mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 11:28:56 +00:00
1963 lines
56 KiB
C++
1963 lines
56 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <algorithm>
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#include <array>
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#include <cstdlib>
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#include <cstdio>
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#include <cstring>
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#include <optional>
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#include <SDL.h>
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#if defined(WIN32)
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#include <windows.h>
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#endif
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#define DECLARE_OPENGL
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#include "dyna_gl.h"
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#include "byteswap.h"
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#include "pserror.h"
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#include "mono.h"
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#include "3d.h"
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#include "renderer.h"
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#include "application.h"
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#include "bitmap.h"
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#include "lightmap.h"
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#include "rend_opengl.h"
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#include "grdefs.h"
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#include "mem.h"
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#include "config.h"
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#include "rtperformance.h"
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#include "HardwareInternal.h"
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#include "../Descent3/args.h"
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#include "NewBitmap.h"
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#include "shaders.h"
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#include "ShaderProgram.h"
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#if defined(WIN32)
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#include "win/arb_extensions.h"
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#endif
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int FindArg(const char *);
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// General renderer states
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extern int gpu_Overlay_map;
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int Bump_map = 0;
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int Bumpmap_ready = 0;
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extern uint8_t gpu_Overlay_type;
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float Z_bias = 0.0f;
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uint8_t Renderer_close_flag = 0;
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extern uint8_t Renderer_initted;
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renderer_type Renderer_type = RENDERER_OPENGL;
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int WindowGL = 0;
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struct Renderer {
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Renderer() : shader_{shaders::vertex, shaders::fragment, {
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vertexAttrib(3, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::pos, "in_pos"),
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vertexAttrib(4, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::color, "in_color"),
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vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv0, "in_uv0"),
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vertexAttrib(2, GL_FLOAT, GL_FALSE, &PosColorUV2Vertex::uv1, "in_uv1")
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}} {
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shader_.Use();
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}
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private:
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ShaderProgram<PosColorUV2Vertex> shader_;
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};
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std::optional<Renderer> gRenderer;
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#ifndef GL_UNSIGNED_SHORT_5_5_5_1
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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#endif
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#ifndef GL_UNSIGNED_SHORT_4_4_4_4
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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#endif
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#define CHECK_ERROR(x)
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SDL_Window *GSDLWindow = NULL;
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SDL_GLContext GSDLGLContext = NULL;
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char loadedLibrary[_MAX_PATH];
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#define GET_WRAP_STATE(x) (x >> 4)
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#define GET_FILTER_STATE(x) (x & 0x0f)
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#define SET_WRAP_STATE(x, s) \
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{ \
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x &= 0x0F; \
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x |= (s << 4); \
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}
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#define SET_FILTER_STATE(x, s) \
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{ \
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x &= 0xF0; \
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x |= (s); \
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}
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// OpenGL Stuff
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static int OpenGL_window_initted = 0;
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static int OpenGL_polys_drawn = 0;
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static int OpenGL_verts_processed = 0;
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static int OpenGL_uploads = 0;
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static int OpenGL_sets_this_frame[10];
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static int OpenGL_packed_pixels = 0;
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static int Cur_texture_object_num = 1;
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static int OpenGL_cache_initted = 0;
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static int OpenGL_last_bound[2];
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static int Last_texel_unit_set = -1;
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extern int gpu_last_frame_polys_drawn;
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extern int gpu_last_frame_verts_processed;
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extern int gpu_last_uploaded;
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extern float gpu_Alpha_factor;
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extern float gpu_Alpha_multiplier;
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uint16_t *OpenGL_bitmap_remap = NULL;
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uint16_t *OpenGL_lightmap_remap = NULL;
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uint8_t *OpenGL_bitmap_states = NULL;
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uint8_t *OpenGL_lightmap_states = NULL;
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uint32_t *opengl_Upload_data = NULL;
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uint32_t *opengl_Translate_table = NULL;
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uint32_t *opengl_4444_translate_table = NULL;
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uint16_t *opengl_packed_Upload_data = NULL;
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uint16_t *opengl_packed_Translate_table = NULL;
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uint16_t *opengl_packed_4444_translate_table = NULL;
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extern rendering_state gpu_state;
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extern renderer_preferred_state gpu_preferred_state;
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bool OpenGL_multitexture_state = false;
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module *OpenGLDLLHandle = NULL;
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int Already_loaded = 0;
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bool opengl_Blending_on = 0;
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static oeApplication *ParentApplication = NULL;
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/* framebuffer object for backbuffer, scale to window size without changing resolution. --ryan, 2019. */
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#define GL_DEPTH_COMPONENT16_EXT 0x81A5
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#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
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#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
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#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
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#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
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#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
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#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
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#define GL_FRAMEBUFFER_EXT 0x8D40
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#define GL_RENDERBUFFER_EXT 0x8D41
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static GLuint GOpenGLFBO = 0;
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static GLuint GOpenGLRBOColor = 0;
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static GLuint GOpenGLRBODepth = 0;
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static GLuint GOpenGLFBOWidth = 0;
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static GLuint GOpenGLFBOHeight = 0;
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// returns true if the passed in extension name is supported
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bool opengl_CheckExtension(std::string_view extName) {
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GLint numExtensions;
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dglGetIntegerv(GL_NUM_EXTENSIONS, &numExtensions);
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for (GLint i = 0; i < numExtensions; i++) {
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if (extName == reinterpret_cast<char const*>(dglGetStringi(GL_EXTENSIONS, i))) {
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return true;
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}
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}
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return false;
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}
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// Gets some specific information about this particular flavor of opengl
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void opengl_GetInformation() {
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mprintf(0, "OpenGL Vendor: %s\n", dglGetString(GL_VENDOR));
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mprintf(0, "OpenGL Renderer: %s\n", dglGetString(GL_RENDERER));
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mprintf(0, "OpenGL Version: %s\n", dglGetString(GL_VERSION));
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}
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int opengl_MakeTextureObject(int tn) {
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int num = Cur_texture_object_num;
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Cur_texture_object_num++;
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if (UseMultitexture && Last_texel_unit_set != tn) {
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#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
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Last_texel_unit_set = tn;
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#endif
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}
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dglBindTexture(GL_TEXTURE_2D, num);
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dglPixelStorei(GL_UNPACK_ALIGNMENT, 2);
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dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// glTexEnvf (GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
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CHECK_ERROR(2)
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return num;
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}
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int opengl_InitCache(void) {
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OpenGL_bitmap_remap = (uint16_t *)mem_malloc(MAX_BITMAPS * 2);
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ASSERT(OpenGL_bitmap_remap);
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OpenGL_lightmap_remap = (uint16_t *)mem_malloc(MAX_LIGHTMAPS * 2);
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ASSERT(OpenGL_lightmap_remap);
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OpenGL_bitmap_states = (uint8_t *)mem_malloc(MAX_BITMAPS);
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ASSERT(OpenGL_bitmap_states);
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OpenGL_lightmap_states = (uint8_t *)mem_malloc(MAX_LIGHTMAPS);
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ASSERT(OpenGL_lightmap_states);
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Cur_texture_object_num = 1;
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// Setup textures and cacheing
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int i;
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for (i = 0; i < MAX_BITMAPS; i++) {
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OpenGL_bitmap_remap[i] = 65535;
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OpenGL_bitmap_states[i] = 255;
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GameBitmaps[i].flags |= BF_CHANGED | BF_BRAND_NEW;
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}
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for (i = 0; i < MAX_LIGHTMAPS; i++) {
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OpenGL_lightmap_remap[i] = 65535;
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OpenGL_lightmap_states[i] = 255;
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GameLightmaps[i].flags |= LF_CHANGED | LF_BRAND_NEW;
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}
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dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (UseMultitexture) {
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#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + 1);
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dglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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#endif
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}
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CHECK_ERROR(3)
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OpenGL_cache_initted = 1;
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return 1;
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}
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// Sets default states for our renderer
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void opengl_SetDefaults() {
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mprintf(0, "Setting states\n");
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gpu_state.cur_color = 0x00FFFFFF;
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gpu_state.cur_bilinear_state = -1;
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gpu_state.cur_zbuffer_state = -1;
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gpu_state.cur_texture_quality = -1;
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gpu_state.cur_light_state = LS_GOURAUD;
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gpu_state.cur_color_model = CM_MONO;
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gpu_state.cur_bilinear_state = -1;
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gpu_state.cur_alpha_type = AT_TEXTURE;
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// Enable some states
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dglEnable(GL_BLEND);
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dglEnable(GL_DITHER);
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opengl_Blending_on = true;
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rend_SetAlphaType(AT_ALWAYS);
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rend_SetAlphaValue(255);
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rend_SetFiltering(1);
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rend_SetLighting(LS_NONE);
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rend_SetTextureType(TT_FLAT);
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rend_SetColorModel(CM_RGB);
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rend_SetZBufferState(1);
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rend_SetGammaValue(gpu_preferred_state.gamma);
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OpenGL_last_bound[0] = 9999999;
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OpenGL_last_bound[1] = 9999999;
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Last_texel_unit_set = -1;
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OpenGL_multitexture_state = false;
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dglEnableClientState(GL_VERTEX_ARRAY);
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dglEnableClientState(GL_COLOR_ARRAY);
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dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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dglHint(GL_FOG_HINT, GL_NICEST);
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dglEnable(GL_SCISSOR_TEST);
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dglScissor(0, 0, gpu_state.screen_width, gpu_state.screen_height);
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dglDisable(GL_SCISSOR_TEST);
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if (UseMultitexture) {
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#if (defined(_USE_OGL_ACTIVE_TEXTURES))
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dglActiveTextureARB(GL_TEXTURE0_ARB + 1);
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dglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
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dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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dglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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dglHint(GL_FOG_HINT, GL_NICEST);
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dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
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dglDisable(GL_TEXTURE_2D);
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dglEnable(GL_BLEND);
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dglEnable(GL_DITHER);
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dglBlendFunc(GL_DST_COLOR, GL_ZERO);
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dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
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#endif
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}
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}
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extern bool linux_permit_gamma;
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extern renderer_preferred_state Render_preferred_state;
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extern bool ddio_mouseGrabbed;
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int SDLCALL d3SDLEventFilter(void *userdata, SDL_Event *event);
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int opengl_Setup(oeApplication *app, int *width, int *height) {
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int winw = Video_res_list[Game_video_resolution].width;
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int winh = Video_res_list[Game_video_resolution].height;
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// rcg09182000 don't need to quitsubsystem anymore...
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// SDL_QuitSubSystem(SDL_INIT_VIDEO); // here goes nothing...
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// Already_loaded = false;
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SDL_ClearError();
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if (!SDL_WasInit(SDL_INIT_VIDEO)) {
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const int rc = SDL_Init(SDL_INIT_VIDEO);
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if (rc != 0) {
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char buffer[512];
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snprintf(buffer, sizeof(buffer), "SDL_GetError() reports \"%s\".\n", SDL_GetError());
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fprintf(stderr, "SDL: SDL_Init() failed! rc == (%d).\n", rc);
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fprintf(stderr, "%s", buffer);
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rend_SetErrorMessage(buffer);
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return (0);
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}
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}
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SDL_SetEventFilter(d3SDLEventFilter, NULL);
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bool fullscreen = true;
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if (FindArgChar("-fullscreen", 'f')) {
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fullscreen = true;
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} else if (FindArgChar("-windowed", 'w')) {
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fullscreen = false;
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}
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if (!Already_loaded) {
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#define MAX_ARGS 30
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#define MAX_CHARS_PER_ARG 100
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extern char GameArgs[MAX_ARGS][MAX_CHARS_PER_ARG];
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char gl_library[256];
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int arg;
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arg = FindArgChar("-gllibrary", 'g');
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if (arg != 0) {
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strcpy(gl_library, GameArgs[arg + 1]);
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} else {
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gl_library[0] = 0;
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}
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mprintf(0, "OpenGL: Attempting to use \"%s\" for OpenGL\n", gl_library[0] ? gl_library : "[system default library]");
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// ryan's adds. 04/18/2000...SDL stuff on 04/25/2000
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bool success = true;
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OpenGLDLLHandle = LoadOpenGLDLL(gl_library);
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if (!(OpenGLDLLHandle)) {
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// rcg07072000 last ditch effort...
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#if defined(POSIX)
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strcpy(gl_library, "libGL.so.1");
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#else
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strcpy(gl_library, "opengl32.dll");
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#endif
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OpenGLDLLHandle = LoadOpenGLDLL(gl_library);
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if (!(OpenGLDLLHandle)) {
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success = false;
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}
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} // if
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if (!success) {
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char buffer[512];
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snprintf(buffer, sizeof(buffer), "Failed to load library [%s].\n", gl_library);
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fprintf(stderr, "%s", buffer);
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rend_SetErrorMessage(buffer);
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return 0;
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} // if
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}
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8 );
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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Uint32 flags = SDL_WINDOW_OPENGL;
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if (fullscreen) {
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flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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if (!GSDLWindow) {
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GSDLWindow = SDL_CreateWindow("Descent 3", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, winw, winh, flags);
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if (!GSDLWindow) {
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mprintf(0, "OpenGL: SDL window creation failed: %s", SDL_GetError());
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return 0;
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}
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} else {
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SDL_SetWindowSize(GSDLWindow, winw, winh);
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SDL_SetWindowFullscreen(GSDLWindow, flags);
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}
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if (!GSDLGLContext) {
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GSDLGLContext = SDL_GL_CreateContext(GSDLWindow);
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if (!GSDLGLContext) {
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mprintf(0, "OpenGL: OpenGL context creation failed: %s", SDL_GetError());
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SDL_DestroyWindow(GSDLWindow);
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GSDLWindow = NULL;
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return 0;
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}
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}
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try {
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LoadGLFnPtrs();
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} catch (std::exception const& ex) {
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// TODO: more raii-esque construction and cleanup here
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SDL_GL_DeleteContext(GSDLGLContext);
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GSDLGLContext = nullptr;
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SDL_DestroyWindow(GSDLWindow);
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GSDLWindow = nullptr;
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mprintf(0, "Error loading opengl dll: %s\n", ex.what());
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mod_FreeModule(&OpenGLDLLInst);
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OpenGLDLLHandle = nullptr;
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return 0;
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}
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// clear the window framebuffer to start.
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dglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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dglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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SDL_GL_SwapWindow(GSDLWindow);
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/* Tear down the backbuffer and rebuild at new dimensions... */
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if (GOpenGLFBO) {
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dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
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dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
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dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
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dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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dglDeleteFramebuffersEXT(1, &GOpenGLFBO);
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dglDeleteRenderbuffersEXT(1, &GOpenGLRBOColor);
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dglDeleteRenderbuffersEXT(1, &GOpenGLRBODepth);
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GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
|
|
}
|
|
|
|
const GLsizei w = (GLsizei) *width;
|
|
const GLsizei h = (GLsizei) *height;
|
|
|
|
GOpenGLFBOWidth = w;
|
|
GOpenGLFBOHeight = h;
|
|
|
|
dglGenFramebuffersEXT(1, &GOpenGLFBO);
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
|
|
|
|
dglGenRenderbuffersEXT(1, &GOpenGLRBOColor);
|
|
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, GOpenGLRBOColor);
|
|
dglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, w, h);
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, GOpenGLRBOColor);
|
|
|
|
dglGenRenderbuffersEXT(1, &GOpenGLRBODepth);
|
|
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, GOpenGLRBODepth);
|
|
dglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16_EXT, w, h);
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, GOpenGLRBODepth);
|
|
|
|
if (dglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
|
|
mprintf(0, "OpenGL: our framebuffer object is incomplete, giving up");
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
|
|
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
|
|
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
dglDeleteFramebuffersEXT(1, &GOpenGLFBO);
|
|
dglDeleteRenderbuffersEXT(1, &GOpenGLRBOColor);
|
|
dglDeleteRenderbuffersEXT(1, &GOpenGLRBODepth);
|
|
GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
|
|
SDL_GL_DeleteContext(GSDLGLContext);
|
|
SDL_DestroyWindow(GSDLWindow);
|
|
GSDLGLContext = NULL;
|
|
GSDLWindow = NULL;
|
|
return 0;
|
|
}
|
|
|
|
if (!FindArg("-nomousegrab")) {
|
|
ddio_mouseGrabbed = true;
|
|
}
|
|
|
|
SDL_SetRelativeMouseMode(ddio_mouseGrabbed ? SDL_TRUE : SDL_FALSE);
|
|
|
|
// rcg09182000 gamma fun.
|
|
// rcg01112000 --nogamma fun.
|
|
if (FindArgChar("-nogamma", 'M')) {
|
|
linux_permit_gamma = false;
|
|
} else {
|
|
Uint16 ramp[256];
|
|
SDL_CalculateGammaRamp(Render_preferred_state.gamma, ramp);
|
|
linux_permit_gamma = (SDL_SetWindowGammaRamp(GSDLWindow, ramp, ramp, ramp) == 0);
|
|
} // else
|
|
|
|
if (ParentApplication) {
|
|
reinterpret_cast<oeLnxApplication *>(ParentApplication)->set_sizepos(0, 0, *width, *height);
|
|
}
|
|
|
|
gRenderer.emplace();
|
|
|
|
Already_loaded = 1;
|
|
return 1;
|
|
}
|
|
|
|
// Sets up our OpenGL rendering context
|
|
// Returns 1 if ok, 0 if something bad
|
|
int opengl_Init(oeApplication *app, renderer_preferred_state *pref_state) {
|
|
int width, height;
|
|
int retval = 1;
|
|
int i;
|
|
|
|
mprintf(0, "Setting up opengl mode!\n");
|
|
|
|
if (pref_state) {
|
|
gpu_preferred_state = *pref_state;
|
|
}
|
|
|
|
if (app != NULL) {
|
|
ParentApplication = app;
|
|
}
|
|
|
|
int windowX = 0, windowY = 0;
|
|
|
|
/***********************************************************
|
|
* LINUX OPENGL
|
|
***********************************************************
|
|
*/
|
|
// Setup gpu_state.screen_width & gpu_state.screen_height & width & height
|
|
width = gpu_preferred_state.width;
|
|
height = gpu_preferred_state.height;
|
|
|
|
if (!opengl_Setup(app, &width, &height)) {
|
|
opengl_Close();
|
|
return 0;
|
|
}
|
|
|
|
memset(&gpu_state, 0, sizeof(rendering_state));
|
|
gpu_state.screen_width = width;
|
|
gpu_state.screen_height = height;
|
|
|
|
// Get some info
|
|
opengl_GetInformation();
|
|
|
|
// Determine if Multitexture is supported
|
|
UseMultitexture = !FindArg("-NoMultitexture") && dglActiveTextureARB && dglClientActiveTextureARB && dglMultiTexCoord4f;
|
|
|
|
// Do we have packed pixel formats?
