Fixed perspective texture drawing.

Implemented a few simple opengl state optimizations.
This commit is contained in:
Steven Fuller 2001-08-11 21:04:45 +00:00 committed by Patryk Obara
parent ba13de4472
commit 56982d4e9b
2 changed files with 141 additions and 92 deletions

View file

@ -74,8 +74,10 @@ int InitialiseWindowsSystem()
glDepthFunc(GL_LEQUAL);
glEnable(GL_TEXTURE_2D);
/*
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
*/
#endif
return 0;
}

View file

@ -30,53 +30,27 @@ extern int SpecialFXImageNumber;
static D3DTexture *CurrTextureHandle;
void FlushD3DZBuffer()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void SecondFlushD3DZBuffer()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void D3D_DecalSystem_Setup()
{
glDepthMask(GL_FALSE);
}
void D3D_DecalSystem_End()
{
glDepthMask(GL_TRUE);
}
GLuint CreateOGLTexture(D3DTexture *tex, unsigned char *buf)
{
GLuint h;
glGenTextures(1, &h);
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_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex->w, tex->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
tex->id = h;
return h;
}
#define TRANSLUCENCY_ONEONE 33
void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
static int 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;
}
static void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
{
if (CurrentTranslucencyMode == mode)
return;
switch(RenderPolygon.TranslucencyMode) {
case TRANSLUCENCY_OFF:
glBlendFunc(GL_ONE, GL_ZERO);
@ -104,23 +78,92 @@ void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
break;
default:
fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
return;
}
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;
}
}
GLuint CreateOGLTexture(D3DTexture *tex, unsigned char *buf)
{
GLuint h;
glGenTextures(1, &h);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 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);
}
void D3D_DecalSystem_End()
{
glDepthMask(GL_TRUE);
}
/* ** */
void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
{
#if 1
int texoffset;
D3DTexture *TextureHandle;
int i;
GLfloat ZNear, zvalue;
// GLfloat ZFar;
float RecipW, RecipH;
// glDisable(GL_TEXTURE_2D);
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
// ZFar = 18000.0f; /* TODO: is this good enough? */
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
if (texoffset) {
@ -129,10 +172,6 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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);
CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
/*
@ -142,7 +181,7 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
RecipW = (1.0f/65536.0f)/128.0f;
RecipH = (1.0f/65536.0f)/128.0f;
glBindTexture(GL_TEXTURE_2D, TextureHandle->id);
CheckBoundTextureIsCorrect(TextureHandle->id);
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
@ -150,17 +189,15 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
GLfloat x, y, z;
int x1, y1;
GLfloat s, t;
/* this currently doesn't work quite right */
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);
z = 1.0 - 600.0/(vertices->Z);
glTexCoord2f(s, t);
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) {
@ -172,36 +209,39 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
} else if (y1>Global_VDB_Ptr->VDB_ClipDown) {
y1=Global_VDB_Ptr->VDB_ClipDown;
}
#endif
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;
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;
z = 1.0 - 2*ZNear/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]);
*/
/* 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
// 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);
// fprintf(stderr, "GREP: z = %d, znear = %f, zvalue = %f, z = %f\n", vertices->Z, ZNear, zvalue, z);
}
glEnd();
CurrTextureHandle = TextureHandle;
/* note: this doesn't seem to be used in the original? */
return;
#if 0
/* note: the specular color doesn't seem to be enabled in the original d3d code? */
/* couldn't find the feature in the voodoo 1 specs (the minimum required card) */
/* This *tries* to emulate SecondaryColorExt */
/* if (!SecondaryColorExt || WantSecondaryColorHack) */ {
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE);
@ -220,8 +260,6 @@ return;
x = x1;
y = y1;
// x = (x - 320.0)/320.0;
// y = -(y - 240.0)/240.0;
x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
@ -253,8 +291,10 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, TextureHandle->id);
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
CheckBoundTextureIsCorrect(TextureHandle->id);
CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
// if(ImageHeaderArray[texoffset].ImageWidth==256) {
if (TextureHandle->w == 256) {
@ -316,53 +356,60 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
if (RAINBOWBLOOD_CHEATMODE) {
glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
}
//glBegin(GL_POLYGON);
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
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;
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;
glTexCoord2f(s, t);
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;
}
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;
}
#endif
x = x1;
y = y1;
x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
zvalue = 0;
if (particleDescPtr->IsDrawnInFront) {
zvalue = -1.0f;
z = -1.0f;
} else if (particleDescPtr->IsDrawnAtBack) {
zvalue = 1.0f;
z = 1.0f;
} else {
zvalue = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
z = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
}
z = 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();
}