Descent3/renderer/opengl_ryan.cpp
Thomas Otto b909a4cf43 Convert min/max macros to std::min/max
Added explicit <float> or <int> template argument where needed.
Add -DNOMINMAX define for Windows.
2024-04-17 21:43:38 +02:00

3785 lines
111 KiB
C++

#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"
#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
#include "sdl_utils.h"
#endif
#include "byteswap.h"
// #include <X11/Xatom.h>
extern bool ddio_mouseGrabbed;
#else
#endif
#ifdef OPENGL_TRACING
#warning *********************************************************************
#warning *********************************************************************
#warning *********************************************************************
#warning ******* OPENGL_TRACING NEEDS TO BE REMOVED FROM THE MAKEFILE! *******
#warning *********************************************************************
#warning *********************************************************************
#warning *********************************************************************
#define _D(x) \
DGL_Printf(" // called in Descent 3:\n // "); \
DGL_Printf x; \
DGL_Printf("\n\n");
#else
#define _D(x)
#endif
#include "DDAccess.h" // Device Dependent access level module
#include "pstypes.h"
#include "pserror.h"
#include "application.h"
#include "renderer.h"
#include "3d.h"
#include "bitmap.h"
#include "lightmap.h"
#include "rend_opengl.h"
#include "grdefs.h"
#include "gl.h"
// #include "glu.h"
#include "mem.h"
#include "rtperformance.h"
#include "dyna_gl.h"
#include "../args.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <algorithm>
#if defined(WIN32)
#include "arb_extensions.h"
wglCreateContext_fp dwglCreateContext = NULL;
wglDeleteContext_fp dwglDeleteContext = NULL;
wglMakeCurrent_fp dwglMakeCurrent = NULL;
wglGetProcAddress_fp dwglGetProcAddress = NULL;
#endif
#ifdef __RYANS_EASTER_EGGS__
bool __pumpkinBromo = false;
#endif
// bk000614 - instantiation of the gloablly visible symbols
glAlphaFunc_fp dglAlphaFunc = NULL;
glBegin_fp dglBegin = NULL;
glBindTexture_fp dglBindTexture = NULL;
glBlendFunc_fp dglBlendFunc = NULL;
glClear_fp dglClear = NULL;
glClearColor_fp dglClearColor = NULL;
glClearDepth_fp dglClearDepth = NULL;
glColor3ub_fp dglColor3ub = NULL;
glColor4f_fp dglColor4f = NULL;
glColor4fv_fp dglColor4fv = NULL;
glColor4ub_fp dglColor4ub = NULL;
glColorPointer_fp dglColorPointer = NULL;
glDeleteTextures_fp dglDeleteTextures = NULL;
glDepthFunc_fp dglDepthFunc = NULL;
glDepthMask_fp dglDepthMask = NULL;
glDepthRange_fp dglDepthRange = NULL;
glDisable_fp dglDisable = NULL;
glDisableClientState_fp dglDisableClientState = NULL;
glDrawArrays_fp dglDrawArrays = NULL;
glDrawPixels_fp dglDrawPixels = NULL;
glEnable_fp dglEnable = NULL;
glEnableClientState_fp dglEnableClientState = NULL;
glEnd_fp dglEnd = NULL;
glFlush_fp dglFlush = NULL;
glFogf_fp dglFogf = NULL;
glFogfv_fp dglFogfv = NULL;
glFogi_fp dglFogi = NULL;
glGetError_fp dglGetError = NULL;
glGetString_fp dglGetString = NULL;
glGetIntegerv_fp dglGetIntegerv = NULL;
glHint_fp dglHint = NULL;
glLoadIdentity_fp dglLoadIdentity = NULL;
glMatrixMode_fp dglMatrixMode = NULL;
glOrtho_fp dglOrtho = NULL;
glPixelStorei_fp dglPixelStorei = NULL;
glPixelTransferi_fp dglPixelTransferi = NULL;
glPolygonOffset_fp dglPolygonOffset = NULL;
glReadPixels_fp dglReadPixels = NULL;
glScissor_fp dglScissor = NULL;
glShadeModel_fp dglShadeModel = NULL;
glTexCoord2f_fp dglTexCoord2f = NULL;
glTexCoord4fv_fp dglTexCoord4fv = NULL;
glTexCoordPointer_fp dglTexCoordPointer = NULL;
glTexEnvf_fp dglTexEnvf = NULL;
glTexImage2D_fp dglTexImage2D = NULL;
glTexParameteri_fp dglTexParameteri = NULL;
glTexSubImage2D_fp dglTexSubImage2D = NULL;
glVertex2i_fp dglVertex2i = NULL;
glVertex3f_fp dglVertex3f = NULL;
glVertex3fv_fp dglVertex3fv = NULL;
glVertexPointer_fp dglVertexPointer = NULL;
glViewport_fp dglViewport = NULL;
glGenLists_fp dglGenLists = NULL;
glNewList_fp dglNewList = NULL;
glEndList_fp dglEndList = NULL;
glCallLists_fp dglCallLists = NULL;
glListBase_fp dglListBase = NULL;
glBitmap_fp dglBitmap = NULL;
glPushAttrib_fp dglPushAttrib = NULL;
glPopAttrib_fp dglPopAttrib = NULL;
glColor3f_fp dglColor3f = NULL;
glRasterPos2i_fp dglRasterPos2i = NULL;
// bk000614 - instantiation of the symbols from the DLL
glAlphaFunc_fp dllAlphaFunc = NULL;
glBegin_fp dllBegin = NULL;
glBindTexture_fp dllBindTexture = NULL;
glBlendFunc_fp dllBlendFunc = NULL;
glClear_fp dllClear = NULL;
glClearColor_fp dllClearColor = NULL;
glClearDepth_fp dllClearDepth = NULL;
glColor3ub_fp dllColor3ub = NULL;
glColor4f_fp dllColor4f = NULL;
glColor4fv_fp dllColor4fv = NULL;
glColor4ub_fp dllColor4ub = NULL;
glColorPointer_fp dllColorPointer = NULL;
glDeleteTextures_fp dllDeleteTextures = NULL;
glDepthFunc_fp dllDepthFunc = NULL;
glDepthMask_fp dllDepthMask = NULL;
glDepthRange_fp dllDepthRange = NULL;
glDisable_fp dllDisable = NULL;
glDisableClientState_fp dllDisableClientState = NULL;
glDrawArrays_fp dllDrawArrays = NULL;
glDrawPixels_fp dllDrawPixels = NULL;
glEnable_fp dllEnable = NULL;
glEnableClientState_fp dllEnableClientState = NULL;
glEnd_fp dllEnd = NULL;
glFlush_fp dllFlush = NULL;
glFogf_fp dllFogf = NULL;
glFogfv_fp dllFogfv = NULL;
glFogi_fp dllFogi = NULL;
glGetError_fp dllGetError = NULL;
glGetString_fp dllGetString = NULL;
glGetIntegerv_fp dllGetIntegerv = NULL;
glHint_fp dllHint = NULL;
glLoadIdentity_fp dllLoadIdentity = NULL;
glMatrixMode_fp dllMatrixMode = NULL;
glOrtho_fp dllOrtho = NULL;
glPixelStorei_fp dllPixelStorei = NULL;
glPixelTransferi_fp dllPixelTransferi = NULL;
glPolygonOffset_fp dllPolygonOffset = NULL;
glReadPixels_fp dllReadPixels = NULL;
glScissor_fp dllScissor = NULL;
glShadeModel_fp dllShadeModel = NULL;
glTexCoord2f_fp dllTexCoord2f = NULL;
glTexCoord4fv_fp dllTexCoord4fv = NULL;
glTexCoordPointer_fp dllTexCoordPointer = NULL;
glTexEnvf_fp dllTexEnvf = NULL;
glTexImage2D_fp dllTexImage2D = NULL;
glTexParameteri_fp dllTexParameteri = NULL;
glTexSubImage2D_fp dllTexSubImage2D = NULL;
glVertex2i_fp dllVertex2i = NULL;
glVertex3f_fp dllVertex3f = NULL;
glVertex3fv_fp dllVertex3fv = NULL;
glVertexPointer_fp dllVertexPointer = NULL;
glViewport_fp dllViewport = NULL;
glGenLists_fp dllGenLists = NULL;
glNewList_fp dllNewList = NULL;
glEndList_fp dllEndList = NULL;
glCallLists_fp dllCallLists = NULL;
glListBase_fp dllListBase = NULL;
glBitmap_fp dllBitmap = NULL;
glPushAttrib_fp dllPushAttrib = NULL;
glPopAttrib_fp dllPopAttrib = NULL;
glColor3f_fp dllColor3f = NULL;
glRasterPos2i_fp dllRasterPos2i = NULL;
// ryan's add. 04/18/2000 (Should this be elsewhere?)
#if defined(__LINUX__)
extern char *__orig_pwd;
#include <unistd.h>
#include "SDL.h"
static char loadedLibrary[_MAX_PATH];
typedef void(GLFUNCCALL *PFNGLACTIVETEXTUREARBPROC)(GLenum texture);
typedef void(GLFUNCCALL *PFNGLCLIENTACTIVETEXTUREARBPROC)(GLenum texture);
typedef void(GLFUNCCALL *PFNGLMULTITEXCOORD4FARBPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
// rcg09182000 don't check FPS.
#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
static bool nofpscheck = false;
#endif
#endif
// end ryan's add.
#ifdef __PERMIT_GL_LOGGING
void DGL_LogNewFrame(void);
void DGL_EnableLogging(int enable);
void DGL_Printf(char *fmt, ...);
bool __glLog = false;
#endif
#if defined(WIN32)
extern int WindowGL;
#else
#define WindowGL 0
#endif
static bool OpenGL_fog_enabled = true;
extern int FindArg(char *);
/*
#ifndef NDEBUG
GLenum GL_error_code;
const ubyte *GL_error_string;
#define CHECK_ERROR(x) { GL_error_code=dglGetError ();\
if (GL_error_code!=GL_NO_ERROR)\
{\
GL_error_string=gluErrorString
(GL_error_code);\
mprintf ((0,"GL_ERROR: id=%d code=%d
String=%s\n",x,GL_error_code,GL_error_string));\
}\
}
#else
#define CHECK_ERROR(x)
#endif*/
#define CHECK_ERROR(x)
#if defined(WIN32)
// Moved from DDGR library
static HWND hOpenGLWnd = NULL;
static HDC hOpenGLDC = NULL;
HGLRC ResourceContext;
static WORD Saved_gamma_values[256 * 3];
#elif defined(__LINUX__)
// 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;
// void CreateFullScreenWindow(Display *dpy,Window rootwin,Window window,int DisplayScreen,int DisplayWidth,int
// DisplayHeight);
/*
#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
#ifdef __LINUX__
#define UNSIGNED_SHORT_5_5_5_1_EXT GL_UNSIGNED_SHORT_5_5_5_1
#define UNSIGNED_SHORT_4_4_4_4_EXT GL_UNSIGNED_SHORT_4_4_4_4
#else
#define UNSIGNED_SHORT_5_5_5_1_EXT 0x8034
#define UNSIGNED_SHORT_4_4_4_4_EXT 0x8033
#endif
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
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;
#if defined(__LINUX__) //(defined(_USE_OGL_ACTIVE_TEXTURES))
PFNGLACTIVETEXTUREARBPROC dglActiveTextureARB = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC dglClientActiveTextureARB = NULL;
PFNGLMULTITEXCOORD4FARBPROC dglMultiTexCoord4f = NULL;
PFNGLACTIVETEXTUREARBPROC dllActiveTextureARB = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC dllClientActiveTextureARB = NULL;
PFNGLMULTITEXCOORD4FARBPROC dllMultiTexCoord4f = NULL;
#endif
static module OpenGLDLLInst;
#ifdef __LINUX__
static void *__SDL_mod_GetSymbol(char *funcStr) {
void *retVal = NULL;
mprintf((0, "Looking up GL function [%s]...", funcStr));
retVal = SDL_GL_GetProcAddress(funcStr);
if (retVal == NULL)
fprintf(stderr, " Could not find GL symbol [%s]!\n\n", funcStr);
else {
mprintf((0, "Found at (%p).", retVal));
} // else
return (retVal);
} // __SDL_mod_GetSymbol
/****************** WARNING: NASTY HACK! ***********************/
#define mod_GetSymbol(x, funcStr, y) __SDL_mod_GetSymbol(funcStr)
/****************** WARNING: NASTY HACK! ***********************/
#endif
module *LoadOpenGLDLL(char *dllname) {
_D(("LoadOpenGLDLL(\"%s\");", dllname));
mprintf((0, "OpenGL: Loading OpenGL dll [%s]...\n", dllname));
#ifdef __LINUX__
char *tmp = getcwd(NULL, 0);
chdir(__orig_pwd);
int rc = SDL_GL_LoadLibrary(dllname);
chdir(tmp);
free(tmp);
if (rc < 0) {
char *sdlErr = SDL_GetError();
mprintf((0, "OpenGL: Couldn't open library [%s].\n", dllname));
mprintf((0, "OpenGL: SDL error is [%s].", sdlErr));
return NULL;
}
strcpy(loadedLibrary, dllname);
#else
if (!mod_LoadModule(&OpenGLDLLInst, dllname, MODF_LAZY | MODF_GLOBAL)) {
int err = mod_GetLastError();
mprintf((0, "OpenGL: Couldn't open module called %s. err==%d.", dllname, err));
return NULL;
}
#endif
dglAlphaFunc = dllAlphaFunc = (glAlphaFunc_fp)mod_GetSymbol(&OpenGLDLLInst, "glAlphaFunc", 255);
if (!dglAlphaFunc)
goto dll_error;
dglBegin = dllBegin = (glBegin_fp)mod_GetSymbol(&OpenGLDLLInst, "glBegin", 255);
if (!dglBegin)
goto dll_error;
dglBindTexture = dllBindTexture = (glBindTexture_fp)mod_GetSymbol(&OpenGLDLLInst, "glBindTexture", 255);
if (!dglBindTexture)
goto dll_error;
dglBlendFunc = dllBlendFunc = (glBlendFunc_fp)mod_GetSymbol(&OpenGLDLLInst, "glBlendFunc", 255);
if (!dglBlendFunc)
goto dll_error;
dglClear = dllClear = (glClear_fp)mod_GetSymbol(&OpenGLDLLInst, "glClear", 255);
if (!dglClear)
goto dll_error;
dglClearColor = dllClearColor = (glClearColor_fp)mod_GetSymbol(&OpenGLDLLInst, "glClearColor", 255);
if (!dglClearColor)
goto dll_error;
dglClearDepth = dllClearDepth = (glClearDepth_fp)mod_GetSymbol(&OpenGLDLLInst, "glClearDepth", 255);
if (!dglClearDepth)
goto dll_error;
dglColor3ub = dllColor3ub = (glColor3ub_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor3ub", 255);
if (!dglColor3ub)
goto dll_error;
dglColor4ub = dllColor4ub = (glColor4ub_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor4ub", 255);
if (!dglColor4ub)
goto dll_error;
dglColor4f = dllColor4f = (glColor4f_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor4f", 255);
if (!dglColor4f)
goto dll_error;
dglColorPointer = dllColorPointer = (glColorPointer_fp)mod_GetSymbol(&OpenGLDLLInst, "glColorPointer", 255);
if (!dglColorPointer)
goto dll_error;
dglDeleteTextures = dllDeleteTextures = (glDeleteTextures_fp)mod_GetSymbol(&OpenGLDLLInst, "glDeleteTextures", 255);
if (!dglDeleteTextures)
goto dll_error;
dglDepthFunc = dllDepthFunc = (glDepthFunc_fp)mod_GetSymbol(&OpenGLDLLInst, "glDepthFunc", 255);
if (!dglDepthFunc)
goto dll_error;
dglDepthMask = dllDepthMask = (glDepthMask_fp)mod_GetSymbol(&OpenGLDLLInst, "glDepthMask", 255);
if (!dglDepthMask)
goto dll_error;
dglDepthRange = dllDepthRange = (glDepthRange_fp)mod_GetSymbol(&OpenGLDLLInst, "glDepthRange", 255);
if (!dglDepthRange)
goto dll_error;
dglDisable = dllDisable = (glDisable_fp)mod_GetSymbol(&OpenGLDLLInst, "glDisable", 255);
if (!dglDisable)
goto dll_error;
dglDisableClientState = dllDisableClientState =
(glDisableClientState_fp)mod_GetSymbol(&OpenGLDLLInst, "glDisableClientState", 255);
if (!dglDisableClientState)
goto dll_error;
dglDrawArrays = dllDrawArrays = (glDrawArrays_fp)mod_GetSymbol(&OpenGLDLLInst, "glDrawArrays", 255);
if (!dglDrawArrays)
goto dll_error;
dglDrawPixels = dllDrawPixels = (glDrawPixels_fp)mod_GetSymbol(&OpenGLDLLInst, "glDrawPixels", 255);
if (!dglDrawPixels)
goto dll_error;
dglEnable = dllEnable = (glEnable_fp)mod_GetSymbol(&OpenGLDLLInst, "glEnable", 255);
if (!dglEnable)
goto dll_error;
dglEnableClientState = dllEnableClientState =
(glEnableClientState_fp)mod_GetSymbol(&OpenGLDLLInst, "glEnableClientState", 255);
if (!dglEnableClientState)
goto dll_error;
dglEnd = dllEnd = (glEnd_fp)mod_GetSymbol(&OpenGLDLLInst, "glEnd", 255);
if (!dglEnd)
goto dll_error;
dglFlush = dllFlush = (glFlush_fp)mod_GetSymbol(&OpenGLDLLInst, "glFlush", 255);
if (!dglFlush)
goto dll_error;
dglFogf = dllFogf = (glFogf_fp)mod_GetSymbol(&OpenGLDLLInst, "glFogf", 255);
if (!dglFogf)
goto dll_error;
dglFogfv = dllFogfv = (glFogfv_fp)mod_GetSymbol(&OpenGLDLLInst, "glFogfv", 255);
if (!dglFogfv)
goto dll_error;
dglFogi = dllFogi = (glFogi_fp)mod_GetSymbol(&OpenGLDLLInst, "glFogi", 255);
if (!dglFogi)
goto dll_error;
dglGetError = dllGetError = (glGetError_fp)mod_GetSymbol(&OpenGLDLLInst, "glGetError", 255);
if (!dglGetError)
goto dll_error;
dglGetString = dllGetString = (glGetString_fp)mod_GetSymbol(&OpenGLDLLInst, "glGetString", 255);
if (!dglGetString)
goto dll_error;
dglHint = dllHint = (glHint_fp)mod_GetSymbol(&OpenGLDLLInst, "glHint", 255);
if (!dglHint)
goto dll_error;
dglLoadIdentity = dllLoadIdentity = (glLoadIdentity_fp)mod_GetSymbol(&OpenGLDLLInst, "glLoadIdentity", 255);
if (!dglLoadIdentity)
goto dll_error;
dglMatrixMode = dllMatrixMode = (glMatrixMode_fp)mod_GetSymbol(&OpenGLDLLInst, "glMatrixMode", 255);
if (!dglMatrixMode)
goto dll_error;
dglOrtho = dllOrtho = (glOrtho_fp)mod_GetSymbol(&OpenGLDLLInst, "glOrtho", 255);
if (!dglOrtho)
goto dll_error;
dglPixelStorei = dllPixelStorei = (glPixelStorei_fp)mod_GetSymbol(&OpenGLDLLInst, "glPixelStorei", 255);
if (!dglPixelStorei)
goto dll_error;
dglPixelTransferi = dllPixelTransferi = (glPixelTransferi_fp)mod_GetSymbol(&OpenGLDLLInst, "glPixelTransferi", 255);
if (!dglPixelTransferi)
goto dll_error;
dglPolygonOffset = dllPolygonOffset = (glPolygonOffset_fp)mod_GetSymbol(&OpenGLDLLInst, "glPolygonOffset", 255);
if (!dglPolygonOffset)
goto dll_error;
dglReadPixels = dllReadPixels = (glReadPixels_fp)mod_GetSymbol(&OpenGLDLLInst, "glReadPixels", 255);
if (!dglReadPixels)
goto dll_error;
dglScissor = dllScissor = (glScissor_fp)mod_GetSymbol(&OpenGLDLLInst, "glScissor", 255);
if (!dglScissor)
goto dll_error;
dglShadeModel = dllShadeModel = (glShadeModel_fp)mod_GetSymbol(&OpenGLDLLInst, "glShadeModel", 255);
if (!dglShadeModel)
goto dll_error;
dglTexCoordPointer = dllTexCoordPointer =
(glTexCoordPointer_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexCoordPointer", 255);
if (!dglTexCoordPointer)
goto dll_error;
dglTexEnvf = dllTexEnvf = (glTexEnvf_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexEnvf", 255);
if (!dglTexEnvf)
goto dll_error;
dglTexImage2D = dllTexImage2D = (glTexImage2D_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexImage2D", 255);
if (!dglTexImage2D)
goto dll_error;
dglTexParameteri = dllTexParameteri = (glTexParameteri_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexParameteri", 255);
if (!dglTexParameteri)
goto dll_error;
dglTexSubImage2D = dllTexSubImage2D = (glTexSubImage2D_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexSubImage2D", 255);
if (!dglTexSubImage2D)
goto dll_error;
dglVertex2i = dllVertex2i = (glVertex2i_fp)mod_GetSymbol(&OpenGLDLLInst, "glVertex2i", 255);
if (!dglVertex2i)
goto dll_error;
dglVertex3f = dllVertex3f = (glVertex3f_fp)mod_GetSymbol(&OpenGLDLLInst, "glVertex3f", 255);
if (!dglVertex3f)
goto dll_error;
dglVertexPointer = dllVertexPointer = (glVertexPointer_fp)mod_GetSymbol(&OpenGLDLLInst, "glVertexPointer", 255);
if (!dglVertexPointer)
goto dll_error;
dglViewport = dllViewport = (glViewport_fp)mod_GetSymbol(&OpenGLDLLInst, "glViewport", 255);
if (!dglViewport)
goto dll_error;
dglColor4fv = dllColor4fv = (glColor4fv_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor4fv", 255);
if (!dglColor4fv)
goto dll_error;
dglVertex3fv = dllVertex3fv = (glVertex3fv_fp)mod_GetSymbol(&OpenGLDLLInst, "glVertex3fv", 255);
if (!dglVertex3fv)
goto dll_error;
dglTexCoord4fv = dllTexCoord4fv = (glTexCoord4fv_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexCoord4fv", 255);
if (!dglTexCoord4fv)
goto dll_error;
dglTexCoord2f = dllTexCoord2f = (glTexCoord2f_fp)mod_GetSymbol(&OpenGLDLLInst, "glTexCoord2f", 255);
if (!dglTexCoord2f)
goto dll_error;
dglGetIntegerv = dllGetIntegerv = (glGetIntegerv_fp)mod_GetSymbol(&OpenGLDLLInst, "glGetIntegerv", 255);
if (!dglGetIntegerv)
goto dll_error;
dglGenLists = dllGenLists = (glGenLists_fp)mod_GetSymbol(&OpenGLDLLInst, "glGenLists", 255);
if (!dglGenLists)
goto dll_error;
dglNewList = dllNewList = (glNewList_fp)mod_GetSymbol(&OpenGLDLLInst, "glNewList", 255);
if (!dglNewList)
goto dll_error;
dglEndList = dllEndList = (glEndList_fp)mod_GetSymbol(&OpenGLDLLInst, "glEndList", 255);
if (!dglEndList)
goto dll_error;
dglCallLists = dllCallLists = (glCallLists_fp)mod_GetSymbol(&OpenGLDLLInst, "glCallLists", 255);
if (!dglCallLists)
goto dll_error;
dglListBase = dllListBase = (glListBase_fp)mod_GetSymbol(&OpenGLDLLInst, "glListBase", 255);
if (!dglListBase)
goto dll_error;
dglBitmap = dllBitmap = (glBitmap_fp)mod_GetSymbol(&OpenGLDLLInst, "glBitmap", 255);
if (!dglBitmap)
goto dll_error;
dglPushAttrib = dllPushAttrib = (glPushAttrib_fp)mod_GetSymbol(&OpenGLDLLInst, "glPushAttrib", 255);
if (!dglPushAttrib)
goto dll_error;
dglPopAttrib = dllPopAttrib = (glPopAttrib_fp)mod_GetSymbol(&OpenGLDLLInst, "glPopAttrib", 255);
if (!dglPopAttrib)
goto dll_error;
dglColor3f = dllColor3f = (glColor3f_fp)mod_GetSymbol(&OpenGLDLLInst, "glColor3f", 255);
if (!dglColor3f)
goto dll_error;
dglRasterPos2i = dllRasterPos2i = (glRasterPos2i_fp)mod_GetSymbol(&OpenGLDLLInst, "glRasterPos2i", 255);
if (!dglRasterPos2i)
goto dll_error;
#if defined(WIN32)
dwglCreateContext = (wglCreateContext_fp)mod_GetSymbol(&OpenGLDLLInst, "wglCreateContext", 255);
if (!dwglCreateContext)
goto dll_error;
dwglDeleteContext = (wglDeleteContext_fp)mod_GetSymbol(&OpenGLDLLInst, "wglDeleteContext", 255);
if (!dwglDeleteContext)
goto dll_error;
dwglMakeCurrent = (wglMakeCurrent_fp)mod_GetSymbol(&OpenGLDLLInst, "wglMakeCurrent", 255);
