899031c5bbbf5bef26092553d9d7208ea73f3628
[summerhack] / src / 3dengfx / src / 3dengfx / 3denginefx.cpp
1 /*
2 This file is part of the 3dengfx, realtime visualization system.
3 Copyright (c) 2004, 2005 John Tsiombikas <nuclear@siggraph.org>
4
5 3dengfx is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
10 3dengfx is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with 3dengfx; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
18 */
19
20 /* main 3dengfx state control, and low level OpenGL interaction
21  *
22  * Author: John Tsiombikas 2004
23  */
24
25 #include "3dengfx_config.h"
26
27 #include <stdio.h>
28 #include <stdlib.h>
29 #include <signal.h>
30 #include <iostream>
31 #include <list>
32 #include "opengl.h"
33 #include "fxwt/fxwt.hpp"
34 #include "fxwt/init.hpp"
35 #include "fxwt/gfx_library.h"
36 #include "3denginefx.hpp"
37 #include "texman.hpp"
38 #include "sdrman.hpp"
39 #include "camera.hpp"
40 #include "gfx/3dgeom.hpp"
41 #include "gfxprog.hpp"
42 #include "gfx/image.h"
43 #include "common/config_parser.h"
44 #include "common/err_msg.h"
45 #include "dsys/dsys.hpp"
46
47 using std::cout;
48 using std::cerr;
49 using std::endl;
50 using std::string;
51
52 #ifdef SINGLE_PRECISION_MATH
53 #define GL_SCALAR_TYPE  GL_FLOAT
54 #else
55 #define GL_SCALAR_TYPE  GL_DOUBLE
56 #endif  // SINGLE_PRECISION_MATH
57
58
59 void (*load_matrix_gl)(const Matrix4x4 &mat);
60
61 namespace glext {
62 #ifdef SINGLE_PRECISION_MATH
63         PFNGLLOADTRANSPOSEMATRIXFARBPROC glLoadTransposeMatrix;
64 #else
65         PFNGLLOADTRANSPOSEMATRIXDARBPROC glLoadTransposeMatrix;
66 #endif  // SINGLE_PRECISION_MATH
67
68         PFNGLACTIVETEXTUREARBPROC glActiveTexture;
69         PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTexture;
70
71         PFNGLBINDBUFFERARBPROC glBindBuffer;
72         PFNGLBUFFERDATAARBPROC glBufferData;
73         PFNGLDELETEBUFFERSARBPROC glDeleteBuffers;
74         PFNGLISBUFFERARBPROC glIsBuffer;
75         PFNGLMAPBUFFERARBPROC glMapBuffer;
76         PFNGLUNMAPBUFFERARBPROC glUnmapBuffer;
77         PFNGLGENBUFFERSARBPROC glGenBuffers;
78
79         // fragment/vertex program extensions
80         PFNGLBINDPROGRAMARBPROC glBindProgram;
81         PFNGLGENPROGRAMSARBPROC glGenPrograms;
82         PFNGLDELETEPROGRAMSARBPROC glDeletePrograms;
83         PFNGLPROGRAMSTRINGARBPROC glProgramString;
84
85         // point parameters
86         PFNGLPOINTPARAMETERFARBPROC glPointParameterf;
87         PFNGLPOINTPARAMETERFVARBPROC glPointParameterfv;
88
89         // --- OpenGL 2.0 Shading Language ---
90         
91         // - objects
92         PFNGLDELETEOBJECTARBPROC glDeleteObject;
93         PFNGLATTACHOBJECTARBPROC glAttachObject;
94         PFNGLDETACHOBJECTARBPROC glDetachObject;
95         PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameteriv;
96         PFNGLGETINFOLOGARBPROC glGetInfoLog;
97
98         // - program objects
99         PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObject;
100         PFNGLLINKPROGRAMARBPROC glLinkProgram;
101         PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObject;
102
103         // - shader objects
104         PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObject;
105         PFNGLSHADERSOURCEARBPROC glShaderSource;
106         PFNGLCOMPILESHADERARBPROC glCompileShader;
107
108         // - uniforms
109         PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation;
110         PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniform;
111         PFNGLUNIFORM1IARBPROC glUniform1i;
112         PFNGLUNIFORM1FARBPROC glUniform1f;
113         PFNGLUNIFORM2FARBPROC glUniform2f;
114         PFNGLUNIFORM3FARBPROC glUniform3f;
115         PFNGLUNIFORM4FARBPROC glUniform4f;
116         PFNGLUNIFORMMATRIX3FVARBPROC glUniformMatrix3fv;
117         PFNGLUNIFORMMATRIX4FVARBPROC glUniformMatrix4fv;
118 }
119
120 using namespace glext;
121
122 static const char *gl_error_string[] = {
123         "GL_INVALID_ENUM",              // 0x500
124         "GL_INVALID_VALUE",             // 0x501
125         "GL_INVALID_OPERATION", // 0x502
126         "GL_STACK_OVERFLOW",    // 0x503
127         "GL_STACK_UNDERFLOW",   // 0x504
128         "GL_OUT_OF_MEMORY",             // 0x505
129         "GL_NO_ERROR",                  // 0x0
130         "[INVALID ERROR NUMBER]"
131 };
132
133 ///////////////// local 3d engine state block ///////////////////
134 static bool gc_valid;
135 static GraphicsInitParameters gparams;
136 static Matrix4x4 tex_matrix[8];
137 static int coord_index[MAX_TEXTURES];
138 static PrimitiveType primitive_type;
139 static StencilOp stencil_fail, stencil_pass, stencil_pzfail;
140 static int stencil_ref;
141 static bool mipmapping = true;
142 static TextureDim ttype[8];     // the type of each texture bound to each texunit (1D/2D/3D/CUBE)
143
144 namespace engfx_state {
145         SysCaps sys_caps;
146         Matrix4x4 world_matrix;
147         Matrix4x4 view_matrix, inv_view_matrix;
148         const Camera *view_mat_camera;
149         Matrix4x4 proj_matrix;
150         const Light *bump_light;
151         int light_count;
152 }
153
154 using namespace engfx_state;
155
156 GraphicsInitParameters *load_graphics_context_config(const char *fname) {
157         static GraphicsInitParameters gip;      
158         gip.x = 640;
159         gip.y = 480;
160         gip.bpp = 16;
161         gip.depth_bits = 16;
162         gip.stencil_bits = 8;
163         gip.dont_care_flags = 0;
164
165         if(load_config_file(fname) == -1) {
166                 error("%s: could not load config file", __func__);
167                 return 0;
168         }
169         
170         const ConfigOption *cfgopt;
171         while((cfgopt = get_next_option())) {
172                 
173                 if(!strcmp(cfgopt->option, "fullscreen")) {
174                         if(!strcmp(cfgopt->str_value, "true")) {
175                                 gip.fullscreen = true;
176                         } else if(!strcmp(cfgopt->str_value, "false")) {
177                                 gip.fullscreen = false;
178                         } else {
179                                 error("%s: error parsing config file %s", __func__, fname);
180                                 return 0;
181                         }
182                 } else if(!strcmp(cfgopt->option, "resolution")) {
183                         if(!isdigit(cfgopt->str_value[0])) {
184                                 error("%s: error parsing config file %s", __func__, fname);
185                                 return 0;
186                         }
187                         gip.x = atoi(cfgopt->str_value);
188                         
189                         char *ptr = cfgopt->str_value;
190                         while(*ptr && *ptr != 'x') *ptr++;
191                         if(!*ptr || !*(ptr+1) || !isdigit(*(ptr+1))) {
192                                 error("%s: error parsing config file %s", __func__, fname);
193                                 return 0;
194                         }
195                         
196                         gip.y = atoi(ptr + 1);
197                 } else if(!strcmp(cfgopt->option, "bpp")) {
198                         if(cfgopt->flags & CFGOPT_INT) {
199                                 gip.bpp = cfgopt->int_value;
200                         } else if(!strcmp(cfgopt->str_value, "dontcare")) {
201                                 gip.bpp = 32;
202                                 gip.dont_care_flags |= DONT_CARE_BPP;
203                         } else {
204                                 error("%s: error parsing config file %s", __func__, fname);
205                                 return 0;
206                         }                       
207                 } else if(!strcmp(cfgopt->option, "zbuffer")) {
208                         if(cfgopt->flags & CFGOPT_INT) {
209                                 gip.depth_bits = cfgopt->int_value;
210                         } else if(!strcmp(cfgopt->str_value, "dontcare")) {
211                                 gip.depth_bits = 32;
212                                 gip.dont_care_flags |= DONT_CARE_DEPTH;
213                         } else {
214                                 error("%s: error parsing config file %s", __func__, fname);
215                                 return 0;
216                         }
217                 } else if(!strcmp(cfgopt->option, "stencil")) {
218                         if(cfgopt->flags & CFGOPT_INT) {
219                                 gip.stencil_bits = cfgopt->int_value;
220                         } else if(!strcmp(cfgopt->str_value, "dontcare")) {
221                                 gip.stencil_bits = 8;
222                                 gip.dont_care_flags |= DONT_CARE_STENCIL;
223                         } else {
224                                 error("%s: error parsing config file %s", __func__, fname);
225                                 return 0;
226                         }
227                 }
228         }
229         
230         destroy_config_parser();
231         
232         return &gip;            
233 }
234
235 /* ---- get_system_capabilities() ----
236  * Retrieves information on the graphics subsystem capabilities
237  * and returns a SysCaps structure describing them
238  */
239 SysCaps get_system_capabilities() {
240         static bool first_call = true;
241         
242         if(!first_call) {
243                 return sys_caps;
244         }
245         first_call = false;
246         
247         // get extensions & vendor strings
248         const char *tmp_str = (const char*)glGetString(GL_EXTENSIONS);
249         if(!tmp_str) {
250                 error("%s: glGetString() failed, possibly no valid GL context", __func__);
251                 exit(-1);
252         }
253         char *ext_str = new char[strlen(tmp_str) + 1];
254         strcpy(ext_str, tmp_str);
255         
256         char *cptr = ext_str;   
257         while(*cptr) {
258                 if(*cptr == ' ') *cptr = '\n';
259                 cptr++;
260         }
261
262         set_verbosity(2);
263         info("Supported extensions:\n-------------\n%s", ext_str);
264         set_verbosity(3);
265                 
266         info("Rendering System Information:");
267
268         const char *vendor = (const char*)glGetString(GL_VENDOR);
269         info("  Vendor: %s", vendor);
270         info("Renderer: %s", glGetString(GL_RENDERER));
271         info(" Version: %s", glGetString(GL_VERSION));
272         info("(note: the list of extensions is logged seperately at \"gl_ext.log\")");
273
274         // fill the SysCaps structure
275         //SysCaps sys_caps;
276         sys_caps.load_transpose = (bool)strstr(ext_str, "GL_ARB_transpose_matrix");
277         sys_caps.gen_mipmaps = (bool)strstr(ext_str, "GL_SGIS_generate_mipmap");
278         sys_caps.tex_combine_ops = (bool)strstr(ext_str, "GL_ARB_texture_env_combine");
279         sys_caps.bump_dot3 = (bool)strstr(ext_str, "GL_ARB_texture_env_dot3");
280         sys_caps.bump_env = (bool)strstr(ext_str, "GL_ATI_envmap_bumpmap");
281         sys_caps.vertex_buffers = (bool)strstr(ext_str, "GL_ARB_vertex_buffer_object");
282         sys_caps.depth_texture = (bool)strstr(ext_str, "GL_ARB_depth_texture");
283         sys_caps.shadow_mapping = (bool)strstr(ext_str, "GL_ARB_shadow");
284         sys_caps.point_sprites = (bool)strstr(ext_str, "GL_ARB_point_sprite");
285         sys_caps.point_params = (bool)strstr(ext_str, "GL_ARB_point_parameters");
286         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &sys_caps.max_texture_units);
287         sys_caps.non_power_of_two_textures = (bool)strstr(ext_str, "GL_ARB_texture_non_power_of_two");
288         glGetIntegerv(GL_MAX_LIGHTS, &sys_caps.max_lights);
289         
290         sys_caps.prog.asm_vertex = (bool)strstr(ext_str, "GL_ARB_vertex_program");
291         sys_caps.prog.asm_pixel = (bool)strstr(ext_str, "GL_ARB_fragment_program");
292         sys_caps.prog.glslang = (bool)strstr(ext_str, "GL_ARB_shading_language_100");
293         sys_caps.prog.shader_obj = (bool)strstr(ext_str, "GL_ARB_shader_objects");
294         sys_caps.prog.glsl_vertex = (bool)strstr(ext_str, "GL_ARB_vertex_shader");
295         sys_caps.prog.glsl_pixel = (bool)strstr(ext_str, "GL_ARB_fragment_shader");
296
297         delete [] ext_str;
298         
299         // also log these things
300         info("-------------------");
301         info("System Capabilities");
302         info("-------------------");
303         info("Load transposed matrices: %s", sys_caps.load_transpose ? "yes" : "no");
304         info("Auto-generate mipmaps (SGIS): %s", sys_caps.gen_mipmaps ? "yes" : "no");
305         info("Custom texture combination operations: %s", sys_caps.tex_combine_ops ? "yes" : "no");
306         info("Diffuse bump mapping (dot3): %s", sys_caps.bump_dot3 ? "yes" : "no");
307         info("Specular bump mapping (env-bump): %s", sys_caps.bump_env ? "yes" : "no");
308         info("Video memory vertex/index buffers: %s", sys_caps.vertex_buffers ? "yes" : "no");
309         info("Depth texture: %s", sys_caps.depth_texture ? "yes" : "no");
310         info("Shadow mapping: %s", sys_caps.shadow_mapping ? "yes" : "no");
311         info("Programmable vertex processing (asm): %s", sys_caps.prog.asm_vertex ? "yes" : "no");
312         info("Programmable pixel processing (asm): %s", sys_caps.prog.asm_pixel ? "yes" : "no");
313         info("OpenGL 2.0 shading language: %s", sys_caps.prog.glslang ? "yes" : "no");
314         info("Programmable vertex processing (glsl): %s", sys_caps.prog.glsl_vertex ? "yes" : "no");
315         info("Programmable pixel processing (glsl): %s", sys_caps.prog.glsl_pixel ? "yes" : "no");
316         info("Point sprites: %s", sys_caps.point_sprites ? "yes" : "no");
317         info("Point parameters: %s", sys_caps.point_params ? "yes" : "no");
318         info("Non power of 2 textures: %s", sys_caps.non_power_of_two_textures ? "yes" : "no");
319         info("Texture units: %d", sys_caps.max_texture_units);
320         info("Max lights: %d", sys_caps.max_lights);
321
322         if(!sys_caps.point_sprites && !sys_caps.point_params) {
323                 warning("no point sprites support, falling back to billboards which *may* degrade particle system performance");
324         }
325
326         return sys_caps;
327 }
328
329 const char *get_glerror_string(GLenum error) {
330         if(!error) return gl_error_string[0x506];
331         if(error < 0x500 || error > 0x505) error = 0x507;
332         return gl_error_string[error - 0x500];
333 }
334
335 /* load_matrix_transpose_arb() & load_matrix_transpose_manual()
336  * --------------------------------------------------------
337  * two functions to handle the transformation matrix loading
338  * to OpenGL by either transposing the Matrix4x4 data or using
339  * the transposed-loading extension (use through function pointer
340  * LoadMatrixGL which is set during initialization to the correct one)
341  */
342 void load_matrix_transpose_arb(const Matrix4x4 &mat) {
343         glLoadTransposeMatrix(mat.opengl_matrix());
344 }
345
346 void load_matrix_transpose_manual(const Matrix4x4 &mat) {
347 #ifdef SINGLE_PRECISION_MATH
348         glLoadMatrixf(mat.transposed().opengl_matrix());
349 #else
350         glLoadMatrixd(mat.transposed().opengl_matrix());
351 #endif  // SINGLE_PRECISION_MATH
352 }
353
354
355 //////////////// 3D Engine Initialization ////////////////
356
357 static const char *signame(int sig) {
358         switch(sig) {
359         case SIGSEGV:
360                 return "segmentation fault (SIGSEGV)";
361         case SIGILL:
362                 return "illegal instruction (SIGILL)";
363         case SIGTERM:
364                 return "termination signal (SIGTERM)";
365         case SIGFPE:
366                 return "floating point exception (SIGFPE)";
367         case SIGINT:
368                 return "interrupt signal (SIGINT)";
369         default:
370                 return "unknown";
371         }
372         return "can't happen";
373 }
374
375 static void signal_handler(int sig) {
376         error("It seems this is the end... caught %s, exiting...", signame(sig));
377         destroy_graphics_context();
378         exit(EXIT_FAILURE);
379 }
380
381 /* ---- create_graphics_context() ----
382  * initializes the graphics subsystem according to the init parameters
383  */
384 bool create_graphics_context(const GraphicsInitParameters &gip) {
385         
386         gparams = gip;
387
388         remove(get_log_filename());
389
390         if(!fxwt::init_graphics(&gparams)) {
391                 return false;
392         }
393
394         signal(SIGSEGV, signal_handler);
395         signal(SIGILL, signal_handler);
396         signal(SIGTERM, signal_handler);
397         signal(SIGFPE, signal_handler);
398         signal(SIGINT, signal_handler);
399
400 #if GFX_LIBRARY == GTK
401         fxwt::init();
402         dsys::init();
403         return true;
404 #else
405         if(!start_gl()) return false;
406         fxwt::init();
407         dsys::init();
408         return true;
409 #endif  // GTK
410 }
411
412 /*
413  * short graphics context creation
414  * creates a graphics context (windowed or fullscreen)
415  * given only the wanted resolution and a fullscreen flag.
416  */
417 bool create_graphics_context(int x, int y, bool fullscreen)
418 {
419         GraphicsInitParameters gip;
420         gip.x = x;
421         gip.y = y;
422         gip.bpp = 32;
423         gip.depth_bits = 32;
424         gip.fullscreen = fullscreen;
425         gip.stencil_bits = 8;
426         gip.dont_care_flags = DONT_CARE_DEPTH | DONT_CARE_STENCIL | DONT_CARE_BPP;
427
428         return create_graphics_context(gip);
429 }
430
431 /* OpenGL startup after initialization */
432 bool start_gl() {
433         SysCaps sys_caps = get_system_capabilities();
434
435         glext::glActiveTexture = (PFNGLACTIVETEXTUREARBPROC)glGetProcAddress("glActiveTextureARB");
436         glext::glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREARBPROC)glGetProcAddress("glClientActiveTextureARB");
437         
438         if(!glext::glActiveTexture || !glext::glClientActiveTexture) {
439                 warning("No multitexturing support.");
440                 sys_caps.multitex = false;
441         }
442
443         if(sys_caps.load_transpose) {
444 #ifdef SINGLE_PRECISION_MATH
445                 glLoadTransposeMatrix = (PFNGLLOADTRANSPOSEMATRIXFARBPROC)glGetProcAddress("glLoadTransposeMatrixfARB");
446 #else
447                 glLoadTransposeMatrix = (PFNGLLOADTRANSPOSEMATRIXDARBPROC)glGetProcAddress("glLoadTransposeMatrixdARB");
448 #endif  // SINGLE_PRECISION_MATH
449                 
450                 load_matrix_gl = load_matrix_transpose_arb;
451         } else {
452                 load_matrix_gl = load_matrix_transpose_manual;
453         }
454
455         if(sys_caps.vertex_buffers) {
456                 glBindBuffer = (PFNGLBINDBUFFERARBPROC)glGetProcAddress("glBindBufferARB");
457                 glBufferData = (PFNGLBUFFERDATAARBPROC)glGetProcAddress("glBufferDataARB");
458                 glDeleteBuffers = (PFNGLDELETEBUFFERSARBPROC)glGetProcAddress("glDeleteBuffersARB");
459                 glIsBuffer = (PFNGLISBUFFERARBPROC)glGetProcAddress("glIsBufferARB");
460                 glMapBuffer = (PFNGLMAPBUFFERARBPROC)glGetProcAddress("glMapBufferARB");
461                 glUnmapBuffer = (PFNGLUNMAPBUFFERARBPROC)glGetProcAddress("glUnmapBufferARB");
462                 glGenBuffers = (PFNGLGENBUFFERSARBPROC)glGetProcAddress("glGenBuffersARB");
463         }
464
465         if(sys_caps.prog.asm_vertex || sys_caps.prog.asm_pixel) {
466                 glBindProgram = (PFNGLBINDPROGRAMARBPROC)glGetProcAddress("glBindProgramARB");
467                 glGenPrograms = (PFNGLGENPROGRAMSARBPROC)glGetProcAddress("glGenProgramsARB");
468                 glDeletePrograms = (PFNGLDELETEPROGRAMSARBPROC)glGetProcAddress("glDeleteProgramsARB");
469                 glProgramString = (PFNGLPROGRAMSTRINGARBPROC)glGetProcAddress("glProgramStringARB");
470         }
471
472         if(sys_caps.prog.shader_obj) {
473                 glDeleteObject = (PFNGLDELETEOBJECTARBPROC)glGetProcAddress("glDeleteObjectARB");
474                 glAttachObject = (PFNGLATTACHOBJECTARBPROC)glGetProcAddress("glAttachObjectARB");
475                 glDetachObject = (PFNGLDETACHOBJECTARBPROC)glGetProcAddress("glDetachObjectARB");
476                 glGetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)glGetProcAddress("glGetObjectParameterivARB");
477                 glGetInfoLog = (PFNGLGETINFOLOGARBPROC)glGetProcAddress("glGetInfoLogARB");
478                 
479                 glCreateProgramObject = (PFNGLCREATEPROGRAMOBJECTARBPROC)glGetProcAddress("glCreateProgramObjectARB");
480                 glLinkProgram = (PFNGLLINKPROGRAMARBPROC)glGetProcAddress("glLinkProgramARB");
481                 glUseProgramObject = (PFNGLUSEPROGRAMOBJECTARBPROC)glGetProcAddress("glUseProgramObjectARB");
482
483                 glCreateShaderObject = (PFNGLCREATESHADEROBJECTARBPROC)glGetProcAddress("glCreateShaderObjectARB");
484                 glShaderSource = (PFNGLSHADERSOURCEARBPROC)glGetProcAddress("glShaderSourceARB");
485                 glCompileShader = (PFNGLCOMPILESHADERARBPROC)glGetProcAddress("glCompileShaderARB");
486                 
487                 glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONARBPROC)glGetProcAddress("glGetUniformLocationARB");
488                 glGetActiveUniform = (PFNGLGETACTIVEUNIFORMARBPROC)glGetProcAddress("glGetActiveUniformARB");
489                 glUniform1i = (PFNGLUNIFORM1IARBPROC)glGetProcAddress("glUniform1iARB");
490                 glUniform1f = (PFNGLUNIFORM1FARBPROC)glGetProcAddress("glUniform1fARB");
491                 glUniform2f = (PFNGLUNIFORM2FARBPROC)glGetProcAddress("glUniform2fARB");
492                 glUniform3f = (PFNGLUNIFORM3FARBPROC)glGetProcAddress("glUniform3fARB");
493                 glUniform4f = (PFNGLUNIFORM4FARBPROC)glGetProcAddress("glUniform4fARB");
494                 glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVARBPROC)glGetProcAddress("glUniformMatrix3fvARB");
495                 glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVARBPROC)glGetProcAddress("glUniformMatrix4fvARB");
496         }
497         
498         if(sys_caps.point_params) {
499                 glext::glPointParameterf = (PFNGLPOINTPARAMETERFARBPROC)glGetProcAddress("glPointParameterfARB");
500                 glext::glPointParameterfv = (PFNGLPOINTPARAMETERFVARBPROC)glGetProcAddress("glPointParameterfvARB");
501
502                 if(!glext::glPointParameterfv) {
503                         error("error loading glPointParameterfv");
504                         return false;
505                 }
506                 if(!glext::glPointParameterf) {
507                         error("error loading glPointParameterf");
508                         return false;
509                 }
510         }
511
512         gc_valid = true;
513         
514         set_default_states();
515         return true;
516 }
517
518 void destroy_graphics_context() {
519         static bool destroy_called_again = false;
520
521         if(destroy_called_again) {
522                 warning("Multiple destroy_graphics_context() calls");
523                 return;
524         } else {
525                 destroy_called_again = true;
526         }
527
528         dsys::clean_up();
529         if(!gc_valid) return;
530         gc_valid = false;
531         info("3d engine shutting down...");
532         destroy_textures();
533         destroy_shaders();
534         fxwt::destroy_graphics();
535 }
536
537 void set_default_states() {
538         set_primitive_type(TRIANGLE_LIST);
539         set_front_face(ORDER_CW);
540         set_backface_culling(true);
541         set_zbuffering(true);
542         set_lighting(true);
543         set_auto_normalize(false);
544         
545         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
546         glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
547         
548         set_matrix(XFORM_WORLD, Matrix4x4());
549         set_matrix(XFORM_VIEW, Matrix4x4());
550         set_matrix(XFORM_PROJECTION, create_projection_matrix(quarter_pi, 1.333333f, 1.0f, 1000.0f));
551         
552         memset(coord_index, 0, MAX_TEXTURES * sizeof(int));
553
554         for(int i=0; i<8; i++) {
555                 ttype[i] = TEX_2D;
556         }
557
558         if(sys_caps.point_params) {
559                 glext::glPointParameterf(GL_POINT_SIZE_MIN_ARB, 1.0);
560                 glext::glPointParameterf(GL_POINT_SIZE_MAX_ARB, 256.0);
561
562                 float quadratic[] = {0.0f, 0.0f, 0.01f};
563                 glext::glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION_ARB, quadratic);
564         }
565 }
566
567 const GraphicsInitParameters *get_graphics_init_parameters() {
568         return &gparams;
569 }
570
571 void clear(const Color &color) {
572         glClearColor(color.r, color.g, color.b, color.a);
573         glClear(GL_COLOR_BUFFER_BIT);
574 }
575
576 void clear_zbuffer(scalar_t zval) {
577         glClearDepth(zval);
578         glClear(GL_DEPTH_BUFFER_BIT);
579 }
580
581 void clear_stencil(unsigned char sval) {
582         glClearStencil(sval);
583         glClear(GL_STENCIL_BUFFER_BIT);
584 }
585
586 void clear_zbuffer_stencil(scalar_t zval, unsigned char sval) {
587         glClearDepth(zval);
588         glClearStencil(sval);
589         glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
590 }
591
592 void flip() {
593         glFlush();
594         glFinish();
595         fxwt::swap_buffers();
596 }
597
598 void load_xform_matrices() {
599         for(int i=0; i<sys_caps.max_texture_units; i++) {
600                 select_texture_unit(i);
601                 glMatrixMode(GL_TEXTURE);
602                 load_matrix_gl(tex_matrix[i]);
603         }
604         
605         glMatrixMode(GL_PROJECTION);
606         load_matrix_gl(proj_matrix);
607         
608         Matrix4x4 modelview = view_matrix * world_matrix;
609         glMatrixMode(GL_MODELVIEW);
610         load_matrix_gl(modelview);
611 }
612
613 #define BUFFER_OFFSET(i) ((char *)NULL + (i))
614
615 void draw(const VertexArray &varray) {
616         load_xform_matrices();
617
618         bool use_vbo = !varray.get_dynamic() && sys_caps.vertex_buffers;
619         
620         glEnableClientState(GL_VERTEX_ARRAY);
621         glEnableClientState(GL_COLOR_ARRAY);
622         glEnableClientState(GL_NORMAL_ARRAY);
623         
624         if(use_vbo) {
625                 Vertex v;
626                 glBindBuffer(GL_ARRAY_BUFFER_ARB, varray.get_buffer_object());
627                 glVertexPointer(3, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.pos - (char*)&v));
628                 glNormalPointer(GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.normal - (char*)&v));
629                 glColorPointer(4, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.color - (char*)&v));
630
631                 for(int i=0; i<MAX_TEXTURES; i++) {
632                         select_texture_unit(i);
633                         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
634
635                         int dim = ttype[i] == TEX_1D ? 1 : (ttype[i] == TEX_3D || ttype[i] == TEX_CUBE ? 3 : 2);
636                         glTexCoordPointer(dim, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.tex[coord_index[i]] - (char*)&v));
637                 }
638
639                 glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
640         } else {
641                 glVertexPointer(3, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->pos);
642                 glNormalPointer(GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->normal);
643                 glColorPointer(4, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->color);
644
645                 for(int i=0; i<MAX_TEXTURES; i++) {
646                         select_texture_unit(i);
647                         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
648
649                         int dim = ttype[i] == TEX_1D ? 1 : (ttype[i] == TEX_3D || ttype[i] == TEX_CUBE ? 3 : 2);
650                         glTexCoordPointer(dim, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->tex[coord_index[i]]);
651                 }
652         }
653         
654         glDrawArrays(primitive_type, 0, varray.get_count());
655         
656         glDisableClientState(GL_VERTEX_ARRAY);
657         glDisableClientState(GL_COLOR_ARRAY);
658         glDisableClientState(GL_NORMAL_ARRAY);
659         
660         for(int i=0; i<MAX_TEXTURES; i++) {
661                 select_texture_unit(i);
662                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
663         }
664 }
665
666 void draw(const VertexArray &varray, const IndexArray &iarray) {
667         load_xform_matrices();
668         
669         bool use_vbo = !varray.get_dynamic() && sys_caps.vertex_buffers;
670         bool use_ibo = false;//!iarray.get_dynamic() && sys_caps.vertex_buffers;
671         
672         glEnableClientState(GL_VERTEX_ARRAY);
673         glEnableClientState(GL_COLOR_ARRAY);
674         glEnableClientState(GL_NORMAL_ARRAY);
675         
676         if(use_vbo) {
677                 Vertex v;
678                 glBindBuffer(GL_ARRAY_BUFFER_ARB, varray.get_buffer_object());
679                 glVertexPointer(3, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.pos - (char*)&v));
680                 glNormalPointer(GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.normal - (char*)&v));
681                 glColorPointer(4, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.color - (char*)&v));
682
683                 for(int i=0; i<MAX_TEXTURES; i++) {
684                         select_texture_unit(i);
685                         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
686
687                         int dim = ttype[i] == TEX_1D ? 1 : (ttype[i] == TEX_3D || ttype[i] == TEX_CUBE ? 3 : 2);
688                         glTexCoordPointer(dim, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.tex[coord_index[i]] - (char*)&v));
689                 }
690
691                 glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
692         } else {
693                 glVertexPointer(3, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->pos);
694                 glNormalPointer(GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->normal);
695                 glColorPointer(4, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->color);
696
697                 for(int i=0; i<MAX_TEXTURES; i++) {
698                         select_texture_unit(i);
699                         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
700
701                         int dim = ttype[i] == TEX_1D ? 1 : (ttype[i] == TEX_3D || ttype[i] == TEX_CUBE ? 3 : 2);
702                         glTexCoordPointer(dim, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->tex[coord_index[i]]);
703                 }
704         }
705
706         if(use_ibo) {
707                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, iarray.get_buffer_object());
708                 glDrawElements(primitive_type, iarray.get_count(), GL_UNSIGNED_INT, 0);
709                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
710         } else {
711                 glDrawElements(primitive_type, iarray.get_count(), GL_UNSIGNED_INT, iarray.get_data());
712         }
713         
714         glDisableClientState(GL_VERTEX_ARRAY);
715         glDisableClientState(GL_COLOR_ARRAY);
716         glDisableClientState(GL_NORMAL_ARRAY);
717         
718         for(int i=0; i<MAX_TEXTURES; i++) {
719                 select_texture_unit(i);
720                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
721         }
722 }
723
724
725 /* draw_line(start_vertex, end_vertex, start_width, end_width)
726  * Draws a line as a cylindrically billboarded elongated quad.
