Removed/disabled some unused code.

Readded second pass specular drawing.

Fixed particle drawing (lights had mysteriously stopped showing up for a
while).
This commit is contained in:
Steven Fuller 2001-08-18 01:04:24 +00:00 committed by Patryk Obara
parent c7f0dd737a
commit c12ec5ff7e
10 changed files with 163 additions and 394 deletions

View file

@ -173,32 +173,11 @@ static void DrawTriangles_T2F_C4UB_V4F()
case 3:
OUTPUT_TRIANGLE(0, 2, 1);
break;
#if 0
case 4:
OUTPUT_TRIANGLE(0, 1, 2);
OUTPUT_TRIANGLE(0, 2, 3);
break;
#endif
case 5:
OUTPUT_TRIANGLE(0, 1, 4);
OUTPUT_TRIANGLE(1, 3, 4);
OUTPUT_TRIANGLE(1, 2, 3);
break;
#if 0
case 6:
OUTPUT_TRIANGLE(0, 4, 5);
OUTPUT_TRIANGLE(0, 3, 4);
OUTPUT_TRIANGLE(0, 2, 3);
OUTPUT_TRIANGLE(0, 1, 2);
break;
case 7:
OUTPUT_TRIANGLE(0, 5, 6);
OUTPUT_TRIANGLE(0, 4, 5);
OUTPUT_TRIANGLE(0, 3, 4);
OUTPUT_TRIANGLE(0, 2, 3);
OUTPUT_TRIANGLE(0, 1, 2);
break;
#endif
case 8:
OUTPUT_TRIANGLE(0, 6, 7);
case 7:
@ -208,8 +187,7 @@ static void DrawTriangles_T2F_C4UB_V4F()
OUTPUT_TRIANGLE(0, 3, 4);
case 4:
OUTPUT_TRIANGLE(0, 2, 3);
OUTPUT_TRIANGLE(0, 1, 2);
OUTPUT_TRIANGLE(0, 1, 2);
break;
default:
fprintf(stderr, "DrawTriangles_T2F_C4UB_V4F: tarr.elements = %d\n", tarr.elements);
@ -219,6 +197,96 @@ static void DrawTriangles_T2F_C4UB_V4F()
#undef OUTPUT_TRIANGLE
#undef OUTPUT_VERTEX
}
static void DrawTriangles_T2F_V4F()
{
#define OUTPUT_VERTEX(d) \
{ \
glTexCoord2fv (&tarr.t[(d) * 4]); \
glVertex4fv (&tarr.v[(d) * 4]); \
}
#define OUTPUT_TRIANGLE(a, b, c) \
{ \
OUTPUT_VERTEX((a)); \
OUTPUT_VERTEX((b)); \
OUTPUT_VERTEX((c)); \
}
glBegin(GL_TRIANGLES);
switch(tarr.elements) {
case 3:
OUTPUT_TRIANGLE(0, 2, 1);
break;
case 5:
OUTPUT_TRIANGLE(0, 1, 4);
OUTPUT_TRIANGLE(1, 3, 4);
OUTPUT_TRIANGLE(1, 2, 3);
break;
case 8:
OUTPUT_TRIANGLE(0, 6, 7);
case 7:
OUTPUT_TRIANGLE(0, 5, 6);
case 6:
OUTPUT_TRIANGLE(0, 4, 5);
OUTPUT_TRIANGLE(0, 3, 4);
case 4:
OUTPUT_TRIANGLE(0, 2, 3);
OUTPUT_TRIANGLE(0, 1, 2);
break;
default:
fprintf(stderr, "DrawTriangles_T2F_V4F: tarr.elements = %d\n", tarr.elements);
}
glEnd();
#undef OUTPUT_TRIANGLE
#undef OUTPUT_VERTEX
}
static void DrawTriangles_C4UB_V4F()
{
#define OUTPUT_VERTEX(d) \
{ \
glColor4ubv (&tarr.c[(d) * 4]); \
glVertex4fv (&tarr.v[(d) * 4]); \
}
#define OUTPUT_TRIANGLE(a, b, c) \
{ \
OUTPUT_VERTEX((a)); \
OUTPUT_VERTEX((b)); \
OUTPUT_VERTEX((c)); \
}
glBegin(GL_TRIANGLES);
switch(tarr.elements) {
case 3:
OUTPUT_TRIANGLE(0, 2, 1);
break;
case 5:
OUTPUT_TRIANGLE(0, 1, 4);
OUTPUT_TRIANGLE(1, 3, 4);
OUTPUT_TRIANGLE(1, 2, 3);
break;
case 8:
OUTPUT_TRIANGLE(0, 6, 7);
case 7:
OUTPUT_TRIANGLE(0, 5, 6);
case 6:
OUTPUT_TRIANGLE(0, 4, 5);
OUTPUT_TRIANGLE(0, 3, 4);
case 4:
OUTPUT_TRIANGLE(0, 2, 3);
OUTPUT_TRIANGLE(0, 1, 2);
break;
default:
fprintf(stderr, "DrawTriangles_C4UB_V4F: tarr.elements = %d\n", tarr.elements);
}
glEnd();
#undef OUTPUT_TRIANGLE
#undef OUTPUT_VERTEX
}
static void SelectPolygonBeginType(int points)
{
@ -355,6 +423,8 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
if (texoffset) {
TextureHandle = (void *)ImageHeaderArray[texoffset].D3DTexture;
CurrTextureHandle = TextureHandle;
} else {
TextureHandle = CurrTextureHandle;
}
@ -366,7 +436,6 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
CheckBoundTextureIsCorrect(TextureHandle->id);
// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
@ -379,10 +448,10 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
// if (s < 0.0 || t < 0.0 || s >= 1.0 || t >= 1.0)
// fprintf(stderr, "HEY! s = %f, t = %f (%d, %d)\n", s, t, vertices->U, vertices->V);
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) {
@ -394,29 +463,16 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
} 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;
x = (x - (float)ScreenDescriptorBlock.SDB_CentreX - 0.5f) / ((float)ScreenDescriptorBlock.SDB_CentreX - 0.5f);
y = -(y - (float)ScreenDescriptorBlock.SDB_CentreY - 0.5f) / ((float)ScreenDescriptorBlock.SDB_CentreY - 0.5f);
zvalue = vertices->Z+HeadUpDisplayZOffset;
z = 1.0 - 2*ZNear/zvalue;
#if 0
glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
/* they both work. */
#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
#endif
tarr.v[4*i+0] = x/rhw;
tarr.v[4*i+1] = y/rhw;
@ -431,12 +487,23 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
tarr.c[4*i+2] = GammaValues[vertices->B];
tarr.c[4*i+3] = vertices->A;
}
// glEnd();
