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authorSteven Fuller <relnev@icculus.org>2001-08-10 20:19:00 +0000
committerPatryk Obara <dreamer.tan@gmail.com>2019-08-20 02:22:36 +0200
commitda46de90185efa0bb0431cb839cdb8e4661dad3a (patch)
tree4884f016484527eb0967b64940a4a668482f2f3b
parent62bc91ebba5cd3e1672ac1356d561e2228272859 (diff)
Added Particle drawing.
-rw-r--r--src/main.c7
-rw-r--r--src/opengl.c152
2 files changed, 129 insertions, 30 deletions
diff --git a/src/main.c b/src/main.c
index d99a495..fc44070 100644
--- a/src/main.c
+++ b/src/main.c
@@ -434,10 +434,11 @@ int main(int argc, char *argv[])
AvP.CurrentEnv = AvP.StartingEnv = 0; /* are these even used? */
- AvP.PlayerType = I_Alien;
+// AvP.PlayerType = I_Alien;
+ AvP.PlayerType = I_Marine;
// SetLevelToLoad(AVP_ENVIRONMENT_INVASION); /* because the menus aren't implemented */
-// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
- SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP);
+ SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
+// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP);
// while(AvP_MainMenus()) {
diff --git a/src/opengl.c b/src/opengl.c
index f670027..d60c0ea 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -10,6 +10,7 @@
#include "3dc.h"
#include "platform.h"
+#include "inline.h"
#include "module.h"
#include "stratdef.h"
#include "projfont.h"
@@ -17,15 +18,50 @@
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
+#include "avp_userprofile.h"
extern IMAGEHEADER ImageHeaderArray[];
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
extern unsigned char GammaValues[256];
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
+extern int SpecialFXImageNumber;
static void *CurrTextureHandle;
+#define TRANSLUCENCY_ONEONE 33
+void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
+{
+ switch(RenderPolygon.TranslucencyMode) {
+ case TRANSLUCENCY_OFF:
+ glBlendFunc(GL_ONE, GL_ZERO);
+ break;
+ case TRANSLUCENCY_NORMAL:
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case TRANSLUCENCY_COLOUR:
+ glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ break;
+ case TRANSLUCENCY_INVCOLOUR:
+ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ break;
+ case TRANSLUCENCY_GLOWING:
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ break;
+ case TRANSLUCENCY_DARKENINGCOLOUR:
+ glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
+ break;
+ case TRANSLUCENCY_JUSTSETZ:
+ glBlendFunc(GL_ZERO, GL_ONE);
+ break;
+ case TRANSLUCENCY_ONEONE:
+ glBlendFunc(GL_ONE, GL_ONE);
+ break;
+ default:
+ fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
+ }
+}
+
void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
{
#if 1
@@ -33,8 +69,10 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
void *TextureHandle;
int i;
GLfloat ZNear, zvalue;
+// GLflaot ZFar;
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
+// ZFar = 18000.0f; /* TODO: is this good enough? */
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
if (texoffset) {
@@ -47,32 +85,7 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
// fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
// fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
-switch(RenderPolygon.TranslucencyMode)
-{
- case TRANSLUCENCY_OFF:
- glBlendFunc(GL_ONE, GL_ZERO);
- break;
- case TRANSLUCENCY_NORMAL:
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- break;
- case TRANSLUCENCY_COLOUR:
- glBlendFunc(GL_ZERO, GL_SRC_COLOR);
- break;
- case TRANSLUCENCY_INVCOLOUR:
- glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- break;
- case TRANSLUCENCY_GLOWING:
