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-rw-r--r--src/opengl.c119
1 files changed, 119 insertions, 0 deletions
diff --git a/src/opengl.c b/src/opengl.c
index 0a2e563..7c68287 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -18,6 +18,7 @@
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
+#include "hud_layout.h"
#include "avp_userprofile.h"
#include "aw.h"
@@ -26,8 +27,13 @@ extern IMAGEHEADER ImageHeaderArray[];
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
extern unsigned char GammaValues[256];
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
+
extern int SpecialFXImageNumber;
extern int StaticImageNumber;
+extern int HUDFontsImageNumber;
+
+extern int HUDScaleFactor;
+extern int CloakingPhase;
static D3DTexture *CurrTextureHandle;
@@ -667,6 +673,68 @@ void DrawNoiseOverlay(int tr)
glDepthFunc(GL_LEQUAL);
}
+void D3D_ScreenInversionOverlay()
+{
+ D3DTexture *tex;
+ int theta[2];
+ int i;
+
+ theta[0] = (CloakingPhase/8)&4095;
+ theta[1] = (800-CloakingPhase/8)&4095;
+
+ tex = ImageHeaderArray[SpecialFXImageNumber].D3DTexture;
+
+ CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
+// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
+ CheckBoundTextureIsCorrect(tex->id);
+
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+
+ for (i = 0; i < 2; i++) {
+ GLfloat x[4], y[4], s[4], t[4];
+
+ float sin = (GetSin(theta[i]))/65536.0f/16.0f;
+ float cos = (GetCos(theta[i]))/65536.0f/16.0f;
+
+ x[0] = -1.0f;
+ y[0] = -1.0f;
+ s[0] = 0.375f + (cos*(-1) - sin*(-1));
+ t[0] = 0.375f + (sin*(-1) + cos*(-1));
+ x[1] = 1.0f;
+ y[1] = -1.0f;
+ s[1] = 0.375f + (cos*(+1) - sin*(-1));
+ t[1] = 0.375f + (sin*(+1) + cos*(-1));
+ x[2] = 1.0f;
+ y[2] = 1.0f;
+ s[2] = 0.375f + (cos*(+1) - sin*(+1));
+ t[2] = 0.375f + (sin*(+1) + cos*(+1));
+ x[3] = -1.0f;
+ y[3] = 1.0f;
+ s[3] = 0.375f + (cos*(-1) - sin*(+1));
+ t[3] = 0.375f + (sin*(-1) + cos*(+1));
+
+ SelectPolygonBeginType(3); /* triangles */
+
+ glTexCoord2f(s[0], t[0]);
+ glVertex3f(x[0], y[0], 1.0f);
+ glTexCoord2f(s[1], t[1]);
+ glVertex3f(x[1], y[1], 1.0f);
+ glTexCoord2f(s[3], t[3]);
+ glVertex3f(x[3], y[3], 1.0f);
+
+ glTexCoord2f(s[1], t[1]);
+ glVertex3f(x[1], y[1], 1.0f);
+ glTexCoord2f(s[2], t[2]);
+ glVertex3f(x[2], y[2], 1.0f);
+ glTexCoord2f(s[3], t[3]);
+ glVertex3f(x[3], y[3], 1.0f);
+
+ glEnd();
+
+ CheckTranslucencyModeIsCorrect(TRANSLUCENCY_COLOUR);
+ }
+}
+
void D3D_PredatorScreenInversionOverlay()
{
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
@@ -756,3 +824,54 @@ void D3D_HUDQuad_Output(int imageNumber, struct VertexTag *quadVerticesPtr, unsi
glEnd();
}
+
+void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour)
+{
+ struct VertexTag quadVertices[4];
+ int noOfDigits=3;
+ int h = MUL_FIXED(HUDScaleFactor,HUD_DIGITAL_NUMBERS_HEIGHT);
+ int w = MUL_FIXED(HUDScaleFactor,HUD_DIGITAL_NUMBERS_WIDTH);
+
+ quadVertices[0].Y = y;
+ quadVertices[1].Y = y;
+ quadVertices[2].Y = y + h;
+ quadVertices[3].Y = y + h;
+
+ x += (3*w)/2;
+
+// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_OFF);
+
+ do {
+ int topLeftU, topLeftV;
+
+ int digit = number%10;
+ number/=10;
+
+ if (digit<8) {
+ topLeftU = 1+(digit)*16;
+ topLeftV = 1;
+ } else {
+ topLeftU = 1+(digit-8)*16;
+ topLeftV = 1+24;
+ }
+ if (AvP.PlayerType == I_Marine) topLeftV+=80;
+
+ quadVertices[0].U = topLeftU;
+ quadVertices[0].V = topLeftV;
+ quadVertices[1].U = topLeftU + HUD_DIGITAL_NUMBERS_WIDTH;
+ quadVertices[1].V = topLeftV;
+ quadVertices[2].U = topLeftU + HUD_DIGITAL_NUMBERS_WIDTH;
+ quadVertices[2].V = topLeftV + HUD_DIGITAL_NUMBERS_HEIGHT;
+ quadVertices[3].U = topLeftU;
+ quadVertices[3].V = topLeftV + HUD_DIGITAL_NUMBERS_HEIGHT;
+
+ x -= 1+w;
+ quadVertices[0].X = x;
+ quadVertices[3].X = x;
+ quadVertices[1].X = x + w;
+ quadVertices[2].X = x + w;
+
+ D3D_HUDQuad_Output(HUDFontsImageNumber, quadVertices, colour);
+
+ } while (--noOfDigits);
+}