727  */
728 void draw_line(const Vertex &v1, const Vertex &v2, scalar_t w1, scalar_t w2, const Color &col) {
729         if(w2 < 0.0) w2 = w1;
730
731         Vector3 p1 = v1.pos;
732         Vector3 p2 = v2.pos;
733
734         Vector3 cam_pos = Vector3(0,0,0).transformed(inv_view_matrix);
735         
736         Vector3 vec = p2 - p1;
737         scalar_t len = vec.length();
738         
739         Basis basis;
740         basis.k = -(cam_pos - ((p2 + p1) / 2)).normalized();
741         basis.j = vec / len;
742         basis.i = cross_product(basis.j, basis.k).normalized();
743         basis.k = cross_product(basis.i, basis.j).normalized();
744
745         world_matrix.set_translation(p1);
746         world_matrix = world_matrix * Matrix4x4(basis.create_rotation_matrix());
747         load_xform_matrices();
748
749         Vertex quad[] = {
750                 Vertex(Vector3(-w1, 0, 0), v1.tex[0].u, 0.0, col),
751                 Vertex(Vector3(-w2, len, 0), v2.tex[0].u, 0.0, col),
752                 Vertex(Vector3(w2, len, 0), v2.tex[0].u, 1.0, col),
753                 Vertex(Vector3(w1, 0, 0), v1.tex[0].u, 1.0, col)
754         };
755
756         set_lighting(false);
757         set_primitive_type(QUAD_LIST);
758         draw(VertexArray(quad, 4));
759         set_primitive_type(TRIANGLE_LIST);
760         set_lighting(true);
761 }
762
763 void draw_point(const Vertex &pt, scalar_t size) {
764
765         Vector3 p = pt.pos;
766         
767         Vector3 cam_pos = Vector3(0,0,0).transformed(inv_view_matrix);
768
769         Basis basis;
770         basis.k = -(cam_pos - p).normalized();
771         basis.j = Vector3(0, 1, 0);
772         basis.i = cross_product(basis.j, basis.k);
773         basis.j = cross_product(basis.k, basis.i);
774
775         world_matrix.set_translation(p);
776         world_matrix = world_matrix * Matrix4x4(basis.create_rotation_matrix());
777         load_xform_matrices();
778
779         Vertex quad[] = {
780                 Vertex(Vector3(-size, -size, 0), 0.0, 0.0, pt.color),
781                 Vertex(Vector3(-size, size, 0), 0.0, 1.0, pt.color),
782                 Vertex(Vector3(size, size, 0), 1.0, 1.0, pt.color),
783                 Vertex(Vector3(size, -size, 0), 1.0, 0.0, pt.color)
784         };
785
786         set_lighting(false);
787         set_primitive_type(QUAD_LIST);
788         draw(VertexArray(quad, 4));
789         set_primitive_type(TRIANGLE_LIST);
790         set_lighting(true);
791
792 }
793
794
795 void draw_scr_quad(const Vector2 &corner1, const Vector2 &corner2, const Color &color, bool reset_xform) {
796         if(reset_xform) {
797                 glMatrixMode(GL_MODELVIEW);
798                 glPushMatrix();
799                 glLoadIdentity();
800         }
801
802         glMatrixMode(GL_PROJECTION);
803         glPushMatrix();
804         glLoadIdentity();
805         glOrtho(0.0, 1.0, 1.0, 0.0, 0.0, 1.0);
806
807         glDisable(GL_LIGHTING);
808
809         glBegin(GL_QUADS);
810         glColor4f(color.r, color.g, color.b, color.a);
811         glTexCoord2f(0.0f, 1.0f);
812         glVertex3f(corner1.x, corner1.y, -0.5);
813         glTexCoord2f(1.0f, 1.0f);
814         glVertex3f(corner2.x, corner1.y, -0.5);
815         glTexCoord2f(1.0f, 0.0f);
816         glVertex3f(corner2.x, corner2.y, -0.5);
817         glTexCoord2f(0.0f, 0.0f);
818         glVertex3f(corner1.x, corner2.y, -0.5);
819         glEnd();
820
821         glEnable(GL_LIGHTING);
822
823         glPopMatrix();
824
825         if(reset_xform) {
826                 glMatrixMode(GL_MODELVIEW);
827                 glPopMatrix();
828         }
829 }
830
831 int get_texture_unit_count() {
832         return sys_caps.max_texture_units;
833 }
834
835 //////////////////// render states /////////////////////
836
837 void set_primitive_type(PrimitiveType pt) {
838         primitive_type = pt;
839 }
840
841 void set_backface_culling(bool enable) {
842         if(enable) {
843                 glEnable(GL_CULL_FACE);
844         } else {
845                 glDisable(GL_CULL_FACE);
846         }
847 }
848
849 void set_front_face(FaceOrder order) {
850         glFrontFace(order);
851 }
852
853 void set_auto_normalize(bool enable) {
854         if(enable) {
855                 glEnable(GL_NORMALIZE);
856         } else {
857                 glDisable(GL_NORMALIZE);
858         }
859 }
860
861 void set_color_write(bool red, bool green, bool blue, bool alpha) {
862         glColorMask(red, green, blue, alpha);
863 }
864
865 void set_wireframe(bool enable) {
866         //set_primitive_type(enable ? LINE_LIST : TRIANGLE_LIST);
867         glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL);
868 }
869         
870
871 ///////////////// blending states ///////////////
872
873 void set_alpha_blending(bool enable) {
874         if(enable) {
875                 glEnable(GL_BLEND);
876         } else {
877                 glDisable(GL_BLEND);
878         }
879 }
880
881 void set_blend_func(BlendingFactor src, BlendingFactor dest) {
882         glBlendFunc(src, dest);
883 }
884
885 ///////////////// zbuffer states ////////////////
886
887 void set_zbuffering(bool enable) {
888         if(enable) {
889                 glEnable(GL_DEPTH_TEST);
890         } else {
891                 glDisable(GL_DEPTH_TEST);
892         }
893 }
894
895 void set_zwrite(bool enable) {
896         glDepthMask(enable);
897 }
898
899 void set_zfunc(CmpFunc func) {
900         glDepthFunc(func);
901 }
902
903 /////////////// stencil states //////////////////
904 void set_stencil_buffering(bool enable) {
905         if(enable) {
906                 glEnable(GL_STENCIL_TEST);
907         } else {
908                 glDisable(GL_STENCIL_TEST);
909         }
910 }
911
912 void set_stencil_pass_op(StencilOp sop) {
913         stencil_pass = sop;
914         glStencilOp(stencil_fail, stencil_pzfail, stencil_pass);
915 }
916
917 void set_stencil_fail_op(StencilOp sop) {
918         stencil_fail = sop;
919         glStencilOp(stencil_fail, stencil_pzfail, stencil_pass);
920 }
921
922 void set_stencil_pass_zfail_op(StencilOp sop) {
923         stencil_pzfail = sop;
924         glStencilOp(stencil_fail, stencil_pzfail, stencil_pass);
925 }
926
927 void set_stencil_op(StencilOp fail, StencilOp spass_zfail, StencilOp pass) {
928         stencil_fail = fail;
929         stencil_pzfail = spass_zfail;
930         stencil_pass = pass;
