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Diffstat (limited to 'src/opengl.c')
-rw-r--r--src/opengl.c204
1 files changed, 127 insertions, 77 deletions
diff --git a/src/opengl.c b/src/opengl.c
index 8cc43de..30b91f5 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -173,32 +173,101 @@ static void DrawTriangles_T2F_C4UB_V4F()
case 3:
OUTPUT_TRIANGLE(0, 2, 1);
break;
-#if 0
- case 4:
- OUTPUT_TRIANGLE(0, 1, 2);
- OUTPUT_TRIANGLE(0, 2, 3);
- break;
-#endif
case 5:
OUTPUT_TRIANGLE(0, 1, 4);
OUTPUT_TRIANGLE(1, 3, 4);
OUTPUT_TRIANGLE(1, 2, 3);
break;
-#if 0
+ case 8:
+ OUTPUT_TRIANGLE(0, 6, 7);
+ case 7:
+ OUTPUT_TRIANGLE(0, 5, 6);
case 6:
OUTPUT_TRIANGLE(0, 4, 5);
OUTPUT_TRIANGLE(0, 3, 4);
+ case 4:
OUTPUT_TRIANGLE(0, 2, 3);
- OUTPUT_TRIANGLE(0, 1, 2);
+ OUTPUT_TRIANGLE(0, 1, 2);
+ break;
+ default:
+ fprintf(stderr, "DrawTriangles_T2F_C4UB_V4F: tarr.elements = %d\n", tarr.elements);
+ }
+ glEnd();
+
+#undef OUTPUT_TRIANGLE
+#undef OUTPUT_VERTEX
+}
+
+static void DrawTriangles_T2F_V4F()
+{
+
+#define OUTPUT_VERTEX(d) \
+{ \
+ glTexCoord2fv (&tarr.t[(d) * 4]); \
+ glVertex4fv (&tarr.v[(d) * 4]); \
+}
+#define OUTPUT_TRIANGLE(a, b, c) \
+{ \
+ OUTPUT_VERTEX((a)); \
+ OUTPUT_VERTEX((b)); \
+ OUTPUT_VERTEX((c)); \
+}
+
+ glBegin(GL_TRIANGLES);
+ switch(tarr.elements) {
+ case 3:
+ OUTPUT_TRIANGLE(0, 2, 1);
break;
+ case 5:
+ OUTPUT_TRIANGLE(0, 1, 4);
+ OUTPUT_TRIANGLE(1, 3, 4);
+ OUTPUT_TRIANGLE(1, 2, 3);
+ break;
+ case 8:
+ OUTPUT_TRIANGLE(0, 6, 7);
case 7:
OUTPUT_TRIANGLE(0, 5, 6);
+ case 6:
OUTPUT_TRIANGLE(0, 4, 5);
OUTPUT_TRIANGLE(0, 3, 4);
+ case 4:
OUTPUT_TRIANGLE(0, 2, 3);
- OUTPUT_TRIANGLE(0, 1, 2);
+ OUTPUT_TRIANGLE(0, 1, 2);
+ break;
+ default:
+ fprintf(stderr, "DrawTriangles_T2F_V4F: tarr.elements = %d\n", tarr.elements);
+ }
+ glEnd();
+
+#undef OUTPUT_TRIANGLE
+#undef OUTPUT_VERTEX
+}
+
+static void DrawTriangles_C4UB_V4F()
+{
+
+#define OUTPUT_VERTEX(d) \
+{ \
+ glColor4ubv (&tarr.c[(d) * 4]); \
+ glVertex4fv (&tarr.v[(d) * 4]); \
+}
+#define OUTPUT_TRIANGLE(a, b, c) \
+{ \
+ OUTPUT_VERTEX((a)); \
+ OUTPUT_VERTEX((b)); \
+ OUTPUT_VERTEX((c)); \
+}
+
+ glBegin(GL_TRIANGLES);
+ switch(tarr.elements) {
+ case 3:
+ OUTPUT_TRIANGLE(0, 2, 1);
+ break;
+ case 5:
+ OUTPUT_TRIANGLE(0, 1, 4);
+ OUTPUT_TRIANGLE(1, 3, 4);
+ OUTPUT_TRIANGLE(1, 2, 3);
break;
-#endif
case 8:
OUTPUT_TRIANGLE(0, 6, 7);
case 7:
@@ -208,11 +277,10 @@ static void DrawTriangles_T2F_C4UB_V4F()
OUTPUT_TRIANGLE(0, 3, 4);
case 4:
OUTPUT_TRIANGLE(0, 2, 3);
- OUTPUT_TRIANGLE(0, 1, 2);
-
+ OUTPUT_TRIANGLE(0, 1, 2);
break;
default:
- fprintf(stderr, "DrawTriangles_T2F_C4UB_V4F: tarr.elements = %d\n", tarr.elements);
+ fprintf(stderr, "DrawTriangles_C4UB_V4F: tarr.elements = %d\n", tarr.elements);
}
glEnd();
@@ -355,6 +423,8 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
if (texoffset) {
TextureHandle = (void *)ImageHeaderArray[texoffset].D3DTexture;
+
+ CurrTextureHandle = TextureHandle;
} else {
TextureHandle = CurrTextureHandle;
}
@@ -366,7 +436,6 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
CheckBoundTextureIsCorrect(TextureHandle->id);
-// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
@@ -379,10 +448,10 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
// if (s < 0.0 || t < 0.0 || s >= 1.0 || t >= 1.0)
// fprintf(stderr, "HEY! s = %f, t = %f (%d, %d)\n", s, t, vertices->U, vertices->V);
-
+
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) {
@@ -394,29 +463,16 @@ 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 - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
- y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
+ x = (x - (float)ScreenDescriptorBlock.SDB_CentreX - 0.5f) / ((float)ScreenDescriptorBlock.SDB_CentreX - 0.5f);
+ y = -(y - (float)ScreenDescriptorBlock.SDB_CentreY - 0.5f) / ((float)ScreenDescriptorBlock.SDB_CentreY - 0.5f);
zvalue = vertices->Z+HeadUpDisplayZOffset;
z = 1.0 - 2*ZNear/zvalue;
-#if 0
- glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
-
- /* 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
-
-#endif
tarr.v[4*i+0] = x/rhw;
tarr.v[4*i+1] = y/rhw;
@@ -431,12 +487,23 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
tarr.c[4*i+2] = GammaValues[vertices->B];
tarr.c[4*i+3] = vertices->A;
}
-// glEnd();
tarr.elements = RenderPolygon.NumberOfVertices;
DrawTriangles_T2F_C4UB_V4F();
+
+ CheckBoundTextureIsCorrect(0);
- CurrTextureHandle = TextureHandle;
+ CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
+
+ for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
+ RENDERVERTEX *vertices = &renderVerticesPtr[i];
+
+ tarr.c[4*i+0] = GammaValues[vertices->SpecularR];
+ tarr.c[4*i+1] = GammaValues[vertices->SpecularG];
+ tarr.c[4*i+2] = GammaValues[vertices->SpecularB];
+ tarr.c[4*i+3] = 255;
+ }
+ DrawTriangles_C4UB_V4F();
}
void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
@@ -447,7 +514,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
GLfloat ZNear;
float RecipW, RecipH;
-
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
@@ -464,7 +530,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
CheckBoundTextureIsCorrect(TextureHandle->id);
-// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
@@ -480,7 +545,7 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@@ -503,18 +568,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
// z = 1.0 - 2*ZNear/zvalue;
z = 1.0f;
-#if 0
- glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
-
- /* 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
-#endif
tarr.v[4*i+0] = x/rhw;
tarr.v[4*i+1] = y/rhw;
tarr.v[4*i+2] = z/rhw;
@@ -528,7 +581,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
tarr.c[4*i+2] = vertices->B;
tarr.c[4*i+3] = vertices->A;
}
-// glEnd();
tarr.elements = RenderPolygon.NumberOfVertices;
DrawTriangles_T2F_C4UB_V4F();
@@ -570,7 +622,6 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
RecipH = 1.0f / height;
}
-// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
@@ -588,7 +639,7 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@@ -610,18 +661,6 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
zvalue = vertices->Z+HeadUpDisplayZOffset;
z = 1.0 - 2*ZNear/zvalue;
-#if 0
- glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
-
- /* 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
-#endif
tarr.v[4*i+0] = x/rhw;
tarr.v[4*i+1] = y/rhw;
tarr.v[4*i+2] = z/rhw;
@@ -635,7 +674,6 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
tarr.c[4*i+2] = vertices->B;
tarr.c[4*i+3] = vertices->A;
}
-// glEnd();
tarr.elements = RenderPolygon.NumberOfVertices;
DrawTriangles_T2F_C4UB_V4F();
@@ -655,7 +693,7 @@ void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr)
int r, g, b, a;
ZNear = (float) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
-
+
CheckTranslucencyModeIsCorrect(decalDescPtr->TranslucencyType);
if (decalPtr->DecalID == DECAL_FMV) {
@@ -723,7 +761,7 @@ void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr)
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@@ -814,7 +852,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
g = (particlePtr->Colour >> 8) & 0xFF;
b = (particlePtr->Colour >> 16) & 0xFF;
a = (particlePtr->Colour >> 24) & 0xFF;
-
+
glColor4ub(
MUL_FIXED(intensity,r),
MUL_FIXED(intensity,g),
@@ -843,7 +881,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
}
- SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
+// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
@@ -859,7 +897,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@@ -880,22 +918,34 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
if (particleDescPtr->IsDrawnInFront) {
- z = -1.0f;
+ z = -0.999f; /* ... */
} else if (particleDescPtr->IsDrawnAtBack) {
- z = 1.0f;
+ z = 0.999f;
} else {
- z = 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 - 2.0*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
}
+#if 0
#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
+#endif
+#endif
+ tarr.v[4*i+0] = x/rhw;
+ tarr.v[4*i+1] = y/rhw;
+ tarr.v[4*i+2] = z/rhw;
+ tarr.v[4*i+3] = 1/rhw;
+
+ tarr.t[4*i+0] = s;
+ tarr.t[4*i+1] = t;
}
- glEnd();
+// glEnd();
+
+ tarr.elements = RenderPolygon.NumberOfVertices;
+ DrawTriangles_T2F_V4F();
}
void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
@@ -917,7 +967,7 @@ void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVER
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@@ -972,7 +1022,7 @@ void D3D_ZBufferedGouraudPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {