quakeforge/libs/video/renderer/gl/vid_common_gl.c
Bill Currie 5a57280aa9 [gl] Use glGenTextures to allocate texture numbers
While the scheme of using our own allocated did work just fine, fisheye
rendering uses glGenTextures which caused a texture id clash and thus
invalid operations (the cube map texture happened to be the same as the
console background texture). Sure, I could have just "fixed" the fisheye
init code, but this brings gl closer in line with glsl (which makes
extensive use of glGenTextures and glDeleteTextures). This doesn't fix
any texture leaks gl has (plenty, I imagine), but it's a step in the
right direction.
2022-03-15 13:29:05 +09:00

823 lines
23 KiB
C

/*
vid_common_gl.c
Common OpenGL video driver functions
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2000 Marcus Sundberg [mackan@stacken.kth.se]
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_MATH_H
# include <math.h>
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/qargs.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/extensions.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_vid.h"
#include "compat.h"
#include "d_iface.h"
#include "r_internal.h"
#include "sbar.h"
#define WARP_WIDTH 320
#define WARP_HEIGHT 200
unsigned char gl_15to8table[65536];
QF_glActiveTexture qglActiveTexture = NULL;
QF_glMultiTexCoord2f qglMultiTexCoord2f = NULL;
QF_glMultiTexCoord2fv qglMultiTexCoord2fv = NULL;
const char *gl_extensions;
const char *gl_renderer;
const char *gl_vendor;
const char *gl_version;
int gl_major;
int gl_minor;
int gl_release_number;
static int gl_bgra_capable;
int gl_use_bgra;
int gl_va_capable;
static int driver_vaelements;
int vaelements;
int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
int gl_filter_max = GL_LINEAR;
float gldepthmin, gldepthmax;
// Multitexture
qboolean gl_mtex_capable = false;
static int gl_mtex_tmus = 0;
GLenum gl_mtex_enum;
int gl_mtex_active_tmus = 0;
qboolean gl_mtex_fullbright = false;
// Combine
qboolean gl_combine_capable = false;
int lm_src_blend, lm_dest_blend;
float gl_rgb_scale = 1.0;
QF_glColorTableEXT qglColorTableEXT = NULL;
qboolean gl_feature_mach64 = false;
// GL_EXT_texture_filter_anisotropic
qboolean gl_Anisotropy;
static float aniso_max;
float gl_aniso;
// GL_ATI_pn_triangles
static qboolean TruForm;
static int tess_max;
int gl_tess;
// GL_LIGHT
int gl_max_lights;
cvar_t *gl_anisotropy;
cvar_t *gl_doublebright;
cvar_t *gl_fb_bmodels;
cvar_t *gl_finish;
cvar_t *gl_max_size;
cvar_t *gl_multitexture;
cvar_t *gl_tessellate;
cvar_t *gl_textures_bgra;
cvar_t *gl_vaelements_max;
cvar_t *gl_vector_light;
cvar_t *gl_screenshot_byte_swap;
cvar_t *gl_affinemodels;
cvar_t *gl_clear;
cvar_t *gl_conspin;
cvar_t *gl_constretch;
cvar_t *gl_dlight_polyblend;
cvar_t *gl_dlight_smooth;
cvar_t *gl_driver;
cvar_t *gl_fb_models;
cvar_t *gl_keeptjunctions;
cvar_t *gl_lerp_anim;
cvar_t *gl_lightmap_align;
cvar_t *gl_lightmap_subimage;
cvar_t *gl_nocolors;
cvar_t *gl_overbright;
cvar_t *gl_particle_mip;
cvar_t *gl_particle_size;
cvar_t *gl_picmip;
cvar_t *gl_playermip;
cvar_t *gl_reporttjunctions;
cvar_t *gl_sky_clip;
cvar_t *gl_sky_debug;
cvar_t *gl_sky_multipass;
cvar_t *gl_texsort;
cvar_t *gl_triplebuffer;
static cvar_t *vid_use8bit;
static void
gl_triplebuffer_f (cvar_t *var)
{
vid.numpages = var->int_val ? 3 : 2;
}
static void
gl_max_size_f (cvar_t *var)
{
GLint texSize;
if (!var)
return;
// Check driver's max texture size
qfglGetIntegerv (GL_MAX_TEXTURE_SIZE, &texSize);
if (var->int_val < 1) {
Cvar_SetValue (var, texSize);
} else {
Cvar_SetValue (var, bound (1, var->int_val, texSize));
}
}
static void
gl_textures_bgra_f (cvar_t *var)
{
if (!var)
return;
if (var->int_val && gl_bgra_capable) {
gl_use_bgra = 1;
} else {
gl_use_bgra = 0;
}
}
static void
gl_fb_bmodels_f (cvar_t *var)
{
if (!var)
return;
if (var->int_val && gl_mtex_tmus >= 3) {
gl_mtex_fullbright = true;
} else {
gl_mtex_fullbright = false;
}
}
void
gl_multitexture_f (cvar_t *var)
{
if (!var)
return;
if (var->int_val && gl_mtex_capable) {
gl_mtex_active_tmus = gl_mtex_tmus;
if (gl_fb_bmodels) {
if (gl_fb_bmodels->int_val) {
if (gl_mtex_tmus >= 3) {
gl_mtex_fullbright = true;
qglActiveTexture (gl_mtex_enum + 2);
qfglEnable (GL_TEXTURE_2D);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
GL_DECAL);
qfglDisable (GL_TEXTURE_2D);
} else {
gl_mtex_fullbright = false;
Sys_MaskPrintf (SYS_vid,
"Not enough TMUs for BSP fullbrights.\n");
}
}
} else {
gl_mtex_fullbright = false;
}
// Lightmaps
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
if (gl_overbright) {
if (gl_combine_capable && gl_overbright->int_val) {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
} else {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
} else {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
qfglDisable (GL_TEXTURE_2D);
// Base Texture
qglActiveTexture (gl_mtex_enum + 0);
} else {
gl_mtex_active_tmus = 0;
gl_mtex_fullbright = false;
}
}
static void
gl_screenshot_byte_swap_f (cvar_t *var)
{
if (var)
qfglPixelStorei (GL_PACK_SWAP_BYTES,
var->int_val ? GL_TRUE : GL_FALSE);
}
static void
gl_anisotropy_f (cvar_t * var)
{
if (gl_Anisotropy) {
if (var)
gl_aniso = (bound (1.0, var->value, aniso_max));
else
gl_aniso = 1.0;
} else {
gl_aniso = 1.0;
if (var)
Sys_MaskPrintf (SYS_vid,
"Anisotropy (GL_EXT_texture_filter_anisotropic) "
"is not supported by your hardware and/or "
"drivers.\n");
}
}
static void
gl_tessellate_f (cvar_t * var)
{
if (TruForm) {
if (var)
gl_tess = (bound (0, var->int_val, tess_max));
else
gl_tess = 0;
qfglPNTrianglesiATI (GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_tess);
} else {
gl_tess = 0;
if (var)
Sys_MaskPrintf (SYS_vid,
"TruForm (GL_ATI_pn_triangles) is not supported "
"by your hardware and/or drivers.\n");
}
}
static void
gl_vaelements_max_f (cvar_t *var)
{
if (var->int_val)
vaelements = min (var->int_val, driver_vaelements);
else
vaelements = driver_vaelements;
}
static void
GL_Common_Init_Cvars (void)
{
vid_use8bit = Cvar_Get ("vid_use8bit", "0", CVAR_ROM, NULL, "Use 8-bit "
"shared palettes.");
gl_textures_bgra = Cvar_Get ("gl_textures_bgra", "0", CVAR_ROM,
gl_textures_bgra_f, "If set to 1, try to use "
"BGR & BGRA textures instead of RGB & RGBA.");
gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE,
gl_fb_bmodels_f, "Toggles fullbright color "
"support for bmodels");
gl_finish = Cvar_Get ("gl_finish", "1", CVAR_ARCHIVE, NULL,
"wait for rendering to finish");
gl_max_size = Cvar_Get ("gl_max_size", "0", CVAR_NONE, gl_max_size_f,
"Texture dimension");
gl_multitexture = Cvar_Get ("gl_multitexture", "1", CVAR_ARCHIVE,
gl_multitexture_f, "Use multitexture when "
"available.");
gl_screenshot_byte_swap =
Cvar_Get ("gl_screenshot_byte_swap", "0", CVAR_NONE,
gl_screenshot_byte_swap_f, "Swap the bytes for gl "
"screenshots. Needed if you get screenshots with red and "
"blue swapped.");
gl_anisotropy =
Cvar_Get ("gl_anisotropy", "1.0", CVAR_NONE, gl_anisotropy_f,
nva ("Specifies degree of anisotropy, from 1.0 to %f. "
"Higher anisotropy means less distortion of textures "
"at shallow angles to the viewer.", aniso_max));
gl_tessellate =
Cvar_Get ("gl_tessellate", "0", CVAR_NONE, gl_tessellate_f,
nva ("Specifies tessellation level from 0 to %i. Higher "
"tessellation level means more triangles.", tess_max));
gl_vaelements_max = Cvar_Get ("gl_vaelements_max", "0", CVAR_ROM,
gl_vaelements_max_f,
"Limit the vertex array size for buggy "
"drivers. 0 (default) uses driver provided "
"limit, -1 disables use of vertex arrays.");
gl_vector_light = Cvar_Get ("gl_vector_light", "1", CVAR_NONE, NULL,
"Enable use of GL vector lighting. 0 = flat lighting.");
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_ARCHIVE, NULL,
"Makes texture rendering quality better if "
"set to 1");
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, NULL, "Set to 1 to make "
"background black. Useful for removing HOM effect");
gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, NULL,
"speed at which the console spins");
gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, NULL,
"toggle console between slide and stretch");
gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE,
NULL, "Set to 1 to use a dynamic light "
"effect faster on GL");
gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, NULL,
"Smooth dynamic vertex lighting");
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, NULL,
"Toggles fullbright color support for models");
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_ARCHIVE, NULL,
"Set to 0 to turn off colinear vertexes "
"upon level load.");
gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, NULL,
"Toggles model animation interpolation");
gl_lightmap_align = Cvar_Get ("gl_lightmap_align", "1", CVAR_NONE, NULL,
"Workaround for nvidia slow path. Set to 4 "
"or 16 if you have an nvidia 3d "
"accelerator, set to 1 otherwise.");
gl_lightmap_subimage = Cvar_Get ("gl_lightmap_subimage", "1", CVAR_NONE,
NULL, "Lightmap Update method. Default 2 "
"updates a minimum 'dirty rectangle' "
"around the area changed. 1 updates "
"every line that changed. 0 updates the "
"entire lightmap.");
gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, NULL,
"Set to 1, turns off all player colors");
gl_overbright = Cvar_Get ("gl_overbright", "0", CVAR_NONE,
gl_overbright_f, "Darken lightmaps so that "
"dynamic lights can be overbright. 1 = 0.75 "
"brightness, 2 = 0.5 brightness.");
gl_particle_mip = Cvar_Get ("gl_particle_mip", "0", CVAR_NONE, NULL,
"Toggles particle texture mipmapping.");
gl_particle_size = Cvar_Get ("gl_particle_size", "5", CVAR_NONE, NULL,
"Vertical and horizontal size of particle "
"textures as a power of 2. Default is 5 "
"(32 texel square).");
gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, NULL, "Dimensions of "
"textures. 0 is normal, 1 is half, 2 is 1/4");
gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, NULL,
"Detail of player skins. 0 best, 4 worst.");
gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE,
NULL, "None");
gl_sky_clip = Cvar_Get ("gl_sky_clip", "2", CVAR_ARCHIVE, NULL,
"controls amount of sky overdraw");
gl_sky_debug = Cvar_Get ("gl_sky_debug", "0", CVAR_NONE, NULL,
"debugging `info' for sky clipping");
gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, NULL,
"subdivide sky polys");
gl_sky_multipass = Cvar_Get ("gl_sky_multipass", "1", CVAR_ARCHIVE, NULL,
"controls whether the skydome is single or "
"double pass");
gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, NULL, "None");
gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE,
gl_triplebuffer_f,
"Set to 1 by default. Fixes status bar "
"flicker on some hardware");
}
static void
CheckGLVersionString (void)
{
gl_version = (char *) qfglGetString (GL_VERSION);
if (sscanf (gl_version, "%d.%d", &gl_major, &gl_minor) == 2) {
gl_release_number = 0;
if (gl_major >= 1) {
if (gl_minor >= 1) {
gl_va_capable = true;
} else {
gl_va_capable = false;
}
}
} else if (sscanf (gl_version, "%d.%d.%d", &gl_major, &gl_minor,
&gl_release_number) == 3) {
if (gl_major >= 1) {
if (gl_minor >= 1) {
gl_va_capable = true;
} else {
gl_va_capable = false;
}
}
} else {
Sys_Error ("Malformed OpenGL version string!");
}
Sys_MaskPrintf (SYS_vid, "GL_VERSION: %s\n", gl_version);
gl_vendor = (char *) qfglGetString (GL_VENDOR);
Sys_MaskPrintf (SYS_vid, "GL_VENDOR: %s\n", gl_vendor);
gl_renderer = (char *) qfglGetString (GL_RENDERER);
Sys_MaskPrintf (SYS_vid, "GL_RENDERER: %s\n", gl_renderer);
gl_extensions = (char *) qfglGetString (GL_EXTENSIONS);
Sys_MaskPrintf (SYS_vid, "GL_EXTENSIONS: %s\n", gl_extensions);
if (strstr (gl_renderer, "Mesa DRI Mach64"))
gl_feature_mach64 = true;
}
static void
CheckAnisotropyExtensions (void)
{
if (QFGL_ExtensionPresent ("GL_EXT_texture_filter_anisotropic")) {
gl_Anisotropy = true;
qfglGetFloatv (GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso_max);
} else {
gl_Anisotropy = false;
aniso_max = 1.0;
}
}
static void
CheckBGRAExtensions (void)
{
if (gl_major > 1 || (gl_major == 1 && gl_minor >= 3)) {
gl_bgra_capable = true;
} else if (QFGL_ExtensionPresent ("GL_EXT_bgra")) {
gl_bgra_capable = true;
} else {
gl_bgra_capable = false;
}
}
static void
CheckCombineExtensions (void)
{
if (gl_major >= 1 && gl_minor >= 3) {
gl_combine_capable = true;
Sys_MaskPrintf (SYS_vid, "COMBINE active, multitextured doublebright "
"enabled.\n");
} else if (QFGL_ExtensionPresent ("GL_ARB_texture_env_combine")) {
gl_combine_capable = true;
Sys_MaskPrintf (SYS_vid, "COMBINE_ARB active, multitextured "
"doublebright enabled.\n");
} else {
gl_combine_capable = false;
Sys_MaskPrintf (SYS_vid, "GL_ARB_texture_env_combine not found. "
"gl_doublebright will have no effect with "
"gl_multitexture on.\n");
}
}
/*
CheckMultiTextureExtensions
Check for ARB multitexture support
*/
static void
CheckMultiTextureExtensions (void)
{
Sys_MaskPrintf (SYS_vid, "Checking for multitexture: ");
if (COM_CheckParm ("-nomtex")) {
Sys_MaskPrintf (SYS_vid, "disabled.\n");
return;
}
if (gl_major >= 1 && gl_minor >= 3) {
qfglGetIntegerv (GL_MAX_TEXTURE_UNITS, &gl_mtex_tmus);
if (gl_mtex_tmus >= 2) {
Sys_MaskPrintf (SYS_vid, "enabled, %d TMUs.\n", gl_mtex_tmus);
qglMultiTexCoord2f =
QFGL_ExtensionAddress ("glMultiTexCoord2f");
qglMultiTexCoord2fv =
QFGL_ExtensionAddress ("glMultiTexCoord2fv");
qglActiveTexture = QFGL_ExtensionAddress ("glActiveTexture");
gl_mtex_enum = GL_TEXTURE0;
if (qglMultiTexCoord2f && gl_mtex_enum)
gl_mtex_capable = true;
else
Sys_MaskPrintf (SYS_vid, "Multitexture disabled, could not "
"find required functions\n");
} else {
Sys_MaskPrintf (SYS_vid,
"Multitexture disabled, not enough TMUs.\n");
}
} else if (QFGL_ExtensionPresent ("GL_ARB_multitexture")) {
qfglGetIntegerv (GL_MAX_TEXTURE_UNITS_ARB, &gl_mtex_tmus);
if (gl_mtex_tmus >= 2) {
Sys_MaskPrintf (SYS_vid, "enabled, %d TMUs.\n", gl_mtex_tmus);
qglMultiTexCoord2f =
QFGL_ExtensionAddress ("glMultiTexCoord2fARB");
qglMultiTexCoord2fv =
QFGL_ExtensionAddress ("glMultiTexCoord2fvARB");
qglActiveTexture = QFGL_ExtensionAddress ("glActiveTextureARB");
gl_mtex_enum = GL_TEXTURE0_ARB;
if (qglMultiTexCoord2f && gl_mtex_enum)
gl_mtex_capable = true;
else
Sys_MaskPrintf (SYS_vid, "Multitexture disabled, could not "
"find required functions\n");
} else {
Sys_MaskPrintf (SYS_vid,
"Multitexture disabled, not enough TMUs.\n");
}
} else {
Sys_MaskPrintf (SYS_vid, "not found.\n");
}
}
static void
CheckTruFormExtensions (void)
{
if (QFGL_ExtensionPresent ("GL_ATI_pn_triangles")) {
TruForm = true;
qfglGetIntegerv (GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI,
&tess_max);
qfglPNTrianglesiATI (GL_PN_TRIANGLES_NORMAL_MODE_ATI,
GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
qfglPNTrianglesiATI (GL_PN_TRIANGLES_POINT_MODE_ATI,
GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
} else {
TruForm = false;
gl_tess = 0;
tess_max = 0;
}
}
static void
CheckVertexArraySize (void)
{
qfglGetIntegerv (GL_MAX_ELEMENTS_VERTICES, &driver_vaelements);
if (driver_vaelements > 65536)
driver_vaelements = 65536;
vaelements = driver_vaelements;
// qfglGetIntegerv (MAX_ELEMENTS_INDICES, *vaindices);
}
static void
CheckLights (void)
{
int i;
float dark[4] = {0.0, 0.0, 0.0, 1.0},
ambient[4] = {0.2, 0.2, 0.2, 1.0},
diffuse[4] = {0.7, 0.7, 0.7, 1.0},
specular[4] = {0.1, 0.1, 0.1, 1.0};
qfglGetIntegerv (GL_MAX_LIGHTS, &gl_max_lights);
Sys_MaskPrintf (SYS_vid, "Max GL Lights %d.\n", gl_max_lights);
qfglEnable (GL_LIGHTING);
qfglLightModelfv (GL_LIGHT_MODEL_AMBIENT, dark);
qfglLightModelf (GL_LIGHT_MODEL_TWO_SIDE, 0.0);
for (i = 0; i < gl_max_lights; i++) {
qfglEnable (GL_LIGHT0 + i);
qfglLightf (GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 0.5);
qfglDisable (GL_LIGHT0 + i);
}
// Set up material defaults
qfglMaterialfv (GL_FRONT, GL_AMBIENT, ambient);
qfglMaterialfv (GL_FRONT, GL_DIFFUSE, diffuse);
qfglMaterialfv (GL_FRONT, GL_SPECULAR, specular);
qfglMaterialf (GL_FRONT, GL_SHININESS, 1.0);
qfglDisable (GL_LIGHTING);
}
static void
Tdfx_Init8bitPalette (void)
{
// Check for 8bit Extensions and initialize them.
int i;
if (vr_data.vid->is8bit)
return;
if (QFGL_ExtensionPresent ("3DFX_set_global_palette")) {
char *oldpal;
GLubyte table[256][4];
QF_gl3DfxSetPaletteEXT qgl3DfxSetPaletteEXT = NULL;
if (!(qgl3DfxSetPaletteEXT =
QFGL_ExtensionAddress ("gl3DfxSetPaletteEXT"))) {
Sys_MaskPrintf (SYS_vid, "3DFX_set_global_palette not found.\n");
return;
}
Sys_MaskPrintf (SYS_vid, "3DFX_set_global_palette.\n");
oldpal = (char *) d_8to24table; // d_8to24table3dfx;
for (i = 0; i < 256; i++) {
table[i][2] = *oldpal++;
table[i][1] = *oldpal++;
table[i][0] = *oldpal++;
table[i][3] = 255;
oldpal++;
}
qfglEnable (GL_SHARED_TEXTURE_PALETTE_EXT);
qgl3DfxSetPaletteEXT ((GLuint *) table);
vr_data.vid->is8bit = true;
} else {
Sys_MaskPrintf (SYS_vid, "\n 3DFX_set_global_palette not found.");
}
}
/*
The GL_EXT_shared_texture_palette seems like an idea which is
/almost/ a good idea, but seems to be severely broken with many
drivers, as such it is disabled.
It should be noted, that a palette object extension as suggested by
the GL_EXT_shared_texture_palette spec might be a very good idea in
general.
*/
static void
Shared_Init8bitPalette (void)
{
int i;
GLubyte thePalette[256 * 3];
GLubyte *oldPalette, *newPalette;
if (vr_data.vid->is8bit)
return;
if (QFGL_ExtensionPresent ("GL_EXT_shared_texture_palette")) {
if (!(qglColorTableEXT = QFGL_ExtensionAddress ("glColorTableEXT"))) {
Sys_MaskPrintf (SYS_vid, "glColorTableEXT not found.\n");
return;
}
Sys_MaskPrintf (SYS_vid, "GL_EXT_shared_texture_palette\n");
qfglEnable (GL_SHARED_TEXTURE_PALETTE_EXT);
oldPalette = (GLubyte *) d_8to24table; // d_8to24table3dfx;
newPalette = thePalette;
for (i = 0; i < 256; i++) {
*newPalette++ = *oldPalette++;
*newPalette++ = *oldPalette++;
*newPalette++ = *oldPalette++;
oldPalette++;
}
qglColorTableEXT (GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGB, 256, GL_RGB,
GL_UNSIGNED_BYTE, (GLvoid *) thePalette);
vr_data.vid->is8bit = true;
} else {
Sys_MaskPrintf (SYS_vid,
"\n GL_EXT_shared_texture_palette not found.");
}
}
static void
VID_Init8bitPalette (void)
{
Sys_MaskPrintf (SYS_vid, "Checking for 8-bit extension: ");
if (vid_use8bit->int_val) {
Tdfx_Init8bitPalette ();
Shared_Init8bitPalette ();
if (!vr_data.vid->is8bit)
Sys_MaskPrintf (SYS_vid, "\n 8-bit extension not found.\n");
} else {
Sys_MaskPrintf (SYS_vid, "disabled.\n");
}
}
void
GL_SetPalette (void *data, const byte *palette)
{
const byte *pal;
char s[255];
float dist, bestdist;
int r1, g1, b1, k;
unsigned int r, g, b, v;
unsigned short i;
unsigned int *table;
static qboolean palflag = false;
QFile *f;
static int inited_8 = 0;
if (!inited_8) {
inited_8 = 1;
// Check for 8-bit extension and initialize if present
VID_Init8bitPalette ();
}
// 8 8 8 encoding
Sys_MaskPrintf (SYS_vid, "Converting 8to24\n");
pal = palette;
table = d_8to24table;
for (i = 0; i < 255; i++) { // used to be i<256, see d_8to24table below
r = pal[0];
g = pal[1];
b = pal[2];
pal += 3;
#ifdef WORDS_BIGENDIAN
v = (255 << 0) + (r << 24) + (g << 16) + (b << 8);
#else
v = (255 << 24) + (r << 0) + (g << 8) + (b << 16);
#endif
*table++ = v;
}
d_8to24table[255] = 0; // 255 is transparent
// JACK: 3D distance calcs - k is last closest, l is the distance.
if (palflag)
return;
palflag = true;
f = QFS_FOpenFile ("glquake/15to8.pal");
if (f) {
Qread (f, gl_15to8table, 1 << 15);
Qclose (f);
} else {
for (i = 0; i < (1 << 15); i++) {
/* Maps
000000000000000
000000000011111 = Red = 0x001F
000001111100000 = Blue = 0x03E0
111110000000000 = Grn = 0x7C00
*/
r = ((i & 0x1F) << 3) + 4;
g = ((i & 0x03E0) >> 2) + 4;
b = ((i & 0x7C00) >> 7) + 4;
pal = (unsigned char *) d_8to24table;
for (v = 0, k = 0, bestdist = 10000.0; v < 256; v++, pal += 4) {
r1 = (int) r - (int) pal[0];
g1 = (int) g - (int) pal[1];
b1 = (int) b - (int) pal[2];
dist = sqrt (((r1 * r1) + (g1 * g1) + (b1 * b1)));
if (dist < bestdist) {
k = v;
bestdist = dist;
}
}
gl_15to8table[i] = k;
}
snprintf (s, sizeof (s), "%s/glquake/15to8.pal", qfs_gamedir->dir.def);
if ((f = QFS_WOpen (s, 0)) != NULL) {
Qwrite (f, gl_15to8table, 1 << 15);
Qclose (f);
}
}
}
void
GL_Init_Common (void)
{
GLF_FindFunctions ();
CheckGLVersionString ();
CheckAnisotropyExtensions ();
CheckMultiTextureExtensions ();
CheckCombineExtensions ();
CheckBGRAExtensions ();
CheckTruFormExtensions ();
CheckVertexArraySize ();
CheckLights ();
GL_Common_Init_Cvars ();
qfglClearColor (0, 0, 0, 0);
qfglEnable (GL_TEXTURE_2D);
qfglFrontFace (GL_CW);
qfglCullFace (GL_BACK);
qfglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qfglShadeModel (GL_FLAT);
qfglEnable (GL_BLEND);
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
if (gl_Anisotropy)
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
gl_aniso);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}