Implemented sky drawing and a few other routines (cloaked polygon,
rectangle, etc). Worked around a V5 DRI issue(?) by breaking up some drawing into triangles.
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parent
4e94ccc65f
commit
7460e9acd0
5 changed files with 581 additions and 231 deletions
23
src/main.c
23
src/main.c
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@ -44,6 +44,8 @@ extern int NormalFrameTime;
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static SDL_Surface *surface;
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/* ** */
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void DirectReadKeyboard()
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{
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}
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@ -56,6 +58,8 @@ void ReadJoysticks()
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{
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}
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/* ** */
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PROCESSORTYPES ReadProcessorType()
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{
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return PType_PentiumMMX;
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@ -104,6 +108,10 @@ int InitialiseWindowsSystem()
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glEnable(GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT, GL_FILL);
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glPolygonMode(GL_BACK, GL_FILL);
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glDisable(GL_CULL_FACE);
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/*
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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*/
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@ -483,16 +491,11 @@ void FlipBuffers()
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void ThisFramesRenderingHasBegun()
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{
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/* fprintf(stderr, "ThisFramesRenderingHasBegun()\n"); */
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/* TODO: this should be in D3D_DrawBackdrop */
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glClear(GL_COLOR_BUFFER_BIT);
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/* sets scene defaults */
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}
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void ThisFramesRenderingHasFinished()
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{
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/* fprintf(stderr, "ThisFramesRenderingHasFinished()\n"); */
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/* This is where the queued drawing commands' execution takes place */
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LightBlockDeallocation();
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@ -569,13 +572,13 @@ int main(int argc, char *argv[])
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// AvP.PlayerType = I_Alien;
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// SetLevelToLoad(AVP_ENVIRONMENT_FERARCO); /* starting alien level */
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AvP.PlayerType = I_Marine;
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// AvP.PlayerType = I_Marine;
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// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
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// AvP.PlayerType = I_Predator;
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// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
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AvP.PlayerType = I_Predator;
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SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
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SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
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// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
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// SetLevelToLoad(AVP_ENVIRONMENT_E3DEMOSP); /* demo level */
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