2001-08-08 06:14:20 +00:00
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <SDL.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "fixer.h"
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#include "3dc.h"
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#include "platform.h"
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2001-08-10 20:19:00 +00:00
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#include "inline.h"
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2001-08-08 06:14:20 +00:00
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#include "module.h"
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#include "stratdef.h"
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#include "projfont.h"
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#include "krender.h"
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#include "kshape.h"
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#include "prototyp.h"
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2001-08-14 05:54:22 +00:00
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#include "bh_types.h"
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#include "showcmds.h"
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2001-08-08 06:14:20 +00:00
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#include "d3d_hud.h"
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2001-08-12 21:29:20 +00:00
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#include "hud_layout.h"
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2001-08-10 20:19:00 +00:00
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#include "avp_userprofile.h"
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2001-08-11 03:36:48 +00:00
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#include "aw.h"
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2001-08-08 06:14:20 +00:00
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extern IMAGEHEADER ImageHeaderArray[];
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extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
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2001-08-10 02:37:25 +00:00
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extern unsigned char GammaValues[256];
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extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
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2001-08-12 21:29:20 +00:00
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2001-08-10 20:19:00 +00:00
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extern int SpecialFXImageNumber;
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2001-08-12 19:48:15 +00:00
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extern int StaticImageNumber;
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2001-08-14 05:54:22 +00:00
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extern int PredatorNumbersImageNumber;
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2001-08-13 19:34:08 +00:00
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extern int BurningImageNumber;
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2001-08-12 21:29:20 +00:00
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extern int HUDFontsImageNumber;
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2001-08-13 19:34:08 +00:00
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extern int FMVParticleColour;
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2001-08-12 21:29:20 +00:00
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extern int HUDScaleFactor;
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extern int CloakingPhase;
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2001-08-08 06:14:20 +00:00
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2001-08-11 03:36:48 +00:00
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static D3DTexture *CurrTextureHandle;
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2001-08-12 01:26:18 +00:00
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static enum TRANSLUCENCY_TYPE CurrentTranslucencyMode = TRANSLUCENCY_OFF; /* opengl state variable */
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2001-08-11 21:04:45 +00:00
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static GLuint CurrentlyBoundTexture = 0; /* opengl state variable */
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2001-08-11 07:10:38 +00:00
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2001-08-11 21:04:45 +00:00
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static void CheckBoundTextureIsCorrect(GLuint tex)
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2001-08-11 07:10:38 +00:00
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{
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2001-08-11 21:04:45 +00:00
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if (tex == CurrentlyBoundTexture)
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return;
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2001-08-11 07:10:38 +00:00
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2001-08-11 21:04:45 +00:00
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glBindTexture(GL_TEXTURE_2D, tex);
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2001-08-11 03:36:48 +00:00
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2001-08-11 21:04:45 +00:00
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CurrentlyBoundTexture = tex;
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2001-08-11 03:36:48 +00:00
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}
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2001-08-11 21:04:45 +00:00
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2001-08-12 01:26:18 +00:00
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static void CheckTranslucencyModeIsCorrect(enum TRANSLUCENCY_TYPE mode)
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2001-08-10 20:19:00 +00:00
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{
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2001-08-11 21:04:45 +00:00
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if (CurrentTranslucencyMode == mode)
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return;
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2001-08-12 01:26:18 +00:00
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switch(mode) {
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2001-08-10 20:19:00 +00:00
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case TRANSLUCENCY_OFF:
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2001-08-12 01:26:18 +00:00
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if (TRIPTASTIC_CHEATMODE||MOTIONBLUR_CHEATMODE) {
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// glBlendMode(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
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/* TODO: this may not be properly set... */
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} else {
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glDisable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ZERO);
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}
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2001-08-10 20:19:00 +00:00
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break;
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case TRANSLUCENCY_NORMAL:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case TRANSLUCENCY_COLOUR:
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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break;
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case TRANSLUCENCY_INVCOLOUR:
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glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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break;
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case TRANSLUCENCY_GLOWING:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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case TRANSLUCENCY_DARKENINGCOLOUR:
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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break;
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case TRANSLUCENCY_JUSTSETZ:
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glBlendFunc(GL_ZERO, GL_ONE);
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break;
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default:
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fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
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2001-08-11 21:04:45 +00:00
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return;
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}
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2001-08-12 01:26:18 +00:00
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if (mode != TRANSLUCENCY_OFF && CurrentTranslucencyMode == TRANSLUCENCY_OFF)
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glEnable(GL_BLEND);
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2001-08-11 21:04:45 +00:00
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CurrentTranslucencyMode = mode;
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}
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2001-08-14 05:54:22 +00:00
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#define TA_MAXVERTICES 8
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typedef struct TriangleArray
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2001-08-11 21:04:45 +00:00
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{
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2001-08-14 05:54:22 +00:00
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int elements;
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GLfloat v[TA_MAXVERTICES*4];
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GLfloat t[TA_MAXVERTICES*4];
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GLubyte c[TA_MAXVERTICES*4];
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} TriangleArray;
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TriangleArray tarr;
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static void DrawTriangles_T2F_C4UB_V4F()
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{
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#define OUTPUT_VERTEX(d) \
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{ \
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glColor4ubv (&tarr.c[(d) * 4]); \
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glTexCoord2fv (&tarr.t[(d) * 4]); \
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glVertex4fv (&tarr.v[(d) * 4]); \
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}
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#define OUTPUT_TRIANGLE(a, b, c) \
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{ \
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OUTPUT_VERTEX((a)); \
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OUTPUT_VERTEX((b)); \
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OUTPUT_VERTEX((c)); \
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}
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glBegin(GL_TRIANGLES);
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switch(tarr.elements) {
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case 3:
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OUTPUT_TRIANGLE(0, 2, 1);
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break;
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#if 0
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case 4:
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OUTPUT_TRIANGLE(0, 1, 2);
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OUTPUT_TRIANGLE(0, 2, 3);
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2001-08-11 21:04:45 +00:00
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break;
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2001-08-14 05:54:22 +00:00
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#endif
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case 5:
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OUTPUT_TRIANGLE(0, 1, 4);
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OUTPUT_TRIANGLE(1, 3, 4);
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OUTPUT_TRIANGLE(1, 2, 3);
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2001-08-11 21:04:45 +00:00
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break;
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2001-08-14 05:54:22 +00:00
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#if 0
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case 6:
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OUTPUT_TRIANGLE(0, 4, 5);
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OUTPUT_TRIANGLE(0, 3, 4);
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OUTPUT_TRIANGLE(0, 2, 3);
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OUTPUT_TRIANGLE(0, 1, 2);
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break;
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case 7:
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OUTPUT_TRIANGLE(0, 5, 6);
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OUTPUT_TRIANGLE(0, 4, 5);
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OUTPUT_TRIANGLE(0, 3, 4);
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OUTPUT_TRIANGLE(0, 2, 3);
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OUTPUT_TRIANGLE(0, 1, 2);
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break;
