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-rw-r--r--src/main.c4
-rw-r--r--src/opengl.c219
2 files changed, 136 insertions, 87 deletions
diff --git a/src/main.c b/src/main.c
index f82aa9e..6749ee4 100644
--- a/src/main.c
+++ b/src/main.c
@@ -74,8 +74,10 @@ int InitialiseWindowsSystem()
glDepthFunc(GL_LEQUAL);
glEnable(GL_TEXTURE_2D);
-
+
+/*
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+*/
#endif
return 0;
}
diff --git a/src/opengl.c b/src/opengl.c
index b058d9b..b7ca1c3 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -30,53 +30,27 @@ extern int SpecialFXImageNumber;
static D3DTexture *CurrTextureHandle;
-void FlushD3DZBuffer()
-{
- glClear(GL_DEPTH_BUFFER_BIT);
-}
-void SecondFlushD3DZBuffer()
-{
- glClear(GL_DEPTH_BUFFER_BIT);
-}
+#define TRANSLUCENCY_ONEONE 33
-void D3D_DecalSystem_Setup()
-{
- glDepthMask(GL_FALSE);
-}
+static int CurrentTranslucencyMode = TRANSLUCENCY_OFF; /* opengl state variable */
+static GLuint CurrentlyBoundTexture = 0; /* opengl state variable */
-void D3D_DecalSystem_End()
+static void CheckBoundTextureIsCorrect(GLuint tex)
{
- glDepthMask(GL_TRUE);
-}
+ if (tex == CurrentlyBoundTexture)
+ return;
-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_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
-
- 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;
+ glBindTexture(GL_TEXTURE_2D, tex);
- return h;
+ CurrentlyBoundTexture = tex;
}
-
-#define TRANSLUCENCY_ONEONE 33
-void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
+
+static void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
{
+ if (CurrentTranslucencyMode == mode)
+ return;
+
switch(RenderPolygon.TranslucencyMode) {
case TRANSLUCENCY_OFF:
glBlendFunc(GL_ONE, GL_ZERO);
@@ -104,23 +78,92 @@ void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
break;
default:
fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
+ return;
+ }
+
+ CurrentTranslucencyMode = mode;
+}
+
+static void SelectPolygonBeginType(int points)
+{
+/* switch code that uses this to a triangle only drawer */
+ switch(points) {
+ case 1:
+ glBegin(GL_POINTS);
+ break;
+ case 2:
+ glBegin(GL_LINES);
+ break;
+ case 3:
+ glBegin(GL_TRIANGLES);
+ break;
+ case 4:
+ glBegin(GL_QUADS);
+ break;
+ default:
+ glBegin(GL_POLYGON);
+ break;
}
}
+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_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+
+ 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;
+
+ glBindTexture(GL_TEXTURE_2D, CurrentlyBoundTexture); /* restore current */
+
+ return h;
+}
+
+/* ** */
+
+void FlushD3DZBuffer()
+{
+ glClear(GL_DEPTH_BUFFER_BIT);
+}
+
+void SecondFlushD3DZBuffer()
+{
+ glClear(GL_DEPTH_BUFFER_BIT);
+}
+
+void D3D_DecalSystem_Setup()
+{
+ glDepthMask(GL_FALSE);
+}
+
+void D3D_DecalSystem_End()
+{
+ glDepthMask(GL_TRUE);
+}
+
+/* ** */
+
void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
{
-#if 1
int texoffset;
D3DTexture *TextureHandle;
int i;
GLfloat ZNear, zvalue;
-// 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) {
@@ -129,10 +172,6 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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);
-
CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
/*
@@ -142,7 +181,7 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
RecipW = (1.0f/65536.0f)/128.0f;
RecipH = (1.0f/65536.0f)/128.0f;
- glBindTexture(GL_TEXTURE_2D, TextureHandle->id);
+ CheckBoundTextureIsCorrect(TextureHandle->id);
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
@@ -150,17 +189,15 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
GLfloat x, y, z;
int x1, y1;
GLfloat s, t;
-
-/* this currently doesn't work quite right */
+ GLfloat rhw = 1.0/(float)vertices->Z;
+
s = ((float)vertices->U) * RecipW + (1.0f/256.0f);
t = ((float)vertices->V) * RecipH + (1.0f/256.0f);
-
- z = 1.0 - 600.0/(vertices->Z);
- glTexCoord2f(s, t);
-
+
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;
-
+
+#if 0
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@@ -172,36 +209,39 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
} else if (y1>Global_VDB_Ptr->VDB_ClipDown) {
y1=Global_VDB_Ptr->VDB_ClipDown;
}
-
+#endif
x = x1;
y = y1;
-// x = (x - 319.0)/319.0;
-// y = -(y - 239.0)/239.0;
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 */
-// zvalue = 2.0 * (zvalue - ZNear) / (ZFar - ZNear) - 1.0;
- z = zvalue;
-
+ z = 1.0 - 2*ZNear/zvalue;
+
glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
/*
if (SecondaryColorExt)
glSecondaryColor3ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB]);
*/
+
+ /* they both work. */
+#if 0
+ glTexCoord4f(s*rhw, t*rhw, 0, rhw);
glVertex3f(x, y, z);
+#else
+ glTexCoord2f(s, t);
+ glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
+#endif
-// 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);
}
glEnd();
CurrTextureHandle = TextureHandle;
-/* note: this doesn't seem to be used in the original? */
-return;
+#if 0
+/* note: the specular color doesn't seem to be enabled in the original d3d code? */
+/* couldn't find the feature in the voodoo 1 specs (the minimum required card) */
/* This *tries* to emulate SecondaryColorExt */
/* if (!SecondaryColorExt || WantSecondaryColorHack) */ {
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE);
@@ -220,8 +260,6 @@ return;
x = x1;
y = y1;
-// 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;
@@ -253,8 +291,10 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, TextureHandle->id);
+ ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
+
+ CheckBoundTextureIsCorrect(TextureHandle->id);
+ CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
// if(ImageHeaderArray[texoffset].ImageWidth==256) {
if (TextureHandle->w == 256) {
@@ -316,53 +356,60 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
if (RAINBOWBLOOD_CHEATMODE) {
glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
}
+
+ //glBegin(GL_POLYGON);
+ SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
- 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;
+ GLfloat x, y, z;
GLfloat s, t;
+ GLfloat rhw = 1/(float)vertices->Z;
s = ((float)(vertices->U>>16)+.5) * RecipW;
t = ((float)(vertices->V>>16)+.5) * RecipH;
- glTexCoord2f(s, t);
+
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;
+
+#if 0
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;
}
+#endif
+
x = x1;
y = y1;
x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
- zvalue = 0;
if (particleDescPtr->IsDrawnInFront) {
- zvalue = -1.0f;
+ z = -1.0f;
} else if (particleDescPtr->IsDrawnAtBack) {
- zvalue = 1.0f;
+ z = 1.0f;
} else {
- zvalue = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
+ z = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
}
- z = zvalue;
-
+
+#if 0
+ glTexCoord4f(s*rhw, t*rhw, 0, rhw);
glVertex3f(x, y, z);
+#else
+ glTexCoord2f(s, t);
+ glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
+#endif
}
glEnd();
}