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- break;
- case TRANSLUCENCY_DARKENINGCOLOUR:
- glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
- break;
- case TRANSLUCENCY_JUSTSETZ:
- glBlendFunc(GL_ZERO, GL_ONE);
- break;
- default:
- fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
-}
+ CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
/*
if (SecondaryColorExt)
@@ -97,6 +110,7 @@ switch(RenderPolygon.TranslucencyMode)
zvalue = vertices->Z+HeadUpDisplayZOffset;
zvalue = 1.0 - 2*ZNear/zvalue; /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
+// zvalue = 2.0 * (zvalue - ZNear) / (ZFar - ZNear) - 1.0;
z = zvalue;
glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
@@ -116,7 +130,7 @@ switch(RenderPolygon.TranslucencyMode)
return;
/* This *tries* to emulate SecondaryColorExt */
/* if (!SecondaryColorExt || WantSecondaryColorHack) */ {
- glBlendFunc(GL_ONE, GL_ONE);
+ CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glDepthMask(GL_FALSE);
@@ -151,4 +165,88 @@ return;
void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
{
+ PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
+ int texoffset = SpecialFXImageNumber;
+ GLfloat ZNear;
+ int i;
+
+ if (particleDescPtr->IsLit && !(particlePtr->ParticleID==PARTICLE_ALIEN_BLOOD && CurrentVisionMode==VISION_MODE_PRED_SEEALIENS) )
+ {
+ int intensity = LightIntensityAtPoint(&particlePtr->Position);
+
+ if (particlePtr->ParticleID==PARTICLE_SMOKECLOUD || particlePtr->ParticleID==PARTICLE_ANDROID_BLOOD)
+ {
+ int r, g, b, a;
+
+ r = (particlePtr->Colour >> 24) & 0xFF000000;
+ g = (particlePtr->Colour >> 16) & 0x00FF0000;
+ b = (particlePtr->Colour >> 8) & 0x0000FF00;
+ a = (particlePtr->Colour >> 0) & 0x000000FF;
+
+ glColor4ub(
+ MUL_FIXED(intensity,r),
+ MUL_FIXED(intensity,g),
+ MUL_FIXED(intensity,g),
+ a
+ );
+ } else {
+ glColor4ub(
+ MUL_FIXED(intensity,particleDescPtr->RedScale[CurrentVisionMode]),
+ MUL_FIXED(intensity,particleDescPtr->GreenScale[CurrentVisionMode]),
+ MUL_FIXED(intensity,particleDescPtr->BlueScale[CurrentVisionMode]),
+ particleDescPtr->Alpha
+ );
+ }
+ } else {
+ int r, g, b, a;
+
+ r = (particlePtr->Colour >> 24) & 0xFF000000;
+ g = (particlePtr->Colour >> 16) & 0x00FF0000;
+ b = (particlePtr->Colour >> 8) & 0x0000FF00;
+ a = (particlePtr->Colour >> 0) & 0x000000FF;
+
+ glColor4ub(r, g, b, a);
+ }
+ if (RAINBOWBLOOD_CHEATMODE) {
+ glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
+ }
+
+ ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
+
+ CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
+
+ glBegin(GL_POLYGON);
+ for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
+ RENDERVERTEX *vertices = &renderVerticesPtr[i];
+
+ int x1, y1;
+ GLfloat x, y, z, zvalue;
+
+ x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
+ if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
+ x1=Global_VDB_Ptr->VDB_ClipLeft;
+ } else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
+ x1=Global_VDB_Ptr->VDB_ClipRight;
+ }
+
+ y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
+ if (y1<Global_VDB_Ptr->VDB_ClipUp) {
+ y1=Global_VDB_Ptr->VDB_ClipUp;
+ } else if (y1>Global_VDB_Ptr->VDB_ClipDown) {
+ y1=Global_VDB_Ptr->VDB_ClipDown;
+ }
+ x = x1;
+ y = y1;
+
+ x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
+ y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
+
+ zvalue = vertices->Z+HeadUpDisplayZOffset;
+ zvalue = 1.0 - 2*ZNear/zvalue; /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
+// zvalue = 2.0 * (zvalue - ZNear) / (ZFar - ZNear) - 1.0;
+ z = zvalue;
+
+ glVertex3f(x, y, z);
+ }
+ glEnd();
}