tarr.elements = RenderPolygon.NumberOfVertices;
DrawTriangles_T2F_C4UB_V4F();
CheckBoundTextureIsCorrect(0);
CurrTextureHandle = TextureHandle;
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
tarr.c[4*i+0] = GammaValues[vertices->SpecularR];
tarr.c[4*i+1] = GammaValues[vertices->SpecularG];
tarr.c[4*i+2] = GammaValues[vertices->SpecularB];
tarr.c[4*i+3] = 255;
}
DrawTriangles_C4UB_V4F();
}
void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
@ -447,7 +514,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
GLfloat ZNear;
float RecipW, RecipH;
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
@ -464,7 +530,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
CheckBoundTextureIsCorrect(TextureHandle->id);
// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
GLfloat x, y, z;
@ -480,7 +545,7 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@ -503,18 +568,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
// z = 1.0 - 2*ZNear/zvalue;
z = 1.0f;
#if 0
glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
/* they both work. */
#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
#endif
tarr.v[4*i+0] = x/rhw;
tarr.v[4*i+1] = y/rhw;
tarr.v[4*i+2] = z/rhw;
@ -528,7 +581,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVertice
tarr.c[4*i+2] = vertices->B;
tarr.c[4*i+3] = vertices->A;
}
// glEnd();
tarr.elements = RenderPolygon.NumberOfVertices;
DrawTriangles_T2F_C4UB_V4F();
@ -570,7 +622,6 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
RecipH = 1.0f / height;
}
// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
@ -588,7 +639,7 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@ -610,18 +661,6 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
zvalue = vertices->Z+HeadUpDisplayZOffset;
z = 1.0 - 2*ZNear/zvalue;
#if 0
glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
/* they both work. */
#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
#endif
tarr.v[4*i+0] = x/rhw;
tarr.v[4*i+1] = y/rhw;
tarr.v[4*i+2] = z/rhw;
@ -635,7 +674,6 @@ void D3D_ZBufferedCloakedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
tarr.c[4*i+2] = vertices->B;
tarr.c[4*i+3] = vertices->A;
}
// glEnd();
tarr.elements = RenderPolygon.NumberOfVertices;
DrawTriangles_T2F_C4UB_V4F();
@ -655,7 +693,7 @@ void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr)
int r, g, b, a;
ZNear = (float) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
CheckTranslucencyModeIsCorrect(decalDescPtr->TranslucencyType);
if (decalPtr->DecalID == DECAL_FMV) {
@ -723,7 +761,7 @@ void D3D_Decal_Output(DECAL *decalPtr, RENDERVERTEX *renderVerticesPtr)
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@ -814,7 +852,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
g = (particlePtr->Colour >> 8) & 0xFF;
b = (particlePtr->Colour >> 16) & 0xFF;
a = (particlePtr->Colour >> 24) & 0xFF;
glColor4ub(
MUL_FIXED(intensity,r),
MUL_FIXED(intensity,g),
@ -843,7 +881,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
}
SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
// SelectPolygonBeginType(RenderPolygon.NumberOfVertices);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
@ -859,7 +897,7 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@ -880,22 +918,34 @@ void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
if (particleDescPtr->IsDrawnInFront) {
z = -1.0f;
z = -0.999f; /* ... */
} else if (particleDescPtr->IsDrawnAtBack) {
z = 1.0f;
z = 0.999f;
} else {
z = 1.0 - 2*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
z = 1.0 - 2.0*ZNear/((float)vertices->Z); /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
}
#if 0
#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
#endif
#endif
tarr.v[4*i+0] = x/rhw;
tarr.v[4*i+1] = y/rhw;
tarr.v[4*i+2] = z/rhw;
tarr.v[4*i+3] = 1/rhw;
tarr.t[4*i+0] = s;
tarr.t[4*i+1] = t;
}
glEnd();
// glEnd();
tarr.elements = RenderPolygon.NumberOfVertices;
DrawTriangles_T2F_V4F();
}
void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
@ -917,7 +967,7 @@ void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVER
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
@ -972,7 +1022,7 @@ void D3D_ZBufferedGouraudPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *
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 1
if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
x1=Global_VDB_Ptr->VDB_ClipLeft;
} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {