*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@936 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+62
-21
@@ -253,50 +253,65 @@ void genclipmatrix(float a, float b, float c, float d, GLfloat matrix[16])
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matrix[14] = clip[3]*scale;
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}
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bool reflecting = false;
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GLuint reflecttex = 0;
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bool reflecting = false, refracting = false;
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GLuint reflecttex = 0, refracttex = 0;
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int reflectlastsize = 0;
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VARP(reflectres, 6, 7, 10);
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VAR(reflectclip, 0, 3, 100);
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VARP(waterreflect, 0, 1, 1);
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VARP(waterrefract, 0, 0, 1);
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void drawreflection(float hf, int w, int h, float changelod)
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void drawreflection(float hf, int w, int h, float changelod, bool refract)
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{
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reflecting = true;
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refracting = refract;
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int size = 1<<reflectres;
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while(size > w || size > h) size /= 2;
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if(size!=reflectlastsize)
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{
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glDeleteTextures(1, &reflecttex);
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reflecttex = 0;
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if(reflecttex) glDeleteTextures(1, &reflecttex);
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if(refracttex) glDeleteTextures(1, &refracttex);
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reflecttex = refracttex = 0;
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}
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if(!reflecttex)
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if(!reflecttex || (waterrefract && !refracttex))
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{
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glGenTextures(1, &reflecttex);
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createtexture(reflecttex, size, size, NULL, 3, false, GL_RGB);
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if(!reflecttex)
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{
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glGenTextures(1, &reflecttex);
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createtexture(reflecttex, size, size, NULL, 3, false, GL_RGB);
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}
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if(!refracttex)
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{
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glGenTextures(1, &refracttex);
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createtexture(refracttex, size, size, NULL, 3, false, GL_RGB);
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}
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reflectlastsize = size;
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}
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resetcubes();
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render_world(camera1->o.x, camera1->o.y, hf, changelod,
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(int)camera1->yaw, -(int)camera1->pitch, (float)fov, size, size);
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render_world(camera1->o.x, camera1->o.y, refract ? camera1->o.z : hf, changelod,
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(int)camera1->yaw, (refract ? 1 : -1)*(int)camera1->pitch, (float)fov, size, size);
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setupstrips();
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glCullFace(GL_BACK);
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if(!refract) glCullFace(GL_BACK);
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glViewport(0, 0, size, size);
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glClear(GL_DEPTH_BUFFER_BIT);
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glEnable(GL_TEXTURE_2D);
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transplayer();
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glTranslatef(0, 2*hf, 0);
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glScalef(1, -1, 1);
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if(!refract)
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{
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glTranslatef(0, 2*hf, 0);
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glScalef(1, -1, 1);
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}
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GLfloat clipmat[16];
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genclipmatrix(0, 1, 0, 0.1f-hf, clipmat);
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genclipmatrix(0, refract ? -1 : 1, 0, refract ? 0.1f*reflectclip+hf : 0.1f*reflectclip-hf, clipmat);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadMatrixf(clipmat);
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@@ -309,7 +324,7 @@ void drawreflection(float hf, int w, int h, float changelod)
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glRotatef(camera1->pitch, -1, 0, 0);
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glRotatef(camera1->yaw, 0, 1, 0);
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glRotatef(90, 1, 0, 0);
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glScalef(1, 1, -1);
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if(!refract) glScalef(1, 1, -1);
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glColor3f(1, 1, 1);
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glDisable(GL_FOG);
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glDepthFunc(GL_GREATER);
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@@ -326,19 +341,41 @@ void drawreflection(float hf, int w, int h, float changelod)
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overbright(1);
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render_particles(0);
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if(refract) glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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if(refract)
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{
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glLoadIdentity();
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glOrtho(0, 1, 0, 1, -1, 1);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4ubv(hdr.watercolor);
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glBegin(GL_QUADS);
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glVertex2i(0, 1);
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glVertex2i(1, 1);
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glVertex2i(1, 0);
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glVertex2i(0, 0);
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glEnd();
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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}
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glCullFace(GL_FRONT);
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if(!refract) glCullFace(GL_FRONT);
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glViewport(0, 0, w, h);
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glBindTexture(GL_TEXTURE_2D, reflecttex);
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glBindTexture(GL_TEXTURE_2D, refract ? refracttex : reflecttex);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
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glDisable(GL_TEXTURE_2D);
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reflecting = false;
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reflecting = refracting = false;
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}
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bool minimap = false, minimapdirty = true;
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@@ -413,7 +450,7 @@ void drawminimap(int w, int h)
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overbright(1);
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float hf = hdr.waterlevel-0.3f;
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renderwater(hf, 0);
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renderwater(hf, 0, 0);
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minimap = false;
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@@ -530,7 +567,11 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
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else if(waterreflect)
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{
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extern int wx1;
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if(wx1>=0) drawreflection(hf, w, h, changelod);
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if(wx1>=0)
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{
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drawreflection(hf, w, h, changelod, false);
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if(waterrefract) drawreflection(hf, w, h, changelod, true);
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}
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}
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glClear((outsidemap(camera1) ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT);
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@@ -591,7 +632,7 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
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render_particles(curtime);
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glDisable(GL_CULL_FACE);
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int nquads = renderwater(hf, !waterreflect || underwater ? 0 : reflecttex);
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int nquads = renderwater(hf, !waterreflect || underwater ? 0 : reflecttex, !waterreflect || !waterrefract || underwater ? 0 : refracttex);
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glDisable(GL_FOG);
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glDisable(GL_TEXTURE_2D);
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