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-rw-r--r--src/opengl.c68
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;
+}