fixed old bugs
[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.multitex = (bool)strstr(ext_str, "GL_ARB_multitexture");
277         sys_caps.load_transpose = (bool)strstr(ext_str, "GL_ARB_transpose_matrix");
278         sys_caps.gen_mipmaps = (bool)strstr(ext_str, "GL_SGIS_generate_mipmap");
279         sys_caps.tex_combine_ops = (bool)strstr(ext_str, "GL_ARB_texture_env_combine");
280         sys_caps.bump_dot3 = (bool)strstr(ext_str, "GL_ARB_texture_env_dot3");
281         sys_caps.bump_env = (bool)strstr(ext_str, "GL_ATI_envmap_bumpmap");
282         sys_caps.vertex_buffers = (bool)strstr(ext_str, "GL_ARB_vertex_buffer_object");
283         sys_caps.depth_texture = (bool)strstr(ext_str, "GL_ARB_depth_texture");
284         sys_caps.shadow_mapping = (bool)strstr(ext_str, "GL_ARB_shadow");
285         sys_caps.point_sprites = (bool)strstr(ext_str, "GL_ARB_point_sprite");
286         sys_caps.point_params = (bool)strstr(ext_str, "GL_ARB_point_parameters");
287         glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &sys_caps.max_texture_units);
288         sys_caps.non_power_of_two_textures = (bool)strstr(ext_str, "GL_ARB_texture_non_power_of_two");
289         glGetIntegerv(GL_MAX_LIGHTS, &sys_caps.max_lights);
290         
291         sys_caps.prog.asm_vertex = (bool)strstr(ext_str, "GL_ARB_vertex_program");
292         sys_caps.prog.asm_pixel = (bool)strstr(ext_str, "GL_ARB_fragment_program");
293         sys_caps.prog.glslang = (bool)strstr(ext_str, "GL_ARB_shading_language_100");
294         sys_caps.prog.shader_obj = (bool)strstr(ext_str, "GL_ARB_shader_objects");
295         sys_caps.prog.glsl_vertex = (bool)strstr(ext_str, "GL_ARB_vertex_shader");
296         sys_caps.prog.glsl_pixel = (bool)strstr(ext_str, "GL_ARB_fragment_shader");
297
298         delete [] ext_str;
299         
300         // also log these things
301         info("-------------------");
302         info("System Capabilities");
303         info("-------------------");
304         info("Load transposed matrices: %s", sys_caps.load_transpose ? "yes" : "no");
305         info("Auto-generate mipmaps (SGIS): %s", sys_caps.gen_mipmaps ? "yes" : "no");
306         info("Custom texture combination operations: %s", sys_caps.tex_combine_ops ? "yes" : "no");
307         info("Diffuse bump mapping (dot3): %s", sys_caps.bump_dot3 ? "yes" : "no");
308         info("Specular bump mapping (env-bump): %s", sys_caps.bump_env ? "yes" : "no");
309         info("Video memory vertex/index buffers: %s", sys_caps.vertex_buffers ? "yes" : "no");
310         info("Depth texture: %s", sys_caps.depth_texture ? "yes" : "no");
311         info("Shadow mapping: %s", sys_caps.shadow_mapping ? "yes" : "no");
312         info("Programmable vertex processing (asm): %s", sys_caps.prog.asm_vertex ? "yes" : "no");
313         info("Programmable pixel processing (asm): %s", sys_caps.prog.asm_pixel ? "yes" : "no");
314         info("OpenGL 2.0 shading language: %s", sys_caps.prog.glslang ? "yes" : "no");
315         info("Programmable vertex processing (glsl): %s", sys_caps.prog.glsl_vertex ? "yes" : "no");
316         info("Programmable pixel processing (glsl): %s", sys_caps.prog.glsl_pixel ? "yes" : "no");
317         info("Point sprites: %s", sys_caps.point_sprites ? "yes" : "no");
318         info("Point parameters: %s", sys_caps.point_params ? "yes" : "no");
319         info("Non power of 2 textures: %s", sys_caps.non_power_of_two_textures ? "yes" : "no");
320         info("Texture units: %d", sys_caps.max_texture_units);
321         info("Max lights: %d", sys_caps.max_lights);
322
323         if(!sys_caps.point_sprites && !sys_caps.point_params) {
324                 warning("no point sprites support, falling back to billboards which *may* degrade particle system performance");
325         }
326
327         return sys_caps;
328 }
329
330 const char *get_glerror_string(GLenum error) {
331         if(!error) return gl_error_string[0x506];
332         if(error < 0x500 || error > 0x505) error = 0x507;
333         return gl_error_string[error - 0x500];
334 }
335
336 /* load_matrix_transpose_arb() & load_matrix_transpose_manual()
337  * --------------------------------------------------------
338  * two functions to handle the transformation matrix loading
339  * to OpenGL by either transposing the Matrix4x4 data or using
340  * the transposed-loading extension (use through function pointer
341  * LoadMatrixGL which is set during initialization to the correct one)
342  */
343 void load_matrix_transpose_arb(const Matrix4x4 &mat) {
344         glLoadTransposeMatrix(mat.opengl_matrix());
345 }
346
347 void load_matrix_transpose_manual(const Matrix4x4 &mat) {
348 #ifdef SINGLE_PRECISION_MATH
349         glLoadMatrixf(mat.transposed().opengl_matrix());
350 #else
351         glLoadMatrixd(mat.transposed().opengl_matrix());
352 #endif  // SINGLE_PRECISION_MATH
353 }
354
355
356 //////////////// 3D Engine Initialization ////////////////
357
358 static const char *signame(int sig) {
359         switch(sig) {
360         case SIGSEGV:
361                 return "segmentation fault (SIGSEGV)";
362         case SIGILL:
363                 return "illegal instruction (SIGILL)";
364         case SIGTERM:
365                 return "termination signal (SIGTERM)";
366         case SIGFPE:
367                 return "floating point exception (SIGFPE)";
368         case SIGINT:
369                 return "interrupt signal (SIGINT)";
370         default:
371                 return "unknown";
372         }
373         return "can't happen";
374 }
375
376 static void signal_handler(int sig) {
377         error("It seems this is the end... caught %s, exiting...", signame(sig));
378         destroy_graphics_context();
379         exit(EXIT_FAILURE);
380 }
381
382 /* ---- create_graphics_context() ----
383  * initializes the graphics subsystem according to the init parameters
384  */
385 bool create_graphics_context(const GraphicsInitParameters &gip) {
386         
387         gparams = gip;
388
389         remove(get_log_filename());
390
391         if(!fxwt::init_graphics(&gparams)) {
392                 return false;
393         }
394
395         signal(SIGSEGV, signal_handler);
396         signal(SIGILL, signal_handler);
397         signal(SIGTERM, signal_handler);
398         signal(SIGFPE, signal_handler);
399         signal(SIGINT, signal_handler);
400
401 #if GFX_LIBRARY == GTK
402         fxwt::init();
403         dsys::init();
404         return true;
405 #else
406         if(!start_gl()) return false;
407         fxwt::init();
408         dsys::init();
409         return true;
410 #endif  // GTK
411 }
412
413 /*
414  * short graphics context creation
415  * creates a graphics context (windowed or fullscreen)
416  * given only the wanted resolution and a fullscreen flag.
417  */
418 bool create_graphics_context(int x, int y, bool fullscreen)
419 {
420         GraphicsInitParameters gip;
421         gip.x = x;
422         gip.y = y;
423         gip.bpp = 32;
424         gip.depth_bits = 32;
425         gip.fullscreen = fullscreen;
426         gip.stencil_bits = 8;
427         gip.dont_care_flags = DONT_CARE_DEPTH | DONT_CARE_STENCIL | DONT_CARE_BPP;
428
429         return create_graphics_context(gip);
430 }
431
432 /* OpenGL startup after initialization */
433 bool start_gl() {
434         SysCaps sys_caps = get_system_capabilities();
435
436         glext::glActiveTexture = (PFNGLACTIVETEXTUREARBPROC)glGetProcAddress("glActiveTextureARB");
437         glext::glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREARBPROC)glGetProcAddress("glClientActiveTextureARB");
438         
439         if(!glext::glActiveTexture || !glext::glClientActiveTexture) {
440                 warning("No multitexturing support.");
441                 sys_caps.multitex = false;
442         }
443
444         if(sys_caps.load_transpose) {
445 #ifdef SINGLE_PRECISION_MATH
446                 glLoadTransposeMatrix = (PFNGLLOADTRANSPOSEMATRIXFARBPROC)glGetProcAddress("glLoadTransposeMatrixfARB");
447 #else
448                 glLoadTransposeMatrix = (PFNGLLOADTRANSPOSEMATRIXDARBPROC)glGetProcAddress("glLoadTransposeMatrixdARB");
449 #endif  // SINGLE_PRECISION_MATH
450                 
451                 load_matrix_gl = load_matrix_transpose_arb;
452         } else {
453                 load_matrix_gl = load_matrix_transpose_manual;
454         }
455
456         if(sys_caps.vertex_buffers) {
457                 glBindBuffer = (PFNGLBINDBUFFERARBPROC)glGetProcAddress("glBindBufferARB");
458                 glBufferData = (PFNGLBUFFERDATAARBPROC)glGetProcAddress("glBufferDataARB");
459                 glDeleteBuffers = (PFNGLDELETEBUFFERSARBPROC)glGetProcAddress("glDeleteBuffersARB");
460                 glIsBuffer = (PFNGLISBUFFERARBPROC)glGetProcAddress("glIsBufferARB");
461                 glMapBuffer = (PFNGLMAPBUFFERARBPROC)glGetProcAddress("glMapBufferARB");
462                 glUnmapBuffer = (PFNGLUNMAPBUFFERARBPROC)glGetProcAddress("glUnmapBufferARB");
463                 glGenBuffers = (PFNGLGENBUFFERSARBPROC)glGetProcAddress("glGenBuffersARB");
464         }
465
466         if(sys_caps.prog.asm_vertex || sys_caps.prog.asm_pixel) {
467                 glBindProgram = (PFNGLBINDPROGRAMARBPROC)glGetProcAddress("glBindProgramARB");
468                 glGenPrograms = (PFNGLGENPROGRAMSARBPROC)glGetProcAddress("glGenProgramsARB");
469                 glDeletePrograms = (PFNGLDELETEPROGRAMSARBPROC)glGetProcAddress("glDeleteProgramsARB");
470                 glProgramString = (PFNGLPROGRAMSTRINGARBPROC)glGetProcAddress("glProgramStringARB");
471         }
472
473         if(sys_caps.prog.shader_obj) {
474                 glDeleteObject = (PFNGLDELETEOBJECTARBPROC)glGetProcAddress("glDeleteObjectARB");
475                 glAttachObject = (PFNGLATTACHOBJECTARBPROC)glGetProcAddress("glAttachObjectARB");
476                 glDetachObject = (PFNGLDETACHOBJECTARBPROC)glGetProcAddress("glDetachObjectARB");
477                 glGetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)glGetProcAddress("glGetObjectParameterivARB");
478                 glGetInfoLog = (PFNGLGETINFOLOGARBPROC)glGetProcAddress("glGetInfoLogARB");
479                 
480                 glCreateProgramObject = (PFNGLCREATEPROGRAMOBJECTARBPROC)glGetProcAddress("glCreateProgramObjectARB");
481                 glLinkProgram = (PFNGLLINKPROGRAMARBPROC)glGetProcAddress("glLinkProgramARB");
482                 glUseProgramObject = (PFNGLUSEPROGRAMOBJECTARBPROC)glGetProcAddress("glUseProgramObjectARB");
483
484                 glCreateShaderObject = (PFNGLCREATESHADEROBJECTARBPROC)glGetProcAddress("glCreateShaderObjectARB");
485                 glShaderSource = (PFNGLSHADERSOURCEARBPROC)glGetProcAddress("glShaderSourceARB");
