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https://git.do.srb2.org/STJr/SRB2.git
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3516 lines
99 KiB
C
3516 lines
99 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2021 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_opengl.c
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/// \brief OpenGL API for Sonic Robo Blast 2
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#if defined (_WIN32)
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//#define WIN32_LEAN_AND_MEAN
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#define RPC_NO_WINDOWS_H
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#include <windows.h>
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#endif
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#undef GETTEXT
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#ifdef __GNUC__
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#include <unistd.h>
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#endif
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#include <stdarg.h>
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#include <math.h>
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#include "r_opengl.h"
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#include "r_vbo.h"
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#if defined (HWRENDER) && !defined (NOROPENGL)
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struct GLRGBAFloat
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{
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GLfloat red;
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GLfloat green;
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GLfloat blue;
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GLfloat alpha;
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};
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typedef struct GLRGBAFloat GLRGBAFloat;
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static const GLubyte white[4] = { 255, 255, 255, 255 };
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// ==========================================================================
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// CONSTANTS
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// ==========================================================================
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// With OpenGL 1.1+, the first texture should be 1
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static GLuint NOTEXTURE_NUM = 0;
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#define N_PI_DEMI (M_PIl/2.0f) //(1.5707963268f)
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#define ASPECT_RATIO (1.0f) //(320.0f/200.0f)
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#define FAR_CLIPPING_PLANE 32768.0f // Draw further! Tails 01-21-2001
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static float NEAR_CLIPPING_PLANE = NZCLIP_PLANE;
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// **************************************************************************
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// GLOBALS
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// **************************************************************************
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static GLuint tex_downloaded = 0;
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static GLfloat fov = 90.0f;
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static FBITFIELD CurrentPolyFlags;
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// Linked list of all textures.
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static FTextureInfo *TexCacheTail = NULL;
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static FTextureInfo *TexCacheHead = NULL;
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static RGBA_t *textureBuffer = NULL;
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static size_t textureBufferSize = 0;
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RGBA_t myPaletteData[256];
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GLint screen_width = 0; // used by Draw2DLine()
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GLint screen_height = 0;
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GLbyte screen_depth = 0;
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GLint textureformatGL = 0;
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GLint maximumAnisotropy = 0;
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static GLboolean MipMap = GL_FALSE;
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static GLint min_filter = GL_LINEAR;
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static GLint mag_filter = GL_LINEAR;
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static GLint anisotropic_filter = 0;
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static boolean model_lighting = false;
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const GLubyte *gl_version = NULL;
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const GLubyte *gl_renderer = NULL;
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const GLubyte *gl_extensions = NULL;
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//Hurdler: 04/10/2000: added for the kick ass coronas as Boris wanted;-)
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static GLfloat modelMatrix[16];
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static GLfloat projMatrix[16];
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static GLint viewport[4];
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// Sryder: NextTexAvail is broken for these because palette changes or changes to the texture filter or antialiasing
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// flush all of the stored textures, leaving them unavailable at times such as between levels
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// These need to start at 0 and be set to their number, and be reset to 0 when deleted so that intel GPUs
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// can know when the textures aren't there, as textures are always considered resident in their virtual memory
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static GLuint screentexture = 0;
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static GLuint startScreenWipe = 0;
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static GLuint endScreenWipe = 0;
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static GLuint finalScreenTexture = 0;
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// shortcut for ((float)1/i)
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static const GLfloat byte2float[256] = {
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0.000000f, 0.003922f, 0.007843f, 0.011765f, 0.015686f, 0.019608f, 0.023529f, 0.027451f,
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0.031373f, 0.035294f, 0.039216f, 0.043137f, 0.047059f, 0.050980f, 0.054902f, 0.058824f,
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0.062745f, 0.066667f, 0.070588f, 0.074510f, 0.078431f, 0.082353f, 0.086275f, 0.090196f,
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0.094118f, 0.098039f, 0.101961f, 0.105882f, 0.109804f, 0.113725f, 0.117647f, 0.121569f,
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0.125490f, 0.129412f, 0.133333f, 0.137255f, 0.141176f, 0.145098f, 0.149020f, 0.152941f,
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0.156863f, 0.160784f, 0.164706f, 0.168627f, 0.172549f, 0.176471f, 0.180392f, 0.184314f,
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0.188235f, 0.192157f, 0.196078f, 0.200000f, 0.203922f, 0.207843f, 0.211765f, 0.215686f,
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0.219608f, 0.223529f, 0.227451f, 0.231373f, 0.235294f, 0.239216f, 0.243137f, 0.247059f,
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0.250980f, 0.254902f, 0.258824f, 0.262745f, 0.266667f, 0.270588f, 0.274510f, 0.278431f,
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0.282353f, 0.286275f, 0.290196f, 0.294118f, 0.298039f, 0.301961f, 0.305882f, 0.309804f,
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0.313726f, 0.317647f, 0.321569f, 0.325490f, 0.329412f, 0.333333f, 0.337255f, 0.341176f,
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0.345098f, 0.349020f, 0.352941f, 0.356863f, 0.360784f, 0.364706f, 0.368627f, 0.372549f,
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0.376471f, 0.380392f, 0.384314f, 0.388235f, 0.392157f, 0.396078f, 0.400000f, 0.403922f,
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0.407843f, 0.411765f, 0.415686f, 0.419608f, 0.423529f, 0.427451f, 0.431373f, 0.435294f,
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0.439216f, 0.443137f, 0.447059f, 0.450980f, 0.454902f, 0.458824f, 0.462745f, 0.466667f,
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0.470588f, 0.474510f, 0.478431f, 0.482353f, 0.486275f, 0.490196f, 0.494118f, 0.498039f,
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0.501961f, 0.505882f, 0.509804f, 0.513726f, 0.517647f, 0.521569f, 0.525490f, 0.529412f,
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0.533333f, 0.537255f, 0.541177f, 0.545098f, 0.549020f, 0.552941f, 0.556863f, 0.560784f,
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0.564706f, 0.568627f, 0.572549f, 0.576471f, 0.580392f, 0.584314f, 0.588235f, 0.592157f,
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0.596078f, 0.600000f, 0.603922f, 0.607843f, 0.611765f, 0.615686f, 0.619608f, 0.623529f,
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0.627451f, 0.631373f, 0.635294f, 0.639216f, 0.643137f, 0.647059f, 0.650980f, 0.654902f,
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0.658824f, 0.662745f, 0.666667f, 0.670588f, 0.674510f, 0.678431f, 0.682353f, 0.686275f,
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0.690196f, 0.694118f, 0.698039f, 0.701961f, 0.705882f, 0.709804f, 0.713726f, 0.717647f,
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0.721569f, 0.725490f, 0.729412f, 0.733333f, 0.737255f, 0.741177f, 0.745098f, 0.749020f,
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0.752941f, 0.756863f, 0.760784f, 0.764706f, 0.768627f, 0.772549f, 0.776471f, 0.780392f,
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0.784314f, 0.788235f, 0.792157f, 0.796078f, 0.800000f, 0.803922f, 0.807843f, 0.811765f,
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0.815686f, 0.819608f, 0.823529f, 0.827451f, 0.831373f, 0.835294f, 0.839216f, 0.843137f,
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0.847059f, 0.850980f, 0.854902f, 0.858824f, 0.862745f, 0.866667f, 0.870588f, 0.874510f,
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0.878431f, 0.882353f, 0.886275f, 0.890196f, 0.894118f, 0.898039f, 0.901961f, 0.905882f,
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0.909804f, 0.913726f, 0.917647f, 0.921569f, 0.925490f, 0.929412f, 0.933333f, 0.937255f,
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0.941177f, 0.945098f, 0.949020f, 0.952941f, 0.956863f, 0.960784f, 0.964706f, 0.968628f,
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0.972549f, 0.976471f, 0.980392f, 0.984314f, 0.988235f, 0.992157f, 0.996078f, 1.000000f
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};
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// -----------------+
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// GL_DBG_Printf : Output debug messages to debug log if DEBUG_TO_FILE is defined,
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// : else do nothing
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// -----------------+
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#ifdef DEBUG_TO_FILE
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FILE *gllogstream;
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#endif
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FUNCPRINTF void GL_DBG_Printf(const char *format, ...)
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{
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#ifdef DEBUG_TO_FILE
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char str[4096] = "";
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va_list arglist;
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if (!gllogstream)
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gllogstream = fopen("ogllog.txt", "w");
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va_start(arglist, format);
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vsnprintf(str, 4096, format, arglist);
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va_end(arglist);
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fwrite(str, strlen(str), 1, gllogstream);
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#else
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(void)format;
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#endif
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}
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// -----------------+
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// GL_MSG_Warning : Raises a warning.
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// -----------------+
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static void GL_MSG_Warning(const char *format, ...)
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{
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char str[4096] = "";
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va_list arglist;
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va_start(arglist, format);
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vsnprintf(str, 4096, format, arglist);
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va_end(arglist);
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#ifdef HAVE_SDL
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CONS_Alert(CONS_WARNING, "%s", str);
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#endif
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#ifdef DEBUG_TO_FILE
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if (!gllogstream)
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gllogstream = fopen("ogllog.txt", "w");
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fwrite(str, strlen(str), 1, gllogstream);
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#endif
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}
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// -----------------+
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// GL_MSG_Error : Raises an error.
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// -----------------+
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static void GL_MSG_Error(const char *format, ...)
