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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#include "module.h"
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#include "stratdef.h"
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#include "projfont.h"
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#include "savegame.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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#include "d3d_hud.h"
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extern IMAGEHEADER ImageHeaderArray[];
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extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
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static void *CurrTextureHandle;
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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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void *TextureHandle;
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int i;
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2001-08-08 15:49:59 +00:00
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GLfloat ZNear, zvalue;
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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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TextureHandle = (void *)ImageHeaderArray[texoffset].D3DHandle;
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} else {
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TextureHandle = CurrTextureHandle;
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}
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fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
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fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
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fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
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2001-08-08 15:49:59 +00:00
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switch(RenderPolygon.TranslucencyMode)
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{
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case TRANSLUCENCY_OFF:
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glBlendFunc(GL_ONE, GL_ZERO);
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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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}
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2001-08-08 06:14:20 +00:00
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glBegin(GL_POLYGON);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
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GLfloat x, y, z;
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int x1, y1;
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RENDERVERTEX *vertices = &renderVerticesPtr[i];
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/* this is just random garbage */
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2001-08-08 15:49:59 +00:00
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x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
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y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
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// x = vertices->X;
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// y = vertices->Y;
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x = x1;
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y = y1;
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// x = x/32768.0;
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// y = y/32768.0;
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// x = (x - 32768.0)/32768.0;
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// y = (y - 32768.0)/32768.0;
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x = (x - 320.0)/320.0;
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y = (y - 240.0)/240.0;
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// z = vertices->Z*16;
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// z = -z/65536;
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2001-08-08 22:42:43 +00:00
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zvalue = 65536 - vertices->Z+HeadUpDisplayZOffset;
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zvalue = 1.0 - ZNear/zvalue;
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2001-08-08 15:49:59 +00:00
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z = -zvalue;
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// x *= 16.0;
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// y *= 16.0;
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// z *= 16.0;
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2001-08-08 06:14:20 +00:00
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glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
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glVertex3f(x, y, z);
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2001-08-08 22:42:43 +00:00
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fprintf(stderr, "Vertex %d: (%f, %f, %f)\n\t[%d, %d, %d]->[%d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, x1, y1, vertices->R, vertices->G, vertices->B, vertices->A);
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fprintf(stderr, "znear = %f, zvalue = %f, z = %f\n", ZNear, zvalue, z);
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2001-08-08 06:14:20 +00:00
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}
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glEnd();
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CurrTextureHandle = TextureHandle;
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}
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