|
|
OpenGL_packed_pixels = opengl_CheckExtension("GL_EXT_packed_pixels");
|
|
|
|
opengl_InitCache();
|
|
|
|
if (UseMultitexture) {
|
|
mprintf(0, "Using multitexture.");
|
|
} else {
|
|
mprintf(0, "Not using multitexture.");
|
|
}
|
|
|
|
if (OpenGL_packed_pixels) {
|
|
opengl_packed_Upload_data = (uint16_t *)mem_malloc(2048 * 2048 * 2);
|
|
opengl_packed_Translate_table = (uint16_t *)mem_malloc(65536 * 2);
|
|
opengl_packed_4444_translate_table = (uint16_t *)mem_malloc(65536 * 2);
|
|
|
|
ASSERT(opengl_packed_Upload_data);
|
|
ASSERT(opengl_packed_Translate_table);
|
|
ASSERT(opengl_packed_4444_translate_table);
|
|
|
|
mprintf(0, "Building packed OpenGL translate table...\n");
|
|
|
|
for (i = 0; i < 65536; i++) {
|
|
int r = (i >> 10) & 0x1f;
|
|
int g = (i >> 5) & 0x1f;
|
|
int b = i & 0x1f;
|
|
|
|
#ifdef BRIGHTNESS_HACK
|
|
r *= BRIGHTNESS_HACK;
|
|
g *= BRIGHTNESS_HACK;
|
|
b *= BRIGHTNESS_HACK;
|
|
if (r > 0x1F)
|
|
r = 0x1F;
|
|
if (g > 0x1F)
|
|
g = 0x1F;
|
|
if (b > 0x1F)
|
|
b = 0x1F;
|
|
#endif
|
|
|
|
uint16_t pix;
|
|
|
|
if (!(i & OPAQUE_FLAG)) {
|
|
pix = 0;
|
|
} else {
|
|
pix = (r << 11) | (g << 6) | (b << 1) | 1;
|
|
}
|
|
|
|
opengl_packed_Translate_table[i] = INTEL_INT(pix);
|
|
|
|
// 4444 table
|
|
int a = (i >> 12) & 0xf;
|
|
r = (i >> 8) & 0xf;
|
|
g = (i >> 4) & 0xf;
|
|
b = i & 0xf;
|
|
|
|
pix = (r << 12) | (g << 8) | (b << 4) | a;
|
|
opengl_packed_4444_translate_table[i] = INTEL_INT(pix);
|
|
}
|
|
} else {
|
|
opengl_Upload_data = (uint32_t *)mem_malloc(2048 * 2048 * 4);
|
|
opengl_Translate_table = (uint32_t *)mem_malloc(65536 * 4);
|
|
opengl_4444_translate_table = (uint32_t *)mem_malloc(65536 * 4);
|
|
|
|
ASSERT(opengl_Upload_data);
|
|
ASSERT(opengl_Translate_table);
|
|
ASSERT(opengl_4444_translate_table);
|
|
|
|
mprintf(0, "Building OpenGL translate table...\n");
|
|
|
|
for (i = 0; i < 65536; i++) {
|
|
uint32_t pix;
|
|
int r = (i >> 10) & 0x1f;
|
|
int g = (i >> 5) & 0x1f;
|
|
int b = i & 0x1f;
|
|
|
|
#ifdef BRIGHTNESS_HACK
|
|
r *= BRIGHTNESS_HACK;
|
|
g *= BRIGHTNESS_HACK;
|
|
b *= BRIGHTNESS_HACK;
|
|
if (r > 0x1F)
|
|
r = 0x1F;
|
|
if (g > 0x1F)
|
|
g = 0x1F;
|
|
if (b > 0x1F)
|
|
b = 0x1F;
|
|
#endif
|
|
|
|
float fr = (float)r / 31.0f;
|
|
float fg = (float)g / 31.0f;
|
|
float fb = (float)b / 31.0f;
|
|
|
|
r = 255 * fr;
|
|
g = 255 * fg;
|
|
b = 255 * fb;
|
|
|
|
if (!(i & OPAQUE_FLAG)) {
|
|
pix = 0;
|
|
} else {
|
|
pix = (255 << 24) | (b << 16) | (g << 8) | (r);
|
|
}
|
|
|
|
opengl_Translate_table[i] = INTEL_INT(pix);
|
|
|
|
// Do 4444
|
|
int a = (i >> 12) & 0xf;
|
|
r = (i >> 8) & 0xf;
|
|
g = (i >> 4) & 0xf;
|
|
b = i & 0xf;
|
|
|
|
float fa = (float)a / 15.0f;
|
|
fr = (float)r / 15.0f;
|
|
fg = (float)g / 15.0f;
|
|
fb = (float)b / 15.0f;
|
|
|
|
a = 255 * fa;
|
|
r = 255 * fr;
|
|
g = 255 * fg;
|
|
b = 255 * fb;
|
|
|
|
pix = (a << 24) | (b << 16) | (g << 8) | (r);
|
|
|
|
opengl_4444_translate_table[i] = INTEL_INT(pix);
|
|
}
|
|
}
|
|
|
|
opengl_SetDefaults();
|
|
|
|
g3_ForceTransformRefresh();
|
|
|
|
CHECK_ERROR(4)
|
|
|
|
gpu_state.initted = 1;
|
|
|
|
mprintf(0, "OpenGL initialization at %d x %d was successful.\n", width, height);
|
|
|
|
return retval;
|
|
}
|
|
|
|
// Releases the rendering context
|
|
void opengl_Close(const bool just_resizing) {
|
|
CHECK_ERROR(5)
|
|
|
|
uint32_t *delete_list = (uint32_t *)mem_malloc(Cur_texture_object_num * sizeof(int));
|
|
ASSERT(delete_list);
|
|
for (int i = 1; i < Cur_texture_object_num; i++)
|
|
delete_list[i] = i;
|
|
|
|
if (Cur_texture_object_num > 1)
|
|
dglDeleteTextures(Cur_texture_object_num, (const uint32_t *)delete_list);
|
|
|
|
mem_free(delete_list);
|
|
|
|
gRenderer.reset();
|
|
|
|
if (GSDLGLContext) {
|
|
SDL_GL_MakeCurrent(NULL, NULL);
|
|
SDL_GL_DeleteContext(GSDLGLContext);
|
|
GSDLGLContext = NULL;
|
|
GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
|
|
}
|
|
|
|
if (!just_resizing && GSDLWindow) {
|
|
SDL_DestroyWindow(GSDLWindow);
|
|
GSDLWindow = NULL;
|
|
}
|
|
|
|
|
|
if (OpenGL_packed_pixels) {
|
|
if (opengl_packed_Upload_data) {
|
|
mem_free(opengl_packed_Upload_data);
|
|
}
|
|
if (opengl_packed_Translate_table) {
|
|
mem_free(opengl_packed_Translate_table);
|
|
}
|
|
if (opengl_packed_4444_translate_table) {
|
|
mem_free(opengl_packed_4444_translate_table);
|
|
}
|
|
opengl_packed_Upload_data = NULL;
|
|
opengl_packed_Translate_table = NULL;
|
|
opengl_packed_4444_translate_table = NULL;
|
|
} else {
|
|
if (opengl_Upload_data)
|
|
mem_free(opengl_Upload_data);
|
|
if (opengl_Translate_table)
|
|
mem_free(opengl_Translate_table);
|
|
if (opengl_4444_translate_table)
|
|
mem_free(opengl_4444_translate_table);
|
|
opengl_Upload_data = NULL;
|
|
opengl_Translate_table = NULL;
|
|
opengl_4444_translate_table = NULL;
|
|
}
|
|
|
|
if (OpenGL_cache_initted) {
|
|
mem_free(OpenGL_lightmap_remap);
|
|
mem_free(OpenGL_bitmap_remap);
|
|
mem_free(OpenGL_lightmap_states);
|
|
mem_free(OpenGL_bitmap_states);
|
|
OpenGL_cache_initted = 0;
|
|
}
|
|
|
|
// mod_FreeModule (OpenGLDLLHandle);
|
|
gpu_state.initted = 0;
|
|
}
|
|
|
|
// Takes our 16bit format and converts it into the memory scheme that OpenGL wants
|
|
void opengl_TranslateBitmapToOpenGL(int texnum, int bm_handle, int map_type, int replace, int tn) {
|
|
uint16_t *bm_ptr;
|
|
|
|
int w, h;
|
|
int size;
|
|
|
|
if (UseMultitexture && Last_texel_unit_set != tn) {
|
|
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
|
|
Last_texel_unit_set = tn;
|
|
#endif
|
|
}
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
if (GameLightmaps[bm_handle].flags & LF_BRAND_NEW)
|
|
replace = 0;
|
|
|
|
bm_ptr = lm_data(bm_handle);
|
|
GameLightmaps[bm_handle].flags &= ~(LF_CHANGED | LF_BRAND_NEW);
|
|
|
|
w = lm_w(bm_handle);
|
|
h = lm_h(bm_handle);
|
|
size = GameLightmaps[bm_handle].square_res;
|
|
} else {
|
|
if (GameBitmaps[bm_handle].flags & BF_BRAND_NEW)
|
|
replace = 0;
|
|
|
|
bm_ptr = bm_data(bm_handle, 0);
|
|
GameBitmaps[bm_handle].flags &= ~(BF_CHANGED | BF_BRAND_NEW);
|
|
w = bm_w(bm_handle, 0);
|
|
h = bm_h(bm_handle, 0);
|
|
size = w;
|
|
}
|
|
|
|
if (OpenGL_last_bound[tn] != texnum) {
|
|
dglBindTexture(GL_TEXTURE_2D, texnum);
|
|
OpenGL_sets_this_frame[0]++;
|
|
OpenGL_last_bound[tn] = texnum;
|
|
}
|
|
|
|
int i;
|
|
|
|
if (OpenGL_packed_pixels) {
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
uint16_t *left_data = (uint16_t *)opengl_packed_Upload_data;
|
|
int bm_left = 0;
|
|
|
|
for (int i = 0; i < h; i++, left_data += size, bm_left += w) {
|
|
uint16_t *dest_data = left_data;
|
|
for (int t = 0; t < w; t++) {
|
|
*dest_data++ = opengl_packed_Translate_table[bm_ptr[bm_left + t]];
|
|
}
|
|
}
|
|
|
|
if (replace) {
|
|
dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
|
|
opengl_packed_Upload_data);
|
|
} else {
|
|
dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, size, size, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
|
|
opengl_packed_Upload_data);
|
|
}
|
|
} else {
|
|
int limit = 0;
|
|
|
|
if (bm_mipped(bm_handle)) {
|
|
limit = NUM_MIP_LEVELS + 3;
|
|
} else {
|
|
limit = 1;
|
|
}
|
|
|
|
for (int m = 0; m < limit; m++) {
|
|
if (m < NUM_MIP_LEVELS) {
|
|
bm_ptr = bm_data(bm_handle, m);
|
|
w = bm_w(bm_handle, m);
|
|
h = bm_h(bm_handle, m);
|
|
} else {
|
|
bm_ptr = bm_data(bm_handle, NUM_MIP_LEVELS - 1);
|
|
w = bm_w(bm_handle, NUM_MIP_LEVELS - 1);
|
|
h = bm_h(bm_handle, NUM_MIP_LEVELS - 1);
|
|
|
|
w >>= m - (NUM_MIP_LEVELS - 1);
|
|
h >>= m - (NUM_MIP_LEVELS - 1);
|
|
|
|
if ((w < 1) || (h < 1))
|
|
continue;
|
|
}
|
|
|
|
if (bm_format(bm_handle) == BITMAP_FORMAT_4444) {
|
|
// Do 4444
|
|
if (bm_mipped(bm_handle)) {
|
|
for (i = 0; i < w * h; i++)
|
|
opengl_packed_Upload_data[i] = 0xf | (opengl_packed_4444_translate_table[bm_ptr[i]]);
|
|
} else {
|
|
for (i = 0; i < w * h; i++)
|
|
opengl_packed_Upload_data[i] = opengl_packed_4444_translate_table[bm_ptr[i]];
|
|
}
|
|
|
|
if (replace) {
|
|
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
|
|
opengl_packed_Upload_data);
|
|
} else {
|
|
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA4, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4,
|
|
opengl_packed_Upload_data);
|
|
}
|
|
} else {
|
|
// Do 1555
|
|
for (i = 0; i < w * h; i++) {
|
|
opengl_packed_Upload_data[i] = opengl_packed_Translate_table[bm_ptr[i]];
|
|
}
|
|
|
|
if (replace) {
|
|
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
|
|
opengl_packed_Upload_data);
|
|
} else {
|
|
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGB5_A1, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1,
|
|
opengl_packed_Upload_data);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
uint32_t *left_data = (uint32_t *)opengl_Upload_data;
|
|
int bm_left = 0;
|
|
|
|
for (int i = 0; i < h; i++, left_data += size, bm_left += w) {
|
|
uint32_t *dest_data = left_data;
|
|
for (int t = 0; t < w; t++) {
|
|
*dest_data++ = opengl_Translate_table[bm_ptr[bm_left + t]];
|
|
}
|
|
}
|
|
if (size > 0) {
|
|
if (replace) {
|
|
dglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, size, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
|
|
} else {
|
|
dglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
|
|
}
|
|
}
|
|
} else {
|
|
int limit = 0;
|
|
|
|
if (bm_mipped(bm_handle)) {
|
|
limit = NUM_MIP_LEVELS + 3; // ryan added +3.
|
|
} else {
|
|
limit = 1;
|
|
}
|
|
|
|
for (int m = 0; m < limit; m++) {
|
|
bm_ptr = bm_data(bm_handle, m);
|
|
w = bm_w(bm_handle, m);
|
|
h = bm_h(bm_handle, m);
|
|
|
|
if (bm_format(bm_handle) == BITMAP_FORMAT_4444) {
|
|
// Do 4444
|
|
|
|
if (bm_mipped(bm_handle)) {
|
|
for (i = 0; i < w * h; i++)
|
|
opengl_Upload_data[i] = INTEL_INT((255 << 24)) | opengl_4444_translate_table[bm_ptr[i]];
|
|
} else {
|
|
for (i = 0; i < w * h; i++)
|
|
opengl_Upload_data[i] = opengl_4444_translate_table[bm_ptr[i]];
|
|
}
|
|
} else {
|
|
// Do 1555
|
|
|
|
for (i = 0; i < w * h; i++)
|
|
opengl_Upload_data[i] = opengl_Translate_table[bm_ptr[i]];
|
|
}
|
|
|
|
// rcg06262000 my if wrapper.
|
|
if ((w > 0) && (h > 0)) {
|
|
if (replace) {
|
|
dglTexSubImage2D(GL_TEXTURE_2D, m, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
|
|
} else {
|
|
dglTexImage2D(GL_TEXTURE_2D, m, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, opengl_Upload_data);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// mprintf(1,"Doing slow upload to opengl!\n");
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
GameLightmaps[bm_handle].flags &= ~LF_LIMITS;
|
|
}
|
|
|
|
CHECK_ERROR(6)
|
|
OpenGL_uploads++;
|
|
}
|
|
|
|
extern bool Force_one_texture;
|
|
|
|
// Utilizes a LRU cacheing scheme to select/upload textures the opengl driver
|
|
int opengl_MakeBitmapCurrent(int handle, int map_type, int tn) {
|
|
int w, h;
|
|
int texnum;
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
w = GameLightmaps[handle].square_res;
|
|
h = GameLightmaps[handle].square_res;
|
|
} else {
|
|
if (Force_one_texture) {
|
|
handle = 0;
|
|
}
|
|
|
|
w = bm_w(handle, 0);
|
|
h = bm_h(handle, 0);
|
|
}
|
|
|
|
if (w != h) {
|
|
mprintf(0, "Can't use non-square textures with OpenGL!\n");
|
|
return 0;
|
|
}
|
|
|
|
// See if the bitmaps is already in the cache
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
if (OpenGL_lightmap_remap[handle] == 65535) {
|
|
texnum = opengl_MakeTextureObject(tn);
|
|
SET_WRAP_STATE(OpenGL_lightmap_states[handle], 1);
|
|
SET_FILTER_STATE(OpenGL_lightmap_states[handle], 0);
|
|
OpenGL_lightmap_remap[handle] = texnum;
|
|
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 0, tn);
|
|
} else {
|
|
texnum = OpenGL_lightmap_remap[handle];
|
|
if (GameLightmaps[handle].flags & LF_CHANGED)
|
|
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 1, tn);
|
|
}
|
|
} else {
|
|
if (OpenGL_bitmap_remap[handle] == 65535) {
|
|
texnum = opengl_MakeTextureObject(tn);
|
|
SET_WRAP_STATE(OpenGL_bitmap_states[handle], 1);
|
|
SET_FILTER_STATE(OpenGL_bitmap_states[handle], 0);
|
|
OpenGL_bitmap_remap[handle] = texnum;
|
|
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 0, tn);
|
|
} else {
|
|
texnum = OpenGL_bitmap_remap[handle];
|
|
if (GameBitmaps[handle].flags & BF_CHANGED) {
|
|
opengl_TranslateBitmapToOpenGL(texnum, handle, map_type, 1, tn);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (OpenGL_last_bound[tn] != texnum) {
|
|
if (UseMultitexture && Last_texel_unit_set != tn) {
|
|
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
|
|
Last_texel_unit_set = tn;
|
|
#endif
|
|
}
|
|
|
|
dglBindTexture(GL_TEXTURE_2D, texnum);
|
|
OpenGL_last_bound[tn] = texnum;
|
|
OpenGL_sets_this_frame[0]++;
|
|
}
|
|
|
|
CHECK_ERROR(7)
|
|
return 1;
|
|
}
|
|
|
|
// Sets up an appropriate wrap type for the current bound texture
|
|
void opengl_MakeWrapTypeCurrent(int handle, int map_type, int tn) {
|
|
int uwrap;
|
|
wrap_type dest_wrap;
|
|
|
|
if (tn == 1)
|
|
dest_wrap = WT_CLAMP;
|
|
else
|
|
dest_wrap = gpu_state.cur_wrap_type;
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP)
|
|
uwrap = GET_WRAP_STATE(OpenGL_lightmap_states[handle]);
|
|
else
|
|
uwrap = GET_WRAP_STATE(OpenGL_bitmap_states[handle]);
|
|
|
|
if (uwrap == dest_wrap)
|
|
return;
|
|
|
|
if (UseMultitexture && Last_texel_unit_set != tn) {
|
|
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
|
|
Last_texel_unit_set = tn;
|
|
#endif
|
|
}
|
|
|
|
OpenGL_sets_this_frame[1]++;
|
|
|
|
if (gpu_state.cur_wrap_type == WT_CLAMP) {
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
|
} else if (gpu_state.cur_wrap_type == WT_WRAP_V) {
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
} else {
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
}
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
SET_WRAP_STATE(OpenGL_lightmap_states[handle], dest_wrap);
|
|
} else {
|
|
SET_WRAP_STATE(OpenGL_bitmap_states[handle], dest_wrap);
|
|
}
|
|
|
|
CHECK_ERROR(8)
|
|
}
|
|
|
|
// Chooses the correct filter type for the currently bound texture
|
|
void opengl_MakeFilterTypeCurrent(int handle, int map_type, int tn) {
|
|
int magf;
|
|
int8_t dest_state;
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
magf = GET_FILTER_STATE(OpenGL_lightmap_states[handle]);
|
|
dest_state = 1;
|
|
} else {
|
|
magf = GET_FILTER_STATE(OpenGL_bitmap_states[handle]);
|
|
dest_state = gpu_preferred_state.filtering;
|
|
if (!gpu_state.cur_bilinear_state)
|
|
dest_state = 0;
|
|
}
|
|
|
|
if (magf == dest_state)
|
|
return;
|
|
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
|
|
if (UseMultitexture && Last_texel_unit_set != tn) {
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
|
|
Last_texel_unit_set = tn;
|
|
}
|
|
#endif
|
|
|
|
OpenGL_sets_this_frame[2]++;
|
|
|
|
if (dest_state) {
|
|
if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) {
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
|
|
} else {
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
} else {
|
|
if (map_type == MAP_TYPE_BITMAP && bm_mipped(handle)) {
|
|
// dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_NEAREST);
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
|
|
} else {
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
dglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
}
|
|
}
|
|
|
|
if (map_type == MAP_TYPE_LIGHTMAP) {
|
|
SET_FILTER_STATE(OpenGL_lightmap_states[handle], dest_state);
|
|
} else {
|
|
SET_FILTER_STATE(OpenGL_bitmap_states[handle], dest_state);
|
|
}
|
|
|
|
CHECK_ERROR(9)
|
|
}
|
|
|
|
// Turns on/off multitexture blending
|
|
void gpu_SetMultitextureBlendMode(bool state) {
|
|
if (OpenGL_multitexture_state == state)
|
|
return;
|
|
OpenGL_multitexture_state = state;
|
|
|
|
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
|
|
dglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
dglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|
if (state) {
|
|
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
dglEnable(GL_TEXTURE_2D);
|
|
} else {
|
|
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
dglDisable(GL_TEXTURE_2D);
|
|
}
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
dglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|
Last_texel_unit_set = 0;
|
|
#endif
|
|
}
|
|
|
|
void gpu_DrawFlatPolygon3D(g3Point **p, int nv) {
|
|
if (UseMultitexture) {
|
|
gpu_SetMultitextureBlendMode(false);
|
|
}
|
|
|
|
std::array<PosColorUVVertex, 100> vertices{};
|
|
std::transform(p, p + nv, std::begin(vertices), [](auto pnt) {
|
|
return PosColorUVVertex{
|
|
pnt->p3_vecPreRot,
|
|
DeterminePointColor(pnt, true, false, true),
|
|
tex_array{
|
|
// tex coord can be default-constructed, because it will ultimately be ignored
|
|
// because this function is only called when cur_texture_quality == 0, and anytime
|
|
// that is true, GL_TEXTURE_2D is also disabled
|
|
}
|
|
};
|
|
});
|
|
|
|
gpu_RenderPolygon(vertices.data(), nv);
|
|
}
|
|
|
|
// Sets the gamma correction value
|
|
void rend_SetGammaValue(float val) {
|
|
// if( WindowGL )
|
|
// return;
|
|
|
|
gpu_preferred_state.gamma = val;
|
|
mprintf(0, "Setting gamma to %f\n", val);
|
|
}
|
|
|
|
// Resets the texture cache
|
|
void opengl_ResetCache(void) {
|
|
if (OpenGL_cache_initted) {
|
|
mem_free(OpenGL_lightmap_remap);
|
|
mem_free(OpenGL_bitmap_remap);
|
|
mem_free(OpenGL_lightmap_states);
|
|
mem_free(OpenGL_bitmap_states);
|
|
OpenGL_cache_initted = 0;
|
|
}
|
|
|
|
opengl_InitCache();
|
|
}
|
|
|
|
uint8_t opengl_Framebuffer_ready = 0;
|
|
chunked_bitmap opengl_Chunked_bitmap;
|
|
|
|
void opengl_ChangeChunkedBitmap(int bm_handle, chunked_bitmap *chunk) {
|
|
int bw = bm_w(bm_handle, 0);
|
|
int bh = bm_h(bm_handle, 0);
|
|
|
|
// determine optimal size of the square bitmaps
|
|
float fopt = 128.0f;
|
|
int iopt;
|
|
|
|
// find the smallest dimension and base off that
|
|
int smallest = std::min(bw, bh);
|
|
|
|
if (smallest <= 32)
|
|
fopt = 32;
|
|
else if (smallest <= 64)
|
|
fopt = 64;
|
|
else
|
|
fopt = 128;
|
|
|
|
iopt = (int)fopt;
|
|
|
|
// Get how many pieces we need across and down
|
|
float temp = bw / fopt;
|
|
int how_many_across = temp;
|
|
if ((temp - how_many_across) > 0)
|
|
how_many_across++;
|
|
|
|
temp = bh / fopt;
|
|
int how_many_down = temp;
|
|
if ((temp - how_many_down) > 0)
|
|
how_many_down++;
|
|
|
|
ASSERT(how_many_across > 0);
|
|
ASSERT(how_many_down > 0);
|
|
|
|
// Now go through our big bitmap and partition it into pieces
|
|
uint16_t *src_data = bm_data(bm_handle, 0);
|
|
uint16_t *sdata;
|
|
uint16_t *ddata;
|
|
|
|
int shift;
|
|
switch (iopt) {
|
|
case 32:
|
|
shift = 5;
|
|
break;
|
|
case 64:
|
|
shift = 6;
|
|
break;
|
|
case 128:
|
|
shift = 7;
|
|
break;
|
|
default:
|
|
Int3(); // Get Jeff
|
|
break;
|
|
}
|
|
int maxx, maxy;
|
|
int windex, hindex;
|
|
int s_y, s_x, d_y, d_x;
|
|
|
|
for (hindex = 0; hindex < how_many_down; hindex++) {
|
|
for (windex = 0; windex < how_many_across; windex++) {
|
|
// loop through the chunks
|
|
// find end x and y
|
|
if (windex < how_many_across - 1)
|
|
maxx = iopt;
|
|
else
|
|
maxx = bw - (windex << shift);
|
|
if (hindex < how_many_down - 1)
|
|
maxy = iopt;
|
|
else
|
|
maxy = bh - (hindex << shift);
|
|
|
|
// find the starting source x and y
|
|
s_x = (windex << shift);
|
|
s_y = (hindex << shift);
|
|
|
|
// get the pointers pointing to the right spot
|
|
ddata = bm_data(chunk->bm_array[hindex * how_many_across + windex], 0);
|
|
GameBitmaps[chunk->bm_array[hindex * how_many_across + windex]].flags |= BF_CHANGED;
|
|
sdata = &src_data[s_y * bw + s_x];
|
|
|
|
// copy the data
|
|
for (d_y = 0; d_y < maxy; d_y++) {
|
|
for (d_x = 0; d_x < maxx; d_x++) {
|
|
ddata[d_x] = sdata[d_x];
|
|
} // end for d_x
|
|
sdata += bw;
|
|
ddata += iopt;
|
|
} // end for d_y
|
|
|
|
} // end for windex
|
|
} // end for hindex
|
|
}
|
|
|
|
// Tells the software renderer whether or not to use mipping
|
|
void rend_SetMipState(int8_t mipstate) {}
|
|
|
|
// Init our renderer
|
|
int rend_Init(renderer_type state, oeApplication *app, renderer_preferred_state *pref_state) {
|
|
#ifndef DEDICATED_ONLY
|
|
int retval = 0;
|
|
rend_SetRendererType(state);
|
|
if (!Renderer_initted) {
|
|