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{
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char str[4096] = "";
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va_list arglist;
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va_start(arglist, format);
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vsnprintf(str, 4096, format, arglist);
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va_end(arglist);
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#ifdef HAVE_SDL
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CONS_Alert(CONS_ERROR, "%s", str);
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#endif
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#ifdef DEBUG_TO_FILE
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if (!gllogstream)
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gllogstream = fopen("ogllog.txt", "w");
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fwrite(str, strlen(str), 1, gllogstream);
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#endif
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}
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#ifdef STATIC_OPENGL
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/* 1.0 functions */
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/* Miscellaneous */
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#define pglClearColor glClearColor
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//glClear
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#define pglColorMask glColorMask
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#define pglAlphaFunc glAlphaFunc
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#define pglBlendFunc glBlendFunc
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#define pglCullFace glCullFace
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#define pglPolygonOffset glPolygonOffset
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#define pglScissor glScissor
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#define pglEnable glEnable
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#define pglDisable glDisable
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#define pglGetFloatv glGetFloatv
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//glGetIntegerv
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//glGetString
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#define pglHint glHint
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/* Depth Buffer */
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#define pglClearDepth glClearDepth
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#define pglDepthFunc glDepthFunc
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#define pglDepthMask glDepthMask
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#define pglDepthRange glDepthRange
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/* Transformation */
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#define pglMatrixMode glMatrixMode
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#define pglViewport glViewport
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#define pglPushMatrix glPushMatrix
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#define pglPopMatrix glPopMatrix
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#define pglLoadIdentity glLoadIdentity
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#define pglMultMatrixf glMultMatrixf
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#define pglRotatef glRotatef
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#define pglScalef glScalef
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#define pglTranslatef glTranslatef
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/* Drawing Functions */
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#define pglColor4ubv glColor4ubv
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#define pglVertexPointer glVertexPointer
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#define pglNormalPointer glNormalPointer
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#define pglTexCoordPointer glTexCoordPointer
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#define pglColorPointer glColorPointer
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#define pglDrawArrays glDrawArrays
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#define pglDrawElements glDrawElements
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#define pglEnableClientState glEnableClientState
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#define pglDisableClientState glDisableClientState
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/* Lighting */
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#define pglShadeModel glShadeModel
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#define pglLightfv glLightfv
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#define pglLightModelfv glLightModelfv
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#define pglMaterialfv glMaterialfv
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#define pglMateriali glMateriali
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/* Raster functions */
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#define pglPixelStorei glPixelStorei
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#define pglReadPixels glReadPixels
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/* Texture mapping */
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#define pglTexEnvi glTexEnvi
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#define pglTexParameteri glTexParameteri
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#define pglTexImage2D glTexImage2D
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#define pglTexSubImage2D glTexSubImage2D
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/* 1.1 functions */
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/* texture objects */ //GL_EXT_texture_object
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#define pglGenTextures glGenTextures
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#define pglDeleteTextures glDeleteTextures
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#define pglBindTexture glBindTexture
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/* texture mapping */ //GL_EXT_copy_texture
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#define pglCopyTexImage2D glCopyTexImage2D
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#define pglCopyTexSubImage2D glCopyTexSubImage2D
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#else //!STATIC_OPENGL
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/* 1.0 functions */
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/* Miscellaneous */
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typedef void (APIENTRY * PFNglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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static PFNglClearColor pglClearColor;
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typedef void (APIENTRY * PFNglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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static PFNglColorMask pglColorMask;
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typedef void (APIENTRY * PFNglAlphaFunc) (GLenum func, GLclampf ref);
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static PFNglAlphaFunc pglAlphaFunc;
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typedef void (APIENTRY * PFNglBlendFunc) (GLenum sfactor, GLenum dfactor);
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static PFNglBlendFunc pglBlendFunc;
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typedef void (APIENTRY * PFNglCullFace) (GLenum mode);
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static PFNglCullFace pglCullFace;
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typedef void (APIENTRY * PFNglPolygonOffset) (GLfloat factor, GLfloat units);
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static PFNglPolygonOffset pglPolygonOffset;
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typedef void (APIENTRY * PFNglScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
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static PFNglScissor pglScissor;
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typedef void (APIENTRY * PFNglEnable) (GLenum cap);
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static PFNglEnable pglEnable;
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typedef void (APIENTRY * PFNglDisable) (GLenum cap);
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static PFNglDisable pglDisable;
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typedef void (APIENTRY * PFNglGetFloatv) (GLenum pname, GLfloat *params);
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static PFNglGetFloatv pglGetFloatv;
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/* Depth Buffer */
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typedef void (APIENTRY * PFNglClearDepth) (GLclampd depth);
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static PFNglClearDepth pglClearDepth;
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typedef void (APIENTRY * PFNglDepthFunc) (GLenum func);
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static PFNglDepthFunc pglDepthFunc;
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typedef void (APIENTRY * PFNglDepthMask) (GLboolean flag);
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static PFNglDepthMask pglDepthMask;
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typedef void (APIENTRY * PFNglDepthRange) (GLclampd near_val, GLclampd far_val);
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static PFNglDepthRange pglDepthRange;
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/* Transformation */
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typedef void (APIENTRY * PFNglMatrixMode) (GLenum mode);
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static PFNglMatrixMode pglMatrixMode;
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typedef void (APIENTRY * PFNglViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
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static PFNglViewport pglViewport;
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typedef void (APIENTRY * PFNglPushMatrix) (void);
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static PFNglPushMatrix pglPushMatrix;
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typedef void (APIENTRY * PFNglPopMatrix) (void);
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static PFNglPopMatrix pglPopMatrix;
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typedef void (APIENTRY * PFNglLoadIdentity) (void);
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static PFNglLoadIdentity pglLoadIdentity;
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typedef void (APIENTRY * PFNglMultMatrixf) (const GLfloat *m);
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static PFNglMultMatrixf pglMultMatrixf;
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typedef void (APIENTRY * PFNglRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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static PFNglRotatef pglRotatef;
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typedef void (APIENTRY * PFNglScalef) (GLfloat x, GLfloat y, GLfloat z);
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static PFNglScalef pglScalef;
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typedef void (APIENTRY * PFNglTranslatef) (GLfloat x, GLfloat y, GLfloat z);
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static PFNglTranslatef pglTranslatef;
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/* Drawing Functions */
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typedef void (APIENTRY * PFNglColor4ubv) (const GLubyte *v);
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static PFNglColor4ubv pglColor4ubv;
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typedef void (APIENTRY * PFNglVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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static PFNglVertexPointer pglVertexPointer;
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typedef void (APIENTRY * PFNglNormalPointer) (GLenum type, GLsizei stride, const GLvoid *pointer);
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static PFNglNormalPointer pglNormalPointer;
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typedef void (APIENTRY * PFNglTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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static PFNglTexCoordPointer pglTexCoordPointer;
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typedef void (APIENTRY * PFNglColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
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static PFNglColorPointer pglColorPointer;
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typedef void (APIENTRY * PFNglDrawArrays) (GLenum mode, GLint first, GLsizei count);
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static PFNglDrawArrays pglDrawArrays;
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typedef void (APIENTRY * PFNglDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
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static PFNglDrawElements pglDrawElements;
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typedef void (APIENTRY * PFNglEnableClientState) (GLenum cap);
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static PFNglEnableClientState pglEnableClientState;
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typedef void (APIENTRY * PFNglDisableClientState) (GLenum cap);
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static PFNglDisableClientState pglDisableClientState;
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/* Lighting */
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typedef void (APIENTRY * PFNglShadeModel) (GLenum mode);
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static PFNglShadeModel pglShadeModel;
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typedef void (APIENTRY * PFNglLightfv) (GLenum light, GLenum pname, GLfloat *params);
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static PFNglLightfv pglLightfv;
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typedef void (APIENTRY * PFNglLightModelfv) (GLenum pname, GLfloat *params);
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static PFNglLightModelfv pglLightModelfv;
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typedef void (APIENTRY * PFNglMaterialfv) (GLint face, GLenum pname, GLfloat *params);
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static PFNglMaterialfv pglMaterialfv;
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typedef void (APIENTRY * PFNglMateriali) (GLint face, GLenum pname, GLint param);
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static PFNglMateriali pglMateriali;
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/* Raster functions */
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typedef void (APIENTRY * PFNglPixelStorei) (GLenum pname, GLint param);
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static PFNglPixelStorei pglPixelStorei;
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typedef void (APIENTRY * PFNglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
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static PFNglReadPixels pglReadPixels;
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/* Texture mapping */
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typedef void (APIENTRY * PFNglTexEnvi) (GLenum target, GLenum pname, GLint param);
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static PFNglTexEnvi pglTexEnvi;
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typedef void (APIENTRY * PFNglTexParameteri) (GLenum target, GLenum pname, GLint param);
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static PFNglTexParameteri pglTexParameteri;
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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;
|
|
typedef void (APIENTRY * PFNglTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
|
|
static PFNglTexSubImage2D pglTexSubImage2D;
|
|
|
|
/* 1.1 functions */
|
|
/* texture objects */ //GL_EXT_texture_object
|
|
typedef void (APIENTRY * PFNglGenTextures) (GLsizei n, const GLuint *textures);
|
|
static PFNglGenTextures pglGenTextures;
|
|
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;
|
|
|
|
/* 1.5 functions for buffers */
|
|
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;
|
|
|
|
/* 2.0 functions */
|
|
typedef void (APIENTRY * PFNglBlendEquation) (GLenum mode);
|
|
static PFNglBlendEquation pglBlendEquation;
|
|
|
|
|
|
/* 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
|
|
|
|
/* 1.5 Parms */
|
|
#ifndef GL_ARRAY_BUFFER
|
|
#define GL_ARRAY_BUFFER 0x8892
|
|
#endif
|
|
#ifndef GL_STATIC_DRAW
|
|
#define GL_STATIC_DRAW 0x88E4
|
|
#endif
|
|
|
|
boolean SetupGLfunc(void)
|
|
{
|
|
#ifndef STATIC_OPENGL
|
|
#define GETOPENGLFUNC(func, proc) \
|
|
func = GetGLFunc(#proc); \
|
|
if (!func) \
|
|
{ \
|
|
GL_MSG_Warning("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(pglColorPointer, glColorPointer)
|
|
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(pglMateriali, glMateriali)
|
|
|
|
GETOPENGLFUNC(pglPixelStorei, glPixelStorei)
|
|
GETOPENGLFUNC(pglReadPixels, glReadPixels)
|
|
|
|
GETOPENGLFUNC(pglTexEnvi, glTexEnvi)
|
|
GETOPENGLFUNC(pglTexParameteri, glTexParameteri)
|
|
GETOPENGLFUNC(pglTexImage2D, glTexImage2D)
|
|
GETOPENGLFUNC(pglTexSubImage2D, glTexSubImage2D)
|
|
|
|
GETOPENGLFUNC(pglGenTextures, glGenTextures)
|
|
GETOPENGLFUNC(pglDeleteTextures, glDeleteTextures)
|
|
GETOPENGLFUNC(pglBindTexture, glBindTexture)
|
|
|
|
GETOPENGLFUNC(pglCopyTexImage2D, glCopyTexImage2D)
|
|
GETOPENGLFUNC(pglCopyTexSubImage2D, glCopyTexSubImage2D)
|
|
|
|
#undef GETOPENGLFUNC
|
|
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
static boolean gl_shadersenabled = false;
|
|
static hwdshaderoption_t gl_allowshaders = HWD_SHADEROPTION_OFF;
|
|
|
|
#ifdef GL_SHADERS
|
|
typedef GLuint (APIENTRY *PFNglCreateShader) (GLenum);
|
|
typedef void (APIENTRY *PFNglShaderSource) (GLuint, GLsizei, const GLchar**, GLint*);
|
|
typedef void (APIENTRY *PFNglCompileShader) (GLuint);
|
|
typedef void (APIENTRY *PFNglGetShaderiv) (GLuint, GLenum, GLint*);
|
|
typedef void (APIENTRY *PFNglGetShaderInfoLog) (GLuint, GLsizei, GLsizei*, GLchar*);
|
|
typedef void (APIENTRY *PFNglDeleteShader) (GLuint);
|
|
typedef GLuint (APIENTRY *PFNglCreateProgram) (void);
|
|
typedef void (APIENTRY *PFNglDeleteProgram) (GLuint);
|
|
typedef void (APIENTRY *PFNglAttachShader) (GLuint, GLuint);
|
|
typedef void (APIENTRY *PFNglLinkProgram) (GLuint);
|
|
typedef void (APIENTRY *PFNglGetProgramiv) (GLuint, GLenum, GLint*);
|
|
typedef void (APIENTRY *PFNglUseProgram) (GLuint);
|
|
typedef void (APIENTRY *PFNglUniform1i) (GLint, GLint);
|
|
typedef void (APIENTRY *PFNglUniform1f) (GLint, GLfloat);
|
|
typedef void (APIENTRY *PFNglUniform2f) (GLint, GLfloat, GLfloat);
|
|
typedef void (APIENTRY *PFNglUniform3f) (GLint, GLfloat, GLfloat, GLfloat);
|
|
typedef void (APIENTRY *PFNglUniform4f) (GLint, GLfloat, GLfloat, GLfloat, GLfloat);
|
|
typedef void (APIENTRY *PFNglUniform1fv) (GLint, GLsizei, const GLfloat*);
|
|
typedef void (APIENTRY *PFNglUniform2fv) (GLint, GLsizei, const GLfloat*);
|
|
typedef void (APIENTRY *PFNglUniform3fv) (GLint, GLsizei, const GLfloat*);
|
|
typedef GLint (APIENTRY *PFNglGetUniformLocation) (GLuint, const GLchar*);
|
|
|
|
static PFNglCreateShader pglCreateShader;
|
|
static PFNglShaderSource pglShaderSource;
|
|
static PFNglCompileShader pglCompileShader;
|
|
static PFNglGetShaderiv pglGetShaderiv;
|
|
static PFNglGetShaderInfoLog pglGetShaderInfoLog;
|
|
static PFNglDeleteShader pglDeleteShader;
|
|
static PFNglCreateProgram pglCreateProgram;
|
|
static PFNglDeleteProgram pglDeleteProgram;
|
|
static PFNglAttachShader pglAttachShader;
|
|
static PFNglLinkProgram pglLinkProgram;
|
|
static PFNglGetProgramiv pglGetProgramiv;
|
|
static PFNglUseProgram pglUseProgram;
|
|
static PFNglUniform1i pglUniform1i;
|
|
static PFNglUniform1f pglUniform1f;
|
|
static PFNglUniform2f pglUniform2f;
|
|
static PFNglUniform3f pglUniform3f;
|
|
static PFNglUniform4f pglUniform4f;
|
|
static PFNglUniform1fv pglUniform1fv;
|
|
static PFNglUniform2fv pglUniform2fv;
|
|
static PFNglUniform3fv pglUniform3fv;
|
|
static PFNglGetUniformLocation pglGetUniformLocation;
|
|
|
|
// 13062019
|
|
typedef enum
|
|
{
|
|
// lighting
|
|
gluniform_poly_color,
|
|
gluniform_tint_color,
|
|
gluniform_fade_color,
|
|
gluniform_lighting,
|
|
gluniform_fade_start,
|
|
gluniform_fade_end,
|
|
|
|
// misc. (custom shaders)
|
|
gluniform_leveltime,
|
|
|
|
gluniform_max,
|
|
} gluniform_t;
|
|
|
|
typedef struct gl_shader_s
|
|
{
|
|
GLuint program;
|
|
GLint uniforms[gluniform_max+1];
|
|
boolean custom;
|
|
} gl_shader_t;
|
|
|
|
static gl_shader_t gl_shaders[HWR_MAXSHADERS];
|
|
static gl_shader_t gl_usershaders[HWR_MAXSHADERS];
|
|
static shadersource_t gl_customshaders[HWR_MAXSHADERS];
|
|
|
|
// 09102020
|
|
typedef struct gl_shaderstate_s
|
|
{
|
|
gl_shader_t *current;
|
|
GLuint type;
|
|
GLuint program;
|
|
boolean changed;
|
|
} gl_shaderstate_t;
|
|
static gl_shaderstate_t gl_shaderstate;
|
|
|
|
// Shader info
|
|
static INT32 shader_leveltime = 0;
|
|
|
|
// Lactozilla: Shader functions
|
|
static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i, const GLchar *vert_shader, const GLchar *frag_shader);
|
|
static void Shader_CompileError(const char *message, GLuint program, INT32 shadernum);
|
|
static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade);
|
|
|
|
static GLRGBAFloat shader_defaultcolor = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
|
// ================
|
|
// Vertex shaders
|
|
// ================
|
|
|
|
//
|
|
// Generic vertex shader
|
|
//
|
|
|
|
#define GLSL_DEFAULT_VERTEX_SHADER \
|
|
"void main()\n" \
|
|
"{\n" \
|
|
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
|
|
"gl_FrontColor = gl_Color;\n" \
|
|
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
|
|
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
|
|
"}\0"
|
|
|
|
// replicates the way fixed function lighting is used by the model lighting option,
|
|
// stores the lighting result to gl_Color
|
|
// (ambient lighting of 0.75 and diffuse lighting from above)
|
|
#define GLSL_MODEL_LIGHTING_VERTEX_SHADER \
|
|
"void main()\n" \
|
|
"{\n" \
|
|
"float nDotVP = dot(gl_Normal, vec3(0, 1, 0));\n" \
|
|
"float light = 0.75 + max(nDotVP, 0.0);\n" \
|
|
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
|
|
"gl_FrontColor = vec4(light, light, light, 1.0);\n" \
|
|
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
|
|
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
|
|
"}\0"
|
|
|
|
// ==================
|
|
// Fragment shaders
|
|
// ==================
|
|
|
|
//
|
|
// Generic fragment shader
|
|
//
|
|
|
|
#define GLSL_DEFAULT_FRAGMENT_SHADER \
|
|
"uniform sampler2D tex;\n" \
|
|
"uniform vec4 poly_color;\n" \
|
|
"void main(void) {\n" \
|
|
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \
|
|
"}\0"
|
|
|
|
//
|
|
// Software fragment shader
|
|
//
|
|
|
|
#define GLSL_DOOM_COLORMAP \
|
|
"float R_DoomColormap(float light, float z)\n" \
|
|
"{\n" \
|
|
"float lightnum = clamp(light / 17.0, 0.0, 15.0);\n" \
|
|
"float lightz = clamp(z / 16.0, 0.0, 127.0);\n" \
|
|
"float startmap = (15.0 - lightnum) * 4.0;\n" \
|
|
"float scale = 160.0 / (lightz + 1.0);\n" \
|
|
"return startmap - scale * 0.5;\n" \
|
|
"}\n"
|
|
|
|
#define GLSL_DOOM_LIGHT_EQUATION \
|
|
"float R_DoomLightingEquation(float light)\n" \
|
|
"{\n" \
|
|
"float z = gl_FragCoord.z / gl_FragCoord.w;\n" \
|
|
"float colormap = floor(R_DoomColormap(light, z)) + 0.5;\n" \
|
|
"return clamp(colormap, 0.0, 31.0) / 32.0;\n" \
|
|
"}\n"
|
|
|
|
#define GLSL_SOFTWARE_TINT_EQUATION \
|
|
"if (tint_color.a > 0.0) {\n" \
|
|
"float color_bright = sqrt((base_color.r * base_color.r) + (base_color.g * base_color.g) + (base_color.b * base_color.b));\n" \
|
|
"float strength = sqrt(9.0 * tint_color.a);\n" \
|
|
"final_color.r = clamp((color_bright * (tint_color.r * strength)) + (base_color.r * (1.0 - strength)), 0.0, 1.0);\n" \
|
|
"final_color.g = clamp((color_bright * (tint_color.g * strength)) + (base_color.g * (1.0 - strength)), 0.0, 1.0);\n" \
|
|
"final_color.b = clamp((color_bright * (tint_color.b * strength)) + (base_color.b * (1.0 - strength)), 0.0, 1.0);\n" \
|
|
"}\n"
|
|
|
|
#define GLSL_SOFTWARE_FADE_EQUATION \
|
|
"float darkness = R_DoomLightingEquation(lighting);\n" \
|
|
"if (fade_start != 0.0 || fade_end != 31.0) {\n" \
|
|
"float fs = fade_start / 31.0;\n" \
|
|
"float fe = fade_end / 31.0;\n" \
|
|
"float fd = fe - fs;\n" \
|
|
"darkness = clamp((darkness - fs) * (1.0 / fd), 0.0, 1.0);\n" \
|
|
"}\n" \
|
|
"final_color = mix(final_color, fade_color, darkness);\n"
|
|
|
|
#define GLSL_SOFTWARE_FRAGMENT_SHADER \
|
|
"uniform sampler2D tex;\n" \
|
|
"uniform vec4 poly_color;\n" \
|
|
"uniform vec4 tint_color;\n" \
|
|
"uniform vec4 fade_color;\n" \
|
|
"uniform float lighting;\n" \
|
|
"uniform float fade_start;\n" \
|
|
"uniform float fade_end;\n" \
|
|
GLSL_DOOM_COLORMAP \
|
|
GLSL_DOOM_LIGHT_EQUATION \
|
|
"void main(void) {\n" \
|
|
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
|
|
"vec4 base_color = texel * poly_color;\n" \
|
|
"vec4 final_color = base_color;\n" \
|
|
GLSL_SOFTWARE_TINT_EQUATION \
|
|
GLSL_SOFTWARE_FADE_EQUATION \
|
|
"final_color.a = texel.a * poly_color.a;\n" \
|
|
"gl_FragColor = final_color;\n" \
|
|
"}\0"
|
|
|
|
// same as above but multiplies results with the lighting value from the
|
|
// accompanying vertex shader (stored in gl_Color)
|
|
#define GLSL_SOFTWARE_MODEL_LIGHTING_FRAGMENT_SHADER \
|
|
"uniform sampler2D tex;\n" \
|
|
"uniform vec4 poly_color;\n" \
|
|
"uniform vec4 tint_color;\n" \
|
|
"uniform vec4 fade_color;\n" \
|
|
"uniform float lighting;\n" \
|
|
"uniform float fade_start;\n" \
|
|
"uniform float fade_end;\n" \
|
|
GLSL_DOOM_COLORMAP \
|
|
GLSL_DOOM_LIGHT_EQUATION \
|
|
"void main(void) {\n" \
|
|
"vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \
|
|
"vec4 base_color = texel * poly_color;\n" \
|
|
"vec4 final_color = base_color;\n" \
|
|
GLSL_SOFTWARE_TINT_EQUATION \
|
|
GLSL_SOFTWARE_FADE_EQUATION \
|
|
"final_color *= gl_Color;\n" \
|
|
"final_color.a = texel.a * poly_color.a;\n" \
|
|
"gl_FragColor = final_color;\n" \
|
|
"}\0"
|
|
|
|
//
|
|
// Water surface shader
|
|
//
|
|
// Mostly guesstimated, rather than the rest being built off Software science.
