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:
Steven Fuller 2001-08-12 04:42:44 +00:00 committed by Patryk Obara
parent de3fda828d
commit 24847bd284
3 changed files with 90 additions and 18 deletions

View file

@ -120,10 +120,11 @@ 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_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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);
@ -192,7 +193,8 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
CheckBoundTextureIsCorrect(TextureHandle->id);
glBegin(GL_POLYGON);
// glBegin(GL_POLYGON);
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
@ -203,6 +205,9 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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;
@ -368,8 +373,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
}
//glBegin(GL_POLYGON);
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
@ -423,3 +427,79 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
}
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_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);
}