Threw in texture loading/drawing.
Blending modes (color/texture) are problematic and texture coordinates aren't yet perfect.
This commit is contained in:
parent
efc384b7b3
commit
9dadcb8024
6 changed files with 184 additions and 82 deletions
74
src/opengl.c
74
src/opengl.c
|
@ -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
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue