SRB2/src/hardware/r_opengl/r_opengl.c

2469 lines
71 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1998-2018 by Sonic Team Junior.
//
// 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.
//
//-----------------------------------------------------------------------------
/// \file
/// \brief OpenGL API for Sonic Robo Blast 2
#if defined (_WIN32)
//#define WIN32_LEAN_AND_MEAN
#define RPC_NO_WINDOWS_H
#include <windows.h>
#endif
#undef GETTEXT
#ifdef __GNUC__
#include <unistd.h>
#endif
#include <stdarg.h>
#include <math.h>
#include "r_opengl.h"
#include "r_vbo.h"
#if defined (HWRENDER) && !defined (NOROPENGL)
struct GLRGBAFloat
{
GLfloat red;
GLfloat green;
GLfloat blue;
GLfloat alpha;
};
typedef struct GLRGBAFloat GLRGBAFloat;
static const GLubyte white[4] = { 255, 255, 255, 255 };
// ==========================================================================
// CONSTANTS
// ==========================================================================
// With OpenGL 1.1+, the first texture should be 1
#define NOTEXTURE_NUM 1 // small white texture
#define FIRST_TEX_AVAIL (NOTEXTURE_NUM + 1)
#define N_PI_DEMI (M_PIl/2.0f) //(1.5707963268f)
#define ASPECT_RATIO (1.0f) //(320.0f/200.0f)
#define FAR_CLIPPING_PLANE 32768.0f // Draw further! Tails 01-21-2001
static float NEAR_CLIPPING_PLANE = NZCLIP_PLANE;
// **************************************************************************
// GLOBALS
// **************************************************************************
static GLuint NextTexAvail = FIRST_TEX_AVAIL;
static GLuint tex_downloaded = 0;
static GLfloat fov = 90.0f;
#if 0
static GLuint pal_col = 0;
static FRGBAFloat const_pal_col;
#endif
static FBITFIELD CurrentPolyFlags;
static FTextureInfo* gr_cachetail = NULL;
static FTextureInfo* gr_cachehead = NULL;
RGBA_t myPaletteData[256];
GLint screen_width = 0; // used by Draw2DLine()
GLint screen_height = 0;
GLbyte screen_depth = 0;
GLint textureformatGL = 0;
GLint maximumAnisotropy = 0;
static GLboolean MipMap = GL_FALSE;
static GLint min_filter = GL_LINEAR;
static GLint mag_filter = GL_LINEAR;
static GLint anisotropic_filter = 0;
static FTransform md2_transform;
const GLubyte *gl_extensions = NULL;
//Hurdler: 04/10/2000: added for the kick ass coronas as Boris wanted;-)
static GLfloat modelMatrix[16];
static GLfloat projMatrix[16];
static GLint viewport[4];
// Yay for arbitrary numbers! NextTexAvail is buggy for some reason.
// Sryder: NextTexAvail is broken for these because palette changes or changes to the texture filter or antialiasing
// flush all of the stored textures, leaving them unavailable at times such as between levels
// These need to start at 0 and be set to their number, and be reset to 0 when deleted so that intel GPUs
// can know when the textures aren't there, as textures are always considered resident in their virtual memory
// TODO: Store them in a more normal way
#define SCRTEX_SCREENTEXTURE 4294967295U
#define SCRTEX_STARTSCREENWIPE 4294967294U
#define SCRTEX_ENDSCREENWIPE 4294967293U
#define SCRTEX_FINALSCREENTEXTURE 4294967292U
static GLuint screentexture = 0;
static GLuint startScreenWipe = 0;
static GLuint endScreenWipe = 0;
static GLuint finalScreenTexture = 0;
#if 0
GLuint screentexture = FIRST_TEX_AVAIL;
#endif
// shortcut for ((float)1/i)
static const GLfloat byte2float[256] = {
0.000000f, 0.003922f, 0.007843f, 0.011765f, 0.015686f, 0.019608f, 0.023529f, 0.027451f,
0.031373f, 0.035294f, 0.039216f, 0.043137f, 0.047059f, 0.050980f, 0.054902f, 0.058824f,
0.062745f, 0.066667f, 0.070588f, 0.074510f, 0.078431f, 0.082353f, 0.086275f, 0.090196f,
0.094118f, 0.098039f, 0.101961f, 0.105882f, 0.109804f, 0.113725f, 0.117647f, 0.121569f,
0.125490f, 0.129412f, 0.133333f, 0.137255f, 0.141176f, 0.145098f, 0.149020f, 0.152941f,
0.156863f, 0.160784f, 0.164706f, 0.168627f, 0.172549f, 0.176471f, 0.180392f, 0.184314f,
0.188235f, 0.192157f, 0.196078f, 0.200000f, 0.203922f, 0.207843f, 0.211765f, 0.215686f,
0.219608f, 0.223529f, 0.227451f, 0.231373f, 0.235294f, 0.239216f, 0.243137f, 0.247059f,
0.250980f, 0.254902f, 0.258824f, 0.262745f, 0.266667f, 0.270588f, 0.274510f, 0.278431f,
0.282353f, 0.286275f, 0.290196f, 0.294118f, 0.298039f, 0.301961f, 0.305882f, 0.309804f,
0.313726f, 0.317647f, 0.321569f, 0.325490f, 0.329412f, 0.333333f, 0.337255f, 0.341176f,
0.345098f, 0.349020f, 0.352941f, 0.356863f, 0.360784f, 0.364706f, 0.368627f, 0.372549f,
0.376471f, 0.380392f, 0.384314f, 0.388235f, 0.392157f, 0.396078f, 0.400000f, 0.403922f,
0.407843f, 0.411765f, 0.415686f, 0.419608f, 0.423529f, 0.427451f, 0.431373f, 0.435294f,
0.439216f, 0.443137f, 0.447059f, 0.450980f, 0.454902f, 0.458824f, 0.462745f, 0.466667f,
0.470588f, 0.474510f, 0.478431f, 0.482353f, 0.486275f, 0.490196f, 0.494118f, 0.498039f,
0.501961f, 0.505882f, 0.509804f, 0.513726f, 0.517647f, 0.521569f, 0.525490f, 0.529412f,
0.533333f, 0.537255f, 0.541177f, 0.545098f, 0.549020f, 0.552941f, 0.556863f, 0.560784f,
0.564706f, 0.568627f, 0.572549f, 0.576471f, 0.580392f, 0.584314f, 0.588235f, 0.592157f,
0.596078f, 0.600000f, 0.603922f, 0.607843f, 0.611765f, 0.615686f, 0.619608f, 0.623529f,
0.627451f, 0.631373f, 0.635294f, 0.639216f, 0.643137f, 0.647059f, 0.650980f, 0.654902f,
0.658824f, 0.662745f, 0.666667f, 0.670588f, 0.674510f, 0.678431f, 0.682353f, 0.686275f,
0.690196f, 0.694118f, 0.698039f, 0.701961f, 0.705882f, 0.709804f, 0.713726f, 0.717647f,
0.721569f, 0.725490f, 0.729412f, 0.733333f, 0.737255f, 0.741177f, 0.745098f, 0.749020f,
0.752941f, 0.756863f, 0.760784f, 0.764706f, 0.768627f, 0.772549f, 0.776471f, 0.780392f,
0.784314f, 0.788235f, 0.792157f, 0.796078f, 0.800000f, 0.803922f, 0.807843f, 0.811765f,
0.815686f, 0.819608f, 0.823529f, 0.827451f, 0.831373f, 0.835294f, 0.839216f, 0.843137f,
0.847059f, 0.850980f, 0.854902f, 0.858824f, 0.862745f, 0.866667f, 0.870588f, 0.874510f,
0.878431f, 0.882353f, 0.886275f, 0.890196f, 0.894118f, 0.898039f, 0.901961f, 0.905882f,
0.909804f, 0.913726f, 0.917647f, 0.921569f, 0.925490f, 0.929412f, 0.933333f, 0.937255f,
0.941177f, 0.945098f, 0.949020f, 0.952941f, 0.956863f, 0.960784f, 0.964706f, 0.968628f,
0.972549f, 0.976471f, 0.980392f, 0.984314f, 0.988235f, 0.992157f, 0.996078f, 1.000000f
};
float byteasfloat(UINT8 fbyte)
{
return (float)(byte2float[fbyte]*2.0f);
}
static I_Error_t I_Error_GL = NULL;
// -----------------+
// DBG_Printf : Output error messages to debug log if DEBUG_TO_FILE is defined,
// : else do nothing
// Returns :
// -----------------+
FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
{
#ifdef DEBUG_TO_FILE
char str[4096] = "";
va_list arglist;
va_start (arglist, lpFmt);
vsnprintf (str, 4096, lpFmt, arglist);
va_end (arglist);
if (gllogstream)
fwrite(str, strlen(str), 1, gllogstream);
#else
(void)lpFmt;
#endif
}
#ifdef STATIC_OPENGL
/* 1.0 functions */
/* Miscellaneous */
#define pglClearColor glClearColor
//glClear
#define pglColorMask glColorMask
#define pglAlphaFunc glAlphaFunc
#define pglBlendFunc glBlendFunc
#define pglCullFace glCullFace
#define pglPolygonOffset glPolygonOffset
#define pglScissor glScissor
#define pglEnable glEnable
#define pglDisable glDisable
#define pglGetFloatv glGetFloatv
//glGetIntegerv
//glGetString
#define pglHint glHint
/* Depth Buffer */
#define pglClearDepth glClearDepth
#define pglDepthFunc glDepthFunc
#define pglDepthMask glDepthMask
#define pglDepthRange glDepthRange
/* Transformation */
#define pglMatrixMode glMatrixMode
#define pglViewport glViewport
#define pglPushMatrix glPushMatrix
#define pglPopMatrix glPopMatrix
#define pglLoadIdentity glLoadIdentity
#define pglMultMatrixf glMultMatrixf
#define pglRotatef glRotatef
#define pglScalef glScalef
#define pglTranslatef glTranslatef
/* Drawing Functions */
#define pglColor4ubv glColor4ubv
#define pglVertexPointer glVertexPointer
#define pglNormalPointer glNormalPointer
#define pglTexCoordPointer glTexCoordPointer
#define pglDrawArrays glDrawArrays
#define pglDrawElements glDrawElements
#define pglEnableClientState glEnableClientState
#define pglDisableClientState glDisableClientState
#define pglClientActiveTexture glClientActiveTexture
#define pglGenBuffers glGenBuffers
#define pglBindBuffer glBindBuffer
#define pglBufferData glBufferData
#define pglDeleteBuffers glDeleteBuffers
/* Lighting */
#define pglShadeModel glShadeModel
#define pglLightfv glLightfv
#define pglLightModelfv glLightModelfv
#define pglMaterialfv glMaterialfv
/* Raster functions */
#define pglPixelStorei glPixelStorei
#define pglReadPixels glReadPixels
/* Texture mapping */
#define pglTexEnvi glTexEnvi
#define pglTexParameteri glTexParameteri
#define pglTexImage2D glTexImage2D
/* Fog */
#define pglFogf glFogf
#define pglFogfv glFogfv
/* 1.1 functions */
/* texture objects */ //GL_EXT_texture_object
#define pglDeleteTextures glDeleteTextures
#define pglBindTexture glBindTexture
/* texture mapping */ //GL_EXT_copy_texture
#define pglCopyTexImage2D glCopyTexImage2D
#define pglCopyTexSubImage2D glCopyTexSubImage2D
#else //!STATIC_OPENGL
/* 1.0 functions */
/* Miscellaneous */
typedef void (APIENTRY * PFNglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
static PFNglClearColor pglClearColor;
//glClear
typedef void (APIENTRY * PFNglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
static PFNglColorMask pglColorMask;
typedef void (APIENTRY * PFNglAlphaFunc) (GLenum func, GLclampf ref);
static PFNglAlphaFunc pglAlphaFunc;
typedef void (APIENTRY * PFNglBlendFunc) (GLenum sfactor, GLenum dfactor);
static PFNglBlendFunc pglBlendFunc;
typedef void (APIENTRY * PFNglCullFace) (GLenum mode);
static PFNglCullFace pglCullFace;
typedef void (APIENTRY * PFNglPolygonOffset) (GLfloat factor, GLfloat units);
static PFNglPolygonOffset pglPolygonOffset;
typedef void (APIENTRY * PFNglScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
static PFNglScissor pglScissor;
typedef void (APIENTRY * PFNglEnable) (GLenum cap);
static PFNglEnable pglEnable;
typedef void (APIENTRY * PFNglDisable) (GLenum cap);
static PFNglDisable pglDisable;
typedef void (APIENTRY * PFNglGetFloatv) (GLenum pname, GLfloat *params);
static PFNglGetFloatv pglGetFloatv;
//glGetIntegerv
//glGetString
/* Depth Buffer */
typedef void (APIENTRY * PFNglClearDepth) (GLclampd depth);
static PFNglClearDepth pglClearDepth;
typedef void (APIENTRY * PFNglDepthFunc) (GLenum func);
static PFNglDepthFunc pglDepthFunc;
typedef void (APIENTRY * PFNglDepthMask) (GLboolean flag);
static PFNglDepthMask pglDepthMask;
typedef void (APIENTRY * PFNglDepthRange) (GLclampd near_val, GLclampd far_val);
static PFNglDepthRange pglDepthRange;
/* Transformation */
typedef void (APIENTRY * PFNglMatrixMode) (GLenum mode);
static PFNglMatrixMode pglMatrixMode;
typedef void (APIENTRY * PFNglViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
static PFNglViewport pglViewport;
typedef void (APIENTRY * PFNglPushMatrix) (void);
static PFNglPushMatrix pglPushMatrix;
typedef void (APIENTRY * PFNglPopMatrix) (void);
static PFNglPopMatrix pglPopMatrix;
typedef void (APIENTRY * PFNglLoadIdentity) (void);
static PFNglLoadIdentity pglLoadIdentity;
typedef void (APIENTRY * PFNglMultMatrixf) (const GLfloat *m);
static PFNglMultMatrixf pglMultMatrixf;
typedef void (APIENTRY * PFNglRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
static PFNglRotatef pglRotatef;
typedef void (APIENTRY * PFNglScalef) (GLfloat x, GLfloat y, GLfloat z);
static PFNglScalef pglScalef;
typedef void (APIENTRY * PFNglTranslatef) (GLfloat x, GLfloat y, GLfloat z);
static PFNglTranslatef pglTranslatef;
/* Drawing Functions */
typedef void (APIENTRY * PFNglColor4ubv) (const GLubyte *v);
static PFNglColor4ubv pglColor4ubv;
typedef void (APIENTRY * PFNglVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
static PFNglVertexPointer pglVertexPointer;
typedef void (APIENTRY * PFNglNormalPointer) (GLenum type, GLsizei stride, const GLvoid *pointer);
static PFNglNormalPointer pglNormalPointer;
typedef void (APIENTRY * PFNglTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
static PFNglTexCoordPointer pglTexCoordPointer;
typedef void (APIENTRY * PFNglDrawArrays) (GLenum mode, GLint first, GLsizei count);
static PFNglDrawArrays pglDrawArrays;
typedef void (APIENTRY * PFNglDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
static PFNglDrawElements pglDrawElements;
typedef void (APIENTRY * PFNglEnableClientState) (GLenum cap);
static PFNglEnableClientState pglEnableClientState;
typedef void (APIENTRY * PFNglDisableClientState) (GLenum cap);
static PFNglDisableClientState pglDisableClientState;
typedef void (APIENTRY * PFNglGenBuffers) (GLsizei n, GLuint *buffers);
static PFNglGenBuffers pglGenBuffers;
typedef void (APIENTRY * PFNglBindBuffer) (GLenum target, GLuint buffer);
static PFNglBindBuffer pglBindBuffer;
typedef void (APIENTRY * PFNglBufferData) (GLenum target, GLsizei size, const GLvoid *data, GLenum usage);
static PFNglBufferData pglBufferData;
typedef void (APIENTRY * PFNglDeleteBuffers) (GLsizei n, const GLuint *buffers);
static PFNglDeleteBuffers pglDeleteBuffers;
/* Lighting */
typedef void (APIENTRY * PFNglShadeModel) (GLenum mode);
static PFNglShadeModel pglShadeModel;
typedef void (APIENTRY * PFNglLightfv) (GLenum light, GLenum pname, GLfloat *params);
static PFNglLightfv pglLightfv;
typedef void (APIENTRY * PFNglLightModelfv) (GLenum pname, GLfloat *params);
static PFNglLightModelfv pglLightModelfv;
typedef void (APIENTRY * PFNglMaterialfv) (GLint face, GLenum pname, GLfloat *params);
static PFNglMaterialfv pglMaterialfv;
/* Raster functions */
typedef void (APIENTRY * PFNglPixelStorei) (GLenum pname, GLint param);
static PFNglPixelStorei pglPixelStorei;
typedef void (APIENTRY * PFNglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
static PFNglReadPixels pglReadPixels;
/* Texture mapping */
typedef void (APIENTRY * PFNglTexEnvi) (GLenum target, GLenum pname, GLint param);
static PFNglTexEnvi pglTexEnvi;
typedef void (APIENTRY * PFNglTexParameteri) (GLenum target, GLenum pname, GLint param);
static PFNglTexParameteri pglTexParameteri;
typedef void (APIENTRY * PFNglTexImage2D) (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
static PFNglTexImage2D pglTexImage2D;
/* Fog */
typedef void (APIENTRY * PFNglFogf) (GLenum pname, GLfloat param);
static PFNglFogf pglFogf;
typedef void (APIENTRY * PFNglFogfv) (GLenum pname, const GLfloat *params);
static PFNglFogfv pglFogfv;
/* 1.1 functions */
/* texture objects */ //GL_EXT_texture_object
typedef void (APIENTRY * PFNglDeleteTextures) (GLsizei n, const GLuint *textures);
static PFNglDeleteTextures pglDeleteTextures;
typedef void (APIENTRY * PFNglBindTexture) (GLenum target, GLuint texture);
static PFNglBindTexture pglBindTexture;
/* texture mapping */ //GL_EXT_copy_texture
typedef void (APIENTRY * PFNglCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
static PFNglCopyTexImage2D pglCopyTexImage2D;
typedef void (APIENTRY * PFNglCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
static PFNglCopyTexSubImage2D pglCopyTexSubImage2D;
#endif
/* GLU functions */
typedef GLint (APIENTRY * PFNgluBuild2DMipmaps) (GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *data);
static PFNgluBuild2DMipmaps pgluBuild2DMipmaps;
/* 1.3 functions for multitexturing */
typedef void (APIENTRY *PFNglActiveTexture) (GLenum);
static PFNglActiveTexture pglActiveTexture;
typedef void (APIENTRY *PFNglMultiTexCoord2f) (GLenum, GLfloat, GLfloat);
static PFNglMultiTexCoord2f pglMultiTexCoord2f;
typedef void (APIENTRY *PFNglMultiTexCoord2fv) (GLenum target, const GLfloat *v);
static PFNglMultiTexCoord2fv pglMultiTexCoord2fv;
typedef void (APIENTRY *PFNglClientActiveTexture) (GLenum);
static PFNglClientActiveTexture pglClientActiveTexture;
/* 1.2 Parms */
/* GL_CLAMP_TO_EDGE_EXT */
#ifndef GL_CLAMP_TO_EDGE
#define GL_CLAMP_TO_EDGE 0x812F
#endif
#ifndef GL_TEXTURE_MIN_LOD
#define GL_TEXTURE_MIN_LOD 0x813A
#endif
#ifndef GL_TEXTURE_MAX_LOD
#define GL_TEXTURE_MAX_LOD 0x813B
#endif
/* 1.3 GL_TEXTUREi */
#ifndef GL_TEXTURE0
#define GL_TEXTURE0 0x84C0
#endif
#ifndef GL_TEXTURE1
#define GL_TEXTURE1 0x84C1
#endif
boolean SetupGLfunc(void)
{
#ifndef STATIC_OPENGL
#define GETOPENGLFUNC(func, proc) \
func = GetGLFunc(#proc); \
if (!func) \
{ \
DBG_Printf("failed to get OpenGL function: %s", #proc); \
} \
GETOPENGLFUNC(pglClearColor, glClearColor)
GETOPENGLFUNC(pglClear, glClear)
GETOPENGLFUNC(pglColorMask, glColorMask)
GETOPENGLFUNC(pglAlphaFunc, glAlphaFunc)
GETOPENGLFUNC(pglBlendFunc, glBlendFunc)
GETOPENGLFUNC(pglCullFace, glCullFace)
GETOPENGLFUNC(pglPolygonOffset, glPolygonOffset)
GETOPENGLFUNC(pglScissor, glScissor)
GETOPENGLFUNC(pglEnable, glEnable)
GETOPENGLFUNC(pglDisable, glDisable)
GETOPENGLFUNC(pglGetFloatv, glGetFloatv)
GETOPENGLFUNC(pglGetIntegerv, glGetIntegerv)
GETOPENGLFUNC(pglGetString, glGetString)
GETOPENGLFUNC(pglClearDepth , glClearDepth)
GETOPENGLFUNC(pglDepthFunc , glDepthFunc)
GETOPENGLFUNC(pglDepthMask , glDepthMask)
GETOPENGLFUNC(pglDepthRange , glDepthRange)
GETOPENGLFUNC(pglMatrixMode , glMatrixMode)
GETOPENGLFUNC(pglViewport , glViewport)
GETOPENGLFUNC(pglPushMatrix , glPushMatrix)
GETOPENGLFUNC(pglPopMatrix , glPopMatrix)
GETOPENGLFUNC(pglLoadIdentity , glLoadIdentity)
GETOPENGLFUNC(pglMultMatrixf , glMultMatrixf)
GETOPENGLFUNC(pglRotatef , glRotatef)
GETOPENGLFUNC(pglScalef , glScalef)
GETOPENGLFUNC(pglTranslatef , glTranslatef)
GETOPENGLFUNC(pglColor4ubv, glColor4ubv)
GETOPENGLFUNC(pglVertexPointer, glVertexPointer)
GETOPENGLFUNC(pglNormalPointer, glNormalPointer)
GETOPENGLFUNC(pglTexCoordPointer, glTexCoordPointer)
GETOPENGLFUNC(pglDrawArrays, glDrawArrays)
GETOPENGLFUNC(pglDrawElements, glDrawElements)
GETOPENGLFUNC(pglEnableClientState, glEnableClientState)
GETOPENGLFUNC(pglDisableClientState, glDisableClientState)
GETOPENGLFUNC(pglShadeModel , glShadeModel)
GETOPENGLFUNC(pglLightfv, glLightfv)
GETOPENGLFUNC(pglLightModelfv , glLightModelfv)
GETOPENGLFUNC(pglMaterialfv , glMaterialfv)
GETOPENGLFUNC(pglPixelStorei , glPixelStorei)
GETOPENGLFUNC(pglReadPixels , glReadPixels)
GETOPENGLFUNC(pglTexEnvi , glTexEnvi)
GETOPENGLFUNC(pglTexParameteri , glTexParameteri)
GETOPENGLFUNC(pglTexImage2D , glTexImage2D)
GETOPENGLFUNC(pglFogf , glFogf)
GETOPENGLFUNC(pglFogfv , glFogfv)
GETOPENGLFUNC(pglDeleteTextures , glDeleteTextures)
GETOPENGLFUNC(pglBindTexture , glBindTexture)
GETOPENGLFUNC(pglCopyTexImage2D , glCopyTexImage2D)
GETOPENGLFUNC(pglCopyTexSubImage2D , glCopyTexSubImage2D)
#undef GETOPENGLFUNC
pgluBuild2DMipmaps = GetGLFunc("gluBuild2DMipmaps");
#endif
return true;
}
// This has to be done after the context is created so the version number can be obtained
// This is stupid -- even some of the oldest usable OpenGL hardware today supports 1.3-level featureset.
boolean SetupGLFunc13(void)
{
pglActiveTexture = GetGLFunc("glActiveTexture");
pglMultiTexCoord2f = GetGLFunc("glMultiTexCoord2f");
pglClientActiveTexture = GetGLFunc("glClientActiveTexture");
pglMultiTexCoord2fv = GetGLFunc("glMultiTexCoord2fv");
pglGenBuffers = GetGLFunc("glGenBuffers");
pglBindBuffer = GetGLFunc("glBindBuffer");
pglBufferData = GetGLFunc("glBufferData");
pglDeleteBuffers = GetGLFunc("glDeleteBuffers");
return true;
}
// -----------------+
// SetNoTexture : Disable texture
// -----------------+
static void SetNoTexture(void)
{
// Set small white texture.
if (tex_downloaded != NOTEXTURE_NUM)
{
pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM);
tex_downloaded = NOTEXTURE_NUM;
}
}
static void GLPerspective(GLfloat fovy, GLfloat aspect)
{
GLfloat m[4][4] =
{
{ 1.0f, 0.0f, 0.0f, 0.0f},
{ 0.0f, 1.0f, 0.0f, 0.0f},
{ 0.0f, 0.0f, 1.0f,-1.0f},
{ 0.0f, 0.0f, 0.0f, 0.0f},
};
const GLfloat zNear = NEAR_CLIPPING_PLANE;
const GLfloat zFar = FAR_CLIPPING_PLANE;
const GLfloat radians = (GLfloat)(fovy / 2.0f * M_PIl / 180.0f);
const GLfloat sine = sinf(radians);
const GLfloat deltaZ = zFar - zNear;
GLfloat cotangent;
if ((fabsf((float)deltaZ) < 1.0E-36f) || fpclassify(sine) == FP_ZERO || fpclassify(aspect) == FP_ZERO)
{
return;
}
cotangent = cosf(radians) / sine;
m[0][0] = cotangent / aspect;
m[1][1] = cotangent;
m[2][2] = -(zFar + zNear) / deltaZ;
m[3][2] = -2.0f * zNear * zFar / deltaZ;
pglMultMatrixf(&m[0][0]);
}
static void GLProject(GLfloat objX, GLfloat objY, GLfloat objZ,
GLfloat* winX, GLfloat* winY, GLfloat* winZ)
{
GLfloat in[4], out[4];
int i;
for (i=0; i<4; i++)
{
out[i] =
objX * modelMatrix[0*4+i] +
objY * modelMatrix[1*4+i] +
objZ * modelMatrix[2*4+i] +
modelMatrix[3*4+i];
}
for (i=0; i<4; i++)
{
in[i] =
out[0] * projMatrix[0*4+i] +
out[1] * projMatrix[1*4+i] +
out[2] * projMatrix[2*4+i] +
out[3] * projMatrix[3*4+i];
}
if (fpclassify(in[3]) == FP_ZERO) return;
in[0] /= in[3];
in[1] /= in[3];
in[2] /= in[3];
/* Map x, y and z to range 0-1 */
in[0] = in[0] * 0.5f + 0.5f;
in[1] = in[1] * 0.5f + 0.5f;
in[2] = in[2] * 0.5f + 0.5f;
/* Map x,y to viewport */
in[0] = in[0] * viewport[2] + viewport[0];
in[1] = in[1] * viewport[3] + viewport[1];
*winX=in[0];
*winY=in[1];
*winZ=in[2];
}
// -----------------+
// SetModelView :
// -----------------+
void SetModelView(GLint w, GLint h)
{
// DBG_Printf("SetModelView(): %dx%d\n", (int)w, (int)h);
// The screen textures need to be flushed if the width or height change so that they be remade for the correct size
if (screen_width != w || screen_height != h)
FlushScreenTextures();
screen_width = w;
screen_height = h;
pglViewport(0, 0, w, h);
#ifdef GL_ACCUM_BUFFER_BIT
pglClear(GL_ACCUM_BUFFER_BIT);
#endif
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
pglMatrixMode(GL_MODELVIEW);
pglLoadIdentity();
GLPerspective(fov, ASPECT_RATIO);
//pglScalef(1.0f, 320.0f/200.0f, 1.0f); // gr_scalefrustum (ORIGINAL_ASPECT)
// added for new coronas' code (without depth buffer)
pglGetIntegerv(GL_VIEWPORT, viewport);
pglGetFloatv(GL_PROJECTION_MATRIX, projMatrix);
}
// -----------------+
// SetStates : Set permanent states
// -----------------+
void SetStates(void)
{
// Bind little white RGBA texture to ID NOTEXTURE_NUM.
/*
FUINT Data[8*8];
INT32 i;
*/
#ifdef GL_LIGHT_MODEL_AMBIENT
GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
#endif
// DBG_Printf("SetStates()\n");
// Hurdler: not necessary, is it?
pglShadeModel(GL_SMOOTH); // iterate vertice colors
//pglShadeModel(GL_FLAT);
pglEnable(GL_TEXTURE_2D); // two-dimensional texturing
pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
//pglBlendFunc(GL_ONE, GL_ZERO); // copy pixel to frame buffer (opaque)
pglEnable(GL_BLEND); // enable color blending
pglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
//pglDisable(GL_DITHER); // faB: ??? (undocumented in OpenGL 1.1)
// Hurdler: yes, it is!
pglEnable(GL_DEPTH_TEST); // check the depth buffer
pglDepthMask(GL_TRUE); // enable writing to depth buffer
pglClearDepth(1.0f);
pglDepthRange(0.0f, 1.0f);
pglDepthFunc(GL_LEQUAL);
// this set CurrentPolyFlags to the acctual configuration
CurrentPolyFlags = 0xffffffff;
SetBlend(0);
/*
for (i = 0; i < 64; i++)
Data[i] = 0xffFFffFF; // white pixel
*/
tex_downloaded = (GLuint)-1;
SetNoTexture();
//pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM);
//tex_downloaded = NOTEXTURE_NUM;
//pglTexImage2D(GL_TEXTURE_2D, 0, 4, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
pglPolygonOffset(-1.0f, -1.0f);
//pglEnable(GL_CULL_FACE);
//pglCullFace(GL_FRONT);
//glFogi(GL_FOG_MODE, GL_EXP);
//pglHint(GL_FOG_HINT, GL_FASTEST);
//pglFogfv(GL_FOG_COLOR, fogcolor);
//pglFogf(GL_FOG_DENSITY, 0.0005f);
// Lighting for models
#ifdef GL_LIGHT_MODEL_AMBIENT
pglLightModelfv(GL_LIGHT_MODEL_AMBIENT, LightDiffuse);
pglEnable(GL_LIGHT0);
#endif
// bp : when no t&l :)
pglLoadIdentity();
pglScalef(1.0f, 1.0f, -1.0f);
pglGetFloatv(GL_MODELVIEW_MATRIX, modelMatrix); // added for new coronas' code (without depth buffer)
}
// -----------------+
// Flush : flush OpenGL textures
// : Clear list of downloaded mipmaps
// -----------------+
void Flush(void)
{
//DBG_Printf ("HWR_Flush()\n");
while (gr_cachehead)
{
// ceci n'est pas du tout necessaire vu que tu les a charger normalement et
// donc il sont dans ta liste !
