Added Particle drawing.

This commit is contained in:
Steven Fuller 2001-08-10 20:19:00 +00:00 committed by Patryk Obara
parent 62bc91ebba
commit da46de9018
2 changed files with 129 additions and 30 deletions

View file

@ -434,10 +434,11 @@ int main(int argc, char *argv[])
AvP.CurrentEnv = AvP.StartingEnv = 0; /* are these even used? */
AvP.PlayerType = I_Alien;
// AvP.PlayerType = I_Alien;
AvP.PlayerType = I_Marine;
// SetLevelToLoad(AVP_ENVIRONMENT_INVASION); /* because the menus aren't implemented */
// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP);
SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP);
// while(AvP_MainMenus()) {

View file

@ -10,6 +10,7 @@
#include "3dc.h"
#include "platform.h"
#include "inline.h"
#include "module.h"
#include "stratdef.h"
#include "projfont.h"
@ -17,15 +18,50 @@
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
#include "avp_userprofile.h"
extern IMAGEHEADER ImageHeaderArray[];
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
extern unsigned char GammaValues[256];
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
extern int SpecialFXImageNumber;
static void *CurrTextureHandle;
#define TRANSLUCENCY_ONEONE 33
void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
{
switch(RenderPolygon.TranslucencyMode) {
case TRANSLUCENCY_OFF:
glBlendFunc(GL_ONE, GL_ZERO);
break;
case TRANSLUCENCY_NORMAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case TRANSLUCENCY_COLOUR:
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
case TRANSLUCENCY_INVCOLOUR:
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
break;
case TRANSLUCENCY_GLOWING:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case TRANSLUCENCY_DARKENINGCOLOUR:
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
break;
case TRANSLUCENCY_JUSTSETZ:
glBlendFunc(GL_ZERO, GL_ONE);
break;
case TRANSLUCENCY_ONEONE:
glBlendFunc(GL_ONE, GL_ONE);
break;
default:
fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
}
}
void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
{
#if 1
@ -33,8 +69,10 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
void *TextureHandle;
int i;
GLfloat ZNear, zvalue;
// GLflaot ZFar;
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
// ZFar = 18000.0f; /* TODO: is this good enough? */
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
if (texoffset) {
@ -47,32 +85,7 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
// fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
// fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
switch(RenderPolygon.TranslucencyMode)
{
case TRANSLUCENCY_OFF:
glBlendFunc(GL_ONE, GL_ZERO);
break;
case TRANSLUCENCY_NORMAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case TRANSLUCENCY_COLOUR:
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
case TRANSLUCENCY_INVCOLOUR:
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
break;
case TRANSLUCENCY_GLOWING:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case TRANSLUCENCY_DARKENINGCOLOUR:
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
break;
case TRANSLUCENCY_JUSTSETZ:
glBlendFunc(GL_ZERO, GL_ONE);
break;
default:
fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
}
CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
/*
if (SecondaryColorExt)
@ -97,6 +110,7 @@ switch(RenderPolygon.TranslucencyMode)
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 */
// zvalue = 2.0 * (zvalue - ZNear) / (ZFar - ZNear) - 1.0;
z = zvalue;
glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
@ -116,7 +130,7 @@ switch(RenderPolygon.TranslucencyMode)
return;
/* This *tries* to emulate SecondaryColorExt */
/* if (!SecondaryColorExt || WantSecondaryColorHack) */ {
glBlendFunc(GL_ONE, GL_ONE);
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glDepthMask(GL_FALSE);
@ -151,4 +165,88 @@ return;
void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
{
PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
int texoffset = SpecialFXImageNumber;
GLfloat ZNear;
int i;
if (particleDescPtr->IsLit && !(particlePtr->ParticleID==PARTICLE_ALIEN_BLOOD && CurrentVisionMode==VISION_MODE_PRED_SEEALIENS) )
{
int intensity = LightIntensityAtPoint(&particlePtr->Position);
if (particlePtr->ParticleID==PARTICLE_SMOKECLOUD || particlePtr->ParticleID==PARTICLE_ANDROID_BLOOD)
{
int r, g, b, a;
r = (particlePtr->Colour >> 24) & 0xFF000000;
g = (particlePtr->Colour >> 16) & 0x00FF0000;
b = (particlePtr->Colour >> 8) & 0x0000FF00;
a = (particlePtr->Colour >> 0) & 0x000000FF;
glColor4ub(
MUL_FIXED(intensity,r),
MUL_FIXED(intensity,g),
MUL_FIXED(intensity,g),
a
);
} else {
glColor4ub(
MUL_FIXED(intensity,particleDescPtr->RedScale[CurrentVisionMode]),
MUL_FIXED(intensity,particleDescPtr->GreenScale[CurrentVisionMode]),
MUL_FIXED(intensity,particleDescPtr->BlueScale[CurrentVisionMode]),
particleDescPtr->Alpha
);
}
} else {
int r, g, b, a;
r = (particlePtr->Colour >> 24) & 0xFF000000;
g = (particlePtr->Colour >> 16) & 0x00FF0000;
b = (particlePtr->Colour >> 8) & 0x0000FF00;
a = (particlePtr->Colour >> 0) & 0x000000FF;
glColor4ub(r, g, b, a);
}
if (RAINBOWBLOOD_CHEATMODE) {
glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
}
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
RENDERVERTEX *vertices = &renderVerticesPtr[i];
int x1, y1;
GLfloat x, y, z, zvalue;
x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
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;
}
y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
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;
}
x = x1;
y = y1;
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 */
// zvalue = 2.0 * (zvalue - ZNear) / (ZFar - ZNear) - 1.0;
z = zvalue;
glVertex3f(x, y, z);
}
glEnd();
}