Descent3/renderer/SoftwareOpenGL.cpp
2024-04-16 12:56:40 -06:00

3253 lines
89 KiB
C++

#include "RendererConfig.h"
#ifdef USE_SOFTWARE_TNL
#if defined(WIN32)
#include <windows.h>
#include "ddraw.h"
#elif defined(__LINUX__)
#include "linux/linux_fix.h"
#include "linux/dyna_xext.h"
#include "lnxscreenmode.h"
#include <X11/Xatom.h>
#define min(a, b) (((a) < (b)) ? (a) : (b))
#define max(a, b) (((a) > (b)) ? (a) : (b))
#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 <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <gl/gl.h>
#include <gl/glu.h>
#define DECLARE_OPENGL
#include "dyna_gl.h"
#if defined(WIN32)
#include "win/arb_extensions.h"
#endif
int FindArg(char *);
void rend_SetLightingState(light_state state);
int OpenGL_window_initted = 0;
// 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";
int Triangles_drawn = 0;
bool UseHardware = 0;
bool NoLightmaps = 0;
bool StateLimited = 0;
bool UseMultitexture = 0;
bool UseWBuffer = 0;
int Overlay_map = -1;
int Bump_map = 0, Bumpmap_ready = 0;
ubyte Overlay_type = OT_NONE;
float Z_bias = 0.0;
ubyte Renderer_close_flag = 0, Renderer_initted = 0;
// Is this hardware or software rendered?
renderer_type Renderer_type = RENDERER_SOFTWARE_16BIT;
int WindowGL = 0;
extern matrix Unscaled_matrix;
extern vector View_position;
#define CHECK_ERROR(x)
#if defined(WIN32)
// Moved from DDGR library
static HWND hOpenGLWnd = NULL;
static HDC hOpenGLDC = NULL;
HGLRC ResourceContext;
static WORD Saved_gamma_values[256 * 3];
#elif defined(__LINUX__)
static Display *OpenGL_Display = NULL;
static Window OpenGL_Window;
static XVisualInfo OpenGL_VisualInfo;
static GLXContext OpenGL_Context;
static bool OpenGL_TextureHack = false;
static bool OpenGL_UseLists = false;
static oeLnxApplication *OpenGL_LinuxApp = NULL;
#define glXQueryExtension dglXQueryExtension
#define glXCreateContext dglXCreateContext
#define glXMakeCurrent dglXMakeCurrent
#define glXSwapBuffers dglXSwapBuffers
#define glXDestroyContext dglXDestroyContext
#define glXWaitGL dglXWaitGL
#else
#endif
#define GET_WRAP_STATE(x) (x >> 4)
#define GET_FILTER_STATE(x) (x & 0x0f)
#define SET_WRAP_STATE(x, s) \
{ \
x &= 0x0F; \
x |= (s << 4); \
}
#define SET_FILTER_STATE(x, s) \
{ \
x &= 0xF0; \
x |= (s); \
}
// OpenGL Stuff
#define UNSIGNED_SHORT_5_5_5_1_EXT 0x8034
#define UNSIGNED_SHORT_4_4_4_4_EXT 0x8033
static int OpenGL_polys_drawn = 0;
static int OpenGL_verts_processed = 0;
static int OpenGL_uploads = 0;
static int OpenGL_sets_this_frame[10];
static int OpenGL_packed_pixels = 0;
static int OpenGL_multitexture = 0;
static int Cur_texture_object_num = 1;
static int OpenGL_cache_initted = 0;
static int OpenGL_last_bound[2];
static int Last_texel_unit_set = -1;
static int OpenGL_last_frame_polys_drawn = 0;
static int OpenGL_last_frame_verts_processed = 0;
static int OpenGL_last_uploaded = 0;
static float OpenGL_Alpha_factor = 1.0f;
#ifndef RELEASE
// This is for the Microsoft OpenGL reference driver
// Setting this will turn off bilinear filtering and zbuffer so we can get decent
// framerates to discern driver problems
static ubyte Fast_test_render = 0;
#endif
#if defined(WIN32)
PFNGLACTIVETEXTUREARBPROC oglActiveTextureARB;
PFNGLCLIENTACTIVETEXTUREARBPROC oglClientActiveTextureARB;
PFNGLMULTITEXCOORD4FARBPROC oglMultiTexCoord4f;
#endif
ushort *OpenGL_bitmap_remap;
ushort *OpenGL_lightmap_remap;
ubyte *OpenGL_bitmap_states;
ubyte *OpenGL_lightmap_states;
uint *opengl_Upload_data = NULL;
uint *opengl_Translate_table = NULL;
uint *opengl_4444_translate_table = NULL;
ushort *opengl_packed_Upload_data = NULL;
ushort *opengl_packed_Translate_table = NULL;
ushort *opengl_packed_4444_translate_table = NULL;
rendering_state OpenGL_state;
static float Alpha_multiplier = 1.0;
renderer_preferred_state OpenGL_preferred_state = {0, 1, 1.5};
// These structs are for drawing with OpenGL vertex arrays
// Useful for fast indexing
typedef struct {
float r, g, b, a;
} color_array;
typedef struct {
float s, t, r, w;
} tex_array;
vector GL_verts[100];