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#endif
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case 8:
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OUTPUT_TRIANGLE(0, 6, 7);
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case 7:
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OUTPUT_TRIANGLE(0, 5, 6);
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case 6:
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OUTPUT_TRIANGLE(0, 4, 5);
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OUTPUT_TRIANGLE(0, 3, 4);
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case 4:
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OUTPUT_TRIANGLE(0, 2, 3);
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OUTPUT_TRIANGLE(0, 1, 2);
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break;
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default:
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fprintf(stderr, "DrawTriangles_T2F_C4UB_V4F: tarr.elements = %d\n", tarr.elements);
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}
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glEnd();
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#undef OUTPUT_TRIANGLE
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#undef OUTPUT_VERTEX
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}
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static void SelectPolygonBeginType(int points)
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{
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switch(points) {
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2001-08-11 21:04:45 +00:00
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case 3:
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glBegin(GL_TRIANGLES);
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break;
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case 4:
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2001-08-14 05:54:22 +00:00
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case 5:
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case 6:
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case 7:
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case 8:
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glBegin(GL_TRIANGLE_FAN);
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2001-08-11 21:04:45 +00:00
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break;
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default:
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2001-08-14 05:54:22 +00:00
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fprintf(stderr, "SelectPolygonBeginType: points = %d\n", points);
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2001-08-11 21:04:45 +00:00
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break;
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2001-08-10 20:19:00 +00:00
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}
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}
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2001-08-11 21:04:45 +00:00
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GLuint CreateOGLTexture(D3DTexture *tex, unsigned char *buf)
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{
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GLuint h;
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glGenTextures(1, &h);
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2001-08-12 04:42:44 +00:00
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/* TODO: d3d code doesn't explicitly enable repeating but some levels (namely predator beginning level waterfall) have clamped textures */
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2001-08-11 21:04:45 +00:00
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glBindTexture(GL_TEXTURE_2D, h);
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2001-08-12 04:42:44 +00:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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2001-08-11 21:04:45 +00:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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2001-08-12 01:26:18 +00:00
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->w, tex->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
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2001-08-11 21:04:45 +00:00
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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tex->id = h;
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glBindTexture(GL_TEXTURE_2D, CurrentlyBoundTexture); /* restore current */
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return h;
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}
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/* ** */
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void FlushD3DZBuffer()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void SecondFlushD3DZBuffer()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void D3D_DecalSystem_Setup()
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{
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glDepthMask(GL_FALSE);
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2001-08-13 19:34:08 +00:00
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/* this does stop zfighting with bulletmarks on walls... */
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-10.0, -10.0);
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2001-08-11 21:04:45 +00:00
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}
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void D3D_DecalSystem_End()
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{
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2001-08-13 19:34:08 +00:00
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glDepthMask(GL_TRUE);
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glDisable(GL_POLYGON_OFFSET_FILL);
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2001-08-11 21:04:45 +00:00
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}
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/* ** */
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2001-08-14 05:54:22 +00:00
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void D3D_Rectangle(int x0, int y0, int x1, int y1, int r, int g, int b, int a)
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{
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GLfloat x[4], y[4];
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if (y1 <= y0)
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return;
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
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CheckBoundTextureIsCorrect(0);
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glColor4ub(r, g, b, a);
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x[0] = x0;
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x[0] = (x[0] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y[0] = y0;
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y[0] = -(y[0] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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x[1] = x1 - 1;
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x[1] = (x[1] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y[1] = y0;
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y[1] = -(y[1] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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x[2] = x1 - 1;
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x[2] = (x[2] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y[2] = y1 - 1;
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y[2] = -(y[2] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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x[3] = x0;
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x[3] = (x[3] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y[3] = y1 - 1;
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y[3] = -(y[3] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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SelectPolygonBeginType(3); /* triangles */
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glVertex3f(x[0], y[0], -1.0f);
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glVertex3f(x[1], y[1], -1.0f);
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glVertex3f(x[3], y[3], -1.0f);
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glVertex3f(x[1], y[1], -1.0f);
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glVertex3f(x[2], y[2], -1.0f);
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glVertex3f(x[3], y[3], -1.0f);
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glEnd();
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}
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/* ** */
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2001-08-08 06:14:20 +00:00
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void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
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{
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int texoffset;
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2001-08-11 03:36:48 +00:00
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D3DTexture *TextureHandle;
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2001-08-08 06:14:20 +00:00
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int i;
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2001-08-14 05:54:22 +00:00
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GLfloat ZNear;
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2001-08-11 03:36:48 +00:00
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float RecipW, RecipH;
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2001-08-08 15:49:59 +00:00
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ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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2001-08-08 06:14:20 +00:00
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texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
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if (texoffset) {
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2001-08-11 03:36:48 +00:00
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TextureHandle = (void *)ImageHeaderArray[texoffset].D3DTexture;
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2001-08-08 06:14:20 +00:00
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} else {
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|
|
TextureHandle = CurrTextureHandle;
|
|
|
|
}
|
|
|
|
|
2001-08-10 20:19:00 +00:00
|
|
|
CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
|
2001-08-08 15:49:59 +00:00
|
|
|
|
2001-08-11 03:36:48 +00:00
|
|
|
RecipW = (1.0f/65536.0f)/128.0f;
|
|
|
|
RecipH = (1.0f/65536.0f)/128.0f;
|
|
|
|
|
2001-08-11 21:04:45 +00:00
|
|
|
CheckBoundTextureIsCorrect(TextureHandle->id);
|
2001-08-11 03:36:48 +00:00
|
|
|
|
2001-08-14 05:54:22 +00:00
|
|
|
// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
|
|
|
|
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
|
|
|
|
RENDERVERTEX *vertices = &renderVerticesPtr[i];
|
|
|
|
GLfloat x, y, z;
|
|
|
|
int x1, y1;
|
|
|
|
GLfloat s, t;
|
|
|
|
GLfloat rhw = 1.0/(float)vertices->Z, zvalue;
|
|
|
|
|
|
|
|
s = ((float)vertices->U) * RecipW + (1.0f/256.0f);
|
|
|
|
t = ((float)vertices->V) * RecipH + (1.0f/256.0f);
|
|
|
|
|
|
|
|
// 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) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipRight;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (y1<Global_VDB_Ptr->VDB_ClipUp) {
|
|
|
|
y1=Global_VDB_Ptr->VDB_ClipUp;
|
|
|
|
} 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;
|
|
|
|
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
|
|
|
|
tarr.c[4*i+0] = GammaValues[vertices->R];
|
|
|
|
tarr.c[4*i+1] = GammaValues[vertices->G];
|
|
|
|
tarr.c[4*i+2] = GammaValues[vertices->B];
|
|
|
|
tarr.c[4*i+3] = vertices->A;
|
|
|
|
}
|
|
|
|
// glEnd();
|
|
|
|
|
|
|
|
tarr.elements = RenderPolygon.NumberOfVertices;
|
|
|
|
DrawTriangles_T2F_C4UB_V4F();
|
|
|
|
|
|
|
|
CurrTextureHandle = TextureHandle;
|
|
|
|
}
|
|
|
|
|
|
|
|
void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
|
|
|
|
{
|
|
|
|
int texoffset;
|
|
|
|
D3DTexture *TextureHandle;
|
|
|
|
int i;
|
|
|
|
GLfloat ZNear;
|
|
|
|
float RecipW, RecipH;
|
|
|
|
|
|
|
|
|
|
|
|
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
|
|
|
|
|
|
|
|
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
|
|
|
|
if (texoffset) {
|
|
|
|
TextureHandle = (void *)ImageHeaderArray[texoffset].D3DTexture;
|
|
|
|
} else {
|
|
|
|
TextureHandle = CurrTextureHandle;
|
|
|
|
}
|
|
|
|
|
|
|
|
CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
|
|
|
|
|
|
|
|
RecipW = (1.0f/65536.0f)/128.0f;
|
|
|
|
RecipH = (1.0f/65536.0f)/128.0f;
|
|
|
|
|
|
|
|
CheckBoundTextureIsCorrect(TextureHandle->id);
|
|
|
|
|
|
|
|
// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
|
2001-08-08 06:14:20 +00:00
|
|
|
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
|
2001-08-10 02:37:25 +00:00
|
|
|
RENDERVERTEX *vertices = &renderVerticesPtr[i];
|
2001-08-08 06:14:20 +00:00
|
|
|
GLfloat x, y, z;
|
|
|
|
int x1, y1;
|
2001-08-11 03:36:48 +00:00
|
|
|
GLfloat s, t;
|
2001-08-11 21:04:45 +00:00
|
|
|
GLfloat rhw = 1.0/(float)vertices->Z;
|
|
|
|
|
2001-08-11 03:36:48 +00:00
|
|
|
s = ((float)vertices->U) * RecipW + (1.0f/256.0f);
|
|
|
|
t = ((float)vertices->V) * RecipH + (1.0f/256.0f);
|
2001-08-11 21:04:45 +00:00
|
|
|
|
2001-08-12 04:42:44 +00:00
|
|
|