|
|
// Still needs to distort things underneath/around the water...
|
|
//
|
|
|
|
#define GLSL_WATER_FRAGMENT_SHADER \
|
|
"uniform sampler2D tex;\n" \
|
|
"uniform vec4 poly_color;\n" \
|
|
"uniform vec4 tint_color;\n" \
|
|
"uniform vec4 fade_color;\n" \
|
|
"uniform float lighting;\n" \
|
|
"uniform float fade_start;\n" \
|
|
"uniform float fade_end;\n" \
|
|
"uniform float leveltime;\n" \
|
|
"const float freq = 0.025;\n" \
|
|
"const float amp = 0.025;\n" \
|
|
"const float speed = 2.0;\n" \
|
|
"const float pi = 3.14159;\n" \
|
|
GLSL_DOOM_COLORMAP \
|
|
GLSL_DOOM_LIGHT_EQUATION \
|
|
"void main(void) {\n" \
|
|
"float z = (gl_FragCoord.z / gl_FragCoord.w) / 2.0;\n" \
|
|
"float a = -pi * (z * freq) + (leveltime * speed);\n" \
|
|
"float sdistort = sin(a) * amp;\n" \
|
|
"float cdistort = cos(a) * amp;\n" \
|
|
"vec4 texel = texture2D(tex, vec2(gl_TexCoord[0].s - sdistort, gl_TexCoord[0].t - cdistort));\n" \
|
|
"vec4 base_color = texel * poly_color;\n" \
|
|
"vec4 final_color = base_color;\n" \
|
|
GLSL_SOFTWARE_TINT_EQUATION \
|
|
GLSL_SOFTWARE_FADE_EQUATION \
|
|
"final_color.a = texel.a * poly_color.a;\n" \
|
|
"gl_FragColor = final_color;\n" \
|
|
"}\0"
|
|
|
|
//
|
|
// Fog block shader
|
|
//
|
|
// Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha
|
|
//
|
|
|
|
#define GLSL_FOG_FRAGMENT_SHADER \
|
|
"uniform vec4 tint_color;\n" \
|
|
"uniform vec4 fade_color;\n" \
|
|
"uniform float lighting;\n" \
|
|
"uniform float fade_start;\n" \
|
|
"uniform float fade_end;\n" \
|
|
GLSL_DOOM_COLORMAP \
|
|
GLSL_DOOM_LIGHT_EQUATION \
|
|
"void main(void) {\n" \
|
|
"vec4 base_color = gl_Color;\n" \
|
|
"vec4 final_color = base_color;\n" \
|
|
GLSL_SOFTWARE_TINT_EQUATION \
|
|
GLSL_SOFTWARE_FADE_EQUATION \
|
|
"gl_FragColor = final_color;\n" \
|
|
"}\0"
|
|
|
|
//
|
|
// Sky fragment shader
|
|
// Modulates poly_color with gl_Color
|
|
//
|
|
#define GLSL_SKY_FRAGMENT_SHADER \
|
|
"uniform sampler2D tex;\n" \
|
|
"uniform vec4 poly_color;\n" \
|
|
"void main(void) {\n" \
|
|
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * gl_Color * poly_color;\n" \
|
|
"}\0"
|
|
|
|
// ================
|
|
// Shader sources
|
|
// ================
|
|
|
|
static struct {
|
|
const char *vertex;
|
|
const char *fragment;
|
|
} const gl_shadersources[] = {
|
|
// Default shader
|
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_DEFAULT_FRAGMENT_SHADER},
|
|
|
|
// Floor shader
|
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
|
|
|
|
// Wall shader
|
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
|
|
|
|
// Sprite shader
|
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
|
|
|
|
// Model shader
|
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
|
|
|
|
// Model shader + diffuse lighting from above
|
|
{GLSL_MODEL_LIGHTING_VERTEX_SHADER, GLSL_SOFTWARE_MODEL_LIGHTING_FRAGMENT_SHADER},
|
|
|
|
// Water shader
|
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER},
|
|
|
|
// Fog shader
|
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_FOG_FRAGMENT_SHADER},
|
|
|
|
// Sky shader
|
|
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SKY_FRAGMENT_SHADER},
|
|
|
|
{NULL, NULL},
|
|
};
|
|
|
|
#endif // GL_SHADERS
|
|
|
|
void SetupGLFunc4(void)
|
|
{
|
|
pglActiveTexture = GetGLFunc("glActiveTexture");
|
|
pglMultiTexCoord2f = GetGLFunc("glMultiTexCoord2f");
|
|
pglClientActiveTexture = GetGLFunc("glClientActiveTexture");
|
|
pglMultiTexCoord2fv = GetGLFunc("glMultiTexCoord2fv");
|
|
|
|
/* 1.5 funcs */
|
|
pglGenBuffers = GetGLFunc("glGenBuffers");
|
|
pglBindBuffer = GetGLFunc("glBindBuffer");
|
|
pglBufferData = GetGLFunc("glBufferData");
|
|
pglDeleteBuffers = GetGLFunc("glDeleteBuffers");
|
|
|
|
/* 2.0 funcs */
|
|
pglBlendEquation = GetGLFunc("glBlendEquation");
|
|
|
|
#ifdef GL_SHADERS
|
|
pglCreateShader = GetGLFunc("glCreateShader");
|
|
pglShaderSource = GetGLFunc("glShaderSource");
|
|
pglCompileShader = GetGLFunc("glCompileShader");
|
|
pglGetShaderiv = GetGLFunc("glGetShaderiv");
|
|
pglGetShaderInfoLog = GetGLFunc("glGetShaderInfoLog");
|
|
pglDeleteShader = GetGLFunc("glDeleteShader");
|
|
pglCreateProgram = GetGLFunc("glCreateProgram");
|
|
pglDeleteProgram = GetGLFunc("glDeleteProgram");
|
|
pglAttachShader = GetGLFunc("glAttachShader");
|
|
pglLinkProgram = GetGLFunc("glLinkProgram");
|
|
pglGetProgramiv = GetGLFunc("glGetProgramiv");
|
|
pglUseProgram = GetGLFunc("glUseProgram");
|
|
pglUniform1i = GetGLFunc("glUniform1i");
|
|
pglUniform1f = GetGLFunc("glUniform1f");
|
|
pglUniform2f = GetGLFunc("glUniform2f");
|
|
pglUniform3f = GetGLFunc("glUniform3f");
|
|
pglUniform4f = GetGLFunc("glUniform4f");
|
|
pglUniform1fv = GetGLFunc("glUniform1fv");
|
|
pglUniform2fv = GetGLFunc("glUniform2fv");
|
|
pglUniform3fv = GetGLFunc("glUniform3fv");
|
|
pglGetUniformLocation = GetGLFunc("glGetUniformLocation");
|
|
#endif
|
|
|
|
// GLU
|
|
pgluBuild2DMipmaps = GetGLFunc("gluBuild2DMipmaps");
|
|
}
|
|
|
|
EXPORT boolean HWRAPI(CompileShaders) (void)
|
|
{
|
|
#ifdef GL_SHADERS
|
|
GLint i;
|
|
|
|
if (!pglUseProgram)
|
|
return false;
|
|
|
|
gl_customshaders[SHADER_DEFAULT].vertex = NULL;
|
|
gl_customshaders[SHADER_DEFAULT].fragment = NULL;
|
|
|
|
for (i = 0; gl_shadersources[i].vertex && gl_shadersources[i].fragment; i++)
|
|
{
|
|
gl_shader_t *shader, *usershader;
|
|
const GLchar *vert_shader = gl_shadersources[i].vertex;
|
|
const GLchar *frag_shader = gl_shadersources[i].fragment;
|
|
|
|
if (i >= HWR_MAXSHADERS)
|
|
break;
|
|
|
|
shader = &gl_shaders[i];
|
|
usershader = &gl_usershaders[i];
|
|
|
|
if (shader->program)
|
|
pglDeleteProgram(shader->program);
|
|
if (usershader->program)
|
|
pglDeleteProgram(usershader->program);
|
|
|
|
shader->program = 0;
|
|
usershader->program = 0;
|
|
|
|
if (!Shader_CompileProgram(shader, i, vert_shader, frag_shader))
|
|
shader->program = 0;
|
|
|
|
// Compile custom shader
|
|
if ((i == SHADER_DEFAULT) || !(gl_customshaders[i].vertex || gl_customshaders[i].fragment))
|
|
continue;
|
|
|
|
// 18032019
|
|
if (gl_customshaders[i].vertex)
|
|
vert_shader = gl_customshaders[i].vertex;
|
|
if (gl_customshaders[i].fragment)
|
|
frag_shader = gl_customshaders[i].fragment;
|
|
|
|
if (!Shader_CompileProgram(usershader, i, vert_shader, frag_shader))
|
|
{
|
|
GL_MSG_Warning("CompileShaders: Could not compile custom shader program for %s\n", HWR_GetShaderName(i));
|
|
usershader->program = 0;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
//
|
|
// Shader info
|
|
// Those are given to the uniforms.
|
|
//
|
|
|
|
EXPORT void HWRAPI(SetShaderInfo) (hwdshaderinfo_t info, INT32 value)
|
|
{
|
|
#ifdef GL_SHADERS
|
|
switch (info)
|
|
{
|
|
case HWD_SHADERINFO_LEVELTIME:
|
|
shader_leveltime = value;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
#else
|
|
(void)info;
|
|
(void)value;
|
|
#endif
|
|
}
|
|
|
|
//
|
|
// Custom shader loading
|
|
//
|
|
EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boolean isfragment)
|
|
{
|
|
#ifdef GL_SHADERS
|
|
shadersource_t *shader;
|
|
|
|
if (!pglUseProgram)
|
|
return;
|
|
|
|
if (number < 1 || number > HWR_MAXSHADERS)
|
|
I_Error("LoadCustomShader: cannot load shader %d (min 1, max %d)", number, HWR_MAXSHADERS);
|
|
else if (code == NULL)
|
|
I_Error("LoadCustomShader: empty shader");
|
|
|
|
shader = &gl_customshaders[number];
|
|
|
|
#define COPYSHADER(source) { \
|
|
if (shader->source) \
|
|
free(shader->source); \
|
|
shader->source = malloc(size+1); \
|
|
strncpy(shader->source, code, size); \
|
|
shader->source[size] = 0; \
|
|
}
|
|
|
|
if (isfragment)
|
|
COPYSHADER(fragment)
|
|
else
|
|
COPYSHADER(vertex)
|
|
|
|
#else
|
|
(void)number;
|
|
(void)shader;
|
|
(void)size;
|
|
(void)fragment;
|
|
#endif
|
|
}
|
|
|
|
EXPORT void HWRAPI(SetShader) (int type)
|
|
{
|
|
#ifdef GL_SHADERS
|
|
if (gl_allowshaders != HWD_SHADEROPTION_OFF)
|
|
{
|
|
gl_shader_t *shader = gl_shaderstate.current;
|
|
|
|
// If using model lighting, set the appropriate shader.
|
|
// However don't override a custom shader.
|
|
if (type == SHADER_MODEL && model_lighting
|
|
&& !(gl_shaders[SHADER_MODEL].custom && !gl_shaders[SHADER_MODEL_LIGHTING].custom))
|
|
type = SHADER_MODEL_LIGHTING;
|
|
|
|
if ((shader == NULL) || (GLuint)type != gl_shaderstate.type)
|
|
{
|
|
gl_shader_t *baseshader = &gl_shaders[type];
|
|
gl_shader_t *usershader = &gl_usershaders[type];
|
|
|
|
if (usershader->program)
|
|
shader = (gl_allowshaders == HWD_SHADEROPTION_NOCUSTOM) ? baseshader : usershader;
|
|
else
|
|
shader = baseshader;
|
|
|
|
gl_shaderstate.current = shader;
|
|
gl_shaderstate.type = type;
|
|
gl_shaderstate.changed = true;
|
|
}
|
|
|
|
if (gl_shaderstate.program != shader->program)
|
|
{
|
|
gl_shaderstate.program = shader->program;
|
|
gl_shaderstate.changed = true;
|
|
}
|
|
|
|
gl_shadersenabled = (shader->program != 0);
|
|
return;
|
|
}
|
|
#else
|
|
(void)type;
|
|
#endif
|
|
gl_shadersenabled = false;
|
|
}
|
|
|
|
EXPORT void HWRAPI(UnSetShader) (void)
|
|
{
|
|
#ifdef GL_SHADERS
|
|
gl_shaderstate.current = NULL;
|
|
gl_shaderstate.type = 0;
|
|
gl_shaderstate.program = 0;
|
|
|
|
if (pglUseProgram)
|
|
pglUseProgram(0);
|
|
#endif
|
|
|
|
gl_shadersenabled = false;
|
|
}
|
|
|
|
EXPORT void HWRAPI(CleanShaders) (void)
|
|
{
|
|
INT32 i;
|
|
|
|
for (i = 1; i < HWR_MAXSHADERS; i++)
|
|
{
|
|
shadersource_t *shader = &gl_customshaders[i];
|
|
|
|
if (shader->vertex)
|
|
free(shader->vertex);
|
|
|
|
if (shader->fragment)
|
|
free(shader->fragment);
|
|
|
|
shader->vertex = NULL;
|
|
shader->fragment = NULL;
|
|
}
|
|
}
|
|
|
|
// -----------------+
|
|
// SetNoTexture : Disable texture
|
|
// -----------------+
|
|
static void SetNoTexture(void)
|
|
{
|
|
// Disable texture.
|
|
if (tex_downloaded != NOTEXTURE_NUM)
|
|
{
|
|
if (NOTEXTURE_NUM == 0)
|
|
pglGenTextures(1, &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 = sin(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)
|
|
{
|
|
// GL_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);
|
|
|
|
pglMatrixMode(GL_PROJECTION);
|
|
pglLoadIdentity();
|
|
|
|
pglMatrixMode(GL_MODELVIEW);
|
|
pglLoadIdentity();
|
|
|
|
GLPerspective(fov, ASPECT_RATIO);
|
|
//pglScalef(1.0f, 320.0f/200.0f, 1.0f); // gl_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)
|
|
{
|
|
#ifdef GL_LIGHT_MODEL_AMBIENT
|
|
GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
#endif
|
|
|
|
// GL_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);
|
|
|
|
pglEnable(GL_ALPHA_TEST);
|
|
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 actual configuration
|
|
CurrentPolyFlags = 0xffffffff;
|
|
SetBlend(0);
|
|
|
|
tex_downloaded = 0;
|
|
SetNoTexture();
|
|
|
|
pglPolygonOffset(-1.0f, -1.0f);
|
|
|
|
//pglEnable(GL_CULL_FACE);
|
|
//pglCullFace(GL_FRONT);
|
|
|
|
pglDisable(GL_FOG);
|
|
|
|
// 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)
|
|
}
|
|
|
|
|
|
// -----------------+
|
|
// DeleteTexture : Deletes a texture from the GPU and frees its data
|
|
// -----------------+
|
|
EXPORT void HWRAPI(DeleteTexture) (GLMipmap_t *pTexInfo)
|
|
{
|
|
FTextureInfo *head = TexCacheHead;
|
|
|
|
if (!pTexInfo)
|
|
return;
|
|
else if (pTexInfo->downloaded)
|
|
pglDeleteTextures(1, (GLuint *)&pTexInfo->downloaded);
|
|
|
|
while (head)
|
|
{
|
|
if (head->downloaded == pTexInfo->downloaded)
|
|
{
|
|
if (head->next)
|
|
head->next->prev = head->prev;
|
|
else // no next -> tail is being deleted -> update TexCacheTail
|
|
TexCacheTail = head->prev;
|
|
if (head->prev)
|
|
head->prev->next = head->next;
|
|
else // no prev -> head is being deleted -> update TexCacheHead
|
|
TexCacheHead = head->next;
|
|
free(head);
|
|
break;
|
|
}
|
|
|
|
head = head->next;
|
|
}
|
|
|
|
pTexInfo->downloaded = 0;
|
|
}
|
|
|
|
|
|
// -----------------+
|
|
// Flush : flush OpenGL textures
|
|
// : Clear list of downloaded mipmaps
|
|
// -----------------+
|
|
void Flush(void)
|
|
{
|
|
//GL_DBG_Printf ("HWR_Flush()\n");
|
|
|
|
while (TexCacheHead)
|
|
{
|
|
FTextureInfo *pTexInfo = TexCacheHead;
|
|
GLMipmap_t *texture = pTexInfo->texture;
|
|
|
|
if (pTexInfo->downloaded)
|
|
{
|
|
pglDeleteTextures(1, (GLuint *)&pTexInfo->downloaded);
|
|
pTexInfo->downloaded = 0;
|
|
}
|
|
|
|
if (texture)
|
|
texture->downloaded = 0;
|
|
|
|
TexCacheHead = pTexInfo->next;
|
|
free(pTexInfo);
|
|
}
|
|
|
|
TexCacheTail = TexCacheHead = NULL; //Hurdler: well, TexCacheHead is already NULL
|
|
tex_downloaded = 0;
|
|
|
|
free(textureBuffer);
|
|
textureBuffer = NULL;
|
|
textureBufferSize = 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
|
|
// -----------------+
|
|
EXPORT boolean HWRAPI(Init) (void)
|
|
{
|
|
return LoadGL();
|
|
}
|
|
|
|
|
|
// -----------------+
|
|
// ClearMipMapCache : Flush OpenGL textures from memory
|
|
// -----------------+
|
|
EXPORT void HWRAPI(ClearMipMapCache) (void)
|
|
{
|
|
// GL_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;
|
|
// GL_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)
|
|
{
|
|
// GL_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)
|
|
{
|
|
// GL_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)
|
|
{
|
|
// GL_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);
|
|
}
|
|
|
|
|
|
// -----------------+
|
|
// 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 ?
|
|
|
|
static void Clamp2D(GLenum pname)
|
|
{
|
|
pglTexParameteri(GL_TEXTURE_2D, pname, GL_CLAMP); // fallback clamp
|
|
pglTexParameteri(GL_TEXTURE_2D, pname, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
static void SetBlendEquation(GLenum mode)
|
|
{
|
|
if (pglBlendEquation)
|
|
pglBlendEquation(mode);
|
|
}
|
|
|
|
static void SetBlendMode(FBITFIELD flags)
|
|
{
|
|
// Set blending function
|
|
switch (flags)
|
|
{
|
|
case PF_Translucent & PF_Blending:
|
|
pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
|
|
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
|
|
break;
|
|
case PF_Additive & PF_Blending:
|
|
case PF_Subtractive & PF_Blending:
|
|
case PF_ReverseSubtract & PF_Blending:
|
|
pglBlendFunc(GL_SRC_ALPHA, GL_ONE); // src * alpha + dest
|
|
break;
|
|
case PF_Environment & PF_Blending:
|
|
pglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
case PF_Multiplicative & PF_Blending:
|
|
pglBlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
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);
|
|
break;
|
|
default: // must be 0, otherwise it's an error
|
|
// No blending
|
|
pglBlendFunc(GL_ONE, GL_ZERO); // the same as no blending
|
|
break;
|
|
}
|
|
|
|
// Set blending equation
|
|
switch (flags)
|
|
{
|
|
case PF_Subtractive & PF_Blending:
|
|
SetBlendEquation(GL_FUNC_SUBTRACT);
|
|
break;
|
|
case PF_ReverseSubtract & PF_Blending:
|
|
// good for shadow
|
|
// not really but what else ?