color_array GL_colors[100];
tex_array GL_tex_coords[100];
tex_array GL_tex_coords2[100];
bool OpenGL_multitexture_state = false;
module *OpenGLDLLHandle = NULL;
int Already_loaded = 0;
bool opengl_Blending_on = 0;
static oeApplication *ParentApplication;
// 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;
return;
dll_error:
#endif
OpenGL_multitexture = 0;
}
// returns true if the passed in extension name is supported
int opengl_CheckExtension(char *extName) {
char *p = (char *)dglGetString(GL_EXTENSIONS);
int extNameLen = strlen(extName);
char *end = p + strlen(p);
while (p < end) {
int n = strcspn(p, " ");
if ((extNameLen == n) && (strncmp(extName, p, n) == 0))
return 1;
p += (n + 1);
}
return 0;
}
// Gets some specific information about this particular flavor of opengl
void opengl_GetInformation() {
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 (OpenGL_multitexture && Last_texel_unit_set != tn) {
#if defined(WIN32)
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 (OpenGL_multitexture) {
#if defined(WIN32)
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;
#ifdef __LINUX__
OpenGL_UseLists = (FindArg("-gllists")) ? true : false;
if (OpenGL_UseLists) {
#endif
dglEnableClientState(GL_VERTEX_ARRAY);
dglEnableClientState(GL_COLOR_ARRAY);
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglVertexPointer(3, GL_FLOAT, 0, GL_verts);
dglColorPointer(4, GL_FLOAT, 0, GL_colors);
dglTexCoordPointer(4, GL_FLOAT, 0, GL_tex_coords);
#ifdef __LINUX__
}
#endif
dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
dglHint(GL_FOG_HINT, GL_FASTEST);
dglEnable(GL_SCISSOR_TEST);
dglScissor(0, 0, OpenGL_state.screen_width, OpenGL_state.screen_height);
dglDisable(GL_SCISSOR_TEST);
dglDepthRange(0.0f, 1.0f);
if (OpenGL_multitexture) {
#if defined(WIN32)
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_FASTEST);
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__)
bool opengl_GetXConfig(Display *dpy, XVisualInfo *vis, int attrib, int *value) {
int res;
res = dglXGetConfig(dpy, vis, attrib, value);
if (res == 0)
return true;
switch (res) {
case GLX_NO_EXTENSION:
fprintf(stdout, "GLX: Display does not support the GLX extension (%d)\n", attrib);
break;
case GLX_BAD_SCREEN:
fprintf(stdout, "GLX: The screen of the vis does not correspond to a screen (%d)\n", attrib);
break;
case GLX_BAD_ATTRIBUTE:
fprintf(stdout, "GLX: Bad Attribute (%d\%d)\n", attrib, *value);
break;
case GLX_BAD_VISUAL:
fprintf(stdout, "GLX: Bad Visual on non GLX_USE_GL call (%d)\n", attrib);
break;
default:
fprintf(stdout, "GLX: Unknown error (%d)\n", attrib);
break;
}
return false;
}
int opengl_Setup(oeApplication *app, int *width, int *height) {
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 = FindArg("-gllibrary");
if (arg != 0) {
strcpy(gl_library, GameArgs[arg + 1]);
fprintf(stdout, "OpenGL: Loading %s library\n", gl_library);
} else {
strcpy(gl_library, "libGL.so");
}
if (!(OpenGLDLLHandle = LoadOpenGLDLL(gl_library))) {
char buffer[512];
sprintf(buffer, "Failed to load %s!\n", gl_library);
fprintf(stderr, buffer);
rend_SetErrorMessage(buffer);
Int3();
return 0;
}
}
int dummy;
OpenGL_TextureHack = (FindArg("-gltexturehack")) ? true : false;
if (app) {
tLnxAppInfo app_info;
OpenGL_LinuxApp = (oeLnxApplication *)app;
app->get_info((void *)&app_info);
OpenGL_Display = app_info.m_Display;
OpenGL_Window = app_info.m_window;
memcpy(&OpenGL_VisualInfo, &app_info.m_VisualInfo, sizeof(XVisualInfo));
} else {
// since the application object wasn't passed in, make sure
// this isn't the first init
if (!OpenGL_Display) {
// ACK!
fprintf(stdout, "OGL: Error in opengl_Setup(). Application object not specified\n");
return 0;
}
}
// we need to destroy the OpenGL window
XUnmapWindow(OpenGL_Display, OpenGL_Window);
XDestroyWindow(OpenGL_Display, OpenGL_Window);
// Make sure OpenGL's GLX extension is supported. The glXQueryExtension also returns
// the GLX extension's error base and event base. For almost all OpenGL programs,
// this information is irrelevant.
