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itgmania212121/stepmania/src/RageDisplay_OGL.cpp
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#include "global.h"
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/* ours may be more up-to-date */
#define __glext_h_
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#if defined(WIN32)
#include <windows.h>
#endif
#if !defined(DARWIN)
# include <GL/gl.h>
# include <GL/glu.h>
#else
/* XXX: Instead, try creating a directory "archutils/Darwin/include/GL", containing "gl.h" and
* "glu.h", which each contain a single line "#include <OpenGL/gl.h>". Then, add
* "archutils/Darwin/include" to your -I paths, so the above <GL/gl.h> includes will work
* without changes. */
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
#endif
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#undef __glext_h_
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#include "glext.h"
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#include "RageFile.h"
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#include "RageSurface.h"
#include "RageSurfaceUtils.h"
#include "PrefsManager.h" // XXX
#include "ScreenDimensions.h" // XXX
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/* Windows's broken gl.h defines GL_EXT_paletted_texture incompletely: */
#ifndef GL_TEXTURE_INDEX_SIZE_EXT
#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED
#endif
#include <set>
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#include <sstream>
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#if defined(DARWIN)
#include "archutils/Darwin/Vsync.h"
#endif
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#include "RageDisplay.h"
#include "RageDisplay_OGL.h"
#include "RageDisplay_OGL_Extensions.h"
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#include "RageUtil.h"
#include "RageLog.h"
#include "RageTimer.h"
#include "RageException.h"
#include "RageTexture.h"
#include "RageTextureManager.h"
#include "RageMath.h"
#include "RageTypes.h"
#include "GameConstantsAndTypes.h"
#include "StepMania.h"
#include "RageUtil.h"
#include "arch/LowLevelWindow/LowLevelWindow.h"
#include "arch/arch.h"
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#ifdef WIN32
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
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#endif
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//
// Globals
//
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static bool g_bReversePackedPixelsWorks = true;
static bool g_bColorIndexTableWorks = true;
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/* OpenGL system information that generally doesn't change at runtime. */
/* Range and granularity of points and lines: */
float g_line_range[2];
float g_line_granularity;
float g_point_range[2];
float g_point_granularity;
/* OpenGL version * 10: */
int g_glVersion;
/* GLU version * 10: */
int g_gluVersion;
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static int g_iMaxTextureUnits = 0;
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/* Available extensions: */
set<string> g_glExts;
/* We don't actually use normals (we don't tunr on lighting), there's just
* no GL_T2F_C4F_V3F. */
const GLenum RageSpriteVertexFormat = GL_T2F_C4F_N3F_V3F;
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/* If we support texture matrix scaling, a handle to the vertex program: */
static GLhandleARB g_bTextureMatrixShader = 0;
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LowLevelWindow *wind;
static void InvalidateAllGeometry();
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static RageDisplay::PixelFormatDesc PIXEL_FORMAT_DESC[RageDisplay::NUM_PIX_FORMATS] = {
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{
/* R8G8B8A8 */
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32,
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{ 0xFF000000,
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0x00FF0000,
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0x0000FF00,
0x000000FF }
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}, {
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/* R4G4B4A4 */
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16,
{ 0xF000,
0x0F00,
0x00F0,
0x000F },
}, {
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/* R5G5B5A1 */
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16,
{ 0xF800,
0x07C0,
0x003E,
0x0001 },
}, {
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/* R5G5B5 */
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16,
{ 0xF800,
0x07C0,
0x003E,
0x0000 },
}, {
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/* R8G8B8 */
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24,
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{ 0xFF0000,
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0x00FF00,
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0x0000FF,
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0x000000 }
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}, {
/* Paletted */
8,
{ 0,0,0,0 } /* N/A */
}, {
/* B8G8R8A8 */
24,
{ 0x0000FF,
0x00FF00,
0xFF0000,
0x000000 }
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}, {
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/* A1B5G5R5 */
16,
{ 0x7C00,
0x03E0,
0x001F,
0x8000 },
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}
};
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static map<GLenum, CString> g_Strings;
static void InitStringMap()
{
static bool Initialized = false;
if(Initialized) return;
Initialized = true;
#define X(a) g_Strings[a] = #a;
X(GL_RGBA8); X(GL_RGBA4); X(GL_RGB5_A1); X(GL_RGB5); X(GL_RGBA); X(GL_RGB);
X(GL_BGR); X(GL_BGRA);
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X(GL_COLOR_INDEX8_EXT); X(GL_COLOR_INDEX4_EXT); X(GL_COLOR_INDEX);
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X(GL_UNSIGNED_BYTE); X(GL_UNSIGNED_SHORT_4_4_4_4); X(GL_UNSIGNED_SHORT_5_5_5_1);
X(GL_UNSIGNED_SHORT_1_5_5_5_REV);
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X(GL_INVALID_ENUM); X(GL_INVALID_VALUE); X(GL_INVALID_OPERATION);
X(GL_STACK_OVERFLOW); X(GL_STACK_UNDERFLOW); X(GL_OUT_OF_MEMORY);
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}
static CString GLToString( GLenum e )
{
if( g_Strings.find(e) != g_Strings.end() )
return g_Strings[e];
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return ssprintf( "%i", int(e) );
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}
/* GL_PIXFMT_INFO is used for both texture formats and surface formats. For example,
* it's fine to ask for a FMT_RGB5 texture, but to supply a surface matching
* FMT_RGB8. OpenGL will simply discard the extra bits.
*
* It's possible for a format to be supported as a texture format but not as a
* surface format. For example, if packed pixels aren't supported, we can still
* use GL_RGB5_A1, but we'll have to convert to a supported surface pixel format
* first. It's not ideal, since we'll convert to RGBA8 and OGL will convert back,
* but it works fine.
*/
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struct GLPixFmtInfo_t {
GLenum internalfmt; /* target format */
GLenum format; /* target format */
GLenum type; /* data format */
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} GL_PIXFMT_INFO[RageDisplay::NUM_PIX_FORMATS] = {
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{
/* R8G8B8A8 */
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GL_RGBA8,
GL_RGBA,
GL_UNSIGNED_BYTE,
}, {
/* B4G4R4A4 */
GL_RGBA4,
GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4,
}, {
/* B5G5R5A1 */
GL_RGB5_A1,
GL_RGBA,
GL_UNSIGNED_SHORT_5_5_5_1,
}, {
/* B5G5R5 */
GL_RGB5,
GL_RGBA,
GL_UNSIGNED_SHORT_5_5_5_1,
}, {
/* B8G8R8 */
GL_RGB8,
GL_RGB,
GL_UNSIGNED_BYTE,
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}, {
/* Paletted */
GL_COLOR_INDEX8_EXT,
GL_COLOR_INDEX,
GL_UNSIGNED_BYTE,
}, {
/* B8G8R8 */
GL_RGB8,
GL_BGR,
GL_UNSIGNED_BYTE,
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}, {
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/* A1R5G5B5 (matches D3DFMT_A1R5G5B5) */
GL_RGB5_A1,
GL_BGRA,
GL_UNSIGNED_SHORT_1_5_5_5_REV,
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}
};
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static void FixLilEndian()
{
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#if defined(ENDIAN_LITTLE)
static bool Initialized = false;
if( Initialized )
return;
Initialized = true;
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for( int i = 0; i < RageDisplay::NUM_PIX_FORMATS; ++i )
{
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RageDisplay::PixelFormatDesc &pf = PIXEL_FORMAT_DESC[i];
/* OpenGL and RageSurface handle byte formats differently; we need
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* to flip non-paletted masks to make them line up. */
if( GL_PIXFMT_INFO[i].type != GL_UNSIGNED_BYTE || pf.bpp == 8 )
continue;
for( int mask = 0; mask < 4; ++mask)
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{
int m = pf.masks[mask];
switch( pf.bpp )
{
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case 24: m = Swap24(m); break;
case 32: m = Swap32(m); break;
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default: ASSERT(0);
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}
pf.masks[mask] = m;
}
}
#endif
}
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void GetGLExtensions(set<string> &ext)
{
const char *buf = (const char *)glGetString(GL_EXTENSIONS);
vector<CString> lst;
split(buf, " ", lst);
for(unsigned i = 0; i < lst.size(); ++i)
ext.insert(lst[i]);
}
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static void FlushGLErrors()
{
/* Making an OpenGL call doesn't also flush the error state; if we happen
* to have an error from a previous call, then the assert below will fail.
* Flush it. */
while( glGetError() != GL_NO_ERROR )
;
}
#define AssertNoGLError() \
{ \
GLenum error = glGetError(); \
ASSERT_M( error == GL_NO_ERROR, GLToString(error) ) \
}
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static void TurnOffHardwareVBO()
{
if( GLExt.glBindBufferARB )
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{
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
GLExt.glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 );
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}
}
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#if defined(UNIX)
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#define Font X11___Font
#define Screen X11___Screen
#include "GL/glx.h"
#undef Font
#undef Screen
Display *g_X11Display = NULL;
#endif
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static void LogGLXDebugInformation()
{
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#if defined(UNIX)
ASSERT( g_X11Display );
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const int scr = DefaultScreen( g_X11Display );
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LOG->Info( "Display: %s (screen %i)", DisplayString(g_X11Display), scr );
LOG->Info( "Direct rendering: %s", glXIsDirect( g_X11Display, glXGetCurrentContext() )? "yes":"no" );
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int XServerVersion = XVendorRelease( g_X11Display ); /* eg. 40201001 */
int major = XServerVersion / 10000000; XServerVersion %= 10000000;
int minor = XServerVersion / 100000; XServerVersion %= 100000;
int revision = XServerVersion / 1000; XServerVersion %= 1000;
int patch = XServerVersion;
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LOG->Info( "X server vendor: %s [%i.%i.%i.%i]", XServerVendor( g_X11Display ), major, minor, revision, patch );
LOG->Info( "Server GLX vendor: %s [%s]", glXQueryServerString( g_X11Display, scr, GLX_VENDOR ), glXQueryServerString( g_X11Display, scr, GLX_VERSION ) );
LOG->Info( "Client GLX vendor: %s [%s]", glXGetClientString( g_X11Display, GLX_VENDOR ), glXGetClientString( g_X11Display, GLX_VERSION ) );
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#endif
}
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RageDisplay_OGL::RageDisplay_OGL()
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{
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LOG->Trace( "RageDisplay_OGL::RageDisplay_OGL()" );
LOG->MapLog("renderer", "Current renderer: OpenGL");
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FixLilEndian();
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InitStringMap();
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wind = NULL;
}
CString GetInfoLog( GLhandleARB h )
{
GLint iLength;
GLExt.glGetObjectParameterivARB( h, GL_OBJECT_INFO_LOG_LENGTH_ARB, &iLength );
if( !iLength )
return "";
GLcharARB *pInfoLog = new GLcharARB[iLength];
GLExt.glGetInfoLogARB( h, iLength, &iLength, pInfoLog );
CString sRet = pInfoLog;
delete [] pInfoLog;
return sRet;
}
GLhandleARB CompileShader( GLenum ShaderType, CString sBuffer )
{
GLhandleARB VertexShader = GLExt.glCreateShaderObjectARB( GL_VERTEX_SHADER_ARB );
const GLcharARB *pData = sBuffer.data();
int iLength = sBuffer.size();
GLExt.glShaderSourceARB( VertexShader, 1, &pData, &iLength );
GLExt.glCompileShaderARB( VertexShader );
GLint bCompileStatus = GL_FALSE;
GLExt.glGetObjectParameterivARB( VertexShader, GL_OBJECT_COMPILE_STATUS_ARB, &bCompileStatus );
if( !bCompileStatus )
{
LOG->Trace( "Compile failure: %s", GetInfoLog( VertexShader ).c_str() );
return 0;
}
return VertexShader;
}
enum
{
ATTRIB_TEXTURE_MATRIX_SCALE = 1
};
/* XXX: How should we include these? Doing them like this is ugly. Linking them in
* from another file as a text symbol would be ideal, but that's completely different
* on each platform, so it'd be a maintenance nightmare. Reading them from a file would
* be annoying, too. */
const GLcharARB *g_TextureMatrixScaleShader =
" \
attribute vec4 TextureMatrixScale; \
void main( void ) \
{ \
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \
vec4 multiplied_tex_coord = gl_TextureMatrix[0] * gl_MultiTexCoord0; \
gl_TexCoord[0] = (multiplied_tex_coord * TextureMatrixScale) + \
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(gl_MultiTexCoord0 * (vec4(1)-TextureMatrixScale)); \
gl_FrontColor = gl_Color; \
} \
";
void InitScalingScript()
{
g_bTextureMatrixShader = 0;
if( !GLExt.m_bGL_ARB_shader_objects ||
!GLExt.m_bGL_ARB_vertex_shader ||
!GLExt.m_bGL_ARB_shading_language_100 )
return;
GLhandleARB VertexShader = CompileShader( GL_VERTEX_SHADER_ARB, g_TextureMatrixScaleShader );
if( VertexShader == 0 )
return;
g_bTextureMatrixShader = GLExt.glCreateProgramObjectARB();
GLExt.glAttachObjectARB( g_bTextureMatrixShader, VertexShader );
GLExt.glDeleteObjectARB( VertexShader );
// Bind attributes.
GLExt.glBindAttribLocationARB( g_bTextureMatrixShader, ATTRIB_TEXTURE_MATRIX_SCALE, "TextureMatrixScale" );
// Link the program.
GLExt.glLinkProgramARB( g_bTextureMatrixShader );
GLint bLinkStatus = false;
GLExt.glGetObjectParameterivARB( g_bTextureMatrixShader, GL_OBJECT_LINK_STATUS_ARB, &bLinkStatus );
if( !bLinkStatus )
{
LOG->Trace( "Scaling shader link failed: %s", GetInfoLog(g_bTextureMatrixShader).c_str() );
GLExt.glDeleteObjectARB( g_bTextureMatrixShader );
return;
}
GLExt.glVertexAttrib2fARB( ATTRIB_TEXTURE_MATRIX_SCALE, 1, 1 );
}
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CString RageDisplay_OGL::Init( VideoModeParams p, bool bAllowUnacceleratedRenderer )
{
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wind = MakeLowLevelWindow();
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bool bIgnore = false;
CString sError = SetVideoMode( p, bIgnore );
if( sError != "" )
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return sError;
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// Log driver details
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LOG->Info( "OGL Vendor: %s", glGetString(GL_VENDOR) );
LOG->Info( "OGL Renderer: %s", glGetString(GL_RENDERER) );
LOG->Info( "OGL Version: %s", glGetString(GL_VERSION) );
LOG->Info( "OGL Max texture size: %i", GetMaxTextureSize() );
LOG->Info( "OGL Texture units: %i", g_iMaxTextureUnits );
LOG->Info( "OGL Extensions: %s", glGetString(GL_EXTENSIONS) );
LOG->Info( "GLU Version: %s", gluGetString(GLU_VERSION) );
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LogGLXDebugInformation();
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if( IsSoftwareRenderer() )
{
if( !bAllowUnacceleratedRenderer )
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return
"Your system is reporting that OpenGL hardware acceleration is not available. "
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"Please obtain an updated driver from your video card manufacturer.\n\n";
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LOG->Warn("This is a software renderer!");
}
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#if defined(_WINDOWS)
/* GLDirect is a Direct3D wrapper for OpenGL. It's rather buggy; and if in
* any case GLDirect can successfully render us, we should be able to do so
* too using Direct3D directly. (If we can't, it's a bug that we can work
* around--if GLDirect can do it, so can we!) */
if( !strncmp( (const char *) glGetString(GL_RENDERER), "GLDirect", 8 ) )
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return "GLDirect was detected. GLDirect is not compatible with StepMania, and should be disabled.\n";
#endif
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#if defined(UNIX)
if( !glXIsDirect( g_X11Display, glXGetCurrentContext() ) )
{
if( !bAllowUnacceleratedRenderer )
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return "Your system is reporting that direct rendering is not available. "
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"Please obtain an updated driver from your video card manufacturer.";
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LOG->Warn("Direct rendering is not enabled!");
}
#endif
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/* Log this, so if people complain that the radar looks bad on their
* system we can compare them: */
glGetFloatv(GL_LINE_WIDTH_RANGE, g_line_range);
glGetFloatv(GL_LINE_WIDTH_GRANULARITY, &g_line_granularity);
glGetFloatv(GL_POINT_SIZE_RANGE, g_point_range);
glGetFloatv(GL_POINT_SIZE_GRANULARITY, &g_point_granularity);
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InitScalingScript();
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return "";
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}
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#if defined(UNIX) && defined(HAVE_LIBXTST)
#include <X11/extensions/XTest.h>
#endif
void RageDisplay_OGL::Update(float fDeltaTime)
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{
wind->Update(fDeltaTime);
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if( PREFSMAN->m_bDisableScreenSaver )
{
/* Disable the screensaver. */
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#if defined(UNIX) && defined(HAVE_LIBXTST)
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ASSERT( g_X11Display );
/* This causes flicker. */
// XForceScreenSaver( g_X11Display, ScreenSaverReset );
/*
* Instead, send a null relative mouse motion, to trick X into thinking there has been
* user activity.
