientActiveTextureARB(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 oglClientActiveTextureARB(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); oglClientActiveTextureARB(GL_TEXTURE0_ARB + 0); dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv0); oglClientActiveTextureARB(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; gpu_state.cur_fog_start = fogStart; gpu_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 == gpu_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); gpu_state.cur_light_state = LS_NONE; break; case LS_FLAT_GOURAUD: dglShadeModel(GL_SMOOTH); gpu_state.cur_light_state = LS_FLAT_GOURAUD; break; case LS_GOURAUD: case LS_PHONG: dglShadeModel(GL_SMOOTH); 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) { oglActiveTextureARB(GL_TEXTURE0_ARB + 0); Last_texel_unit_set = 0; } #endif OpenGL_sets_this_frame[3]++; switch (state) { case TT_FLAT: dglDisable(GL_TEXTURE_2D); gpu_state.cur_texture_quality = 0; 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) { int r = (color >> 16 & 0xFF); int g = (color >> 8 & 0xFF); int b = (color & 0xFF); g3_RefreshTransforms(true); dglColor3ub(r, g, b); dglBegin(GL_POINTS); dglVertex2i(x, y); dglEnd(); } // Sets a pixel on the display ddgr_color rend_GetPixel(int x, int y) { ddgr_color color[4]; dglReadPixels(x, (gpu_state.screen_height - 1) - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)color); 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; int color = gpu_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 = 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); // TODO: Generalize dglBegin(GL_LINES); dglColor4ub(r, g, b, 255); dglVertex2i(x1 + gpu_state.clip_x1, y1 + gpu_state.clip_y1); dglColor4ub(r, g, b, 255); dglVertex2i(x2 + gpu_state.clip_x1, y2 + gpu_state.clip_y1); dglEnd(); rend_SetAlphaType(atype); rend_SetLighting(ltype); rend_SetTextureType(ttype); } // Sets the color of fog void rend_SetFogColor(ddgr_color color) { if (color == gpu_state.cur_fog_color) return; float fc[4]; fc[0] = GR_COLOR_RED(color); fc[1] = GR_COLOR_GREEN(color); fc[2] = GR_COLOR_BLUE(color); fc[3] = 1; fc[0] /= 255.0f; fc[1] /= 255.0f; fc[2] /= 255.0f; dglFogfv(GL_FOG_COLOR, fc); } // Sets the lighting state of opengl void rend_SetLightingState(light_state state) { if (state == gpu_state.cur_light_state) return; // No redundant state setting if (UseMultitexture && Last_texel_unit_set != 0) { #if (defined(_USE_OGL_ACTIVE_TEXTURES)) oglActiveTextureARB(GL_TEXTURE0_ARB + 0); Last_texel_unit_set = 0; #endif } OpenGL_sets_this_frame[4]++; switch (state) { case LS_NONE: dglShadeModel(GL_SMOOTH); gpu_state.cur_light_state = LS_NONE; break; case LS_FLAT_GOURAUD: dglShadeModel(GL_SMOOTH); gpu_state.cur_light_state = LS_FLAT_GOURAUD; break; case LS_GOURAUD: case LS_PHONG: dglShadeModel(GL_SMOOTH); gpu_state.cur_light_state = LS_GOURAUD; break; default: Int3(); break; } CHECK_ERROR(13) } 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) { oglActiveTextureARB(GL_TEXTURE0_ARB + 0); Last_texel_unit_set = 0; } #endif OpenGL_sets_this_frame[6]++; if (atype == AT_ALWAYS) { if (opengl_Blending_on) { dglDisable(GL_BLEND); opengl_Blending_on = false; } } else { if (!opengl_Blending_on) { dglEnable(GL_BLEND); opengl_Blending_on = true; } } switch (atype) { case AT_ALWAYS: case AT_TEXTURE: rend_SetAlphaValue(255); dglBlendFunc(GL_ONE, GL_ZERO); break; 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); int x_add = gpu_state.clip_x1; int y_add = gpu_state.clip_y1; float fr, fg, fb, alpha; int i; fr = GR_COLOR_RED(gpu_state.cur_color); fg = GR_COLOR_GREEN(gpu_state.cur_color); fb = GR_COLOR_BLUE(gpu_state.cur_color); fr /= 255.0f; fg /= 255.0f; fb /= 255.0f; alpha = gpu_Alpha_multiplier * gpu_Alpha_factor; // And draw! dglBegin(GL_LINES); for (i = 0; i < 2; i++) { g3Point *pnt = p0; if (i == 1) pnt = p1; if (gpu_state.cur_alpha_type & ATF_VERTEX) alpha = pnt->p3_a * gpu_Alpha_multiplier * gpu_Alpha_factor; // If we have a lighting model, apply the correct lighting! if (gpu_state.cur_light_state != LS_NONE) { if (gpu_state.cur_light_state == LS_FLAT_GOURAUD) { dglColor4f(fr, fg, fb, alpha); } else { // Do lighting based on intesity (MONO) or colored (RGB) if (gpu_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::clamp(1.0 - (1.0 / (pnt->p3_z + Z_bias)), 0.0, 1.0); 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 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 // 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); dglScissor(0, 0, width, height); // ModelView dglMatrixMode(GL_MODELVIEW); dglLoadIdentity(); } void rend_TransformSetViewport(int lx, int ty, int width, int height) { dglViewport(lx, gpu_state.screen_height - (ty + height - 1), width, height); } 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]); }