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"
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#include "avp_userprofile.h"
extern IMAGEHEADER ImageHeaderArray[];
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
extern unsigned char GammaValues[256];
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
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extern int SpecialFXImageNumber;
static void *CurrTextureHandle;
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#define TRANSLUCENCY_ONEONE 33
void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
{
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;
case TRANSLUCENCY_ONEONE:
glBlendFunc(GL_ONE, GL_ONE);
break;
default:
fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
}
}
void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
{
#if 1
int texoffset;
void *TextureHandle;
int i;
GLfloat ZNear, zvalue;
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// GLflaot ZFar;
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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// ZFar = 18000.0f; /* TODO: is this good enough? */
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);
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CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
/*
if (SecondaryColorExt)
glEnable(GL_COLOR_SUM_EXT);
*/
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
int x1, y1;
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 = x1;
y = y1;
// x = (x - 319.0)/319.0;
// y = -(y - 239.0)/239.0;
x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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zvalue = vertices->Z+HeadUpDisplayZOffset;
zvalue = 1.0 - 2*ZNear/zvalue; /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
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// zvalue = 2.0 * (zvalue - ZNear) / (ZFar - ZNear) - 1.0;
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z = zvalue;
glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
/*
if (SecondaryColorExt)
glSecondaryColor3ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB]);
*/
glVertex3f(x, y, z);
// 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, "GREP: z = %d, znear = %f, zvalue = %f, z = %f\n", vertices->Z, ZNear, zvalue, z);
}
glEnd();
CurrTextureHandle = TextureHandle;
return;
/* This *tries* to emulate SecondaryColorExt */
/* if (!SecondaryColorExt || WantSecondaryColorHack) */ {
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glDepthMask(GL_FALSE);
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
int x1, y1;
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 = x1;
y = y1;
x = (x - 320.0)/320.0;
y = -(y - 240.0)/240.0;
zvalue = vertices->Z+HeadUpDisplayZOffset;
zvalue = 1.0 - 2*ZNear/zvalue; /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
z = zvalue;
glColor4ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB], 255);
glVertex3f(x, y, z);
}
glEnd();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
}
#endif
}
void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
{
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PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
int texoffset = SpecialFXImageNumber;
GLfloat ZNear;
int i;
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;
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r = (particlePtr->Colour >> 24) & 0xFF;
g = (particlePtr->Colour >> 16) & 0xFF;
b = (particlePtr->Colour >> 8) & 0xFF;
a = (particlePtr->Colour >> 0) & 0xFF;
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glColor4ub(
MUL_FIXED(intensity,r),
MUL_FIXED(intensity,g),
MUL_FIXED(intensity,g),
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;
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r = (particlePtr->Colour >> 24) & 0xFF;
g = (particlePtr->Colour >> 16) & 0xFF;
b = (particlePtr->Colour >> 8) & 0xFF;
a = (particlePtr->Colour >> 0) & 0xFF;
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glColor4ub(r, g, b, a);
}
if (RAINBOWBLOOD_CHEATMODE) {
glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
}
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
int x1, y1;
GLfloat x, y, z, zvalue;
x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
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;
}
y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
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;
}
x = x1;
y = y1;
x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
zvalue = vertices->Z+HeadUpDisplayZOffset;
zvalue = 1.0 - 2*ZNear/zvalue; /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
// zvalue = 2.0 * (zvalue - ZNear) / (ZFar - ZNear) - 1.0;
z = zvalue;
glVertex3f(x, y, z);
}
glEnd();
}