if (!dwglMakeCurrent)
goto dll_error;
dwglGetProcAddress = (wglGetProcAddress_fp)mod_GetSymbol(&OpenGLDLLInst, "wglGetProcAddress", 255);
if (!dwglGetProcAddress)
goto dll_error;
#elif defined(__LINUX__)
/* God I feel fuckin' dirty. */
#undef mod_GetSymbol
/*
dglXQueryExtension = (glXQueryExtension_fp)mod_GetSymbol(&OpenGLDLLInst,"glXQueryExtension",255);
if(!dglXQueryExtension) goto dll_error;
dglXCreateContext = (glXCreateContext_fp)mod_GetSymbol(&OpenGLDLLInst,"glXCreateContext",255);
if(!dglXCreateContext) goto dll_error;
dglXMakeCurrent = (glXMakeCurrent_fp)mod_GetSymbol(&OpenGLDLLInst,"glXMakeCurrent",255);
if(!dglXMakeCurrent) goto dll_error;
dglXSwapBuffers = (glXSwapBuffers_fp)mod_GetSymbol(&OpenGLDLLInst,"glXSwapBuffers",255);
if(!dglXSwapBuffers) goto dll_error;
dglXGetConfig = (glXGetConfig_fp)mod_GetSymbol(&OpenGLDLLInst,"glXGetConfig",255);
if(!dglXGetConfig) goto dll_error;
dglXChooseVisual = (glXChooseVisual_fp)mod_GetSymbol(&OpenGLDLLInst,"glXChooseVisual",255);
if(!dglXChooseVisual) goto dll_error;
dglXDestroyContext = (glXDestroyContext_fp)mod_GetSymbol(&OpenGLDLLInst,"glXDestroyContext",255);
if(!dglXDestroyContext) goto dll_error;
dglXWaitGL = (glXWaitGL_fp)mod_GetSymbol(&OpenGLDLLInst,"glXWaitGL",255);
if(!dglXWaitGL) goto dll_error;
*/
#else
#endif
mprintf((0, "OpenGL: DLL loading successful.\n"));
return &OpenGLDLLInst;
dll_error:
mprintf((0, "OpenGL: Error loading DLL!\n"));
#ifndef __LINUX__
mod_FreeModule(&OpenGLDLLInst);
#endif
return NULL;
}
// Sets up multitexturing using ARB extensions
void opengl_GetDLLFunctions() {
_D(("opengl_GetDLLFunctions();"));
#if defined(WIN32)
dglActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)dwglGetProcAddress("glActiveTextureARB");
if (!dglActiveTextureARB)
goto dll_error;
dglClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)dwglGetProcAddress("glClientActiveTextureARB");
if (!dglClientActiveTextureARB)
goto dll_error;
dglMultiTexCoord4f = (PFNGLMULTITEXCOORD4FARBPROC)dwglGetProcAddress("glMultiTexCoord4f");
if (!dglMultiTexCoord4f)
goto dll_error;
return;
dll_error:
#endif
#if (!defined(_USE_OGL_ACTIVE_TEXTURES))
OpenGL_multitexture = 0;
#endif
; // need something here for win32 compiles.
}
// returns true if the passed in extension name is supported
int opengl_CheckExtension(char *extName) {
_D(("opengl_checkExtension(\"%s\");", extName));
char *p = (char *)dglGetString(GL_EXTENSIONS);
char *end;
int extNameLen;
extNameLen = strlen(extName);
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() {
_D(("opengl_GetInformation();"));
mprintf((1, "OpenGL Vendor: %s", dglGetString(GL_VENDOR)));
mprintf((1, "OpenGL Renderer: %s", dglGetString(GL_RENDERER)));
mprintf((1, "OpenGL Version: %s", dglGetString(GL_VERSION)));
mprintf((0, "OpenGL Extensions: %s", dglGetString(GL_EXTENSIONS)));
// rcg11292000 added glinfo...
#ifdef __LINUX__
if (FindArgChar("-glinfo", 'I')) {
printf("OpenGL information follows...\n");
printf(" * Library we opened (may be in path): %s\n", loadedLibrary);
printf(" * OpenGL Vendor: %s\n", dglGetString(GL_VENDOR));
printf(" * OpenGL Renderer: %s\n", dglGetString(GL_RENDERER));
printf(" * OpenGL Version: %s\n", dglGetString(GL_VERSION));
printf(" * OpenGL Extensions: %s\n", dglGetString(GL_EXTENSIONS));
} // if
#endif
/* #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
*/
}
void opengl_GetVersion(int *major, int *minor) {
_D(("opengl_GetVersion(%p, %p);", major, minor));
if ((major == NULL) || (minor == NULL))
return;
const unsigned char *glVer = dglGetString(GL_VERSION);
unsigned char buffer[25];
unsigned char *ptr;
int i = 0;
for (ptr = (unsigned char *)glVer; ((*ptr != '\0') && (*ptr != '.')); ptr++) {
buffer[i] = *ptr;
i++;
} // for
buffer[i] = '\0'; // terminate string.
*major = atoi((const char *)buffer);
if (*ptr == '\0') //?!
*minor = 0;
else {
ptr++; // get past '.'
*minor = atoi((const char *)ptr);
} // else
} // opengl_GetVersion
int opengl_MakeTextureObject(int tn) {
_D(("opengl_MakeTextureObject(%d);", tn));
int num = Cur_texture_object_num;
Cur_texture_object_num++;
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture && Last_texel_unit_set != tn) {
dglActiveTextureARB((GLenum)(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() {
_D(("opengl_initCache();"));
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 (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture) {
dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 0));
}
#endif
CHECK_ERROR(3)
OpenGL_cache_initted = 1;
return 1;
}
// Sets default states for our renderer
void opengl_SetDefaults() {
_D(("opengl_SetDefaults();"));
mprintf((0, "OpenGL: 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
opengl_SetAlphaType(AT_ALWAYS);
opengl_SetAlphaValue(255);
opengl_SetFiltering(1);
opengl_SetLightingState(LS_NONE);
opengl_SetTextureType(TT_FLAT);
opengl_SetColorModel(CM_RGB);
opengl_SetZBufferState(1);
opengl_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;
#if (defined(_USE_OGL_LISTS_OPTIONAL))
OpenGL_UseLists = (FindArg("-gllists")) ? true : false;
mprintf((0, "Use GL lists: %s.", OpenGL_UseLists ? "Enabled" : "Disabled"));
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);
#if (defined(_USE_OGL_LISTS_OPTIONAL))
}
#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 (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture) {
dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
dglClientActiveTextureARB((GLenum)(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);
dglClientActiveTextureARB((GLenum)(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);
dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 0));
}
#endif
}
#if defined(WIN32)
// Check for OpenGL support,
int opengl_Setup(HDC glhdc) {
_D(("opengl_Setup();"));
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;
}
*/
#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
static long minimumAcceptableRender = -1;
static Uint32 lastSwapTicks = 0;
static int tooSlowCount = 0;
static int tooSlowChecksLeft = 0;
void setMinimumAcceptableRenderTime(int ms) {
if (nofpscheck)
return;
minimumAcceptableRender = ms;
lastSwapTicks = SDL_GetTicks();
tooSlowCount = 0;
tooSlowChecksLeft = 15; // check 15 frames.
}
#endif
extern bool linux_permit_gamma;
extern renderer_preferred_state Render_preferred_state;
int d3SDLEventFilter(const SDL_Event *event);
int opengl_Setup(oeApplication *app, int *width, int *height) {
_D(("opengl_Setup(%p, %p, %p);", app, width, height));
// rcg11192000 don't check for FPS.
#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
nofpscheck = (FindArgChar("-nofpscheck", 'H') != 0);
// rcg01252000 reset these, so they don't barf if we change
// video modes for a movie or whatnot in the middle of
// checking rendering speed...
minimumAcceptableRender = -1;
lastSwapTicks = 0;
tooSlowCount = 0;
tooSlowChecksLeft = 0;
#endif
// rcg09182000 don't need to quitsubsystem anymore...
// SDL_QuitSubSystem(SDL_INIT_VIDEO); // here goes nothing...
// Already_loaded = false;
SDL_ClearError();
int rc = SDL_Init(SDL_INIT_VIDEO);
if (rc != 0) {
char buffer[512];
snprintf(buffer, sizeof(buffer), "SDL_GetError() reports \"%s\".\n", SDL_GetError());
fprintf(stderr, "SDL: SDL_Init() failed! rc == (%d).\n", rc);
fprintf(stderr, "%s", buffer);
rend_SetErrorMessage(buffer);
return (0);
} // if
SDL_SetEventFilter(d3SDLEventFilter);
bool fullscreen = false;
char *env = getenv("MESA_GLX_FX");
if ((!env) || (*env == 'f')) // Full screen Mesa mode !!! needs more.
fullscreen = true;
if (FindArgChar("-fullscreen", 'f'))
fullscreen = true;
else if (FindArgChar("-windowed", 'w'))
fullscreen = false;
if (env == NULL)
putenv((char *)(fullscreen ? "MESA_GLX_FX=f" : "MESA_GLX_FX=w"));
putenv("FX_GLIDE_NO_SPLASH=1");
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
strcpy(gl_library, "libGL.so");
mprintf((0, "OpenGL: Attempting to use \"%s\" for OpenGL\n", gl_library));
putenv("MESA_FX_NO_SIGNALS=ihatesegfaults");
// ryan's adds. 04/18/2000...SDL stuff on 04/25/2000
bool success = true;
OpenGLDLLHandle = LoadOpenGLDLL(gl_library);
if (!(OpenGLDLLHandle)) {
// rcg07072000 last ditch effort...
OpenGLDLLHandle = LoadOpenGLDLL("libGL.so.1");
if (!(OpenGLDLLHandle))
success = false;
} // if
if (success == false) {
char buffer[512];
sprintf(buffer, "Failed to load library [%s].\n", gl_library);
fprintf(stderr, buffer);
rend_SetErrorMessage(buffer);
// Int3();
return 0;
} // if
}
#ifdef __PERMIT_GL_LOGGING
if (FindArg("-gllogging")) {
printf("\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"******** GL LOGGING ENABLED. ***************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"************************************************************\n"
"\n");
DGL_EnableLogging(1);
__glLog = true;
} // if
#endif
OpenGL_TextureHack = (FindArg("-gltexturehack")) ? true : false;
mprintf((0, "Linux texture hack: %s.", OpenGL_TextureHack ? "Enabled" : "Disabled"));
// Thanks to the Heavy Gear II team for doing
// the fuckwork before I had to. :) --ryan.
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
int flags = SDL_OPENGL;
if (fullscreen)
flags |= SDL_FULLSCREEN;
// Zany fun.
// ShowCursor(0) and input grabbing need to be done before setting
// the video mode, or the Voodoo 3 gets a hardware cursor stuck
// on the screen.
SDL_ShowCursor(0);
SDL_WM_GrabInput(SDL_GRAB_ON);
// Should we shoot for 32-bpp if available? !!!
SDL_Surface *surface = SDL_SetVideoMode(*width, *height, 32, flags);
mprintf((0, "OpenGL: SDL GL surface is %sNULL.", (surface == NULL) ? "" : "NOT "));
if (ddio_mouseGrabbed == false)
SDL_WM_GrabInput(SDL_GRAB_OFF);
SDL_WM_SetCaption("Descent 3", "Descent3");
if (app)
OpenGL_LinuxApp = (oeLnxApplication *)app;
// rcg09182000 gamma fun.
// rcg01112000 --nogamma fun.
if (FindArgChar("-nogamma", 'M'))
linux_permit_gamma = false;
else {
float f = Render_preferred_state.gamma;
bool gammarc = SDL_SetGamma(f, f, f);
linux_permit_gamma = (gammarc == 0);
} // else
if (OpenGL_LinuxApp) {
OpenGL_LinuxApp->set_sizepos(0, 0, *width, *height);
// OpenGL_LinuxApp->set_windowinfo(OpenGL_Display,OpenGL_Window);
OpenGL_LinuxApp->clear_window();
} // if
/*
int dummy;
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,NULL,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;
#if 0
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);
#endif
// 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) {
_D(("opengl_Init(%p, %p);", app, pref_state));
int width, height;
int retval = 1;
int i;
mprintf((0, "OpenGL: Setting up OpenGL mode!\n"));
if (pref_state)
OpenGL_preferred_state = *pref_state;
#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;
GetWindowRect((HWND)hOpenGLWnd, &rect);
width = abs(rect.right - rect.left);
height = abs(rect.bottom - rect.top);
} 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, "OpenGL: Setting up projection matrix\n"));
dglMatrixMode(GL_PROJECTION);
dglLoadIdentity();
dglOrtho(0.0f, (GLfloat)width, (GLfloat)height, 0, 0, 1);
dglViewport(0, 0, width, height);
dglMatrixMode(GL_MODELVIEW);
dglLoadIdentity();
opengl_InitCache();
OpenGL_multitexture = false;
OpenGL_packed_pixels = false;
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
OpenGL_multitexture = opengl_CheckExtension("GL_ARB_multitexture");
#ifdef __LINUX__
if (OpenGL_multitexture) {
/****************** WARNING: NASTY HACK! ***********************/
#define mod_GetSymbol(x, funcStr, y) __SDL_mod_GetSymbol(funcStr)
/****************** WARNING: NASTY HACK! ***********************/
// get extra's that aren't loaded in LoadOpenGLDLL()...
dglActiveTextureARB = dllActiveTextureARB =
(PFNGLACTIVETEXTUREARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glActiveTextureARB", 255);
if (dglActiveTextureARB == NULL)
OpenGL_multitexture = false;
dglClientActiveTextureARB = dllClientActiveTextureARB =
(PFNGLCLIENTACTIVETEXTUREARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glClientActiveTextureARB", 255);
if (dglClientActiveTextureARB == NULL)
OpenGL_multitexture = false;
dglMultiTexCoord4f = dllMultiTexCoord4f =
(PFNGLMULTITEXCOORD4FARBPROC)mod_GetSymbol(OpenGLDLLHandle, "glMultiTexCoord4fARB", 255);
if (dglMultiTexCoord4f == NULL)
OpenGL_multitexture = false;
/****************** WARNING: NASTY HACK! ***********************/
#undef mod_GetSymbol
/****************** WARNING: NASTY HACK! ***********************/
} // if
#endif
#endif
// ryan sez : Don't use SGIS_multitexture
// if (!OpenGL_multitexture)
// OpenGL_multitexture=opengl_CheckExtension ("GL_SGIS_multitexture");
//
int major, minor;
opengl_GetVersion(&major, &minor);
mprintf((0, "OpenGL: Version is (%d) major, (%d) minor.", major, minor));
// OpenGL 1.2 specifies the packed pixel "extension" by default.
if ((major >= 1) && (minor >= 2))
OpenGL_packed_pixels = true;
else
OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels");
if (FindArgChar("-nopackedpixels", 'x'))
OpenGL_packed_pixels = false;
opengl_GetDLLFunctions();
if (FindArgChar("-nomultitexture", 't'))
OpenGL_multitexture = false;
OpenGL_fog_enabled = false;
if (FindArgChar("-glfog", 'o'))
OpenGL_fog_enabled = true;
mprintf((0, "OpenGL: multitextures are%s turned on.", (OpenGL_multitexture) ? "" : " NOT"));
mprintf((0, "OpenGL: Packed pixels are%s turned on.", (OpenGL_packed_pixels) ? "" : " NOT"));
mprintf((0, "OpenGL: Fog is%s turned on.", (OpenGL_fog_enabled) ? "" : " NOT"));
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, "OpenGL: Building packed translate table...\n"));
for (i = 0; i < 65536; i++) {
int r = (i >> 10) & 0x1f;
int g = (i >> 5) & 0x1f;
int b = i & 0x1f;
ushort pix;
if (!(i & OPAQUE_FLAG))
pix = 0;
else
pix = (r << 11) | (g << 6) | (b << 1) | 1;
opengl_packed_Translate_table[i] = INTEL_SHORT(pix);
// 4444 table
int a = (i >> 12) & 0xf;
r = (i >> 8) & 0xf;
g = (i >> 4) & 0xf;
b = i & 0xf;
if (WindowGL)
a = 0xf;
pix = (r << 12) | (g << 8) | (b << 4) | a;
opengl_packed_4444_translate_table[i] = INTEL_SHORT(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, "OpenGL: Building 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;
float fr = (float)r / 31.0;
float fg = (float)g / 31.0;
float fb = (float)b / 31.0;
r = (int)(255 * fr);
g = (int)(255 * fg);
b = (int)(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 / 15.0;
fr = (float)r / 15.0;
fg = (float)g / 15.0;
fb = (float)b / 15.0;
a = (int)(255 * fa);
r = (int)(255 * fr);
g = (int)(255 * fg);
b = (int)(255 * fb);
if (WindowGL)
a = 0xf;
pix = (a << 24) | (b << 16) | (g << 8) | (r);
opengl_4444_translate_table[i] = INTEL_INT(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 %dx%d was successful.\n", width, height));
return retval;
D3DError:
opengl_Close();
return 0;
}
// Releases the rendering context
void opengl_Close() {
_D(("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
// SDL_Quit() handles this for us.
/*
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) {
_D(("opengl_TranslateBitmapToOpenGL(%d, %d, %d, %d, %d);", texnum, bm_handle, map_type, replace, tn));
ushort *bm_ptr;
int w = 0;
int h = 0;
int size = 0;
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture && Last_texel_unit_set != tn) {
dglActiveTextureARB((GLenum)(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) {
#ifndef __LINUX__
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]];
}
}
#endif
// rcg06262000 my if wrapper.
if (size > 0) {
// rcg01112001 GL_BGRA, etc aren't in the headers that are used on win32.
#ifdef __LINUX__
if (replace) {
dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
bm_ptr /*opengl_packed_Upload_data*/);
} // if
else {
dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, size, size, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
bm_ptr /*opengl_packed_Upload_data*/);
} // else
#else
if (replace) {
dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, UNSIGNED_SHORT_5_5_5_1_EXT,
opengl_packed_Upload_data);
} // if
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
#endif
} // if
} 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
// rcg01112001 GL_BGRA, etc aren't in the headers that are used on win32.
#ifdef __LINUX__
if (bm_mipped(bm_handle)) {
for (i = 0; i < w * h; i++)
opengl_packed_Upload_data[i] = 0xf000 | bm_ptr[i];
}
if (replace)
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
bm_mipped(bm_handle) ? opengl_packed_Upload_data : bm_ptr);
else
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA4, w, h, 0, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV,
bm_mipped(bm_handle) ? opengl_packed_Upload_data : bm_ptr);
#else
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);
#endif
} else {
// Do 1555
#ifdef __LINUX__
if (replace)
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
bm_ptr /*opengl_packed_Upload_data*/);
else
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGB5_A1, w, h, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV,
bm_ptr /*opengl_packed_Upload_data*/);
#else
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);
#endif
}
}
}
} 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]];
}
}
// rcg06262000 my if wrapper.
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);
} // if
} 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] = (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);
} // if
}
}
}
// 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) {
_D(("opengl_MakeBitmapCurrent(%d, %d, %d);", handle, map_type, 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 (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture && Last_texel_unit_set != tn) {
dglActiveTextureARB((GLenum)(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) {
_D(("opengl_MakeWrapTypeCurrent(%d, %d, %d);", handle, map_type, 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 (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture && Last_texel_unit_set != tn) {
dglActiveTextureARB((GLenum)(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) {
_D(("opengl_MakeFilterTypeCurrent(%d, %d, %d);", handle, map_type, tn));
int magf;
sbyte dest_state;
if (map_type == MAP_TYPE_LIGHTMAP) {
magf = GET_FILTER_STATE(OpenGL_lightmap_states[handle]);
dest_state = 1;
} else {
magf = GET_FILTER_STATE(OpenGL_bitmap_states[handle]);
dest_state = OpenGL_preferred_state.filtering;
if (!OpenGL_state.cur_bilinear_state)
dest_state = 0;
}
if (magf == dest_state)
return;
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture && Last_texel_unit_set != tn) {
dglActiveTextureARB((GLenum)(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() {
_D(("opengl_GetAlphaMultiplier();"));
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;
}
}
// Sets the alpha multiply factor
void opengl_SetAlphaMultiplier() {
_D(("opengl_SetAlphaMultiplier();"));
Alpha_multiplier = opengl_GetAlphaMultiplier();
}
// Turns on/off multitexture blending
void opengl_SetMultitextureBlendMode(bool state) {
_D(("opengl_SetMultitextureBlendMode();"));
if (OpenGL_multitexture_state == state)
return;
OpenGL_multitexture_state = state;
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (state) {
dglClientActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
dglActiveTextureARB((GLenum)(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);*/
dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 0));
Last_texel_unit_set = 0;
} else {
dglClientActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
dglActiveTextureARB((GLenum)(GL_TEXTURE0_ARB + 1));
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
dglDisable(GL_TEXTURE_2D);
dglActiveTextureARB((GLenum)(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) {
_D(("opengl_DrawMultitexturePolygon(%d, %p, %d, %d);", handle, p, nv, 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!
#ifdef __RYANS_EASTER_EGGS__
if (__pumpkinBromo == true) {
texp->s = pnt->p3_u;
texp->t = pnt->p3_v;
texp->r = 0.0;
texp->w = 1.0;
texp2->s = pnt->p3_u2 * xscalar;
texp2->t = pnt->p3_v2 * yscalar;
texp2->r = 0.0;
texp2->w = 1.0;
} // if
else
#endif
{
float texw = 1.0 / (pnt->p3_z + Z_bias);
texp->s = pnt->p3_u * texw;
texp->t = pnt->p3_v * texw;
texp->r = 0.0;
texp->w = texw;
texp2->s = pnt->p3_u2 * xscalar * texw;
texp2->t = pnt->p3_v2 * yscalar * texw;
texp2->r = 0.0;
texp2->w = texw;
} // else
// 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 = -std::max(0, std::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!
