Implemented HUD (Textures) and Decal drawing.

This commit is contained in:
Steven Fuller 2001-08-12 06:52:36 +00:00 committed by Patryk Obara
parent 24847bd284
commit b6076c656e
2 changed files with 189 additions and 15 deletions

View file

@ -293,6 +293,127 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
#endif
}
void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr)
{
DECAL_DESC *decalDescPtr = &DecalDescription[decalPtr->DecalID];
int texoffset;
D3DTexture *TextureHandle;
int i;
float ZNear;
float RecipW, RecipH;
int r, g, b, a;
ZNear = (float) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
CheckTranslucencyModeIsCorrect(decalDescPtr->TranslucencyType);
if (decalPtr->DecalID == DECAL_FMV) {
/* not (yet) implemented */
return;
} else if (decalPtr->DecalID == DECAL_SHAFTOFLIGHT||decalPtr->DecalID == DECAL_SHAFTOFLIGHT_OUTER) {
CheckBoundTextureIsCorrect(0);
RecipW = 1.0 / 256.0; /* ignored */
RecipH = 1.0 / 256.0;
} else {
texoffset = SpecialFXImageNumber;
TextureHandle = ImageHeaderArray[texoffset].D3DTexture;
if (TextureHandle->w == 256) {
RecipW = 1.0 / 256.0;
} else {
float width = (float) TextureHandle->w;
RecipW = 1.0 / width;
}
if (TextureHandle->h == 256) {
RecipH = 1.0 / 256.0;
} else {
float height = (float) TextureHandle->h;
RecipH = 1.0 / height;
}
CheckBoundTextureIsCorrect(TextureHandle->id);
}
if (decalDescPtr->IsLit) {
int intensity = LightIntensityAtPoint(decalPtr->Vertices);
r = MUL_FIXED(intensity,decalDescPtr->RedScale[CurrentVisionMode]);
g = MUL_FIXED(intensity,decalDescPtr->GreenScale[CurrentVisionMode]);
b = MUL_FIXED(intensity,decalDescPtr->BlueScale[CurrentVisionMode]);
a = decalDescPtr->Alpha;
} else {
r = decalDescPtr->RedScale[CurrentVisionMode];
g = decalDescPtr->GreenScale[CurrentVisionMode];
b = decalDescPtr->BlueScale[CurrentVisionMode];
a = decalDescPtr->Alpha;
}
if (RAINBOWBLOOD_CHEATMODE) {
r = FastRandom()&255;
g = FastRandom()&255;
b = FastRandom()&255;
a = decalDescPtr->Alpha;
}
glColor4ub(r, g, b, a);
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z, zvalue;
GLfloat s, t, rhw;
int x1, y1;
rhw = 1.0 / vertices->Z;
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;
#if 0
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
x1=Global_VDB_Ptr->VDB_ClipRight;
}
if (y1<Global_VDB_Ptr->VDB_ClipUp) {
y1=Global_VDB_Ptr->VDB_ClipUp;
} else if (y1>Global_VDB_Ptr->VDB_ClipDown) {
y1=Global_VDB_Ptr->VDB_ClipDown;
}
#endif
x = x1;
y = y1;
x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
s = ((float)(vertices->U>>16)+.5) * RecipW;
t = ((float)(vertices->V>>16)+.5) * RecipH;
zvalue = vertices->Z+HeadUpDisplayZOffset;
z = 1.0 - 2*ZNear/zvalue;
// zvalue = vertices->Z+HeadUpDisplayZOffset;
// zvalue = ((zvalue-ZNear)/zvalue);
#if 0
glTexCoord4f(s*rhw, t*rhw, 0, rhw);
glVertex3f(x, y, z);
#else
glTexCoord2f(s, t);
glVertex4f(x/rhw, y/rhw, z/rhw, 1/rhw);
#endif
}
glEnd();
}
void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
{
PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
@ -503,3 +624,71 @@ void D3D_PredatorScreenInversionOverlay()
glDepthFunc(GL_LEQUAL);
}
void D3D_HUD_Setup()
{
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
glDepthFunc(GL_LEQUAL);
}
void D3D_HUDQuad_Output(int imageNumber, struct VertexTag *quadVerticesPtr, unsigned int colour)
{
float RecipW, RecipH;
int i;
D3DTexture *tex = ImageHeaderArray[imageNumber].D3DTexture;
GLfloat x[4], y[4], s[4], t[4];
int r, g, b, a;
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
CheckBoundTextureIsCorrect(tex->id);
if (tex->w == 128) {
RecipW = 1.0f / 128.0f;
} else {
float width = (float) tex->w;
RecipW = (1.0f / width);
}
if (tex->h == 128) {
RecipH = 1.0f / 128.0f;
} else {
float height = (float) tex->h;
RecipH = (1.0f / height);
}
b = (colour >> 0) & 0xFF;
g = (colour >> 8) & 0xFF;
r = (colour >> 16) & 0xFF;
a = (colour >> 24) & 0xFF;
glColor4ub(r, g, b, a);
for (i = 0; i < 4; i++) {
x[i] = quadVerticesPtr[i].X;
x[i] = (x[i] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y[i] = quadVerticesPtr[i].Y;
y[i] = -(y[i] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
s[i] = ((float)quadVerticesPtr[i].U)*RecipW;
t[i] = ((float)quadVerticesPtr[i].V)*RecipH;
}
SelectPolygonBeginType(3); /* triangles */
glTexCoord2f(s[0], t[0]);
glVertex3f(x[0], y[0], -1.0f);
glTexCoord2f(s[1], t[1]);
glVertex3f(x[1], y[1], -1.0f);
glTexCoord2f(s[3], t[3]);
glVertex3f(x[3], y[3], -1.0f);
glTexCoord2f(s[1], t[1]);
glVertex3f(x[1], y[1], -1.0f);
glTexCoord2f(s[2], t[2]);
glVertex3f(x[2], y[2], -1.0f);
glTexCoord2f(s[3], t[3]);
glVertex3f(x[3], y[3], -1.0f);
glEnd();
}

View file

@ -527,16 +527,6 @@ void D3D_PlayerDamagedOverlay(int intensity)
fprintf(stderr, "D3D_PlayerDamagedOverlay(%d)\n", intensity);
}
void D3D_HUD_Setup()
{
fprintf(stderr, "D3D_HUD_Setup()\n");
}
void D3D_HUDQuad_Output(int imageNumber,struct VertexTag *quadVerticesPtr, unsigned int colour)
{
fprintf(stderr, "D3D_HUDQuad_Output(%d, %p, %d)\n", imageNumber, quadVerticesPtr, colour);
}
void D3D_FadeDownScreen(int brightness, int colour)
{
fprintf(stderr, "D3D_FadeDownScreen(%d, %d)\n", brightness, colour);
@ -562,11 +552,6 @@ void D3D_DrawBackdrop()
fprintf(stderr, "D3D_DrawBackdrop()\n");
}
void D3D_Decal_Output(DECAL *decalPtr,RENDERVERTEX *renderVerticesPtr)
{
fprintf(stderr, "D3D_Decal_Output(%p, %p)\n", decalPtr, renderVerticesPtr);
}
void D3D_BackdropPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVerticesPtr)
{
fprintf(stderr, "D3D_BackdropPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);