#include #include #include #include #include #include #include "fixer.h" #include "3dc.h" #include "platform.h" #include "inline.h" #include "module.h" #include "stratdef.h" #include "projfont.h" #include "krender.h" #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 int texoffset; 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) { TextureHandle = (void *)ImageHeaderArray[texoffset].D3DHandle; } else { TextureHandle = CurrTextureHandle; } // fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr); // fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices); // fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle); CheckTranslucencyModeIsCorrect(RenderPolygon.TranslucencyMode); /* if (SecondaryColorExt) glEnable(GL_COLOR_SUM_EXT); */ glBegin(GL_POLYGON); for (i = 0; i < RenderPolygon.NumberOfVertices; i++) { RENDERVERTEX *vertices = &renderVerticesPtr[i]; GLfloat x, y, z; int x1, y1; 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; x = x1; y = y1; // x = (x - 319.0)/319.0; // y = -(y - 239.0)/239.0; 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; glColor4ub(GammaValues[vertices->R], GammaValues[vertices->G], GammaValues[vertices->B], vertices->A); /* if (SecondaryColorExt) glSecondaryColor3ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB]); */ glVertex3f(x, y, z); // fprintf(stderr, "Vertex %d: (%f, %f, %f)\n\t[%d, %d, %d]->[%d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, x1, y1, vertices->R, vertices->G, vertices->B, vertices->A); // fprintf(stderr, "GREP: z = %d, znear = %f, zvalue = %f, z = %f\n", vertices->Z, ZNear, zvalue, z); } glEnd(); CurrTextureHandle = TextureHandle; return; /* This *tries* to emulate SecondaryColorExt */ /* if (!SecondaryColorExt || WantSecondaryColorHack) */ { CheckTranslucencyModeIsCorrect(TRANSLUCENCY_ONEONE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); glDepthMask(GL_FALSE); glBegin(GL_POLYGON); for (i = 0; i < RenderPolygon.NumberOfVertices; i++) { RENDERVERTEX *vertices = &renderVerticesPtr[i]; GLfloat x, y, z; int x1, y1; 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; x = x1; y = y1; x = (x - 320.0)/320.0; y = -(y - 240.0)/240.0; 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 */ z = zvalue; glColor4ub(GammaValues[vertices->SpecularR], GammaValues[vertices->SpecularG], GammaValues[vertices->SpecularB], 255); glVertex3f(x, y, z); } glEnd(); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); } #endif } 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 (x1VDB_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 (y1VDB_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(); }