1186 lines
32 KiB
C
1186 lines
32 KiB
C
/***************************************************************************/
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/*
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* piedraw.c
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*
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* updated render routines for 3D coloured shaded transparency rendering
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*
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*/
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/***************************************************************************/
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#include <string.h>
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#include <SDL/SDL_opengl.h>
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#include "lib/framework/frame.h"
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#include "lib/ivis_common/ivisdef.h"
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#include "lib/ivis_common/imd.h"
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#include "lib/ivis_common/rendmode.h"
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#include "lib/ivis_common/piefunc.h"
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#include "piematrix.h"
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#include "lib/ivis_common/tex.h"
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#include "lib/ivis_common/piedef.h"
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#include "lib/ivis_common/piestate.h"
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#include "pietexture.h"
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#include "lib/ivis_common/pieclip.h"
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#define MIST
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extern BOOL drawing_interface;
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/***************************************************************************/
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/*
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* OpenGL extensions for shadows
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*/
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/***************************************************************************/
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BOOL check_extension(const char* extension_name) {
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char* extension_list = (char*)glGetString(GL_EXTENSIONS);
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unsigned int extension_name_length = strlen(extension_name);
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char* tmp = extension_list;
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unsigned int first_extension_length;
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if (!extension_name || !extension_list) return FALSE;
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while (tmp[0]) {
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first_extension_length = strcspn(tmp, " ");
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if ( extension_name_length == first_extension_length
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&& strncmp(extension_name, tmp, first_extension_length) == 0) {
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printf("%s is supported.\n", extension_name);
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return TRUE;
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}
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tmp += first_extension_length + 1;
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}
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printf("%s is not supported.\n", extension_name);
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return FALSE;
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}
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// EXT_stencil_two_side
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#ifndef GL_EXT_stencil_two_side
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#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910
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#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911
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#endif
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#ifndef GL_EXT_stencil_two_side
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#define GL_EXT_stencil_two_side 1
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typedef void (APIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face);
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#endif
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PFNGLACTIVESTENCILFACEEXTPROC glActiveStencilFaceEXT;
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BOOL stencil_one_pass() {
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static BOOL initialised = FALSE;
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static BOOL return_value;
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if (!initialised) {
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return_value = check_extension("GL_EXT_stencil_two_side")
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&& check_extension("GL_EXT_stencil_wrap");
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#ifndef __APPLE__
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glActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC) SDL_GL_GetProcAddress("glActiveStencilFaceEXT");
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#endif
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initialised = TRUE;
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}
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return return_value;
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}
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/***************************************************************************/
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/*
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* Local Definitions
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*/
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/***************************************************************************/
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/***************************************************************************/
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/*
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* Local Variables
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*/
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/***************************************************************************/
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static PIEPIXEL scrPoints[pie_MAX_POINTS];
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static PIEVERTEX pieVrts[pie_MAX_POLY_VERTS];
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static iVertex imdVrts[pie_MAX_POLY_VERTS];
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static SDWORD pieCount = 0;
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static SDWORD tileCount = 0;
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static SDWORD polyCount = 0;
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/***************************************************************************/
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/*
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* Local ProtoTypes
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*/
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/***************************************************************************/
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//old ivis style draw poly (low level) software mode only
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static void pie_IvisPoly(SDWORD texPage, iIMDPoly *poly, BOOL bClip);
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static void pie_IvisPolyFrame(SDWORD texPage, iIMDPoly *poly, SDWORD frame, BOOL bClip);
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//d3d draw poly (low level) D3D mode only
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void pie_D3DPoly(PIED3DPOLY *poly);
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//static void pie_D3DPolyFrame(PIED3DPOLY *poly, SDWORD frame);
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//pievertex draw poly (low level) //all modes from PIEVERTEX data
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static void pie_PiePoly(PIEPOLY *poly, BOOL bClip);
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static void pie_PiePolyFrame(PIEPOLY *poly, SDWORD frame, BOOL bClip);
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void DrawTriangleList(BSPPOLYID PolygonNumber);
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/***************************************************************************/
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/*
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* Source
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*/
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/***************************************************************************/
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static BOOL lighting = FALSE;
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static BOOL shadows = FALSE;
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void pie_BeginLighting(float x, float y, float z) {
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float pos[4];
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float zero[4] = {0, 0, 0, 0};
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float ambient[4] = {0.2, 0.2, 0.2, 0};
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float diffuse[4] = {0.5, 0.5, 0.5, 0};
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float specular[4] = {1, 1, 1, 0};
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pos[0] = x;
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pos[1] = y;
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pos[2] = z;
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pos[3] = 0;
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zero);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
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glLightfv(GL_LIGHT0, GL_POSITION, pos);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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glEnable(GL_LIGHT0);
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//lighting = TRUE;
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shadows = TRUE;
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}
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void pie_EndLighting() {
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shadows = FALSE;
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lighting = FALSE;
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}
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#ifdef BSPIMD
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extern iIMDShape *BSPimd; // global defined here for speed
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extern iIMDPoly *BSPScrVertices;
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UDWORD ShapeTexPage;
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UDWORD ShapeFrame;
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// This is a BSP routine that draws a linked list of polygon
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// .. Its in here becuase it uses in inline function "DrawPoly"
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#define IMD_POLYGON(poly) ( &BSPimd->polys[(poly)])
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void DrawTriangleList(BSPPOLYID PolygonNumber) {
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iIMDPoly *pPolys;
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UDWORD n;
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VERTEXID *index;
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iIMDPoly imdPoly;
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return;
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// DBPRINTF(("poly %d\n",PolygonNumber));
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while (PolygonNumber!=BSPPOLYID_TERMINATE) {
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pPolys= IMD_POLYGON(PolygonNumber);
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index = pPolys->pindex;
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imdPoly.flags = pPolys->flags;
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for (n=0; n<(SDWORD)(pPolys->npnts); n++, index++)
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{
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imdVrts[n].x = MAKEINT(scrPoints[*index].d3dx);
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imdVrts[n].y = MAKEINT(scrPoints[*index].d3dy);
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imdVrts[n].z = 0;
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//cull triangles with off screen points
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if (scrPoints[*index].d3dy > (float)LONG_TEST)
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imdPoly.flags = 0;
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imdVrts[n].u = pPolys->vrt[n].u;
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imdVrts[n].v = pPolys->vrt[n].v;
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imdVrts[n].g = 128;//(red + green + blue + alpha)>>2;
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}
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imdPoly.npnts = pPolys->npnts;
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imdPoly.vrt = &imdVrts[0];
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imdPoly.pTexAnim = pPolys->pTexAnim;
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if (imdPoly.flags > 0) {
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pie_IvisPolyFrame(ShapeTexPage, &imdPoly,ShapeFrame,TRUE); // draw the polygon ... this is an inline function
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}
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PolygonNumber=pPolys->BSP_NextPoly;
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}
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}
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// BSP object position
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static iVector BSPObject;
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static iVector BSPCamera;
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static SDWORD BSPObject_Yaw=0,BSPObject_Pitch=0;
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void SetBSPObjectPos(SDWORD x,SDWORD y,SDWORD z)
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{
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BSPObject.x=x;
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BSPObject.y=y;
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BSPObject.z=z;
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// Reset the yaw & pitch
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// these values must be set every time they are used ...
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BSPObject_Yaw=0;
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BSPObject_Pitch=0;
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}
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// This MUST be called after SetBSPObjectPos ...
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void SetBSPObjectRot(SDWORD Yaw, SDWORD Pitch)
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{
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BSPObject_Yaw=Yaw;
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BSPObject_Pitch=Pitch;
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}
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// This must be called once per frame after the terrainMidX & player.p values have been updated
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void SetBSPCameraPos(SDWORD x,SDWORD y,SDWORD z)
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{
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BSPCamera.x=x;
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BSPCamera.y=y;
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BSPCamera.z=z;
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}
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/*
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static void AddIMDPrimativesBSP2(iIMDShape *IMDdef,iIMDPoly *ScrVertices, UDWORD frame) {
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iVector pPos;
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SDWORD xDif,zDif;
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// Camera ---- X is map colums +ve is going left, Z is map rows +ve is going down the map, Y is map height +ve is up in the air
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ShapeTexPage=IMDdef->texpage;
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ShapeFrame=frame;
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xDif= (BSPCamera.x - BSPObject.x);
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zDif= (BSPCamera.z - BSPObject.z);
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pPos.x = (((COS(BSPObject_Yaw)*xDif)/4096)-((SIN(BSPObject_Yaw)*zDif)/4096));
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pPos.z = (-(((SIN(BSPObject_Yaw)*xDif)/4096)+((COS(BSPObject_Yaw)*zDif)/4096)));
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pPos.y = (BSPCamera.y - BSPObject.y); // map height (up in the air)
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DrawBSPIMD(IMDdef, &pPos ,ScrVertices); // in bspimd.c
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}
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*/
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#endif
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typedef struct {
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float x;
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float y;
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float z;
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} fVector;
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void fVector_Set(fVector* v, float x, float y, float z) {
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v->x = x;
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v->y = y;
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v->z = z;
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}
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void fVector_Sub(fVector* dest, fVector* op1, fVector* op2) {
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dest->x = op1->x - op2->x;
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dest->y = op1->y - op2->y;
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dest->z = op1->z - op2->z;
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}
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float fVector_SP(fVector* op1, fVector* op2) {
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return op1->x * op2->x + op1->y * op2->y + op1->z * op2->z;
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}
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void fVector_CP(fVector* dest, fVector* op1, fVector* op2) {
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dest->x = op1->y * op2->z - op1->z * op2->y;
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dest->y = op1->z * op2->x - op1->x * op2->z;
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dest->z = op1->x * op2->y - op1->y * op2->x;
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}
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float fVector_Length2(fVector* v) {
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return v->x*v->x + v->y*v->y + v->z*v->z;
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}
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void
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pie_Polygon(SDWORD numVerts, PIEVERTEX* pVrts, FRACT texture_offset, BOOL light)
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{
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SDWORD i;
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if (numVerts < 1) {
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return;
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} else if (numVerts == 1) {
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glBegin(GL_POINTS);
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} else if (numVerts == 2) {
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glBegin(GL_LINE_STRIP);
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} else {
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if (light) {
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float ambient[4] = { 1, 1, 1, 1 };
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float diffuse[4] = { 1, 1, 1, 1 };
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float specular[4] = { 1, 1, 1, 1 };
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float shininess = 10;
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glEnable(GL_LIGHTING);
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glEnable(GL_NORMALIZE);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
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}
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glBegin(GL_TRIANGLE_FAN);
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if (light) {
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fVector p1, p2, p3, v1, v2, n;
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float l;