*
* This also handles XScreenSaver; XForceScreenSaver only handles the internal X11
* screen blanker.
*
* This will delay the X blanker, DPMS and XScreenSaver from activating, and will
* disable the blanker and XScreenSaver if they're already active (unless XSS is
* locked). For some reason, it doesn't un-blank DPMS if it's already active.
*/
XLockDisplay( g_X11Display );
int event_base, error_base, major, minor;
if( XTestQueryExtension( g_X11Display, &event_base, &error_base, &major, &minor ) )
{
XTestFakeRelativeMotionEvent( g_X11Display, 0, 0, 0 );
XSync( g_X11Display, False );
}
XUnlockDisplay( g_X11Display );
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#endif
}
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}
bool RageDisplay_OGL::IsSoftwareRenderer()
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{
#if defined(WIN32)
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return
( strcmp((const char*)glGetString(GL_VENDOR),"Microsoft Corporation")==0 ) &&
( strcmp((const char*)glGetString(GL_RENDERER),"GDI Generic")==0 );
#else
return false;
#endif
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}
RageDisplay_OGL::~RageDisplay_OGL()
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{
delete wind;
}
bool HasExtension(CString ext)
{
return g_glExts.find(ext) != g_glExts.end();
}
static void CheckPalettedTextures()
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{
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CString error;
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do
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{
if( !HasExtension("GL_EXT_paletted_texture") )
{
error = "GL_EXT_paletted_texture missing";
break;
}
if( GLExt.glColorTableEXT == NULL )
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{
error = "glColorTableEXT missing";
break;
}
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if( GLExt.glGetColorTableParameterivEXT == NULL )
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{
error = "glGetColorTableParameterivEXT missing";
break;
}
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/* Check to see if paletted textures really work. */
GLenum glTexFormat = GL_PIXFMT_INFO[RageDisplay::FMT_PAL].internalfmt;
GLenum glImageFormat = GL_PIXFMT_INFO[RageDisplay::FMT_PAL].format;
GLenum glImageType = GL_PIXFMT_INFO[RageDisplay::FMT_PAL].type;
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int bits = 8;
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FlushGLErrors();
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#define GL_CHECK_ERROR(f) \
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{ \
GLenum glError = glGetError(); \
if( glError != GL_NO_ERROR ) { \
error = ssprintf(f " failed (%s)", GLToString(glError).c_str() ); \
break; \
} \
}
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glTexImage2D(GL_PROXY_TEXTURE_2D,
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0, glTexFormat,
16, 16, 0,
glImageFormat, glImageType, NULL);
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GL_CHECK_ERROR( "glTexImage2D" );
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GLuint ifmt = 0;
glGetTexLevelParameteriv( GL_PROXY_TEXTURE_2D, 0, GLenum(GL_TEXTURE_INTERNAL_FORMAT), (GLint *)&ifmt );
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GL_CHECK_ERROR( "glGetTexLevelParameteriv(GL_TEXTURE_INTERNAL_FORMAT)" );
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if( ifmt != glTexFormat )
{
error = ssprintf( "Expected format %s, got %s instead",
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GLToString(glTexFormat).c_str(),
GLToString(ifmt).c_str() );
break;
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}
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GLubyte palette[256*4];
memset(palette, 0, sizeof(palette));
GLExt.glColorTableEXT(GL_PROXY_TEXTURE_2D, GL_RGBA8, 256, GL_RGBA, GL_UNSIGNED_BYTE, palette);
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GL_CHECK_ERROR( "glColorTableEXT" );
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GLint size = 0;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GLenum(GL_TEXTURE_INDEX_SIZE_EXT), &size);
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GL_CHECK_ERROR( "glGetTexLevelParameteriv(GL_TEXTURE_INDEX_SIZE_EXT)" );
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if( bits > size || size > 8 )
{
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error = ssprintf("Expected %i-bit palette, got a %i-bit one instead", bits, int(size));
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break;
}
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GLint RealWidth = 0;
GLExt.glGetColorTableParameterivEXT(GL_PROXY_TEXTURE_2D, GL_COLOR_TABLE_WIDTH, &RealWidth);
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GL_CHECK_ERROR( "glGetColorTableParameterivEXT(GL_COLOR_TABLE_WIDTH)" );
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if( RealWidth != 1 << bits )
{
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error = ssprintf("GL_COLOR_TABLE_WIDTH returned %i instead of %i", int(RealWidth), 1 << bits );
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break;
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}
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GLint RealFormat = 0;
GLExt.glGetColorTableParameterivEXT(GL_PROXY_TEXTURE_2D, GL_COLOR_TABLE_FORMAT, &RealFormat);
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GL_CHECK_ERROR( "glGetColorTableParameterivEXT(GL_COLOR_TABLE_FORMAT)" );
if( RealFormat != GL_RGBA8 )
{
error = ssprintf("GL_COLOR_TABLE_FORMAT returned %s instead of GL_RGBA8", GLToString(RealFormat).c_str() );
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break;
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}
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} while(0);
#undef GL_CHECK_ERROR
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if( error == "" )
return;
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/* If 8-bit palettes don't work, disable them entirely--don't trust 4-bit
* palettes if it can't even get 8-bit ones right. */
GLExt.glColorTableEXT = NULL;
GLExt.glGetColorTableParameterivEXT = NULL;
LOG->Info("Paletted textures disabled: %s.", error.c_str());
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}
static void CheckReversePackedPixels()
{
/* Try to create a texture. */
FlushGLErrors();
glTexImage2D(GL_PROXY_TEXTURE_2D,
0, GL_RGBA,
16, 16, 0,
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GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
const GLenum glError = glGetError();
if( glError == GL_NO_ERROR )
g_bReversePackedPixelsWorks = true;
else
{
g_bReversePackedPixelsWorks = false;
LOG->Info("GL_UNSIGNED_SHORT_1_5_5_5_REV failed (%s), disabled",
GLToString(glError).c_str() );
}
}
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void SetupExtensions()
{
const float fGLVersion = strtof( (const char *) glGetString(GL_VERSION), NULL );
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g_glVersion = int(roundf(fGLVersion * 10));
GetGLExtensions(g_glExts);
const float fGLUVersion = strtof( (const char *) gluGetString(GLU_VERSION), NULL );
g_gluVersion = int(roundf(fGLUVersion * 10));
GLExt.Load( wind );
g_iMaxTextureUnits = 1;
if( GLExt.glActiveTextureARB != NULL )
glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, (GLint *) &g_iMaxTextureUnits );
CheckPalettedTextures();
CheckReversePackedPixels();
{
GLint iMaxTableSize = 0;
glGetIntegerv( GL_MAX_PIXEL_MAP_TABLE, &iMaxTableSize );
if( iMaxTableSize < 256 )
{
/* The minimum GL_MAX_PIXEL_MAP_TABLE is 32; if it's not at least 256,
* we can't fit a palette in it, so we can't send paletted data as input
* for a non-paletted texture. */
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LOG->Info( "GL_MAX_PIXEL_MAP_TABLE is only %d", int(iMaxTableSize) );
g_bColorIndexTableWorks = false;
}
else
g_bColorIndexTableWorks = true;
}
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}
void RageDisplay_OGL::ResolutionChanged()
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{
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SetViewport(0,0);
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/* Clear any junk that's in the framebuffer. */
if( BeginFrame() )
EndFrame();
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}
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// Return true if mode change was successful.
// bNewDeviceOut is set true if a new device was created and textures
// need to be reloaded.
CString RageDisplay_OGL::TryVideoMode( VideoModeParams p, bool &bNewDeviceOut )
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{
// LOG->Trace( "RageDisplay_OGL::SetVideoMode( %d, %d, %d, %d, %d, %d )", windowed, width, height, bpp, rate, vsync );
CString err;
err = wind->TryVideoMode( p, bNewDeviceOut );
if( err != "" )
return err; // failed to set video mode
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if( bNewDeviceOut )
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{
/* We have a new OpenGL context, so we have to tell our textures that
* their OpenGL texture number is invalid. */
if(TEXTUREMAN)
TEXTUREMAN->InvalidateTextures();
/* Recreate all vertex buffers. */
InvalidateAllGeometry();
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}
this->SetDefaultRenderStates();
/* Now that we've initialized, we can search for extensions (some of which
* we may need to set up the video mode). */
SetupExtensions();
/* Set vsync the Windows way, if we can. (What other extensions are there
* to do this, for other archs?) */
if( GLExt.wglSwapIntervalEXT )
GLExt.wglSwapIntervalEXT(p.vsync);
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ResolutionChanged();
return ""; // successfully set mode
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}
void RageDisplay_OGL::SetViewport(int shift_left, int shift_down)
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{
/* left and down are on a 0..SCREEN_WIDTH, 0..SCREEN_HEIGHT scale.
* Scale them to the actual viewport range. */
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shift_left = int( shift_left * float(wind->GetVideoModeParams().width) / SCREEN_WIDTH );
shift_down = int( shift_down * float(wind->GetVideoModeParams().height) / SCREEN_HEIGHT );
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glViewport(shift_left, -shift_down, wind->GetVideoModeParams().width, wind->GetVideoModeParams().height);
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}
int RageDisplay_OGL::GetMaxTextureSize() const
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{
GLint size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
return size;
}
bool RageDisplay_OGL::BeginFrame()
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{
glClearColor( 0,0,0,1 );
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SetZWrite( true );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
return true;
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}
void RageDisplay_OGL::EndFrame()
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{
wind->SwapBuffers();
ProcessStatsOnFlip();
}
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RageSurface* RageDisplay_OGL::CreateScreenshot()
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{
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int width = wind->GetVideoModeParams().width;
int height = wind->GetVideoModeParams().height;
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const PixelFormatDesc &desc = PIXEL_FORMAT_DESC[FMT_RGBA8];
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RageSurface *image = CreateSurface( width, height, desc.bpp,
desc.masks[0], desc.masks[1], desc.masks[2], 0 );
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FlushGLErrors();
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glReadPixels(0, 0, wind->GetVideoModeParams().width, wind->GetVideoModeParams().height, GL_RGBA,
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GL_UNSIGNED_BYTE, image->pixels);
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AssertNoGLError();
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RageSurfaceUtils::FlipVertically( image );
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return image;
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}
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RageDisplay::VideoModeParams RageDisplay_OGL::GetVideoModeParams() const { return wind->GetVideoModeParams(); }
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static void SetupVertices( const RageSpriteVertex v[], int iNumVerts )
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{
static float *Vertex, *Texture, *Normal;
static GLubyte *Color;
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static int Size = 0;
if(iNumVerts > Size)
{
Size = iNumVerts;
delete [] Vertex;
delete [] Color;
delete [] Texture;
delete [] Normal;
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Vertex = new float[Size*3];
Color = new GLubyte[Size*4];
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Texture = new float[Size*2];
Normal = new float[Size*3];
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}
for(unsigned i = 0; i < unsigned(iNumVerts); ++i)
{
Vertex[i*3+0] = v[i].p[0];
Vertex[i*3+1] = v[i].p[1];
Vertex[i*3+2] = v[i].p[2];
Color[i*4+0] = v[i].c.r;
Color[i*4+1] = v[i].c.g;
Color[i*4+2] = v[i].c.b;
Color[i*4+3] = v[i].c.a;
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Texture[i*2+0] = v[i].t[0];
Texture[i*2+1] = v[i].t[1];
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Normal[i*3+0] = v[i].n[0];
Normal[i*3+1] = v[i].n[1];
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Normal[i*3+2] = v[i].n[2];
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}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, Vertex);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, Color);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, Texture);
glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, 0, Normal);
}
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void RageDisplay_OGL::SendCurrentMatrices()
{
RageMatrix projection;
RageMatrixMultiply( &projection, GetCentering(), GetProjectionTop() );
glMatrixMode( GL_PROJECTION );
glLoadMatrixf( (const float*)&projection );
// OpenGL has just "modelView", whereas D3D has "world" and "view"
RageMatrix modelView;
RageMatrixMultiply( &modelView, GetViewTop(), GetWorldTop() );
glMatrixMode( GL_MODELVIEW );
glLoadMatrixf( (const float*)&modelView );
glMatrixMode( GL_TEXTURE );
glLoadMatrixf( (const float*)GetTextureTop() );
}
class RageCompiledGeometrySWOGL : public RageCompiledGeometry
{
public:
void Allocate( const vector<msMesh> &vMeshes )
{
m_vPosition.resize( GetTotalVertices() );
m_vTexture.resize( GetTotalVertices() );
m_vNormal.resize( GetTotalVertices() );
m_vTexMatrixScale.resize( GetTotalVertices() );
m_vTriangles.resize( GetTotalTriangles() );
}
void Change( const vector<msMesh> &vMeshes )
{
for( unsigned i=0; i<vMeshes.size(); i++ )
{
const MeshInfo& meshInfo = m_vMeshInfo[i];
const msMesh& mesh = vMeshes[i];
const vector<RageModelVertex> &Vertices = mesh.Vertices;
const vector<msTriangle> &Triangles = mesh.Triangles;
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for( unsigned j=0; j<Vertices.size(); j++ )
{
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m_vPosition[meshInfo.iVertexStart+j] = Vertices[j].p;
m_vTexture[meshInfo.iVertexStart+j] = Vertices[j].t;
m_vNormal[meshInfo.iVertexStart+j] = Vertices[j].n;
m_vTexMatrixScale[meshInfo.iVertexStart+j] = Vertices[j].TextureMatrixScale;
}
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for( unsigned j=0; j<Triangles.size(); j++ )
for( unsigned k=0; k<3; k++ )
{
int iVertexIndexInVBO = meshInfo.iVertexStart + Triangles[j].nVertexIndices[k];
m_vTriangles[meshInfo.iTriangleStart+j].nVertexIndices[k] = (uint16_t) iVertexIndexInVBO;
}
}
}
void Draw( int iMeshIndex ) const
{
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TurnOffHardwareVBO();
const MeshInfo& meshInfo = m_vMeshInfo[iMeshIndex];
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, &m_vPosition[0]);
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, &m_vTexture[0]);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, &m_vNormal[0]);
glDrawElements(
GL_TRIANGLES,
meshInfo.iTriangleCount*3,
GL_UNSIGNED_SHORT,
&m_vTriangles[0]+meshInfo.iTriangleStart );
}
protected:
vector<RageVector3> m_vPosition;
vector<RageVector2> m_vTexture;
vector<RageVector3> m_vNormal;
vector<msTriangle> m_vTriangles;
vector<RageVector2> m_vTexMatrixScale;
};
class RageCompiledGeometryHWOGL : public RageCompiledGeometrySWOGL
{
protected:
// vertex buffer object names
GLuint m_nPositions;
GLuint m_nTextureCoords;
GLuint m_nNormals;
GLuint m_nTriangles;
GLuint m_nTextureMatrixScale;
void AllocateBuffers();
void UploadData();
public:
RageCompiledGeometryHWOGL();
~RageCompiledGeometryHWOGL();
/* This is called when our OpenGL context is invalidated. */
void Invalidate();
void Allocate( const vector<msMesh> &vMeshes );
void Change( const vector<msMesh> &vMeshes );
void Draw( int iMeshIndex ) const;
};
static set<RageCompiledGeometryHWOGL *> g_GeometryList;
static void InvalidateAllGeometry()
{
set<RageCompiledGeometryHWOGL *>::iterator it;
for( it = g_GeometryList.begin(); it != g_GeometryList.end(); ++it )
(*it)->Invalidate();
}
RageCompiledGeometryHWOGL::RageCompiledGeometryHWOGL()
{
g_GeometryList.insert( this );
m_nPositions = m_nTextureCoords = m_nNormals = m_nTriangles = m_nTextureMatrixScale = 0;
AllocateBuffers();
}
RageCompiledGeometryHWOGL::~RageCompiledGeometryHWOGL()
{
g_GeometryList.erase( this );
FlushGLErrors();
GLExt.glDeleteBuffersARB( 1, &m_nPositions );
AssertNoGLError();
GLExt.glDeleteBuffersARB( 1, &m_nTextureCoords );
AssertNoGLError();
GLExt.glDeleteBuffersARB( 1, &m_nNormals );
AssertNoGLError();
GLExt.glDeleteBuffersARB( 1, &m_nTriangles );
AssertNoGLError();
GLExt.glDeleteBuffersARB( 1, &m_nTextureMatrixScale );
AssertNoGLError();
}
void RageCompiledGeometryHWOGL::AllocateBuffers()
{
FlushGLErrors();
if( !m_nPositions )
{
GLExt.glGenBuffersARB( 1, &m_nPositions );
AssertNoGLError();
}
if( !m_nTextureCoords )
{
GLExt.glGenBuffersARB( 1, &m_nTextureCoords );
AssertNoGLError();
}
if( !m_nNormals )
{
GLExt.glGenBuffersARB( 1, &m_nNormals );
AssertNoGLError();
}
if( !m_nTriangles )
{
GLExt.glGenBuffersARB( 1, &m_nTriangles );
AssertNoGLError();
}
if( !m_nTextureMatrixScale )
{
GLExt.glGenBuffersARB( 1, &m_nTextureMatrixScale );
AssertNoGLError();
}
}
void RageCompiledGeometryHWOGL::UploadData()
{
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nPositions );
GLExt.glBufferDataARB(
GL_ARRAY_BUFFER_ARB,
GetTotalVertices()*sizeof(RageVector3),
&m_vPosition[0],
GL_STATIC_DRAW_ARB );
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// AssertNoGLError();
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureCoords );
GLExt.glBufferDataARB(
GL_ARRAY_BUFFER_ARB,
GetTotalVertices()*sizeof(RageVector2),
&m_vTexture[0],
GL_STATIC_DRAW_ARB );
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// AssertNoGLError();
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nNormals );
GLExt.glBufferDataARB(
GL_ARRAY_BUFFER_ARB,
GetTotalVertices()*sizeof(RageVector3),
&m_vNormal[0],
GL_STATIC_DRAW_ARB );
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// AssertNoGLError();
GLExt.glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, m_nTriangles );
GLExt.glBufferDataARB(
GL_ELEMENT_ARRAY_BUFFER_ARB,
GetTotalTriangles()*sizeof(msTriangle),
&m_vTriangles[0],
GL_STATIC_DRAW_ARB );
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// AssertNoGLError();
if( m_bNeedsTextureMatrixScale )
{
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureMatrixScale );
GLExt.glBufferDataARB(
GL_ARRAY_BUFFER_ARB,
GetTotalVertices()*sizeof(RageVector2),
&m_vTexMatrixScale[0],
GL_STATIC_DRAW_ARB );
}
}
void RageCompiledGeometryHWOGL::Invalidate()
{
/* Our vertex buffers no longer exist. Reallocate and reupload. */
m_nPositions = m_nTextureCoords = m_nNormals = m_nTriangles = m_nTextureMatrixScale = 0;
AllocateBuffers();
UploadData();
}
void RageCompiledGeometryHWOGL::Allocate( const vector<msMesh> &vMeshes )
{
RageCompiledGeometrySWOGL::Allocate( vMeshes );
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nPositions );
GLExt.glBufferDataARB(
GL_ARRAY_BUFFER_ARB,
GetTotalVertices()*sizeof(RageVector3),
NULL,
GL_STATIC_DRAW_ARB );
AssertNoGLError();
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureCoords );
GLExt.glBufferDataARB(
GL_ARRAY_BUFFER_ARB,
GetTotalVertices()*sizeof(RageVector2),
NULL,
GL_STATIC_DRAW_ARB );
AssertNoGLError();
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nNormals );
GLExt.glBufferDataARB(
GL_ARRAY_BUFFER_ARB,
GetTotalVertices()*sizeof(RageVector3),
NULL,
GL_STATIC_DRAW_ARB );
AssertNoGLError();
GLExt.glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, m_nTriangles );
GLExt.glBufferDataARB(
GL_ELEMENT_ARRAY_BUFFER_ARB,
GetTotalTriangles()*sizeof(msTriangle),
NULL,
GL_STATIC_DRAW_ARB );
AssertNoGLError();
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureMatrixScale );
GLExt.glBufferDataARB(
GL_ARRAY_BUFFER_ARB,
GetTotalVertices()*sizeof(RageVector2),
NULL,
GL_STATIC_DRAW_ARB );
}
void RageCompiledGeometryHWOGL::Change( const vector<msMesh> &vMeshes )
{
RageCompiledGeometrySWOGL::Change( vMeshes );
UploadData();
}
void RageCompiledGeometryHWOGL::Draw( int iMeshIndex ) const
{
FlushGLErrors();
const MeshInfo& meshInfo = m_vMeshInfo[iMeshIndex];
if( !meshInfo.iVertexCount || !meshInfo.iTriangleCount )
return;
glEnableClientState(GL_VERTEX_ARRAY);
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nPositions );
AssertNoGLError();
glVertexPointer(3, GL_FLOAT, 0, NULL );
AssertNoGLError();
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureCoords );
AssertNoGLError();
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
AssertNoGLError();
// TRICKY: Don't bind and send normals if lighting is disabled. This
// will save some effort transforming these values.
GLboolean bLighting;
glGetBooleanv( GL_LIGHTING, &bLighting );
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GLboolean bTextureGenS;
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glGetBooleanv( GL_TEXTURE_GEN_S, &bTextureGenS );
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GLboolean bTextureGenT;
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glGetBooleanv( GL_TEXTURE_GEN_T, &bTextureGenT );
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if( bLighting || bTextureGenS || bTextureGenT )
{
glEnableClientState(GL_NORMAL_ARRAY);
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nNormals );
AssertNoGLError();
glNormalPointer(GL_FLOAT, 0, NULL);
AssertNoGLError();
}
else
{
glDisableClientState(GL_NORMAL_ARRAY);
}
if( m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != 0 )
{
/* If we're using texture matrix scales, set up that buffer, too, and enable the
* vertex shader. This shader doesn't support all OpenGL state, so only enable it
* if we're using it. */
GLExt.glEnableVertexAttribArrayARB( ATTRIB_TEXTURE_MATRIX_SCALE );
AssertNoGLError();
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureMatrixScale );
AssertNoGLError();
GLExt.glVertexAttribPointerARB( ATTRIB_TEXTURE_MATRIX_SCALE, 2, GL_FLOAT, false, 0, NULL );
AssertNoGLError();
GLExt.glUseProgramObjectARB( g_bTextureMatrixShader );
}
GLExt.glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, m_nTriangles );
AssertNoGLError();
#define BUFFER_OFFSET(o) ((char*)(o))
ASSERT( GLExt.glDrawRangeElements);
GLExt.glDrawRangeElements(
GL_TRIANGLES,
meshInfo.iVertexStart, // minimum array index contained in indices
meshInfo.iVertexStart+meshInfo.iVertexCount-1,
// maximum array index contained in indices
meshInfo.iTriangleCount*3, // number of elements to be rendered
GL_UNSIGNED_SHORT,
BUFFER_OFFSET(meshInfo.iTriangleStart*sizeof(msTriangle)) );
AssertNoGLError();
if( m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != 0 )
{
GLExt.glDisableVertexAttribArrayARB( ATTRIB_TEXTURE_MATRIX_SCALE );
GLExt.glUseProgramObjectARB( 0 );
}
}
RageCompiledGeometry* RageDisplay_OGL::CreateCompiledGeometry()
{
if( GLExt.glGenBuffersARB )
return new RageCompiledGeometryHWOGL;
else
return new RageCompiledGeometrySWOGL;
}
void RageDisplay_OGL::DeleteCompiledGeometry( RageCompiledGeometry* p )
{
delete p;
}
void RageDisplay_OGL::DrawQuadsInternal( const RageSpriteVertex v[], int iNumVerts )
{
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TurnOffHardwareVBO();
SendCurrentMatrices();
SetupVertices( v, iNumVerts );
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glDrawArrays( GL_QUADS, 0, iNumVerts );
}
void RageDisplay_OGL::DrawQuadStripInternal( const RageSpriteVertex v[], int iNumVerts )
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{
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TurnOffHardwareVBO();
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SendCurrentMatrices();
SetupVertices( v, iNumVerts );
glDrawArrays( GL_QUAD_STRIP, 0, iNumVerts );
}
void RageDisplay_OGL::DrawFanInternal( const RageSpriteVertex v[], int iNumVerts )
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{
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TurnOffHardwareVBO();
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glMatrixMode( GL_PROJECTION );
SendCurrentMatrices();
SetupVertices( v, iNumVerts );
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glDrawArrays( GL_TRIANGLE_FAN, 0, iNumVerts );
}
void RageDisplay_OGL::DrawStripInternal( const RageSpriteVertex v[], int iNumVerts )
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{
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TurnOffHardwareVBO();
SendCurrentMatrices();
SetupVertices( v, iNumVerts );
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glDrawArrays( GL_TRIANGLE_STRIP, 0, iNumVerts );
}
void RageDisplay_OGL::DrawTrianglesInternal( const RageSpriteVertex v[], int iNumVerts )
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{
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TurnOffHardwareVBO();
SendCurrentMatrices();
SetupVertices( v, iNumVerts );
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glDrawArrays( GL_TRIANGLES, 0, iNumVerts );
}
void RageDisplay_OGL::DrawCompiledGeometryInternal( const RageCompiledGeometry *p, int iMeshIndex )
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{
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TurnOffHardwareVBO();
SendCurrentMatrices();
p->Draw( iMeshIndex );
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}
void RageDisplay_OGL::DrawLineStripInternal( const RageSpriteVertex v[], int iNumVerts, float LineWidth )
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{
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TurnOffHardwareVBO();
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if( !GetVideoModeParams().bSmoothLines )
{
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/* Fall back on the generic polygon-based line strip. */
RageDisplay::DrawLineStripInternal(v, iNumVerts, LineWidth );
return;
}
SendCurrentMatrices();
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/* Draw a nice AA'd line loop. One problem with this is that point and line
* sizes don't always precisely match, which doesn't look quite right.
* It's worth it for the AA, though. */
glEnable(GL_LINE_SMOOTH);
/* Our line width is wrt the regular internal SCREEN_WIDTHxSCREEN_HEIGHT screen,
* but these width functions actually want raster sizes (that is, actual pixels).
* Scale the line width and point size by the average ratio of the scale. */
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float WidthVal = float(wind->GetVideoModeParams().width) / SCREEN_WIDTH;
float HeightVal = float(wind->GetVideoModeParams().height) / SCREEN_HEIGHT;
LineWidth *= (WidthVal + HeightVal) / 2;
/* Clamp the width to the hardware max for both lines and points (whichever
* is more restrictive). */
LineWidth = clamp(LineWidth, g_line_range[0], g_line_range[1]);
LineWidth = clamp(LineWidth, g_point_range[0], g_point_range[1]);
/* Hmm. The granularity of lines and points might be different; for example,
* if lines are .5 and points are .25, we might want to snap the width to the
* nearest .5, so the hardware doesn't snap them to different sizes. Does it
* matter? */
glLineWidth(LineWidth);
/* Draw the line loop: */
SetupVertices( v, iNumVerts );
glDrawArrays( GL_LINE_STRIP, 0, iNumVerts );
glDisable(GL_LINE_SMOOTH);
/* Round off the corners. This isn't perfect; the point is sometimes a little
* larger than the line, causing a small bump on the edge. Not sure how to fix
* that. */
glPointSize(LineWidth);
/* Hack: if the points will all be the same, we don't want to draw
* any points at all, since there's nothing to connect. That'll happen
* if both scale factors in the matrix are ~0. (Actually, I think
* it's true if two of the three scale factors are ~0, but we don't
* use this for anything 3d at the moment anyway ...) This is needed
* because points aren't scaled like regular polys--a zero-size point
* will still be drawn. */
RageMatrix mat;
glGetFloatv( GL_MODELVIEW_MATRIX, (float*)mat );
if(mat.m[0][0] < 1e-5 && mat.m[1][1] < 1e-5)
return;
glEnable(GL_POINT_SMOOTH);
SetupVertices( v, iNumVerts );
glDrawArrays( GL_POINTS, 0, iNumVerts );
glDisable(GL_POINT_SMOOTH);
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}
void RageDisplay_OGL::ClearAllTextures()
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{
for( int i=0; i<MAX_TEXTURE_UNITS; i++ )
SetTexture( i, NULL );
// HACK: Reset the active texture to 0.
// TODO: Change all texture functions to take a stage number.
if( GLExt.glActiveTextureARB )
GLExt.glActiveTextureARB(GL_TEXTURE0_ARB);
}
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int RageDisplay_OGL::GetNumTextureUnits()
{
if( GLExt.glActiveTextureARB == NULL )
return 1;
else
return g_iMaxTextureUnits;
}
void RageDisplay_OGL::SetTexture( int iTextureUnitIndex, RageTexture* pTexture )
{
if( GLExt.glActiveTextureARB == NULL )
{
// multitexture isn't supported. Ignore all textures except for 0.
if( iTextureUnitIndex != 0 )
return;
}
else
{
switch( iTextureUnitIndex )
{
case 0:
GLExt.glActiveTextureARB(GL_TEXTURE0_ARB);
break;
case 1:
GLExt.glActiveTextureARB(GL_TEXTURE1_ARB);
break;
default:
ASSERT(0);
}
}
if( pTexture )
{
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, pTexture->GetTexHandle() );
}
else
{
glDisable( GL_TEXTURE_2D );
}
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}
void RageDisplay_OGL::SetTextureModeModulate()
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{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
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void RageDisplay_OGL::SetTextureModeGlow()
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{
if( !GLExt.m_bEXT_texture_env_combine )
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{
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/* This is changing blend state, instead of texture state, which isn't
* great, but it's better than doing nothing. */
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
return;
}
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/* Source color is the diffuse color only: */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT);
/* Source alpha is texture alpha * diffuse alpha: */
glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT);
glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE);
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}
void RageDisplay_OGL::SetTextureModeAdd()
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
}
void RageDisplay_OGL::SetTextureFiltering( bool b )
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{
}
void RageDisplay_OGL::SetBlendMode( BlendMode mode )
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{
glEnable(GL_BLEND);
glDepthRange( 0.05, 1.0 );
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switch( mode )
{
case BLEND_NORMAL:
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
break;
case BLEND_ADD:
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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break;
case BLEND_NO_EFFECT:
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/* XXX: Would it be faster and have the same effect to say glDisable(GL_COLOR_WRITEMASK)? */
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glBlendFunc( GL_ZERO, GL_ONE );
/* This is almost exclusively used to draw masks to the Z-buffer. Make sure
* masks always win the depth test when drawn at the same position. */
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glDepthRange( 0.0, 0.95 ); // this bias is bigger than it needs to be to handle the coplanar case
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break;
default:
ASSERT(0);
}
}
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bool RageDisplay_OGL::IsZWriteEnabled() const
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{
bool a;
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glGetBooleanv( GL_DEPTH_WRITEMASK, (unsigned char*)&a );
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return a;
}
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bool RageDisplay_OGL::IsZTestEnabled() const
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{
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GLenum a;
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glGetIntegerv( GL_DEPTH_FUNC, (GLint*)&a );
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return a != GL_ALWAYS;
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}
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void RageDisplay_OGL::ClearZBuffer()
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{
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bool write = IsZWriteEnabled();
SetZWrite( true );
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glClear( GL_DEPTH_BUFFER_BIT );
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SetZWrite( write );
}
void RageDisplay_OGL::SetZWrite( bool b )
{
glDepthMask( b );
}
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void RageDisplay_OGL::SetZTestMode( ZTestMode mode )
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{
glEnable( GL_DEPTH_TEST );
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switch( mode )
{
case ZTEST_OFF: glDepthFunc( GL_ALWAYS ); break;
case ZTEST_WRITE_ON_PASS: glDepthFunc( GL_LEQUAL ); break;
case ZTEST_WRITE_ON_FAIL: glDepthFunc( GL_GREATER ); break;
default: ASSERT( 0 );
}
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}
void RageDisplay_OGL::SetTextureWrapping( bool b )
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{
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GLenum mode = b ? GL_REPEAT : GL_CLAMP_TO_EDGE;
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode );
}
void RageDisplay_OGL::SetMaterial(
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const RageColor &emissive,
const RageColor &ambient,
const RageColor &diffuse,
const RageColor &specular,
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float shininess
)
{
// TRICKY: If lighting is off, then setting the material
// will have no effect. Even if lighting is off, we still
// want Models to have basic color and transparency.
// We can do this fake lighting by setting the vertex color.
// XXX: unintended: SetLighting must be called before SetMaterial
GLboolean bLighting;
glGetBooleanv( GL_LIGHTING, &bLighting );
if( bLighting )
{
glMaterialfv( GL_FRONT, GL_EMISSION, emissive );
glMaterialfv( GL_FRONT, GL_AMBIENT, ambient );
glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, specular );
glMaterialf( GL_FRONT, GL_SHININESS, shininess );
}
else
{
glColor4fv( emissive + ambient + diffuse );
}
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}
void RageDisplay_OGL::SetLighting( bool b )
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{
if( b ) glEnable( GL_LIGHTING );
else glDisable( GL_LIGHTING );
}
void RageDisplay_OGL::SetLightOff( int index )
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{
glDisable( GL_LIGHT0+index );
}
void RageDisplay_OGL::SetLightDirectional(
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int index,
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const RageColor &ambient,
const RageColor &diffuse,
const RageColor &specular,
const RageVector3 &dir )
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{
// Light coordinates are transformed by the modelview matrix, but
// we are being passed in world-space coords.
glPushMatrix();
glLoadIdentity();
glEnable( GL_LIGHT0+index );
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glLightfv(GL_LIGHT0+index, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0+index, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0+index, GL_SPECULAR, specular);
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float position[4] = {dir.x, dir.y, dir.z, 0};
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glLightfv(GL_LIGHT0+index, GL_POSITION, position);
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glPopMatrix();
}
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void RageDisplay_OGL::SetCullMode( CullMode mode )
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{
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switch( mode )
{
case CULL_BACK:
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glEnable( GL_CULL_FACE );
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glCullFace( GL_BACK );
break;
case CULL_FRONT:
glEnable( GL_CULL_FACE );
glCullFace( GL_FRONT );
break;
case CULL_NONE:
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glDisable( GL_CULL_FACE );
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break;
default:
ASSERT(0);
}
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}
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const RageDisplay::PixelFormatDesc *RageDisplay_OGL::GetPixelFormatDesc(PixelFormat pf) const
{
ASSERT( pf < NUM_PIX_FORMATS );
return &PIXEL_FORMAT_DESC[pf];
}
void RageDisplay_OGL::DeleteTexture( unsigned uTexHandle )
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{
unsigned int uTexID = uTexHandle;
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FlushGLErrors();
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glDeleteTextures(1,reinterpret_cast<GLuint*>(&uTexID));
AssertNoGLError();
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}
RageDisplay::PixelFormat RageDisplay_OGL::GetImgPixelFormat( RageSurface* &img, bool &FreeImg, int width, int height, bool bPalettedTexture )
{
PixelFormat pixfmt = FindPixelFormat( img->format->BitsPerPixel, img->format->Rmask, img->format->Gmask, img->format->Bmask, img->format->Amask );
/* If img is paletted, we're setting up a non-paletted texture, and color indexes
* are too small, depalettize. */
bool bSupported = true;
if( !bPalettedTexture && img->fmt.BytesPerPixel == 1 && !g_bColorIndexTableWorks )
bSupported = false;
if( pixfmt == NUM_PIX_FORMATS || !SupportsSurfaceFormat(pixfmt) )
bSupported = false;
if( !bSupported )
{
/* The source isn't in a supported, known pixel format. We need to convert
* it ourself. Just convert it to RGBA8, and let OpenGL convert it back
* down to whatever the actual pixel format is. This is a very slow code
* path, which should almost never be used. */
pixfmt = FMT_RGBA8;
ASSERT( SupportsSurfaceFormat(pixfmt) );
const PixelFormatDesc *pfd = DISPLAY->GetPixelFormatDesc(pixfmt);
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RageSurface *imgconv = CreateSurface( width, height,
pfd->bpp, pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3] );
RageSurfaceUtils::Blit( img, imgconv, width, height );
img = imgconv;
FreeImg = true;
}
else
FreeImg = false;
return pixfmt;
}
/* If we're sending a paletted surface to a non-paletted texture, set the palette. */
void SetPixelMapForSurface( int glImageFormat, int glTexFormat, const RageSurfacePalette *palette )
{
if( glImageFormat != GL_COLOR_INDEX || glTexFormat == GL_COLOR_INDEX8_EXT )
{
2004-09-30 04:52:06 +00:00
glPixelTransferi( GL_MAP_COLOR, false );
return;
}
GLushort buf[4][256];
memset( buf, 0, sizeof(buf) );
for( int i = 0; i < palette->ncolors; ++i )
{
buf[0][i] = SCALE( palette->colors[i].r, 0, 255, 0, 65535 );
buf[1][i] = SCALE( palette->colors[i].g, 0, 255, 0, 65535 );
buf[2][i] = SCALE( palette->colors[i].b, 0, 255, 0, 65535 );
buf[3][i] = SCALE( palette->colors[i].a, 0, 255, 0, 65535 );
}
FlushGLErrors();
glPixelMapusv( GL_PIXEL_MAP_I_TO_R, 256, buf[0] );
glPixelMapusv( GL_PIXEL_MAP_I_TO_G, 256, buf[1] );
glPixelMapusv( GL_PIXEL_MAP_I_TO_B, 256, buf[2] );
glPixelMapusv( GL_PIXEL_MAP_I_TO_A, 256, buf[3] );
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glPixelTransferi( GL_MAP_COLOR, true );
GLenum error = glGetError();
ASSERT_M( error == GL_NO_ERROR, GLToString(error) );
}
unsigned RageDisplay_OGL::CreateTexture(
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PixelFormat pixfmt,
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RageSurface* img,
bool bGenerateMipMaps )
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{
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ASSERT( pixfmt < NUM_PIX_FORMATS );
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ASSERT( img->w == power_of_two(img->w) && img->h == power_of_two(img->h) );
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/* Find the pixel format of the image we've been given. */
bool FreeImg;
PixelFormat imgpixfmt = GetImgPixelFormat( img, FreeImg, img->w, img->h, pixfmt == FMT_PAL );
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GLenum glTexFormat = GL_PIXFMT_INFO[pixfmt].internalfmt;
GLenum glImageFormat = GL_PIXFMT_INFO[imgpixfmt].format;
GLenum glImageType = GL_PIXFMT_INFO[imgpixfmt].type;
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/* If the image is paletted, but we're not sending it to a paletted image,
* set up glPixelMap. */
SetPixelMapForSurface( glImageFormat, glTexFormat, img->format->palette );
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// HACK: OpenGL 1.2 types aren't available in GLU 1.3. Don't call GLU for mip
// mapping if we're using an OGL 1.2 type and don't have >= GLU 1.3.