#if (defined(_USE_OGL_LISTS_OPTIONAL))
if (OpenGL_UseLists) {
#endif
dglDrawArrays(GL_POLYGON, 0, nv);
#if (defined(_USE_OGL_LISTS_OPTIONAL))
} else {
// FIXME...this might still be broken when used in
// conjunction with multitexturing. Use at your own
// risk. --rcg 06082000. !!!
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) {
_D(("opengl_DrawFlatPolygon(%p, %d);", p, 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 = std::max(0, std::min(1.0, 1.0 - (1.0 / (pnt->p3_z + Z_bias))));
dglVertex3f(pnt->p3_sx + x_add, pnt->p3_sy + y_add, -z);
}
dglEnd();
CHECK_ERROR(11)
OpenGL_polys_drawn++;
OpenGL_verts_processed += nv;
}
static inline float __recip(float x) {
#if MACOSX
__asm__ __volatile__("fres %0, %1 \n\t" : "=f"(x) : "f"(x));
return (x);
#else
return (1.0f / x);
#endif
}
// Takes nv vertices and draws the polygon defined by those vertices. Uses bitmap "handle"
// as a texture
void opengl_DrawPolygon(int handle, g3Point **p, int nv, int map_type) {
_D(("opengl_DrawPolygon(%d, %p, %d, %d,);", handle, p, nv, 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 (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;
}
// ryan's adds. 04/18/2000 ...moved around, since the code originally
// #ifdef'd for __LINUX__ was mostly a duplicate.
/*
#ifdef __LINUX__
//MY TEST HACK...MAYBE BAD DRIVERS? OR MAYBE THIS IS
//HOW IT SHOULD BE DONE (STILL BUGGY)
// Texture this polygon!
if(OpenGL_TextureHack)
{
texp->s=pnt->p3_u;
texp->t=pnt->p3_v;
}else
{
#endif
*/
// rcg07012000 this "pumpkin bromo" code seems to work,
// but for now, I'm not fixing what ain't broke, so it's
// activated via cheatcode. This may change in a later patch.
#ifdef __RYANS_EASTER_EGGS__
if (__pumpkinBromo == true) {
texp->r = 0.0;
texp->s = pnt->p3_u;
texp->t = pnt->p3_v;
texp->w = 1.0;
} // if
else
#endif
{
// rcg07012000 old code.
float texw = __recip(pnt->p3_z + Z_bias);
texp->r = 0.0f;
texp->s = pnt->p3_u * texw;
texp->t = pnt->p3_v * texw;
texp->w = texw;
} // else
/*
#ifdef __LINUX__
}
#endif
*/
// end ryan's adds.
// 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 val = 1.0f - (__recip(pnt->p3_z + Z_bias));
float z = std::max(0.0f, std::min(1.0f, val));
vertp->z = -z;
}
// And draw!
#if (defined(_USE_OGL_LISTS_OPTIONAL))
if (OpenGL_UseLists) {
#endif
dglDrawArrays(GL_POLYGON, 0, nv);
#if (defined(_USE_OGL_LISTS_OPTIONAL))
} 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
}
}
void opengl_BeginFrame(int x1, int y1, int x2, int y2, int clear_flags) {
_D(("opengl_BeginFrame(%d, %d, %d, %d, %d);", x1, y1, x2, y2, 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;
}
void opengl_EndFrame() { _D(("opengl_EndFrame();")); }
// Takes a screenshot of the frontbuffer and puts it into the passed bitmap handle
void opengl_Screenshot(int bm_handle) {
_D(("opengl_ScreenShot(%d);", 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);
}
#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
static void slownessAbort(void) {
#ifdef __LINUX__
SDL_Surface *surface = SDL_GetVideoSurface();
SDL_SetVideoMode(surface->w, surface->h, surface->format->BitsPerPixel, surface->flags & ~SDL_OPENGL);
sdl_ShowMessage("Your OpenGL driver is too slow to play this game.\n"
"Driver used: [ %s ]\n"
"Please change your driver!\n"
"Email support@lokigames.com for help,\n"
"or call 1-714-508-2140 (9-5 PM US Pacific Time).\n",
loadedLibrary);
SDL_GL_SwapBuffers();
Sleep(10000);
SDL_Quit();
_exit(99);
#else
#error Fill in an aborting notice for your platform.
#endif
} // slownessAbort
#endif
// Flips the screen
void opengl_Flip() {
_D(("opengl_Flip();"));
#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);
SDL_GL_SwapBuffers();
#endif
#ifdef __PERMIT_GL_LOGGING
if (__glLog == true)
DGL_LogNewFrame();
#endif
#ifdef __CHECK_FOR_TOO_SLOW_RENDERING__
if (minimumAcceptableRender > 0) {
Uint32 newticks = SDL_GetTicks();
if ((newticks - lastSwapTicks) > minimumAcceptableRender) {
tooSlowCount++;
if (tooSlowCount >= 3) {
slownessAbort();
} // if
} // if
// disable check?
tooSlowChecksLeft--;
if (tooSlowChecksLeft <= 0)
minimumAcceptableRender = -1;
lastSwapTicks = newticks;
} // if
#endif
}
void opengl_SetTextureType(texture_type state) {
_D(("opengl_SetTextureType(%d);", state));
if (state == OpenGL_state.cur_texture_type)
return; // No redundant state setting
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture && Last_texel_unit_set != 0) {
dglActiveTextureARB((GLenum)(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;
}
// Sets the lighting state of opengl
void opengl_SetLightingState(light_state state) {
_D(("opengl_SetLightingState(%d);", state));
if (state == OpenGL_state.cur_light_state)
return; // No redundant state setting
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture && Last_texel_unit_set != 0) {
dglActiveTextureARB((GLenum)(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)
}
// Sets the opengl color model (either rgb or mono)
void opengl_SetColorModel(color_model state) {
_D(("opengl_SetColorModel(%d);", 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;
}
}
// Sets the state of bilinear filtering for our textures
void opengl_SetFiltering(sbyte state) {
_D(("opengl_SetFiltering(%d);", (int)state));
#ifndef RELEASE
if (Fast_test_render)
state = 0;
#endif
OpenGL_state.cur_bilinear_state = state;
}
// Sets the state of zbuffering to on or off
void opengl_SetZBufferState(sbyte state) {
_D(("opengl_SetZBufferState(%d);", (int)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)
}
void opengl_SetZValues(float nearz, float farz) {
_D(("opengl_SetZValues(%f, %f);", nearz, 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);
}
// Clears the display to a specified color
void opengl_ClearScreen(ddgr_color color) {
#ifdef __GL_CLEAR_CHECKING
// static ddgr_color clrcolor = 0x35344;
color = 1 + (int)(200000000.0 * rand() / (RAND_MAX + 1.0));
#endif
_D(("opengl_ClearScreen(%d);", (int)color));
int r = (color >> 16 & 0xFF);
int g = (color >> 8 & 0xFF);
int b = (color & 0xFF);
dglClearColor((float)r / 255.0, (float)g / 255.0, (float)b / 255.0, 0);
dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
// Clears the zbuffer
void opengl_ClearZBuffer() {
_D(("opengl_ClearZBuffer();"));
dglClear(GL_DEPTH_BUFFER_BIT);
}
// Fills a rectangle on the display
void opengl_FillRect(ddgr_color color, int x1, int y1, int x2, int y2) {
_D(("opengl_FillRect(%d, %d, %d, %d, %d);", color, x1, y1, x2, 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 opengl_SetPixel(ddgr_color color, int x, int y) {
_D(("opengl_SetPixel(%d, %d, %d);", color, x, 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();
}
// Returns the pixel color at x,y
ddgr_color opengl_GetPixel(int x, int y) {
_D(("opengl_GetPixel(%d, %d);", x, 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];
}
// Sets the color that opengl uses for fog
void opengl_SetFogColor(ddgr_color color) {
_D(("opengl_SetFogColor(%d);", 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] /= 255.0;