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fVector_Set(&p1, pVrts[0].sx, pVrts[0].sy, pVrts[0].sz);
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fVector_Set(&p2, pVrts[1].sx, pVrts[1].sy, pVrts[1].sz);
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fVector_Set(&p3, pVrts[2].sx, pVrts[2].sy, pVrts[2].sz);
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fVector_Sub(&v1, &p3, &p1);
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fVector_Sub(&v2, &p2, &p1);
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fVector_CP(&n, &v1, &v2);
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l = 1.0;
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glNormal3f(n.x*l, n.y*l, n.z*l);
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//printf("%f %f %f\n", n.x*l, n.y*l, n.z*l);
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}
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}
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for (i = 0; i < numVerts; i++) {
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//glColor4ub(255, 255, 255, 255);
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glColor4ub(pVrts[i].light.byte.r, pVrts[i].light.byte.g, pVrts[i].light.byte.b, pVrts[i].light.byte.a);
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glTexCoord2f(pVrts[i].tu, pVrts[i].tv+texture_offset);
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//d3dVrts[i].specular = pVrts[i].specular.argb;
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glVertex3f(pVrts[i].sx, pVrts[i].sy, pVrts[i].sz);
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}
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glEnd();
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glDisable(GL_LIGHTING);
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}
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/***************************************************************************
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* pie_Draw3dShape
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*
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* Project and render a pumpkin image to render surface
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* Will support zbuffering, texturing, coloured lighting and alpha effects
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* Avoids recalculating vertex projections for every poly
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***************************************************************************/
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typedef struct {
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float matrix[16];
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iIMDShape* shape;
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int flag;
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int flag_data;
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} shadowcasting_shape_t;
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typedef struct {
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float matrix[16];
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iIMDShape* shape;
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int frame;
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PIELIGHT colour;
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PIELIGHT specular;
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int flag;
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int flag_data;
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} transluscent_shape_t;
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#define MAX_SCSHAPES 500
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#define MAX_TSHAPES 500
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static shadowcasting_shape_t* scshapes = NULL;
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static unsigned int scshapes_size = 0;
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static unsigned int nb_scshapes = 0;
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static transluscent_shape_t* tshapes = NULL;
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static unsigned int tshapes_size = 0;
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static unsigned int nb_tshapes = 0;
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void pie_Draw3DShape2(iIMDShape *shape, int frame, PIELIGHT colour, PIELIGHT specular,
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int pieFlag, int pieFlagData) {
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int32 tempY;
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int i, n;
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iVector *pVertices;
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PIEPIXEL *pPixels;
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iIMDPoly *pPolys;
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PIEPOLY piePoly;
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VERTEXID *index;
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BOOL light = lighting;
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/* Set tranlucency */
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if (pieFlag & pie_ADDITIVE) { //Assume also translucent
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pie_SetFogStatus(FALSE);
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pie_SetRendMode(REND_ADDITIVE_TEX);
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colour.byte.a = (UBYTE)pieFlagData;
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pie_SetBilinear(TRUE);
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light = FALSE;
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} else if (pieFlag & pie_TRANSLUCENT) {
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pie_SetFogStatus(FALSE);
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pie_SetRendMode(REND_ALPHA_TEX);
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colour.byte.a = (UBYTE)pieFlagData;
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pie_SetBilinear(FALSE);//never bilinear with constant alpha, gives black edges
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light = FALSE;
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} else {
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if (pieFlag & pie_BUTTON)
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{
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pie_SetFogStatus(FALSE);
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pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
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} else {
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pie_SetFogStatus(TRUE);
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}
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pie_SetRendMode(REND_GOURAUD_TEX);
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//if hardware fog then alpha is set else unused in decal mode
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//colour.byte.a = MAX_UB_LIGHT;
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if (pieFlag & pie_NO_BILINEAR) {
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pie_SetBilinear(FALSE);
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} else {
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pie_SetBilinear(TRUE);
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}
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}
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if (pieFlag & pie_RAISE) {
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pieFlagData = (shape->ymax * (pie_RAISE_SCALE - pieFlagData))/pie_RAISE_SCALE;
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}
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pie_SetTexturePage(shape->texpage);
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//now draw the shape
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//rotate and project points from shape->points to scrPoints
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pVertices = shape->points;
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pPixels = &scrPoints[0];
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//--
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for (i=0; i<shape->npoints; i++, pVertices++, pPixels++) {
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tempY = pVertices->y;
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if (pieFlag & pie_RAISE)
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{
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tempY = pVertices->y - pieFlagData;
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if (tempY < 0) tempY = 0;
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}
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else if (pieFlag & pie_HEIGHT_SCALED)
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{
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if(pVertices->y>0)
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{
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tempY = (pVertices->y * pieFlagData)/pie_RAISE_SCALE;
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}
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//if (tempY < 0) tempY = 0;
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}
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pPixels->d3dx = pVertices->x;
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pPixels->d3dy = tempY;
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pPixels->d3dz = pVertices->z;
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}
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pPolys = shape->polys;
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for (i=0; i<shape->npolys; i++, pPolys++) {
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index = pPolys->pindex;
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piePoly.flags = pPolys->flags;
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if (pieFlag & pie_TRANSLUCENT)
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{
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piePoly.flags |= PIE_ALPHA;
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}
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else if (pieFlag & pie_ADDITIVE)
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{
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piePoly.flags &= (0xffffffff-PIE_COLOURKEYED);//dont treat additive images as colour keyed
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}
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for (n=0; n<pPolys->npnts; n++, index++)
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{
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pieVrts[n].sx = MAKEINT(scrPoints[*index].d3dx);
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pieVrts[n].sy = MAKEINT(scrPoints[*index].d3dy);
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pieVrts[n].sz = MAKEINT(scrPoints[*index].d3dz);
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pieVrts[n].tu = pPolys->vrt[n].u;
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pieVrts[n].tv = pPolys->vrt[n].v;
|
|
pieVrts[n].light.argb = colour.argb;
|
|
pieVrts[n].specular.argb = specular.argb;
|
|
}
|
|
piePoly.nVrts = pPolys->npnts;
|
|
piePoly.pVrts = &pieVrts[0];
|
|
|
|
piePoly.pTexAnim = pPolys->pTexAnim;
|
|
|
|
if (piePoly.flags > 0) {
|
|
pie_PiePolyFrame(&piePoly,frame,light); // draw the polygon ... this is an inline function
|
|
}
|
|
}
|
|
if (pieFlag & pie_BUTTON) {
|
|
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
|
|
}
|
|
}
|
|
|
|
void pie_DrawShadow(iIMDShape *shape, int flag, int flag_data, fVector* light) {
|
|
int32 tempY;
|
|
int i, n;
|
|
iVector *pVertices;
|
|
PIEPIXEL *pPixels;
|
|
iIMDPoly *pPolys;
|
|
VERTEXID *index;
|
|
|
|
pVertices = shape->points;
|
|
pPixels = scrPoints;
|
|
for (i = 0; i < shape->npoints; i++, pVertices++, pPixels++) {
|
|
tempY = pVertices->y;
|
|
if (flag & pie_RAISE) {
|
|
tempY = pVertices->y - flag_data;
|
|
if (tempY < 0) tempY = 0;
|
|
|
|
} else if (flag & pie_HEIGHT_SCALED) {
|
|
if(pVertices->y>0) {
|
|
tempY = (pVertices->y * flag_data)/pie_RAISE_SCALE;
|
|
}
|
|
}
|
|
pPixels->d3dx = pVertices->x;
|
|
pPixels->d3dy = tempY;
|
|
pPixels->d3dz = pVertices->z;
|
|
}
|
|
|
|
pPolys = shape->polys;
|
|
for (i = 0; i < shape->npolys; ++i, ++pPolys) {
|
|
fVector p1, p2, p3, v1, v2, normal;
|
|
|
|
index = pPolys->pindex;
|
|
fVector_Set(&p1, scrPoints[*index].d3dx, scrPoints[*index].d3dy, scrPoints[*index].d3dz);
|
|
++index;
|
|
fVector_Set(&p2, scrPoints[*index].d3dx, scrPoints[*index].d3dy, scrPoints[*index].d3dz);
|
|
++index;
|
|
fVector_Set(&p3, scrPoints[*index].d3dx, scrPoints[*index].d3dy, scrPoints[*index].d3dz);
|
|
fVector_Sub(&v1, &p3, &p1);
|
|
fVector_Sub(&v2, &p2, &p1);
|
|
fVector_CP(&normal, &v1, &v2);
|
|
if (fVector_SP(&normal, light) > 0) {
|
|
if ( pPolys->flags & PIE_COLOURKEYED
|
|
&& pPolys->flags & PIE_NO_CULL) {
|
|
VERTEXID i;
|
|
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
index = pPolys->pindex;
|
|
glVertex3f(scrPoints[*index].d3dx, scrPoints[*index].d3dy, scrPoints[*index].d3dz);
|
|
for (n = pPolys->npnts-1; n > 0; --n) {
|
|
i = pPolys->pindex[n];
|
|
glVertex3f(scrPoints[i].d3dx, scrPoints[i].d3dy, scrPoints[i].d3dz);
|
|
}
|
|
glEnd();
|
|
}
|
|
index = pPolys->pindex;
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
for (n = 0; n < pPolys->npnts; ++n, ++index) {
|
|
glVertex3f(scrPoints[*index].d3dx+light->x, scrPoints[*index].d3dy+light->y, scrPoints[*index].d3dz+light->z);
|
|
glVertex3f(scrPoints[*index].d3dx, scrPoints[*index].d3dy, scrPoints[*index].d3dz);
|
|
}
|
|
index = pPolys->pindex;
|
|
glVertex3f(scrPoints[*index].d3dx+light->x, scrPoints[*index].d3dy+light->y, scrPoints[*index].d3dz+light->z);
|
|
glVertex3f(scrPoints[*index].d3dx, scrPoints[*index].d3dy, scrPoints[*index].d3dz);
|
|
} else {
|
|
if ( pPolys->flags & PIE_COLOURKEYED
|
|
&& pPolys->flags & PIE_NO_CULL) {
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
index = pPolys->pindex;
|
|
for (n = 0; n < pPolys->npnts; ++n, ++index) {
|
|
glVertex3f(scrPoints[*index].d3dx, scrPoints[*index].d3dy, scrPoints[*index].d3dz);
|
|
}
|
|
glEnd();
|
|
}
|
|
index = pPolys->pindex;
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
for (n = 0; n < pPolys->npnts; ++n, ++index) {
|
|
glVertex3f(scrPoints[*index].d3dx, scrPoints[*index].d3dy, scrPoints[*index].d3dz);
|
|
glVertex3f(scrPoints[*index].d3dx+light->x, scrPoints[*index].d3dy+light->y, scrPoints[*index].d3dz+light->z);
|
|
}
|
|
index = pPolys->pindex;
|
|
glVertex3f(scrPoints[*index].d3dx, scrPoints[*index].d3dy, scrPoints[*index].d3dz);
|
|
glVertex3f(scrPoints[*index].d3dx+light->x, scrPoints[*index].d3dy+light->y, scrPoints[*index].d3dz+light->z);
|
|
}
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
void pie_CleanUp( void )
|
|
{
|
|
free( tshapes );
|
|
free( scshapes );
|
|
}
|
|
|
|
void pie_Draw3DShape(iIMDShape *shape, int frame, int team, UDWORD col, UDWORD spec, int pieFlag, int pieFlagData)
|
|
{
|
|
PIELIGHT colour, specular;
|
|
float distance;
|
|
|
|
pieCount++;
|
|
|
|
// Fix for transparent buildings and features!! */
|
|
if( (pieFlag & pie_TRANSLUCENT) AND (pieFlagData>220) )
|
|
{
|
|
pieFlag = pieFlagData = 0; // force to bilinear and non-transparent
|
|
}
|
|
// Fix for transparent buildings and features!! */
|
|
|
|
// WARZONE light as byte passed in colour so expand
|
|
if (col <= MAX_UB_LIGHT) {
|
|
colour.byte.a = 255;//no fog
|
|
colour.byte.r = (UBYTE)col;
|
|
colour.byte.g = (UBYTE)col;
|
|
colour.byte.b = (UBYTE)col;
|
|
} else {
|
|
colour.argb = col;
|
|
}
|
|
specular.argb = spec;
|
|
|
|
if (frame == 0)
|
|
{
|
|
frame = team;
|
|
}
|
|
|
|
if (drawing_interface || !shadows) {
|
|
pie_Draw3DShape2(shape, frame, colour, specular, pieFlag, pieFlagData);
|
|
} else {
|
|
if (pieFlag & (pie_ADDITIVE | pie_TRANSLUCENT)) {
|
|
if (tshapes_size <= nb_tshapes) {
|
|
if (tshapes_size == 0) {
|
|
tshapes_size = 64;
|
|
tshapes = (transluscent_shape_t*)malloc(tshapes_size*sizeof(transluscent_shape_t));
|
|
memset( tshapes, 0, tshapes_size*sizeof(transluscent_shape_t) );
|
|
} else {
|
|
unsigned int old_size = tshapes_size;
|
|
tshapes_size <<= 1;
|
|
tshapes = (transluscent_shape_t*)realloc(tshapes, tshapes_size*sizeof(transluscent_shape_t));
|
|
memset( &tshapes[old_size], 0, (tshapes_size-old_size)*sizeof(transluscent_shape_t) );
|
|
}
|
|
}
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, tshapes[nb_tshapes].matrix);
|
|
tshapes[nb_tshapes].shape = shape;
|
|
tshapes[nb_tshapes].frame = frame;
|
|
tshapes[nb_tshapes].colour = colour;
|
|
tshapes[nb_tshapes].specular = specular;
|
|
tshapes[nb_tshapes].flag = pieFlag;
|
|
tshapes[nb_tshapes].flag_data = pieFlagData;
|
|
nb_tshapes++;
|
|
} else {
|
|
if (scshapes_size <= nb_scshapes) {
|
|
if (scshapes_size == 0) {
|
|
scshapes_size = 64;
|
|
scshapes = (shadowcasting_shape_t*)malloc(scshapes_size*sizeof(shadowcasting_shape_t));
|
|
memset( scshapes, 0, scshapes_size*sizeof(shadowcasting_shape_t) );
|
|
} else {
|
|
unsigned int old_size = scshapes_size;
|
|
scshapes_size <<= 1;
|
|
scshapes = (shadowcasting_shape_t*)realloc(scshapes, scshapes_size*sizeof(shadowcasting_shape_t));
|
|
memset( &scshapes[old_size], 0, (scshapes_size-old_size)*sizeof(shadowcasting_shape_t) );
|
|
}
|
|
}
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, scshapes[nb_scshapes].matrix);
|
|
distance = scshapes[nb_scshapes].matrix[12]*scshapes[nb_scshapes].matrix[12];
|
|
distance += scshapes[nb_scshapes].matrix[13]*scshapes[nb_scshapes].matrix[13];
|
|
distance += scshapes[nb_scshapes].matrix[14]*scshapes[nb_scshapes].matrix[14];
|
|
// if object is too far in the fog don't generate a shadow.
|
|
if (distance < 6000*6000) {
|
|
scshapes[nb_scshapes].shape = shape;
|
|
scshapes[nb_scshapes].flag = pieFlag;
|
|
scshapes[nb_scshapes].flag_data = pieFlagData;
|
|
nb_scshapes++;
|
|
}
|
|
pie_Draw3DShape2(shape, frame, colour, specular, pieFlag, pieFlagData);
|
|
}
|
|
}
|
|
}
|
|
|
|
void inverse_matrix(float* src, float * dst) {
|
|
float det = src[0]*src[5]*src[10]+src[4]*src[9]*src[2]+src[8]*src[1]*src[6] -src[2]*src[5]*src[8]-src[6]*src[9]*src[0]-src[10]*src[1]*src[4];
|
|
float invdet = 1.0/det;
|
|
|
|
dst[0] = invdet*(src[5]*src[10]-src[9]*src[6]);
|
|
dst[1] = invdet*(src[9]*src[2]-src[1]*src[10]);
|
|
dst[2] = invdet*(src[1]*src[6]-src[5]*src[2]);
|
|
dst[3] = invdet*(src[8]*src[6]-src[4]*src[10]);
|
|
dst[4] = invdet*(src[0]*src[10]-src[8]*src[2]);
|
|
dst[5] = invdet*(src[4]*src[2]-src[0]*src[6]);
|
|
dst[6] = invdet*(src[4]*src[9]-src[8]*src[5]);
|
|
dst[7] = invdet*(src[8]*src[1]-src[0]*src[9]);
|
|
dst[8] = invdet*(src[0]*src[5]-src[4]*src[1]);
|
|
}
|
|
|
|
void pie_DrawShadows() {
|
|
static BOOL dlist_defined = FALSE;
|
|
static GLuint dlist;
|
|
unsigned int i;
|
|
float l[4];
|
|
fVector light;
|
|
float invmat[9];
|
|
float width = pie_GetVideoBufferWidth();
|
|
float height = pie_GetVideoBufferHeight();
|
|
|
|
glGetLightfv(GL_LIGHT0, GL_POSITION, l);
|
|
|
|
pie_SetTexturePage(-1);
|
|
|
|
glPushMatrix();
|
|
|
|
pie_SetColourKeyedBlack(FALSE);
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
glDepthFunc(GL_LESS);
|
|
glDepthMask(GL_FALSE);
|
|
glEnable(GL_STENCIL_TEST);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
if (stencil_one_pass()) {
|
|
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
glDisable(GL_CULL_FACE);
|
|
glStencilMask(~0);
|
|
glActiveStencilFaceEXT(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
glActiveStencilFaceEXT(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
} else {
|
|
if (!dlist_defined) {
|
|
dlist = glGenLists(1);
|
|
dlist_defined = TRUE;
|
|
}
|
|
// Setup stencil for back faces.
