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-rw-r--r--src/opengl.c58
1 files changed, 53 insertions, 5 deletions
diff --git a/src/opengl.c b/src/opengl.c
index ea3855d..f670027 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -21,6 +21,8 @@
extern IMAGEHEADER ImageHeaderArray[];
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
+extern unsigned char GammaValues[256];
+extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
static void *CurrTextureHandle;
@@ -72,32 +74,78 @@ switch(RenderPolygon.TranslucencyMode)
fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
}
+/*
+ if (SecondaryColorExt)
+ glEnable(GL_COLOR_SUM_EXT);
+*/
+
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
+ RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
int x1, y1;
- RENDERVERTEX *vertices = &renderVerticesPtr[i];
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 = x1;
y = y1;
- x = (x - 320.0)/320.0;
- y = -(y - 240.0)/240.0;
+// 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 - ZNear/zvalue*2;
+ zvalue = 1.0 - 2*ZNear/zvalue; /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
z = zvalue;
- glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
+ glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
+/*
+ if (SecondaryColorExt)
+ 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);
}
glEnd();
CurrTextureHandle = TextureHandle;
+
+return;
+/* This *tries* to emulate SecondaryColorExt */
+/* if (!SecondaryColorExt || WantSecondaryColorHack) */ {
+ glBlendFunc(GL_ONE, GL_ONE);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
+ glDepthMask(GL_FALSE);
+
+ glBegin(GL_POLYGON);
+ for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
+ RENDERVERTEX *vertices = &renderVerticesPtr[i];
+ GLfloat x, y, z;
+ int x1, y1;
+
+ 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 = x1;
+ y = y1;
+
+ x = (x - 320.0)/320.0;
+ y = -(y - 240.0)/240.0;
+
+ 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);
+ glVertex3f(x, y, z);
+ }
+ glEnd();
+
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glDepthMask(GL_TRUE);
+ }
#endif
}