if (!glXQueryExtension(OpenGL_Display, &dummy, &dummy)) {
fprintf(stderr, "GLX extension not supported by Display\n");
Int3();
return 0;
}
// Choose our visual
int screen_num = DefaultScreen(OpenGL_Display);
int vis_attrib[] = {GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE,
1, GLX_DEPTH_SIZE, 16, GLX_DOUBLEBUFFER, None};
XVisualInfo *new_vis = dglXChooseVisual(OpenGL_Display, screen_num, vis_attrib);
if (!new_vis) {
fprintf(stdout, "OpenGL: glXChooseVisual returned NULL\n");
Int3();
return 0;
}
// Create an OpenGL rendering context
OpenGL_Context = glXCreateContext(OpenGL_Display, new_vis, None, True);
if (OpenGL_Context == NULL) {
fprintf(stderr, "OpenGL: Unable to create GLX Context\n");
Int3();
return 0;
}
// Create a new window
XSetWindowAttributes swa;
swa.override_redirect = true;
swa.border_pixel = 0;
swa.event_mask = ExposureMask | StructureNotifyMask | KeyPressMask | KeyReleaseMask | PointerMotionMask |
ButtonPressMask | ButtonReleaseMask;
OpenGL_Window =
XCreateWindow(OpenGL_Display, RootWindow(OpenGL_Display, OpenGL_VisualInfo.screen), 0, 0, *width, *height, 0,
OpenGL_VisualInfo.depth, InputOutput, OpenGL_VisualInfo.visual, CWBorderPixel | CWEventMask, &swa);
XSizeHints sizeHints = {0};
sizeHints.flags |= USSize | USPosition | PAspect;
sizeHints.width = *width;
sizeHints.height = *height;
sizeHints.x = 0;
sizeHints.y = 0;
sizeHints.min_aspect.x = sizeHints.max_aspect.x = *width;
sizeHints.min_aspect.y = sizeHints.max_aspect.y = *height;
char *argv[1];
XWMHints *wmHints;
Atom wmDeleteWindow;
argv[0] = strdup("opengl");
XSetStandardProperties(OpenGL_Display, OpenGL_Window, "", "", None, (char **)argv, 0, &sizeHints);
free(argv[0]);
wmHints = XAllocWMHints();
wmHints->initial_state = NormalState;
wmHints->flags = StateHint;
XSetWMHints(OpenGL_Display, OpenGL_Window, wmHints);
wmDeleteWindow = XInternAtom(OpenGL_Display, "WM_DELETE_WINDOW", False);
XSetWMProtocols(OpenGL_Display, OpenGL_Window, &wmDeleteWindow, 1);
// move and resize the application window
XMoveResizeWindow(OpenGL_Display, OpenGL_Window, 0, 0, *width, *height);
OpenGL_LinuxApp->set_sizepos(0, 0, *width, *height);
OpenGL_LinuxApp->set_windowinfo(OpenGL_Display, OpenGL_Window);
OpenGL_LinuxApp->hide_mouse();
OpenGL_LinuxApp->clear_window();
// warp the mouse to 0,0 to start so our screen is in full view
XWarpPointer(OpenGL_Display, None, OpenGL_Window, 0, 0, 0, 0, *width / 2, *height / 2);
XStoreName(OpenGL_Display, OpenGL_Window, OpenGL_LinuxApp->get_window_name());
XSetIconName(OpenGL_Display, OpenGL_Window, OpenGL_LinuxApp->get_window_name());
XMapWindow(OpenGL_Display, OpenGL_Window);
bool wait_for_draw = false;
XEvent event;
while (!wait_for_draw) {
XNextEvent(OpenGL_Display, &event);
if (event.type == Expose && !event.xexpose.count)
wait_for_draw = true;
}
XRaiseWindow(OpenGL_Display, OpenGL_Window);
// Bind the rendering context
glXMakeCurrent(OpenGL_Display, OpenGL_Window, OpenGL_Context);
XSync(OpenGL_Display, False);
Already_loaded = 1;
return 1;
}
#endif
// Sets up our OpenGL rendering context
// Returns 1 if ok, 0 if something bad
int opengl_Init(oeApplication *app, renderer_preferred_state *pref_state) {
int width, height;
int retval = 1;
int i;
mprintf((0, "Setting up opengl mode!\n"));
if (pref_state) {
OpenGL_preferred_state = *pref_state;
}
int windowX = 0, windowY = 0;
#if defined(WIN32)
/***********************************************************
* WINDOWS OPENGL
***********************************************************
*/
static HWND hwnd;
if (app != NULL) {
ParentApplication = app;
hwnd = (HWND)((oeWin32Application *)app)->m_hWnd;
}
if (!WindowGL) {
// First set our display mode
// Create direct draw surface
DEVMODE devmode;
devmode.dmSize = sizeof(devmode);
devmode.dmBitsPerPel = 16;
// devmode.dmBitsPerPel=OpenGL_preferred_state.bit_depth;
devmode.dmPelsWidth = OpenGL_preferred_state.width;
devmode.dmPelsHeight = OpenGL_preferred_state.height;
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
int retval = ChangeDisplaySettings(&devmode, 0);
if (retval != DISP_CHANGE_SUCCESSFUL) {
mprintf((0, "Display mode change failed (err=%d), trying default!\n", retval));
retval = -1;
devmode.dmBitsPerPel = 16;
devmode.dmPelsWidth = 640;
devmode.dmPelsHeight = 480;
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
retval = ChangeDisplaySettings(&devmode, 0);
if (retval != DISP_CHANGE_SUCCESSFUL) {