if (!Renderer_close_flag) {
|
|
atexit(rend_Close);
|
|
Renderer_close_flag = 1;
|
|
}
|
|
|
|
Renderer_initted = 1;
|
|
}
|
|
|
|
if (OpenGL_window_initted) {
|
|
rend_CloseOpenGLWindow();
|
|
OpenGL_window_initted = 0;
|
|
}
|
|
|
|
mprintf(0, "Renderer init is set to %d\n", Renderer_initted);
|
|
|
|
#ifndef OEM_V3
|
|
int flags = app->flags();
|
|
if (flags & OEAPP_WINDOWED) {
|
|
// initialize for windowed
|
|
retval = rend_InitOpenGLWindow(app, pref_state);
|
|
} else {
|
|
// initialize for full screen
|
|
retval = opengl_Init(app, pref_state);
|
|
}
|
|
#endif
|
|
|
|
return retval;
|
|
#else
|
|
return 0;
|
|
#endif // #ifdef DEDICATED_ONLY
|
|
}
|
|
|
|
void rend_Close(void) {
|
|
mprintf(0, "CLOSE:Renderer init is set to %d\n", Renderer_initted);
|
|
if (!Renderer_initted)
|
|
return;
|
|
|
|
if (OpenGL_window_initted) {
|
|
if (Renderer_type == RENDERER_OPENGL) {
|
|
rend_CloseOpenGLWindow();
|
|
}
|
|
OpenGL_window_initted = 0;
|
|
}
|
|
|
|
opengl_Close();
|
|
|
|
Renderer_initted = 0;
|
|
}
|
|
|
|
void gpu_BindTexture(int handle, int map_type, int slot) {
|
|
opengl_MakeBitmapCurrent(handle, map_type, slot);
|
|
opengl_MakeWrapTypeCurrent(handle, map_type, slot);
|
|
opengl_MakeFilterTypeCurrent(handle, map_type, slot);
|
|
}
|
|
|
|
void gpu_RenderPolygon(PosColorUVVertex *vData, uint32_t nv) {
|
|
dglVertexPointer(3, GL_FLOAT, sizeof(*vData), &vData->pos);
|
|
dglColorPointer(4, GL_FLOAT, sizeof(*vData), &vData->color);
|
|
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
|
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv);
|
|
|
|
if (gpu_state.cur_texture_quality == 0) {
|
|
// force disable textures
|
|
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
|
|
dglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
// draw the data in the arrays
|
|
dglDrawArrays(GL_POLYGON, 0, nv);
|
|
|
|
if (gpu_state.cur_texture_quality == 0) {
|
|
// re-enable textures
|
|
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
|
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
OpenGL_polys_drawn++;
|
|
OpenGL_verts_processed += nv;
|
|
}
|
|
|
|
void gpu_RenderPolygonUV2(PosColorUV2Vertex *vData, uint32_t nv) {
|
|
dglVertexPointer(3, GL_FLOAT, sizeof(*vData), &vData->pos);
|
|
dglColorPointer(4, GL_FLOAT, sizeof(*vData), &vData->color);
|
|
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
|
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv0);
|
|
dglClientActiveTextureARB(GL_TEXTURE0_ARB + 1);
|
|
dglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
dglTexCoordPointer(4, GL_FLOAT, sizeof(*vData), &vData->uv1);
|
|
|
|
dglDrawArrays(GL_POLYGON, 0, nv);
|
|
OpenGL_polys_drawn++;
|
|
OpenGL_verts_processed += nv;
|
|
|
|
CHECK_ERROR(10)
|
|
}
|
|
|
|
void rend_SetFlatColor(ddgr_color color) { gpu_state.cur_color = color; }
|
|
|
|
// Sets the fog state to TRUE or FALSE
|
|
void rend_SetFogState(int8_t state) {
|
|
if (state == gpu_state.cur_fog_state)
|
|
return;
|
|
|
|
gpu_state.cur_fog_state = state;
|
|
if (state == 1) {
|
|
dglEnable(GL_FOG);
|
|
} else {
|
|
dglDisable(GL_FOG);
|
|
}
|
|
}
|
|
|
|
// Sets the near and far plane of fog
|
|
void rend_SetFogBorders(float nearz, float farz) {
|
|
// Sets the near and far plane of fog
|
|
float fogStart = nearz;
|
|
float fogEnd = farz;
|
|
|
|
dglFogi(GL_FOG_MODE, GL_LINEAR);
|
|
dglFogf(GL_FOG_START, fogStart);
|
|
dglFogf(GL_FOG_END, fogEnd);
|
|
}
|
|
|
|
void rend_SetRendererType(renderer_type state) {
|
|
Renderer_type = state;
|
|
mprintf(0, "RendererType is set to %d.\n", state);
|
|
}
|
|
|
|
void rend_SetLighting(light_state state) {
|
|
if (state == gpu_state.cur_light_state)
|
|
return; // No redundant state setting
|
|
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
|
|
if (UseMultitexture && Last_texel_unit_set != 0) {
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
|
Last_texel_unit_set = 0;
|
|
}
|
|
#endif
|
|
|
|
OpenGL_sets_this_frame[4]++;
|
|
|
|
switch (state) {
|
|
case LS_NONE:
|
|
gpu_state.cur_light_state = LS_NONE;
|
|
break;
|
|
case LS_FLAT_GOURAUD:
|
|
gpu_state.cur_light_state = LS_FLAT_GOURAUD;
|
|
break;
|
|
case LS_GOURAUD:
|
|
case LS_PHONG:
|
|
gpu_state.cur_light_state = LS_GOURAUD;
|
|
break;
|
|
default:
|
|
Int3();
|
|
break;
|
|
}
|
|
|
|
CHECK_ERROR(13)
|
|
}
|
|
|
|
void rend_SetColorModel(color_model state) {
|
|
switch (state) {
|
|
case CM_MONO:
|
|
gpu_state.cur_color_model = CM_MONO;
|
|
break;
|
|
case CM_RGB:
|
|
gpu_state.cur_color_model = CM_RGB;
|
|
break;
|
|
default:
|
|
Int3();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void rend_SetTextureType(texture_type state) {
|
|
if (state == gpu_state.cur_texture_type)
|
|
return; // No redundant state setting
|
|
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
|
|
if (UseMultitexture && Last_texel_unit_set != 0) {
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
|
Last_texel_unit_set = 0;
|
|
}
|
|
#endif
|
|
OpenGL_sets_this_frame[3]++;
|
|
|
|
switch (state) {
|
|
case TT_FLAT:
|
|
dglDisable(GL_TEXTURE_2D);
|
|
gpu_state.cur_texture_quality = 0;
|
|
break;
|
|
case TT_LINEAR:
|
|
case TT_LINEAR_SPECIAL:
|
|
case TT_PERSPECTIVE:
|
|
case TT_PERSPECTIVE_SPECIAL:
|
|
dglEnable(GL_TEXTURE_2D);
|
|
gpu_state.cur_texture_quality = 2;
|
|
break;
|
|
default:
|
|
Int3(); // huh? Get Jason
|
|
break;
|
|
}
|
|
|
|
CHECK_ERROR(12)
|
|
gpu_state.cur_texture_type = state;
|
|
}
|
|
|
|
void rend_StartFrame(int x1, int y1, int x2, int y2, int clear_flags) {
|
|
if (clear_flags & RF_CLEAR_ZBUFFER) {
|
|
dglClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
gpu_state.clip_x1 = x1;
|
|
gpu_state.clip_y1 = y1;
|
|
gpu_state.clip_x2 = x2;
|
|
gpu_state.clip_y2 = y2;
|
|
}
|
|
|
|
|
|
// Flips the screen
|
|
void rend_Flip(void) {
|
|
#ifndef RELEASE
|
|
int i;
|
|
|
|
RTP_INCRVALUE(texture_uploads, OpenGL_uploads);
|
|
RTP_INCRVALUE(polys_drawn, OpenGL_polys_drawn);
|
|
|
|
mprintf_at(1, 1, 0, "Uploads=%d Polys=%d Verts=%d ", OpenGL_uploads, OpenGL_polys_drawn, OpenGL_verts_processed);
|
|
mprintf_at(1, 2, 0, "Sets= 0:%d 1:%d 2:%d 3:%d ", OpenGL_sets_this_frame[0], OpenGL_sets_this_frame[1],
|
|
OpenGL_sets_this_frame[2], OpenGL_sets_this_frame[3]);
|
|
mprintf_at(1, 3, 0, "Sets= 4:%d 5:%d ", OpenGL_sets_this_frame[4], OpenGL_sets_this_frame[5]);
|
|
for (i = 0; i < 10; i++) {
|
|
OpenGL_sets_this_frame[i] = 0;
|
|
}
|
|
#endif
|
|
|
|
gpu_last_frame_polys_drawn = OpenGL_polys_drawn;
|
|
gpu_last_frame_verts_processed = OpenGL_verts_processed;
|
|
gpu_last_uploaded = OpenGL_uploads;
|
|
|
|
OpenGL_uploads = 0;
|
|
OpenGL_polys_drawn = 0;
|
|
OpenGL_verts_processed = 0;
|
|
|
|
// if we're rendering to an FBO, scale to the window framebuffer!
|
|
if (GOpenGLFBO != 0) {
|
|
int w, h;
|
|
SDL_GL_GetDrawableSize(GSDLWindow, &w, &h);
|
|
|
|
int scaledHeight, scaledWidth;
|
|
if (w < h) {
|
|
scaledWidth = w;
|
|
scaledHeight = (int) (((((double)GOpenGLFBOHeight) / ((double)GOpenGLFBOWidth))) * ((double)w));
|
|
} else {
|
|
scaledHeight = h;
|
|
scaledWidth = (int) (((((double)GOpenGLFBOWidth) / ((double)GOpenGLFBOHeight))) * ((double)h));
|
|
}
|
|
|
|
const int centeredX = (w - scaledWidth) / 2;
|
|
const int centeredY = (h - scaledHeight) / 2;
|
|
|
|
dglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
|
dglClearColor (0.0f, 0.0f, 0.0f, 1.0f);
|
|
dglClear(GL_COLOR_BUFFER_BIT); // in case the Steam Overlay wrote to places we don't blit over.
|
|
dglBlitFramebufferEXT(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight,
|
|
centeredX, centeredY, centeredX + scaledWidth, centeredY + scaledHeight,
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
}
|
|
|
|
SDL_GL_SwapWindow(GSDLWindow);
|
|
|
|
// go back to drawing on the FBO until we want to blit to the window framebuffer again.
|
|
if (GOpenGLFBO != 0) {
|
|
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
|
|
dglViewport(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight);
|
|
dglScissor(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight);
|
|
}
|
|
}
|
|
|
|
void rend_EndFrame(void) {}
|
|
|
|
// Sets the state of z-buffering to on or off
|
|
void rend_SetZBufferState(int8_t state) {
|
|
if (state == gpu_state.cur_zbuffer_state)
|
|
return; // No redundant state setting
|
|
|
|
OpenGL_sets_this_frame[5]++;
|
|
gpu_state.cur_zbuffer_state = state;
|
|
|
|
// mprintf(0,"OPENGL: Setting zbuffer state to %d.\n",state);
|
|
|
|
if (state) {
|
|
dglEnable(GL_DEPTH_TEST);
|
|
dglDepthFunc(GL_LEQUAL);
|
|
} else {
|
|
dglDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
CHECK_ERROR(14)
|
|
}
|
|
|
|
// Clears the display to a specified color
|
|
void rend_ClearScreen(ddgr_color color) {
|
|
int r = (color >> 16 & 0xFF);
|
|
int g = (color >> 8 & 0xFF);
|
|
int b = (color & 0xFF);
|
|
|
|
dglClearColor((float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, 0);
|
|
|
|
dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
// Clears the zbuffer for the screen
|
|
void rend_ClearZBuffer(void) { dglClear(GL_DEPTH_BUFFER_BIT); }
|
|
|
|
// Clears the zbuffer for the screen
|
|
void rend_ResetCache(void) {
|
|
mprintf(0, "Resetting texture cache!\n");
|
|
opengl_ResetCache();
|
|
}
|
|
|
|
// Fills a rectangle on the display
|
|
void rend_FillRect(ddgr_color color, int x1, int y1, int x2, int y2) {
|
|
int r = GR_COLOR_RED(color);
|
|
int g = GR_COLOR_GREEN(color);
|
|
int b = GR_COLOR_BLUE(color);
|
|
|
|
int width = x2 - x1;
|
|
int height = y2 - y1;
|
|
|
|
x1 += gpu_state.clip_x1;
|
|
y1 += gpu_state.clip_y1;
|
|
|
|
dglEnable(GL_SCISSOR_TEST);
|
|
dglScissor(x1, gpu_state.screen_height - (height + y1), width, height);
|
|
dglClearColor((float)r / 255.0, (float)g / 255.0, (float)b / 255.0, 0);
|
|
dglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
width = gpu_state.clip_x2 - gpu_state.clip_x1;
|
|
height = gpu_state.clip_y2 - gpu_state.clip_y1;
|
|
|
|
dglScissor(gpu_state.clip_x1, gpu_state.screen_height - (gpu_state.clip_y1 + height), width, height);
|
|
dglDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
// Sets a pixel on the display
|
|
void rend_SetPixel(ddgr_color color, int x, int y) {
|
|
g3_RefreshTransforms(true);
|
|
|
|
std::array pos{x, y};
|
|
color_array unpacked_color{GR_COLOR_RED(color) / 255.0f, GR_COLOR_GREEN(color) / 255.0f, GR_COLOR_BLUE(color) / 255.0f, 1};
|
|
|
|
dglVertexPointer(2, GL_INT, sizeof(pos), &pos);
|
|
dglColorPointer(4, GL_FLOAT, sizeof(unpacked_color), &unpacked_color);
|
|
dglDrawArrays(GL_POINTS, 0, 1);
|
|
}
|
|
|
|
// Sets a pixel on the display
|
|
ddgr_color rend_GetPixel(int x, int y) {
|
|
ddgr_color color[4];
|
|
dglReadPixels(x, (gpu_state.screen_height - 1) - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)color);
|
|
return color[0];
|
|
}
|
|
|
|
// Draws a line
|
|
void rend_DrawLine(int x1, int y1, int x2, int y2) {
|
|
int8_t atype;
|
|
light_state ltype;
|
|
texture_type ttype;
|
|
|
|
g3_RefreshTransforms(true);
|
|
|
|
atype = gpu_state.cur_alpha_type;
|
|
ltype = gpu_state.cur_light_state;
|
|
ttype = gpu_state.cur_texture_type;
|
|
|
|
rend_SetAlphaType(AT_ALWAYS);
|
|
rend_SetLighting(LS_NONE);
|
|
rend_SetTextureType(TT_FLAT);
|
|
|
|
color_array color{
|
|
GR_COLOR_RED(gpu_state.cur_color) / 255.0f,
|
|
GR_COLOR_GREEN(gpu_state.cur_color) / 255.0f,
|
|
GR_COLOR_BLUE(gpu_state.cur_color) / 255.0f,
|
|
};
|
|
std::array<PosColorUVVertex, 2> vertices{
|
|
PosColorUVVertex{
|
|
vector{static_cast<float>(x1 + gpu_state.clip_x1), static_cast<float>(y1 + gpu_state.clip_y1), 0},
|
|
color,
|
|
tex_array{ /* unused */ }
|
|
},
|
|
PosColorUVVertex{
|
|
vector{static_cast<float>(x2 + gpu_state.clip_x1), static_cast<float>(y2 + gpu_state.clip_y1), 0},
|
|
color,
|
|
tex_array{ /* unused */ }
|
|
}
|
|
};
|
|
|
|
dglVertexPointer(3, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].pos);
|
|
dglColorPointer(4, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].color);
|
|
dglDrawArrays(GL_LINES, 0, vertices.size());
|
|
|
|
rend_SetAlphaType(atype);
|
|
rend_SetLighting(ltype);
|
|
rend_SetTextureType(ttype);
|
|
}
|
|
|
|
// Sets the color of fog
|
|
void rend_SetFogColor(ddgr_color color) {
|
|
if (color == gpu_state.cur_fog_color)
|
|
return;
|
|
|
|
float fc[4];
|
|
fc[0] = GR_COLOR_RED(color);
|
|
fc[1] = GR_COLOR_GREEN(color);
|
|
fc[2] = GR_COLOR_BLUE(color);
|
|
fc[3] = 1;
|
|
|
|
fc[0] /= 255.0f;
|
|
fc[1] /= 255.0f;
|
|
fc[2] /= 255.0f;
|
|
|
|
dglFogfv(GL_FOG_COLOR, fc);
|
|
}
|
|
|
|
void rend_SetAlphaType(int8_t atype) {
|
|
if (atype == gpu_state.cur_alpha_type)
|
|
return; // don't set it redundantly
|
|
#if (defined(_USE_OGL_ACTIVE_TEXTURES))
|
|
if (UseMultitexture && Last_texel_unit_set != 0) {
|
|
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
|
|
Last_texel_unit_set = 0;
|
|
}
|
|
#endif
|
|
OpenGL_sets_this_frame[6]++;
|
|
|
|
if (atype == AT_ALWAYS) {
|
|
if (opengl_Blending_on) {
|
|
dglDisable(GL_BLEND);
|
|
opengl_Blending_on = false;
|
|
}
|
|
} else {
|
|
if (!opengl_Blending_on) {
|
|
dglEnable(GL_BLEND);
|
|
opengl_Blending_on = true;
|
|
}
|
|
}
|
|
|
|
switch (atype) {
|
|
case AT_ALWAYS:
|
|
case AT_TEXTURE:
|
|
rend_SetAlphaValue(255);
|
|
dglBlendFunc(GL_ONE, GL_ZERO);
|
|
break;
|
|
case AT_CONSTANT:
|
|
case AT_CONSTANT_TEXTURE:
|
|
case AT_VERTEX:
|
|
case AT_CONSTANT_TEXTURE_VERTEX:
|
|
case AT_CONSTANT_VERTEX:
|
|
case AT_TEXTURE_VERTEX:
|
|
dglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
case AT_LIGHTMAP_BLEND:
|
|
dglBlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
break;
|
|
case AT_SATURATE_TEXTURE:
|
|
case AT_LIGHTMAP_BLEND_SATURATE:
|
|
case AT_SATURATE_VERTEX:
|
|
case AT_SATURATE_CONSTANT_VERTEX:
|
|
case AT_SATURATE_TEXTURE_VERTEX:
|
|
dglBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
break;
|
|
case AT_SPECULAR:
|
|
break;
|
|
default:
|
|
Int3(); // no type defined,get jason
|
|
break;
|
|
}
|
|
gpu_state.cur_alpha_type = atype;
|
|
gpu_Alpha_multiplier = rend_GetAlphaMultiplier();
|
|
CHECK_ERROR(15)
|
|
}
|
|
|
|
// Draws a line using the states of the renderer
|
|
void rend_DrawSpecialLine(g3Point *p0, g3Point *p1) {
|
|
g3_RefreshTransforms(true);
|
|
|
|
std::array<g3Point const*, 2> pts{p0, p1};
|
|
std::array<PosColorUVVertex, 2> vertices{};
|
|
std::transform(pts.begin(), pts.end(), vertices.begin(), [](auto pnt) {
|
|
return PosColorUVVertex{
|
|
{pnt->p3_sx + gpu_state.clip_x1, pnt->p3_sy + gpu_state.clip_y1, -std::clamp(1.0f - (1.0f / (pnt->p3_z + Z_bias)), 0.0f, 1.0f)},
|
|
DeterminePointColor(pnt, false, false, true), // extras??
|
|
tex_array{ /* unused */ }
|
|
};
|
|
});
|
|
|
|
dglVertexPointer(3, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].pos);
|
|
dglColorPointer(4, GL_FLOAT, sizeof(PosColorUVVertex), &vertices[0].color);
|
|
dglDrawArrays(GL_LINES, 0, vertices.size());
|
|
}
|
|
|
|
// Takes a screenshot of the current frame and puts it into the handle passed
|
|
std::unique_ptr<NewBitmap> rend_Screenshot() {
|
|
uint16_t *dest_data;
|
|
uint32_t *temp_data;
|
|
|
|
int total = gpu_state.screen_width * gpu_state.screen_height;
|
|
auto result = std::make_unique<NewBitmap>(gpu_state.screen_width, gpu_state.screen_height, PixelDataFormat::RGBA32, true);
|
|
|
|
if (!result || result->getData() == nullptr) {
|
|
return nullptr;
|
|
}
|
|
|
|
dglReadPixels(0, 0, gpu_state.screen_width, gpu_state.screen_height, GL_RGBA, GL_UNSIGNED_BYTE,
|
|
(GLvoid *)result->getData());
|
|
|
|
return result;
|
|
}
|
|
|
|
// Takes a screenshot of the current frame and puts it into the handle passed
|
|
void rend_Screenshot(int bm_handle) {
|
|
auto screenshot = rend_Screenshot();
|
|
auto *temp_data = reinterpret_cast<uint32_t*>(screenshot->getData());
|
|
|
|
uint32_t w, h;
|
|
screenshot->getSize(w, h);
|
|
|
|
ASSERT((bm_w(bm_handle, 0)) == gpu_state.screen_width);
|
|
ASSERT((bm_h(bm_handle, 0)) == gpu_state.screen_height);
|
|
|
|
uint16_t* dest_data = bm_data(bm_handle, 0);
|
|
|
|
for (int i = 0; i < h; i++) {
|
|
for (int t = 0; t < w; t++) {
|
|
uint32_t spix = temp_data[i * w + t];
|
|
|
|
int r = spix & 0xff;
|
|
int g = (spix >> 8) & 0xff;
|
|
int b = (spix >> 16) & 0xff;
|
|
|
|
dest_data[(((h - 1) - i) * w) + t] = GR_RGB16(r, g, b);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Enables/disables writes the depth buffer
|
|
void rend_SetZBufferWriteMask(int state) {
|
|
OpenGL_sets_this_frame[5]++;
|
|
if (state) {
|
|
dglDepthMask(GL_TRUE);
|
|
} else {
|
|
dglDepthMask(GL_FALSE);
|
|
}
|
|
}
|
|
|
|
int rend_ReInit() {
|
|
opengl_Close(true);
|
|
return opengl_Init(NULL, &gpu_preferred_state);
|
|
}
|
|
|
|
// Takes a bitmap and blits it to the screen using linear frame buffer stuff
|
|
// X and Y are the destination X,Y
|
|
void rend_CopyBitmapToFramebuffer(int bm_handle, int x, int y) {
|
|
ASSERT(opengl_Framebuffer_ready);
|
|
|
|
if (opengl_Framebuffer_ready == 1) {
|
|
bm_CreateChunkedBitmap(bm_handle, &opengl_Chunked_bitmap);
|
|
opengl_Framebuffer_ready = 2;
|
|
} else {
|
|
opengl_ChangeChunkedBitmap(bm_handle, &opengl_Chunked_bitmap);
|
|
}
|
|
|
|
rend_DrawChunkedBitmap(&opengl_Chunked_bitmap, 0, 0, 255);
|
|
}
|
|
|
|
// Gets a renderer ready for a framebuffer copy, or stops a framebuffer copy
|
|
void rend_SetFrameBufferCopyState(bool state) {
|
|
if (state) {
|
|
ASSERT(opengl_Framebuffer_ready == 0);
|
|
opengl_Framebuffer_ready = 1;
|
|
} else {
|
|
ASSERT(opengl_Framebuffer_ready != 0);
|
|
opengl_Framebuffer_ready = 0;
|
|
|
|
if (opengl_Framebuffer_ready == 2) {
|
|
bm_DestroyChunkedBitmap(&opengl_Chunked_bitmap);
|
|
opengl_ResetCache();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gets OpenGL ready to work in a window
|
|
int rend_InitOpenGLWindow(oeApplication *app, renderer_preferred_state *pref_state) {
|
|
WindowGL = 1;
|
|
return opengl_Init(app, pref_state);
|
|
}
|
|
|
|
// Shuts down OpenGL in a window
|
|
void rend_CloseOpenGLWindow(void) {
|
|
opengl_Close();
|
|
WindowGL = 0;
|
|
OpenGL_window_initted = 0;
|
|
mprintf(1, "SHUTTING DOWN WINDOWED OPENGL!");
|
|
}
|
|
|
|
// Sets the hardware bias level for coplanar polygons
|
|
// This helps reduce z buffer artifacts
|
|
void rend_SetCoplanarPolygonOffset(float factor) {
|
|
if (factor == 0.0f) {
|
|
dglDisable(GL_POLYGON_OFFSET_FILL);
|
|
} else {
|
|
dglEnable(GL_POLYGON_OFFSET_FILL);
|
|
dglPolygonOffset(-1.0f, -1.0f);
|
|
}
|
|
}
|
|
|
|
// returns the direct draw object
|
|
void *rend_RetrieveDirectDrawObj(void **frontsurf, void **backsurf) {
|
|
*frontsurf = NULL;
|
|
*backsurf = NULL;
|
|
return NULL;
|
|
}
|
|
|
|
void rend_TransformSetToPassthru(void) {
|
|
int width = gpu_state.screen_width;
|
|
int height = gpu_state.screen_height;
|
|
|
|
// TODO: Generalize
|
|
// Projection
|
|
dglMatrixMode(GL_PROJECTION);
|
|
dglLoadIdentity();
|
|
dglOrtho((GLfloat)0.0f, (GLfloat)(width), (GLfloat)(height), (GLfloat)0.0f, 0.0f, 1.0f);
|
|
|
|
// Viewport
|
|
dglViewport(0, 0, width, height);
|
|
dglScissor(0, 0, width, height);
|
|
|
|
// ModelView
|
|
dglMatrixMode(GL_MODELVIEW);
|
|
dglLoadIdentity();
|
|
}
|
|
|
|
void rend_TransformSetViewport(int lx, int ty, int width, int height) {
|
|
dglViewport(lx, gpu_state.screen_height - (ty + height - 1), width, height);
|
|
}
|
|
|
|
void rend_TransformSetProjection(float trans[4][4]) {
|
|
dglMatrixMode(GL_PROJECTION);
|
|
dglLoadMatrixf(&trans[0][0]);
|
|
}
|
|
|
|
void rend_TransformSetModelView(float trans[4][4]) {
|
|
dglMatrixMode(GL_MODELVIEW);
|
|
dglLoadMatrixf(&trans[0][0]);
|
|
}
|