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/* Copyright (C) 2002 Andrew Apted <ajapted@users.sourceforge.net> */
/* NetHack may be freely redistributed. See license for details. */
/*
* SDL/GL window port for NetHack & Slash'EM.
*
* Unit system. Sorts the units (GL images) based on texture id,
* which can give _much_ faster results. The startup routine also
* initialises the GL into the required state.
*/
#include "hack.h"
#if defined(GL_GRAPHICS) /* hardware only */
#define WINGL_INTERNAL
#include "winGL.h"
int sdlgl_tex_max = 0;
#define MAX_UNITS 2048
static struct GraphicUnit unit_array[MAX_UNITS];
static short unit_map[MAX_UNITS];
static int num_units = 0;
static int unit_overlap = 0;
void sdlgl_unit_startup(void)
{
const char *str;
/* query some GL properties */
str = (const char *) glGetString(GL_VERSION);
if (! str)
{
sdlgl_error("OpenGL load problem ! (version string is NULL)\n");
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &sdlgl_tex_max);
if (sdlgl_tex_max < 128)
{
sdlgl_error("OpenGL texture limit too small (%d).\n", sdlgl_tex_max);
}
if (sdlgl_tex_max > 2048)
sdlgl_tex_max = 2048;
#if 0 /* DEBUGGING */
str = (const char *) glGetString(GL_VERSION);
sdlgl_warning("OpenGL Version: %s\n", str);
str = (const char *) glGetString(GL_VENDOR);
sdlgl_warning("OpenGL Vendor: %s\n", str);
str = (const char *) glGetString(GL_RENDERER);
sdlgl_warning("OpenGL Renderer: %s\n", str);
sdlgl_warning("OpenGL Texture Size: %d\n", sdlgl_tex_max);
#endif
/* initialise all important GL state */
glDisable(GL_FOG);
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_LINE_SMOOTH);
glDisable(GL_POLYGON_SMOOTH);
glDisable(GL_DITHER);
glEnable(GL_NORMALIZE);
glFrontFace(GL_CW);
glShadeModel(GL_SMOOTH);
glDepthFunc(GL_LEQUAL);
glAlphaFunc(GL_GREATER, 1.0 / 32.0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_FOG_HINT, GL_FASTEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
/* turn off lighting stuff */
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glNormal3f(0.0, 0.0, 1.0);
/* setup the GL matrices for drawing 2D stuff */
glViewport(0, 0, sdlgl_width, sdlgl_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, (float)sdlgl_width,
0.0, (float)sdlgl_height, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/* clear screen */
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
void sdlgl_unit_shutdown(void)
{
/* does nothing */
}
/* ---------------------------------------------------------------- */
static int unit_compare(const void *p1, const void *p2)
{
const struct GraphicUnit *A = unit_array + *((short *) p1);
const struct GraphicUnit *B = unit_array + *((short *) p2);
if (A->pass != B->pass)
return A->pass - B->pass;
if (A->tex_id != B->tex_id)
return (int)A->tex_id - (int)B->tex_id;
return (int)A->color - (int)B->color;
}
static void flush_units(void)
{
int i;
int begun = 0;
GLuint current_tex = 0x789ABCDE;
if (num_units < 1)
return;
/* sort units into increasing texture ID */
for (i=0; i < num_units; i++)
unit_map[i] = i;
if (! unit_overlap)
qsort(unit_map, num_units, sizeof(short), unit_compare);
glEnable(GL_TEXTURE_2D);
/* now draw all the goodies */
for (i=0; i < num_units; i++)
{
struct GraphicUnit *unit = unit_array + unit_map[i];
if (unit->tex_id != current_tex)
{
if (begun)
glEnd();
current_tex = unit->tex_id;
glBindTexture(GL_TEXTURE_2D, current_tex);
glBegin(GL_QUADS);
begun = 1;
}
/* we don't bother minimising color changes */
glColor4f(
GAMMA_F(RGB_RED(unit->color)),
GAMMA_F(RGB_GRN(unit->color)),
GAMMA_F(RGB_BLU(unit->color)), unit->trans);
glTexCoord2f(unit->tx1, unit->ty1);
glVertex2i(unit->x, unit->y);
glTexCoord2f(unit->tx1, unit->ty2);
glVertex2i(unit->x, unit->y + unit->h);
glTexCoord2f(unit->tx2, unit->ty2);
glVertex2i(unit->x + unit->w, unit->y + unit->h);
glTexCoord2f(unit->tx2, unit->ty1);
glVertex2i(unit->x + unit->w, unit->y);
}
if (begun)
glEnd();
glDisable(GL_TEXTURE_2D);
/* we've drawn 'em all... */
num_units = 0;
}
/* ---------------------------------------------------------------- */
void sdlgl_begin_units(int blending, int overlap)
{
assert(num_units == 0);
if (blending)
glEnable(GL_BLEND);
unit_overlap = overlap;
}
void sdlgl_add_unit(GLuint id, float tx1, float ty1,
float tx2, float ty2, short x, short y, short w, short h,
short pass, rgbcol_t color, float trans)
{
struct GraphicUnit *unit;
if (num_units == MAX_UNITS)
flush_units();
assert(num_units < MAX_UNITS);
unit = unit_array + num_units;
num_units++;
unit->tex_id = id;
unit->tx1 = tx1; unit->ty1 = ty1;
unit->tx2 = tx2; unit->ty2 = ty2;
unit->x = x; unit->y = y;
unit->w = w; unit->h = h;
unit->pass = pass;
unit->color = color;
unit->trans = trans;
}
void sdlgl_finish_units(void)
{
if (num_units > 0)
flush_units();
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
assert(num_units == 0);
}
/* ---------------------------------------------------------------- */
void sdlgl_hw_make_screenshot(const char *prefix)
{
unsigned char *pixels;
unsigned char *p;
char filename[256];
char msgbuf[512];
int x, crc1, crc2;
int success;
pixels = (unsigned char *) alloc(sdlgl_width * sdlgl_height * 3);
glReadBuffer(GL_FRONT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glReadPixels(0, 0, sdlgl_width, sdlgl_height, GL_RGB,
GL_UNSIGNED_BYTE, pixels);
/* compute Adler CRC (per RFC 1950) on image.
* We'll create a fairly unique filename using it.
*/
crc1 = crc2 = 0;
p = pixels;
for (x=0; x < sdlgl_width * sdlgl_height * 3; x++, p++)
{
crc1 = (crc1 + (int) *p) % 65521;
crc2 = (crc2 + crc1) % 65521;
}
/* save image as a PPM (Portable PixMap) file.
*/
sprintf(filename, "%s%04X%04X.ppm", prefix, crc2, crc1);
success = sdlgl_save_ppm_file(filename, pixels, sdlgl_width,
sdlgl_height);
free(pixels);
/* FIXME: show a pop-up window ! */
if (success)
{
sprintf(msgbuf, "Screenshot saved to: %s", filename);
Sdlgl_raw_print(msgbuf);
}
else
{
sprintf(msgbuf, "Screenshot failed to open: %s", filename);
Sdlgl_raw_print(msgbuf);
}
}
#endif /* GL_GRAPHICS */
/*gl_unit.c*/
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