|
|
SetBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
|
|
break;
|
|
default:
|
|
SetBlendEquation(GL_FUNC_ADD);
|
|
break;
|
|
}
|
|
|
|
// Alpha test
|
|
switch (flags)
|
|
{
|
|
case PF_Masked & PF_Blending:
|
|
pglAlphaFunc(GL_GREATER, 0.5f);
|
|
break;
|
|
case PF_Translucent & PF_Blending:
|
|
case PF_Additive & PF_Blending:
|
|
case PF_Subtractive & PF_Blending:
|
|
case PF_ReverseSubtract & PF_Blending:
|
|
case PF_Environment & PF_Blending:
|
|
case PF_Multiplicative & PF_Blending:
|
|
pglAlphaFunc(GL_NOTEQUAL, 0.0f);
|
|
break;
|
|
case PF_Fog & PF_Fog:
|
|
pglAlphaFunc(GL_ALWAYS, 0.0f); // Don't discard zero alpha fragments
|
|
break;
|
|
default:
|
|
pglAlphaFunc(GL_GREATER, 0.5f);
|
|
break;
|
|
}
|
|
}
|
|
|
|
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))
|
|
{
|
|
if (Xor & PF_Blending) // if blending mode must be changed
|
|
SetBlendMode(PolyFlags & PF_Blending);
|
|
|
|
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->PolyColor
|
|
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;
|
|
}
|
|
|
|
static void AllocTextureBuffer(GLMipmap_t *pTexInfo)
|
|
{
|
|
size_t size = pTexInfo->width * pTexInfo->height;
|
|
if (size > textureBufferSize)
|
|
{
|
|
textureBuffer = realloc(textureBuffer, size * sizeof(RGBA_t));
|
|
if (textureBuffer == NULL)
|
|
I_Error("AllocTextureBuffer: out of memory allocating %s bytes", sizeu1(size * sizeof(RGBA_t)));
|
|
textureBufferSize = size;
|
|
}
|
|
}
|
|
|
|
// -----------------+
|
|
// UpdateTexture : Updates texture data.
|
|
// -----------------+
|
|
EXPORT void HWRAPI(UpdateTexture) (GLMipmap_t *pTexInfo)
|
|
{
|
|
// Upload a texture
|
|
GLuint num = pTexInfo->downloaded;
|
|
boolean update = true;
|
|
|
|
INT32 w = pTexInfo->width, h = pTexInfo->height;
|
|
INT32 i, j;
|
|
|
|
const GLubyte *pImgData = (const GLubyte *)pTexInfo->data;
|
|
const GLvoid *ptex = NULL;
|
|
RGBA_t *tex = NULL;
|
|
|
|
// Generate a new texture name.
|
|
if (!num)
|
|
{
|
|
pglGenTextures(1, &num);
|
|
pTexInfo->downloaded = num;
|
|
update = false;
|
|
}
|
|
|
|
//GL_DBG_Printf("UpdateTexture %d %x\n", (INT32)num, pImgData);
|
|
|
|
if ((pTexInfo->format == GL_TEXFMT_P_8) || (pTexInfo->format == GL_TEXFMT_AP_88))
|
|
{
|
|
AllocTextureBuffer(pTexInfo);
|
|
ptex = tex = textureBuffer;
|
|
|
|
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->format == GL_TEXFMT_AP_88)
|
|
{
|
|
if (!(pTexInfo->flags & TF_CHROMAKEYED))
|
|
tex[w*j+i].s.alpha = *pImgData;
|
|
pImgData++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (pTexInfo->format == GL_TEXFMT_RGBA)
|
|
{
|
|
// Directly upload the texture data without any kind of conversion.
|
|
ptex = pImgData;
|
|
}
|
|
else if (pTexInfo->format == GL_TEXFMT_ALPHA_INTENSITY_88)
|
|
{
|
|
AllocTextureBuffer(pTexInfo);
|
|
ptex = tex = textureBuffer;
|
|
|
|
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->format == GL_TEXFMT_ALPHA_8) // Used for fade masks
|
|
{
|
|
AllocTextureBuffer(pTexInfo);
|
|
ptex = tex = textureBuffer;
|
|
|
|
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
|
|
GL_MSG_Warning("UpdateTexture: bad format %d\n", pTexInfo->format);
|
|
|
|
pglBindTexture(GL_TEXTURE_2D, num);
|
|
tex_downloaded = num;
|
|
|
|
// 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->format == GL_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);
|
|
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
|
|
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);
|
|
//pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR_MIPMAP_LINEAR);
|
|
}
|
|
else
|
|
{
|
|
if (update)
|
|
pglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
|
|
else
|
|
pglTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
|
|
}
|
|
}
|
|
else if (pTexInfo->format == GL_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);
|
|
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
|
|
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);
|
|
//pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR_MIPMAP_LINEAR);
|
|
}
|
|
else
|
|
{
|
|
if (update)
|
|
pglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
|
|
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
|
|
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0); // the lower the number, the higer the detail
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
if (update)
|
|
pglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
|
|
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);
|
|
}
|
|
|
|
// -----------------+
|
|
// SetTexture : The mipmap becomes the current texture source
|
|
// -----------------+
|
|
EXPORT void HWRAPI(SetTexture) (GLMipmap_t *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
|
|
{
|
|
FTextureInfo *newTex = calloc(1, sizeof (*newTex));
|
|
|
|
UpdateTexture(pTexInfo);
|
|
|
|
newTex->texture = pTexInfo;
|
|
newTex->downloaded = (UINT32)pTexInfo->downloaded;
|
|
newTex->width = (UINT32)pTexInfo->width;
|
|
newTex->height = (UINT32)pTexInfo->height;
|
|
newTex->format = (UINT32)pTexInfo->format;
|
|
|
|
// insertion at the tail
|
|
if (TexCacheTail)
|
|
{
|
|
newTex->prev = TexCacheTail;
|
|
TexCacheTail->next = newTex;
|
|
TexCacheTail = newTex;
|
|
}
|
|
else // initialization of the linked list
|
|
TexCacheTail = TexCacheHead = newTex;
|
|
}
|
|
}
|
|
|
|
static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade)
|
|
{
|
|
#ifdef GL_SHADERS
|
|
gl_shader_t *shader = gl_shaderstate.current;
|
|
|
|
if (gl_shadersenabled && (shader != NULL) && pglUseProgram)
|
|
{
|
|
if (!shader->program)
|
|
{
|
|
pglUseProgram(0);
|
|
return;
|
|
}
|
|
|
|
if (gl_shaderstate.changed)
|
|
{
|
|
pglUseProgram(shader->program);
|
|
gl_shaderstate.changed = false;
|
|
}
|
|
|
|
// Color uniforms can be left NULL and will be set to white (1.0f, 1.0f, 1.0f, 1.0f)
|
|
if (poly == NULL)
|
|
poly = &shader_defaultcolor;
|
|
if (tint == NULL)
|
|
tint = &shader_defaultcolor;
|
|
if (fade == NULL)
|
|
fade = &shader_defaultcolor;
|
|
|
|
#define UNIFORM_1(uniform, a, function) \
|
|
if (uniform != -1) \
|
|
function (uniform, a);
|
|
|
|
#define UNIFORM_2(uniform, a, b, function) \
|
|
if (uniform != -1) \
|
|
function (uniform, a, b);
|
|
|
|
#define UNIFORM_3(uniform, a, b, c, function) \
|
|
if (uniform != -1) \
|
|
function (uniform, a, b, c);
|
|
|
|
#define UNIFORM_4(uniform, a, b, c, d, function) \
|
|
if (uniform != -1) \
|
|
function (uniform, a, b, c, d);
|
|
|
|
// polygon
|
|
UNIFORM_4(shader->uniforms[gluniform_poly_color], poly->red, poly->green, poly->blue, poly->alpha, pglUniform4f);
|
|
UNIFORM_4(shader->uniforms[gluniform_tint_color], tint->red, tint->green, tint->blue, tint->alpha, pglUniform4f);
|
|
UNIFORM_4(shader->uniforms[gluniform_fade_color], fade->red, fade->green, fade->blue, fade->alpha, pglUniform4f);
|
|
|
|
if (Surface != NULL)
|
|
{
|
|
UNIFORM_1(shader->uniforms[gluniform_lighting], Surface->LightInfo.light_level, pglUniform1f);
|
|
UNIFORM_1(shader->uniforms[gluniform_fade_start], Surface->LightInfo.fade_start, pglUniform1f);
|
|
UNIFORM_1(shader->uniforms[gluniform_fade_end], Surface->LightInfo.fade_end, pglUniform1f);
|
|
}
|
|
|
|
UNIFORM_1(shader->uniforms[gluniform_leveltime], ((float)shader_leveltime) / TICRATE, pglUniform1f);
|
|
|
|
#undef UNIFORM_1
|
|
#undef UNIFORM_2
|
|
#undef UNIFORM_3
|
|
#undef UNIFORM_4
|
|
}
|
|
#else
|
|
(void)Surface;
|
|
(void)poly;
|
|
(void)tint;
|
|
(void)fade;
|
|
#endif
|
|
}
|
|
|
|
static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i, const GLchar *vert_shader, const GLchar *frag_shader)
|
|
{
|
|
GLuint gl_vertShader, gl_fragShader;
|
|
GLint result;
|
|
|
|
//
|
|
// Load and compile vertex shader
|
|
//
|
|
gl_vertShader = pglCreateShader(GL_VERTEX_SHADER);
|
|
if (!gl_vertShader)
|
|
{
|
|
GL_MSG_Error("Shader_CompileProgram: Error creating vertex shader %s\n", HWR_GetShaderName(i));
|
|
return false;
|
|
}
|
|
|
|
pglShaderSource(gl_vertShader, 1, &vert_shader, NULL);
|
|
pglCompileShader(gl_vertShader);
|
|
|
|
// check for compile errors
|
|
pglGetShaderiv(gl_vertShader, GL_COMPILE_STATUS, &result);
|
|
if (result == GL_FALSE)
|
|
{
|
|
Shader_CompileError("Error compiling vertex shader", gl_vertShader, i);
|
|
pglDeleteShader(gl_vertShader);
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// Load and compile fragment shader
|
|
//
|
|
gl_fragShader = pglCreateShader(GL_FRAGMENT_SHADER);
|
|
if (!gl_fragShader)
|
|
{
|
|
GL_MSG_Error("Shader_CompileProgram: Error creating fragment shader %s\n", HWR_GetShaderName(i));
|
|
pglDeleteShader(gl_vertShader);
|
|
pglDeleteShader(gl_fragShader);
|
|
return false;
|
|
}
|
|
|
|
pglShaderSource(gl_fragShader, 1, &frag_shader, NULL);
|
|
pglCompileShader(gl_fragShader);
|
|
|
|
// check for compile errors
|
|
pglGetShaderiv(gl_fragShader, GL_COMPILE_STATUS, &result);
|
|
if (result == GL_FALSE)
|
|
{
|
|
Shader_CompileError("Error compiling fragment shader", gl_fragShader, i);
|
|
pglDeleteShader(gl_vertShader);
|
|
pglDeleteShader(gl_fragShader);
|
|
return false;
|
|
}
|
|
|
|
shader->program = pglCreateProgram();
|
|
pglAttachShader(shader->program, gl_vertShader);
|
|
pglAttachShader(shader->program, gl_fragShader);
|
|
pglLinkProgram(shader->program);
|
|
|
|
// check link status
|
|
pglGetProgramiv(shader->program, GL_LINK_STATUS, &result);
|
|
|
|
// delete the shader objects
|
|
pglDeleteShader(gl_vertShader);
|
|
pglDeleteShader(gl_fragShader);
|
|
|
|
// couldn't link?
|
|
if (result != GL_TRUE)
|
|
{
|
|
GL_MSG_Error("Shader_CompileProgram: Error linking shader program %s\n", HWR_GetShaderName(i));
|
|
pglDeleteProgram(shader->program);
|
|
return false;
|
|
}
|
|
|
|
// 13062019
|
|
#define GETUNI(uniform) pglGetUniformLocation(shader->program, uniform);
|
|
|
|
// lighting
|
|
shader->uniforms[gluniform_poly_color] = GETUNI("poly_color");
|
|
shader->uniforms[gluniform_tint_color] = GETUNI("tint_color");
|
|
shader->uniforms[gluniform_fade_color] = GETUNI("fade_color");
|
|
shader->uniforms[gluniform_lighting] = GETUNI("lighting");
|
|
shader->uniforms[gluniform_fade_start] = GETUNI("fade_start");
|
|
shader->uniforms[gluniform_fade_end] = GETUNI("fade_end");
|
|
|
|
// misc. (custom shaders)
|
|
shader->uniforms[gluniform_leveltime] = GETUNI("leveltime");
|
|
|
|
#undef GETUNI
|
|
|
|
return true;
|
|
}
|
|
|
|
static void Shader_CompileError(const char *message, GLuint program, INT32 shadernum)
|
|
{
|
|
GLchar *infoLog = NULL;
|
|
GLint logLength;
|
|
|
|
pglGetShaderiv(program, GL_INFO_LOG_LENGTH, &logLength);
|
|
|
|
if (logLength)
|
|
{
|
|
infoLog = malloc(logLength);
|
|
pglGetShaderInfoLog(program, logLength, NULL, infoLog);
|
|
}
|
|
|
|
GL_MSG_Error("Shader_CompileProgram: %s (%s)\n%s", message, HWR_GetShaderName(shadernum), (infoLog ? infoLog : ""));
|
|
|
|
if (infoLog)
|
|
free(infoLog);
|
|
}
|
|
|
|
// code that is common between DrawPolygon and DrawIndexedTriangles
|
|
// the corona thing is there too, i have no idea if that stuff works with DrawIndexedTriangles and batching
|
|
static void PreparePolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FBITFIELD PolyFlags)
|
|
{
|
|
static GLRGBAFloat poly = {0,0,0,0};
|
|
static GLRGBAFloat tint = {0,0,0,0};
|
|
static GLRGBAFloat fade = {0,0,0,0};
|
|
|
|
if ((PolyFlags & PF_Corona) && (oglflags & GLF_NOZBUFREAD))
|
|
PolyFlags &= ~(PF_NoDepthTest|PF_Corona);
|
|
|
|
SetBlend(PolyFlags); //TODO: inline (#pragma..)
|
|
|
|
if (pSurf)
|
|
{
|
|
// If modulated, mix the surface colour to the texture
|
|
if (CurrentPolyFlags & PF_Modulated)
|
|
pglColor4ubv((GLubyte*)&pSurf->PolyColor.s);
|
|
|
|
// If the surface is either modulated or colormapped, or both
|
|
if (CurrentPolyFlags & (PF_Modulated | PF_ColorMapped))
|
|
{
|
|
poly.red = byte2float[pSurf->PolyColor.s.red];
|
|
poly.green = byte2float[pSurf->PolyColor.s.green];
|
|
poly.blue = byte2float[pSurf->PolyColor.s.blue];
|
|
poly.alpha = byte2float[pSurf->PolyColor.s.alpha];
|
|
}
|
|
|
|
// Only if the surface is colormapped
|
|
if (CurrentPolyFlags & PF_ColorMapped)
|
|
{
|
|
tint.red = byte2float[pSurf->TintColor.s.red];
|
|
tint.green = byte2float[pSurf->TintColor.s.green];
|
|
tint.blue = byte2float[pSurf->TintColor.s.blue];
|
|
tint.alpha = byte2float[pSurf->TintColor.s.alpha];
|
|
|
|
fade.red = byte2float[pSurf->FadeColor.s.red];
|
|
fade.green = byte2float[pSurf->FadeColor.s.green];
|
|
fade.blue = byte2float[pSurf->FadeColor.s.blue];
|
|
fade.alpha = byte2float[pSurf->FadeColor.s.alpha];
|
|
}
|
|
}
|
|
|
|
// 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
|
|
{
|
|
FUINT i;
|
|
FUINT j;
|
|
|
|
//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);
|
|
//GL_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);
|
|
//GL_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;
|
|
//GL_DBG_Printf("Scale factor: %f\n", scalef);
|
|
|
|
if (scalef < 0.05f)
|
|
return;
|
|
|
|
// GLubyte c[4];
|
|
c[0] = pSurf->PolyColor.s.red;
|
|
c[1] = pSurf->PolyColor.s.green;
|
|
c[2] = pSurf->PolyColor.s.blue;
|
|
|
|
alpha = byte2float[pSurf->PolyColor.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);
|
|
}
|
|
|
|
Shader_SetUniforms(pSurf, &poly, &tint, &fade);
|
|
}
|
|
|
|
// -----------------+
|
|
// DrawPolygon : Render a polygon, set the texture, set render mode
|
|
// -----------------+
|
|
EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags)
|
|
{
|
|
PreparePolygon(pSurf, pOutVerts, PolyFlags);
|
|
|
|
pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
|
|
pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
|
|
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(DrawIndexedTriangles) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, UINT32 *IndexArray)
|
|
{
|
|
PreparePolygon(pSurf, pOutVerts, PolyFlags);
|
|
|
|
pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
|
|
pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
|
|
pglDrawElements(GL_TRIANGLES, iNumPts, GL_UNSIGNED_INT, IndexArray);
|
|
|
|
// the DrawPolygon variant of this has some code about polyflags and wrapping here but havent noticed any problems from omitting it?
|
|
}
|
|
|
|
static const boolean gl_ext_arb_vertex_buffer_object = true;
|
|
|
|
#define NULL_VBO_VERTEX ((gl_skyvertex_t*)NULL)
|
|
#define sky_vbo_x (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->x : &sky->data[0].x)
|
|
#define sky_vbo_u (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->u : &sky->data[0].u)
|
|
#define sky_vbo_r (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->r : &sky->data[0].r)
|
|
|
|
EXPORT void HWRAPI(RenderSkyDome) (gl_sky_t *sky)
|
|
{
|
|
int i, j;
|
|
|
|
Shader_SetUniforms(NULL, NULL, NULL, NULL);
|
|
|
|
// Build the sky dome! Yes!
|
|
if (sky->rebuild)
|
|
{
|
|
// delete VBO when already exists
|
|
if (gl_ext_arb_vertex_buffer_object)
|
|
{
|
|
if (sky->vbo)
|
|
pglDeleteBuffers(1, &sky->vbo);
|
|
}
|
|
|
|
if (gl_ext_arb_vertex_buffer_object)
|
|
{
|
|
// generate a new VBO and get the associated ID
|
|
pglGenBuffers(1, &sky->vbo);
|
|
|
|
// bind VBO in order to use
|
|
pglBindBuffer(GL_ARRAY_BUFFER, sky->vbo);
|
|
|
|
// upload data to VBO
|
|
pglBufferData(GL_ARRAY_BUFFER, sky->vertex_count * sizeof(sky->data[0]), sky->data, GL_STATIC_DRAW);
|
|
}
|
|
|
|
sky->rebuild = false;
|
|
}
|
|
|
|
// bind VBO in order to use
|
|
if (gl_ext_arb_vertex_buffer_object)
|
|
pglBindBuffer(GL_ARRAY_BUFFER, sky->vbo);
|
|
|
|
// activate and specify pointers to arrays
|
|
pglVertexPointer(3, GL_FLOAT, sizeof(sky->data[0]), sky_vbo_x);
|
|
pglTexCoordPointer(2, GL_FLOAT, sizeof(sky->data[0]), sky_vbo_u);
|
|
pglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(sky->data[0]), sky_vbo_r);
|
|
|
|
// activate color arrays
|
|
pglEnableClientState(GL_COLOR_ARRAY);
|
|
|
|
// set transforms
|
|
pglScalef(1.0f, (float)sky->height / 200.0f, 1.0f);
|
|
pglRotatef(270.0f, 0.0f, 1.0f, 0.0f);
|
|
|
|
for (j = 0; j < 2; j++)
|
|
{
|
|
for (i = 0; i < sky->loopcount; i++)
|
|
{
|
|
gl_skyloopdef_t *loop = &sky->loops[i];
|
|
unsigned int mode = 0;
|
|
|
|
if (j == 0 ? loop->use_texture : !loop->use_texture)
|
|
continue;
|
|
|
|
switch (loop->mode)
|
|
{
|
|
case HWD_SKYLOOP_FAN:
|
|
mode = GL_TRIANGLE_FAN;
|
|
break;
|
|
case HWD_SKYLOOP_STRIP:
|
|
mode = GL_TRIANGLE_STRIP;
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
|
|
pglDrawArrays(mode, loop->vertexindex, loop->vertexcount);
|
|
}
|
|
}
|
|
|
|
pglScalef(1.0f, 1.0f, 1.0f);
|
|
pglColor4ubv(white);
|
|
|
|
// bind with 0, so, switch back to normal pointer operation
|
|
if (gl_ext_arb_vertex_buffer_object)
|
|
pglBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
// deactivate color array
|
|
pglDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
// ==========================================================================
|
|
//
|
|
// ==========================================================================
|
|
EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value)
|
|
{
|
|
switch (IdState)
|
|
{
|
|
case HWD_SET_MODEL_LIGHTING:
|
|
model_lighting = Value;
|
|
break;
|
|
|
|
case HWD_SET_SHADERS:
|
|
gl_allowshaders = (hwdshaderoption_t)Value;
|
|
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) ((void*)(i))
|
|
|
|
static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface)
|
|
{
|
|
static GLRGBAFloat poly = {0,0,0,0};
|
|
static GLRGBAFloat tint = {0,0,0,0};
|
|
static GLRGBAFloat fade = {0,0,0,0};
|
|
|
|
float pol = 0.0f;
|
|
float scalex, scaley, scalez;
|
|
|
|
boolean useTinyFrames;
|
|
|
|
boolean useVBO = true;