// 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);
|
|
|
|
|
2001-08-08 15:49:59 +00:00
|
|
|
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;
|
2001-08-14 05:54:22 +00:00
|
|
|
#if 0
|
|
|
|
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipLeft;
|
|
|
|
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipRight;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (y1<Global_VDB_Ptr->VDB_ClipUp) {
|
|
|
|
y1=Global_VDB_Ptr->VDB_ClipUp;
|
|
|
|
} 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;
|
|
|
|
|
|
|
|
// zvalue = vertices->Z+HeadUpDisplayZOffset;
|
|
|
|
// z = 1.0 - 2*ZNear/zvalue;
|
|
|
|
z = 1.0f;
|
2001-08-11 21:04:45 +00:00
|
|
|
|
2001-08-14 05:54:22 +00:00
|
|
|
#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;
|
|
|
|
tarr.v[4*i+3] = 1/rhw;
|
|
|
|
|
|
|
|
tarr.t[4*i+0] = s;
|
|
|
|
tarr.t[4*i+1] = t;
|
|
|
|
|
|
|
|
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_T2F_C4UB_V4F();
|
|
|
|
|
|
|
|
CurrTextureHandle = TextureHandle;
|
|
|
|
}
|
|
|
|
|
|
|
|
void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
|
|
|
|
{
|
|
|
|
int flags;
|
|
|
|
int texoffset;
|
|
|
|
int i;
|
|
|
|
D3DTexture *TextureHandle;
|
|
|
|
|
|
|
|
float ZNear;
|
|
|
|
float RecipW, RecipH;
|
|
|
|
|
|
|
|
ZNear = (float) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
|
|
|
|
|
|
|
|
flags = inputPolyPtr->PolyFlags;
|
|
|
|
texoffset = (inputPolyPtr->PolyColour & ClrTxDefn);
|
|
|
|
|
|
|
|
TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
|
|
|
|
|
|
|
|
CheckBoundTextureIsCorrect(TextureHandle->id);
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_NORMAL);
|
|
|
|
|
|
|
|
if (TextureHandle->w == 128) {
|
|
|
|
RecipW = 1.0f / 128.0f;
|
|
|
|
} else {
|
|
|
|
float width = (float) TextureHandle->w;
|
|
|
|
RecipW = 1.0f / width;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (TextureHandle->h == 128) {
|
|
|
|
RecipH = 1.0f / 128.0f;
|
|
|
|
} else {
|
|
|
|
float height = (float) TextureHandle->h;
|
|
|
|
RecipH = 1.0f / height;
|
|
|
|
}
|
|
|
|
|
|
|
|
// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
|
|
|
|
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
|
|
|
|
RENDERVERTEX *vertices = &renderVerticesPtr[i];
|
|
|
|
|
|
|
|
GLfloat x, y, z;
|
|
|
|
int x1, y1;
|
|
|
|
GLfloat s, t;
|
|
|
|
GLfloat rhw = 1.0/(float)vertices->Z;
|
|
|
|
GLfloat zvalue;
|
|
|
|
|
|
|
|
s = ((float)(vertices->U>>16)+0.5) * RecipW;
|
|
|
|
t = ((float)(vertices->V>>16)+0.5) * RecipH;
|
|
|
|
|
|
|
|
// 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;
|
2001-08-11 21:04:45 +00:00
|
|
|
#if 0
|
2001-08-11 07:10:38 +00:00
|
|
|
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipLeft;
|
|
|
|
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipRight;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (y1<Global_VDB_Ptr->VDB_ClipUp) {
|
|
|
|
y1=Global_VDB_Ptr->VDB_ClipUp;
|
|
|
|
} else if (y1>Global_VDB_Ptr->VDB_ClipDown) {
|
|
|
|
y1=Global_VDB_Ptr->VDB_ClipDown;
|
|
|
|
}
|
2001-08-11 21:04:45 +00:00
|
|
|
#endif
|
2001-08-08 15:49:59 +00:00
|
|
|
x = x1;
|
|
|
|
y = y1;
|
|
|
|
|
2001-08-10 02:37:25 +00:00
|
|
|
x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
|
|
|
|
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
|
2001-08-11 21:04:45 +00:00
|
|
|
|
2001-08-09 07:03:00 +00:00
|
|
|
zvalue = vertices->Z+HeadUpDisplayZOffset;
|
2001-08-11 21:04:45 +00:00
|
|
|
z = 1.0 - 2*ZNear/zvalue;
|
|
|
|
|
2001-08-14 05:54:22 +00:00
|
|
|
#if 0
|
|
|
|
glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
|
2001-08-11 21:04:45 +00:00
|
|
|
|
|
|
|
/* they both work. */
|
|
|
|
#if 0
|
|
|
|
glTexCoord4f(s*rhw, t*rhw, 0, rhw);
|
2001-08-08 06:14:20 +00:00
|
|
|
glVertex3f(x, y, z);
|
2001-08-11 21:04:45 +00:00
|
|
|
#else
|
|
|
|
glTexCoord2f(s, t);
|
|
|
|
glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
|
|
|
|
#endif
|
2001-08-14 05:54:22 +00:00
|
|
|
#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;
|
2001-08-11 03:36:48 +00:00
|
|
|
|
2001-08-14 05:54:22 +00:00
|
|
|
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;
|
2001-08-08 06:14:20 +00:00
|
|
|
}
|
2001-08-14 05:54:22 +00:00
|
|
|
// glEnd();
|
|
|
|
|
|
|
|
tarr.elements = RenderPolygon.NumberOfVertices;
|
|
|
|
DrawTriangles_T2F_C4UB_V4F();
|
2001-08-08 06:14:20 +00:00
|
|
|
|
|
|
|
CurrTextureHandle = TextureHandle;
|
|
|
|
}
|
2001-08-09 22:34:20 +00:00
|
|
|
|
2001-08-12 06:52:36 +00:00
|
|
|
void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr)
|
|
|
|
{
|
|
|
|
DECAL_DESC *decalDescPtr = &DecalDescription[decalPtr->DecalID];
|
|
|
|
int texoffset;
|
|
|
|
D3DTexture *TextureHandle;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
float ZNear;
|
|
|
|
float RecipW, RecipH;
|
|
|
|
int r, g, b, a;
|
|
|
|
|
|
|
|
ZNear = (float) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
|
|
|
|
|
|
|
|
CheckTranslucencyModeIsCorrect(decalDescPtr->TranslucencyType);
|
|
|
|
|
|
|
|
if (decalPtr->DecalID == DECAL_FMV) {
|
|
|
|
/* not (yet) implemented */
|
|
|
|
return;
|
|
|
|
} else if (decalPtr->DecalID == DECAL_SHAFTOFLIGHT||decalPtr->DecalID == DECAL_SHAFTOFLIGHT_OUTER) {
|
|
|
|
CheckBoundTextureIsCorrect(0);
|
|
|
|
|
|
|
|
RecipW = 1.0 / 256.0; /* ignored */
|
|
|
|
RecipH = 1.0 / 256.0;
|
|
|
|
} else {
|
|
|
|
texoffset = SpecialFXImageNumber;
|
|
|
|
|
|
|
|
TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
|
|
|
|
|
|
|
|
if (TextureHandle->w == 256) {
|
|
|
|
RecipW = 1.0 / 256.0;
|
|
|
|
} else {
|
|
|
|
float width = (float) TextureHandle->w;
|
|
|
|
RecipW = 1.0 / width;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (TextureHandle->h == 256) {
|
|
|
|
RecipH = 1.0 / 256.0;
|
|
|
|
} else {
|
|
|
|
float height = (float) TextureHandle->h;
|
|
|
|
RecipH = 1.0 / height;
|
|
|
|
}
|
|
|
|
|
|
|
|
CheckBoundTextureIsCorrect(TextureHandle->id);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (decalDescPtr->IsLit) {
|
|
|
|
int intensity = LightIntensityAtPoint(decalPtr->Vertices);
|
|
|
|
|
|
|
|
r = MUL_FIXED(intensity,decalDescPtr->RedScale[CurrentVisionMode]);
|
|
|
|
g = MUL_FIXED(intensity,decalDescPtr->GreenScale[CurrentVisionMode]);
|
|
|
|
b = MUL_FIXED(intensity,decalDescPtr->BlueScale[CurrentVisionMode]);
|
|
|
|
a = decalDescPtr->Alpha;
|
|
|
|
} else {
|
|
|
|
r = decalDescPtr->RedScale[CurrentVisionMode];
|
|
|
|
g = decalDescPtr->GreenScale[CurrentVisionMode];
|
|
|
|
b = decalDescPtr->BlueScale[CurrentVisionMode];
|
|
|
|
a = decalDescPtr->Alpha;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (RAINBOWBLOOD_CHEATMODE) {
|
|
|
|
r = FastRandom()&255;
|
|
|
|
g = FastRandom()&255;
|
|
|
|
b = FastRandom()&255;
|
|
|
|
a = decalDescPtr->Alpha;
|
|
|
|
}
|
|
|
|
|
|
|
|
glColor4ub(r, g, b, a);
|
|
|
|
|
|
|
|
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
|
|
|
|
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
|
|
|
|
RENDERVERTEX *vertices = &renderVerticesPtr[i];