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
|
|
|
// Start display list.
|
|
glNewList(dlist, GL_COMPILE_AND_EXECUTE);
|
|
}
|
|
|
|
for (i = 0; i < nb_scshapes; ++i) {
|
|
glLoadIdentity();
|
|
glMultMatrixf(scshapes[i].matrix);
|
|
inverse_matrix(scshapes[i].matrix, invmat);
|
|
light.x = invmat[0]*l[0] + invmat[3]*l[1] + invmat[6]*l[2];
|
|
light.y = invmat[1]*l[0] + invmat[4]*l[1] + invmat[7]*l[2];
|
|
light.z = invmat[2]*l[0] + invmat[5]*l[1] + invmat[8]*l[2];
|
|
pie_DrawShadow(scshapes[i].shape, scshapes[i].flag, scshapes[i].flag_data, &light);
|
|
}
|
|
|
|
glEndList();
|
|
|
|
if (stencil_one_pass()) {
|
|
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
} else {
|
|
// End display list.
|
|
glEndList();
|
|
|
|
// Setup stencil for front faces.
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
|
|
|
|
// Draw display list
|
|
glCallList(dlist);
|
|
}
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_LESS, 0, ~0);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glColor4f(0, 0, 0, 0.5);
|
|
|
|
pie_PerspectiveEnd();
|
|
glLoadIdentity();
|
|
glDisable(GL_DEPTH_TEST);
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glVertex2f(0, 0);
|
|
glVertex2f(width, 0);
|
|
glVertex2f(0, height);
|
|
glVertex2f(width, height);
|
|
glEnd();
|
|
pie_PerspectiveBegin();
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glPopMatrix();
|
|
|
|
nb_scshapes = 0;
|
|
}
|
|
|
|
void pie_DrawRemainingTransShapes() {
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < nb_tshapes; ++i) {
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glMultMatrixf(tshapes[i].matrix);
|
|
pie_Draw3DShape2(tshapes[i].shape, tshapes[i].frame, tshapes[i].colour,
|
|
tshapes[i].specular, tshapes[i].flag, tshapes[i].flag_data);
|
|
glPopMatrix();
|
|
}
|
|
|
|
nb_tshapes = 0;
|
|
}
|
|
|
|
void pie_RemainingPasses() {
|
|
pie_DrawShadows();
|
|
pie_DrawRemainingTransShapes();
|
|
}
|
|
|
|
/***************************************************************************
|
|
* pie_Drawimage
|
|
*
|
|
* General purpose blit function
|
|
* Will support zbuffering, non_textured, coloured lighting and alpha effects
|
|
*
|
|
* replaces all ivis blit functions
|
|
*
|
|
***************************************************************************/
|
|
//d3d loses edge pixels in triangle draw
|
|
//this is a temporary correction that may become an option
|
|
|
|
# define EDGE_CORRECTION 0
|
|
|
|
void pie_DrawImage(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style)
|
|
{
|
|
/* Set transparent color to be 0 red, 0 green, 0 blue, 0 alpha */
|
|
polyCount++;
|
|
|
|
pie_SetTexturePage(image->texPage);
|
|
|
|
style->colour.argb = pie_GetColour();
|
|
style->specular.argb = 0x00000000;
|
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glColor4ub(style->colour.byte.r, style->colour.byte.g, style->colour.byte.b, style->colour.byte.a);
|
|
//set up 4 pie verts
|
|
glTexCoord2f(image->tu, image->tv);
|
|
glVertex2f(dest->x, dest->y);
|
|
//pieVrts[0].sz = (SDWORD)INTERFACE_DEPTH;
|
|
//pieVrts[0].specular.argb = style->specular.argb;
|
|
glTexCoord2f(image->tu + image->tw + EDGE_CORRECTION, image->tv);
|
|
glVertex2f(dest->x + dest->w + EDGE_CORRECTION, dest->y);
|
|
//pieVrts[1].sz = (SDWORD)INTERFACE_DEPTH;
|
|
//pieVrts[1].specular.argb = style->specular.argb;
|
|
glTexCoord2f(image->tu, image->tv + image->th + EDGE_CORRECTION);
|
|
glVertex2f(dest->x, dest->y + dest->h + EDGE_CORRECTION);
|
|
//pieVrts[3].sz = (SDWORD)INTERFACE_DEPTH;
|
|
//pieVrts[3].specular.argb = style->specular.argb;
|
|
glTexCoord2f(image->tu + image->tw + EDGE_CORRECTION, image->tv + image->th + EDGE_CORRECTION);
|
|
glVertex2f(dest->x + dest->w + EDGE_CORRECTION, dest->y + dest->h + EDGE_CORRECTION);
|
|
//pieVrts[2].sz = (SDWORD)INTERFACE_DEPTH;
|
|
//pieVrts[2].specular.argb = style->specular.argb;
|
|
glEnd();
|
|
}
|
|
|
|
/***************************************************************************
|
|
* pie_Drawimage270
|
|
*
|
|
* General purpose blit function
|
|
* Will support zbuffering, non_textured, coloured lighting and alpha effects
|
|
*
|
|
* replaces all ivis blit functions
|
|
*
|
|
***************************************************************************/
|
|
|
|
void pie_DrawImage270(PIEIMAGE *image, PIERECT *dest, PIESTYLE *style)
|
|
{
|
|
PIELIGHT colour;
|
|
|
|
polyCount++;
|
|
|
|
pie_SetTexturePage(image->texPage);
|
|
|
|
colour.argb = pie_GetColour();
|
|
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
glColor4ub(colour.byte.r, colour.byte.g, colour.byte.b, colour.byte.a);
|
|
glTexCoord2f(image->tu+image->tw+EDGE_CORRECTION, image->tv);
|
|
glVertex2f(dest->x, dest->y);
|
|
glTexCoord2f(image->tu+image->tw+EDGE_CORRECTION, image->tv+image->th+EDGE_CORRECTION);
|
|
glVertex2f(dest->x+dest->h+EDGE_CORRECTION, dest->y);
|
|
glTexCoord2f(image->tu, image->tv+image->th+EDGE_CORRECTION);
|
|
glVertex2f(dest->x+dest->h+EDGE_CORRECTION, dest->y+dest->w+EDGE_CORRECTION);
|
|
glTexCoord2f(image->tu, image->tv);
|
|
glVertex2f(dest->x, dest->y+dest->w+EDGE_CORRECTION);
|
|
glEnd();
|
|
}
|
|
|
|
/***************************************************************************
|
|
* pie_DrawLine
|
|
*
|
|
* universal line function for hardware
|
|
*
|
|
* Assumes render mode set up externally
|
|
*
|
|
***************************************************************************/
|
|
|
|
void pie_DrawLine(SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1, UDWORD colour, BOOL bClip)
|
|
{
|
|
polyCount++;
|
|
|
|
pie_SetTexturePage(-1);
|
|
pie_SetColourKeyedBlack(FALSE);
|
|
pie_SetColour(colour);
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
glVertex3f(x0, y0, INTERFACE_DEPTH);
|
|
glVertex3f(x1, y1, INTERFACE_DEPTH);
|
|
glEnd();
|
|
}
|
|
|
|
/***************************************************************************
|
|
* pie_DrawRect
|
|
*
|
|
* universal rectangle function for hardware
|
|
*
|
|
* Assumes render mode set up externally, draws filled rectangle
|
|
*
|
|
***************************************************************************/
|
|
|
|
void pie_DrawRect(SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1, UDWORD colour, BOOL bClip)
|
|
{
|
|
// SDWORD swap;
|
|
PIELIGHT c;
|
|
polyCount++;
|
|
|
|
c.argb = colour;
|
|
pie_SetColourKeyedBlack(FALSE);
|
|
|
|
glColor4ub(c.byte.r, c.byte.g, c.byte.b, c.byte.a);
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glVertex2i(x0, y0);
|
|
glVertex2i(x1, y0);
|
|
glVertex2i(x0, y1);
|
|
glVertex2i(x1, y1);
|
|
glEnd();
|
|
}
|
|
|
|
/***************************************************************************
|
|
* pie_PiePoly
|
|
*
|
|
* universal poly draw function for hardware
|
|
*
|
|
* Assumes render mode set up externally
|
|
*
|
|
***************************************************************************/
|
|
|
|
static void pie_PiePoly(PIEPOLY *poly, BOOL light)
|
|
{
|
|
polyCount++;
|
|
|
|
if (poly->nVrts >= 3) {
|
|
if (poly->flags & PIE_COLOURKEYED) {
|
|
pie_SetColourKeyedBlack(TRUE);
|
|
} else {
|
|
pie_SetColourKeyedBlack(FALSE);
|
|
}
|
|
pie_SetColourKeyedBlack(TRUE);
|
|
if (poly->flags & PIE_NO_CULL) {
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
pie_Polygon(poly->nVrts, poly->pVrts, 0.0, light);
|
|
if (poly->flags & PIE_NO_CULL) {
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void pie_PiePolyFrame(PIEPOLY *poly, SDWORD frame, BOOL light)
|
|
{
|
|
int uFrame, vFrame, j, framesPerLine;
|
|
|
|
if ((poly->flags & iV_IMD_TEXANIM) && (frame != 0)) {
|
|
if (poly->pTexAnim != NULL) {
|
|
if (poly->pTexAnim->nFrames >=0) {
|
|
frame %= poly->pTexAnim->nFrames;
|
|
} else {
|
|
frame %= (-poly->pTexAnim->nFrames);
|
|
}
|
|
if (frame > 0) {
|
|
// HACK - fix this!!!!