486                 glCompileShader = (PFNGLCOMPILESHADERARBPROC)glGetProcAddress("glCompileShaderARB");
487                 
488                 glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONARBPROC)glGetProcAddress("glGetUniformLocationARB");
489                 glGetActiveUniform = (PFNGLGETACTIVEUNIFORMARBPROC)glGetProcAddress("glGetActiveUniformARB");
490                 glUniform1i = (PFNGLUNIFORM1IARBPROC)glGetProcAddress("glUniform1iARB");
491                 glUniform1f = (PFNGLUNIFORM1FARBPROC)glGetProcAddress("glUniform1fARB");
492                 glUniform2f = (PFNGLUNIFORM2FARBPROC)glGetProcAddress("glUniform2fARB");
493                 glUniform3f = (PFNGLUNIFORM3FARBPROC)glGetProcAddress("glUniform3fARB");
494                 glUniform4f = (PFNGLUNIFORM4FARBPROC)glGetProcAddress("glUniform4fARB");
495                 glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVARBPROC)glGetProcAddress("glUniformMatrix3fvARB");
496                 glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVARBPROC)glGetProcAddress("glUniformMatrix4fvARB");
497         }
498         
499         if(sys_caps.point_params) {
500                 glext::glPointParameterf = (PFNGLPOINTPARAMETERFARBPROC)glGetProcAddress("glPointParameterfARB");
501                 glext::glPointParameterfv = (PFNGLPOINTPARAMETERFVARBPROC)glGetProcAddress("glPointParameterfvARB");
502
503                 if(!glext::glPointParameterfv) {
504                         error("error loading glPointParameterfv");
505                         return false;
506                 }
507                 if(!glext::glPointParameterf) {
508                         error("error loading glPointParameterf");
509                         return false;
510                 }
511         }
512
513         gc_valid = true;
514         
515         set_default_states();
516         return true;
517 }
518
519 void destroy_graphics_context() {
520         static bool destroy_called_again = false;
521
522         if(destroy_called_again) {
523                 warning("Multiple destroy_graphics_context() calls");
524                 return;
525         } else {
526                 destroy_called_again = true;
527         }
528
529         dsys::clean_up();
530         if(!gc_valid) return;
531         gc_valid = false;
532         info("3d engine shutting down...");
533         destroy_textures();
534         destroy_shaders();
535         fxwt::destroy_graphics();
536 }
537
538 void set_default_states() {
539         set_primitive_type(TRIANGLE_LIST);
540         set_front_face(ORDER_CW);
541         set_backface_culling(true);
542         set_zbuffering(true);
543         set_lighting(true);
544         set_auto_normalize(false);
545         
546         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
547         glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
548         
549         set_matrix(XFORM_WORLD, Matrix4x4());
550         set_matrix(XFORM_VIEW, Matrix4x4());
551         set_matrix(XFORM_PROJECTION, create_projection_matrix(quarter_pi, 1.333333f, 1.0f, 1000.0f));
552         
553         memset(coord_index, 0, MAX_TEXTURES * sizeof(int));
554
555         for(int i=0; i<8; i++) {
556                 ttype[i] = TEX_2D;
557         }
558
559         if(sys_caps.point_params) {
560                 glext::glPointParameterf(GL_POINT_SIZE_MIN_ARB, 1.0);
561                 glext::glPointParameterf(GL_POINT_SIZE_MAX_ARB, 256.0);
562
563                 float quadratic[] = {0.0f, 0.0f, 0.01f};
564                 glext::glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION_ARB, quadratic);
565         }
566 }
567
568 const GraphicsInitParameters *get_graphics_init_parameters() {
569         return &gparams;
570 }
571
572 void clear(const Color &color) {
573         glClearColor(color.r, color.g, color.b, color.a);
574         glClear(GL_COLOR_BUFFER_BIT);
575 }
576
577 void clear_zbuffer(scalar_t zval) {
578         glClearDepth(zval);
579         glClear(GL_DEPTH_BUFFER_BIT);
580 }
581
582 void clear_stencil(unsigned char sval) {
583         glClearStencil(sval);
584         glClear(GL_STENCIL_BUFFER_BIT);
585 }
586
587 void clear_zbuffer_stencil(scalar_t zval, unsigned char sval) {
588         glClearDepth(zval);
589         glClearStencil(sval);
590         glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
591 }
592
593 void flip() {
594         glFlush();
595         glFinish();
596         fxwt::swap_buffers();
597 }
598
599 void load_xform_matrices() {
600         for(int i=0; i<sys_caps.max_texture_units; i++) {
601                 select_texture_unit(i);
602                 glMatrixMode(GL_TEXTURE);
603                 load_matrix_gl(tex_matrix[i]);
604         }
605         
606         glMatrixMode(GL_PROJECTION);
607         load_matrix_gl(proj_matrix);
608         
609         Matrix4x4 modelview = view_matrix * world_matrix;
610         glMatrixMode(GL_MODELVIEW);
611         load_matrix_gl(modelview);
612 }
613
614 #define BUFFER_OFFSET(i) ((char *)NULL + (i))
615
616 void draw(const VertexArray &varray) {
617         load_xform_matrices();
618
619         bool use_vbo = !varray.get_dynamic() && sys_caps.vertex_buffers;
620         
621         glEnableClientState(GL_VERTEX_ARRAY);
622         glEnableClientState(GL_COLOR_ARRAY);
623         glEnableClientState(GL_NORMAL_ARRAY);
624         
625         if(use_vbo) {
626                 Vertex v;
