Threw in texture loading/drawing.

Blending modes (color/texture) are problematic and texture coordinates
aren't yet perfect.
This commit is contained in:
Steven Fuller 2001-08-11 03:36:48 +00:00 committed by Patryk Obara
parent efc384b7b3
commit 9dadcb8024
6 changed files with 184 additions and 82 deletions

View file

@ -19,6 +19,7 @@
#include "prototyp.h"
#include "d3d_hud.h"
#include "avp_userprofile.h"
#include "aw.h"
extern IMAGEHEADER ImageHeaderArray[];
@ -27,7 +28,38 @@ extern unsigned char GammaValues[256];
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
extern int SpecialFXImageNumber;
static void *CurrTextureHandle;
static D3DTexture *CurrTextureHandle;
void FlushD3DZBuffer()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
void SecondFlushD3DZBuffer()
{
glClear(GL_DEPTH_BUFFER_BIT);
}
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_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 */
@ -66,17 +98,20 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
{
#if 1
int texoffset;
void *TextureHandle;
D3DTexture *TextureHandle;
int i;
GLfloat ZNear, zvalue;
// GLflaot ZFar;
// 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) {
TextureHandle = (void *)ImageHeaderArray[texoffset].D3DHandle;
TextureHandle = (void *)ImageHeaderArray[texoffset].D3DTexture;
} else {
TextureHandle = CurrTextureHandle;
}
@ -91,12 +126,23 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
if (SecondaryColorExt)
glEnable(GL_COLOR_SUM_EXT);
*/
RecipW = (1.0f/65536.0f)/128.0f;
RecipH = (1.0f/65536.0f)/128.0f;
glBindTexture(GL_TEXTURE_2D, TextureHandle->id);
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
int x1, y1;
GLfloat s, t;
/* this currently doesn't work quite right */
s = ((float)vertices->U) * RecipW + (1.0f/256.0f);
t = ((float)vertices->V) * RecipH + (1.0f/256.0f);
z = (65536.0f)/(vertices->Z);
glTexCoord4f(s, t, 0, 1.00);
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;
@ -119,7 +165,7 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
glSecondaryColor3ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB]);
*/
glVertex3f(x, y, z);
// 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);
}
@ -133,6 +179,7 @@ return;
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glDepthMask(GL_FALSE);
glDisable(GL_TEXTURE_2D);
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
@ -145,20 +192,23 @@ return;
x = x1;
y = y1;
x = (x - 320.0)/320.0;
y = -(y - 240.0)/240.0;
// 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;
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 */
z = zvalue;
glColor4ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB], 255);
glColor4b(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB], 255);
glVertex3f(x, y, z);
}
glEnd();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glDepthMask(GL_TRUE);
glEnable(GL_TEXTURE_2D);
}
#endif
}