Fixed perspective texture drawing.
Implemented a few simple opengl state optimizations.
This commit is contained in:
parent
ba13de4472
commit
56982d4e9b
2 changed files with 141 additions and 92 deletions
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@ -74,8 +74,10 @@ int InitialiseWindowsSystem()
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_TEXTURE_2D);
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/*
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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*/
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#endif
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return 0;
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}
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229
src/opengl.c
229
src/opengl.c
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@ -30,53 +30,27 @@ extern int SpecialFXImageNumber;
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static D3DTexture *CurrTextureHandle;
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void FlushD3DZBuffer()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void SecondFlushD3DZBuffer()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void D3D_DecalSystem_Setup()
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{
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glDepthMask(GL_FALSE);
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}
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void D3D_DecalSystem_End()
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{
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glDepthMask(GL_TRUE);
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}
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GLuint CreateOGLTexture(D3DTexture *tex, unsigned char *buf)
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{
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GLuint h;
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glGenTextures(1, &h);
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glBindTexture(GL_TEXTURE_2D, h);
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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_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_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex->w, tex->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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tex->id = h;
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return h;
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}
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#define TRANSLUCENCY_ONEONE 33
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void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
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static int CurrentTranslucencyMode = TRANSLUCENCY_OFF; /* opengl state variable */
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static GLuint CurrentlyBoundTexture = 0; /* opengl state variable */
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static void CheckBoundTextureIsCorrect(GLuint tex)
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{
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if (tex == CurrentlyBoundTexture)
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return;
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glBindTexture(GL_TEXTURE_2D, tex);
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CurrentlyBoundTexture = tex;
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}
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static void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
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{
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if (CurrentTranslucencyMode == mode)
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return;
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switch(RenderPolygon.TranslucencyMode) {
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case TRANSLUCENCY_OFF:
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glBlendFunc(GL_ONE, GL_ZERO);
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@ -104,23 +78,92 @@ void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
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break;
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default:
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fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
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return;
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}
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CurrentTranslucencyMode = mode;
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}
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static void SelectPolygonBeginType(int points)
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{
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/* switch code that uses this to a triangle only drawer */
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switch(points) {
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case 1:
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glBegin(GL_POINTS);
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break;
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case 2:
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glBegin(GL_LINES);
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break;
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case 3:
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glBegin(GL_TRIANGLES);
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break;
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case 4:
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glBegin(GL_QUADS);
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break;
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default:
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glBegin(GL_POLYGON);
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break;
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}
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}
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GLuint CreateOGLTexture(D3DTexture *tex, unsigned char *buf)
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{
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GLuint h;
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glGenTextures(1, &h);
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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_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex->w, tex->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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tex->id = h;
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glBindTexture(GL_TEXTURE_2D, CurrentlyBoundTexture); /* restore current */
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return h;
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}
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/* ** */
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void FlushD3DZBuffer()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void SecondFlushD3DZBuffer()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void D3D_DecalSystem_Setup()
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{
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glDepthMask(GL_FALSE);
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}
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void D3D_DecalSystem_End()
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{
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glDepthMask(GL_TRUE);
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}
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/* ** */
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void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
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{
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#if 1
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int texoffset;
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D3DTexture *TextureHandle;
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int i;
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GLfloat ZNear, zvalue;
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// GLfloat ZFar;
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float RecipW, RecipH;
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// glDisable(GL_TEXTURE_2D);
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ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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// ZFar = 18000.0f; /* TODO: is this good enough? */
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texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
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if (texoffset) {
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@ -129,10 +172,6 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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TextureHandle = CurrTextureHandle;
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}
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// fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
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// fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
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// fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
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CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
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/*
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@ -142,7 +181,7 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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RecipW = (1.0f/65536.0f)/128.0f;
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RecipH = (1.0f/65536.0f)/128.0f;
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glBindTexture(GL_TEXTURE_2D, TextureHandle->id);
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CheckBoundTextureIsCorrect(TextureHandle->id);
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glBegin(GL_POLYGON);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
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@ -150,17 +189,15 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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GLfloat x, y, z;
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int x1, y1;
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GLfloat s, t;
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/* this currently doesn't work quite right */
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GLfloat rhw = 1.0/(float)vertices->Z;
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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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z = 1.0 - 600.0/(vertices->Z);
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glTexCoord2f(s, t);
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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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} 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 - 319.0)/319.0;
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// y = -(y - 239.0)/239.0;
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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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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;
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z = 1.0 - 2*ZNear/zvalue;
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glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
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/*
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if (SecondaryColorExt)
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glSecondaryColor3ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB]);
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*/
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/* they both work. */
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#if 0
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glTexCoord4f(s*rhw, t*rhw, 0, rhw);
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glVertex3f(x, y, z);
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#else
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glTexCoord2f(s, t);
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glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
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#endif
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// 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);
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}
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glEnd();
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CurrTextureHandle = TextureHandle;
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/* note: this doesn't seem to be used in the original? */
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return;
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#if 0
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/* note: the specular color doesn't seem to be enabled in the original d3d code? */
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/* couldn't find the feature in the voodoo 1 specs (the minimum required card) */
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/* This *tries* to emulate SecondaryColorExt */
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/* if (!SecondaryColorExt || WantSecondaryColorHack) */ {
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE);
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x = x1;
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y = y1;
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// x = (x - 320.0)/320.0;
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// y = -(y - 240.0)/240.0;
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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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@ -253,8 +291,10 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, TextureHandle->id);
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ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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CheckBoundTextureIsCorrect(TextureHandle->id);
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CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
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// if(ImageHeaderArray[texoffset].ImageWidth==256) {
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if (TextureHandle->w == 256) {
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@ -316,53 +356,60 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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if (RAINBOWBLOOD_CHEATMODE) {
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glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
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}
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//glBegin(GL_POLYGON);
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SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
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ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
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glBegin(GL_POLYGON);
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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, zvalue;
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GLfloat x, y, z;
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GLfloat s, t;
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GLfloat rhw = 1/(float)vertices->Z;
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s = ((float)(vertices->U>>16)+.5) * RecipW;
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t = ((float)(vertices->V>>16)+.5) * RecipH;
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glTexCoord2f(s, t);
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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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y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
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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 = 0;
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if (particleDescPtr->IsDrawnInFront) {
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zvalue = -1.0f;
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z = -1.0f;
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} else if (particleDescPtr->IsDrawnAtBack) {
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zvalue = 1.0f;
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z = 1.0f;
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} else {
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zvalue = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
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z = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
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}
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z = zvalue;
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#if 0
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glTexCoord4f(s*rhw, t*rhw, 0, rhw);
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glVertex3f(x, y, z);
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#else
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glTexCoord2f(s, t);
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glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
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#endif
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}
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glEnd();
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}
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