Moved inline assembly to a separate file for debugging.
Implemented GetTickCount/timeGetTime. Added basic SDL/OpenGL support. Draws something with no optimizations, but draws nothing with -O2. (What is drawn looks like garbage.)
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10 changed files with 947 additions and 65 deletions
68
src/opengl.c
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68
src/opengl.c
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <SDL.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "fixer.h"
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#include "3dc.h"
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#include "platform.h"
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#include "module.h"
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#include "stratdef.h"
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#include "projfont.h"
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#include "savegame.h"
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#include "krender.h"
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#include "kshape.h"
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#include "prototyp.h"
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#include "d3d_hud.h"
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extern IMAGEHEADER ImageHeaderArray[];
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extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
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static void *CurrTextureHandle;
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void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
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{
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int texoffset;
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void *TextureHandle;
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int i;
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texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
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if (texoffset) {
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TextureHandle = (void *)ImageHeaderArray[texoffset].D3DHandle;
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} else {
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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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glBegin(GL_POLYGON);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
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GLfloat x, y, z;
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int x1, y1;
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RENDERVERTEX *vertices = &renderVerticesPtr[i];
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/* this is just random garbage */
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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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x = vertices->X;
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y = vertices->Y;
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x = x/32768.0;
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y = y/32768.0;
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z = -1+-1.0f/vertices->Z;
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glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
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glVertex3f(x, y, z);
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fprintf(stderr, "Vertex %d: (%f, %f, %f) [%d, %d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, vertices->R, vertices->G, vertices->B, vertices->A);
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}
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glEnd();
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CurrTextureHandle = TextureHandle;
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}
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