From d6cb06cd9ec1f941e8c7e05059c057e7139607df Mon Sep 17 00:00:00 2001 From: Steven Fuller Date: Sat, 18 Aug 2001 20:04:08 +0000 Subject: Removed more unused code. Implemented console input. --- src/opengl.c | 86 ++++++++++++++++++++++++++++++------------------------------ 1 file changed, 43 insertions(+), 43 deletions(-) (limited to 'src/opengl.c') diff --git a/src/opengl.c b/src/opengl.c index 7a73d22..375262f 100644 --- a/src/opengl.c +++ b/src/opengl.c @@ -2,7 +2,6 @@ #include #include -#include #include #include @@ -17,6 +16,7 @@ #include "krender.h" #include "kshape.h" #include "prototyp.h" +#include "lighting.h" #include "bh_types.h" #include "showcmds.h" #include "d3d_hud.h" @@ -24,6 +24,7 @@ #include "avp_userprofile.h" #include "aw.h" +int LightIntensityAtPoint(VECTORCH *pointPtr); extern IMAGEHEADER ImageHeaderArray[]; extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr; @@ -163,8 +164,7 @@ typedef struct TriangleArray TriangleArray tarr; static void DrawTriangles_T2F_C4UB_V4F() -{ - +{ #define OUTPUT_VERTEX(d) \ { \ glColor4ubv (&tarr.c[(d) * 4]); \ @@ -209,8 +209,7 @@ static void DrawTriangles_T2F_C4UB_V4F() } static void DrawTriangles_T2F_V4F() -{ - +{ #define OUTPUT_VERTEX(d) \ { \ glTexCoord2fv (&tarr.t[(d) * 4]); \ @@ -254,8 +253,7 @@ static void DrawTriangles_T2F_V4F() } static void DrawTriangles_C4UB_V4F() -{ - +{ #define OUTPUT_VERTEX(d) \ { \ glColor4ubv (&tarr.c[(d) * 4]); \ @@ -622,9 +620,7 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice } tarr.elements = RenderPolygon.NumberOfVertices; - DrawTriangles_T2F_C4UB_V4F(); - - + DrawTriangles_T2F_C4UB_V4F(); } void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr) @@ -788,7 +784,6 @@ void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr) glColor4ub(r, g, b, a); - SelectPolygonBeginType(RenderPolygon.NumberOfVertices); for (i = 0; i < RenderPolygon.NumberOfVertices; i++) { RENDERVERTEX *vertices = &renderVerticesPtr[i]; @@ -825,19 +820,17 @@ void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr) zvalue = vertices->Z+HeadUpDisplayZOffset; z = 1.0 - 2*ZNear/zvalue; -// zvalue = vertices->Z+HeadUpDisplayZOffset; -// zvalue = ((zvalue-ZNear)/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 + 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(); + tarr.elements = RenderPolygon.NumberOfVertices; + DrawTriangles_T2F_V4F(); } void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr) @@ -982,7 +975,6 @@ void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVER CheckBoundTextureIsCorrect(NULL); /* disable texturing */ CheckTranslucencyModeIsCorrect(TRANSLUCENCY_OFF); - SelectPolygonBeginType(RenderPolygon.NumberOfVertices); for (i = 0; i < RenderPolygon.NumberOfVertices; i++) { RENDERVERTEX *vertices = &renderVerticesPtr[i]; @@ -992,7 +984,7 @@ 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 1 + if (x1VDB_ClipLeft) { x1=Global_VDB_Ptr->VDB_ClipLeft; } else if (x1>Global_VDB_Ptr->VDB_ClipRight) { @@ -1004,7 +996,6 @@ void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVER } else if (y1>Global_VDB_Ptr->VDB_ClipDown) { y1=Global_VDB_Ptr->VDB_ClipDown; } -#endif x = x1; y = y1; @@ -1015,15 +1006,21 @@ void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVER zvalue = vertices->Z+HeadUpDisplayZOffset; z = 1.0 - 2*ZNear/zvalue; -// zvalue = vertices->Z+HeadUpDisplayZOffset; -// zvalue = ((zvalue-ZNear)/zvalue); - rhw = 1.0/(float)vertices->Z; - glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A); - glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw); + 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.c[4*i+0] = vertices->R; + tarr.c[4*i+1] = vertices->G; + tarr.c[4*i+2] = vertices->B; + tarr.c[4*i+3] = vertices->A; } - glEnd(); + + tarr.elements = RenderPolygon.NumberOfVertices; + DrawTriangles_C4UB_V4F(); } void D3D_ZBufferedGouraudPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr) @@ -1038,7 +1035,6 @@ void D3D_ZBufferedGouraudPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX * CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode); CheckBoundTextureIsCorrect(NULL); - SelectPolygonBeginType(RenderPolygon.NumberOfVertices); for (i = 0; i < RenderPolygon.NumberOfVertices; i++) { RENDERVERTEX *vertices = &renderVerticesPtr[i]; int x1, y1; @@ -1047,7 +1043,7 @@ 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 1 + if (x1VDB_ClipLeft) { x1=Global_VDB_Ptr->VDB_ClipLeft; } else if (x1>Global_VDB_Ptr->VDB_ClipRight) { @@ -1059,7 +1055,6 @@ void D3D_ZBufferedGouraudPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX * } else if (y1>Global_VDB_Ptr->VDB_ClipDown) { y1=Global_VDB_Ptr->VDB_ClipDown; } -#endif x = x1; y = y1; @@ -1069,20 +1064,25 @@ void D3D_ZBufferedGouraudPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX * zvalue = vertices->Z+HeadUpDisplayZOffset; z = 1.0 - 2*ZNear/zvalue; - -// zvalue = vertices->Z+HeadUpDisplayZOffset; -// zvalue = ((zvalue-ZNear)/zvalue); - + rhw = 1.0/(float)vertices->Z; + 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.c[4*i+0] = vertices->R; + tarr.c[4*i+1] = vertices->G; + tarr.c[4*i+2] = vertices->B; if (flags & iflag_transparent) - glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A); + tarr.c[4*i+3] = vertices->A; else - glColor4ub(vertices->R, vertices->G, vertices->B, 255); - - glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw); + tarr.c[4*i+3] = 255; } - glEnd(); + + tarr.elements = RenderPolygon.NumberOfVertices; + DrawTriangles_C4UB_V4F(); } void D3D_PlayerOnFireOverlay() -- cgit v1.3