mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-28 05:11:34 +00:00
Removed all glBegin/glEnd references
MD2/MD3 now works, with the exception of WAD textures for some odd reason
This commit is contained in:
parent
2f930f1262
commit
1249f37fc5
8 changed files with 386 additions and 777 deletions
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@ -63,10 +63,8 @@ EXPORT void HWRAPI(SetTransform) (FTransform *ptransform);
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EXPORT INT32 HWRAPI(GetTextureUsed) (void);
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EXPORT INT32 HWRAPI(GetRenderVersion) (void);
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#ifdef SHUFFLE
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#define SCREENVERTS 10
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EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
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#endif
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EXPORT void HWRAPI(FlushScreenTextures) (void);
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EXPORT void HWRAPI(StartScreenWipe) (void);
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EXPORT void HWRAPI(EndScreenWipe) (void);
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@ -105,9 +103,7 @@ struct hwdriver_s
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#ifndef HAVE_SDL
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Shutdown pfnShutdown;
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#endif
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#ifdef SHUFFLE
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PostImgRedraw pfnPostImgRedraw;
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#endif
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FlushScreenTextures pfnFlushScreenTextures;
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StartScreenWipe pfnStartScreenWipe;
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EndScreenWipe pfnEndScreenWipe;
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@ -6838,7 +6838,6 @@ void HWR_DoPostProcessor(player_t *player)
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if (splitscreen) // Not supported in splitscreen - someone want to add support?
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return;
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#ifdef SHUFFLE
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// Drunken vision! WooOOooo~
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if (*type == postimg_water || *type == postimg_heat)
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{
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@ -6881,7 +6880,6 @@ void HWR_DoPostProcessor(player_t *player)
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HWD.pfnMakeScreenTexture();
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}
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// Flipping of the screen isn't done here anymore
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#endif // SHUFFLE
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}
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void HWR_StartScreenWipe(void)
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@ -17,7 +17,7 @@
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#define NUMVERTEXNORMALS 162
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// Quake 2 normals are indexed. Use avertexnormals[normalindex][x/y/z] and
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// Quake 2 normals are indexed. Use avertexnormals[normalindex][x/y/z] and
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// you'll have your normals.
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float avertexnormals[NUMVERTEXNORMALS][3] = {
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{-0.525731f, 0.000000f, 0.850651f},
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@ -186,71 +186,57 @@ float avertexnormals[NUMVERTEXNORMALS][3] = {
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typedef struct
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{
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int ident; // A "magic number" that's used to identify the .md2 file
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int version; // The version of the file, always 8
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int skinwidth; // Width of the skin(s) in pixels
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int skinheight; // Height of the skin(s) in pixels
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int framesize; // Size of each frame in bytes
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int numSkins; // Number of skins with the model
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int numXYZ; // Number of vertices in each frame
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int numST; // Number of texture coordinates in each frame.
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int numTris; // Number of triangles in each frame
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int numGLcmds; // Number of dwords (4 bytes) in the gl command list.
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int numFrames; // Number of frames
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int offsetSkins; // Offset, in bytes from the start of the file, to the list of skin names.
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int offsetST; // Offset, in bytes from the start of the file, to the list of texture coordinates
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int offsetTris; // Offset, in bytes from the start of the file, to the list of triangles
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int offsetFrames; // Offset, in bytes from the start of the file, to the list of frames
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int offsetGLcmds; // Offset, in bytes from the start of the file, to the list of gl commands
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int offsetEnd; // Offset, in bytes from the start of the file, to the end of the file (filesize)
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int ident; // A "magic number" that's used to identify the .md2 file
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int version; // The version of the file, always 8
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int skinwidth; // Width of the skin(s) in pixels
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int skinheight; // Height of the skin(s) in pixels
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int framesize; // Size of each frame in bytes
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int numSkins; // Number of skins with the model
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int numXYZ; // Number of vertices in each frame
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int numST; // Number of texture coordinates in each frame.
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int numTris; // Number of triangles in each frame
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int numGLcmds; // Number of dwords (4 bytes) in the gl command list.
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int numFrames; // Number of frames
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int offsetSkins; // Offset, in bytes from the start of the file, to the list of skin names.
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int offsetST; // Offset, in bytes from the start of the file, to the list of texture coordinates
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int offsetTris; // Offset, in bytes from the start of the file, to the list of triangles
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int offsetFrames; // Offset, in bytes from the start of the file, to the list of frames
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int offsetGLcmds; // Offset, in bytes from the start of the file, to the list of gl commands
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int offsetEnd; // Offset, in bytes from the start of the file, to the end of the file (filesize)
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} md2header_t;
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typedef struct
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{
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unsigned short meshIndex[3]; // indices into the array of vertices in each frames
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unsigned short stIndex[3]; // indices into the array of texture coordinates
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unsigned short meshIndex[3]; // indices into the array of vertices in each frames
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unsigned short stIndex[3]; // indices into the array of texture coordinates
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} md2triangle_t;
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typedef struct
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{
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short s;
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short t;
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short s;
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short t;
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} md2texcoord_t;
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typedef struct
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{
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unsigned char v[3]; // Scaled vertices. You'll need to multiply them with scale[x] to make them normal.
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unsigned char lightNormalIndex; // Index to the array of normals
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unsigned char v[3]; // Scaled vertices. You'll need to multiply them with scale[x] to make them normal.
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unsigned char lightNormalIndex; // Index to the array of normals
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} md2vertex_t;
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typedef struct
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{
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float scale[3]; // Used by the v member in the md2framePoint structure
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float translate[3]; // Used by the v member in the md2framePoint structure
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char name[16]; // Name of the frame
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float scale[3]; // Used by the v member in the md2framePoint structure
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float translate[3]; // Used by the v member in the md2framePoint structure
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char name[16]; // Name of the frame
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} md2frame_t;
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// Load the model
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model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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{
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useFloat = true;
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model_t *retModel = NULL;
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md2header_t *header;
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size_t fileLen;
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size_t fileReadLen;
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int i, j, t;
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size_t namelen;
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char *texturefilename, *buffer;
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const char *texPos;
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const float WUNITS = 1.0f;
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float dataScale;
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md2triangle_t *tris;
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md2texcoord_t *texcoords;
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md2frame_t *frames;
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FILE *f = fopen(fileName, "rb");
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if (!f)
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@ -258,7 +244,13 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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retModel = (model_t*)Z_Calloc(sizeof(model_t), ztag, 0);
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texPos = strchr(fileName, '/');
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size_t fileLen;
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int i, j;
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size_t namelen;
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char *texturefilename;
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const char *texPos = strchr(fileName, '/');
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if (texPos)
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{
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@ -274,9 +266,9 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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strcpy(texturefilename, fileName);
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}
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texturefilename[namelen-2] = 'z';
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texturefilename[namelen-3] = 'u';
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texturefilename[namelen-4] = 'b';
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texturefilename[namelen - 2] = 'z';
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texturefilename[namelen - 3] = 'u';
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texturefilename[namelen - 4] = 'b';
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// find length of file
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fseek(f, 0, SEEK_END);
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@ -284,25 +276,23 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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fseek(f, 0, SEEK_SET);
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// read in file
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buffer = malloc(fileLen);
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fileReadLen = fread(buffer, fileLen, 1, f);
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char *buffer = malloc(fileLen);
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fread(buffer, fileLen, 1, f);
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fclose(f);
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(void)fileReadLen; // intentionally ignore return value, per buildbot
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// get pointer to file header
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header = (md2header_t*)buffer;
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retModel->numMeshes = 1; // MD2 only has one mesh
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retModel->meshes = (mesh_t*)Z_Calloc(sizeof(mesh_t) * retModel->numMeshes, ztag, 0);
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retModel->meshes[0].numFrames = header->numFrames;
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dataScale = WUNITS;
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const float WUNITS = 1.0f;
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float dataScale = WUNITS;
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// Tris and ST are simple structures that can be straight-copied
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tris = (md2triangle_t*)&buffer[header->offsetTris];
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texcoords = (md2texcoord_t*)&buffer[header->offsetST];
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frames = (md2frame_t*)&buffer[header->offsetFrames];
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md2triangle_t *tris = (md2triangle_t*)&buffer[header->offsetTris];
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md2texcoord_t *texcoords = (md2texcoord_t*)&buffer[header->offsetST];
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md2frame_t *frames = (md2frame_t*)&buffer[header->offsetFrames];
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// Read in textures
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retModel->numMaterials = header->numSkins;
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retModel->materials = (material_t*)Z_Calloc(sizeof(material_t)*retModel->numMaterials, ztag, 0);
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int t;
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for (t = 0; t < retModel->numMaterials; t++)
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{
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retModel->materials[t].ambient[0] = 0.8f;
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@ -333,86 +324,76 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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retModel->materials[t].shininess = 0.0f;
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retModel->materials[t].spheremap = false;
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/* retModel->materials[t].texture = Texture::ReadTexture((char*)texturefilename, ZT_TEXTURE);
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/* retModel->materials[t].texture = Texture::ReadTexture((char*)texturefilename, ZT_TEXTURE);
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if (!systemSucks)
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{
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// Check for a normal map...??
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Resource::resource_t *res
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char openfilename[1024];
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char normalMapName[1024];
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strcpy(normalMapName, texturefilename);
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size_t len = strlen(normalMapName);
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char *ptr = &normalMapName[len];
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ptr--; // z
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ptr--; // u
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ptr--; // b
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ptr--; // .
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*ptr++ = '_';
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*ptr++ = 'n';
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*ptr++ = '.';
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*ptr++ = 'b';
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*ptr++ = 'u';
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*ptr++ = 'z';
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*ptr++ = '\0';
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if (!systemSucks)
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{
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// Check for a normal map...??
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char openfilename[1024];
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char normalMapName[1024];
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strcpy(normalMapName, texturefilename);
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size_t len = strlen(normalMapName);
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char *ptr = &normalMapName[len];
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ptr--; // z
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ptr--; // u
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ptr--; // b
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ptr--; // .
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*ptr++ = '_';
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*ptr++ = 'n';
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*ptr++ = '.';
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*ptr++ = 'b';
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*ptr++ = 'u';
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*ptr++ = 'z';
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*ptr++ = '\0';
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sprintf(openfilename, "%s/%s", "textures", normalMapName);
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// Convert backslashes to forward slashes
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for (int k = 0; k < 1024; k++)
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{
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if (openfilename[k] == '\0')
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break;
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sprintf(openfilename, "%s/%s", "textures", normalMapName);
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// Convert backslashes to forward slashes
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for (int k = 0; k < 1024; k++)
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{
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if (openfilename[k] == '\0')
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break;
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if (openfilename[k] == '\\')
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openfilename[k] = '/';
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}
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if (openfilename[k] == '\\')
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openfilename[k] = '/';
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}
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res = Resource::Open(openfilename);
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if (res)
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{
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Resource::Close(res);
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retModel->materials[t].lightmap = Texture::ReadTexture(normalMapName, ZT_TEXTURE);
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}
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}*/
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Resource::resource_t *res = Resource::Open(openfilename);
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if (res)
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{
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Resource::Close(res);
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retModel->materials[t].lightmap = Texture::ReadTexture(normalMapName, ZT_TEXTURE);
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}
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}*/
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}
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retModel->meshes[0].numTriangles = header->numTris;
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if (!useFloat) // Decompress to MD3 'tinyframe' space
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{
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char *ptr = (char*)frames;
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md2triangle_t *trisPtr;
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unsigned short *indexptr;
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float *uvptr;
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dataScale = 0.015624f; // 1 / 64.0f
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retModel->meshes[0].tinyframes = (tinyframe_t*)Z_Calloc(sizeof(tinyframe_t)*header->numFrames, ztag, 0);
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retModel->meshes[0].numVertices = header->numXYZ;
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retModel->meshes[0].uvs = (float*)Z_Malloc (sizeof(float)*2*retModel->meshes[0].numVertices, ztag, 0);
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retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float) * 2 * retModel->meshes[0].numVertices, ztag, 0);
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byte *ptr = (byte*)frames;
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for (i = 0; i < header->numFrames; i++, ptr += header->framesize)
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{
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short *vertptr;
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char *normptr;
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//char *tanptr;
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md2frame_t *framePtr = (md2frame_t*)ptr;
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md2vertex_t *vertex;
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retModel->meshes[0].tinyframes[i].vertices = (short*)Z_Malloc(sizeof(short) * 3 * header->numXYZ, ztag, 0);
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retModel->meshes[0].tinyframes[i].normals = (char*)Z_Malloc(sizeof(char) * 3 * header->numXYZ, ztag, 0);
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retModel->meshes[0].tinyframes[i].vertices = (short*)Z_Malloc(sizeof(short)*3*header->numXYZ, ztag, 0);
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retModel->meshes[0].tinyframes[i].normals = (char*)Z_Malloc(sizeof(char)*3*header->numXYZ, ztag, 0);
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// if (retModel->materials[0].lightmap)
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// retModel->meshes[0].tinyframes[i].tangents = (char*)malloc(sizeof(char));//(char*)Z_Malloc(sizeof(char)*3*header->numVerts, ztag);
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// if (retModel->materials[0].lightmap)
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// retModel->meshes[0].tinyframes[i].tangents = (char*)malloc(sizeof(char));//(char*)Z_Malloc(sizeof(char)*3*header->numVerts, ztag);
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retModel->meshes[0].indices = (unsigned short*)Z_Malloc(sizeof(unsigned short) * 3 * header->numTris, ztag, 0);
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vertptr = retModel->meshes[0].tinyframes[i].vertices;
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normptr = retModel->meshes[0].tinyframes[i].normals;
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short *vertptr = retModel->meshes[0].tinyframes[i].vertices;
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char *normptr = retModel->meshes[0].tinyframes[i].normals;
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// tanptr = retModel->meshes[0].tinyframes[i].tangents;
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// char *tanptr = retModel->meshes[0].tinyframes[i].tangents;
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retModel->meshes[0].tinyframes[i].material = &retModel->materials[0];
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framePtr++; // Advance to vertex list
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vertex = (md2vertex_t*)framePtr;
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md2vertex_t *vertex = (md2vertex_t*)framePtr;
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framePtr--;
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for (j = 0; j < header->numXYZ; j++, vertex++)
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{
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// Normal
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*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][0] * 127);
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*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][1] * 127);
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*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][2] * 127);
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*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][1] * 127);
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}
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}
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// This doesn't need to be done every frame!
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trisPtr = tris;
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indexptr = retModel->meshes[0].indices;
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uvptr = (float*)retModel->meshes[0].uvs;
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md2triangle_t *trisPtr = tris;
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unsigned short *indexptr = retModel->meshes[0].indices;
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float *uvptr = (float*)retModel->meshes[0].uvs;
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for (j = 0; j < header->numTris; j++, trisPtr++)
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{
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*indexptr = trisPtr->meshIndex[0];
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@ -453,15 +434,12 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
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}
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else // Full float loading method
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{
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md2triangle_t *trisPtr = tris;
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float *uvptr;
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char *ptr = (char*)frames;
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retModel->meshes[0].numVertices = header->numTris*3;
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retModel->meshes[0].numVertices = header->numTris * 3;
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retModel->meshes[0].frames = (mdlframe_t*)Z_Calloc(sizeof(mdlframe_t)*header->numFrames, ztag, 0);
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retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float)*2*retModel->meshes[0].numVertices, ztag, 0);
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uvptr = retModel->meshes[0].uvs;
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retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float) * 2 * retModel->meshes[0].numVertices, ztag, 0);
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md2triangle_t *trisPtr = tris;