|
|
|
|
|
|
|
|
GLfloat x, y, z, zvalue;
|
|
|
|
GLfloat s, t, rhw;
|
|
|
|
int x1, y1;
|
|
|
|
|
|
|
|
rhw = 1.0 / vertices->Z;
|
|
|
|
|
|
|
|
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) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipRight;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (y1<Global_VDB_Ptr->VDB_ClipUp) {
|
|
|
|
y1=Global_VDB_Ptr->VDB_ClipUp;
|
|
|
|
} 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;
|
|
|
|
|
|
|
|
s = ((float)(vertices->U>>16)+.5) * RecipW;
|
|
|
|
t = ((float)(vertices->V>>16)+.5) * RecipH;
|
|
|
|
|
|
|
|
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
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2001-08-09 22:34:20 +00:00
|
|
|
void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
|
|
|
|
{
|
2001-08-12 01:26:18 +00:00
|
|
|
PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
|
2001-08-10 20:19:00 +00:00
|
|
|
int texoffset = SpecialFXImageNumber;
|
|
|
|
GLfloat ZNear;
|
|
|
|
int i;
|
2001-08-11 07:10:38 +00:00
|
|
|
float RecipW, RecipH;
|
|
|
|
|
|
|
|
D3DTexture *TextureHandle;
|
2001-08-12 01:26:18 +00:00
|
|
|
|
2001-08-11 07:10:38 +00:00
|
|
|
TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
|
|
|
|
|
2001-08-11 21:04:45 +00:00
|
|
|
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
|
|
|
|
|
|
|
|
CheckBoundTextureIsCorrect(TextureHandle->id);
|
|
|
|
CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
|
2001-08-12 01:26:18 +00:00
|
|
|
|
2001-08-11 07:10:38 +00:00
|
|
|
// if(ImageHeaderArray[texoffset].ImageWidth==256) {
|
|
|
|
if (TextureHandle->w == 256) {
|
|
|
|
RecipW = 1.0 / 256.0;
|
|
|
|
} else {
|
|
|
|
// float width = (float) ImageHeaderArray[texoffset].ImageWidth;
|
|
|
|
float width = (float) TextureHandle->w;
|
|
|
|
|
|
|
|
RecipW = (1.0 / width);
|
|
|
|
}
|
|
|
|
|
|
|
|
// if(ImageHeaderArray[texoffset].ImageHeight==256) {
|
|
|
|
if (TextureHandle->h == 256) {
|
|
|
|
RecipH = 1.0 / 256.0;
|
|
|
|
} else {
|
|
|
|
// float height = (float) ImageHeaderArray[texoffset].ImageHeight;
|
|
|
|
float height = (float) TextureHandle->h;
|
|
|
|
|
|
|
|
RecipH = (1.0 / height);
|
|
|
|
}
|
2001-08-10 20:19:00 +00:00
|
|
|
|
|
|
|
if (particleDescPtr->IsLit && !(particlePtr->ParticleID==PARTICLE_ALIEN_BLOOD && CurrentVisionMode==VISION_MODE_PRED_SEEALIENS) )
|
|
|
|
{
|
|
|
|
int intensity = LightIntensityAtPoint(&particlePtr->Position);
|
|
|
|
|
|
|
|
if (particlePtr->ParticleID==PARTICLE_SMOKECLOUD || particlePtr->ParticleID==PARTICLE_ANDROID_BLOOD)
|
|
|
|
{
|
|
|
|
int r, g, b, a;
|
|
|
|
|
2001-08-12 02:30:17 +00:00
|
|
|
/* this should be OK. (ColourComponents was RGBA while RGBA_MAKE is BGRA (little endian) */
|
2001-08-12 01:26:18 +00:00
|
|
|
r = (particlePtr->Colour >> 0) & 0xFF;
|
|
|
|
g = (particlePtr->Colour >> 8) & 0xFF;
|
|
|
|
b = (particlePtr->Colour >> 16) & 0xFF;
|
|
|
|
a = (particlePtr->Colour >> 24) & 0xFF;
|
2001-08-10 20:19:00 +00:00
|
|
|
|
|
|
|
glColor4ub(
|
|
|
|
MUL_FIXED(intensity,r),
|
|
|
|
MUL_FIXED(intensity,g),
|
2001-08-12 01:26:18 +00:00
|
|
|
MUL_FIXED(intensity,b),
|
2001-08-10 20:19:00 +00:00
|
|
|
a
|
|
|
|
);
|
|
|
|
} else {
|
|
|
|
glColor4ub(
|
|
|
|
MUL_FIXED(intensity,particleDescPtr->RedScale[CurrentVisionMode]),
|
|
|
|
MUL_FIXED(intensity,particleDescPtr->GreenScale[CurrentVisionMode]),
|
|
|
|
MUL_FIXED(intensity,particleDescPtr->BlueScale[CurrentVisionMode]),
|
|
|
|
particleDescPtr->Alpha
|
|
|
|
);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
int r, g, b, a;
|
|
|
|
|
2001-08-12 02:30:17 +00:00
|
|
|
b = (particlePtr->Colour >> 0) & 0xFF;
|
2001-08-12 01:26:18 +00:00
|
|
|
g = (particlePtr->Colour >> 8) & 0xFF;
|
2001-08-12 02:30:17 +00:00
|
|
|
r = (particlePtr->Colour >> 16) & 0xFF;
|
2001-08-12 01:26:18 +00:00
|
|
|
a = (particlePtr->Colour >> 24) & 0xFF;
|
2001-08-10 20:19:00 +00:00
|
|
|
|
|
|
|
glColor4ub(r, g, b, a);
|
|
|
|
}
|
|
|
|
if (RAINBOWBLOOD_CHEATMODE) {
|
|
|
|
glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
|
|
|
|
}
|
2001-08-11 21:04:45 +00:00
|
|
|
|
2001-08-12 04:42:44 +00:00
|
|
|
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
|
2001-08-10 20:19:00 +00:00
|
|
|
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
|
|
|
|
RENDERVERTEX *vertices = &renderVerticesPtr[i];
|
|
|
|
|
|
|
|
int x1, y1;
|
2001-08-11 21:04:45 +00:00
|
|
|
GLfloat x, y, z;
|
2001-08-11 07:10:38 +00:00
|
|
|
GLfloat s, t;
|
2001-08-11 21:04:45 +00:00
|
|
|
GLfloat rhw = 1/(float)vertices->Z;
|
2001-08-11 07:10:38 +00:00
|
|
|
|
|
|
|
s = ((float)(vertices->U>>16)+.5) * RecipW;
|
|
|
|
t = ((float)(vertices->V>>16)+.5) * RecipH;
|
2001-08-11 21:04:45 +00:00
|
|
|
|
2001-08-10 20:19:00 +00:00
|
|
|
|
|
|
|
x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
|
2001-08-11 21:04:45 +00:00
|
|
|
y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
|
|
|
|
|
|
|
|
#if 0
|
2001-08-10 20:19:00 +00:00
|
|
|
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipLeft;
|
|
|
|
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipRight;
|
|
|
|
}
|
2001-08-11 21:04:45 +00:00
|
|
|
|
2001-08-10 20:19:00 +00:00
|
|
|
if (y1<Global_VDB_Ptr->VDB_ClipUp) {
|
|
|
|
y1=Global_VDB_Ptr->VDB_ClipUp;
|
|
|
|
} else if (y1>Global_VDB_Ptr->VDB_ClipDown) {
|
|
|
|
y1=Global_VDB_Ptr->VDB_ClipDown;
|
|
|
|
}
|
2001-08-11 21:04:45 +00:00
|
|
|
#endif
|
|
|
|
|
2001-08-10 20:19:00 +00:00
|
|
|
x = x1;
|
|
|
|
y = y1;
|
|
|
|
|
|
|
|
x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
|
|
|
|
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
|
|
|
|
|
2001-08-11 07:10:38 +00:00
|
|
|
if (particleDescPtr->IsDrawnInFront) {
|
2001-08-11 21:04:45 +00:00
|
|
|
z = -1.0f;
|
2001-08-11 07:10:38 +00:00
|
|
|
} else if (particleDescPtr->IsDrawnAtBack) {
|
2001-08-11 21:04:45 +00:00
|
|
|
z = 1.0f;
|
2001-08-11 07:10:38 +00:00
|
|
|
} else {
|
2001-08-11 21:04:45 +00:00
|
|
|
z = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
|
2001-08-11 07:10:38 +00:00
|
|
|
}
|
2001-08-11 21:04:45 +00:00
|
|
|
|
|
|
|
#if 0
|
|
|
|
glTexCoord4f(s*rhw, t*rhw, 0, rhw);
|
2001-08-10 20:19:00 +00:00
|
|
|
glVertex3f(x, y, z);
|
2001-08-11 21:04:45 +00:00
|
|
|
#else
|
|
|
|
glTexCoord2f(s, t);
|
|
|
|
glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
|
|
|
|
#endif
|
2001-08-10 20:19:00 +00:00
|
|
|
}
|
|
|
|
glEnd();
|
2001-08-09 22:34:20 +00:00
|
|
|
}
|
2001-08-12 04:42:44 +00:00
|
|
|
|
|
|
|
void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
|
|
|
|
{
|
|
|
|
float ZNear;
|
|
|
|
int i;
|
|
|
|
ZNear = (float) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
|
|
|
|
|
|
|
|
CheckBoundTextureIsCorrect(0); /* disable texturing */
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_OFF);
|
|
|
|
|
|
|
|
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
|
|
|
|
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
|
|
|
|
