Fixed particle blending.

This commit is contained in:
Steven Fuller 2001-08-12 01:26:18 +00:00 committed by Patryk Obara
parent 56982d4e9b
commit ae2906ca83
4 changed files with 39 additions and 45 deletions

View file

@ -33,7 +33,7 @@ static D3DTexture *CurrTextureHandle;
#define TRANSLUCENCY_ONEONE 33
static int CurrentTranslucencyMode = TRANSLUCENCY_OFF; /* opengl state variable */
static enum TRANSLUCENCY_TYPE CurrentTranslucencyMode = TRANSLUCENCY_OFF; /* opengl state variable */
static GLuint CurrentlyBoundTexture = 0; /* opengl state variable */
static void CheckBoundTextureIsCorrect(GLuint tex)
@ -46,14 +46,20 @@ static void CheckBoundTextureIsCorrect(GLuint tex)
CurrentlyBoundTexture = tex;
}
static void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
static void CheckTranslucencyModeIsCorrect(enum TRANSLUCENCY_TYPE mode)
{
if (CurrentTranslucencyMode == mode)
return;
switch(RenderPolygon.TranslucencyMode) {
switch(mode) {
case TRANSLUCENCY_OFF:
glBlendFunc(GL_ONE, GL_ZERO);
if (TRIPTASTIC_CHEATMODE||MOTIONBLUR_CHEATMODE) {
// glBlendMode(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
/* TODO: this may not be properly set... */
} else {
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
}
break;
case TRANSLUCENCY_NORMAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -81,6 +87,9 @@ static void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum *
return;
}
if (mode != TRANSLUCENCY_OFF && CurrentTranslucencyMode == TRANSLUCENCY_OFF)
glEnable(GL_BLEND);
CurrentTranslucencyMode = mode;
}
@ -119,7 +128,7 @@ GLuint CreateOGLTexture(D3DTexture *tex, unsigned char *buf)
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->w, tex->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
@ -149,7 +158,7 @@ void D3D_DecalSystem_Setup()
void D3D_DecalSystem_End()
{
glDepthMask(GL_TRUE);
glDepthMask(GL_TRUE);
}
/* ** */
@ -281,21 +290,21 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
{
PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
int texoffset = SpecialFXImageNumber;
GLfloat ZNear;
int i;
float RecipW, RecipH;
D3DTexture *TextureHandle;
TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
CheckBoundTextureIsCorrect(TextureHandle->id);
CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
// if(ImageHeaderArray[texoffset].ImageWidth==256) {
if (TextureHandle->w == 256) {
RecipW = 1.0 / 256.0;
@ -324,15 +333,15 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
{
int r, g, b, a;
r = (particlePtr->Colour >> 24) & 0xFF;
g = (particlePtr->Colour >> 16) & 0xFF;
b = (particlePtr->Colour >> 8) & 0xFF;
a = (particlePtr->Colour >> 0) & 0xFF;
r = (particlePtr->Colour >> 0) & 0xFF;
g = (particlePtr->Colour >> 8) & 0xFF;
b = (particlePtr->Colour >> 16) & 0xFF;
a = (particlePtr->Colour >> 24) & 0xFF;
glColor4ub(
MUL_FIXED(intensity,r),
MUL_FIXED(intensity,g),
MUL_FIXED(intensity,g),
MUL_FIXED(intensity,b),
a
);
} else {
@ -346,10 +355,10 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
} else {
int r, g, b, a;
r = (particlePtr->Colour >> 24) & 0xFF;
g = (particlePtr->Colour >> 16) & 0xFF;
b = (particlePtr->Colour >> 8) & 0xFF;
a = (particlePtr->Colour >> 0) & 0xFF;
r = (particlePtr->Colour >> 0) & 0xFF;
g = (particlePtr->Colour >> 8) & 0xFF;
b = (particlePtr->Colour >> 16) & 0xFF;
a = (particlePtr->Colour >> 24) & 0xFF;
glColor4ub(r, g, b, a);
}