diff options
| author | Steven Fuller <relnev@icculus.org> | 2001-08-08 06:14:20 +0000 |
|---|---|---|
| committer | Patryk Obara <dreamer.tan@gmail.com> | 2019-08-20 02:22:36 +0200 |
| commit | 9e5b7f430d3c5f30042c1fa380ed6b4be13c884d (patch) | |
| tree | 46010c2b8d4509ec43bc559f8e4d45d194aa6bfe /src/opengl.c | |
| parent | 665f33b0f9014d8501106f74cb629d3d5d1877be (diff) | |
Moved inline assembly to a separate file for debugging.
Implemented GetTickCount/timeGetTime.
Added basic SDL/OpenGL support.
Draws something with no optimizations, but draws nothing with -O2. (What is
drawn looks like garbage.)
Diffstat (limited to 'src/opengl.c')
| -rw-r--r-- | src/opengl.c | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/src/opengl.c b/src/opengl.c new file mode 100644 index 0000000..e24a595 --- /dev/null +++ b/src/opengl.c @@ -0,0 +1,68 @@ +#include <stdio.h> +#include <stdlib.h> +#include <string.h> + +#include <SDL.h> +#include <GL/gl.h> +#include <GL/glext.h> + +#include "fixer.h" + +#include "3dc.h" +#include "platform.h" +#include "module.h" +#include "stratdef.h" +#include "projfont.h" +#include "savegame.h" +#include "krender.h" +#include "kshape.h" +#include "prototyp.h" +#include "d3d_hud.h" + + +extern IMAGEHEADER ImageHeaderArray[]; +extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr; + +static void *CurrTextureHandle; + +void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr) +{ + int texoffset; + void *TextureHandle; + int i; + + texoffset = inputPolyPtr->PolyColour & ClrTxDefn; + if (texoffset) { + TextureHandle = (void *)ImageHeaderArray[texoffset].D3DHandle; + } else { + TextureHandle = CurrTextureHandle; + } + + fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr); + fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices); + fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle); + + glBegin(GL_POLYGON); + for (i = 0; i < RenderPolygon.NumberOfVertices; i++) { + GLfloat x, y, z; + int x1, y1; + RENDERVERTEX *vertices = &renderVerticesPtr[i]; + +/* this is just random garbage */ +// 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; + x = vertices->X; + y = vertices->Y; + + x = x/32768.0; + y = y/32768.0; + z = -1+-1.0f/vertices->Z; + + glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A); + glVertex3f(x, y, z); + fprintf(stderr, "Vertex %d: (%f, %f, %f) [%d, %d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, vertices->R, vertices->G, vertices->B, vertices->A); + } + glEnd(); + + CurrTextureHandle = TextureHandle; +} |