|
|
|
|
FBITFIELD flags;
|
|
int i;
|
|
|
|
// Because otherwise, scaling the screen negatively vertically breaks the lighting
|
|
GLfloat LightPos[] = {0.0f, 1.0f, 0.0f, 0.0f};
|
|
#ifdef GL_LIGHT_MODEL_AMBIENT
|
|
GLfloat ambient[4];
|
|
GLfloat diffuse[4];
|
|
#endif
|
|
|
|
// 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;
|
|
}
|
|
|
|
poly.red = byte2float[Surface->PolyColor.s.red];
|
|
poly.green = byte2float[Surface->PolyColor.s.green];
|
|
poly.blue = byte2float[Surface->PolyColor.s.blue];
|
|
poly.alpha = byte2float[Surface->PolyColor.s.alpha];
|
|
|
|
#ifdef GL_LIGHT_MODEL_AMBIENT
|
|
if (model_lighting)
|
|
{
|
|
if (!gl_shadersenabled)
|
|
{
|
|
ambient[0] = poly.red;
|
|
ambient[1] = poly.green;
|
|
ambient[2] = poly.blue;
|
|
ambient[3] = poly.alpha;
|
|
|
|
diffuse[0] = poly.red;
|
|
diffuse[1] = poly.green;
|
|
diffuse[2] = poly.blue;
|
|
diffuse[3] = poly.alpha;
|
|
|
|
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;
|
|
|
|
pglLightfv(GL_LIGHT0, GL_POSITION, LightPos);
|
|
|
|
pglEnable(GL_LIGHTING);
|
|
pglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
|
|
pglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
|
|
}
|
|
pglShadeModel(GL_SMOOTH);
|
|
}
|
|
#endif
|
|
else
|
|
pglColor4ubv((GLubyte*)&Surface->PolyColor.s);
|
|
|
|
tint.red = byte2float[Surface->TintColor.s.red];
|
|
tint.green = byte2float[Surface->TintColor.s.green];
|
|
tint.blue = byte2float[Surface->TintColor.s.blue];
|
|
tint.alpha = byte2float[Surface->TintColor.s.alpha];
|
|
|
|
fade.red = byte2float[Surface->FadeColor.s.red];
|
|
fade.green = byte2float[Surface->FadeColor.s.green];
|
|
fade.blue = byte2float[Surface->FadeColor.s.blue];
|
|
fade.alpha = byte2float[Surface->FadeColor.s.alpha];
|
|
|
|
flags = (Surface->PolyFlags | PF_Modulated);
|
|
if (Surface->PolyFlags & (PF_Additive|PF_Subtractive|PF_ReverseSubtract|PF_Multiplicative))
|
|
flags |= PF_Occlude;
|
|
else if (Surface->PolyColor.s.alpha == 0xFF)
|
|
flags |= (PF_Occlude | PF_Masked);
|
|
|
|
SetBlend(flags);
|
|
Shader_SetUniforms(Surface, &poly, &tint, &fade);
|
|
|
|
pglEnable(GL_CULL_FACE);
|
|
pglEnable(GL_NORMALIZE);
|
|
|
|
#ifdef USE_FTRANSFORM_MIRROR
|
|
// flipped is if the object is vertically flipped
|
|
// hflipped is if the object is horizontally 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 ^ hflipped ^ 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 ^ hflipped ^ pos->flip) // If one or three of these are active, but not two, invert the model's culling
|
|
{
|
|
pglCullFace(GL_FRONT);
|
|
}
|
|
else
|
|
{
|
|
pglCullFace(GL_BACK);
|
|
}
|
|
#endif
|
|
|
|
pglPushMatrix(); // should be the same as glLoadIdentity
|
|
//Hurdler: now it seems to work
|
|
pglTranslatef(pos->x, pos->z, pos->y);
|
|
if (flipped)
|
|
scaley = -scaley;
|
|
if (hflipped)
|
|
scalez = -scalez;
|
|
|
|
#ifdef USE_FTRANSFORM_ANGLEZ
|
|
pglRotatef(pos->anglez, 0.0f, 0.0f, -1.0f); // rotate by slope from Kart
|
|
#endif
|
|
pglRotatef(pos->angley, 0.0f, -1.0f, 0.0f);
|
|
pglRotatef(pos->anglex, 1.0f, 0.0f, 0.0f);
|
|
|
|
if (pos->roll)
|
|
{
|
|
float roll = (1.0f * pos->rollflip);
|
|
pglTranslatef(pos->centerx, pos->centery, 0);
|
|
if (pos->rotaxis == 2) // Z
|
|
pglRotatef(pos->rollangle, 0.0f, 0.0f, roll);
|
|
else if (pos->rotaxis == 1) // Y
|
|
pglRotatef(pos->rollangle, 0.0f, roll, 0.0f);
|
|
else // X
|
|
pglRotatef(pos->rollangle, roll, 0.0f, 0.0f);
|
|
pglTranslatef(-pos->centerx, -pos->centery, 0);
|
|
}
|
|
|
|
pglScalef(scalex, scaley, scalez);
|
|
|
|
useTinyFrames = model->meshes[0].tinyframes != NULL;
|
|
|
|
if (useTinyFrames)
|
|
pglScalef(1 / 64.0f, 1 / 64.0f, 1 / 64.0f);
|
|
|
|
// Don't use the VBO if it does not have the correct texture coordinates.
|
|
// (Can happen when model uses a sprite as a texture and the sprite changes)
|
|
// Comparing floats with the != operator here should be okay because they
|
|
// are just copies of glpatches' max_s and max_t values.
|
|
// Instead of the != operator, memcmp is used to avoid a compiler warning.
|
|
if (memcmp(&(model->vbo_max_s), &(model->max_s), sizeof(model->max_s)) != 0 ||
|
|
memcmp(&(model->vbo_max_t), &(model->max_t), sizeof(model->max_t)) != 0)
|
|
useVBO = false;
|
|
|
|
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)
|
|
{
|
|
if (useVBO)
|
|
{
|
|
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
|
|
{
|
|
pglVertexPointer(3, GL_SHORT, 0, frame->vertices);
|
|
pglNormalPointer(GL_BYTE, 0, frame->normals);
|
|
pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs);
|
|
pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
short *vertPtr;
|
|
char *normPtr;
|
|
int j = 0;
|
|
|
|
// Dangit, I soooo want to do this in a GLSL shader...
|
|
AllocLerpTinyBuffer(mesh->numVertices * sizeof(short) * 3);
|
|
vertPtr = vertTinyBuffer;
|
|
normPtr = normTinyBuffer;
|
|
|
|
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)
|
|
{
|
|
if (useVBO)
|
|
{
|
|
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
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
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
|
|
pglDisable(GL_CULL_FACE);
|
|
pglDisable(GL_NORMALIZE);
|
|
|
|
#ifdef GL_LIGHT_MODEL_AMBIENT
|
|
if (model_lighting)
|
|
{
|
|
if (!gl_shadersenabled)
|
|
pglDisable(GL_LIGHTING);
|
|
pglShadeModel(GL_FLAT);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// -----------------+
|
|
// HWRAPI DrawModel : Draw a model
|
|
// -----------------+
|
|
EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface)
|
|
{
|
|
DrawModelEx(model, frameIndex, duration, tics, nextFrameIndex, pos, scale, flipped, hflipped, Surface);
|
|
}
|
|
|
|
// -----------------+
|
|
// SetTransform :
|
|
// -----------------+
|
|
EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
|
|
{
|
|
static boolean special_splitscreen;
|
|
boolean shearing = false;
|
|
float used_fov;
|
|
|
|
pglLoadIdentity();
|
|
|
|
if (stransform)
|
|
{
|
|
used_fov = stransform->fovxangle;
|
|
#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);
|
|
|
|
if (stransform->roll)
|
|
pglRotatef(stransform->rollangle, 0.0f, 0.0f, 1.0f);
|
|
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);
|
|
|
|
special_splitscreen = stransform->splitscreen;
|
|
shearing = stransform->shearing;
|
|
}
|
|
else
|
|
{
|
|
used_fov = fov;
|
|
pglScalef(1.0f, 1.0f, -1.0f);
|
|
}
|
|
|
|
pglMatrixMode(GL_PROJECTION);
|
|
pglLoadIdentity();
|
|
|
|
// Simulate Software's y-shearing
|
|
// https://zdoom.org/wiki/Y-shearing
|
|
if (shearing)
|
|
{
|
|
float fdy = stransform->viewaiming * 2;
|
|
if (stransform->flip)
|
|
fdy *= -1.0f;
|
|
pglTranslatef(0.0f, -fdy/BASEVIDHEIGHT, 0.0f);
|
|
}
|
|
|
|
if (special_splitscreen)
|
|
{
|
|
used_fov = atan(tan(used_fov*M_PI/360)*0.8)*360/M_PI;
|
|
GLPerspective(used_fov, 2*ASPECT_RATIO);
|
|
}
|
|
else
|
|
GLPerspective(used_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 = TexCacheHead;
|
|
INT32 res = 0;
|
|
|
|
while (tmp)
|
|
{
|
|
// Figure out the correct bytes-per-pixel for this texture
|
|
// I don't know which one the game actually _uses_ but this
|
|
// follows format2bpp in hw_cache.c
|
|
int bpp = 1;
|
|
int format = tmp->format;
|
|
if (format == GL_TEXFMT_RGBA)
|
|
bpp = 4;
|
|
else if (format == GL_TEXFMT_ALPHA_INTENSITY_88 || format == GL_TEXFMT_AP_88)
|
|
bpp = 2;
|
|
|
|
// Add it up!
|
|
res += tmp->height*tmp->width*bpp;
|
|
tmp = tmp->next;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
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);
|
|
|
|
pglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
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)
|
|
pglGenTextures(1, &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)
|
|
pglGenTextures(1, &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);
|
|
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);
|
|
|
|
// 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)
|
|
pglGenTextures(1, &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)
|
|
pglGenTextures(1, &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
|