#if 0
//Hurdler: 25/04/2000: now support colormap in hardware mode
FTextureInfo *tmp = gr_cachehead->nextskin;
// The memory should be freed in the main code
while (tmp)
{
pglDeleteTextures(1, &tmp->downloaded);
tmp->downloaded = 0;
tmp = tmp->nextcolormap;
}
#endif
pglDeleteTextures(1, (GLuint *)&gr_cachehead->downloaded);
gr_cachehead->downloaded = 0;
gr_cachehead = gr_cachehead->nextmipmap;
}
gr_cachetail = gr_cachehead = NULL; //Hurdler: well, gr_cachehead is already NULL
NextTexAvail = FIRST_TEX_AVAIL;
#if 0
if (screentexture != FIRST_TEX_AVAIL)
{
pglDeleteTextures(1, &screentexture);
screentexture = FIRST_TEX_AVAIL;
}
#endif
tex_downloaded = 0;
}
// -----------------+
// isExtAvailable : Look if an OpenGL extension is available
// Returns : true if extension available
// -----------------+
INT32 isExtAvailable(const char *extension, const GLubyte *start)
{
GLubyte *where, *terminator;
if (!extension || !start) return 0;
where = (GLubyte *) strchr(extension, ' ');
if (where || *extension == '\0')
return 0;
for (;;)
{
where = (GLubyte *) strstr((const char *) start, extension);
if (!where)
break;
terminator = where + strlen(extension);
if (where == start || *(where - 1) == ' ')
if (*terminator == ' ' || *terminator == '\0')
return 1;
start = terminator;
}
return 0;
}
// -----------------+
// Init : Initialise the OpenGL interface API
// Returns :
// -----------------+
EXPORT boolean HWRAPI(Init) (I_Error_t FatalErrorFunction)
{
I_Error_GL = FatalErrorFunction;
DBG_Printf ("%s %s\n", DRIVER_STRING, VERSIONSTRING);
return LoadGL();
}
// -----------------+
// ClearMipMapCache : Flush OpenGL textures from memory
// -----------------+
EXPORT void HWRAPI(ClearMipMapCache) (void)
{
// DBG_Printf ("HWR_Flush(exe)\n");
Flush();
}
// -----------------+
// ReadRect : Read a rectangle region of the truecolor framebuffer
// : store pixels as 16bit 565 RGB
// Returns : 16bit 565 RGB pixel array stored in dst_data
// -----------------+
EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height,
INT32 dst_stride, UINT16 * dst_data)
{
INT32 i;
// DBG_Printf ("ReadRect()\n");
if (dst_stride == width*3)
{
GLubyte*top = (GLvoid*)dst_data, *bottom = top + dst_stride * (height - 1);
GLubyte *row = malloc(dst_stride);
if (!row) return;
pglPixelStorei(GL_PACK_ALIGNMENT, 1);
pglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, dst_data);
pglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for(i = 0; i < height/2; i++)
{
memcpy(row, top, dst_stride);
memcpy(top, bottom, dst_stride);
memcpy(bottom, row, dst_stride);
top += dst_stride;
bottom -= dst_stride;
}
free(row);
}
else
{
INT32 j;
GLubyte *image = malloc(width*height*3*sizeof (*image));
if (!image) return;
pglPixelStorei(GL_PACK_ALIGNMENT, 1);
pglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, image);
pglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (i = height-1; i >= 0; i--)
{
for (j = 0; j < width; j++)
{
dst_data[(height-1-i)*width+j] =
(UINT16)(
((image[(i*width+j)*3]>>3)<<11) |
((image[(i*width+j)*3+1]>>2)<<5) |
((image[(i*width+j)*3+2]>>3)));
}
}
free(image);
}
}
// -----------------+
// GClipRect : Defines the 2D hardware clipping window
// -----------------+
EXPORT void HWRAPI(GClipRect) (INT32 minx, INT32 miny, INT32 maxx, INT32 maxy, float nearclip)
{
// DBG_Printf ("GClipRect(%d, %d, %d, %d)\n", minx, miny, maxx, maxy);
pglViewport(minx, screen_height-maxy, maxx-minx, maxy-miny);
NEAR_CLIPPING_PLANE = nearclip;
//pglScissor(minx, screen_height-maxy, maxx-minx, maxy-miny);
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
GLPerspective(fov, ASPECT_RATIO);
pglMatrixMode(GL_MODELVIEW);
// added for new coronas' code (without depth buffer)
pglGetIntegerv(GL_VIEWPORT, viewport);
pglGetFloatv(GL_PROJECTION_MATRIX, projMatrix);
}
// -----------------+
// ClearBuffer : Clear the color/alpha/depth buffer(s)
// -----------------+
EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask,
FBOOLEAN DepthMask,
FRGBAFloat * ClearColor)
{
// DBG_Printf ("ClearBuffer(%d)\n", alpha);
GLbitfield ClearMask = 0;
if (ColorMask)
{
if (ClearColor)
pglClearColor(ClearColor->red,
ClearColor->green,
ClearColor->blue,
ClearColor->alpha);
ClearMask |= GL_COLOR_BUFFER_BIT;
}
if (DepthMask)
{
pglClearDepth(1.0f); //Hurdler: all that are permanen states
pglDepthRange(0.0f, 1.0f);
pglDepthFunc(GL_LEQUAL);
ClearMask |= GL_DEPTH_BUFFER_BIT;
}
SetBlend(DepthMask ? PF_Occlude | CurrentPolyFlags : CurrentPolyFlags&~PF_Occlude);
pglClear(ClearMask);
pglEnableClientState(GL_VERTEX_ARRAY); // We always use this one
pglEnableClientState(GL_TEXTURE_COORD_ARRAY); // And mostly this one, too
}
// -----------------+
// HWRAPI Draw2DLine: Render a 2D line
// -----------------+
EXPORT void HWRAPI(Draw2DLine) (F2DCoord * v1,
F2DCoord * v2,
RGBA_t Color)
{
// DBG_Printf ("DrawLine() (%f %f %f) %d\n", v1->x, -v1->y, -v1->z, v1->argb);
GLfloat p[12];
GLfloat dx, dy;
GLfloat angle;
// BP: we should reflect the new state in our variable
//SetBlend(PF_Modulated|PF_NoTexture);
pglDisable(GL_TEXTURE_2D);
// This is the preferred, 'modern' way of rendering lines -- creating a polygon.
if (fabsf(v2->x - v1->x) > FLT_EPSILON)
angle = (float)atan((v2->y-v1->y)/(v2->x-v1->x));
else
angle = (float)N_PI_DEMI;
dx = (float)sin(angle) / (float)screen_width;
dy = (float)cos(angle) / (float)screen_height;
p[0] = v1->x - dx; p[1] = -(v1->y + dy); p[2] = 1;
p[3] = v2->x - dx; p[4] = -(v2->y + dy); p[5] = 1;
p[6] = v2->x + dx; p[7] = -(v2->y - dy); p[8] = 1;
p[9] = v1->x + dx; p[10] = -(v1->y - dy); p[11] = 1;
pglDisableClientState(GL_TEXTURE_COORD_ARRAY);
pglColor4ubv((GLubyte*)&Color.s);
pglVertexPointer(3, GL_FLOAT, 0, p);
pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
pglEnableClientState(GL_TEXTURE_COORD_ARRAY);
pglEnable(GL_TEXTURE_2D);
}
static void Clamp2D(GLenum pname)
{
pglTexParameteri(GL_TEXTURE_2D, pname, GL_CLAMP); // fallback clamp
#ifdef GL_CLAMP_TO_EDGE
pglTexParameteri(GL_TEXTURE_2D, pname, GL_CLAMP_TO_EDGE);
#endif
}
// -----------------+
// SetBlend : Set render mode
// -----------------+
// PF_Masked - we could use an ALPHA_TEST of GL_EQUAL, and alpha ref of 0,
// is it faster when pixels are discarded ?
EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags)
{
FBITFIELD Xor;
Xor = CurrentPolyFlags^PolyFlags;
if (Xor & (PF_Blending|PF_RemoveYWrap|PF_ForceWrapX|PF_ForceWrapY|PF_Occlude|PF_NoTexture|PF_Modulated|PF_NoDepthTest|PF_Decal|PF_Invisible|PF_NoAlphaTest))
{
if (Xor&(PF_Blending)) // if blending mode must be changed
{
switch (PolyFlags & PF_Blending) {
case PF_Translucent & PF_Blending:
pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
break;
case PF_Masked & PF_Blending:
// Hurdler: does that mean lighting is only made by alpha src?
// it sounds ok, but not for polygonsmooth
pglBlendFunc(GL_SRC_ALPHA, GL_ZERO); // 0 alpha = holes in texture
pglAlphaFunc(GL_GREATER, 0.5f);
break;
case PF_Additive & PF_Blending:
pglBlendFunc(GL_SRC_ALPHA, GL_ONE); // src * alpha + dest
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
break;
case PF_Environment & PF_Blending:
pglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
break;
case PF_Substractive & PF_Blending:
// good for shadow
// not really but what else ?
pglBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
break;
case PF_Fog & PF_Fog:
// Sryder: Fog
// multiplies input colour by input alpha, and destination colour by input colour, then adds them
pglBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR);
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
break;
default : // must be 0, otherwise it's an error
// No blending
pglBlendFunc(GL_ONE, GL_ZERO); // the same as no blending
pglAlphaFunc(GL_GREATER, 0.5f);
break;
}
}
if (Xor & PF_NoAlphaTest)
{
if (PolyFlags & PF_NoAlphaTest)
pglDisable(GL_ALPHA_TEST);
else
pglEnable(GL_ALPHA_TEST); // discard 0 alpha pixels (holes in texture)
}
if (Xor & PF_Decal)
{
if (PolyFlags & PF_Decal)
pglEnable(GL_POLYGON_OFFSET_FILL);
else
pglDisable(GL_POLYGON_OFFSET_FILL);
}
if (Xor&PF_NoDepthTest)
{
if (PolyFlags & PF_NoDepthTest)
pglDepthFunc(GL_ALWAYS); //pglDisable(GL_DEPTH_TEST);
else
pglDepthFunc(GL_LEQUAL); //pglEnable(GL_DEPTH_TEST);
}
if (Xor&PF_RemoveYWrap)
{
if (PolyFlags & PF_RemoveYWrap)
Clamp2D(GL_TEXTURE_WRAP_T);
}
if (Xor&PF_ForceWrapX)
{
if (PolyFlags & PF_ForceWrapX)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
}
if (Xor&PF_ForceWrapY)
{
if (PolyFlags & PF_ForceWrapY)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
if (Xor&PF_Modulated)
{
#if defined (__unix__) || defined (UNIXCOMMON)
if (oglflags & GLF_NOTEXENV)
{
if (!(PolyFlags & PF_Modulated))
pglColor4ubv(white);
}
else
#endif
if (PolyFlags & PF_Modulated)
{ // mix texture colour with Surface->FlatColor
pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
{ // colour from texture is unchanged before blending
pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
}
if (Xor & PF_Occlude) // depth test but (no) depth write
{
if (PolyFlags&PF_Occlude)
{
pglDepthMask(1);
}
else
pglDepthMask(0);
}
////Hurdler: not used if we don't define POLYSKY
if (Xor & PF_Invisible)
{
if (PolyFlags&PF_Invisible)
pglBlendFunc(GL_ZERO, GL_ONE); // transparent blending
else
{ // big hack: (TODO: manage that better)
// we test only for PF_Masked because PF_Invisible is only used
// (for now) with it (yeah, that's crappy, sorry)
if ((PolyFlags&PF_Blending)==PF_Masked)
pglBlendFunc(GL_SRC_ALPHA, GL_ZERO);
}
}
if (PolyFlags & PF_NoTexture)
{
SetNoTexture();
}
}
CurrentPolyFlags = PolyFlags;
}
// -----------------+
// SetTexture : The mipmap becomes the current texture source
// -----------------+
EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
{
if (!pTexInfo)
{
SetNoTexture();
return;
}
else if (pTexInfo->downloaded)
{
if (pTexInfo->downloaded != tex_downloaded)
{
pglBindTexture(GL_TEXTURE_2D, pTexInfo->downloaded);
tex_downloaded = pTexInfo->downloaded;
}
}
else
{
// Download a mipmap
static RGBA_t tex[2048*2048];
const GLvoid *ptex = tex;
INT32 w, h;
//DBG_Printf ("DownloadMipmap %d %x\n",NextTexAvail,pTexInfo->grInfo.data);
w = pTexInfo->width;
h = pTexInfo->height;
if ((pTexInfo->grInfo.format == GR_TEXFMT_P_8) ||
(pTexInfo->grInfo.format == GR_TEXFMT_AP_88))
{
const GLubyte *pImgData = (const GLubyte *)pTexInfo->grInfo.data;
INT32 i, j;
for (j = 0; j < h; j++)
{
for (i = 0; i < w; i++)
{
if ((*pImgData == HWR_PATCHES_CHROMAKEY_COLORINDEX) &&
(pTexInfo->flags & TF_CHROMAKEYED))
{
tex[w*j+i].s.red = 0;
tex[w*j+i].s.green = 0;
tex[w*j+i].s.blue = 0;
tex[w*j+i].s.alpha = 0;
pTexInfo->flags |= TF_TRANSPARENT; // there is a hole in it
}
else
{
tex[w*j+i].s.red = myPaletteData[*pImgData].s.red;
tex[w*j+i].s.green = myPaletteData[*pImgData].s.green;
tex[w*j+i].s.blue = myPaletteData[*pImgData].s.blue;
tex[w*j+i].s.alpha = myPaletteData[*pImgData].s.alpha;
}
pImgData++;
if (pTexInfo->grInfo.format == GR_TEXFMT_AP_88)
{
if (!(pTexInfo->flags & TF_CHROMAKEYED))
tex[w*j+i].s.alpha = *pImgData;
pImgData++;
}
}
}
}
else if (pTexInfo->grInfo.format == GR_RGBA)
{
// corona test : passed as ARGB 8888, which is not in glide formats
// Hurdler: not used for coronas anymore, just for dynamic lighting
ptex = pTexInfo->grInfo.data;
}
else if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_INTENSITY_88)
{
const GLubyte *pImgData = (const GLubyte *)pTexInfo->grInfo.data;
INT32 i, j;
for (j = 0; j < h; j++)
{
for (i = 0; i < w; i++)
{
tex[w*j+i].s.red = *pImgData;
tex[w*j+i].s.green = *pImgData;
tex[w*j+i].s.blue = *pImgData;
pImgData++;
tex[w*j+i].s.alpha = *pImgData;
pImgData++;
}
}
}
else if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_8) // Used for fade masks
{
const GLubyte *pImgData = (const GLubyte *)pTexInfo->grInfo.data;
INT32 i, j;
for (j = 0; j < h; j++)
{
for (i = 0; i < w; i++)
{
tex[w*j+i].s.red = 255; // 255 because the fade mask is modulated with the screen texture, so alpha affects it while the colours don't
tex[w*j+i].s.green = 255;
tex[w*j+i].s.blue = 255;
tex[w*j+i].s.alpha = *pImgData;
pImgData++;
}
}
}
else
DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format);
pTexInfo->downloaded = NextTexAvail++;
tex_downloaded = pTexInfo->downloaded;
pglBindTexture(GL_TEXTURE_2D, pTexInfo->downloaded);
// disable texture filtering on any texture that has holes so there's no dumb borders or blending issues
if (pTexInfo->flags & TF_TRANSPARENT)
{
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
else
{
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
}
if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_INTENSITY_88)
{
//pglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
if (MipMap)
{
pgluBuild2DMipmaps(GL_TEXTURE_2D, GL_LUMINANCE_ALPHA, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
#ifdef GL_TEXTURE_MIN_LOD
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
#endif
#ifdef GL_TEXTURE_MAX_LOD
if (pTexInfo->flags & TF_TRANSPARENT)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 0); // No mippmaps on transparent stuff
else
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
#endif
//pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR_MIPMAP_LINEAR);
}
else
pglTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
}
else if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_8)
{
//pglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
if (MipMap)
{
pgluBuild2DMipmaps(GL_TEXTURE_2D, GL_ALPHA, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
#ifdef GL_TEXTURE_MIN_LOD
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
#endif
#ifdef GL_TEXTURE_MAX_LOD
if (pTexInfo->flags & TF_TRANSPARENT)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 0); // No mippmaps on transparent stuff
else
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
#endif
//pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR_MIPMAP_LINEAR);
}
else
pglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
}
else
{
if (MipMap)
{
pgluBuild2DMipmaps(GL_TEXTURE_2D, textureformatGL, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
// Control the mipmap level of detail
#ifdef GL_TEXTURE_MIN_LOD
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0); // the lower the number, the higer the detail
#endif
#ifdef GL_TEXTURE_MAX_LOD
if (pTexInfo->flags & TF_TRANSPARENT)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 0); // No mippmaps on transparent stuff
else
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 5);
#endif
}
else
pglTexImage2D(GL_TEXTURE_2D, 0, textureformatGL, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
}
if (pTexInfo->flags & TF_WRAPX)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
else
Clamp2D(GL_TEXTURE_WRAP_S);
if (pTexInfo->flags & TF_WRAPY)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
else
Clamp2D(GL_TEXTURE_WRAP_T);
if (maximumAnisotropy)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_filter);
pTexInfo->nextmipmap = NULL;
if (gr_cachetail)
{ // insertion en fin de liste
gr_cachetail->nextmipmap = pTexInfo;
gr_cachetail = pTexInfo;
}
else // initialisation de la liste
gr_cachetail = gr_cachehead = pTexInfo;
}
}
// -----------------+
// DrawPolygon : Render a polygon, set the texture, set render mode
// -----------------+
EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf,
//FTextureInfo *pTexInfo,
FOutVector *pOutVerts,
FUINT iNumPts,
FBITFIELD PolyFlags)
{
FUINT i;
FUINT j;
if ((PolyFlags & PF_Corona) && (oglflags & GLF_NOZBUFREAD))
PolyFlags &= ~(PF_NoDepthTest|PF_Corona);
SetBlend(PolyFlags); //TODO: inline (#pragma..)
// If Modulated, mix the surface colour to the texture
if ((CurrentPolyFlags & PF_Modulated) && pSurf)
pglColor4ubv((GLubyte*)&pSurf->FlatColor.s);
// this test is added for new coronas' code (without depth buffer)
// I think I should do a separate function for drawing coronas, so it will be a little faster
if (PolyFlags & PF_Corona) // check to see if we need to draw the corona
{
//rem: all 8 (or 8.0f) values are hard coded: it can be changed to a higher value
GLfloat buf[8][8];
GLfloat cx, cy, cz;
GLfloat px = 0.0f, py = 0.0f, pz = -1.0f;
GLfloat scalef = 0.0f;
GLubyte c[4];
float alpha;
cx = (pOutVerts[0].x + pOutVerts[2].x) / 2.0f; // we should change the coronas' ...
cy = (pOutVerts[0].y + pOutVerts[2].y) / 2.0f; // ... code so its only done once.
cz = pOutVerts[0].z;
// I dont know if this is slow or not
GLProject(cx, cy, cz, &px, &py, &pz);
//DBG_Printf("Projection: (%f, %f, %f)\n", px, py, pz);
if ((pz < 0.0l) ||
(px < -8.0l) ||
(py < viewport[1]-8.0l) ||
(px > viewport[2]+8.0l) ||
(py > viewport[1]+viewport[3]+8.0l))
return;
// the damned slow glReadPixels functions :(
pglReadPixels((INT32)px-4, (INT32)py, 8, 8, GL_DEPTH_COMPONENT, GL_FLOAT, buf);
//DBG_Printf("DepthBuffer: %f %f\n", buf[0][0], buf[3][3]);
for (i = 0; i < 8; i++)
for (j = 0; j < 8; j++)
scalef += (pz > buf[i][j]+0.00005f) ? 0 : 1;
// quick test for screen border (not 100% correct, but looks ok)
if (px < 4) scalef -= (GLfloat)(8*(4-px));
if (py < viewport[1]+4) scalef -= (GLfloat)(8*(viewport[1]+4-py));
if (px > viewport[2]-4) scalef -= (GLfloat)(8*(4-(viewport[2]-px)));
if (py > viewport[1]+viewport[3]-4) scalef -= (GLfloat)(8*(4-(viewport[1]+viewport[3]-py)));
scalef /= 64;
//DBG_Printf("Scale factor: %f\n", scalef);
if (scalef < 0.05f)
return;
// GLubyte c[4];
c[0] = pSurf->FlatColor.s.red;
c[1] = pSurf->FlatColor.s.green;
c[2] = pSurf->FlatColor.s.blue;
alpha = byte2float[pSurf->FlatColor.s.alpha];
alpha *= scalef; // change the alpha value (it seems better than changing the size of the corona)
c[3] = (unsigned char)(alpha * 255);
pglColor4ubv(c);
}
pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].sow);
pglDrawArrays(GL_TRIANGLE_FAN, 0, iNumPts);
if (PolyFlags & PF_RemoveYWrap)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (PolyFlags & PF_ForceWrapX)
Clamp2D(GL_TEXTURE_WRAP_S);
if (PolyFlags & PF_ForceWrapY)
Clamp2D(GL_TEXTURE_WRAP_T);
}
// ==========================================================================
//
// ==========================================================================
EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value)
{
switch (IdState)
{
#if 0
case 77:
{
//08/01/00: Hurdler this is a test for mirror
if (!Value)
ClearBuffer(false, true, 0); // clear depth buffer
break;
}
#endif
case HWD_SET_FOG_COLOR:
{
GLfloat fogcolor[4];
fogcolor[0] = byte2float[((Value>>16)&0xff)];
fogcolor[1] = byte2float[((Value>>8)&0xff)];
fogcolor[2] = byte2float[((Value)&0xff)];
fogcolor[3] = 0x0;
pglFogfv(GL_FOG_COLOR, fogcolor);
break;
}
case HWD_SET_FOG_DENSITY:
pglFogf(GL_FOG_DENSITY, Value*1200/(500*1000000.0f));
break;
case HWD_SET_FOG_MODE:
if (Value)
{
pglEnable(GL_FOG);
// experimental code
/*
switch (Value)
{
case 1:
glFogi(GL_FOG_MODE, GL_LINEAR);
pglFogf(GL_FOG_START, -1000.0f);
pglFogf(GL_FOG_END, 2000.0f);
break;
case 2:
glFogi(GL_FOG_MODE, GL_EXP);
break;
case 3:
glFogi(GL_FOG_MODE, GL_EXP2);
break;
}
*/
}
else
pglDisable(GL_FOG);
break;
case HWD_SET_TEXTUREFILTERMODE:
switch (Value)
{
case HWD_SET_TEXTUREFILTER_TRILINEAR:
min_filter = GL_LINEAR_MIPMAP_LINEAR;
mag_filter = GL_LINEAR;
MipMap = GL_TRUE;
break;
case HWD_SET_TEXTUREFILTER_BILINEAR:
min_filter = mag_filter = GL_LINEAR;
MipMap = GL_FALSE;
break;
case HWD_SET_TEXTUREFILTER_POINTSAMPLED:
min_filter = mag_filter = GL_NEAREST;
MipMap = GL_FALSE;
break;
case HWD_SET_TEXTUREFILTER_MIXED1:
min_filter = GL_NEAREST;
mag_filter = GL_LINEAR;
MipMap = GL_FALSE;
break;
case HWD_SET_TEXTUREFILTER_MIXED2:
min_filter = GL_LINEAR;
mag_filter = GL_NEAREST;
MipMap = GL_FALSE;
break;
case HWD_SET_TEXTUREFILTER_MIXED3:
min_filter = GL_LINEAR_MIPMAP_LINEAR;
mag_filter = GL_NEAREST;
MipMap = GL_TRUE;
break;
default:
mag_filter = GL_LINEAR;
min_filter = GL_NEAREST;
}
if (!pgluBuild2DMipmaps)
{
MipMap = GL_FALSE;
min_filter = GL_LINEAR;
}
Flush(); //??? if we want to change filter mode by texture, remove this
break;
case HWD_SET_TEXTUREANISOTROPICMODE:
anisotropic_filter = min(Value,maximumAnisotropy);
if (maximumAnisotropy)
Flush(); //??? if we want to change filter mode by texture, remove this
break;
default:
break;
}
}
static float *vertBuffer = NULL;
static float *normBuffer = NULL;
static size_t lerpBufferSize = 0;
static short *vertTinyBuffer = NULL;
static char *normTinyBuffer = NULL;
static size_t lerpTinyBufferSize = 0;
// Static temporary buffer for doing frame interpolation
// 'size' is the vertex size
static void AllocLerpBuffer(size_t size)
{
if (lerpBufferSize >= size)
return;
if (vertBuffer != NULL)
free(vertBuffer);
if (normBuffer != NULL)
free(normBuffer);
lerpBufferSize = size;
vertBuffer = malloc(lerpBufferSize);
normBuffer = malloc(lerpBufferSize);
}
// Static temporary buffer for doing frame interpolation
// 'size' is the vertex size
static void AllocLerpTinyBuffer(size_t size)
{
if (lerpTinyBufferSize >= size)
return;
if (vertTinyBuffer != NULL)
free(vertTinyBuffer);
if (normTinyBuffer != NULL)
free(normTinyBuffer);
lerpTinyBufferSize = size;
vertTinyBuffer = malloc(lerpTinyBufferSize);
normTinyBuffer = malloc(lerpTinyBufferSize / 2);
}
#ifndef GL_STATIC_DRAW
#define GL_STATIC_DRAW 0x88E4
#endif
#ifndef GL_ARRAY_BUFFER
#define GL_ARRAY_BUFFER 0x8892
#endif
static void CreateModelVBO(mesh_t *mesh, mdlframe_t *frame)
{
int bufferSize = sizeof(vbo64_t)*mesh->numTriangles * 3;
vbo64_t *buffer = (vbo64_t*)malloc(bufferSize);
vbo64_t *bufPtr = buffer;
float *vertPtr = frame->vertices;
float *normPtr = frame->normals;
float *tanPtr = frame->tangents;
float *uvPtr = mesh->uvs;
float *lightPtr = mesh->lightuvs;
char *colorPtr = frame->colors;
int i;
for (i = 0; i < mesh->numTriangles * 3; i++)
{
bufPtr->x = *vertPtr++;
bufPtr->y = *vertPtr++;
bufPtr->z = *vertPtr++;
bufPtr->nx = *normPtr++;
bufPtr->ny = *normPtr++;
bufPtr->nz = *normPtr++;
bufPtr->s0 = *uvPtr++;
bufPtr->t0 = *uvPtr++;
if (tanPtr != NULL)
{
bufPtr->tan0 = *tanPtr++;
bufPtr->tan1 = *tanPtr++;
bufPtr->tan2 = *tanPtr++;
}
if (lightPtr != NULL)
{
bufPtr->s1 = *lightPtr++;
bufPtr->t1 = *lightPtr++;
}
if (colorPtr)
{
bufPtr->r = *colorPtr++;
bufPtr->g = *colorPtr++;
bufPtr->b = *colorPtr++;
bufPtr->a = *colorPtr++;
}
else
{
bufPtr->r = 255;
bufPtr->g = 255;
bufPtr->b = 255;
bufPtr->a = 255;
}
bufPtr++;
}
pglGenBuffers(1, &frame->vboID);
pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
pglBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
free(buffer);
// Don't leave the array buffer bound to the model,
// since this is called mid-frame
pglBindBuffer(GL_ARRAY_BUFFER, 0);
}
static void CreateModelVBOTiny(mesh_t *mesh, tinyframe_t *frame)
{
int bufferSize = sizeof(vbotiny_t)*mesh->numTriangles * 3;
vbotiny_t *buffer = (vbotiny_t*)malloc(bufferSize);
vbotiny_t *bufPtr = buffer;
short *vertPtr = frame->vertices;
char *normPtr = frame->normals;
float *uvPtr = mesh->uvs;
char *tanPtr = frame->tangents;
int i;
for (i = 0; i < mesh->numVertices; i++)
{
bufPtr->x = *vertPtr++;
bufPtr->y = *vertPtr++;
bufPtr->z = *vertPtr++;
bufPtr->nx = *normPtr++;
bufPtr->ny = *normPtr++;
bufPtr->nz = *normPtr++;
bufPtr->s0 = *uvPtr++;
bufPtr->t0 = *uvPtr++;
if (tanPtr)
{
bufPtr->tanx = *tanPtr++;
bufPtr->tany = *tanPtr++;
bufPtr->tanz = *tanPtr++;
}
bufPtr++;
}
pglGenBuffers(1, &frame->vboID);
pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
pglBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
free(buffer);
// Don't leave the array buffer bound to the model,
// since this is called mid-frame
pglBindBuffer(GL_ARRAY_BUFFER, 0);
}
EXPORT void HWRAPI(CreateModelVBOs) (model_t *model)
{
int i;
for (i = 0; i < model->numMeshes; i++)
{
mesh_t *mesh = &model->meshes[i];
if (mesh->frames)
{
int j;
for (j = 0; j < model->meshes[i].numFrames; j++)
{
mdlframe_t *frame = &mesh->frames[j];
if (frame->vboID)
pglDeleteBuffers(1, &frame->vboID);
frame->vboID = 0;
CreateModelVBO(mesh, frame);
}
}
else if (mesh->tinyframes)
{
int j;
for (j = 0; j < model->meshes[i].numFrames; j++)
{
tinyframe_t *frame = &mesh->tinyframes[j];
if (frame->vboID)
pglDeleteBuffers(1, &frame->vboID);
frame->vboID = 0;
CreateModelVBOTiny(mesh, frame);
}
}
}
}
#define BUFFER_OFFSET(i) ((char*)NULL + (i))
static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 *color)
{
GLfloat ambient[4];
GLfloat diffuse[4];
float pol = 0.0f;
float scalex, scaley, scalez;
boolean useTinyFrames;
int i;
// Because Otherwise, scaling the screen negatively vertically breaks the lighting
GLfloat LightPos[] = {0.0f, 1.0f, 0.0f, 0.0f};
// Affect input model scaling
scale *= 0.5f;
scalex = scale;
scaley = scale;
scalez = scale;
if (duration != 0 && duration != -1 && tics != -1) // don't interpolate if instantaneous or infinite in length
{
UINT32 newtime = (duration - tics); // + 1;
pol = (newtime)/(float)duration;
if (pol > 1.0f)
pol = 1.0f;
if (pol < 0.0f)
pol = 0.0f;
}
if (color)
{
ambient[0] = (color[0]/255.0f);
ambient[1] = (color[1]/255.0f);
ambient[2] = (color[2]/255.0f);
ambient[3] = (color[3]/255.0f);
diffuse[0] = (color[0]/255.0f);
diffuse[1] = (color[1]/255.0f);
diffuse[2] = (color[2]/255.0f);
diffuse[3] = (color[3]/255.0f);
if (ambient[0] > 0.75f)
ambient[0] = 0.75f;
if (ambient[1] > 0.75f)
ambient[1] = 0.75f;
if (ambient[2] > 0.75f)
ambient[2] = 0.75f;
}
pglEnable(GL_CULL_FACE);
pglEnable(GL_NORMALIZE);
#ifdef USE_FTRANSFORM_MIRROR
// flipped is if the object is flipped
// pos->flip is if the screen is flipped vertically
// pos->mirror is if the screen is flipped horizontally
// XOR all the flips together to figure out what culling to use!