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float *uvptr = retModel->meshes[0].uvs;
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for (i = 0; i < retModel->meshes[0].numTriangles; i++, trisPtr++)
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{
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*uvptr++ = texcoords[trisPtr->stIndex[0]].s / (float)header->skinwidth;
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*uvptr++ = (texcoords[trisPtr->stIndex[2]].t / (float)header->skinheight);
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}
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byte *ptr = (byte*)frames;
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for (i = 0; i < header->numFrames; i++, ptr += header->framesize)
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{
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md2vertex_t *vertex;
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md2frame_t *framePtr = (md2frame_t*)ptr;
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retModel->meshes[0].frames[i].normals = (float*)Z_Malloc(sizeof(float) * 3 * header->numTris * 3, ztag, 0);
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retModel->meshes[0].frames[i].vertices = (float*)Z_Malloc(sizeof(float) * 3 * header->numTris * 3, ztag, 0);
|
||||
// if (retModel->materials[0].lightmap)
|
||||
// retModel->meshes[0].frames[i].tangents = (float*)malloc(sizeof(float));//(float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag);
|
||||
float *vertptr, *normptr;
|
||||
retModel->meshes[0].frames[i].normals = (float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag, 0);
|
||||
retModel->meshes[0].frames[i].vertices = (float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag, 0);
|
||||
// if (retModel->materials[0].lightmap)
|
||||
// retModel->meshes[0].frames[i].tangents = (float*)malloc(sizeof(float));//(float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag);
|
||||
|
||||
normptr = (float*)retModel->meshes[0].frames[i].normals;
|
||||
vertptr = (float*)retModel->meshes[0].frames[i].vertices;
|
||||
trisPtr = tris;
|
||||
|
@ -489,7 +466,7 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
|
|||
retModel->meshes[0].frames[i].material = &retModel->materials[0];
|
||||
|
||||
framePtr++; // Advance to vertex list
|
||||
vertex = (md2vertex_t*)framePtr;
|
||||
md2vertex_t *vertex = (md2vertex_t*)framePtr;
|
||||
framePtr--;
|
||||
for (j = 0; j < header->numTris; j++, trisPtr++)
|
||||
{
|
||||
|
@ -515,26 +492,17 @@ model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
|
|||
vertptr++;
|
||||
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][0];
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][1];
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][2];
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][1];
|
||||
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][0];
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][1];
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][2];
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][1];
|
||||
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][0];
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][1];
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][2];
|
||||
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][1];
|
||||
}
|
||||
/*
|
||||
// Rotate MD2 by 90 degrees in code BLAAHH
|
||||
vector_t *normVecptr = (vector_t*)retModel->meshes[0].frames[i].normals;
|
||||
vector_t *vertVecptr = (vector_t*)retModel->meshes[0].frames[i].vertices;
|
||||
for (j = 0; j < header->numTris * 3; j++, normVecptr++, vertVecptr++)
|
||||
{
|
||||
VectorRotate(normVecptr, &vectorYaxis, -90.0f);
|
||||
VectorRotate(vertVecptr, &vectorYaxis, -90.0f);
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -37,13 +37,11 @@
|
|||
#include <GL/gl.h>
|
||||
#include <GL/glu.h>
|
||||
|
||||
#ifndef MINI_GL_COMPATIBILITY
|
||||
#ifdef STATIC_OPENGL // Because of the 1.3 functions, you'll need GLext to compile it if static
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <GL/glext.h>
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#define _CREATE_DLL_ // necessary for Unix AND Windows
|
||||
#include "../../doomdef.h"
|
||||
|
|
|
@ -90,9 +90,7 @@ void *hwSym(const char *funcName,void *handle)
|
|||
GETFUNC(DrawModel);
|
||||
GETFUNC(SetTransform);
|
||||
GETFUNC(GetRenderVersion);
|
||||
#ifdef SHUFFLE
|
||||
GETFUNC(PostImgRedraw);
|
||||
#endif //SHUFFLE
|
||||
GETFUNC(FlushScreenTextures);
|
||||
GETFUNC(StartScreenWipe);
|
||||
GETFUNC(EndScreenWipe);
|
||||
|
|
|
@ -1549,9 +1549,7 @@ void I_StartupGraphics(void)
|
|||
HWD.pfnDrawModel = hwSym("DrawModel",NULL);
|
||||
HWD.pfnSetTransform = hwSym("SetTransform",NULL);
|
||||
HWD.pfnGetRenderVersion = hwSym("GetRenderVersion",NULL);
|
||||
#ifdef SHUFFLE
|
||||
HWD.pfnPostImgRedraw = hwSym("PostImgRedraw",NULL);
|
||||
#endif
|
||||
HWD.pfnFlushScreenTextures=hwSym("FlushScreenTextures",NULL);
|
||||
HWD.pfnStartScreenWipe = hwSym("StartScreenWipe",NULL);
|
||||
HWD.pfnEndScreenWipe = hwSym("EndScreenWipe",NULL);
|
||||
|
|
|
@ -108,21 +108,9 @@
|
|||
<ClCompile Include="..\hardware\hw_md2.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClCompile>
|
||||
<ClInclude Include="..\hardware\hw_md2load.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\hardware\hw_md3load.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\hardware\hw_model.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClInclude>
|
||||
<ClCompile Include="..\hardware\hw_trick.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClCompile>
|
||||
<ClInclude Include="..\hardware\u_list.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClInclude>
|
||||
<ClCompile Include="..\hardware\hw3sound.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClCompile>
|
||||
|
@ -465,6 +453,10 @@
|
|||
<ClCompile Include="..\string.c">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\hardware\hw_md2load.c" />
|
||||
<ClCompile Include="..\hardware\hw_md3load.c" />
|
||||
<ClCompile Include="..\hardware\hw_model.c" />
|
||||
<ClCompile Include="..\hardware\u_list.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="afxres.h">
|
||||
|
|
Loading…
Reference in a new issue