// http://pyopengl.sourceforge.net/documentation/manual/gluBuild2DMipmaps.3G.html
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if( bGenerateMipMaps && g_gluVersion < 13 )
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{
switch( pixfmt )
{
// OpenGL 1.1 types
case FMT_RGBA8:
case FMT_RGB8:
case FMT_PAL:
case FMT_BGR8:
break;
// OpenGL 1.2 types
default:
LOG->Trace( "Can't generate mipmaps for type %s because GLU version %.1f is too old.", GLToString(glImageType).c_str(), g_gluVersion/10.f );
bGenerateMipMaps = false;
break;
}
}
// allocate OpenGL texture resource
unsigned int uTexHandle;
glGenTextures(1, reinterpret_cast<GLuint*>(&uTexHandle));
ASSERT(uTexHandle);
glBindTexture( GL_TEXTURE_2D, uTexHandle );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLint minFilter;
if( bGenerateMipMaps )
{
if( wind->GetVideoModeParams().bTrilinearFiltering )
minFilter = GL_LINEAR_MIPMAP_LINEAR;
else
minFilter = GL_LINEAR_MIPMAP_NEAREST;
}
else
{
minFilter = GL_LINEAR;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
if( wind->GetVideoModeParams().bAnisotropicFiltering &&
HasExtension("GL_EXT_texture_filter_anisotropic") )
{
GLfloat largest_supported_anisotropy;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, largest_supported_anisotropy);
}
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SetTextureWrapping( false );
glPixelStorei(GL_UNPACK_ROW_LENGTH, img->pitch / img->format->BytesPerPixel);
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if( pixfmt == FMT_PAL )
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{
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/* The texture is paletted; set the texture palette. */
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GLubyte palette[256*4];
memset(palette, 0, sizeof(palette));
int p = 0;
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/* Copy the palette to the format OpenGL expects. */
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for(int i = 0; i < img->format->palette->ncolors; ++i)
{
palette[p++] = img->format->palette->colors[i].r;
palette[p++] = img->format->palette->colors[i].g;
palette[p++] = img->format->palette->colors[i].b;
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palette[p++] = img->format->palette->colors[i].a;
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}
/* Set the palette. */
GLExt.glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, 256, GL_RGBA, GL_UNSIGNED_BYTE, palette);
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GLint RealFormat = 0;
GLExt.glGetColorTableParameterivEXT(GL_TEXTURE_2D, GL_COLOR_TABLE_FORMAT, &RealFormat);
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ASSERT( RealFormat == GL_RGBA8); /* This is a case I don't expect to happen. */
}
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{
ostringstream s;
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s << (bGenerateMipMaps? "gluBuild2DMipmaps":"glTexImage2D");
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s << "(format " << GLToString(glTexFormat) <<
", " << img->w << "x" << img->h <<
", format " << GLToString(glImageFormat) <<
", type " << GLToString(glImageType) <<
", pixfmt " << pixfmt <<
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", imgpixfmt " << imgpixfmt <<
")";
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LOG->Trace( "%s", s.str().c_str() );
}
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FlushGLErrors();
if( bGenerateMipMaps )
{
GLenum error = gluBuild2DMipmaps(
GL_TEXTURE_2D, glTexFormat,
img->w, img->h,
glImageFormat, glImageType, img->pixels );
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ASSERT_M( error == 0, (char *) gluErrorString(error) );
}
else
{
glTexImage2D(
GL_TEXTURE_2D, 0, glTexFormat,
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img->w, img->h, 0,
glImageFormat, glImageType, img->pixels);
GLenum error = glGetError();
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ASSERT_M( error == GL_NO_ERROR, GLToString(error) );
}
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/* Sanity check: */
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if( pixfmt == FMT_PAL )
{
GLint size = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GLenum(GL_TEXTURE_INDEX_SIZE_EXT), &size);
if(size != 8)
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RageException::Throw("Thought paletted textures worked, but they don't.");
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}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glFlush();
if( FreeImg )
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delete img;
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return uTexHandle;
}
/* This doesn't support img being paletted if the surface itself isn't paletted.
* This is only used for movies anyway, which are never paletted. */
void RageDisplay_OGL::UpdateTexture(
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unsigned uTexHandle,
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RageSurface* img,
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int xoffset, int yoffset, int width, int height )
{
glBindTexture( GL_TEXTURE_2D, uTexHandle );
bool FreeImg;
PixelFormat pixfmt = GetImgPixelFormat( img, FreeImg, width, height, false );
glPixelStorei(GL_UNPACK_ROW_LENGTH, img->pitch / img->format->BytesPerPixel);
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// GLenum glTexFormat = GL_PIXFMT_INFO[pixfmt].internalfmt;
GLenum glImageFormat = GL_PIXFMT_INFO[pixfmt].format;
GLenum glImageType = GL_PIXFMT_INFO[pixfmt].type;
glTexSubImage2D(GL_TEXTURE_2D, 0,
xoffset, yoffset,
width, height,
glImageFormat, glImageType, img->pixels);
/* Must unset PixelStore when we're done! */
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glFlush();
if( FreeImg )
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delete img;
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}
void RageDisplay_OGL::SetPolygonMode( PolygonMode pm )
{
GLenum m;
switch( pm )
{
case POLYGON_FILL: m = GL_FILL; break;
case POLYGON_LINE: m = GL_LINE; break;
default: ASSERT(0); return;
}
glPolygonMode( GL_FRONT_AND_BACK, m );
}
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void RageDisplay_OGL::SetLineWidth( float fWidth )
{
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glLineWidth( fWidth );
}
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CString RageDisplay_OGL::GetTextureDiagnostics( unsigned id ) const
{
return "";
}
void RageDisplay_OGL::SetAlphaTest( bool b )
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{
glAlphaFunc( GL_GREATER, 0.01f );
if( b )
glEnable( GL_ALPHA_TEST );
else
glDisable( GL_ALPHA_TEST );
}
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/*
* Although we pair texture formats (eg. GL_RGB8) and surface formats
* (pairs of eg. GL_RGB8,GL_UNSIGNED_SHORT_5_5_5_1), it's possible for
* a format to be supported for a texture format but not a surface
* format. This is abstracted, so you don't need to know about this
* as a user calling CreateTexture.
*
* One case of this is if packed pixels aren't supported. We can still
* use 16-bit color modes, but we have to send it in 32-bit. Almost
* everything supports packed pixels.
*
* Another case of this is incomplete packed pixels support. Some implementations
* neglect GL_UNSIGNED_SHORT_*_REV.
*/
bool RageDisplay_OGL::SupportsSurfaceFormat( PixelFormat pixfmt )
{
switch( GL_PIXFMT_INFO[pixfmt].type )
{
case GL_UNSIGNED_SHORT_1_5_5_5_REV:
return GLExt.m_bGL_EXT_bgra && g_bReversePackedPixelsWorks;
default:
return true;
}
}
bool RageDisplay_OGL::SupportsTextureFormat( PixelFormat pixfmt, bool realtime )
{
/* If we support a pixfmt for texture formats but not for surface formats, then
* we'll have to convert the texture to a supported surface format before uploading.
* This is too slow for dynamic textures. */
if( realtime && !SupportsSurfaceFormat( pixfmt ) )
return false;
switch( GL_PIXFMT_INFO[pixfmt].format )
{
case GL_COLOR_INDEX:
return GLExt.glColorTableEXT && GLExt.glGetColorTableParameterivEXT;
case GL_BGR:
case GL_BGRA:
return GLExt.m_bGL_EXT_bgra;
default:
return true;
}
}
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void RageDisplay_OGL::SetSphereEnvironmentMapping( bool b )
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{
if( b )
{
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
}
else
{
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
}
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/*
* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/