fc[1] /= 255.0;
fc[2] /= 255.0;
dglFogfv(GL_FOG_COLOR, fc);
}
// Sets the near and far plane of fog
// Note, the opengl_Far_z variable must be valid for this function to work correctly
void opengl_SetFogBorders(float nearz, float farz) {
_D(("opengl_SetFogBorders(%f, %f);", nearz, farz));
float fog_start, fog_end;
fog_start = std::max(0, std::min(1.0, 1.0 - (1.0 / nearz)));
fog_end = std::max(0, std::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);
}
// Sets the fog state to on or off
void opengl_SetFogState(sbyte state) {
if (state == OpenGL_state.cur_fog_state)
return; // No redundant state setting
OpenGL_state.cur_fog_state = state;
if (OpenGL_fog_enabled) {
if (state == 1) {
dglEnable(GL_FOG);
} else {
dglDisable(GL_FOG);
}
} // if
}
// Fills in projection variables
void opengl_GetProjectionParameters(int *width, int *height) {
_D(("opengl_GetProjectionParameters(%p, %p);", width, height));
*width = OpenGL_state.clip_x2 - OpenGL_state.clip_x1;
*height = OpenGL_state.clip_y2 - OpenGL_state.clip_y1;
}
// Returns the aspect ratio of the physical screen
float opengl_GetAspectRatio() {
_D(("opengl_GetAspectRatio();"));
float aspect_ratio = (float)((3.0 * OpenGL_state.screen_width) / (4.0 * OpenGL_state.screen_height));
return aspect_ratio;
}
// Sets the type of alpha blending you want
void opengl_SetAlphaType(sbyte atype) {
_D(("opengl_SetAlphaType(%d);", (int)atype));
if (atype == OpenGL_state.cur_alpha_type)
return; // don't set it redundantly
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
if (OpenGL_multitexture && Last_texel_unit_set != 0) {
dglActiveTextureARB((GLenum)(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:
opengl_SetAlphaValue(255);
dglBlendFunc(GL_ONE, GL_ZERO);
break;
case AT_CONSTANT:
dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case AT_TEXTURE:
opengl_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_FLAT_BLEND:
glide_SetAlphaValue (255);
grAlphaCombine(GR_COMBINE_FUNCTION_SCALE_OTHER, GR_COMBINE_FACTOR_ONE, GR_COMBINE_LOCAL_NONE,
GR_COMBINE_OTHER_CONSTANT, FXFALSE); grAlphaBlendFunction(GR_BLEND_DST_COLOR, GR_BLEND_ZERO, GR_BLEND_ONE,
GR_BLEND_ZERO); break; case AT_ANTIALIAS: grAlphaCombine(GR_COMBINE_FUNCTION_LOCAL, GR_COMBINE_FACTOR_ONE,
GR_COMBINE_LOCAL_ITERATED, GR_COMBINE_OTHER_NONE, FXFALSE); grAlphaBlendFunction(GR_BLEND_SRC_ALPHA,
GR_BLEND_ONE_MINUS_SRC_ALPHA, GR_BLEND_ZERO, GR_BLEND_ZERO); 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;
opengl_SetAlphaMultiplier();
CHECK_ERROR(15)
}
// Sets texture wrapping type
void opengl_SetWrapType(wrap_type val) {
_D(("opengl_SetWrapType(%d);", (int)val));
OpenGL_state.cur_wrap_type = val;
}
// Sets whether or not to write into the zbuffer
void opengl_SetZBufferWriteMask(int state) {
_D(("opengl_SetZBufferWriteMask(%d);", state));
OpenGL_sets_this_frame[5]++;
if (state) {
dglDepthMask(GL_TRUE);
} else {
dglDepthMask(GL_FALSE);
}
}
void opengl_SetFlatColor(ddgr_color color) {
_D(("opengl_SetFlatColor(%d);", color));
OpenGL_state.cur_color = color;
}
// Sets the constant alpha value
void opengl_SetAlphaValue(ubyte val) {
_D(("opengl_SetAlphaValue(%d);", (int)val));
OpenGL_state.cur_alpha = val;
opengl_SetAlphaMultiplier();
}
// Sets the overall alpha scale factor (all alpha values are scaled by this value)
// usefull for motion blur effect
void opengl_SetAlphaFactor(float val) {
_D(("opengl_SetAlphaFactor(%f);", val));
OpenGL_Alpha_factor = val;
}
// Returns the current Alpha factor
float opengl_GetAlphaFactor(void) {
_D(("opengl_GetAlphaFactor();"));
return OpenGL_Alpha_factor;
}
// Gets the current state of the renderer
void opengl_GetRenderState(rendering_state *rstate) {
_D(("opengl_GetRenderState(%p);", rstate));
memcpy(rstate, &OpenGL_state, sizeof(rendering_state));
}
// draws a line
void opengl_DrawLine(int x1, int y1, int x2, int y2) {
_D(("opengl_DrawLine(%d, %d, %d, %d);", x1, y1, x2, 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);
}
// draws a line
void opengl_DrawSpecialLine(g3Point *p0, g3Point *p1) {
_D(("opengl_DrawSpecialLine(%p, %p);", p0, 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 /= 255.0;
fg /= 255.0;
fb /= 255.0;
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 = std::max(0, std::min(1.0, 1.0 - (1.0 / (pnt->p3_z + Z_bias))));
dglVertex3f(pnt->p3_sx + x_add, pnt->p3_sy + y_add, -z);
}
dglEnd();
}
// Sets the coplanar z bias for rendered polygons
void opengl_SetCoplanarPolygonOffset(float factor) {
_D(("opengl_SetCoplanarPolygonOffset(%f);", factor));
if (factor == 0) {
dglDisable(GL_POLYGON_OFFSET_FILL);
} else {
dglEnable(GL_POLYGON_OFFSET_FILL);
dglPolygonOffset(-1.0, -1.0);
}
}
// Sets the gamma correction value
void opengl_SetGammaValue(float val) {
_D(("opengl_SetGammaValue(%f);", 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 / 255.0;
float newval = pow(norm, 1.0 / val);
newval *= 65535;
newval = std::min(65535, newval);
rampvals[i] = newval;
rampvals[i + 256] = newval;
rampvals[i + 512] = newval;
}
SetDeviceGammaRamp(hOpenGLDC, (LPVOID)rampvals);
#endif
}
// Sets up a some global preferences for openGL
int opengl_SetPreferredState(renderer_preferred_state *pref_state) {
_D(("opengl_SetPreferredState(%p);", 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);
}
/*if (old_state.mipping!=pref_state->mipping)
{
opengl_SetMipState (pref_state->mipping);
}*/
}
} else
OpenGL_preferred_state = *pref_state;
return retval;
}
// Resets the texture cache
void opengl_ResetCache() {
_D(("opengl_ResetCache();"));
if (OpenGL_cache_initted) {
mem_free(OpenGL_lightmap_remap);
mem_free(OpenGL_bitmap_remap);
mem_free(OpenGL_lightmap_states);
mem_free(OpenGL_bitmap_states);
OpenGL_cache_initted = 0;
}
opengl_InitCache();
}
ubyte opengl_Framebuffer_ready = 0;
chunked_bitmap opengl_Chunked_bitmap;
void opengl_ChangeChunkedBitmap(int bm_handle, chunked_bitmap *chunk) {
_D(("opengl_ChangeChunkedBitmap(%d, %p);", bm_handle, 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 = (int)temp;
if ((temp - how_many_across) > 0)
how_many_across++;
temp = bh / fopt;
int how_many_down = (int)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
}
// Takes a bitmap and blits it to the screen using linear frame buffer stuff
// X and Y are the destination X,Y
void opengl_CopyBitmapToFramebuffer(int bm_handle, int x, int y) {
_D(("opengl_CopyBitmapToFramebuffer(%d, %d, %d);", bm_handle, x, 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 opengl_SetFrameBufferCopyState(bool state) {
_D(("opengl_SetFrameBufferCopyState(%s);", state ? "true" : "false"));
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();
}
}
}
// returns rendering statistics for the frame
void opengl_GetStatistics(tRendererStats *stats) {
_D(("opengl_GetStatistics(%p);", stats));
stats->poly_count = OpenGL_last_frame_polys_drawn;
stats->vert_count = OpenGL_last_frame_verts_processed;
stats->texture_uploads = OpenGL_last_uploaded;
}
/*
#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
*/