Files
Descent3/renderer/opengl.cpp
Kevin Bentley df209742fc Initial import
2024-04-15 21:43:29 -06:00

3033 lines
68 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"
#include <X11/Xatom.h>
#define min(a,b) (((a)<(b))?(a):(b))
#define max(a,b) (((a)>(b))?(a):(b))
#else
#endif
#include "DDAccess.h" // 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/gl.h>
#include <gl/glu.h>
#include "mem.h"
#include "rtperformance.h"
#include "dyna_gl.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#if defined(WIN32)
#include "win/arb_extensions.h"
#endif
extern int FindArg(char *);
#if defined(WIN32)
extern int WindowGL;
#else
#define WindowGL 0
#endif
// JEFF: I PUT THIS IN TO MAKE THINGS A LITTLE BRIGHTER SO I CAN SEE WHILE TESTING
#define BRIGHTNESS_HACK 1.6f
/*
#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
#define UNSIGNED_SHORT_5_5_5_1_EXT 0x8034
#define UNSIGNED_SHORT_4_4_4_4_EXT 0x8033
static int OpenGL_polys_drawn=0;
static int OpenGL_verts_processed=0;
static int OpenGL_uploads=0;
static int OpenGL_sets_this_frame[10];
static int OpenGL_packed_pixels=0;
static int OpenGL_multitexture=0;
static int Cur_texture_object_num=1;
static int OpenGL_cache_initted=0;
static int OpenGL_last_bound[2];
static int Last_texel_unit_set=-1;
static int OpenGL_last_frame_polys_drawn=0;
static int OpenGL_last_frame_verts_processed=0;
static int OpenGL_last_uploaded=0;
static float OpenGL_Alpha_factor=1.0f;
#ifndef RELEASE
// This is for the Microsoft OpenGL reference driver
// Setting this will turn off bilinear filtering and zbuffer so we can get decent
// framerates to discern driver problems
static ubyte Fast_test_render=0;
#endif
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(WIN32)
PFNGLACTIVETEXTUREARBPROC oglActiveTextureARB;
PFNGLCLIENTACTIVETEXTUREARBPROC oglClientActiveTextureARB;
PFNGLMULTITEXCOORD4FARBPROC oglMultiTexCoord4f;
#endif
//Sets up multitexturing using ARB extensions
void opengl_GetDLLFunctions ()
{
#if defined(WIN32)
oglActiveTextureARB=(PFNGLACTIVETEXTUREARBPROC)dwglGetProcAddress ("glActiveTextureARB");
if (!oglActiveTextureARB)
goto dll_error;
oglClientActiveTextureARB=(PFNGLCLIENTACTIVETEXTUREARBPROC)dwglGetProcAddress ("glClientActiveTextureARB");
if (!oglClientActiveTextureARB)
goto dll_error;
oglMultiTexCoord4f=(PFNGLMULTITEXCOORD4FARBPROC)dwglGetProcAddress ("glMultiTexCoord4f");
if (!oglMultiTexCoord4f)
goto dll_error;
return;
dll_error:
#endif
OpenGL_multitexture=0;
}
// returns true if the passed in extension name is supported
int opengl_CheckExtension( char *extName )
{
char *p = (char *) dglGetString(GL_EXTENSIONS);
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 ()
{
mprintf ((0,"OpenGL Vendor: %s\n",dglGetString(GL_VENDOR)));
mprintf ((0,"OpenGL Renderer: %s\n",dglGetString(GL_RENDERER)));
mprintf ((0,"OpenGL Version: %s\n",dglGetString(GL_VERSION)));
mprintf ((0,"OpenGL Extensions: %s\n",dglGetString (GL_EXTENSIONS)));
/* #ifndef RELEASE
// If this is the microsoft driver, then make stuff go faster
const ubyte *renderer=dglGetString(GL_RENDERER);
if (!(strnicmp ((const char *)renderer,"GDI",3)))
Fast_test_render=1;
else
Fast_test_render=0;
#endif*/
}
int opengl_MakeTextureObject (int tn)
{
int num=Cur_texture_object_num;
Cur_texture_object_num++;
if (OpenGL_multitexture && Last_texel_unit_set!=tn)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+tn);
Last_texel_unit_set=tn;
#endif
}
dglBindTexture (GL_TEXTURE_2D,num);
dglPixelStorei (GL_UNPACK_ALIGNMENT,2);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
//glTexEnvf (GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
CHECK_ERROR(2)
return num;
}
int opengl_InitCache ()
{
OpenGL_bitmap_remap=(ushort *)mem_malloc (MAX_BITMAPS*2);
ASSERT (OpenGL_bitmap_remap);
OpenGL_lightmap_remap=(ushort *)mem_malloc (MAX_LIGHTMAPS*2);
ASSERT (OpenGL_lightmap_remap);
OpenGL_bitmap_states=(ubyte *)mem_malloc (MAX_BITMAPS);
ASSERT (OpenGL_bitmap_states);
OpenGL_lightmap_states=(ubyte *)mem_malloc (MAX_LIGHTMAPS);
ASSERT (OpenGL_lightmap_states);
Cur_texture_object_num=1;
// Setup textures and cacheing
int i;
for (i=0;i<MAX_BITMAPS;i++)
{
OpenGL_bitmap_remap[i]=65535;
OpenGL_bitmap_states[i]=255;
GameBitmaps[i].flags|=BF_CHANGED|BF_BRAND_NEW;
}
for (i=0;i<MAX_LIGHTMAPS;i++)
{
OpenGL_lightmap_remap[i]=65535;
OpenGL_lightmap_states[i]=255;
GameLightmaps[i].flags|=LF_CHANGED|LF_BRAND_NEW;
}
dglTexEnvf (GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
if (OpenGL_multitexture)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+1);
dglTexEnvf (GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
oglActiveTextureARB (GL_TEXTURE0_ARB+0);
#endif
}
CHECK_ERROR(3)
OpenGL_cache_initted=1;
return 1;
}
// Sets default states for our renderer
void opengl_SetDefaults()
{
mprintf ((0,"Setting states\n"));
OpenGL_state.cur_color=0x00FFFFFF;
OpenGL_state.cur_bilinear_state=-1;
OpenGL_state.cur_zbuffer_state=-1;
OpenGL_state.cur_texture_quality=-1;
OpenGL_state.cur_light_state=LS_GOURAUD;
OpenGL_state.cur_color_model=CM_MONO;
OpenGL_state.cur_bilinear_state=-1;
OpenGL_state.cur_alpha_type=AT_TEXTURE;
// Enable some states
dglAlphaFunc (GL_GREATER,0);
dglEnable (GL_ALPHA_TEST);
dglEnable (GL_BLEND);
dglEnable (GL_DITHER);
opengl_Blending_on=true;
#ifndef RELEASE
if (Fast_test_render)
dglDisable (GL_DITHER);
#endif
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;
#ifdef __LINUX__
OpenGL_UseLists = (FindArg("-gllists"))?true:false;
if(OpenGL_UseLists)
{
#endif
dglEnableClientState (GL_VERTEX_ARRAY);
dglEnableClientState (GL_COLOR_ARRAY);
dglEnableClientState (GL_TEXTURE_COORD_ARRAY);
dglVertexPointer (3,GL_FLOAT,0,GL_verts);
dglColorPointer (4,GL_FLOAT,0,GL_colors);
dglTexCoordPointer (4,GL_FLOAT,0,GL_tex_coords);
#ifdef __LINUX__
}
#endif
dglHint (GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
dglHint (GL_FOG_HINT,GL_FASTEST);
dglEnable (GL_SCISSOR_TEST);
dglScissor (0,0,OpenGL_state.screen_width,OpenGL_state.screen_height);
dglDisable (GL_SCISSOR_TEST);
dglDepthRange(0.0f,1.0f);
if (OpenGL_multitexture)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+1);
oglClientActiveTextureARB (GL_TEXTURE0_ARB+1);
dglEnableClientState (GL_TEXTURE_COORD_ARRAY);
dglTexCoordPointer (4,GL_FLOAT,0,GL_tex_coords2);
dglHint (GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
dglHint (GL_FOG_HINT,GL_FASTEST);
oglClientActiveTextureARB (GL_TEXTURE0_ARB+0);
dglDisable (GL_TEXTURE_2D);
dglAlphaFunc (GL_GREATER,0);
dglEnable (GL_ALPHA_TEST);
dglEnable (GL_BLEND);
dglEnable (GL_DITHER);
