218 lines
6.3 KiB
C
218 lines
6.3 KiB
C
/*
|
|
This file is part of Warzone 2100.
|
|
Copyright (C) 1999-2004 Eidos Interactive
|
|
Copyright (C) 2005-2007 Warzone Resurrection Project
|
|
|
|
Warzone 2100 is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation; either version 2 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Warzone 2100 is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Warzone 2100; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*/
|
|
/***************************************************************************/
|
|
/*
|
|
* piefunc.c
|
|
*
|
|
* extended render routines for 3D rendering
|
|
*
|
|
*/
|
|
/***************************************************************************/
|
|
|
|
#include "lib/framework/frame.h"
|
|
|
|
#include <SDL_opengl.h>
|
|
|
|
#include "lib/gamelib/gtime.h"
|
|
#include "lib/ivis_common/piedef.h"
|
|
#include "lib/ivis_common/rendmode.h"
|
|
#include "lib/ivis_common/piefunc.h"
|
|
#include "lib/ivis_common/piestate.h"
|
|
#include "piematrix.h"
|
|
#include "lib/ivis_common/piemode.h"
|
|
#include "lib/ivis_common/pieclip.h"
|
|
|
|
/***************************************************************************/
|
|
/*
|
|
* Source
|
|
*/
|
|
/***************************************************************************/
|
|
|
|
/* ---------------------------------------------------------------------------------- */
|
|
|
|
void pie_DrawViewingWindow(Vector3i *v, UDWORD x1, UDWORD y1, UDWORD x2, UDWORD y2, PIELIGHT colour)
|
|
{
|
|
CLIP_VERTEX pieVrts[pie_MAX_VERTICES_PER_POLYGON];
|
|
CLIP_VERTEX clippedVrts[pie_MAX_VERTICES_PER_POLYGON + 2]; // no idea why + 2 but fixes crash - Per
|
|
SDWORD clip, i;
|
|
|
|
pie_SetTexturePage(-1);
|
|
pie_SetRendMode(REND_ALPHA_FLAT);
|
|
|
|
pieVrts[0].pos.x = v[1].x;
|
|
pieVrts[0].pos.y = v[1].y;
|
|
//cull triangles with off screen points
|
|
pieVrts[0].pos.z = (int)INTERFACE_DEPTH;
|
|
|
|
pieVrts[0].u = 0;
|
|
pieVrts[0].v = 0;
|
|
pieVrts[0].light = colour;
|
|
|
|
pieVrts[1] = pieVrts[0];
|
|
pieVrts[2] = pieVrts[0];
|
|
pieVrts[3] = pieVrts[0];
|
|
pieVrts[4] = pieVrts[0];
|
|
|
|
pieVrts[1].pos.x = v[0].x;
|
|
pieVrts[1].pos.y = v[0].y;
|
|
|
|
pieVrts[2].pos.x = v[2].x;
|
|
pieVrts[2].pos.y = v[2].y;
|
|
|
|
pieVrts[3].pos.x = v[3].x;
|
|
pieVrts[3].pos.y = v[3].y;
|
|
|
|
pie_Set2DClip(x1,y1,x2-1,y2-1);
|
|
clip = pie_ClipTextured(4, &pieVrts[0], &clippedVrts[0]);
|
|
ASSERT(clip <= pie_MAX_VERTICES_PER_POLYGON + 2, "clip index exceeds clippedVrts array"); // see above
|
|
pie_Set2DClip(CLIP_BORDER,CLIP_BORDER,psRendSurface->width-CLIP_BORDER,psRendSurface->height-CLIP_BORDER);
|
|
|
|
if (clip >= 3)
|
|
{
|
|
glColor4ub(colour.byte.r, colour.byte.g, colour.byte.b, colour.byte.a >> 1);
|
|
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for (i = 0; i < clip; i++)
|
|
{
|
|
glVertex2f(clippedVrts[i].pos.x, clippedVrts[i].pos.y);
|
|
}
|
|
glEnd();
|
|
|
|
glColor4ub(colour.byte.r, colour.byte.g, colour.byte.b, colour.byte.a);
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
for (i = 0; i < clip; i++)
|
|
{
|
|
glVertex2f(clippedVrts[i].pos.x, clippedVrts[i].pos.y);
|
|
}
|
|
glVertex2f(clippedVrts[0].pos.x, clippedVrts[0].pos.y);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------------------- */
|
|
void pie_TransColouredTriangle(CLIP_VERTEX *vrt, PIELIGHT c)
|
|
{
|
|
UDWORD i;
|
|
|
|
pie_SetTexturePage(-1);
|
|
pie_SetRendMode(REND_ALPHA_ITERATED);
|
|
|
|
glColor4ub(c.byte.r, c.byte.g, c.byte.b, 128);
|
|
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
glVertex3f(vrt[i].pos.x, vrt[i].pos.y, vrt[i].pos.z);
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------------------- */
|
|
|
|
void pie_DrawSkybox(float scale, int u, int v, int w, int h)
|
|
{
|
|
const float r = 1.0f; // just because it is shorter than 1.0f
|
|
|
|
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_FOG_BIT);
|
|
// no use in updating the depth buffer
|
|
glDepthMask(GL_FALSE);
|
|
|
|
// fog should not affect the sky
|
|
glDisable(GL_FOG);
|
|
|
|
// So we have realistic colors
|
|
glColor4ub(0xFF,0xFF,0xFF,0xFF);
|
|
|
|
// enable alpha
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// for the nice blend of the sky with the fog
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
// Apply scale matrix
|
|
glScalef(scale, scale/2.0f, scale);
|
|
|
|
glBegin(GL_QUAD_STRIP);
|
|
// Front
|
|
glTexCoord2f(u + w * 0, v + h); glVertex3f(-r, 0, r); // bottom left
|
|
glTexCoord2f(u + w * 0, v); glVertex3f(-r, r, r); // top left
|
|
glTexCoord2f(u + w * 2, v + h); glVertex3f( r, 0, r); // bottom right
|
|
glTexCoord2f(u + w * 2, v); glVertex3f( r, r, r); // top right
|
|
|
|
// Right
|
|
glTexCoord2f(u + w * 4, v + h); glVertex3f( r, 0,-r); // bottom r
|
|
glTexCoord2f(u + w * 4, v); glVertex3f( r, r,-r); // top r
|
|
|
|
// Back
|
|
glTexCoord2f(u + w * 6, v + h); glVertex3f(-r, 0, -r); // bottom right
|
|
glTexCoord2f(u + w * 6, v); glVertex3f(-r, r, -r); // top right
|
|
|
|
// Left
|
|
glTexCoord2f(u + w * 8, v + h); glVertex3f(-r, 0, r); // bottom r
|
|
glTexCoord2f(u + w * 8, v); glVertex3f(-r, r, r); // top r
|
|
glEnd();
|
|
|
|
glPopAttrib();
|
|
}
|
|
|
|
/// Draws a fog colored box which is wider at the top
|
|
void pie_DrawFogBox(float left, float right, float front, float back, float height, float wider)
|
|
{
|
|
PIELIGHT fog_colour = pie_GetFogColour();
|
|
|
|
glColor4ub(fog_colour.byte.r,fog_colour.byte.g,fog_colour.byte.b,0xFF);
|
|
|
|
pie_SetRendMode(REND_FLAT);
|
|
|
|
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_FOG_BIT);
|
|
// no use in updating the depth buffer
|
|
glDepthMask(GL_FALSE);
|
|
glDisable(GL_FOG);
|
|
glBegin(GL_QUAD_STRIP);
|
|
// Front
|
|
glVertex3f(-left, 0, front); // bottom left
|
|
glVertex3f(-left-wider, height, front+wider); // top left
|
|
glVertex3f( right, 0, front); // bottom right
|
|
glVertex3f( right+wider, height, front+wider); // top right
|
|
|
|
// Right
|
|
glVertex3f( right, 0,-back); // bottom r
|
|
glVertex3f( right+wider, height,-back-wider); // top r
|
|
|
|
// Back
|
|
glVertex3f(-left, 0, -back); // bottom right
|
|
glVertex3f(-left-wider, height, -back-wider); // top right
|
|
|
|
// Left
|
|
glVertex3f(-left, 0, front); // bottom r
|
|
glVertex3f(-left-wider, height, front+wider); // top r
|
|
glEnd();
|
|
glPopAttrib();
|
|
}
|
|
|
|
/* ---------------------------------------------------------------------------------- */
|
|
|
|
UBYTE pie_ByteScale(UBYTE a, UBYTE b)
|
|
{
|
|
return ((UDWORD)a * (UDWORD)b) >> 8;
|
|
}
|