mprintf((0, "OpenGL_INIT:Change display setting failed failed!\n"));
rend_SetErrorMessage("OGL: ChangeDisplaySettings failed. Make sure your desktop is set to 16bit mode!");
ChangeDisplaySettings(NULL, 0);
goto D3DError;
} else {
OpenGL_preferred_state.bit_depth = 16;
OpenGL_preferred_state.width = 640;
OpenGL_preferred_state.height = 480;
}
} else
mprintf((0, "Setdisplaymode to %d x %d (%d bits) is successful!\n", OpenGL_preferred_state.width,
OpenGL_preferred_state.height, OpenGL_preferred_state.bit_depth));
}
memset(&OpenGL_state, 0, sizeof(rendering_state));
// These values are set here - samir
if (app != NULL) {
hOpenGLWnd = (HWND)((oeWin32Application *)app)->m_hWnd;
}
hOpenGLDC = GetDC(hOpenGLWnd);
if (WindowGL) {
RECT rect;
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))
goto D3DError;
// Save gamma values for later
GetDeviceGammaRamp(hOpenGLDC, (LPVOID)Saved_gamma_values);
#elif defined(__LINUX__)
/***********************************************************
* LINUX OPENGL
***********************************************************
*/
// Setup OpenGL_state.screen_width & OpenGL_state.screen_height & width & height
width = OpenGL_preferred_state.width;
height = OpenGL_preferred_state.height;
if (!opengl_Setup(app, &width, &height))
goto D3DError;
memset(&OpenGL_state, 0, sizeof(rendering_state));
OpenGL_state.screen_width = width;
OpenGL_state.screen_height = height;
#else
// Setup OpenGL_state.screen_width & OpenGL_state.screen_height & width & height
#endif
// Get some info
opengl_GetInformation();
mprintf((0, "Setting up projection matrix\n"));
dglMatrixMode(GL_PROJECTION);
dglLoadIdentity();
dglOrtho((GLfloat)0.0f, (GLfloat)(width), (GLfloat)(height), (GLfloat)0.0f, 0.0f, 1.0f);
dglViewport(0, 0, width, height);
dglMatrixMode(GL_MODELVIEW);
dglLoadIdentity();
opengl_InitCache();
OpenGL_multitexture = opengl_CheckExtension("GL_ARB_multitexture");
if (!OpenGL_multitexture)
OpenGL_multitexture = opengl_CheckExtension("GL_SGIS_multitexture");
OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels");
opengl_GetDLLFunctions();
if (FindArg("-NoMultitexture"))
OpenGL_multitexture = false;
if (OpenGL_packed_pixels) {
opengl_packed_Upload_data = (ushort *)mem_malloc(256 * 256 * 2);
opengl_packed_Translate_table = (ushort *)mem_malloc(65536 * 2);
opengl_packed_4444_translate_table = (ushort *)mem_malloc(65536 * 2);
ASSERT(opengl_packed_Upload_data);
ASSERT(opengl_packed_Translate_table);
ASSERT(opengl_packed_4444_translate_table);
mprintf((0, "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] = 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] = pix;
}
} else {
opengl_Upload_data = (uint *)mem_malloc(256 * 256 * 4);
opengl_Translate_table = (uint *)mem_malloc(65536 * 4);
opengl_4444_translate_table = (uint *)mem_malloc(65536 * 4);
ASSERT(opengl_Upload_data);
ASSERT(opengl_Translate_table);
ASSERT(opengl_4444_translate_table);
mprintf((0, "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] = 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] = pix;
}
}
opengl_SetDefaults();
CHECK_ERROR(4)
// Tell our app to use multitexture
if (OpenGL_multitexture)
UseMultitexture = true;
OpenGL_state.initted = 1;
mprintf((0, "OpenGL initialization at %d x %d was successful.\n", width, height));
return retval;
D3DError:
opengl_Close();
return 0;
}
// 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)
ChangeDisplaySettings(NULL, 0);
#elif defined(__LINUX__)
// Restore our video mode
LinuxVideoMode.Lock(false);
LinuxVideoMode.RestoreVideoMode();
if (OpenGL_Display) {
if (dglXMakeCurrent)
glXMakeCurrent(OpenGL_Display, OpenGL_Window, NULL);
if (dglXDestroyContext)
glXDestroyContext(OpenGL_Display, OpenGL_Context);
}
#else
#endif
if (OpenGL_packed_pixels) {
if (opengl_packed_Upload_data)
mem_free(opengl_packed_Upload_data);
if (opengl_packed_Translate_table)
mem_free(opengl_packed_Translate_table);
if (opengl_packed_4444_translate_table)
mem_free(opengl_packed_4444_translate_table);
opengl_packed_Upload_data = NULL;
opengl_packed_Translate_table = NULL;
opengl_packed_4444_translate_table = NULL;
} else {
if (opengl_Upload_data)
mem_free(opengl_Upload_data);
if (opengl_Translate_table)
mem_free(opengl_Translate_table);
if (opengl_4444_translate_table)
mem_free(opengl_4444_translate_table);
opengl_Upload_data = NULL;
opengl_Translate_table = NULL;
opengl_4444_translate_table = NULL;
}
if (OpenGL_cache_initted) {
mem_free(OpenGL_lightmap_remap);
mem_free(OpenGL_bitmap_remap);
mem_free(OpenGL_lightmap_states);
mem_free(OpenGL_bitmap_states);
OpenGL_cache_initted = 0;
}
#if defined(WIN32)
// Restore gamma values
SetDeviceGammaRamp(hOpenGLDC, (LPVOID)Saved_gamma_values);
// I'm freeing the DC here - samir
ReleaseDC(hOpenGLWnd, hOpenGLDC);
#elif defined(__LINUX__)
#else
#endif
// mod_FreeModule (OpenGLDLLHandle);
OpenGL_state.initted = 0;
}
// Takes our 16bit format and converts it into the memory scheme that OpenGL wants
void opengl_TranslateBitmapToOpenGL(int texnum, int bm_handle, int map_type, int replace, int tn) {
ushort *bm_ptr;
int w, h;
int size;
if (OpenGL_multitexture && Last_texel_unit_set != tn) {
#if defined(WIN32)
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, UNSIGNED_SHORT_5_5_5_1_EXT,
opengl_packed_Upload_data);
} else {
dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, size, size, 0, GL_RGBA, UNSIGNED_SHORT_5_5_5_1_EXT,
opengl_packed_Upload_data);
}
} else {
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)
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, UNSIGNED_SHORT_4_4_4_4_EXT,
opengl_packed_Upload_data);
} else {
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA4, w, h, 0, GL_RGBA, UNSIGNED_SHORT_4_4_4_4_EXT,
opengl_packed_Upload_data);
}
} 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, UNSIGNED_SHORT_5_5_5_1_EXT,
opengl_packed_Upload_data);
} else {
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGB5_A1, w, h, 0, GL_RGBA, UNSIGNED_SHORT_5_5_5_1_EXT,
opengl_packed_Upload_data);
}
}
}
}
} 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 (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;
else
limit = 1;
for (int m = 0; m < limit; m++) {
bm_ptr = bm_data(bm_handle, m);
w = bm_w(bm_handle, m);
h = bm_h(bm_handle, m);
if (bm_format(bm_handle) == BITMAP_FORMAT_4444) {
// Do 4444
if (bm_mipped(bm_handle)) {
for (i = 0; i < w * h; i++)
opengl_Upload_data[i] = (255 << 24) | opengl_4444_translate_table[bm_ptr[i]];
} else {
for (i = 0; i < w * h; i++)
opengl_Upload_data[i] = opengl_4444_translate_table[bm_ptr[i]];
}
} else {
// Do 1555
for (i = 0; i < w * h; i++)
opengl_Upload_data[i] = opengl_Translate_table[bm_ptr[i]];
}
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 (OpenGL_multitexture && Last_texel_unit_set != tn) {
#if defined(WIN32)
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 (OpenGL_multitexture && Last_texel_unit_set != tn) {
#if defined(WIN32)
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 (OpenGL_multitexture && Last_texel_unit_set != tn) {
#if defined(WIN32)
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 (state) {
#if defined(WIN32)
oglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
oglActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
dglEnable(GL_TEXTURE_2D);
/*if (Overlay_type==OT_BLEND_SATURATE)
glBlendFunc (GL_SRC_ALPHA,GL_ONE);
else
glBlendFunc (GL_DST_COLOR,GL_ZERO);*/
oglActiveTextureARB(GL_TEXTURE0_ARB + 0);
Last_texel_unit_set = 0;
#endif
} else {
#if defined(WIN32)
oglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
oglActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
dglDisable(GL_TEXTURE_2D);
oglActiveTextureARB(GL_TEXTURE0_ARB + 0);
Last_texel_unit_set = 0;
#endif
}
}
// Takes nv vertices and draws the polygon defined by those vertices. Uses bitmap "handle"
// as a texture
void opengl_DrawMultitexturePolygon(int handle, g3Point **p, int nv, int map_type) {
g3Point *pnt;
int i, fr, fg, fb;
float alpha;
vector *vertp;
color_array *colorp;
tex_array *texp, *texp2;
float one_over_square_res = 1.0 / GameLightmaps[Overlay_map].square_res;
float xscalar = (float)GameLightmaps[Overlay_map].width * one_over_square_res;
float yscalar = (float)GameLightmaps[Overlay_map].height * one_over_square_res;
ASSERT(nv < 100);
int x_add = OpenGL_state.clip_x1;
int y_add = OpenGL_state.clip_y1;
if (OpenGL_state.cur_light_state == LS_NONE) {
fr = GR_COLOR_RED(OpenGL_state.cur_color);
fg = GR_COLOR_GREEN(OpenGL_state.cur_color);
fb = GR_COLOR_BLUE(OpenGL_state.cur_color);
}
alpha = Alpha_multiplier * OpenGL_Alpha_factor;
vertp = &GL_verts[0];
texp = &GL_tex_coords[0];
texp2 = &GL_tex_coords2[0];
colorp = &GL_colors[0];
// Specify our coordinates
for (i = 0; i < nv; i++, vertp++, texp++, colorp++, texp2++) {
pnt = p[i];
if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
// If we have a lighting model, apply the correct lighting!