dglBlendFunc (GL_DST_COLOR,GL_ZERO);
oglActiveTextureARB (GL_TEXTURE0_ARB+0);
#endif
}
}
#if defined(WIN32)
// Check for OpenGL support,
int opengl_Setup(HDC glhdc)
{
if (!Already_loaded)
{
if (!(OpenGLDLLHandle=LoadOpenGLDLL("opengl32.dll")))
{
rend_SetErrorMessage("Failed to load opengl dll!\n");
Int3();
return 0;
}
}
// Finds an acceptable pixel format to render to
PIXELFORMATDESCRIPTOR pfd, pfd_copy;
int pf;
memset(&pfd, 0, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_GENERIC_ACCELERATED;
pfd.iPixelType = PFD_TYPE_RGBA;
/*if (!WindowGL)
{
if (OpenGL_preferred_state.bit_depth==32)
{
pfd.cColorBits = 32;
pfd.cDepthBits = 32;
}
else
{
pfd.cColorBits = OpenGL_preferred_state.bit_depth;
pfd.cDepthBits =OpenGL_preferred_state.bit_depth;
}
pfd.cColorBits = 16;
pfd.cDepthBits =16;
}
else
{
pfd.cColorBits = 16;
pfd.cDepthBits =16;
}*/
// Find the user's "best match" PFD
pf = ChoosePixelFormat(glhdc, &pfd);
if (pf == 0)
{
Int3();
//FreeLibrary(opengl_dll_handle);
return NULL;
}
mprintf ((0,"Choose pixel format successful!\n"));
// Try and set the new PFD
if (SetPixelFormat(glhdc, pf, &pfd) == FALSE)
{
DWORD ret=GetLastError();
Int3();
//FreeLibrary(opengl_dll_handle);
return NULL;
}
mprintf ((0,"SetPixelFormat successful!\n"));
// Get a copy of the newly set PFD
if(DescribePixelFormat(glhdc, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd_copy)==0)
{
Int3();
//FreeLibrary(opengl_dll_handle);
return NULL;
}
// Check the returned PFD to see if it is hardware accelerated
if((pfd_copy.dwFlags & PFD_GENERIC_ACCELERATED)==0 && (pfd_copy.dwFlags & PFD_GENERIC_FORMAT)!=0)
{
Int3();
//FreeLibrary(opengl_dll_handle);
return NULL;
}
// Create an OpenGL context, and make it the current context
ResourceContext = dwglCreateContext((HDC)glhdc);
if(ResourceContext==NULL) {
DWORD ret=GetLastError();
//FreeLibrary(opengl_dll_handle);
Int3();
return NULL;
}
ASSERT (ResourceContext!=NULL);
mprintf ((0,"Making context current\n"));
dwglMakeCurrent((HDC)glhdc, ResourceContext);
Already_loaded=1;
return 1;
}
#elif defined(__LINUX__)
bool opengl_GetXConfig(Display *dpy,XVisualInfo *vis,int attrib,int *value)
{
int res;
res = dglXGetConfig( dpy, vis , attrib, value );
if(res==0)
return true;
switch(res)
{
case GLX_NO_EXTENSION:
fprintf(stdout,"GLX: Display does not support the GLX extension (%d)\n",attrib);
break;
case GLX_BAD_SCREEN:
fprintf(stdout,"GLX: The screen of the vis does not correspond to a screen (%d)\n",attrib);
break;
case GLX_BAD_ATTRIBUTE:
fprintf(stdout,"GLX: Bad Attribute (%d\%d)\n",attrib,*value);
break;
case GLX_BAD_VISUAL:
fprintf(stdout,"GLX: Bad Visual on non GLX_USE_GL call (%d)\n",attrib);
break;
default:
fprintf(stdout,"GLX: Unknown error (%d)\n",attrib);
break;
}
return false;
}
int opengl_Setup(oeApplication *app,int *width,int *height)
{
if (!Already_loaded)
{
#define MAX_ARGS 30
#define MAX_CHARS_PER_ARG 100
extern char GameArgs[MAX_ARGS][MAX_CHARS_PER_ARG];
char gl_library[256];
int arg;
arg = FindArg("-gllibrary");
if(arg!=0)
{
strcpy(gl_library,GameArgs[arg+1]);
fprintf(stdout,"OpenGL: Loading %s library\n",gl_library);
}else
{
strcpy(gl_library,"libGL.so");
}
if (!(OpenGLDLLHandle=LoadOpenGLDLL(gl_library)))
{
char buffer[512];
sprintf(buffer,"Failed to load %s!\n",gl_library);
fprintf(stderr,buffer);
rend_SetErrorMessage(buffer);
Int3();
return 0;
}
}
int dummy;
OpenGL_TextureHack = (FindArg("-gltexturehack"))?true:false;
if(app)
{
tLnxAppInfo app_info;
OpenGL_LinuxApp = (oeLnxApplication *)app;
app->get_info((void *)&app_info);
OpenGL_Display = app_info.m_Display;
OpenGL_Window = app_info.m_window;
memcpy(&OpenGL_VisualInfo,&app_info.m_VisualInfo,sizeof(XVisualInfo));
}else
{
// since the application object wasn't passed in, make sure
// this isn't the first init
if(!OpenGL_Display)
{
// ACK!
fprintf(stdout,"OGL: Error in opengl_Setup(). Application object not specified\n");
return 0;
}
}
// we need to destroy the OpenGL window
XUnmapWindow(OpenGL_Display,OpenGL_Window);
XDestroyWindow(OpenGL_Display,OpenGL_Window);
// Make sure OpenGL's GLX extension is supported. The glXQueryExtension also returns
// the GLX extension's error base and event base. For almost all OpenGL programs,
// this information is irrelevant.
if(!glXQueryExtension(OpenGL_Display,&dummy,&dummy))
{
fprintf(stderr,"GLX extension not supported by Display\n");
Int3();
return 0;
}
// Choose our visual
int screen_num = DefaultScreen(OpenGL_Display);
int vis_attrib[] = {GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1 ,
GLX_DEPTH_SIZE, 16,
GLX_DOUBLEBUFFER,
None};
XVisualInfo *new_vis = dglXChooseVisual(OpenGL_Display,screen_num,vis_attrib);
if(!new_vis)
{
fprintf(stdout,"OpenGL: glXChooseVisual returned NULL\n");
Int3();
return 0;
}
// Create an OpenGL rendering context
OpenGL_Context = glXCreateContext(OpenGL_Display,new_vis,None,True);
if(OpenGL_Context==NULL)
{
fprintf(stderr,"OpenGL: Unable to create GLX Context\n");
Int3();
return 0;
}
// Create a new window
XSetWindowAttributes swa;
swa.override_redirect = true;
swa.border_pixel = 0;
swa.event_mask = ExposureMask|StructureNotifyMask|KeyPressMask|KeyReleaseMask|PointerMotionMask|ButtonPressMask|ButtonReleaseMask;
OpenGL_Window = XCreateWindow(OpenGL_Display,RootWindow(OpenGL_Display,OpenGL_VisualInfo.screen),0,0,*width,*height,0,OpenGL_VisualInfo.depth,
InputOutput,OpenGL_VisualInfo.visual,CWBorderPixel|CWEventMask,&swa);
XSizeHints sizeHints = {0};
sizeHints.flags |= USSize|USPosition|PAspect;
sizeHints.width = *width;
sizeHints.height = *height;
sizeHints.x = 0;
sizeHints.y = 0;
sizeHints.min_aspect.x = sizeHints.max_aspect.x = *width;
sizeHints.min_aspect.y = sizeHints.max_aspect.y = *height;
char *argv[1];
XWMHints *wmHints;
Atom wmDeleteWindow;
argv[0] = strdup("opengl");
XSetStandardProperties(OpenGL_Display,OpenGL_Window,"","",None,(char **)argv,0,&sizeHints);
free(argv[0]);
wmHints = XAllocWMHints();
wmHints->initial_state = NormalState;
wmHints->flags = StateHint;
XSetWMHints(OpenGL_Display,OpenGL_Window,wmHints);
wmDeleteWindow = XInternAtom(OpenGL_Display,"WM_DELETE_WINDOW",False);
XSetWMProtocols(OpenGL_Display,OpenGL_Window,&wmDeleteWindow,1);
// move and resize the application window
XMoveResizeWindow(OpenGL_Display,OpenGL_Window,0,0,*width,*height);
OpenGL_LinuxApp->set_sizepos(0,0,*width,*height);
OpenGL_LinuxApp->set_windowinfo(OpenGL_Display,OpenGL_Window);
OpenGL_LinuxApp->hide_mouse();
OpenGL_LinuxApp->clear_window();
// warp the mouse to 0,0 to start so our screen is in full view
XWarpPointer(OpenGL_Display,None,OpenGL_Window,0,0,0,0,*width/2,*height/2);