|
|
framesPerLine = 256 / poly->pTexAnim->textureWidth;
|
|
//should be framesPerLine = iV_TEXTEX(texPage)->width / poly->pTexAnim->textureWidth;
|
|
vFrame = 0;
|
|
while (frame >= framesPerLine)
|
|
{
|
|
frame -= framesPerLine;
|
|
vFrame += poly->pTexAnim->textureHeight;
|
|
}
|
|
uFrame = frame * poly->pTexAnim->textureWidth;
|
|
|
|
for (j=0; j<poly->nVrts; j++)
|
|
{
|
|
poly->pVrts[j].tu += uFrame;
|
|
poly->pVrts[j].tv += vFrame;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#ifndef NO_RENDER
|
|
//draw with new texture data
|
|
pie_PiePoly(poly, light);
|
|
#endif
|
|
}
|
|
|
|
//old ivis style draw poly
|
|
/***************************************************************************
|
|
* pie_IvisPoly
|
|
*
|
|
* optimised poly draw function for software
|
|
*
|
|
* Assumes render mode NOT set up externally
|
|
* ---
|
|
***************************************************************************/
|
|
static void pie_IvisPoly(SDWORD texPage, iIMDPoly *poly, BOOL bClip) {
|
|
polyCount++;
|
|
|
|
if (poly->npnts >= 3) {
|
|
SDWORD i;
|
|
|
|
if (poly->flags & PIE_COLOURKEYED) {
|
|
pie_SetColourKeyedBlack(TRUE);
|
|
} else {
|
|
pie_SetColourKeyedBlack(FALSE);
|
|
}
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for (i = 0; i < poly->npnts; ++i) {
|
|
glColor3ub(poly->vrt[i].g*16, poly->vrt[i].g*16, poly->vrt[i].g*16);
|
|
glTexCoord2f(poly->vrt[i].u, poly->vrt[i].v);
|
|
glVertex3f(poly->vrt[i].x, poly->vrt[i].y, poly->vrt[i].z);
|
|
}
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
static void pie_IvisPolyFrame(SDWORD texPage, iIMDPoly *poly, SDWORD frame, BOOL bClip)
|
|
{
|
|
int uFrame, vFrame, j, framesPerLine;
|
|
|
|
polyCount++;
|
|
|
|
if ((poly->flags & iV_IMD_TEXANIM) && (frame != 0))
|
|
{
|
|
|
|
if (poly->pTexAnim != NULL)
|
|
{
|
|
if (poly->pTexAnim->nFrames >=0)
|
|
{
|
|
frame %= poly->pTexAnim->nFrames;
|
|
}
|
|
else //frame is colour key
|
|
{
|
|
frame %= (-poly->pTexAnim->nFrames);
|
|
}
|
|
if (frame > 0)
|
|
{
|
|
framesPerLine = iV_TEXTEX(texPage)->width / poly->pTexAnim->textureWidth;
|
|
vFrame = 0;
|
|
while (frame >= framesPerLine)
|
|
{
|
|
frame -= framesPerLine;
|
|
vFrame += poly->pTexAnim->textureHeight;
|
|
}
|
|
uFrame = frame * poly->pTexAnim->textureWidth;
|
|
// shift the textures for animation
|
|
if (poly->flags & iV_IMD_TEXANIM)
|
|
{
|
|
for (j=0; j<poly->npnts; j++)
|
|
{
|
|
poly->vrt[j].u += uFrame;
|
|
poly->vrt[j].v += vFrame;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
#ifndef NO_RENDER
|
|
pie_IvisPoly(texPage, poly, bClip);
|
|
#endif
|
|
}
|
|
|
|
|
|
/***************************************************************************
|
|
*
|
|
*
|
|
*
|
|
***************************************************************************/
|
|
|
|
//ivis style draw function
|
|
void pie_DrawTriangle(iVertex *pv, iTexture* texPage, UDWORD renderFlags, iPoint *offset)
|
|
{
|
|
UDWORD i;
|
|
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for (i = 0; i < 3; i++) {
|
|
glColor4ub(pv[i].g*16, pv[i].g*16, pv[i].g*16, 255);
|
|
glTexCoord2f(pv[i].u, pv[i].v);
|
|
glVertex3f(pv[i].x, pv[i].y, pv[i].z);
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
void pie_DrawFastTriangle(PIEVERTEX *v1, PIEVERTEX *v2, PIEVERTEX *v3, iTexture* texPage, int pieFlag, int pieFlagData )
|
|
{
|
|
}
|
|
|
|
|
|
void pie_DrawPoly(SDWORD numVrts, PIEVERTEX *aVrts, SDWORD texPage, void* psEffects)
|
|
{
|
|
FRACT offset = 0;
|
|
|
|
/* Since this is only used from within source for the terrain draw - we can backface cull the
|
|
polygons.
|
|
|
|
|
|
*/
|
|
tileCount++;
|
|
pie_SetTexturePage(texPage);
|
|
pie_SetFogStatus(TRUE);
|
|
if (psEffects == NULL)//jps 15apr99 translucent water code
|
|
{
|
|
pie_SetRendMode(REND_GOURAUD_TEX);//jps 15apr99 old solid water code
|
|
pie_SetColourKeyedBlack(TRUE);
|
|
}
|
|
else//jps 15apr99 translucent water code
|
|
{
|
|
pie_SetRendMode(REND_ALPHA_TEX);//jps 15apr99 old solid water code
|
|
pie_SetColourKeyedBlack(FALSE);
|
|
offset = *((float*)psEffects);
|
|
}
|
|
pie_SetBilinear(TRUE);
|
|
|
|
if (numVrts >= 3) {
|
|
pie_Polygon(numVrts, aVrts, offset, FALSE);
|
|
}
|
|
}
|
|
|
|
//#ifdef NECROMANCER
|
|
void pie_DrawTile(PIEVERTEX *pv0, PIEVERTEX *pv1, PIEVERTEX *pv2, PIEVERTEX *pv3, SDWORD texPage)
|
|
{
|
|
tileCount++;
|
|
|
|
pie_SetRendMode(REND_GOURAUD_TEX);
|
|
pie_SetTexturePage(texPage);
|
|
pie_SetBilinear(TRUE);
|
|
|
|
memcpy(&pieVrts[0],pv0,sizeof(PIEVERTEX));
|
|
memcpy(&pieVrts[1],pv1,sizeof(PIEVERTEX));
|
|
memcpy(&pieVrts[2],pv2,sizeof(PIEVERTEX));
|
|
memcpy(&pieVrts[3],pv3,sizeof(PIEVERTEX));
|
|
|
|
pie_Polygon(4, pieVrts, 0.0, TRUE);
|
|
}
|
|
//#endif
|
|
|
|
void pie_GetResetCounts(SDWORD* pPieCount, SDWORD* pTileCount, SDWORD* pPolyCount, SDWORD* pStateCount)
|
|
{
|
|
*pPieCount = pieCount;
|
|
*pTileCount = tileCount;
|
|
*pPolyCount = polyCount;
|
|
*pStateCount = pieStateCount;
|
|
|
|
pieCount = 0;
|
|
tileCount = 0;
|
|
polyCount = 0;
|
|
pieStateCount = 0;
|
|
return;
|
|
}
|
|
|