if (OpenGL_state.cur_light_state != LS_NONE) {
// Do lighting based on intesity (MONO) or colored (RGB)
if (OpenGL_state.cur_color_model == CM_MONO) {
colorp->r = pnt->p3_l;
colorp->g = pnt->p3_l;
colorp->b = pnt->p3_l;
colorp->a = alpha;
} else {
colorp->r = pnt->p3_r;
colorp->g = pnt->p3_g;
colorp->b = pnt->p3_b;
colorp->a = alpha;
}
} else {
colorp->r = 1;
colorp->g = 1;
colorp->b = 1;
colorp->a = alpha;
}
// Texture this polygon!
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;
// Finally, specify a vertex
vertp->x = pnt->p3_sx + x_add;
vertp->y = pnt->p3_sy + y_add;
//@@vertp->z=-((pnt->p3_z+Z_bias)/OpenGL_state.cur_far_z);
vertp->z = -max(0, min(1.0, 1.0 - (1.0 / (pnt->p3_z + Z_bias))));
}
// make sure our bitmap is ready to be drawn
opengl_MakeBitmapCurrent(handle, map_type, 0);
opengl_MakeWrapTypeCurrent(handle, map_type, 0);
opengl_MakeFilterTypeCurrent(handle, map_type, 0);
// make sure our bitmap is ready to be drawn
opengl_MakeBitmapCurrent(Overlay_map, MAP_TYPE_LIGHTMAP, 1);
opengl_MakeWrapTypeCurrent(Overlay_map, MAP_TYPE_LIGHTMAP, 1);
opengl_MakeFilterTypeCurrent(Overlay_map, MAP_TYPE_LIGHTMAP, 1);
opengl_SetMultitextureBlendMode(true);
// And draw!
#ifdef __LINUX__
if (OpenGL_UseLists) {
#endif
dglDrawArrays(GL_POLYGON, 0, nv);
#ifdef __LINUX__
} else {
dglBegin(GL_POLYGON);
for (i = 0; i < nv; i++) {
dglTexCoord4fv((GLfloat *)&GL_tex_coords[i]);
dglColor4fv((GLfloat *)&GL_colors[i]);
dglVertex3fv((GLfloat *)&GL_verts[i]);
}
dglEnd();
}
#endif
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
CHECK_ERROR(10)
}
void opengl_DrawFlatPolygon(g3Point **p, int nv) {
int x_add = OpenGL_state.clip_x1;
int y_add = OpenGL_state.clip_y1;
float fr, fg, fb;
int i;
if (OpenGL_multitexture)
opengl_SetMultitextureBlendMode(false);
float alpha = Alpha_multiplier * OpenGL_Alpha_factor;
fr = GR_COLOR_RED(OpenGL_state.cur_color);
fg = GR_COLOR_GREEN(OpenGL_state.cur_color);
fb = GR_COLOR_BLUE(OpenGL_state.cur_color);
fr /= 255.0;
fg /= 255.0;
fb /= 255.0;
// And draw!
dglBegin(GL_POLYGON);
for (i = 0; i < nv; i++) {
g3Point *pnt = p[i];
if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
// If we have a lighting model, apply the correct lighting!
if (OpenGL_state.cur_light_state != LS_NONE) {
// Do lighting based on intesity (MONO) or colored (RGB)
if (OpenGL_state.cur_color_model == CM_MONO)
dglColor4f(pnt->p3_l, pnt->p3_l, pnt->p3_l, alpha);
else {
dglColor4f(pnt->p3_r, pnt->p3_g, pnt->p3_b, alpha);
}
} else
dglColor4f(fr, fg, fb, alpha);
// Finally, specify a vertex
//@@dglVertex3f (pnt->p3_sx+x_add,pnt->p3_sy+y_add,-(pnt->p3_z/OpenGL_state.cur_far_z));
float z = max(0, min(1.0, 1.0 - (1.0 / (pnt->p3_z + Z_bias))));
dglVertex3f(pnt->p3_sx + x_add, pnt->p3_sy + y_add, -z);
}
dglEnd();
CHECK_ERROR(11)
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
}
// 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 = 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 = 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
}
#ifdef __LINUX__
void CreateFullScreenWindow(Display *dpy, Window rootwin, Window window, int DisplayScreen, int DisplayWidth,
int DisplayHeight) {
// see if a motif based window manager is running. do this by
// getting the _MOTIF_WM_INFO property on the root window. if
// it exists then make sure the window it refers to also exists.
Bool noWM, isMWMRunning = False;
Atom a = XInternAtom(dpy, "_MOTIF_WM_INFO", True);
if (a) {
struct BzfPropMotifWmInfo {
public:
long flags;
Window wmWindow;
};
Atom type;
int format;
unsigned long nitems;
unsigned long bytes_after;
long *mwmInfo;
XGetWindowProperty(dpy, rootwin, a, 0, 4, False, a, &type, &format, &nitems, &bytes_after,
(unsigned char **)&mwmInfo);
if (mwmInfo) {
// get the mwm window from the properties
const Window mwmWindow = ((BzfPropMotifWmInfo *)mwmInfo)->wmWindow;
XFree(mwmInfo);
// verify that window is a child of the root window
Window root, parent, *children;
unsigned int numChildren;
if (XQueryTree(dpy, mwmWindow, &root, &parent, &children, &numChildren)) {
XFree(children);
if (parent == rootwin)
isMWMRunning = True;
}
}
}
// turning off decorations is window manager dependent
if (isMWMRunning) {
fprintf(stdout, "Motif Window Manager\n");
// it's a Motif based window manager
long hints[4];
hints[0] = 0;
hints[1] = 0;
hints[2] = 0;
hints[3] = 0;
long *xhints;
a = XInternAtom(dpy, "_MOTIF_WM_HINTS", False);
{
// get current hints
Atom type;
int format;
unsigned long nitems;
unsigned long bytes_after;
XGetWindowProperty(dpy, window, a, 0, 4, False, a, &type, &format, &nitems, &bytes_after,
(unsigned char **)&xhints);
if (xhints) {
hints[0] = xhints[0];
hints[1] = xhints[1];
hints[2] = xhints[2];
hints[3] = xhints[3];
XFree(xhints);
}
}
hints[0] |= 2; // MWM_HINTS_DECORATIONS flag
hints[2] = 0; // no decorations
XChangeProperty(dpy, window, a, a, 32, PropModeReplace, (unsigned char *)&hints, 4);
noWM = False;
} else {
// non-motif window manager. use override redirect to prevent window
// manager from messing with our appearance. unfortunately, the user
// can't move or iconify the window either.
XSetWindowAttributes attr;
attr.override_redirect = True;
XChangeWindowAttributes(dpy, window, CWOverrideRedirect, &attr);
noWM = True;
}
// now set position and size
long dummy;
XSizeHints xsh;
XGetWMNormalHints(dpy, window, &xsh, &dummy);
xsh.x = 0;
xsh.y = 0;
xsh.base_width = DisplayWidth;
xsh.base_height = DisplayHeight;
xsh.flags |= USPosition | PPosition | PBaseSize;
{
char *env;
env = getenv("MESA_GLX_FX");
if (env && *env == 'f') // Full screen Mesa mode
{
xsh.base_width = 640;
xsh.base_height = 480;
} else {
// Check if we have the XF86 vidmode extension, for virtual roots
if (LinuxVideoMode.QueryExtension(dpy)) {
int dotclock;
XF86VidModeModeLine modeline;
LinuxVideoMode.GetModeLine(dpy, DisplayScreen, &dotclock, &modeline);
xsh.base_width = modeline.hdisplay;
xsh.base_height = modeline.vdisplay;
// if (modeline.c_private)
// XFree(modeline.c_private);
}
}
}
// set the window manager hints for the window and move and resize
// the window (overriding the window manager). we have to override
// the window manager for the move and resize because the window
// *must* be the correct size when we first bind the OpenGL context
// for the 3Dfx driver since it cannot handle later resizes. if we
// don't override the window manager, our move and resize will
// probably be ignored.
if (!noWM) {
XSetWindowAttributes attr;
attr.override_redirect = True;
XChangeWindowAttributes(dpy, window, CWOverrideRedirect, &attr);
}
XSetWMNormalHints(dpy, window, &xsh);
XMoveResizeWindow(dpy, window, xsh.x, xsh.y, xsh.base_width, xsh.base_height);
if (!noWM) {
XSetWindowAttributes attr;
attr.override_redirect = False;
XChangeWindowAttributes(dpy, window, CWOverrideRedirect, &attr);
}
XSync(dpy, False);
}
#endif
// Tells the software renderer whether or not to use mipping
void rend_SetMipState(sbyte mipstate) {}
void rend_SetInitOptions(void) {
if (FindArg("-forcelightmaps")) {
NoLightmaps = false;
}
if (FindArg("-nolightmaps")) {
NoLightmaps = true;
UseMultitexture = false;
}
if (FindArg("-NoMultitexture")) {
UseMultitexture = false;
}
}
// 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));
NoLightmaps = false;
UseHardware = 1;
StateLimited = 1;
UseMultitexture = 0;
UseWBuffer = 0;
#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
if (retval != 0) {
rend_SetInitOptions();
}
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
// 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);
if (OpenGL_state.cur_texture_quality == 0) {
opengl_DrawFlatPolygon(p, nv);
return;
}
if (Overlay_type != OT_NONE && OpenGL_multitexture) {
opengl_DrawMultitexturePolygon(handle, p, nv, map_type);
return;
}
int x_add = OpenGL_state.clip_x1;
int y_add = OpenGL_state.clip_y1;
if (OpenGL_state.cur_light_state == LS_FLAT_GOURAUD) {
fr = GR_COLOR_RED(OpenGL_state.cur_color) / 255.0;
fg = GR_COLOR_GREEN(OpenGL_state.cur_color) / 255.0;
fb = GR_COLOR_BLUE(OpenGL_state.cur_color) / 255.0;
}
if (OpenGL_multitexture)
opengl_SetMultitextureBlendMode(false);
// make sure our bitmap is ready to be drawn
opengl_MakeBitmapCurrent(handle, map_type, 0);
opengl_MakeWrapTypeCurrent(handle, map_type, 0);
opengl_MakeFilterTypeCurrent(handle, map_type, 0);
alpha = Alpha_multiplier * OpenGL_Alpha_factor;
vertp = &GL_verts[0];
texp = &GL_tex_coords[0];
colorp = &GL_colors[0];
// Specify our coordinates
for (i = 0; i < nv; i++, vertp++, texp++, colorp++) {
pnt = p[i];
////////////////////////////////////////////
if (pnt->p3_flags & PF_ORIGPOINT) {
// 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 + x_add;
float screenY = pnt->p3_sy + y_add;
// 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
// Finally, specify a vertex
vertp->x = pnt->p3_sx + x_add;
vertp->y = pnt->p3_sy + y_add;
//@@float z=(pnt->p3_z+Z_bias)/OpenGL_state.cur_far_z;
float z = max(0, min(1.0, 1.0 - (1.0 / (pnt->p3_z + Z_bias))));
vertp->z = -z;
}
// And draw!
#ifdef __LINUX__
if (OpenGL_UseLists) {
#endif
dglDrawArrays(GL_POLYGON, 0, nv);
#ifdef __LINUX__
} else {
dglBegin(GL_POLYGON);
for (i = 0; i < nv; i++) {
dglTexCoord4fv((GLfloat *)&GL_tex_coords[i]);
dglColor4fv((GLfloat *)&GL_colors[i]);
dglVertex3fv((GLfloat *)&GL_verts[i]);
}
dglEnd();
}
#endif
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
CHECK_ERROR(10)
// If there is a lightmap to draw, draw it as well
if (Overlay_type != OT_NONE) {
return; // Temp fix until I figure out whats going on
Int3(); // Shouldn't reach here
}
}
// 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);
if (OpenGL_multitexture) {
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!
#ifdef __LINUX__
if (OpenGL_UseLists) {
#endif
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);
}
#ifdef __LINUX__
} else {
dglBegin(GL_POLYGON);
for (i = 0; i < nv; ++i) {
if (OpenGL_state.cur_texture_quality != 0) {
dglTexCoord4fv((GLfloat *)&GL_tex_coords[i]);
}
dglColor4fv((GLfloat *)&GL_colors[i]);
dglVertex3fv((GLfloat *)&GL_verts[i]);
}
dglEnd();
}
#endif
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
CHECK_ERROR(10)
}
#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; // No redundant state setting
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
// Note, the opengl_Far_z variable must be valid for this function to work correctly
float fog_start, fog_end;
fog_start = max(0, min(1.0, 1.0 - (1.0 / nearz)));
fog_end = max(0, min(1.0, 1.0 - (1.0 / farz)));
OpenGL_state.cur_fog_start = fog_start;
OpenGL_state.cur_fog_end = fog_end;
dglFogi(GL_FOG_MODE, GL_LINEAR);
dglFogf(GL_FOG_START, fog_start);
dglFogf(GL_FOG_END, fog_end);
}
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 (OpenGL_multitexture && Last_texel_unit_set != 0) {
#if defined(WIN32)
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 (OpenGL_multitexture && Last_texel_unit_set != 0) {
#if defined(WIN32)
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;
}
// 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__)
glXWaitGL();
glXSwapBuffers(OpenGL_Display, OpenGL_Window);
#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);
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;
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 (OpenGL_multitexture && Last_texel_unit_set != 0) {
#if defined(WIN32)
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 (OpenGL_multitexture && Last_texel_unit_set != 0) {
#if defined(WIN32)
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) {
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=(pnt->p3_z+Z_bias)/OpenGL_state.cur_far_z;
float z = max(0, 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) { Z_bias = z_bias; }
// 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;
screenH = OpenGL_state.clip_y2 - OpenGL_state.clip_y1;
}
// 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;
}
rend_SetInitOptions();
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 state of the OpenGLWindow to on or off
static renderer_type Save_rend;
static bool Save_state_limit;
void rend_SetOpenGLWindowState(int state, oeApplication *app, renderer_preferred_state *pref_state) {
if (state) {
if (!OpenGL_window_initted) {
if (rend_InitOpenGLWindow(app, pref_state))
OpenGL_window_initted = 1;
else
return;
}
UseHardware = 1;
Save_rend = Renderer_type;
Save_state_limit = StateLimited;
Renderer_type = RENDERER_OPENGL;
StateLimited = 1;
NoLightmaps = false;
} else {
if (OpenGL_window_initted) {
UseHardware = 0;
Renderer_type = RENDERER_SOFTWARE_16BIT;
StateLimited = Save_state_limit;
}
}
}
// 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
char *rend_GetErrorMessage() { return (char *)Renderer_error_message; }
// Sets an error message
void rend_SetErrorMessage(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));
}
}
#endif