XStoreName(OpenGL_Display, OpenGL_Window, OpenGL_LinuxApp->get_window_name());
XSetIconName(OpenGL_Display, OpenGL_Window, OpenGL_LinuxApp->get_window_name());
XMapWindow(OpenGL_Display,OpenGL_Window);
bool wait_for_draw = false;
XEvent event;
while (!wait_for_draw)
{
XNextEvent(OpenGL_Display, &event);
if (event.type == Expose && !event.xexpose.count)
wait_for_draw = true;
}
XRaiseWindow(OpenGL_Display,OpenGL_Window);
// Bind the rendering context
glXMakeCurrent(OpenGL_Display,OpenGL_Window,OpenGL_Context);
XSync(OpenGL_Display,False);
Already_loaded = 1;
return 1;
}
#endif
// Sets up our OpenGL rendering context
// Returns 1 if ok, 0 if something bad
int opengl_Init (oeApplication *app,renderer_preferred_state *pref_state)
{
int width,height;
int retval=1;
int i;
mprintf ((0,"Setting up opengl mode!\n"));
if (pref_state)
{
OpenGL_preferred_state=*pref_state;
}
int windowX = 0, windowY = 0;
#if defined(WIN32)
/***********************************************************
* WINDOWS OPENGL
***********************************************************
*/
static HWND hwnd;
if (app!=NULL)
{
ParentApplication=app;
hwnd=(HWND)((oeWin32Application *)app)->m_hWnd;
}
if (!WindowGL)
{
// First set our display mode
// Create direct draw surface
DEVMODE devmode;
devmode.dmSize=sizeof(devmode);
devmode.dmBitsPerPel=16;
//devmode.dmBitsPerPel=OpenGL_preferred_state.bit_depth;
devmode.dmPelsWidth=OpenGL_preferred_state.width;
devmode.dmPelsHeight=OpenGL_preferred_state.height;
devmode.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
int retval=ChangeDisplaySettings(&devmode,0);
if (retval!=DISP_CHANGE_SUCCESSFUL)
{
mprintf ((0,"Display mode change failed (err=%d), trying default!\n",retval));
retval=-1;
devmode.dmBitsPerPel=16;
devmode.dmPelsWidth=640;
devmode.dmPelsHeight=480;
devmode.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
retval=ChangeDisplaySettings(&devmode,0);
if (retval!=DISP_CHANGE_SUCCESSFUL)
{
mprintf ((0,"OpenGL_INIT:Change display setting failed failed!\n"));
rend_SetErrorMessage ("OGL: ChangeDisplaySettings failed. Make sure your desktop is set to 16bit mode!");
ChangeDisplaySettings(NULL,0);
goto D3DError;
}
else
{
OpenGL_preferred_state.bit_depth=16;
OpenGL_preferred_state.width=640;
OpenGL_preferred_state.height=480;
}
}
else
mprintf ((0,"Setdisplaymode to %d x %d (%d bits) is successful!\n",OpenGL_preferred_state.width,OpenGL_preferred_state.height,OpenGL_preferred_state.bit_depth));
}
memset (&OpenGL_state,0,sizeof(rendering_state));
// These values are set here - samir
if (app!=NULL)
{
hOpenGLWnd = (HWND)((oeWin32Application *)app)->m_hWnd;
}
hOpenGLDC = GetDC(hOpenGLWnd);
if (WindowGL)
{
RECT rect;
POINT topLeft;
GetClientRect( (HWND)hOpenGLWnd, &rect );
topLeft.x = rect.left;
topLeft.y = rect.top;
ClientToScreen( (HWND)hOpenGLWnd, &topLeft );
width = rect.right - rect.left + 1;
height = rect.bottom - rect.top + 1;
windowX = topLeft.x;
windowY = topLeft.y;
}
else
{
SetWindowPos(hOpenGLWnd, HWND_TOPMOST, 0, 0, OpenGL_preferred_state.width,OpenGL_preferred_state.height, SWP_FRAMECHANGED);
width=OpenGL_preferred_state.width;
height=OpenGL_preferred_state.height;
RECT rect;
GetWindowRect ((HWND)hOpenGLWnd,&rect);
mprintf ((0,"rect=%d %d %d %d\n",rect.top,rect.right,rect.bottom,rect.left));
}
OpenGL_state.screen_width=width;
OpenGL_state.screen_height=height;
if (!opengl_Setup(hOpenGLDC))
goto D3DError;
// Save gamma values for later
GetDeviceGammaRamp(hOpenGLDC,(LPVOID)Saved_gamma_values);
#elif defined(__LINUX__)
/***********************************************************
* LINUX OPENGL
***********************************************************
*/
// Setup OpenGL_state.screen_width & OpenGL_state.screen_height & width & height
width = OpenGL_preferred_state.width;
height = OpenGL_preferred_state.height;
if(!opengl_Setup(app,&width,&height))
goto D3DError;
memset (&OpenGL_state,0,sizeof(rendering_state));
OpenGL_state.screen_width = width;
OpenGL_state.screen_height = height;
#else
// Setup OpenGL_state.screen_width & OpenGL_state.screen_height & width & height
#endif
// Get some info
opengl_GetInformation();
mprintf ((0,"Setting up projection matrix\n"));
dglMatrixMode(GL_PROJECTION);
dglLoadIdentity();
dglOrtho( (GLfloat)0.0f, (GLfloat)(width), (GLfloat)(height), (GLfloat)0.0f, 0.0f, 1.0f);
dglViewport( 0, 0, width, height);
dglMatrixMode(GL_MODELVIEW);
dglLoadIdentity();
opengl_InitCache();
OpenGL_multitexture=opengl_CheckExtension ("GL_ARB_multitexture");
if (!OpenGL_multitexture)
OpenGL_multitexture=opengl_CheckExtension ("GL_SGIS_multitexture");
OpenGL_packed_pixels=opengl_CheckExtension ("GL_EXT_packed_pixels");
opengl_GetDLLFunctions();
if (FindArg ("-NoMultitexture"))
OpenGL_multitexture=false;
if (OpenGL_packed_pixels)
{
opengl_packed_Upload_data=(ushort *)mem_malloc (256*256*2);
opengl_packed_Translate_table=(ushort *)mem_malloc (65536*2);
opengl_packed_4444_translate_table=(ushort *)mem_malloc (65536*2);
ASSERT (opengl_packed_Upload_data);
ASSERT (opengl_packed_Translate_table);
ASSERT (opengl_packed_4444_translate_table);
mprintf ((0,"Building packed OpenGL translate table...\n"));
for (i=0;i<65536;i++)
{
int r=(i>>10) & 0x1f;
int g=(i>>5) & 0x1f;
int b=i & 0x1f;
#ifdef BRIGHTNESS_HACK
r *= BRIGHTNESS_HACK;
g *= BRIGHTNESS_HACK;
b *= BRIGHTNESS_HACK;
if( r > 0x1F ) r = 0x1F;
if( g > 0x1F ) g = 0x1F;
if( b > 0x1F ) b = 0x1F;
#endif
ushort pix;
if (!(i & OPAQUE_FLAG))
{
pix=0;
}
else
{
pix=(r<<11) | (g<<6) | (b<<1) | 1;
}
opengl_packed_Translate_table[i]=pix;
// 4444 table
int a=(i>>12) & 0xf;
r=(i>>8) & 0xf;
g=(i>>4) & 0xf;
b=i & 0xf;
pix=(r<<12) | (g<<8) | (b<<4) | a;
opengl_packed_4444_translate_table[i]=pix;
}
}
else
{
opengl_Upload_data=(uint *)mem_malloc (256*256*4);
opengl_Translate_table=(uint *)mem_malloc (65536*4);
opengl_4444_translate_table=(uint *)mem_malloc (65536*4);
ASSERT (opengl_Upload_data);
ASSERT (opengl_Translate_table);
ASSERT (opengl_4444_translate_table);
mprintf ((0,"Building OpenGL translate table...\n"));
for (i=0;i<65536;i++)
{
uint pix;
int r=(i>>10) & 0x1f;
int g=(i>>5) & 0x1f;
int b=i & 0x1f;
#ifdef BRIGHTNESS_HACK
r *= BRIGHTNESS_HACK;
g *= BRIGHTNESS_HACK;
b *= BRIGHTNESS_HACK;
if( r > 0x1F ) r = 0x1F;
if( g > 0x1F ) g = 0x1F;
if( b > 0x1F ) b = 0x1F;
#endif
float fr=(float)r/31.0;
float fg=(float)g/31.0;
float fb=(float)b/31.0;
r=255*fr;
g=255*fg;
b=255*fb;
if (!(i & OPAQUE_FLAG))
pix=0;
else
pix=(255<<24) | (b<<16) | (g<<8) | (r);
opengl_Translate_table[i]=pix;
// Do 4444
int a=(i>>12) & 0xf;
r=(i>>8) & 0xf;
g=(i>>4) & 0xf;
b=i & 0xf;
float fa=(float)a/15.0;
fr=(float)r/15.0;
fg=(float)g/15.0;
fb=(float)b/15.0;
a=255*fa;
r=255*fr;
g=255*fg;
b=255*fb;
pix=(a<<24) | (b<<16) | (g<<8) | (r);
opengl_4444_translate_table[i]=pix;
}
}
opengl_SetDefaults();
CHECK_ERROR(4)
// Tell our app to use multitexture
if (OpenGL_multitexture)
UseMultitexture=true;
OpenGL_state.initted = 1;
mprintf ((0,"OpenGL initialization at %d x %d was successful.\n",width,height));
return retval;
D3DError:
opengl_Close();
return 0;
}
// Releases the rendering context
void opengl_Close ()
{
CHECK_ERROR(5)
uint *delete_list=(uint *)mem_malloc (Cur_texture_object_num*sizeof(int));
ASSERT (delete_list);
for (int i=1;i<Cur_texture_object_num;i++)
delete_list[i]=i;
if (Cur_texture_object_num>1)
dglDeleteTextures (Cur_texture_object_num,(const uint *)delete_list);
mem_free (delete_list);
#if defined(WIN32)
if (dwglMakeCurrent)
dwglMakeCurrent(NULL, NULL);
if (dwglDeleteContext)
dwglDeleteContext(ResourceContext);
// Change our display back
if (!WindowGL)
ChangeDisplaySettings(NULL,0);
#elif defined(__LINUX__)
// Restore our video mode
LinuxVideoMode.Lock(false);
LinuxVideoMode.RestoreVideoMode();
if(OpenGL_Display)
{
if(dglXMakeCurrent)
glXMakeCurrent(OpenGL_Display,OpenGL_Window,NULL);
if(dglXDestroyContext)
glXDestroyContext(OpenGL_Display,OpenGL_Context);
}
#else
#endif
if (OpenGL_packed_pixels)
{
if (opengl_packed_Upload_data)
mem_free (opengl_packed_Upload_data);
if (opengl_packed_Translate_table)
mem_free (opengl_packed_Translate_table);
if (opengl_packed_4444_translate_table)
mem_free (opengl_packed_4444_translate_table);
opengl_packed_Upload_data=NULL;
opengl_packed_Translate_table=NULL;
opengl_packed_4444_translate_table=NULL;
}
else
{
if (opengl_Upload_data)
mem_free (opengl_Upload_data);
if (opengl_Translate_table)
mem_free (opengl_Translate_table);
if (opengl_4444_translate_table)
mem_free (opengl_4444_translate_table);
opengl_Upload_data=NULL;
opengl_Translate_table=NULL;
opengl_4444_translate_table=NULL;
}
if (OpenGL_cache_initted)
{
mem_free (OpenGL_lightmap_remap);
mem_free (OpenGL_bitmap_remap);
mem_free (OpenGL_lightmap_states);
mem_free (OpenGL_bitmap_states);
OpenGL_cache_initted=0;
}
#if defined(WIN32)
// Restore gamma values
SetDeviceGammaRamp(hOpenGLDC,(LPVOID)Saved_gamma_values);
// I'm freeing the DC here - samir
ReleaseDC(hOpenGLWnd, hOpenGLDC);
#elif defined(__LINUX__)
#else
#endif
//mod_FreeModule (OpenGLDLLHandle);
OpenGL_state.initted = 0;
}
// Takes our 16bit format and converts it into the memory scheme that OpenGL wants
void opengl_TranslateBitmapToOpenGL (int texnum,int bm_handle,int map_type,int replace,int tn)
{
ushort *bm_ptr;
int w,h;
int size;
if (OpenGL_multitexture && Last_texel_unit_set!=tn)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+tn);
Last_texel_unit_set=tn;
#endif
}
if (map_type==MAP_TYPE_LIGHTMAP)
{
if (GameLightmaps[bm_handle].flags & LF_BRAND_NEW)
replace=0;
bm_ptr=lm_data (bm_handle);
GameLightmaps[bm_handle].flags &=~(LF_CHANGED|LF_BRAND_NEW);
w=lm_w(bm_handle);
h=lm_h(bm_handle);
size=GameLightmaps[bm_handle].square_res;
}
else
{
if (GameBitmaps[bm_handle].flags & BF_BRAND_NEW)
replace=0;
bm_ptr=bm_data (bm_handle,0);
GameBitmaps[bm_handle].flags &=~(BF_CHANGED|BF_BRAND_NEW);
w=bm_w(bm_handle,0);
h=bm_h(bm_handle,0);
size=w;
}
if (OpenGL_last_bound[tn]!=texnum)
{
dglBindTexture (GL_TEXTURE_2D,texnum);
OpenGL_sets_this_frame[0]++;
OpenGL_last_bound[tn]=texnum;
}
int i;
if (OpenGL_packed_pixels)
{
if (map_type==MAP_TYPE_LIGHTMAP)
{
ushort *left_data=(ushort *)opengl_packed_Upload_data;
int bm_left=0;
for (int i=0;i<h;i++,left_data+=size,bm_left+=w)
{
ushort *dest_data=left_data;
for (int t=0;t<w;t++)
{
*dest_data++=opengl_packed_Translate_table[bm_ptr[bm_left+t]];
}
}
if (replace)
{
dglTexSubImage2D (GL_TEXTURE_2D,0,0,0,size,size,GL_RGBA,UNSIGNED_SHORT_5_5_5_1_EXT,opengl_packed_Upload_data);
}
else
dglTexImage2D (GL_TEXTURE_2D,0,GL_RGB5_A1,size,size,0,GL_RGBA,UNSIGNED_SHORT_5_5_5_1_EXT,opengl_packed_Upload_data);
}
else
{
int limit=0;
if (bm_mipped(bm_handle))
limit=NUM_MIP_LEVELS+3;
else
limit=1;
for (int m=0;m<limit;m++)
{
if (m<NUM_MIP_LEVELS)
{
bm_ptr=bm_data (bm_handle,m);
w=bm_w(bm_handle,m);
h=bm_h(bm_handle,m);
}
else
{
bm_ptr=bm_data (bm_handle,NUM_MIP_LEVELS-1);
w=bm_w(bm_handle,NUM_MIP_LEVELS-1);
h=bm_h(bm_handle,NUM_MIP_LEVELS-1);
w>>=m-(NUM_MIP_LEVELS-1);
h>>=m-(NUM_MIP_LEVELS-1);
if (w<1)
continue;
}
if (bm_format(bm_handle)==BITMAP_FORMAT_4444)
{
// Do 4444
if (bm_mipped(bm_handle))
{
for (i=0;i<w*h;i++)
opengl_packed_Upload_data[i]=0xf|(opengl_packed_4444_translate_table[bm_ptr[i]]);
}
else
{
for (i=0;i<w*h;i++)
opengl_packed_Upload_data[i]=opengl_packed_4444_translate_table[bm_ptr[i]];
}
if (replace)
dglTexSubImage2D (GL_TEXTURE_2D,m,0,0,w,h,GL_RGBA,UNSIGNED_SHORT_4_4_4_4_EXT,opengl_packed_Upload_data);
else
dglTexImage2D (GL_TEXTURE_2D,m,GL_RGBA4,w,h,0,GL_RGBA,UNSIGNED_SHORT_4_4_4_4_EXT,opengl_packed_Upload_data);
}
else
{
// Do 1555
for (i=0;i<w*h;i++)
opengl_packed_Upload_data[i]=opengl_packed_Translate_table[bm_ptr[i]];
if (replace)
dglTexSubImage2D (GL_TEXTURE_2D,m,0,0,w,h,GL_RGBA,UNSIGNED_SHORT_5_5_5_1_EXT,opengl_packed_Upload_data);
else
dglTexImage2D (GL_TEXTURE_2D,m,GL_RGB5_A1,w,h,0,GL_RGBA,UNSIGNED_SHORT_5_5_5_1_EXT,opengl_packed_Upload_data);
}
}
}
}
else
{
if (map_type==MAP_TYPE_LIGHTMAP)
{
uint *left_data=(uint *)opengl_Upload_data;
int bm_left=0;
for (int i=0;i<h;i++,left_data+=size,bm_left+=w)
{
uint *dest_data=left_data;
for (int t=0;t<w;t++)
{
*dest_data++=opengl_Translate_table[bm_ptr[bm_left+t]];
}
}
if (replace)
dglTexSubImage2D (GL_TEXTURE_2D,0,0,0,size,size,GL_RGBA,GL_UNSIGNED_BYTE,opengl_Upload_data);
else
dglTexImage2D (GL_TEXTURE_2D,0,GL_RGBA,size,size,0,GL_RGBA,GL_UNSIGNED_BYTE,opengl_Upload_data);
}
else
{
int limit=0;
if (bm_mipped(bm_handle))
limit=NUM_MIP_LEVELS;
else
limit=1;
for (int m=0;m<limit;m++)
{
bm_ptr=bm_data (bm_handle,m);
w=bm_w(bm_handle,m);
h=bm_h(bm_handle,m);
if (bm_format(bm_handle)==BITMAP_FORMAT_4444)
{
// Do 4444
if (bm_mipped(bm_handle))
{
for (i=0;i<w*h;i++)
opengl_Upload_data[i]=(255<<24)|opengl_4444_translate_table[bm_ptr[i]];
}
else
{
for (i=0;i<w*h;i++)
opengl_Upload_data[i]=opengl_4444_translate_table[bm_ptr[i]];
}
}
else
{
// Do 1555
for (i=0;i<w*h;i++)
opengl_Upload_data[i]=opengl_Translate_table[bm_ptr[i]];
}
if (replace)
dglTexSubImage2D (GL_TEXTURE_2D,m,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,opengl_Upload_data);
else
dglTexImage2D (GL_TEXTURE_2D,m,GL_RGBA,w,h,0,GL_RGBA,GL_UNSIGNED_BYTE,opengl_Upload_data);
}
}
}
//mprintf ((1,"Doing slow upload to opengl!\n"));
if (map_type==MAP_TYPE_LIGHTMAP)
GameLightmaps[bm_handle].flags&=~LF_LIMITS;
CHECK_ERROR(6)
OpenGL_uploads++;
}
extern bool Force_one_texture;
// Utilizes a LRU cacheing scheme to select/upload textures the opengl driver
int opengl_MakeBitmapCurrent (int handle,int map_type,int tn)
{
int w,h;
int texnum;
if (map_type==MAP_TYPE_LIGHTMAP)
{
w=GameLightmaps[handle].square_res;
h=GameLightmaps[handle].square_res;
}
else
{
if (Force_one_texture)
handle=0;
w=bm_w(handle,0);
h=bm_h(handle,0);
}
if (w!=h)
{
mprintf ((0,"Can't use non-square textures with OpenGL!\n"));
return 0;
}
// See if the bitmaps is already in the cache
if (map_type==MAP_TYPE_LIGHTMAP)
{
if (OpenGL_lightmap_remap[handle]==65535)
{
texnum=opengl_MakeTextureObject (tn);
SET_WRAP_STATE(OpenGL_lightmap_states[handle],1);
SET_FILTER_STATE(OpenGL_lightmap_states[handle],0);
OpenGL_lightmap_remap[handle]=texnum;
opengl_TranslateBitmapToOpenGL(texnum,handle,map_type,0,tn);
}
else
{
texnum=OpenGL_lightmap_remap[handle];
if (GameLightmaps[handle].flags & LF_CHANGED)
opengl_TranslateBitmapToOpenGL(texnum,handle,map_type,1,tn);
}
}
else
{
if (OpenGL_bitmap_remap[handle]==65535)
{
texnum=opengl_MakeTextureObject (tn);
SET_WRAP_STATE(OpenGL_bitmap_states[handle],1);
SET_FILTER_STATE(OpenGL_bitmap_states[handle],0);
OpenGL_bitmap_remap[handle]=texnum;
opengl_TranslateBitmapToOpenGL(texnum,handle,map_type,0,tn);
}
else
{
texnum=OpenGL_bitmap_remap[handle];
if (GameBitmaps[handle].flags & BF_CHANGED)
opengl_TranslateBitmapToOpenGL(texnum,handle,map_type,1,tn);
}
}
if (OpenGL_last_bound[tn]!=texnum)
{
if (OpenGL_multitexture && Last_texel_unit_set!=tn)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+tn);
Last_texel_unit_set=tn;
#endif
}
dglBindTexture (GL_TEXTURE_2D,texnum);
OpenGL_last_bound[tn]=texnum;
OpenGL_sets_this_frame[0]++;
}
CHECK_ERROR(7)
return 1;
}
// Sets up an appropriate wrap type for the current bound texture
void opengl_MakeWrapTypeCurrent (int handle,int map_type,int tn)
{
int uwrap;
wrap_type dest_wrap;
if (tn==1)
dest_wrap=WT_CLAMP;
else
dest_wrap=OpenGL_state.cur_wrap_type;
if (map_type==MAP_TYPE_LIGHTMAP)
uwrap=GET_WRAP_STATE(OpenGL_lightmap_states[handle]);
else
uwrap=GET_WRAP_STATE(OpenGL_bitmap_states[handle]);
if (uwrap==dest_wrap)
return;
if (OpenGL_multitexture && Last_texel_unit_set!=tn)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+tn);
Last_texel_unit_set=tn;
#endif
}
OpenGL_sets_this_frame[1]++;
if (OpenGL_state.cur_wrap_type==WT_CLAMP)
{
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
}
else if (OpenGL_state.cur_wrap_type==WT_WRAP_V)
{
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
}
else
{
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
}
if (map_type==MAP_TYPE_LIGHTMAP)
{
SET_WRAP_STATE (OpenGL_lightmap_states[handle],dest_wrap);
}
else
{
SET_WRAP_STATE (OpenGL_bitmap_states[handle],dest_wrap);
}
CHECK_ERROR(8)
}
// Chooses the correct filter type for the currently bound texture
void opengl_MakeFilterTypeCurrent (int handle,int map_type,int tn)
{
int magf;
sbyte dest_state;
if (map_type==MAP_TYPE_LIGHTMAP)
{
magf=GET_FILTER_STATE(OpenGL_lightmap_states[handle]);
dest_state=1;
}
else
{
magf=GET_FILTER_STATE(OpenGL_bitmap_states[handle]);
dest_state=OpenGL_preferred_state.filtering;
if (!OpenGL_state.cur_bilinear_state)
dest_state=0;
}
if (magf==dest_state)
return;
if (OpenGL_multitexture && Last_texel_unit_set!=tn)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+tn);
Last_texel_unit_set=tn;
#endif
}
OpenGL_sets_this_frame[2]++;
if (dest_state)
{
if (map_type==MAP_TYPE_BITMAP && bm_mipped(handle))
{
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
}
else
{
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
}
}
else
{
if (map_type==MAP_TYPE_BITMAP && bm_mipped(handle))
{
//dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST_MIPMAP_NEAREST);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_NEAREST);
}
else
{
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
dglTexParameteri (GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
}
}
if (map_type==MAP_TYPE_LIGHTMAP)
{
SET_FILTER_STATE (OpenGL_lightmap_states[handle],dest_state);
}
else
{
SET_FILTER_STATE (OpenGL_bitmap_states[handle],dest_state);
}
CHECK_ERROR(9)
}
// returns the alpha that we should use
float opengl_GetAlphaMultiplier ()
{
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 ()
{
Alpha_multiplier=opengl_GetAlphaMultiplier();
}
// Turns on/off multitexture blending
void opengl_SetMultitextureBlendMode (bool state)
{
if (OpenGL_multitexture_state==state)
return;
OpenGL_multitexture_state=state;
if (state)
{
#if defined(WIN32)
oglClientActiveTextureARB (GL_TEXTURE0_ARB+1);
oglActiveTextureARB (GL_TEXTURE0_ARB+1);
dglEnableClientState (GL_TEXTURE_COORD_ARRAY);
dglEnable (GL_TEXTURE_2D);
/*if (Overlay_type==OT_BLEND_SATURATE)
glBlendFunc (GL_SRC_ALPHA,GL_ONE);
else
glBlendFunc (GL_DST_COLOR,GL_ZERO);*/
oglActiveTextureARB (GL_TEXTURE0_ARB+0);
Last_texel_unit_set=0;
#endif
}
else
{
#if defined(WIN32)
oglClientActiveTextureARB (GL_TEXTURE0_ARB+1);
oglActiveTextureARB (GL_TEXTURE0_ARB+1);
dglDisableClientState (GL_TEXTURE_COORD_ARRAY);
dglDisable (GL_TEXTURE_2D);
oglActiveTextureARB (GL_TEXTURE0_ARB+0);
Last_texel_unit_set=0;
#endif
}
}
// Takes nv vertices and draws the polygon defined by those vertices. Uses bitmap "handle"
// as a texture
void opengl_DrawMultitexturePolygon (int handle,g3Point **p,int nv,int map_type)
{
g3Point *pnt;
int i,fr,fg,fb;
float alpha;
vector *vertp;
color_array *colorp;
tex_array *texp,*texp2;
float one_over_square_res=1.0/GameLightmaps[Overlay_map].square_res;
float xscalar=(float)GameLightmaps[Overlay_map].width*one_over_square_res;
float yscalar=(float)GameLightmaps[Overlay_map].height*one_over_square_res;
ASSERT (nv<100);
int x_add=OpenGL_state.clip_x1;
int y_add=OpenGL_state.clip_y1;
if (OpenGL_state.cur_light_state==LS_NONE)
{
fr=GR_COLOR_RED(OpenGL_state.cur_color);
fg=GR_COLOR_GREEN(OpenGL_state.cur_color);
fb=GR_COLOR_BLUE(OpenGL_state.cur_color);
}
alpha=Alpha_multiplier*OpenGL_Alpha_factor;
vertp=&GL_verts[0];
texp=&GL_tex_coords[0];
texp2=&GL_tex_coords2[0];
colorp=&GL_colors[0];
// Specify our coordinates
for (i=0;i<nv;i++,vertp++,texp++,colorp++,texp2++)
{
pnt=p[i];
if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
alpha=pnt->p3_a*Alpha_multiplier*OpenGL_Alpha_factor;
// If we have a lighting model, apply the correct lighting!
if (OpenGL_state.cur_light_state!=LS_NONE)
{
// Do lighting based on intesity (MONO) or colored (RGB)
if (OpenGL_state.cur_color_model==CM_MONO)
{
colorp->r=pnt->p3_l;
colorp->g=pnt->p3_l;
colorp->b=pnt->p3_l;
colorp->a=alpha;
}
else
{
colorp->r=pnt->p3_r;
colorp->g=pnt->p3_g;
colorp->b=pnt->p3_b;
colorp->a=alpha;
}
}
else
{
colorp->r=1;
colorp->g=1;
colorp->b=1;
colorp->a=alpha;
}
// Texture this polygon!
float texw=1.0/(pnt->p3_z+Z_bias);
texp->s=pnt->p3_u*texw;
texp->t=pnt->p3_v*texw;
texp->r=0;
texp->w=texw;
texp2->s=pnt->p3_u2*xscalar*texw;
texp2->t=pnt->p3_v2*yscalar*texw;
texp2->r=0;
texp2->w=texw;
// Finally, specify a vertex
vertp->x=pnt->p3_sx+x_add;
vertp->y=pnt->p3_sy+y_add;
//@@vertp->z=-((pnt->p3_z+Z_bias)/OpenGL_state.cur_far_z);
vertp->z = -max(0,min(1.0,1.0-(1.0/(pnt->p3_z+Z_bias))));
}
// make sure our bitmap is ready to be drawn
opengl_MakeBitmapCurrent (handle,map_type,0);
opengl_MakeWrapTypeCurrent (handle,map_type,0);
opengl_MakeFilterTypeCurrent(handle,map_type,0);
// make sure our bitmap is ready to be drawn
opengl_MakeBitmapCurrent (Overlay_map,MAP_TYPE_LIGHTMAP,1);
opengl_MakeWrapTypeCurrent (Overlay_map,MAP_TYPE_LIGHTMAP,1);
opengl_MakeFilterTypeCurrent(Overlay_map,MAP_TYPE_LIGHTMAP,1);
opengl_SetMultitextureBlendMode (true);
// And draw!
#ifdef __LINUX__
if(OpenGL_UseLists)
{
#endif
dglDrawArrays (GL_POLYGON,0,nv);
#ifdef __LINUX__
}else
{
dglBegin(GL_POLYGON);
for(i=0;i<nv;i++)
{
dglTexCoord4fv((GLfloat *)&GL_tex_coords[i]);
dglColor4fv((GLfloat *)&GL_colors[i]);
dglVertex3fv((GLfloat *)&GL_verts[i]);
}
dglEnd();
}
#endif
OpenGL_polys_drawn++;
OpenGL_verts_processed+=nv;
CHECK_ERROR(10)
}
void opengl_DrawFlatPolygon (g3Point **p,int nv)
{
int x_add=OpenGL_state.clip_x1;
int y_add=OpenGL_state.clip_y1;
float fr,fg,fb;
int i;
if (OpenGL_multitexture)
opengl_SetMultitextureBlendMode (false);
float alpha=Alpha_multiplier*OpenGL_Alpha_factor;
fr=GR_COLOR_RED(OpenGL_state.cur_color);
fg=GR_COLOR_GREEN(OpenGL_state.cur_color);
fb=GR_COLOR_BLUE(OpenGL_state.cur_color);
fr/=255.0;
fg/=255.0;
fb/=255.0;
// And draw!
dglBegin (GL_POLYGON);
for (i=0;i<nv;i++)
{
g3Point *pnt=p[i];
if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
alpha=pnt->p3_a*Alpha_multiplier*OpenGL_Alpha_factor;
// If we have a lighting model, apply the correct lighting!
if (OpenGL_state.cur_light_state!=LS_NONE)
{
// Do lighting based on intesity (MONO) or colored (RGB)
if (OpenGL_state.cur_color_model==CM_MONO)
dglColor4f (pnt->p3_l,pnt->p3_l,pnt->p3_l,alpha);
else
{
dglColor4f (pnt->p3_r,pnt->p3_g,pnt->p3_b,alpha);
}
}
else
dglColor4f (fr,fg,fb,alpha);
// Finally, specify a vertex
//@@dglVertex3f (pnt->p3_sx+x_add,pnt->p3_sy+y_add,-(pnt->p3_z/OpenGL_state.cur_far_z));
float z = max(0,min(1.0,1.0-(1.0/(pnt->p3_z+Z_bias))));
dglVertex3f (pnt->p3_sx+x_add,pnt->p3_sy+y_add,-z);
}
dglEnd();
CHECK_ERROR(11)
OpenGL_polys_drawn++;
OpenGL_verts_processed+=nv;
}
extern matrix Unscaled_matrix;
extern vector View_position;
// 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)
{
g3Point *pnt;
int i;
float fr,fg,fb;
float alpha;
vector *vertp;
color_array *colorp;
tex_array *texp;
ASSERT (nv<100);
if (OpenGL_state.cur_texture_quality==0)
{
opengl_DrawFlatPolygon (p,nv);
return;
}
if (Overlay_type!=OT_NONE && OpenGL_multitexture)
{
opengl_DrawMultitexturePolygon (handle,p,nv,map_type);
return;
}
int x_add=OpenGL_state.clip_x1;
int y_add=OpenGL_state.clip_y1;
if (OpenGL_state.cur_light_state==LS_FLAT_GOURAUD)
{
fr=GR_COLOR_RED(OpenGL_state.cur_color)/255.0;
fg=GR_COLOR_GREEN(OpenGL_state.cur_color)/255.0;
fb=GR_COLOR_BLUE(OpenGL_state.cur_color)/255.0;
}
if (OpenGL_multitexture)
opengl_SetMultitextureBlendMode (false);
// make sure our bitmap is ready to be drawn
opengl_MakeBitmapCurrent (handle,map_type,0);
opengl_MakeWrapTypeCurrent (handle,map_type,0);
opengl_MakeFilterTypeCurrent(handle,map_type,0);
alpha=Alpha_multiplier*OpenGL_Alpha_factor;
vertp=&GL_verts[0];
texp=&GL_tex_coords[0];
colorp=&GL_colors[0];
// Specify our coordinates
for (i=0;i<nv;i++,vertp++,texp++,colorp++)
{
pnt=p[i];
////////////////////////////////////////////
if( pnt->p3_flags&PF_ORIGPOINT )
{
// get the original point
float origPoint[4];
origPoint[0] = pnt->p3_vecPreRot.x;
origPoint[1] = pnt->p3_vecPreRot.y;
origPoint[2] = pnt->p3_vecPreRot.z;
origPoint[3] = 1.0f;
// transform by the full transform
float view[4];
g3_TransformVert( view, origPoint, gTransformFull );
vector tempv = pnt->p3_vecPreRot - View_position;
vector testPt = tempv * Unscaled_matrix;
float screenX = pnt->p3_sx + x_add;
float screenY = pnt->p3_sy + y_add;
// normalize
float oOW = 1.0f / view[3];
view[0] *= oOW;
view[1] *= oOW;
view[2] *= oOW;
oOW *= 1.0f;
}
////////////////////////////////////////////
if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
alpha=pnt->p3_a*Alpha_multiplier*OpenGL_Alpha_factor;
// If we have a lighting model, apply the correct lighting!
if (OpenGL_state.cur_light_state!=LS_NONE)
{
if (OpenGL_state.cur_light_state==LS_FLAT_GOURAUD)
{
colorp->r=fr;
colorp->g=fg;
colorp->b=fb;
colorp->a=alpha;
}
else
// Do lighting based on intesity (MONO) or colored (RGB)
if (OpenGL_state.cur_color_model==CM_MONO)
{
colorp->r=pnt->p3_l;
colorp->g=pnt->p3_l;
colorp->b=pnt->p3_l;
colorp->a=alpha;
}
else
{
colorp->r=pnt->p3_r;
colorp->g=pnt->p3_g;
colorp->b=pnt->p3_b;
colorp->a=alpha;
}
}
else
{
colorp->r=1;
colorp->g=1;
colorp->b=1;
colorp->a=alpha;
}
#ifdef __LINUX__
//MY TEST HACK...MAYBE BAD DRIVERS? OR MAYBE THIS IS
//HOW IT SHOULD BE DONE (STILL BUGGY)
// Texture this polygon!
float texw=1.0/(pnt->p3_z+Z_bias);
if(OpenGL_TextureHack)
{
texp->s=pnt->p3_u;
texp->t=pnt->p3_v;
}else
{
texp->s=pnt->p3_u*texw;
texp->t=pnt->p3_v*texw;
}
texp->r=0;
texp->w=texw;
#else
// Texture this polygon!
float texw=1.0/(pnt->p3_z+Z_bias);
texp->s=pnt->p3_u*texw;
texp->t=pnt->p3_v*texw;
texp->r=0;
texp->w=texw;
#endif
// Finally, specify a vertex
vertp->x=pnt->p3_sx+x_add;
vertp->y=pnt->p3_sy+y_add;
//@@float z=(pnt->p3_z+Z_bias)/OpenGL_state.cur_far_z;
float z = max(0,min(1.0,1.0-(1.0/(pnt->p3_z+Z_bias))));
vertp->z=-z;
}
// And draw!
#ifdef __LINUX__
if(OpenGL_UseLists)
{
#endif
dglDrawArrays (GL_POLYGON,0,nv);
#ifdef __LINUX__
}else
{
dglBegin(GL_POLYGON);
for(i=0;i<nv;i++)
{
dglTexCoord4fv((GLfloat *)&GL_tex_coords[i]);
dglColor4fv((GLfloat *)&GL_colors[i]);
dglVertex3fv((GLfloat *)&GL_verts[i]);
}
dglEnd();
}
#endif
OpenGL_polys_drawn++;
OpenGL_verts_processed+=nv;
CHECK_ERROR(10)
// If there is a lightmap to draw, draw it as well
if (Overlay_type!=OT_NONE)
{
return; // Temp fix until I figure out whats going on
Int3(); // Shouldn't reach here
}
}
void opengl_BeginFrame (int x1,int y1,int x2,int y2,int clear_flags)
{
if (clear_flags & RF_CLEAR_ZBUFFER)
dglClear(GL_DEPTH_BUFFER_BIT);
OpenGL_state.clip_x1=x1;
OpenGL_state.clip_y1=y1;
OpenGL_state.clip_x2=x2;
OpenGL_state.clip_y2=y2;
}
void opengl_EndFrame()
{
}
// Takes a screenshot of the frontbuffer and puts it into the passed bitmap handle
void opengl_Screenshot (int bm_handle)
{
ushort *dest_data;
uint *temp_data;
int i,t;
int total=OpenGL_state.screen_width*OpenGL_state.screen_height;
ASSERT ((bm_w(bm_handle,0))==OpenGL_state.screen_width);
ASSERT ((bm_h(bm_handle,0))==OpenGL_state.screen_height);
int w=bm_w(bm_handle,0);
int h=bm_h(bm_handle,0);
temp_data=(uint *)mem_malloc (total*4);
ASSERT (temp_data); // Ran out of memory?
dest_data=bm_data (bm_handle,0);
dglReadPixels (0,0,OpenGL_state.screen_width,OpenGL_state.screen_height,GL_RGBA,GL_UNSIGNED_BYTE,(GLvoid *)temp_data);
for (i=0;i<h;i++)
{
for (t=0;t<w;t++)
{
uint spix=temp_data[i*w+t];
int r=spix & 0xff;
int g=(spix>>8) & 0xff;
int b=(spix>>16) & 0xff;
dest_data[(((h-1)-i)*w)+t]=GR_RGB16(r,g,b);
}
}
mem_free (temp_data);
}
// Flips the screen
void 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);
#endif
}
void opengl_SetTextureType (texture_type state)
{
if (state==OpenGL_state.cur_texture_type)
return; // No redundant state setting
if (OpenGL_multitexture && Last_texel_unit_set!=0)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+0);
Last_texel_unit_set=0;
#endif
}
OpenGL_sets_this_frame[3]++;
switch (state)
{
case TT_FLAT:
dglDisable (GL_TEXTURE_2D);
OpenGL_state.cur_texture_quality=0;
break;
case TT_LINEAR:
case TT_LINEAR_SPECIAL:
case TT_PERSPECTIVE:
case TT_PERSPECTIVE_SPECIAL:
dglEnable (GL_TEXTURE_2D);
OpenGL_state.cur_texture_quality=2;
break;
default:
Int3(); // huh? Get Jason
break;
}
CHECK_ERROR(12)
OpenGL_state.cur_texture_type=state;
}
// Sets the lighting state of opengl
void opengl_SetLightingState (light_state state)
{
if (state==OpenGL_state.cur_light_state)
return; // No redundant state setting
if (OpenGL_multitexture && Last_texel_unit_set!=0)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+0);
Last_texel_unit_set=0;
#endif
}
OpenGL_sets_this_frame[4]++;
switch (state)
{
case LS_NONE:
dglShadeModel (GL_SMOOTH);
OpenGL_state.cur_light_state=LS_NONE;
break;
case LS_FLAT_GOURAUD:
dglShadeModel (GL_SMOOTH);
OpenGL_state.cur_light_state=LS_FLAT_GOURAUD;
break;
case LS_GOURAUD:
case LS_PHONG:
dglShadeModel (GL_SMOOTH);
OpenGL_state.cur_light_state=LS_GOURAUD;
break;
default:
Int3();
break;
}
CHECK_ERROR(13)
}
// Sets the opengl color model (either rgb or mono)
void opengl_SetColorModel (color_model state)
{
switch (state)
{
case CM_MONO:
OpenGL_state.cur_color_model=CM_MONO;
break;
case CM_RGB:
OpenGL_state.cur_color_model=CM_RGB;
break;
default:
Int3();
break;
}
}
// Sets the state of bilinear filtering for our textures
void opengl_SetFiltering (sbyte 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)
{
#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)
{
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)
{
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 ()
{
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)
{
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)
{
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)
{
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)
{
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)
{
float fog_start,fog_end;
fog_start = max(0,min(1.0,1.0-(1.0/nearz)));
fog_end = max(0,min(1.0,1.0-(1.0/farz)));
OpenGL_state.cur_fog_start=fog_start;
OpenGL_state.cur_fog_end=fog_end;
dglFogi (GL_FOG_MODE,GL_LINEAR);
dglFogf (GL_FOG_START,fog_start);
dglFogf (GL_FOG_END,fog_end);
}
// 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 (state==1)
{
dglEnable(GL_FOG);
}
else
{
dglDisable (GL_FOG);
}
}
// Fills in projection variables
void opengl_GetProjectionParameters(int *width,int *height)
{
*width=OpenGL_state.clip_x2-OpenGL_state.clip_x1;
*height=OpenGL_state.clip_y2-OpenGL_state.clip_y1;
}
void opengl_GetProjectionScreenParameters( int &screenLX, int &screenTY, int &screenW, int &screenH )
{
screenLX = OpenGL_state.clip_x1;
screenTY = OpenGL_state.clip_y1;
screenW = OpenGL_state.clip_x2 - OpenGL_state.clip_x1;
screenH = OpenGL_state.clip_y2 - OpenGL_state.clip_y1;
}
// Returns the aspect ratio of the physical screen
float 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)
{
if (atype==OpenGL_state.cur_alpha_type)
return; // don't set it redundantly
if (OpenGL_multitexture && Last_texel_unit_set!=0)
{
#if defined(WIN32)
oglActiveTextureARB (GL_TEXTURE0_ARB+0);
Last_texel_unit_set=0;
#endif
}
OpenGL_sets_this_frame[6]++;
if (atype==AT_ALWAYS)
{
if (opengl_Blending_on)
{
dglDisable (GL_BLEND);
opengl_Blending_on=false;
}
}
else
{
if (!opengl_Blending_on)
{
dglEnable (GL_BLEND);
opengl_Blending_on=true;
}
}
switch (atype)
{
case AT_ALWAYS:
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_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)
{
OpenGL_state.cur_wrap_type=val;
}
// Sets whether or not to write into the zbuffer
void opengl_SetZBufferWriteMask (int state)
{
OpenGL_sets_this_frame[5]++;
if (state)
{
dglDepthMask (GL_TRUE);
}
else
{
dglDepthMask (GL_FALSE);
}
}
void opengl_SetFlatColor (ddgr_color color)
{
OpenGL_state.cur_color=color;
}
// Sets the constant alpha value
void opengl_SetAlphaValue (ubyte 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)
{
OpenGL_Alpha_factor = val;
}
// Returns the current Alpha factor
float opengl_GetAlphaFactor(void)
{
return OpenGL_Alpha_factor;
}
// Gets the current state of the renderer
void opengl_GetRenderState (rendering_state *rstate)
{
memcpy (rstate,&OpenGL_state,sizeof(rendering_state));
}
// draws a line
void opengl_DrawLine (int x1,int y1,int x2,int y2)
{
sbyte atype;
light_state ltype;
texture_type ttype;
int color=OpenGL_state.cur_color;
int r=GR_COLOR_RED(color);
int g=GR_COLOR_GREEN(color);
int b=GR_COLOR_BLUE(color);
atype=OpenGL_state.cur_alpha_type;
ltype=OpenGL_state.cur_light_state;
ttype=OpenGL_state.cur_texture_type;
rend_SetAlphaType (AT_ALWAYS);
rend_SetLighting (LS_NONE);
rend_SetTextureType (TT_FLAT);
dglBegin (GL_LINES);
dglColor4ub (r,g,b,255);
dglVertex2i (x1+OpenGL_state.clip_x1,y1+OpenGL_state.clip_y1);
dglColor4ub (r,g,b,255);
dglVertex2i (x2+OpenGL_state.clip_x1,y2+OpenGL_state.clip_y1);
dglEnd();
rend_SetAlphaType (atype);
rend_SetLighting(ltype);
rend_SetTextureType (ttype);
}
// draws a line
void opengl_DrawSpecialLine (g3Point *p0,g3Point *p1)
{
int x_add=OpenGL_state.clip_x1;
int y_add=OpenGL_state.clip_y1;
float fr,fg,fb,alpha;
int i;
fr=GR_COLOR_RED(OpenGL_state.cur_color);
fg=GR_COLOR_GREEN(OpenGL_state.cur_color);
fb=GR_COLOR_BLUE(OpenGL_state.cur_color);
fr/=255.0;
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 = max(0,min(1.0,1.0-(1.0/(pnt->p3_z+Z_bias))));
dglVertex3f (pnt->p3_sx+x_add,pnt->p3_sy+y_add,-z);
}
dglEnd();
}
// Sets the coplanar z bias for rendered polygons
void opengl_SetCoplanarPolygonOffset (float 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)
{
if (WindowGL)
return;
OpenGL_preferred_state.gamma=val;
mprintf ((0,"Setting gamma to %f\n",val));
#if defined(WIN32)
WORD rampvals[3*256];
for (int i=0;i<256;i++)
{
float norm=(float)i/255.0f;
float newval = powf(norm,1.0f/val);
newval*=65535;
newval=min(65535,newval);
rampvals[i]=newval;
rampvals[i+256]=newval;
rampvals[i+512]=newval;
}
SetDeviceGammaRamp(hOpenGLDC,(LPVOID)rampvals);
#endif
}
// Sets up a some global preferences for openGL
int opengl_SetPreferredState (renderer_preferred_state *pref_state)
{
int retval=1;
renderer_preferred_state old_state=OpenGL_preferred_state;
OpenGL_preferred_state=*pref_state;
if (OpenGL_state.initted)
{
int reinit=0;
mprintf ((0,"Inside pref state!\n"));
// Change gamma if needed
if (pref_state->width!=OpenGL_state.screen_width || pref_state->height!=OpenGL_state.screen_height || old_state.bit_depth!=pref_state->bit_depth)
reinit=1;
if (reinit)
{
opengl_Close();
retval=opengl_Init(NULL,&OpenGL_preferred_state);
}
else
{
if (old_state.gamma !=pref_state->gamma)
{
opengl_SetGammaValue (pref_state->gamma);
}
/*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 ()
{
if (OpenGL_cache_initted)
{
mem_free (OpenGL_lightmap_remap);
mem_free (OpenGL_bitmap_remap);
mem_free (OpenGL_lightmap_states);
mem_free (OpenGL_bitmap_states);
OpenGL_cache_initted=0;
}
opengl_InitCache();
}
ubyte opengl_Framebuffer_ready=0;
chunked_bitmap opengl_Chunked_bitmap;
void opengl_ChangeChunkedBitmap(int bm_handle, chunked_bitmap *chunk)
{
int bw=bm_w(bm_handle,0);
int bh=bm_h(bm_handle,0);
//determine optimal size of the square bitmaps
float fopt=128.0f;
int iopt;
//find the smallest dimension and base off that
int smallest = min(bw,bh);
if(smallest<=32)
fopt=32;
else
if(smallest<=64)
fopt=64;
else
fopt=128;
iopt=(int)fopt;
// Get how many pieces we need across and down
float temp=bw/fopt;
int how_many_across=temp;
if ((temp-how_many_across)>0)
how_many_across++;
temp=bh/fopt;
int how_many_down=temp;
if ((temp-how_many_down)>0)
how_many_down++;
ASSERT (how_many_across>0);
ASSERT (how_many_down>0);
// Now go through our big bitmap and partition it into pieces
ushort *src_data=bm_data(bm_handle,0);
ushort *sdata;
ushort *ddata;
int shift;
switch(iopt)
{
case 32:
shift = 5;
break;
case 64:
shift = 6;
break;
case 128:
shift = 7;
break;
default:
Int3(); //Get Jeff
break;
}
int maxx,maxy;
int windex,hindex;
int s_y,s_x,d_y,d_x;
for(hindex=0;hindex<how_many_down;hindex++){
for(windex=0;windex<how_many_across;windex++){
//loop through the chunks
//find end x and y
if(windex<how_many_across-1)
maxx=iopt;
else
maxx = bw - (windex<<shift);
if(hindex<how_many_down-1)
maxy=iopt;
else
maxy = bh - (hindex<<shift);
//find the starting source x and y
s_x = (windex<<shift);
s_y = (hindex<<shift);
//get the pointers pointing to the right spot
ddata = bm_data(chunk->bm_array[hindex*how_many_across+windex],0);
GameBitmaps[chunk->bm_array[hindex*how_many_across+windex]].flags|=BF_CHANGED;
sdata = &src_data[s_y * bw + s_x];
//copy the data
for(d_y=0;d_y<maxy;d_y++){
for(d_x=0;d_x<maxx;d_x++){
ddata[d_x] = sdata[d_x];
}//end for d_x
sdata += bw;
ddata += iopt;
}//end for d_y
}//end for windex
}//end for hindex
}
// 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)
{
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)
{
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)
{
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