{
boolean reversecull = (flipped ^ pos->flip ^ pos->mirror);
if (reversecull)
pglCullFace(GL_FRONT);
else
pglCullFace(GL_BACK);
}
#else
// pos->flip is if the screen is flipped too
if (flipped != pos->flip) // If either are active, but not both, invert the model's culling
{
pglCullFace(GL_FRONT);
}
else
{
pglCullFace(GL_BACK);
}
#endif
pglLightfv(GL_LIGHT0, GL_POSITION, LightPos);
pglShadeModel(GL_SMOOTH);
if (color)
{
#ifdef GL_LIGHT_MODEL_AMBIENT
pglEnable(GL_LIGHTING);
pglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
pglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
#endif
if (color[3] < 255)
SetBlend(PF_Translucent|PF_Modulated|PF_Clip);
else
SetBlend(PF_Masked|PF_Modulated|PF_Occlude|PF_Clip);
}
pglPushMatrix(); // should be the same as glLoadIdentity
//Hurdler: now it seems to work
pglTranslatef(pos->x, pos->z, pos->y);
if (flipped)
scaley = -scaley;
#ifdef USE_FTRANSFORM_ANGLEZ
pglRotatef(pos->anglez, 0.0f, 0.0f, -1.0f); // rotate by slope from Kart
#endif
pglRotatef(pos->anglex, -1.0f, 0.0f, 0.0f);
pglRotatef(pos->angley, 0.0f, -1.0f, 0.0f);
pglScalef(scalex, scaley, scalez);
useTinyFrames = model->meshes[0].tinyframes != NULL;
if (useTinyFrames)
pglScalef(1 / 64.0f, 1 / 64.0f, 1 / 64.0f);
pglEnableClientState(GL_NORMAL_ARRAY);
for (i = 0; i < model->numMeshes; i++)
{
mesh_t *mesh = &model->meshes[i];
if (useTinyFrames)
{
tinyframe_t *frame = &mesh->tinyframes[frameIndex % mesh->numFrames];
tinyframe_t *nextframe = NULL;
if (nextFrameIndex != -1)
nextframe = &mesh->tinyframes[nextFrameIndex % mesh->numFrames];
if (!nextframe || fpclassify(pol) == FP_ZERO)
{
pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
pglVertexPointer(3, GL_SHORT, sizeof(vbotiny_t), BUFFER_OFFSET(0));
pglNormalPointer(GL_BYTE, sizeof(vbotiny_t), BUFFER_OFFSET(sizeof(short)*3));
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbotiny_t), BUFFER_OFFSET(sizeof(short) * 3 + sizeof(char) * 6));
pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices);
pglBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
{
short *vertPtr;
char *normPtr;
int j;
// Dangit, I soooo want to do this in a GLSL shader...
AllocLerpTinyBuffer(mesh->numVertices * sizeof(short) * 3);
vertPtr = vertTinyBuffer;
normPtr = normTinyBuffer;
j = 0;
for (j = 0; j < mesh->numVertices * 3; j++)
{
// Interpolate
*vertPtr++ = (short)(frame->vertices[j] + (pol * (nextframe->vertices[j] - frame->vertices[j])));
*normPtr++ = (char)(frame->normals[j] + (pol * (nextframe->normals[j] - frame->normals[j])));
}
pglVertexPointer(3, GL_SHORT, 0, vertTinyBuffer);
pglNormalPointer(GL_BYTE, 0, normTinyBuffer);
pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs);
pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices);
}
}
else
{
mdlframe_t *frame = &mesh->frames[frameIndex % mesh->numFrames];
mdlframe_t *nextframe = NULL;
if (nextFrameIndex != -1)
nextframe = &mesh->frames[nextFrameIndex % mesh->numFrames];
if (!nextframe || fpclassify(pol) == FP_ZERO)
{
// Zoom! Take advantage of just shoving the entire arrays to the GPU.
/* pglVertexPointer(3, GL_FLOAT, 0, frame->vertices);
pglNormalPointer(GL_FLOAT, 0, frame->normals);
pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs);
pglDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3);*/
pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
pglVertexPointer(3, GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(0));
pglNormalPointer(GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(sizeof(float) * 3));
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(sizeof(float) * 6));
pglDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3);
// No tinyframes, no mesh indices
//pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices);
pglBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
{
float *vertPtr;
float *normPtr;
int j = 0;
// Dangit, I soooo want to do this in a GLSL shader...
AllocLerpBuffer(mesh->numVertices * sizeof(float) * 3);
vertPtr = vertBuffer;
normPtr = normBuffer;
//int j = 0;
for (j = 0; j < mesh->numVertices * 3; j++)
{
// Interpolate
*vertPtr++ = frame->vertices[j] + (pol * (nextframe->vertices[j] - frame->vertices[j]));
*normPtr++ = frame->normals[j] + (pol * (nextframe->normals[j] - frame->normals[j]));
}
pglVertexPointer(3, GL_FLOAT, 0, vertBuffer);
pglNormalPointer(GL_FLOAT, 0, normBuffer);
pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs);
pglDrawArrays(GL_TRIANGLES, 0, mesh->numVertices);
}
}
}
pglDisableClientState(GL_NORMAL_ARRAY);
pglPopMatrix(); // should be the same as glLoadIdentity
if (color)
pglDisable(GL_LIGHTING);
pglShadeModel(GL_FLAT);
pglDisable(GL_CULL_FACE);
pglDisable(GL_NORMALIZE);
}
// -----------------+
// HWRAPI DrawMD2 : Draw an MD2 model with glcommands
// -----------------+
EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 *color)
{
DrawModelEx(model, frameIndex, duration, tics, nextFrameIndex, pos, scale, flipped, color);
}
// -----------------+
// SetTransform :
// -----------------+
EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
{
static boolean special_splitscreen;
pglLoadIdentity();
if (stransform)
{
boolean fovx90;
// keep a trace of the transformation for md2
memcpy(&md2_transform, stransform, sizeof (md2_transform));
#ifdef USE_FTRANSFORM_MIRROR
// mirroring from Kart
if (stransform->mirror)
pglScalef(-stransform->scalex, stransform->scaley, -stransform->scalez);
else
#endif
if (stransform->flip)
pglScalef(stransform->scalex, -stransform->scaley, -stransform->scalez);
else
pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);
pglRotatef(stransform->anglex , 1.0f, 0.0f, 0.0f);
pglRotatef(stransform->angley+270.0f, 0.0f, 1.0f, 0.0f);
pglTranslatef(-stransform->x, -stransform->z, -stransform->y);
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
fovx90 = stransform->fovxangle > 0.0f && fabsf(stransform->fovxangle - 90.0f) < 0.5f;
special_splitscreen = (stransform->splitscreen && fovx90);
if (special_splitscreen)
GLPerspective(53.13f, 2*ASPECT_RATIO); // 53.13 = 2*atan(0.5)
else
GLPerspective(stransform->fovxangle, ASPECT_RATIO);
pglGetFloatv(GL_PROJECTION_MATRIX, projMatrix); // added for new coronas' code (without depth buffer)
pglMatrixMode(GL_MODELVIEW);
}
else
{
pglScalef(1.0f, 1.0f, -1.0f);
pglMatrixMode(GL_PROJECTION);
pglLoadIdentity();
if (special_splitscreen)
GLPerspective(53.13f, 2*ASPECT_RATIO); // 53.13 = 2*atan(0.5)
else
//Hurdler: is "fov" correct?
GLPerspective(fov, ASPECT_RATIO);
pglGetFloatv(GL_PROJECTION_MATRIX, projMatrix); // added for new coronas' code (without depth buffer)
pglMatrixMode(GL_MODELVIEW);
}
pglGetFloatv(GL_MODELVIEW_MATRIX, modelMatrix); // added for new coronas' code (without depth buffer)
}
EXPORT INT32 HWRAPI(GetTextureUsed) (void)
{
FTextureInfo* tmp = gr_cachehead;
INT32 res = 0;
while (tmp)
{
res += tmp->height*tmp->width*(screen_depth/8);
tmp = tmp->nextmipmap;
}
return res;
}
EXPORT INT32 HWRAPI(GetRenderVersion) (void)
{
return VERSION;
}
EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2])
{
INT32 x, y;
float float_x, float_y, float_nextx, float_nexty;
float xfix, yfix;
INT32 texsize = 2048;
const float blackBack[16] =
{
-16.0f, -16.0f, 6.0f,
-16.0f, 16.0f, 6.0f,
16.0f, 16.0f, 6.0f,
16.0f, -16.0f, 6.0f
};
// Use a power of two texture, dammit
if(screen_width <= 1024)
texsize = 1024;
if(screen_width <= 512)
texsize = 512;
// X/Y stretch fix for all resolutions(!)
xfix = (float)(texsize)/((float)((screen_width)/(float)(SCREENVERTS-1)));
yfix = (float)(texsize)/((float)((screen_height)/(float)(SCREENVERTS-1)));
pglDisable(GL_DEPTH_TEST);
pglDisable(GL_BLEND);
// const float blackBack[16]
// Draw a black square behind the screen texture,
// so nothing shows through the edges
pglColor4ubv(white);
pglVertexPointer(3, GL_FLOAT, 0, blackBack);
pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
for(x=0;x<SCREENVERTS-1;x++)
{
for(y=0;y<SCREENVERTS-1;y++)
{
float stCoords[8];
float vertCoords[12];
// Used for texture coordinates
// Annoying magic numbers to scale the square texture to
// a non-square screen..
float_x = (float)(x/(xfix));
float_y = (float)(y/(yfix));
float_nextx = (float)(x+1)/(xfix);
float_nexty = (float)(y+1)/(yfix);
// float stCoords[8];
stCoords[0] = float_x;
stCoords[1] = float_y;
stCoords[2] = float_x;
stCoords[3] = float_nexty;
stCoords[4] = float_nextx;
stCoords[5] = float_nexty;
stCoords[6] = float_nextx;
stCoords[7] = float_y;
pglTexCoordPointer(2, GL_FLOAT, 0, stCoords);
// float vertCoords[12];
vertCoords[0] = points[x][y][0];
vertCoords[1] = points[x][y][1];
vertCoords[2] = 4.4f;
vertCoords[3] = points[x][y + 1][0];
vertCoords[4] = points[x][y + 1][1];
vertCoords[5] = 4.4f;
vertCoords[6] = points[x + 1][y + 1][0];
vertCoords[7] = points[x + 1][y + 1][1];
vertCoords[8] = 4.4f;
vertCoords[9] = points[x + 1][y][0];
vertCoords[10] = points[x + 1][y][1];
vertCoords[11] = 4.4f;
pglVertexPointer(3, GL_FLOAT, 0, vertCoords);
pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
}
pglEnable(GL_DEPTH_TEST);
pglEnable(GL_BLEND);
}
// Sryder: This needs to be called whenever the screen changes resolution in order to reset the screen textures to use
// a new size
EXPORT void HWRAPI(FlushScreenTextures) (void)
{
pglDeleteTextures(1, &screentexture);
pglDeleteTextures(1, &startScreenWipe);
pglDeleteTextures(1, &endScreenWipe);
pglDeleteTextures(1, &finalScreenTexture);
screentexture = 0;
startScreenWipe = 0;
endScreenWipe = 0;
finalScreenTexture = 0;
}
// Create Screen to fade from
EXPORT void HWRAPI(StartScreenWipe) (void)
{
INT32 texsize = 2048;
boolean firstTime = (startScreenWipe == 0);
// Use a power of two texture, dammit
if(screen_width <= 512)
texsize = 512;
else if(screen_width <= 1024)
texsize = 1024;
// Create screen texture
if (firstTime)
startScreenWipe = SCRTEX_STARTSCREENWIPE;
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
if (firstTime)
{
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
Clamp2D(GL_TEXTURE_WRAP_S);
Clamp2D(GL_TEXTURE_WRAP_T);
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
}
else
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
tex_downloaded = startScreenWipe;
}
// Create Screen to fade to
EXPORT void HWRAPI(EndScreenWipe)(void)
{
INT32 texsize = 2048;
boolean firstTime = (endScreenWipe == 0);
// Use a power of two texture, dammit
if(screen_width <= 512)
texsize = 512;
else if(screen_width <= 1024)
texsize = 1024;
// Create screen texture
if (firstTime)
endScreenWipe = SCRTEX_ENDSCREENWIPE;
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
if (firstTime)
{
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
Clamp2D(GL_TEXTURE_WRAP_S);
Clamp2D(GL_TEXTURE_WRAP_T);
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
}
else
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
tex_downloaded = endScreenWipe;
}
// Draw the last scene under the intermission
EXPORT void HWRAPI(DrawIntermissionBG)(void)
{
float xfix, yfix;
INT32 texsize = 2048;
const float screenVerts[12] =
{
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
float fix[8];
if(screen_width <= 1024)
texsize = 1024;
if(screen_width <= 512)
texsize = 512;
xfix = 1/((float)(texsize)/((float)((screen_width))));
yfix = 1/((float)(texsize)/((float)((screen_height))));
// const float screenVerts[12]
// float fix[8];
fix[0] = 0.0f;
fix[1] = 0.0f;
fix[2] = 0.0f;
fix[3] = yfix;
fix[4] = xfix;
fix[5] = yfix;
fix[6] = xfix;
fix[7] = 0.0f;
pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
pglBindTexture(GL_TEXTURE_2D, screentexture);
pglColor4ubv(white);
pglTexCoordPointer(2, GL_FLOAT, 0, fix);
pglVertexPointer(3, GL_FLOAT, 0, screenVerts);
pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
tex_downloaded = screentexture;
}
// Do screen fades!
EXPORT void HWRAPI(DoScreenWipe)(void)
{
INT32 texsize = 2048;
float xfix, yfix;
INT32 fademaskdownloaded = tex_downloaded; // the fade mask that has been set
const float screenVerts[12] =
{
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
float fix[8];
const float defaultST[8] =
{
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
// Use a power of two texture, dammit
if(screen_width <= 1024)
texsize = 1024;
if(screen_width <= 512)
texsize = 512;
xfix = 1/((float)(texsize)/((float)((screen_width))));
yfix = 1/((float)(texsize)/((float)((screen_height))));
// const float screenVerts[12]
// float fix[8];
fix[0] = 0.0f;
fix[1] = 0.0f;
fix[2] = 0.0f;
fix[3] = yfix;
fix[4] = xfix;
fix[5] = yfix;
fix[6] = xfix;
fix[7] = 0.0f;
pglClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
SetBlend(PF_Modulated|PF_NoDepthTest|PF_Clip|PF_NoZClip);
pglEnable(GL_TEXTURE_2D);
// Draw the original screen
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
pglColor4ubv(white);
pglTexCoordPointer(2, GL_FLOAT, 0, fix);
pglVertexPointer(3, GL_FLOAT, 0, screenVerts);
pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
SetBlend(PF_Modulated|PF_Translucent|PF_NoDepthTest|PF_Clip|PF_NoZClip);
// Draw the end screen that fades in
pglActiveTexture(GL_TEXTURE0);
pglEnable(GL_TEXTURE_2D);
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
pglActiveTexture(GL_TEXTURE1);
pglEnable(GL_TEXTURE_2D);
pglBindTexture(GL_TEXTURE_2D, fademaskdownloaded);
pglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// const float defaultST[8]
pglClientActiveTexture(GL_TEXTURE0);
pglTexCoordPointer(2, GL_FLOAT, 0, fix);
pglVertexPointer(3, GL_FLOAT, 0, screenVerts);
pglClientActiveTexture(GL_TEXTURE1);
pglEnableClientState(GL_TEXTURE_COORD_ARRAY);
pglTexCoordPointer(2, GL_FLOAT, 0, defaultST);
pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
pglDisable(GL_TEXTURE_2D); // disable the texture in the 2nd texture unit
pglDisableClientState(GL_TEXTURE_COORD_ARRAY);
pglActiveTexture(GL_TEXTURE0);
pglClientActiveTexture(GL_TEXTURE0);
tex_downloaded = endScreenWipe;
}
// Create a texture from the screen.
EXPORT void HWRAPI(MakeScreenTexture) (void)
{
INT32 texsize = 2048;
boolean firstTime = (screentexture == 0);
// Use a power of two texture, dammit
if(screen_width <= 512)
texsize = 512;
else if(screen_width <= 1024)
texsize = 1024;
// Create screen texture
if (firstTime)
screentexture = SCRTEX_SCREENTEXTURE;
pglBindTexture(GL_TEXTURE_2D, screentexture);
if (firstTime)
{
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
Clamp2D(GL_TEXTURE_WRAP_S);
Clamp2D(GL_TEXTURE_WRAP_T);
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
}
else
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
tex_downloaded = screentexture;
}
EXPORT void HWRAPI(MakeScreenFinalTexture) (void)
{
INT32 texsize = 2048;
boolean firstTime = (finalScreenTexture == 0);
// Use a power of two texture, dammit
if(screen_width <= 512)
texsize = 512;
else if(screen_width <= 1024)
texsize = 1024;
// Create screen texture
if (firstTime)
finalScreenTexture = SCRTEX_FINALSCREENTEXTURE;
pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
if (firstTime)
{
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
Clamp2D(GL_TEXTURE_WRAP_S);
Clamp2D(GL_TEXTURE_WRAP_T);
pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
}
else
pglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize, texsize);
tex_downloaded = finalScreenTexture;
}
EXPORT void HWRAPI(DrawScreenFinalTexture)(int width, int height)
{
float xfix, yfix;
float origaspect, newaspect;
float xoff = 1, yoff = 1; // xoffset and yoffset for the polygon to have black bars around the screen
FRGBAFloat clearColour;
INT32 texsize = 2048;
float off[12];
float fix[8];
if(screen_width <= 1024)
texsize = 1024;
if(screen_width <= 512)
texsize = 512;
xfix = 1/((float)(texsize)/((float)((screen_width))));
yfix = 1/((float)(texsize)/((float)((screen_height))));
origaspect = (float)screen_width / screen_height;
newaspect = (float)width / height;
if (origaspect < newaspect)
{
xoff = origaspect / newaspect;
yoff = 1;
}
else if (origaspect > newaspect)
{
xoff = 1;
yoff = newaspect / origaspect;
}
// float off[12];
off[0] = -xoff;
off[1] = -yoff;
off[2] = 1.0f;
off[3] = -xoff;
off[4] = yoff;
off[5] = 1.0f;
off[6] = xoff;
off[7] = yoff;
off[8] = 1.0f;
off[9] = xoff;
off[10] = -yoff;
off[11] = 1.0f;
// float fix[8];
fix[0] = 0.0f;
fix[1] = 0.0f;
fix[2] = 0.0f;
fix[3] = yfix;
fix[4] = xfix;
fix[5] = yfix;
fix[6] = xfix;
fix[7] = 0.0f;
pglViewport(0, 0, width, height);
clearColour.red = clearColour.green = clearColour.blue = 0;
clearColour.alpha = 1;
ClearBuffer(true, false, &clearColour);
pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
pglColor4ubv(white);
pglTexCoordPointer(2, GL_FLOAT, 0, fix);
pglVertexPointer(3, GL_FLOAT, 0, off);
pglDrawArrays(GL_TRIANGLE_FAN, 0, 4);
tex_downloaded = finalScreenTexture;
}
#endif //HWRENDER