627                 glBindBuffer(GL_ARRAY_BUFFER_ARB, varray.get_buffer_object());
628                 glVertexPointer(3, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.pos - (char*)&v));
629                 glNormalPointer(GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.normal - (char*)&v));
630                 glColorPointer(4, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.color - (char*)&v));
631
632                 for(int i=0; i<MAX_TEXTURES; i++) {
633                         select_texture_unit(i);
634                         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
635
636                         int dim = ttype[i] == TEX_1D ? 1 : (ttype[i] == TEX_3D || ttype[i] == TEX_CUBE ? 3 : 2);
637                         glTexCoordPointer(dim, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.tex[coord_index[i]] - (char*)&v));
638                 }
639
640                 glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
641         } else {
642                 glVertexPointer(3, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->pos);
643                 glNormalPointer(GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->normal);
644                 glColorPointer(4, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->color);
645
646                 for(int i=0; i<MAX_TEXTURES; i++) {
647                         select_texture_unit(i);
648                         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
649
650                         int dim = ttype[i] == TEX_1D ? 1 : (ttype[i] == TEX_3D || ttype[i] == TEX_CUBE ? 3 : 2);
651                         glTexCoordPointer(dim, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->tex[coord_index[i]]);
652                 }
653         }
654         
655         glDrawArrays(primitive_type, 0, varray.get_count());
656         
657         glDisableClientState(GL_VERTEX_ARRAY);
658         glDisableClientState(GL_COLOR_ARRAY);
659         glDisableClientState(GL_NORMAL_ARRAY);
660         
661         for(int i=0; i<MAX_TEXTURES; i++) {
662                 select_texture_unit(i);
663                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
664         }
665 }
666
667 void draw(const VertexArray &varray, const IndexArray &iarray) {
668         load_xform_matrices();
669         
670         bool use_vbo = !varray.get_dynamic() && sys_caps.vertex_buffers;
671         bool use_ibo = false;//!iarray.get_dynamic() && sys_caps.vertex_buffers;
672         
673         glEnableClientState(GL_VERTEX_ARRAY);
674         glEnableClientState(GL_COLOR_ARRAY);
675         glEnableClientState(GL_NORMAL_ARRAY);
676         
677         if(use_vbo) {
678                 Vertex v;
679                 glBindBuffer(GL_ARRAY_BUFFER_ARB, varray.get_buffer_object());
680                 glVertexPointer(3, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.pos - (char*)&v));
681                 glNormalPointer(GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.normal - (char*)&v));
682                 glColorPointer(4, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.color - (char*)&v));
683
684                 for(int i=0; i<MAX_TEXTURES; i++) {
685                         select_texture_unit(i);
686                         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
687
688                         int dim = ttype[i] == TEX_1D ? 1 : (ttype[i] == TEX_3D || ttype[i] == TEX_CUBE ? 3 : 2);
689                         glTexCoordPointer(dim, GL_SCALAR_TYPE, sizeof(Vertex), (void*)((char*)&v.tex[coord_index[i]] - (char*)&v));
690                 }
691
692                 glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
693         } else {
694                 glVertexPointer(3, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->pos);
695                 glNormalPointer(GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->normal);
696                 glColorPointer(4, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->color);
697
698                 for(int i=0; i<MAX_TEXTURES; i++) {
699                         select_texture_unit(i);
700                         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
701
702                         int dim = ttype[i] == TEX_1D ? 1 : (ttype[i] == TEX_3D || ttype[i] == TEX_CUBE ? 3 : 2);
703                         glTexCoordPointer(dim, GL_SCALAR_TYPE, sizeof(Vertex), &varray.get_data()->tex[coord_index[i]]);
704                 }
705         }
706
707         if(use_ibo) {
708                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, iarray.get_buffer_object());
709                 glDrawElements(primitive_type, iarray.get_count(), GL_UNSIGNED_INT, 0);
710                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
711         } else {
712                 glDrawElements(primitive_type, iarray.get_count(), GL_UNSIGNED_INT, iarray.get_data());
713         }
714         
715         glDisableClientState(GL_VERTEX_ARRAY);
716         glDisableClientState(GL_COLOR_ARRAY);
717         glDisableClientState(GL_NORMAL_ARRAY);
718         
719         for(int i=0; i<MAX_TEXTURES; i++) {
720                 select_texture_unit(i);
721                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
722         }
723 }
724
725
726 /* draw_line(start_vertex, end_vertex, start_width, end_width)
727  * Draws a line as a cylindrically billboarded elongated quad.
