Turned texture repeating back on. (some levels seem to need it to look
'properly'). Implemented some special vision mode drawing (for Predator).
This commit is contained in:
parent
de3fda828d
commit
24847bd284
3 changed files with 90 additions and 18 deletions
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@ -61,6 +61,10 @@ int InitialiseWindowsSystem()
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exit(EXIT_FAILURE);
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}
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SDL_WM_SetCaption("Aliens vs Predator", "Aliens vs Predator");
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// SDL_ShowCursor(0);
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glViewport(0, 0, MyWidth, MyHeight);
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glMatrixMode(GL_PROJECTION);
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@ -447,8 +451,6 @@ int main(int argc, char *argv[])
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// AvP.PlayerType = I_Marine;
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// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
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// SetLevelToLoad(AVP_ENVIRONMENT_INVASION); /* because the menus aren't implemented */
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// AvP.PlayerType = I_Predator;
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// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
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92
src/opengl.c
92
src/opengl.c
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@ -120,10 +120,11 @@ GLuint CreateOGLTexture(D3DTexture *tex, unsigned char *buf)
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GLuint h;
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glGenTextures(1, &h);
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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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glBindTexture(GL_TEXTURE_2D, h);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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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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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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@ -192,7 +193,8 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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CheckBoundTextureIsCorrect(TextureHandle->id);
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glBegin(GL_POLYGON);
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// glBegin(GL_POLYGON);
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SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
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RENDERVERTEX *vertices = &renderVerticesPtr[i];
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GLfloat x, y, z;
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@ -203,6 +205,9 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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s = ((float)vertices->U) * RecipW + (1.0f/256.0f);
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t = ((float)vertices->V) * RecipH + (1.0f/256.0f);
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// if (s < 0.0 || t < 0.0 || s >= 1.0 || t >= 1.0)
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// fprintf(stderr, "HEY! s = %f, t = %f (%d, %d)\n", s, t, vertices->U, vertices->V);
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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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@ -368,8 +373,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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}
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//glBegin(GL_POLYGON);
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SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
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SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
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RENDERVERTEX *vertices = &renderVerticesPtr[i];
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@ -423,3 +427,79 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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}
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glEnd();
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}
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void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
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{
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float ZNear;
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int i;
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ZNear = (float) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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CheckBoundTextureIsCorrect(0); /* disable texturing */
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_OFF);
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SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
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RENDERVERTEX *vertices = &renderVerticesPtr[i];
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int x1, y1;
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GLfloat x, y, z;
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float rhw, zvalue;
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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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#if 0
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if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
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x1=Global_VDB_Ptr->VDB_ClipLeft;
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} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
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x1=Global_VDB_Ptr->VDB_ClipRight;
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}
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if (y1<Global_VDB_Ptr->VDB_ClipUp) {
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y1=Global_VDB_Ptr->VDB_ClipUp;
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} else if (y1>Global_VDB_Ptr->VDB_ClipDown) {
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y1=Global_VDB_Ptr->VDB_ClipDown;
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}
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#endif
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x = x1;
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y = y1;
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x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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zvalue = vertices->Z+HeadUpDisplayZOffset;
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z = 1.0 - 2*ZNear/zvalue;
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// zvalue = vertices->Z+HeadUpDisplayZOffset;
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// zvalue = ((zvalue-ZNear)/zvalue);
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rhw = 1.0/(float)vertices->Z;
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glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
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glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
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}
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glEnd();
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}
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void D3D_PredatorScreenInversionOverlay()
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{
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
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CheckBoundTextureIsCorrect(0);
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glDepthFunc(GL_ALWAYS);
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SelectPolygonBeginType(3); /* triangles */
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glVertex3f( 1.0f, -1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f, -1.0f, 0.0f);
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glVertex3f( 1.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 0.0f);
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glEnd();
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glDepthFunc(GL_LEQUAL);
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}
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10
src/stubs.c
10
src/stubs.c
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@ -517,16 +517,6 @@ void D3D_ScreenInversionOverlay()
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fprintf(stderr, "D3D_ScreenInversionOverlay()\n");
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}
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void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr)
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{
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fprintf(stderr, "D3D_PredatorThermalVisionPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
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}
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void D3D_PredatorScreenInversionOverlay()
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{
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fprintf(stderr, "D3D_PredatorScreenInversionOverlay()\n");
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}
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void D3D_PlayerOnFireOverlay()
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{
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fprintf(stderr, "D3D_PlayerOnFireOverlay()\n");
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