avp/src/opengl.c

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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include "fixer.h"
#include "3dc.h"
#include "platform.h"
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#include "inline.h"
#include "module.h"
#include "stratdef.h"
#include "projfont.h"
#include "krender.h"
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
#include "hud_layout.h"
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#include "avp_userprofile.h"
#include "aw.h"
extern IMAGEHEADER ImageHeaderArray[];
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
extern unsigned char GammaValues[256];
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
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extern int SpecialFXImageNumber;
extern int StaticImageNumber;
extern int BurningImageNumber;
extern int HUDFontsImageNumber;
extern int FMVParticleColour;
extern int HUDScaleFactor;
extern int CloakingPhase;
static D3DTexture *CurrTextureHandle;
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static enum TRANSLUCENCY_TYPE CurrentTranslucencyMode = TRANSLUCENCY_OFF; /* opengl state variable */
static GLuint CurrentlyBoundTexture = 0; /* opengl state variable */
static void CheckBoundTextureIsCorrect(GLuint tex)
{
if (tex == CurrentlyBoundTexture)
return;
glBindTexture(GL_TEXTURE_2D, tex);
CurrentlyBoundTexture = tex;
}
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static void CheckTranslucencyModeIsCorrect(enum TRANSLUCENCY_TYPE mode)
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{
if (CurrentTranslucencyMode == mode)
return;
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switch(mode) {
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case TRANSLUCENCY_OFF:
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if (TRIPTASTIC_CHEATMODE||MOTIONBLUR_CHEATMODE) {
// glBlendMode(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
/* TODO: this may not be properly set... */
} else {
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
}
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break;
case TRANSLUCENCY_NORMAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case TRANSLUCENCY_COLOUR:
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
case TRANSLUCENCY_INVCOLOUR:
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
break;
case TRANSLUCENCY_GLOWING:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case TRANSLUCENCY_DARKENINGCOLOUR:
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
break;
case TRANSLUCENCY_JUSTSETZ:
glBlendFunc(GL_ZERO, GL_ONE);
break;
default:
fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
return;
}
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if (mode != TRANSLUCENCY_OFF && CurrentTranslucencyMode == TRANSLUCENCY_OFF)
glEnable(GL_BLEND);
CurrentTranslucencyMode = mode;
}
static void SelectPolygonBeginType(int points)
{
/* switch code that uses this to a triangle only drawer */
switch(points) {
case 1:
glBegin(GL_POINTS);
break;
case 2:
glBegin(GL_LINES);
break;
case 3:
glBegin(GL_TRIANGLES);
break;
case 4:
glBegin(GL_QUADS);
break;
default:
glBegin(GL_POLYGON);
break;
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}
}
GLuint CreateOGLTexture(D3DTexture *tex, unsigned char *buf)
{
GLuint h;
glGenTextures(1, &h);
/* TODO: d3d code doesn't explicitly enable repeating but some levels (namely predator beginning level waterfall) have clamped textures */
glBindTexture(GL_TEXTURE_2D, h);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->w, tex->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
tex->id = h;
glBindTexture(GL_TEXTURE_2D, CurrentlyBoundTexture); /* restore current */
return h;
}
/* ** */
void FlushD3DZBuffer()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void SecondFlushD3DZBuffer()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void D3D_DecalSystem_Setup()
{
glDepthMask(GL_FALSE);
/* this does stop zfighting with bulletmarks on walls... */
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-10.0, -10.0);
}
void D3D_DecalSystem_End()
{
glDepthMask(GL_TRUE);
glDisable(GL_POLYGON_OFFSET_FILL);
}
/* ** */
void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
{
int texoffset;
D3DTexture *TextureHandle;
int i;
GLfloat ZNear, zvalue;
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;
}
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CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
RecipW = (1.0f/65536.0f)/128.0f;
RecipH = (1.0f/65536.0f)/128.0f;
CheckBoundTextureIsCorrect(TextureHandle->id);
// glBegin(GL_POLYGON);
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;
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;
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zvalue = vertices->Z+HeadUpDisplayZOffset;
z = 1.0 - 2*ZNear/zvalue;
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
}
glEnd();
CurrTextureHandle = TextureHandle;
}
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();
}
void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
{
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PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
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int texoffset = SpecialFXImageNumber;
GLfloat ZNear;
int i;
float RecipW, RecipH;
D3DTexture *TextureHandle;
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TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
CheckBoundTextureIsCorrect(TextureHandle->id);
CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
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// 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);
}
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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;
/* this should be OK. (ColourComponents was RGBA while RGBA_MAKE is BGRA (little endian) */
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r = (particlePtr->Colour >> 0) & 0xFF;
g = (particlePtr->Colour >> 8) & 0xFF;
b = (particlePtr->Colour >> 16) & 0xFF;
a = (particlePtr->Colour >> 24) & 0xFF;
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glColor4ub(
MUL_FIXED(intensity,r),
MUL_FIXED(intensity,g),
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MUL_FIXED(intensity,b),
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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;
b = (particlePtr->Colour >> 0) & 0xFF;
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g = (particlePtr->Colour >> 8) & 0xFF;
r = (particlePtr->Colour >> 16) & 0xFF;
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a = (particlePtr->Colour >> 24) & 0xFF;
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glColor4ub(r, g, b, a);
}
if (RAINBOWBLOOD_CHEATMODE) {
glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
}
//glBegin(GL_POLYGON);
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
int x1, y1;
GLfloat x, y, z;
GLfloat s, t;
GLfloat rhw = 1/(float)vertices->Z;
s = ((float)(vertices->U>>16)+.5) * RecipW;
t = ((float)(vertices->V>>16)+.5) * RecipH;
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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
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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;
}
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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
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x = x1;
y = y1;
x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
if (particleDescPtr->IsDrawnInFront) {
z = -1.0f;
} else if (particleDescPtr->IsDrawnAtBack) {
z = 1.0f;
} else {
z = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
}
#if 0
glTexCoord4f(s*rhw, t*rhw, 0, rhw);
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glVertex3f(x, y, z);
#else
glTexCoord2f(s, t);
glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
#endif
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}
glEnd();
}
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();
}
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);
}
}
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);
// CheckDepthFuncIsCorrect(GL_ALWAYS);
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);
}
void D3D_ScreenInversionOverlay()
{
D3DTexture *tex;
int theta[2];
int i;
theta[0] = (CloakingPhase/8)&4095;
theta[1] = (800-CloakingPhase/8)&4095;
tex = ImageHeaderArray[SpecialFXImageNumber].D3DTexture;
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
CheckBoundTextureIsCorrect(tex->id);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
for (i = 0; i < 2; i++) {
GLfloat x[4], y[4], s[4], t[4];
float sin = (GetSin(theta[i]))/65536.0f/16.0f;
float cos = (GetCos(theta[i]))/65536.0f/16.0f;
x[0] = -1.0f;
y[0] = -1.0f;
s[0] = 0.375f + (cos*(-1) - sin*(-1));
t[0] = 0.375f + (sin*(-1) + cos*(-1));
x[1] = 1.0f;
y[1] = -1.0f;
s[1] = 0.375f + (cos*(+1) - sin*(-1));
t[1] = 0.375f + (sin*(+1) + cos*(-1));
x[2] = 1.0f;
y[2] = 1.0f;
s[2] = 0.375f + (cos*(+1) - sin*(+1));
t[2] = 0.375f + (sin*(+1) + cos*(+1));
x[3] = -1.0f;
y[3] = 1.0f;
s[3] = 0.375f + (cos*(-1) - sin*(+1));
t[3] = 0.375f + (sin*(-1) + cos*(+1));
SelectPolygonBeginType(3); /* triangles */
glTexCoord2f(s[0], t[0]);
glVertex3f(x[0], y[0], 1.0f);
glTexCoord2f(s[1], t[1]);
glVertex3f(x[1], y[1], 1.0f);
glTexCoord2f(s[3], t[3]);
glVertex3f(x[3], y[3], 1.0f);
glTexCoord2f(s[1], t[1]);
glVertex3f(x[1], y[1], 1.0f);
glTexCoord2f(s[2], t[2]);
glVertex3f(x[2], y[2], 1.0f);
glTexCoord2f(s[3], t[3]);
glVertex3f(x[3], y[3], 1.0f);
glEnd();
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_COLOUR);
}
}
void D3D_PredatorScreenInversionOverlay()
{
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
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);
glVertex3f( 1.0f, -1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
glDepthFunc(GL_LEQUAL);
}
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);
glEnd();
}
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;
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
CheckBoundTextureIsCorrect(tex->id);
if (tex->w == 128) {
RecipW = 1.0f / 128.0f;
} else {
float width = (float) tex->w;
RecipW = (1.0f / width);
}
if (tex->h == 128) {
RecipH = 1.0f / 128.0f;
} else {
float height = (float) tex->h;
RecipH = (1.0f / height);
}
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();
}
void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour)
{
struct VertexTag quadVertices[4];
int noOfDigits=3;
int h = MUL_FIXED(HUDScaleFactor,HUD_DIGITAL_NUMBERS_HEIGHT);
int w = MUL_FIXED(HUDScaleFactor,HUD_DIGITAL_NUMBERS_WIDTH);
quadVertices[0].Y = y;
quadVertices[1].Y = y;
quadVertices[2].Y = y + h;
quadVertices[3].Y = y + h;
x += (3*w)/2;
// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_OFF);
do {
int topLeftU, topLeftV;
int digit = number%10;
number/=10;
if (digit<8) {
topLeftU = 1+(digit)*16;
topLeftV = 1;
} else {
topLeftU = 1+(digit-8)*16;
topLeftV = 1+24;
}
if (AvP.PlayerType == I_Marine) topLeftV+=80;
quadVertices[0].U = topLeftU;
quadVertices[0].V = topLeftV;
quadVertices[1].U = topLeftU + HUD_DIGITAL_NUMBERS_WIDTH;
quadVertices[1].V = topLeftV;
quadVertices[2].U = topLeftU + HUD_DIGITAL_NUMBERS_WIDTH;
quadVertices[2].V = topLeftV + HUD_DIGITAL_NUMBERS_HEIGHT;
quadVertices[3].U = topLeftU;
quadVertices[3].V = topLeftV + HUD_DIGITAL_NUMBERS_HEIGHT;
x -= 1+w;
quadVertices[0].X = x;
quadVertices[3].X = x;
quadVertices[1].X = x + w;
quadVertices[2].X = x + w;
D3D_HUDQuad_Output(HUDFontsImageNumber, quadVertices, colour);
} while (--noOfDigits);
}