728  */
729 void draw_line(const Vertex &v1, const Vertex &v2, scalar_t w1, scalar_t w2, const Color &col) {
730         if(w2 < 0.0) w2 = w1;
731
732         Vector3 p1 = v1.pos;
733         Vector3 p2 = v2.pos;
734
735         Vector3 cam_pos = Vector3(0,0,0).transformed(inv_view_matrix);
736         
737         Vector3 vec = p2 - p1;
738         scalar_t len = vec.length();
739         
740         Basis basis;
741         basis.k = -(cam_pos - ((p2 + p1) / 2)).normalized();
742         basis.j = vec / len;
743         basis.i = cross_product(basis.j, basis.k).normalized();
744         basis.k = cross_product(basis.i, basis.j).normalized();
745
746         world_matrix.set_translation(p1);
747         world_matrix = world_matrix * Matrix4x4(basis.create_rotation_matrix());
748         load_xform_matrices();
749
750         Vertex quad[] = {
751                 Vertex(Vector3(-w1, 0, 0), v1.tex[0].u, 0.0, col),
752                 Vertex(Vector3(-w2, len, 0), v2.tex[0].u, 0.0, col),
753                 Vertex(Vector3(w2, len, 0), v2.tex[0].u, 1.0, col),
754                 Vertex(Vector3(w1, 0, 0), v1.tex[0].u, 1.0, col)
755         };
756
757         set_lighting(false);
758         set_primitive_type(QUAD_LIST);
759         draw(VertexArray(quad, 4));
760         set_primitive_type(TRIANGLE_LIST);
761         set_lighting(true);
762 }
763
764 void draw_point(const Vertex &pt, scalar_t size) {
765
766         Vector3 p = pt.pos;
767         
768         Vector3 cam_pos = Vector3(0,0,0).transformed(inv_view_matrix);
769
770         Basis basis;
771         basis.k = -(cam_pos - p).normalized();
772         basis.j = Vector3(0, 1, 0);
773         basis.i = cross_product(basis.j, basis.k);
774         basis.j = cross_product(basis.k, basis.i);
775
776         world_matrix.set_translation(p);
777         world_matrix = world_matrix * Matrix4x4(basis.create_rotation_matrix());
778         load_xform_matrices();
779
780         Vertex quad[] = {
781                 Vertex(Vector3(-size, -size, 0), 0.0, 0.0, pt.color),
782                 Vertex(Vector3(-size, size, 0), 0.0, 1.0, pt.color),
783                 Vertex(Vector3(size, size, 0), 1.0, 1.0, pt.color),
784                 Vertex(Vector3(size, -size, 0), 1.0, 0.0, pt.color)
785         };
786
787         set_lighting(false);
788         set_primitive_type(QUAD_LIST);
789         draw(VertexArray(quad, 4));
790         set_primitive_type(TRIANGLE_LIST);
791         set_lighting(true);
792
793 }
794
795
796 void draw_scr_quad(const Vector2 &corner1, const Vector2 &corner2, const Color &color, bool reset_xform) {
797         if(reset_xform) {
798                 glMatrixMode(GL_MODELVIEW);
799                 glPushMatrix();
800                 glLoadIdentity();
801         }
802
803         glMatrixMode(GL_PROJECTION);
804         glPushMatrix();
805         glLoadIdentity();
806         glOrtho(0.0, 1.0, 1.0, 0.0, 0.0, 1.0);
807
808         glDisable(GL_LIGHTING);
809
810         glBegin(GL_QUADS);
811         glColor4f(color.r, color.g, color.b, color.a);
812         glTexCoord2f(0.0f, 1.0f);
813         glVertex3f(corner1.x, corner1.y, -0.5);
814         glTexCoord2f(1.0f, 1.0f);
815         glVertex3f(corner2.x, corner1.y, -0.5);
816         glTexCoord2f(1.0f, 0.0f);
817         glVertex3f(corner2.x, corner2.y, -0.5);
818         glTexCoord2f(0.0f, 0.0f);
819         glVertex3f(corner1.x, corner2.y, -0.5);
820         glEnd();
821
822         glEnable(GL_LIGHTING);
823
824         glPopMatrix();
825
826         if(reset_xform) {
827                 glMatrixMode(GL_MODELVIEW);
828                 glPopMatrix();
829         }
830 }
831
832 int get_texture_unit_count() {
833         return sys_caps.max_texture_units;
834 }
835
836 //////////////////// render states /////////////////////
837
838 void set_primitive_type(PrimitiveType pt) {
839         primitive_type = pt;
840 }
841
842 void set_backface_culling(bool enable) {
843         if(enable) {
844                 glEnable(GL_CULL_FACE);
845         } else {
846                 glDisable(GL_CULL_FACE);
847         }
848 }
849
850 void set_front_face(FaceOrder order) {
851         glFrontFace(order);
852 }
853
854 void set_auto_normalize(bool enable) {
855         if(enable) {
856                 glEnable(GL_NORMALIZE);
857         } else {
858                 glDisable(GL_NORMALIZE);
859         }
860 }
861
862 void set_color_write(bool red, bool green, bool blue, bool alpha) {
863         glColorMask(red, green, blue, alpha);
864 }
865
866 void set_wireframe(bool enable) {
867         //set_primitive_type(enable ? LINE_LIST : TRIANGLE_LIST);
868         glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL);
869 }
870         
871
872 ///////////////// blending states ///////////////
873
874 void set_alpha_blending(bool enable) {
