less ugly mapdims
replaced the mapdims array with a struct with properly identified members also reduced the calclight postfilter to actually used map areas
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+17
-17
@@ -506,9 +506,9 @@ void recomputecamera()
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case SM_OVERVIEW:
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{
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// TODO : fix water rendering
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camera1->o.x = mapdims[0] + mapdims[4]/2;
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camera1->o.y = mapdims[1] + mapdims[5]/2;
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camera1->o.z = mapdims[7] + 1;
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camera1->o.x = mapdims.xm;
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camera1->o.y = mapdims.ym;
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camera1->o.z = mapdims.maxceil + 1;
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camera1->pitch = -90;
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camera1->yaw = 0;
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@@ -798,14 +798,14 @@ void drawminimap(int w, int h)
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physent minicam;
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camera1 = &minicam;
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camera1->type = ENT_CAMERA;
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camera1->o.x = mapdims[0] + mapdims[4]/2.0f;
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camera1->o.y = mapdims[1] + mapdims[5]/2.0f;
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camera1->o.x = mapdims.xm;
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camera1->o.y = mapdims.ym;
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//float gdim = max(mapdims[4], mapdims[5])+2.0f; //make 1 cube smaller to give it a black edge
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float gdim = max(mapdims[4], mapdims[5]); //no border
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//float gdim = max(mapdims.xspan, mapdims.yspan)+2.0f; //make 1 cube smaller to give it a black edge
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float gdim = max(mapdims.xspan, mapdims.yspan); //no border
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if(!gdim) gdim = ssize/2.0f;
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camera1->o.z = mapdims[7] + 1;
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if(gdim < 1) gdim = ssize/2.0f;
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camera1->o.z = mapdims.maxceil + 1;
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camera1->pitch = -90;
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camera1->yaw = 0;
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@@ -820,7 +820,7 @@ void drawminimap(int w, int h)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // stencil added 2010jul22
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-orthd, orthd, -orthd, orthd, 0, (mapdims[7]-mapdims[6])+2); // depth of map +2 covered
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glOrtho(-orthd, orthd, -orthd, orthd, 0, (mapdims.maxceil - mapdims.minfloor) + 2); // depth of map +2 covered
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glScalef(1, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glCullFace(GL_BACK);
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@@ -836,7 +836,7 @@ void drawminimap(int w, int h)
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renderstrips();
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glDepthFunc(GL_LESS);
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rendermapmodels();
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renderzones(mapdims[7]);
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renderzones(mapdims.maxceil);
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//renderentities();// IMHO better done by radar itself, if at all
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resettmu(0);
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float hf = hdr.waterlevel-0.3f;
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@@ -849,10 +849,10 @@ void drawminimap(int w, int h)
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glColor3f(0, 0, 0);
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glLineWidth(2.0f);
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glBegin(GL_LINE_LOOP);
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glVertex3f(mapdims[0]+0.02f, mapdims[1]+0.02f, mapdims[7]);
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glVertex3f(mapdims[0]+mapdims[4]-0.02f, mapdims[1]+0.02f, mapdims[7]);
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glVertex3f(mapdims[0]+mapdims[4]-0.02f, mapdims[1]+mapdims[5]-0.02f, mapdims[7]);
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glVertex3f(mapdims[0]+0.02f, mapdims[1]+mapdims[5]-0.02f, mapdims[7]);
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glVertex3f(mapdims.x1 + 0.02f, mapdims.y1 + 0.02f, mapdims.maxceil);
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glVertex3f(mapdims.x1 + mapdims.xspan - 0.02f, mapdims.y1 + 0.02f, mapdims.maxceil);
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glVertex3f(mapdims.x1 + mapdims.xspan - 0.02f, mapdims.y1 + mapdims.yspan - 0.02f, mapdims.maxceil);
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glVertex3f(mapdims.x1 + 0.02f, mapdims.y1 + mapdims.yspan - 0.02f, mapdims.maxceil);
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glEnd();
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glLineWidth(prevLineWidth);
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glEnable(GL_BLEND);
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@@ -904,10 +904,10 @@ void setperspective(float fovy, float aspect, float nearplane, float farplane)
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GLdouble ydist = nearplane * tan(fovy/2*RAD), xdist = ydist * aspect;
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if(player1->isspectating() && player1->spectatemode == SM_OVERVIEW)
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{
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int gdim = max(mapdims[4], mapdims[5]);
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int gdim = max(mapdims.xspan, mapdims.yspan);
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if(!gdim) gdim = ssize/2;
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int orthd = 2 + gdim/2;
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glOrtho(-orthd, orthd, -orthd, orthd, 0, (mapdims[7]-mapdims[6])+2); // depth of map +2 covered
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glOrtho(-orthd, orthd, -orthd, orthd, 0, (mapdims.maxceil - mapdims.minfloor) + 2); // depth of map +2 covered
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}
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else
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{
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