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authorSteven Fuller <relnev@icculus.org>2001-08-11 03:36:48 +0000
committerPatryk Obara <dreamer.tan@gmail.com>2019-08-20 02:22:36 +0200
commit9dadcb80240ed2e8df118d92940a954f0e7e669e (patch)
tree5feefeb5d8a7d1c56678750110afecc84cbc7b7f /src/opengl.c
parentefc384b7b35943fa96249f747bfa08d22f96242a (diff)
Threw in texture loading/drawing.
Blending modes (color/texture) are problematic and texture coordinates aren't yet perfect.
Diffstat (limited to 'src/opengl.c')
-rw-r--r--src/opengl.c74
1 files changed, 62 insertions, 12 deletions
diff --git a/src/opengl.c b/src/opengl.c
index c8a9e53..0ed405e 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -19,6 +19,7 @@
#include "prototyp.h"
#include "d3d_hud.h"
#include "avp_userprofile.h"
+#include "aw.h"
extern IMAGEHEADER ImageHeaderArray[];
@@ -27,7 +28,38 @@ extern unsigned char GammaValues[256];
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
extern int SpecialFXImageNumber;
-static void *CurrTextureHandle;
+static D3DTexture *CurrTextureHandle;
+
+void FlushD3DZBuffer()
+{
+ glClear(GL_DEPTH_BUFFER_BIT);
+}
+
+void SecondFlushD3DZBuffer()
+{
+ glClear(GL_DEPTH_BUFFER_BIT);
+}
+
+GLuint CreateOGLTexture(D3DTexture *tex, unsigned char *buf)
+{
+ GLuint h;
+
+ glGenTextures(1, &h);
+
+ glBindTexture(GL_TEXTURE_2D, h);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex->w, tex->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ tex->id = h;
+
+ return h;
+}
#define TRANSLUCENCY_ONEONE 33
void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
@@ -66,17 +98,20 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
{
#if 1
int texoffset;
- void *TextureHandle;
+ D3DTexture *TextureHandle;
int i;
GLfloat ZNear, zvalue;
-// GLflaot ZFar;
-
+// GLfloat ZFar;
+ float RecipW, RecipH;
+
+// glDisable(GL_TEXTURE_2D);
+
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
// ZFar = 18000.0f; /* TODO: is this good enough? */
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
if (texoffset) {
- TextureHandle = (void *)ImageHeaderArray[texoffset].D3DHandle;
+ TextureHandle = (void *)ImageHeaderArray[texoffset].D3DTexture;
} else {
TextureHandle = CurrTextureHandle;
}
@@ -91,12 +126,23 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
if (SecondaryColorExt)
glEnable(GL_COLOR_SUM_EXT);
*/
-
+ RecipW = (1.0f/65536.0f)/128.0f;
+ RecipH = (1.0f/65536.0f)/128.0f;
+
+ glBindTexture(GL_TEXTURE_2D, TextureHandle->id);
+
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
int x1, y1;
+ GLfloat s, t;
+
+/* this currently doesn't work quite right */
+ s = ((float)vertices->U) * RecipW + (1.0f/256.0f);
+ t = ((float)vertices->V) * RecipH + (1.0f/256.0f);
+ z = (65536.0f)/(vertices->Z);
+ glTexCoord4f(s, t, 0, 1.00);
x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
@@ -119,7 +165,7 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
glSecondaryColor3ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB]);
*/
glVertex3f(x, y, z);
-
+
// fprintf(stderr, "Vertex %d: (%f, %f, %f)\n\t[%d, %d, %d]->[%d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, x1, y1, vertices->R, vertices->G, vertices->B, vertices->A);
// fprintf(stderr, "GREP: z = %d, znear = %f, zvalue = %f, z = %f\n", vertices->Z, ZNear, zvalue, z);
}
@@ -133,6 +179,7 @@ return;
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glDepthMask(GL_FALSE);
+ glDisable(GL_TEXTURE_2D);
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
@@ -145,20 +192,23 @@ return;
x = x1;
y = y1;
- x = (x - 320.0)/320.0;
- y = -(y - 240.0)/240.0;
-
+// x = (x - 320.0)/320.0;
+// y = -(y - 240.0)/240.0;
+ 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 */
z = zvalue;
- glColor4ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB], 255);
+ glColor4b(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB], 255);
glVertex3f(x, y, z);
}
glEnd();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glDepthMask(GL_TRUE);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_TEXTURE_2D);
}
#endif
}