875         if(enable) {
876                 glEnable(GL_BLEND);
877         } else {
878                 glDisable(GL_BLEND);
879         }
880 }
881
882 void set_blend_func(BlendingFactor src, BlendingFactor dest) {
883         glBlendFunc(src, dest);
884 }
885
886 ///////////////// zbuffer states ////////////////
887
888 void set_zbuffering(bool enable) {
889         if(enable) {
890                 glEnable(GL_DEPTH_TEST);
891         } else {
892                 glDisable(GL_DEPTH_TEST);
893         }
894 }
895
896 void set_zwrite(bool enable) {
897         glDepthMask(enable);
898 }
899
900 void set_zfunc(CmpFunc func) {
901         glDepthFunc(func);
902 }
903
904 /////////////// stencil states //////////////////
905 void set_stencil_buffering(bool enable) {
906         if(enable) {
907                 glEnable(GL_STENCIL_TEST);
908         } else {
909                 glDisable(GL_STENCIL_TEST);
910         }
911 }
912
913 void set_stencil_pass_op(StencilOp sop) {
914         stencil_pass = sop;
915         glStencilOp(stencil_fail, stencil_pzfail, stencil_pass);
916 }
917
918 void set_stencil_fail_op(StencilOp sop) {
919         stencil_fail = sop;
920         glStencilOp(stencil_fail, stencil_pzfail, stencil_pass);
921 }
922
923 void set_stencil_pass_zfail_op(StencilOp sop) {
924         stencil_pzfail = sop;
925         glStencilOp(stencil_fail, stencil_pzfail, stencil_pass);
926 }
927
928 void set_stencil_op(StencilOp fail, StencilOp spass_zfail, StencilOp pass) {
929         stencil_fail = fail;
930         stencil_pzfail = spass_zfail;
931         stencil_pass = pass;
932         glStencilOp(stencil_fail, stencil_pzfail, stencil_pass);
933 }
934
935 void set_stencil_func(CmpFunc func) {
936         glStencilFunc(func, stencil_ref, 0xffffffff);
937 }
938
939 void set_stencil_reference(unsigned int ref) {
940         stencil_ref = ref;
941 }
942
943 ///////////// texture & material states //////////////
944
945 void set_point_sprites(bool enable) {
946         if(sys_caps.point_sprites) {
947                 if(enable) {
948                         glEnable(GL_POINT_SPRITE_ARB);
949                 } else {
950                         glDisable(GL_POINT_SPRITE_ARB);
951                 }
952         }
953 }
954
955 void set_texture_filtering(int tex_unit, TextureFilteringType tex_filter) {
956         
957         int min_filter;
958         
959         switch(tex_filter) {
960         case POINT_SAMPLING:
961                 min_filter = mipmapping ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST;
962                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MIN_FILTER, min_filter);
963                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
964                 break;
965                 
966         case BILINEAR_FILTERING:
967                 min_filter = mipmapping ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
968                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MIN_FILTER, min_filter);
969                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
970                 break;
971                 
972         case TRILINEAR_FILTERING:
973         default:
974                 min_filter = mipmapping ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
975                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MIN_FILTER, min_filter);
976                 glTexParameteri(ttype[tex_unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
977                 break;
978         }
979 }
980
981 void set_texture_addressing(int tex_unit, TextureAddressing uaddr, TextureAddressing vaddr) {
982         glTexParameteri(ttype[tex_unit], GL_TEXTURE_WRAP_S, uaddr);
983         glTexParameteri(ttype[tex_unit], GL_TEXTURE_WRAP_T, vaddr);
984 }
985
986 void set_texture_border_color(int tex_unit, const Color &color) {
987         float col[] = {color.r, color.g, color.b, color.a};
988         glTexParameterfv(ttype[tex_unit], GL_TEXTURE_BORDER_COLOR, col);
989 }
990
991 void set_texture(int tex_unit, const Texture *tex) {
992         select_texture_unit(tex_unit);
993         glBindTexture(tex->get_type(), tex->tex_id);
994         ttype[tex_unit] = tex->get_type();
995 }
996
997 void set_mip_mapping(bool enable) {
998         mipmapping = enable;
999 }
1000
1001 void set_material(const Material &mat) {
1002         mat.set_glmaterial();
1003 }
1004
1005 void use_vertex_colors(bool enable) {
1006         if(enable) {
1007                 glEnable(GL_COLOR_MATERIAL);
1008         } else {
1009                 glDisable(GL_COLOR_MATERIAL);
1010         }
1011 }
1012
1013
1014 void set_render_target(Texture *tex, CubeMapFace cube_map_face) {
1015         static std::stack<Texture*> rt_stack;
1016         static std::stack<CubeMapFace> face_stack;
1017         
