Added Particle drawing.
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62bc91ebba
commit
da46de9018
2 changed files with 129 additions and 30 deletions
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@ -434,10 +434,11 @@ int main(int argc, char *argv[])
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AvP.CurrentEnv = AvP.StartingEnv = 0; /* are these even used? */
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AvP.PlayerType = I_Alien;
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// AvP.PlayerType = I_Alien;
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AvP.PlayerType = I_Marine;
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// SetLevelToLoad(AVP_ENVIRONMENT_INVASION); /* because the menus aren't implemented */
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// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
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SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP);
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SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
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// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP);
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// while(AvP_MainMenus()) {
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152
src/opengl.c
152
src/opengl.c
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@ -10,6 +10,7 @@
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#include "3dc.h"
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#include "platform.h"
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#include "inline.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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@ -17,15 +18,50 @@
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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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#include "avp_userprofile.h"
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extern IMAGEHEADER ImageHeaderArray[];
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extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
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extern unsigned char GammaValues[256];
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extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
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extern int SpecialFXImageNumber;
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static void *CurrTextureHandle;
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#define TRANSLUCENCY_ONEONE 33
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void CheckTranslucencyModeIsCorrect(int mode) /* TODO: use correct enum */
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{
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switch(RenderPolygon.TranslucencyMode) {
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case TRANSLUCENCY_OFF:
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glBlendFunc(GL_ONE, GL_ZERO);
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break;
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case TRANSLUCENCY_NORMAL:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case TRANSLUCENCY_COLOUR:
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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break;
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case TRANSLUCENCY_INVCOLOUR:
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glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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break;
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case TRANSLUCENCY_GLOWING:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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case TRANSLUCENCY_DARKENINGCOLOUR:
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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break;
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case TRANSLUCENCY_JUSTSETZ:
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glBlendFunc(GL_ZERO, GL_ONE);
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break;
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case TRANSLUCENCY_ONEONE:
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glBlendFunc(GL_ONE, GL_ONE);
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break;
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default:
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fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
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}
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}
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void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
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{
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#if 1
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@ -33,8 +69,10 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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void *TextureHandle;
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int i;
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GLfloat ZNear, zvalue;
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// GLflaot ZFar;
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ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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// ZFar = 18000.0f; /* TODO: is this good enough? */
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texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
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if (texoffset) {
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@ -47,32 +85,7 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
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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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switch(RenderPolygon.TranslucencyMode)
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{
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case TRANSLUCENCY_OFF:
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glBlendFunc(GL_ONE, GL_ZERO);
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break;
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case TRANSLUCENCY_NORMAL:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case TRANSLUCENCY_COLOUR:
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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break;
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case TRANSLUCENCY_INVCOLOUR:
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glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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break;
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case TRANSLUCENCY_GLOWING:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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case TRANSLUCENCY_DARKENINGCOLOUR:
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glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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break;
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case TRANSLUCENCY_JUSTSETZ:
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glBlendFunc(GL_ZERO, GL_ONE);
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break;
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default:
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fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
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}
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CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode);
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/*
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if (SecondaryColorExt)
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@ -97,6 +110,7 @@ switch(RenderPolygon.TranslucencyMode)
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zvalue = vertices->Z+HeadUpDisplayZOffset;
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zvalue = 1.0 - 2*ZNear/zvalue; /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
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// zvalue = 2.0 * (zvalue - ZNear) / (ZFar - ZNear) - 1.0;
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z = zvalue;
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glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A);
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@ -116,7 +130,7 @@ switch(RenderPolygon.TranslucencyMode)
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return;
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/* This *tries* to emulate SecondaryColorExt */
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/* if (!SecondaryColorExt || WantSecondaryColorHack) */ {
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glBlendFunc(GL_ONE, GL_ONE);
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CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
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glDepthMask(GL_FALSE);
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@ -151,4 +165,88 @@ return;
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void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
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{
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PARTICLE_DESC *particleDescPtr = &ParticleDescription[particlePtr->ParticleID];
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int texoffset = SpecialFXImageNumber;
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GLfloat ZNear;
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int i;
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if (particleDescPtr->IsLit && !(particlePtr->ParticleID==PARTICLE_ALIEN_BLOOD && CurrentVisionMode==VISION_MODE_PRED_SEEALIENS) )
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{
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int intensity = LightIntensityAtPoint(&particlePtr->Position);
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if (particlePtr->ParticleID==PARTICLE_SMOKECLOUD || particlePtr->ParticleID==PARTICLE_ANDROID_BLOOD)
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{
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int r, g, b, a;
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r = (particlePtr->Colour >> 24) & 0xFF000000;
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g = (particlePtr->Colour >> 16) & 0x00FF0000;
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b = (particlePtr->Colour >> 8) & 0x0000FF00;
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a = (particlePtr->Colour >> 0) & 0x000000FF;
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glColor4ub(
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MUL_FIXED(intensity,r),
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MUL_FIXED(intensity,g),
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MUL_FIXED(intensity,g),
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a
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);
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} else {
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glColor4ub(
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MUL_FIXED(intensity,particleDescPtr->RedScale[CurrentVisionMode]),
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MUL_FIXED(intensity,particleDescPtr->GreenScale[CurrentVisionMode]),
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MUL_FIXED(intensity,particleDescPtr->BlueScale[CurrentVisionMode]),
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particleDescPtr->Alpha
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);
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}
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} else {
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int r, g, b, a;
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r = (particlePtr->Colour >> 24) & 0xFF000000;
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g = (particlePtr->Colour >> 16) & 0x00FF0000;
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b = (particlePtr->Colour >> 8) & 0x0000FF00;
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a = (particlePtr->Colour >> 0) & 0x000000FF;
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glColor4ub(r, g, b, a);
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}
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if (RAINBOWBLOOD_CHEATMODE) {
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glColor4ub(FastRandom()&255, FastRandom()&255, FastRandom()&255, particleDescPtr->Alpha);
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}
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ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
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CheckTranslucencyModeIsCorrect(particleDescPtr->TranslucencyType);
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glBegin(GL_POLYGON);
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for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
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RENDERVERTEX *vertices = &renderVerticesPtr[i];
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int x1, y1;
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GLfloat x, y, z, zvalue;
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x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
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if (x1<Global_VDB_Ptr->VDB_ClipLeft) {
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x1=Global_VDB_Ptr->VDB_ClipLeft;
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} else if (x1>Global_VDB_Ptr->VDB_ClipRight) {
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x1=Global_VDB_Ptr->VDB_ClipRight;
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}
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y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
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if (y1<Global_VDB_Ptr->VDB_ClipUp) {
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y1=Global_VDB_Ptr->VDB_ClipUp;
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} else if (y1>Global_VDB_Ptr->VDB_ClipDown) {
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y1=Global_VDB_Ptr->VDB_ClipDown;
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}
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x = x1;
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y = y1;
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x = (x - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
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y = -(y - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
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zvalue = vertices->Z+HeadUpDisplayZOffset;
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zvalue = 1.0 - 2*ZNear/zvalue; /* currently maps [ZNear, inf) to [-1, 1], probably could be more precise with a ZFar */
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// zvalue = 2.0 * (zvalue - ZNear) / (ZFar - ZNear) - 1.0;
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z = zvalue;
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glVertex3f(x, y, z);
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}
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glEnd();
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}
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