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"
#include "module.h"
#include "stratdef.h"
#include "projfont.h"
#include "savegame.h"
#include "krender.h"
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
extern IMAGEHEADER ImageHeaderArray[];
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
static void *CurrTextureHandle;
void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
{
int texoffset;
void *TextureHandle;
int i;
GLfloat ZNear, zvalue;
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
if (texoffset) {
TextureHandle = (void *)ImageHeaderArray[texoffset].D3DHandle;
} else {
TextureHandle = CurrTextureHandle;
}
fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
switch(RenderPolygon.TranslucencyMode)
{
case TRANSLUCENCY_OFF:
glBlendFunc(GL_ONE, GL_ZERO);
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);
}
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
GLfloat x, y, z;
int x1, y1;
RENDERVERTEX *vertices = &renderVerticesPtr[i];
/* this is just random garbage */
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;
// x = vertices->X;
// y = vertices->Y;
x = x1;
y = y1;
// x = x/32768.0;
// y = y/32768.0;
// x = (x - 32768.0)/32768.0;
// y = (y - 32768.0)/32768.0;
x = (x - 320.0)/320.0;
y = (y - 240.0)/240.0;
// z = vertices->Z*16;
// z = -z/65536;
zvalue = vertices->Z+HeadUpDisplayZOffset;
zvalue = 1.0f - ZNear/zvalue;
z = -zvalue;
// x *= 16.0;
// y *= 16.0;
// z *= 16.0;
glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
glVertex3f(x, y, z);
fprintf(stderr, "Vertex %d: (%f, %f, %f) [%d, %d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, vertices->R, vertices->G, vertices->B, vertices->A);
}
glEnd();
CurrTextureHandle = TextureHandle;
}