1018         Texture *prev = rt_stack.empty() ? 0 : rt_stack.top();
1019         CubeMapFace prev_face = CUBE_MAP_PX; // just to get rid of the uninitialized var warning
1020         if(!face_stack.empty()) prev_face = face_stack.top();
1021
1022         if(tex == prev) return;
1023
1024         if(prev) {
1025                 set_texture(0, prev);
1026                 glCopyTexSubImage2D(prev->get_type() == TEX_CUBE ? prev_face : GL_TEXTURE_2D, 0, 0, 0, 0, 0, prev->width, prev->height);
1027         }
1028         
1029         if(!tex) {
1030                 rt_stack.pop();
1031                 if(prev->get_type() == TEX_CUBE) {
1032                         face_stack.pop();
1033
1034                         if(rt_stack.empty()) {
1035                                 set_viewport(0, 0, gparams.x, gparams.y);
1036                         } else {
1037                                 set_viewport(0, 0, rt_stack.top()->width, rt_stack.top()->height);
1038                         }
1039                 }
1040         } else {
1041                 if(tex->get_type() == TEX_CUBE) {
1042                         set_viewport(0, 0, tex->width, tex->height);
1043                 }
1044
1045                 rt_stack.push(tex);
1046                 if(tex->get_type() == TEX_CUBE) face_stack.push(cube_map_face);
1047         }
1048 }
1049
1050 void copy_texture(Texture *tex, bool full_screen) {
1051         if(!tex) return;
1052
1053         int width = full_screen ? get_graphics_init_parameters()->x : tex->width;
1054         int height = full_screen ? get_graphics_init_parameters()->y : tex->height;
1055
1056         set_texture(0, tex);
1057         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height);
1058 }
1059
1060 // multitexturing interface
1061
1062 void select_texture_unit(int tex_unit) {
1063         if(sys_caps.multitex) {
1064                 glext::glActiveTexture(GL_TEXTURE0 + tex_unit);
1065                 glext::glClientActiveTexture(GL_TEXTURE0 + tex_unit);
1066         }
1067 }
1068
1069 void enable_texture_unit(int tex_unit) {
1070         if(!tex_unit || (sys_caps.multitex && tex_unit < sys_caps.max_texture_units)) {
1071                 select_texture_unit(tex_unit);
1072                 glEnable(ttype[tex_unit]);
1073         }
1074 }
1075
1076 void disable_texture_unit(int tex_unit) {
1077         if(!tex_unit || (sys_caps.multitex && tex_unit < sys_caps.max_texture_units)) {
1078                 select_texture_unit(tex_unit);
1079                 glDisable(ttype[tex_unit]);
1080         }
1081 }
1082
1083 void set_texture_unit_color(int tex_unit, TextureBlendFunction op, TextureBlendArgument arg1, TextureBlendArgument arg2, TextureBlendArgument arg3) {
1084         
1085         select_texture_unit(tex_unit);
1086         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1087         glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, op);
1088         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, arg1);
1089         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, arg2);
1090         if(arg3 != TARG_NONE) {
1091                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, arg3);
1092         }
1093 }
1094
1095 void set_texture_unit_alpha(int tex_unit, TextureBlendFunction op, TextureBlendArgument arg1, TextureBlendArgument arg2, TextureBlendArgument arg3) {
1096         
1097         select_texture_unit(tex_unit);
1098         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1099         glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, op);
1100         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, arg1);
1101         glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, arg2);
1102         if(arg3 != TARG_NONE) {
1103                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, arg3);
1104         }
1105 }
1106
1107 void set_texture_coord_index(int tex_unit, int index) {
1108         coord_index[tex_unit] = index;
1109 }
1110
1111 void set_texture_constant(int tex_unit, const Color &col) {
1112         float color[] = {col.r, col.g, col.b, col.a};
1113         select_texture_unit(tex_unit);
1114         glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
1115 }
1116
1117 //void set_texture_transform_state(int sttex_unitage, TexTransformState TexXForm);
1118 //void set_texture_coord_generator(int stage, TexGen tgen);
1119
1120 void set_point_sprite_coords(int tex_unit, bool enable) {
1121         if(sys_caps.point_params) {
1122                 select_texture_unit(tex_unit);
1123                 glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, enable ? GL_TRUE : GL_FALSE);
1124         }
1125 }
1126
1127
1128 // programmable interface
1129 void set_gfx_program(GfxProg *prog) {
1130         if(!sys_caps.prog.glslang) return;
1131         if(prog) {
1132                 if(!prog->linked) {
1133                         prog->link();
1134                         if(!prog->linked) return;
1135                 }
1136                 glUseProgramObject(prog->prog);
1137                 
1138                 // call any registered update handlers
1139                 if(prog->update_handler) {
1140                         prog->update_handler(prog);
1141                 }
1142         } else {
1143                 glUseProgramObject(0);
1144         }
1145 }
1146
1147 // lighting states
1148 void set_lighting(bool enable) {
1149         if(enable) {
1150                 glEnable(GL_LIGHTING);
1151         } else {
1152                 glDisable(GL_LIGHTING);
1153         }
1154 }
1155
1156 void set_ambient_light(const Color &ambient_color) {
1157         float col[] = {ambient_color.r, ambient_color.g, ambient_color.b, ambient_color.a};
1158         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
1159 }
1160
1161 void set_shading_mode(ShadeMode mode) {
1162         glShadeModel(mode);
1163 }
1164
1165 void set_bump_light(const Light *light) {
1166         bump_light = light;
1167 }
1168
1169 // transformation matrices
1170 void set_matrix(TransformType xform_type, const Matrix4x4 &mat, int num) {
1171         switch(xform_type) {
1172         case XFORM_WORLD:
1173                 world_matrix = mat;
1174                 break;
1175                 
1176         case XFORM_VIEW:
1177                 view_matrix = mat;
1178                 inv_view_matrix = view_matrix.inverse();
1179                 view_mat_camera = 0;
1180                 break;
1181                 
1182         case XFORM_PROJECTION:
1183                 proj_matrix = mat;
1184                 break;
1185                 
1186         case XFORM_TEXTURE:
1187                 tex_matrix[num] = mat;
1188                 break;
1189         }
1190 }
1191
1192 Matrix4x4 get_matrix(TransformType xform_type, int num) {
1193         switch(xform_type) {
1194         case XFORM_WORLD:
1195                 return world_matrix;
1196                 
1197         case XFORM_VIEW:
1198                 return view_matrix;
1199                 
1200         case XFORM_TEXTURE:
1201                 return tex_matrix[num];
1202                 
1203         case XFORM_PROJECTION:
1204         default:
1205                 return proj_matrix;
1206         }
1207 }
1208
1209 void set_viewport(unsigned int x, unsigned int y, unsigned int xsize, unsigned int ysize) {
1210         glViewport(x, y, xsize, ysize);
1211 }
1212
1213 // normalized set_viewport()
1214 void set_viewport_norm(float x, float y, float xsize, float ysize)
1215 {
1216         glViewport((int) (x * gparams.x), (int)(y * gparams.y), 
1217                 (int) (xsize * gparams.x), int (ysize * gparams.y));
1218 }
1219
1220 Matrix4x4 create_projection_matrix(scalar_t vfov, scalar_t aspect, scalar_t near_clip, scalar_t far_clip) {
1221 #ifdef COORD_LHS
1222         scalar_t hfov = vfov * aspect;
1223         scalar_t w = 1.0f / (scalar_t)tan(hfov * 0.5f);
1224         scalar_t h = 1.0f / (scalar_t)tan(vfov * 0.5f);
1225         scalar_t q = far_clip / (far_clip - near_clip);
1226         
1227         Matrix4x4 mat;
1228         mat[0][0] = w;
1229         mat[1][1] = h;
1230         mat[2][2] = q;
1231         mat[3][2] = 1.0f;
1232         mat[2][3] = -q * near_clip;
1233 #else
1234         scalar_t f = 1.0f / (scalar_t)tan(vfov * 0.5f);
1235
1236         Matrix4x4 mat;
1237         mat[0][0] = f / aspect;
1238         mat[1][1] = f;
1239         mat[2][2] = (far_clip + near_clip) / (near_clip - far_clip);
1240         mat[3][2] = -1.0f;
1241         mat[2][3] = (2.0f * far_clip * near_clip) / (near_clip - far_clip);
1242         mat[3][3] = 0;
1243 #endif
1244         
1245         return mat;
1246 }
1247
1248
1249 // ---- misc ----
1250
1251 bool screen_capture(char *fname, enum image_file_format fmt) {
1252         static int scr_num;
1253         static const char *suffix[] = {"png", "jpg", "tga", "oug1", "oug2"};
1254         int x = gparams.x;
1255         int y = gparams.y;
1256
1257         uint32_t *pixels = new uint32_t[x * y];
1258         glReadPixels(0, 0, x, y, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
1259         
1260         if(!fname) {
1261                 static char fname_buf[50];
1262                 fname = fname_buf;
1263                 sprintf(fname, "3dengfx_shot%04d.%s", scr_num++, suffix[fmt]);
1264         }
1265
1266         unsigned int flags = get_image_save_flags();
1267         set_image_save_flags(flags | IMG_SAVE_INVERT);
1268         int res = save_image(fname, pixels, x, y, fmt);
1269         set_image_save_flags(flags);
1270         
1271         delete [] pixels;
1272         return res != -1;
1273 }