RENDERVERTEX *vertices = &renderVerticesPtr[i];
|
|
|
|
|
|
|
|
int x1, y1;
|
|
|
|
GLfloat x, y, z;
|
|
|
|
float rhw, zvalue;
|
|
|
|
|
|
|
|
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) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipRight;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (y1<Global_VDB_Ptr->VDB_ClipUp) {
|
|
|
|
y1=Global_VDB_Ptr->VDB_ClipUp;
|
|
|
|
} 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;
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
}
|
|
|
|
|
2001-08-14 05:54:22 +00:00
|
|
|
void D3D_ZBufferedGouraudPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
|
|
|
|
{
|
|
|
|
int flags, i;
|
|
|
|
float ZNear;
|
|
|
|
|
|
|
|
ZNear = (float) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
|
|
|
|
|
|
|
|
flags = inputPolyPtr->PolyFlags;
|
|
|
|
|
|
|
|
CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
|
|
|
|
CheckBoundTextureIsCorrect(0);
|
|
|
|
|
|
|
|
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
|
|
|
|
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
|
|
|
|
RENDERVERTEX *vertices = &renderVerticesPtr[i];
|
|
|
|
int x1, y1;
|
|
|
|
GLfloat x, y, z;
|
|
|
|
float rhw, zvalue;
|
|
|
|
|
|
|
|
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) {
|
|
|
|
x1=Global_VDB_Ptr->VDB_ClipRight;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (y1<Global_VDB_Ptr->VDB_ClipUp) {
|
|
|
|
y1=Global_VDB_Ptr->VDB_ClipUp;
|
|
|
|
} 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;
|
|
|
|
|
|
|
|
zvalue = vertices->Z+HeadUpDisplayZOffset;
|
|
|
|
z = 1.0 - 2*ZNear/zvalue;
|
|
|
|
|
|
|
|
// zvalue = vertices->Z+HeadUpDisplayZOffset;
|
|
|
|
// zvalue = ((zvalue-ZNear)/zvalue);
|
|
|
|
|
|
|
|
rhw = 1.0/(float)vertices->Z;
|
|
|
|
|
|
|
|
if (flags & iflag_transparent)
|
|
|
|
glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
|
|
|
|
else
|
|
|
|
glColor4ub(vertices->R, vertices->G, vertices->B, 255);
|
|
|
|
|
|
|
|
glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
}
|
|
|
|
|
2001-08-13 19:34:08 +00:00
|
|
|
void D3D_PlayerOnFireOverlay()
|
|
|
|
{
|
|
|
|
int c = 128;
|
|
|
|
int colour = (FMVParticleColour&0xffffff)+(c<<24);
|
|
|
|
GLfloat x[4], y[4], s[4], t[4];
|
|
|
|
float u, v;
|
|
|
|
int r, g, b, a;
|
|
|
|
D3DTexture *tex;
|
|
|
|
|
|
|
|
b = (colour >> 0) & 0xFF;
|
|
|
|
g = (colour >> 8) & 0xFF;
|
|
|
|
r = (colour >> 16) & 0xFF;
|
|
|
|
a = (colour >> 24) & 0xFF;
|
|
|
|
|
|
|
|
tex = ImageHeaderArray[BurningImageNumber].D3DTexture;
|
|
|
|
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
|
|
|
|
//CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
|
|
|
|
CheckBoundTextureIsCorrect(tex->id);
|
|
|
|
|
|
|
|
glColor4ub(r, g, b, a);
|
|
|
|
|
|
|
|
u = (FastRandom()&255)/256.0f;
|
|
|
|
v = (FastRandom()&255)/256.0f;
|
|
|
|
|
|
|
|
x[0] = -1.0f;
|
|
|
|
y[0] = -1.0f;
|
|
|
|
s[0] = u;
|
|
|
|
t[0] = v;
|
|
|
|
x[1] = 1.0f;
|
|
|
|
y[1] = -1.0f;
|
|
|
|
s[1] = u + 1.0f;
|
|
|
|
t[1] = v;
|
|
|
|
x[2] = 1.0f;
|
|
|
|
y[2] = 1.0f;
|
|
|
|
s[2] = u + 1.0f;
|
|
|
|
t[2] = v + 1.0f;
|
|
|
|
x[3] = -1.0f;
|
|
|
|
y[3] = 1.0f;
|
|
|
|
s[3] = u;
|
|
|
|
t[3] = v + 1.0f;
|
|
|
|
|
|
|
|
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();
|
|
|
|
}
|
|
|
|
|
|
|
|
void D3D_PlayerDamagedOverlay(int intensity)
|
|
|
|
{
|
|
|
|
D3DTexture *tex;
|
|
|
|
int theta[2];
|
|
|
|
int colour, baseColour;
|
|
|
|
int r, g, b, a;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
theta[0] = (CloakingPhase/8)&4095;
|
|
|
|
theta[1] = (800-CloakingPhase/8)&4095;
|
|
|
|
|
|
|
|
tex = ImageHeaderArray[SpecialFXImageNumber].D3DTexture;
|
|
|
|
switch(AvP.PlayerType) {
|
|
|
|
default:
|
|
|
|
// LOCALASSERT(0);
|
|
|
|
case I_Marine:
|
|
|
|
baseColour = 0xff0000;
|
|
|
|
break;
|
|
|
|
case I_Alien:
|
|
|
|
baseColour = 0xffff00;
|
|
|
|
break;
|
|
|
|
case I_Predator:
|
|
|
|
baseColour = 0x00ff00;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
|
|
|
|
CheckBoundTextureIsCorrect(tex->id);
|
|
|
|
|
|
|
|
colour = 0xffffff - baseColour + (intensity<<24);
|
|
|
|
|
|
|
|
b = (colour >> 0) & 0xFF;
|
|
|
|
g = (colour >> 8) & 0xFF;
|
|
|
|
r = (colour >> 16) & 0xFF;
|
|
|
|
a = (colour >> 24) & 0xFF;
|
|
|
|
|
|
|
|
glColor4ub(r, g, b, a);
|
|
|
|
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_INVCOLOUR);
|
|
|
|
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] = 0.875f + (cos*(-1) - sin*(-1));
|
|
|
|
t[0] = 0.375f + (sin*(-1) + cos*(-1));
|
|
|
|
x[1] = 1.0f;
|
|
|
|
y[1] = -1.0f;
|
|
|
|
s[1] = 0.875f + (cos*(+1) - sin*(-1));
|
|
|
|
t[1] = 0.375f + (sin*(+1) + cos*(-1));
|
|
|
|
x[2] = 1.0f;
|
|
|
|
y[2] = 1.0f;
|
|
|
|
s[2] = 0.875f + (cos*(+1) - sin*(+1));
|
|
|
|
t[2] = 0.375f + (sin*(+1) + cos*(+1));
|
|
|
|
x[3] = -1.0f;
|
|
|
|
y[3] = 1.0f;
|
|
|
|
s[3] = 0.875f + (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();
|
|
|
|
|
|
|
|
colour = baseColour + (intensity<<24);
|
|
|
|
|
|
|
|
b = (colour >> 0) & 0xFF;
|
|
|
|
g = (colour >> 8) & 0xFF;
|
|
|
|
r = (colour >> 16) & 0xFF;
|
|
|
|
a = (colour >> 24) & 0xFF;
|
|
|
|
|
|
|
|
glColor4ub(r, g, b, a);
|
|
|
|
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2001-08-12 19:48:15 +00:00
|
|
|
void DrawNoiseOverlay(int tr)
|
|
|
|
{
|
|
|
|
GLfloat x[4], y[4], s[4], t[4], u, v;
|
|
|
|
int r, g, b;
|
|
|
|
D3DTexture *tex;
|
|
|
|
int size;
|
|
|
|
|
|
|
|
r = 255;
|
|
|
|
g = 255;
|
|
|
|
b = 255;
|
|
|
|
|
|
|
|
size = 256;
|
|
|
|
|
|
|
|
tex = ImageHeaderArray[StaticImageNumber].D3DTexture;
|
|
|
|
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
|
|
|
|
// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
|
|
|
|
CheckBoundTextureIsCorrect(tex->id);
|
|
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
|
|
|
|
u = FastRandom()&255;
|
|
|
|
v = FastRandom()&255;
|
|
|
|
|
|
|
|
x[0] = -1.0f;
|
|
|
|
y[0] = -1.0f;
|
|
|
|
s[0] = u / 256.0f;
|
|
|
|
t[0] = v / 256.0f;
|
|
|
|
x[1] = 1.0f;
|
|
|
|
y[1] = -1.0f;
|
|
|
|
s[1] = (u + size) / 256.0f;
|
|
|
|
t[1] = v / 256.0f;
|
|
|
|
x[2] = 1.0f;
|
|
|
|
y[2] = 1.0f;
|
|
|
|
s[2] = (u + size) / 256.0f;
|
|
|
|
t[2] = (v + size) / 256.0f;
|
|
|
|
x[3] = -1.0f;
|
|
|
|
y[3] = 1.0f;
|
|
|
|
s[3] = u / 256.0f;
|
|
|
|
t[3] = (v + size) / 256.0f;
|
|
|
|
|
|
|
|
SelectPolygonBeginType(3); /* triangles */
|
|
|
|
glColor4ub(r, g, b, tr);
|
|
|
|
|
|
|
|
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();
|
|
|
|
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
}
|
|
|
|
|
2001-08-12 21:29:20 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2001-08-12 04:42:44 +00:00
|
|
|
void D3D_PredatorScreenInversionOverlay()
|
|
|
|
{
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
|
|
|
|
CheckBoundTextureIsCorrect(0);
|
|
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
|
|
|
|
SelectPolygonBeginType(3); /* triangles */
|
|
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
|
|
|
|
glVertex3f(-1.0f, -1.0f, 1.0f);
|
|
|
|
glVertex3f( 1.0f, -1.0f, 1.0f);
|
|
|
|
glVertex3f(-1.0f, 1.0f, 1.0f);
|
|
|
|
|
2001-08-14 05:54:22 +00:00
|
|
|
glVertex3f( 1.0f, -1.0f, 1.0f);
|
|
|
|
glVertex3f( 1.0f, 1.0f, 1.0f);
|
|
|
|
glVertex3f(-1.0f, 1.0f, 1.0f);
|
2001-08-12 04:42:44 +00:00
|
|
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
}
|
2001-08-12 06:52:36 +00:00
|
|
|
|
2001-08-14 05:54:22 +00:00
|
|
|
void DrawScanlinesOverlay(float level)
|
|
|
|
{
|
|
|
|
D3DTexture *tex;
|
|
|
|
GLfloat x[4], y[4], s[4], t[4];
|
|
|
|
float v, size;
|
|
|
|
int c;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
tex = ImageHeaderArray[PredatorNumbersImageNumber].D3DTexture;
|
|
|
|
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_NORMAL);
|
|
|
|
//CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
|
|
|
|
CheckBoundTextureIsCorrect(tex->id);
|
|
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
|
|
|
|
c = 255;
|
|
|
|
a = 64.0f+level*64.0f;
|
|
|
|
|
|
|
|
v = 128.0f;
|
|
|
|
size = 128.0f*(1.0f-level*0.8f);
|
|
|
|
|
|
|
|
glColor4ub(c, c, c, a);
|
|
|
|
|
|
|
|
x[0] = -1.0f;
|
|
|
|
y[0] = -1.0f;
|
|
|
|
s[0] = (v - size) / 256.0f;
|
|
|
|
t[0] = 1.0f;
|
|
|
|
x[1] = 1.0f;
|
|
|
|
y[1] = -1.0f;
|
|
|
|
s[1] = (v - size) / 256.0f;
|
|
|
|
t[1] = 1.0f;
|
|
|
|
x[2] = 1.0f;
|
|
|
|
y[2] = 1.0f;
|
|
|
|
s[2] = (v + size) / 256.0f;
|
|
|
|
t[2] = 1.0f;
|
|
|
|
x[3] = -1.0f;
|
|
|
|
y[3] = 1.0f;
|
|
|
|
s[3] = (v + size) / 256.0f;
|
|
|
|
t[3] = 1.0f;
|
|
|
|
|
|
|
|
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();
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
}
|
|
|
|
|
2001-08-13 19:34:08 +00:00
|
|
|
void D3D_FadeDownScreen(int brightness, int colour)
|
|
|
|
{
|
|
|
|
int t, r, g, b, a;
|
|
|
|
GLfloat x[4], y[4];
|
|
|
|
|
|
|
|
t = 255 - (brightness>>8);
|
|
|
|
if (t<0) t = 0;
|
|
|
|
colour = (t<<24)+colour;
|
|
|
|
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_NORMAL);
|
|
|
|
CheckBoundTextureIsCorrect(0);
|
|
|
|
|
|
|
|
b = (colour >> 0) & 0xFF;
|
|
|
|
g = (colour >> 8) & 0xFF;
|
|
|
|
r = (colour >> 16) & 0xFF;
|
|
|
|
a = (colour >> 24) & 0xFF;
|
|
|
|
|
|
|
|
glColor4ub(r, g, b, a);
|
|
|
|
|
|
|
|
x[0] = -1.0f;
|
|
|
|
y[0] = -1.0f;
|
|
|
|
x[1] = 1.0f;
|
|
|
|
y[1] = -1.0f;
|
|
|
|
x[2] = 1.0f;
|
|
|
|
y[2] = 1.0f;
|
|
|
|
x[3] = -1.0f;
|
|
|
|
y[3] = 1.0f;
|
|
|
|
|
|
|
|
SelectPolygonBeginType(3); /* triangles */
|
|
|
|
|
|
|
|
glVertex3f(x[0], y[0], -1.0f);
|
|
|
|
glVertex3f(x[1], y[1], -1.0f);
|
|
|
|
glVertex3f(x[3], y[3], -1.0f);
|
|
|
|
|
|
|
|
glVertex3f(x[1], y[1], -1.0f);
|
|
|
|
glVertex3f(x[2], y[2], -1.0f);
|
|
|
|
glVertex3f(x[3], y[3], -1.0f);
|
|
|
|
|
2001-08-14 05:54:22 +00:00
|
|
|
glEnd();
|
2001-08-13 19:34:08 +00:00
|
|
|
}
|
|
|
|
|
2001-08-12 06:52:36 +00:00
|
|
|
void D3D_HUD_Setup()
|
|
|
|
{
|
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
|
|
|
|
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
}
|
|
|
|
|
|
|
|
void D3D_HUDQuad_Output(int imageNumber, struct VertexTag *quadVerticesPtr, unsigned int colour)
|
|
|
|
{
|
|
|
|
float RecipW, RecipH;
|
|
|
|
int i;
|
|
|
|
D3DTexture *tex = ImageHeaderArray[imageNumber].D3DTexture;
|
|
|
|
GLfloat x[4], y[4], s[4], t[4];
|
|
|
|
int r, g, b, a;
|
2001-08-14 05:54:22 +00:00
|
|
|
|
|
|
|
/* possibly use polygon offset? (predator hud) */
|
|
|
|
|
2001-08-12 06:52:36 +00:00
|
|
|
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
|
|
|
|
CheckBoundTextureIsCorrect(tex->id);
|
|
|
|
|
|
|
|
if (tex->w == 128) {
|
|
|
|
RecipW = 1.0f / 128.0f;
|
|
|
|
} else {
|
|
|
|
float width = (float) tex->w;
|
2001-08-14 05:54:22 +00:00
|
|
|
RecipW = 1.0f / width;
|
2001-08-12 06:52:36 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (tex->h == 128) {
|
|
|
|
RecipH = 1.0f / 128.0f;
|
|
|
|
} else {
|
|
|
|
float height = (float) tex->h;
|
2001-08-14 05:54:22 +00:00
|
|
|
RecipH = 1.0f / height;
|
2001-08-12 06:52:36 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
b = (colour >> 0) & 0xFF;
|
|
|
|
g = (colour >> 8) & 0xFF;
|
|
|
|
r = (colour >> 16) & 0xFF;
|
|
|
|
a = (colour >> 24) & 0xFF;
|
|
|
|
|
|
|
|
glColor4ub(r, g, b, a);
|
|
|
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
x[i] = quadVerticesPtr[i].X;
|
|
|
|
x[i] = (x[i] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
|
|
|
|
y[i] = quadVerticesPtr[i].Y;
|
|
|
|
y[i] = -(y[i] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
|
|
|
|
|
|
|
|
s[i] = ((float)quadVerticesPtr[i].U)*RecipW;
|
|
|
|
t[i] = ((float)quadVerticesPtr[i].V)*RecipH;
|
|
|
|
}
|
|
|
|
|
|
|
|
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();
|
|
|
|
}
|
2001-08-12 21:29:20 +00:00
|
|
|
|
|
|
|
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);
|
2001-08-14 05:54:22 +00:00
|
|
|
|
2001-08-12 21:29:20 +00:00
|
|
|
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);
|
|
|
|
}
|
2001-08-14 05:54:22 +00:00
|
|
|
|
|
|
|
void ColourFillBackBuffer(int FillColour)
|
|
|
|
{
|
|
|
|
float r, g, b, a;
|
|
|
|
|
|
|
|
b = ((FillColour >> 0) & 0xFF) / 255.0f;
|
|
|
|
g = ((FillColour >> 8) & 0xFF) / 255.0f;
|
|
|
|
r = ((FillColour >> 16) & 0xFF) / 255.0f;
|
|
|
|
a = ((FillColour >> 24) & 0xFF) / 255.0f;
|
|
|
|
|
|
|
|
glClearColor(r, g, b, a);
|
|
|
|
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
}
|
|
|
|
|
|
|
|
void D3D_DrawBackdrop()
|
|
|
|
{
|
|
|
|
extern int NumActiveBlocks;
|
|
|
|
extern DISPLAYBLOCK *ActiveBlockList[];
|
|
|
|
extern MODULE *playerPherModule;
|
|
|
|
|
|
|
|
PLAYER_STATUS *playerStatusPtr;
|
|
|
|
int numOfObjects = NumActiveBlocks;
|
|
|
|
int needToDrawBackdrop = 0;
|
|
|
|
|
|
|
|
if (TRIPTASTIC_CHEATMODE||MOTIONBLUR_CHEATMODE)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (ShowDebuggingText.Tears) {
|
|
|
|
ColourFillBackBuffer((63<<5));
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
while(numOfObjects--) {
|
|
|
|
DISPLAYBLOCK *objectPtr = ActiveBlockList[numOfObjects];
|
|
|
|
MODULE *modulePtr = objectPtr->ObMyModule;
|
|
|
|
|
|
|
|
if (modulePtr && (ModuleCurrVisArray[modulePtr->m_index] == 2) && modulePtr->m_flags&MODULEFLAG_SKY) {
|
|
|
|
needToDrawBackdrop = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (needToDrawBackdrop) {
|
|
|
|
extern BOOL LevelHasStars;
|
|
|
|
extern void RenderSky(void);
|
|
|
|
extern void RenderStarfield(void);
|
|
|
|
|
|
|
|
ColourFillBackBuffer(0);
|
|
|
|
|
|
|
|
if (LevelHasStars) {
|
|
|
|
RenderStarfield();
|
|
|
|
} else {
|
|
|
|
RenderSky();
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!playerPherModule) {
|
|
|
|
ColourFillBackBuffer(0);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
playerStatusPtr = (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr);
|
|
|
|
|
|
|
|
if (!playerStatusPtr->IsAlive || FREEFALL_CHEATMODE) {
|
|
|
|
ColourFillBackBuffer(0);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|