931         glStencilOp(stencil_fail, stencil_pzfail, stencil_pass);
932 }
933
934 void set_stencil_func(CmpFunc func) {
935         glStencilFunc(func, stencil_ref, 0xffffffff);
936 }
937
938 void set_stencil_reference(unsigned int ref) {
939         stencil_ref = ref;
940 }
941
942 ///////////// texture & material states //////////////
943
944 void set_point_sprites(bool enable) {
945         if(sys_caps.point_sprites) {
946                 if(enable) {
947                         glEnable(GL_POINT_SPRITE_ARB);
948                 } else {
949                         glDisable(GL_POINT_SPRITE_ARB);
950                 }
951         }
952 }
953
954 void set_texture_filtering(int tex_unit, TextureFilteringType tex_filter) {
955         
956         int min_filter;
957         
958         switch(tex_filter) {
959         case POINT_SAMPLING:
960                 min_filter = mipmapping ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST;
961                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MIN_FILTER, min_filter);
962                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
963                 break;
964                 
965         case BILINEAR_FILTERING:
966                 min_filter = mipmapping ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
967                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MIN_FILTER, min_filter);
968                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
969                 break;
970                 
971         case TRILINEAR_FILTERING:
972         default:
973                 min_filter = mipmapping ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
974                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MIN_FILTER, min_filter);
975                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
976                 break;
977         }
978 }
979
980 void set_texture_addressing(int tex_unit, TextureAddressing uaddr, TextureAddressing vaddr) {
981         glTexParameteri(ttype[tex_unit], GL_TEXTURE_WRAP_S, uaddr);
982         glTexParameteri(ttype[tex_unit], GL_TEXTURE_WRAP_T, vaddr);
983 }
984
985 void set_texture_border_color(int tex_unit, const Color &color) {
986         float col[] = {color.r, color.g, color.b, color.a};
987         glTexParameterfv(ttype[tex_unit], GL_TEXTURE_BORDER_COLOR, col);
988 }
989
990 void set_texture(int tex_unit, const Texture *tex) {
991         select_texture_unit(tex_unit);
992         glBindTexture(tex->get_type(), tex->tex_id);
993         ttype[tex_unit] = tex->get_type();
994 }
995
996 void set_mip_mapping(bool enable) {
997         mipmapping = enable;
998 }
999
1000 void set_material(const Material &mat) {
1001         mat.set_glmaterial();
1002 }
1003
1004 void use_vertex_colors(bool enable) {
1005         if(enable) {
1006                 glEnable(GL_COLOR_MATERIAL);
1007         } else {
1008                 glDisable(GL_COLOR_MATERIAL);
1009         }
1010 }
1011
1012
1013 void set_render_target(Texture *tex, CubeMapFace cube_map_face) {
1014         static std::stack<Texture*> rt_stack;
1015         static std::stack<CubeMapFace> face_stack;
1016         
1017         Texture *prev = rt_stack.empty() ? 0 : rt_stack.top();
1018         CubeMapFace prev_face = CUBE_MAP_PX; // just to get rid of the uninitialized var warning
1019         if(!face_stack.empty()) prev_face = face_stack.top();
1020
1021         if(tex == prev) return;
1022
1023         if(prev) {
1024                 set_texture(0, prev);
1025                 glCopyTexSubImage2D(prev->get_type() == TEX_CUBE ? prev_face : GL_TEXTURE_2D, 0, 0, 0, 0, 0, prev->width, prev->height);
1026         }
1027         
1028         if(!tex) {
1029                 rt_stack.pop();
1030                 if(prev->get_type() == TEX_CUBE) {
1031                         face_stack.pop();
1032
1033                         if(rt_stack.empty()) {
1034                                 set_viewport(0, 0, gparams.x, gparams.y);
1035                         } else {
1036                                 set_viewport(0, 0, rt_stack.top()->width, rt_stack.top()->height);
1037                         }
1038                 }
1039         } else {
1040                 if(tex->get_type() == TEX_CUBE) {
1041                         set_viewport(0, 0, tex->width, tex->height);
1042                 }
1043
1044                 rt_stack.push(tex);
1045                 if(tex->get_type() == TEX_CUBE) face_stack.push(cube_map_face);
1046         }
1047 }
1048
1049 void copy_texture(Texture *tex, bool full_screen) {
1050         if(!tex) return;
1051
1052         int width = full_screen ? get_graphics_init_parameters()->x : tex->width;
1053         int height = full_screen ? get_graphics_init_parameters()->y : tex->height;
1054
1055         set_texture(0, tex);
1056         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height);
1057 }
1058
1059 // multitexturing interface
1060
1061 void select_texture_unit(int tex_unit) {
1062         if(sys_caps.multitex) {
1063                 glext::glActiveTexture(GL_TEXTURE0 + tex_unit);
1064                 glext::glClientActiveTexture(GL_TEXTURE0 + tex_unit);
1065         }
1066 }
1067
1068 void enable_texture_unit(int tex_unit) {
1069         if(!tex_unit || (sys_caps.multitex && tex_unit < sys_caps.max_texture_units)) {
1070                 select_texture_unit(tex_unit);
1071                 glEnable(ttype[tex_unit]);
1072         }
1073 }
1074
1075 void disable_texture_unit(int tex_unit) {
1076         if(!tex_unit || (sys_caps.multitex && tex_unit < sys_caps.max_texture_units)) {
1077                 select_texture_unit(tex_unit);
1078                 glDisable(ttype[tex_unit]);
1079         }
1080 }
1081
1082 void set_texture_unit_color(int tex_unit, TextureBlendFunction op, TextureBlendArgument arg1, TextureBlendArgument arg2, TextureBlendArgument arg3) {
1083         
1084         select_texture_unit(tex_unit);
1085         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1086         glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, op);
1087         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, arg1);
1088         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, arg2);
1089         if(arg3 != TARG_NONE) {
1090                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, arg3);
1091         }
1092 }
1093
1094 void set_texture_unit_alpha(int tex_unit, TextureBlendFunction op, TextureBlendArgument arg1, TextureBlendArgument arg2, TextureBlendArgument arg3) {
1095         
1096         select_texture_unit(tex_unit);
1097         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1098         glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, op);
1099         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, arg1);
1100         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, arg2);
1101         if(arg3 != TARG_NONE) {
1102                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, arg3);
1103         }
1104 }
1105
1106 void set_texture_coord_index(int tex_unit, int index) {
1107         coord_index[tex_unit] = index;
1108 }
1109
1110 void set_texture_constant(int tex_unit, const Color &col) {
1111         float color[] = {col.r, col.g, col.b, col.a};
1112         select_texture_unit(tex_unit);
1113         glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
1114 }
1115
1116 //void set_texture_transform_state(int sttex_unitage, TexTransformState TexXForm);
1117 //void set_texture_coord_generator(int stage, TexGen tgen);
1118
1119 void set_point_sprite_coords(int tex_unit, bool enable) {
1120         if(sys_caps.point_params) {
1121                 select_texture_unit(tex_unit);
1122                 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, enable ? GL_TRUE : GL_FALSE);
1123         }
1124 }
1125
1126
1127 // programmable interface
1128 void set_gfx_program(GfxProg *prog) {
1129         if(!sys_caps.prog.glslang) return;
1130         if(prog) {
1131                 if(!prog->linked) {
1132                         prog->link();
1133                         if(!prog->linked) return;
1134                 }
1135                 glUseProgramObject(prog->prog);
1136                 
1137                 // call any registered update handlers
1138                 if(prog->update_handler) {
1139                         prog->update_handler(prog);
1140                 }
1141         } else {
1142                 glUseProgramObject(0);
1143         }
1144 }
1145
1146 // lighting states
1147 void set_lighting(bool enable) {
1148         if(enable) {
1149                 glEnable(GL_LIGHTING);
1150         } else {
1151                 glDisable(GL_LIGHTING);
1152         }
1153 }
1154
1155 void set_ambient_light(const Color &ambient_color) {
1156         float col[] = {ambient_color.r, ambient_color.g, ambient_color.b, ambient_color.a};
1157         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
1158 }
1159
1160 void set_shading_mode(ShadeMode mode) {
1161         glShadeModel(mode);
1162 }
1163
1164 void set_bump_light(const Light *light) {
1165         bump_light = light;
1166 }
1167
1168 // transformation matrices
1169 void set_matrix(TransformType xform_type, const Matrix4x4 &mat, int num) {
1170         switch(xform_type) {
1171         case XFORM_WORLD:
1172                 world_matrix = mat;
1173                 break;
1174                 
1175         case XFORM_VIEW:
1176                 view_matrix = mat;
1177                 inv_view_matrix = view_matrix.inverse();
1178                 view_mat_camera = 0;
1179                 break;
1180                 
1181         case XFORM_PROJECTION:
1182                 proj_matrix = mat;
1183                 break;
1184                 
1185         case XFORM_TEXTURE:
1186                 tex_matrix[num] = mat;
1187                 break;
1188         }
1189 }
1190
1191 Matrix4x4 get_matrix(TransformType xform_type, int num) {
1192         switch(xform_type) {
1193         case XFORM_WORLD:
1194                 return world_matrix;
1195                 
1196         case XFORM_VIEW:
1197                 return view_matrix;
1198                 
1199         case XFORM_TEXTURE:
1200                 return tex_matrix[num];
1201                 
1202         case XFORM_PROJECTION:
1203         default:
1204                 return proj_matrix;
1205         }
1206 }
1207
1208 void set_viewport(unsigned int x, unsigned int y, unsigned int xsize, unsigned int ysize) {
1209         glViewport(x, y, xsize, ysize);
1210 }
1211
1212 // normalized set_viewport()
1213 void set_viewport_norm(float x, float y, float xsize, float ysize)
1214 {
1215         glViewport((int) (x * gparams.x), (int)(y * gparams.y), 
1216                 (int) (xsize * gparams.x), int (ysize * gparams.y));
1217 }
1218
1219 Matrix4x4 create_projection_matrix(scalar_t vfov, scalar_t aspect, scalar_t near_clip, scalar_t far_clip) {
1220 #ifdef COORD_LHS
1221         scalar_t hfov = vfov * aspect;
1222         scalar_t w = 1.0f / (scalar_t)tan(hfov * 0.5f);
1223         scalar_t h = 1.0f / (scalar_t)tan(vfov * 0.5f);
1224         scalar_t q = far_clip / (far_clip - near_clip);
1225         
1226         Matrix4x4 mat;
1227         mat[0][0] = w;
1228         mat[1][1] = h;
1229         mat[2][2] = q;
1230         mat[3][2] = 1.0f;
1231         mat[2][3] = -q * near_clip;
1232 #else
1233         scalar_t f = 1.0f / (scalar_t)tan(vfov * 0.5f);
1234
1235         Matrix4x4 mat;
1236         mat[0][0] = f / aspect;
1237         mat[1][1] = f;
1238         mat[2][2] = (far_clip + near_clip) / (near_clip - far_clip);
1239         mat[3][2] = -1.0f;
1240         mat[2][3] = (2.0f * far_clip * near_clip) / (near_clip - far_clip);
1241         mat[3][3] = 0;
1242 #endif
1243         
1244         return mat;
1245 }
1246
1247
1248 // ---- misc ----
1249
1250 bool screen_capture(char *fname, enum image_file_format fmt) {
1251         static int scr_num;
1252         static const char *suffix[] = {"png", "jpg", "tga", "oug1", "oug2"};
1253         int x = gparams.x;
1254         int y = gparams.y;
1255
1256         uint32_t *pixels = new uint32_t[x * y];
1257         glReadPixels(0, 0, x, y, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
1258         
1259         if(!fname) {
1260                 static char fname_buf[50];
1261                 fname = fname_buf;
1262                 sprintf(fname, "3dengfx_shot%04d.%s", scr_num++, suffix[fmt]);
1263         }
1264
1265         unsigned int flags = get_image_save_flags();
1266         set_image_save_flags(flags | IMG_SAVE_INVERT);
1267         int res = save_image(fname, pixels, x, y, fmt);
1268         set_image_save_flags(flags);
1269         
1270         delete [] pixels;
1271         return res != -1;
1272 }