reflection scissoring optimization
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1830 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+2
-232
@@ -338,246 +338,16 @@ void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil
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nquads++;
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}
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int wx1, wy1, wx2, wy2;
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VARP(watersubdiv, 1, 4, 64);
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VARF(waterlevel, -128, -128, 127, if(!noteditmode()) hdr.waterlevel = waterlevel);
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void setwatercolor(const char *r, const char *g, const char *b, const char *a)
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{
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if(r[0])
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{
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hdr.watercolor[0] = ATOI(r);
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hdr.watercolor[1] = ATOI(g);
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hdr.watercolor[2] = ATOI(b);
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hdr.watercolor[3] = a[0] ? ATOI(a) : 178;
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}
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else
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{
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hdr.watercolor[0] = 20;
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hdr.watercolor[1] = 25;
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hdr.watercolor[2] = 20;
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hdr.watercolor[3] = 178;
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}
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}
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COMMANDN(watercolour, setwatercolor, ARG_4STR);
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// renders water for bounding rect area that contains water... simple but very inefficient
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#define VERTW(vertw, body) \
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inline void vertw(float v1, float v2, float v3, float t) \
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{ \
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float angle = v1*v2*0.1f + t; \
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float h = 0.3f*sinf(angle); \
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body; \
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glVertex3f(v1, v2, v3+h); \
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}
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#define VERTWT(vertwt, body) VERTW(vertwt, { float v = cosf(angle); float duv = 0.2f*v; body; })
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VERTW(vertw, {})
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VERTW(vertwc, {
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float v = cosf(angle);
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glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], (uchar)(hdr.watercolor[3] + (max(v, 0.0f) - 0.5f)*51.0f));
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})
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VERTWT(vertwt, {
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glTexCoord3f(v1+duv, v2+duv, v3+h);
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})
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VERTWT(vertwtc, {
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glColor4f(1, 1, 1, 0.15f + max(v, 0.0f)*0.15f);
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glTexCoord3f(v1+duv, v2+duv, v3+h);
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})
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VERTWT(vertwmtc, {
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glColor4f(1, 1, 1, 0.15f + max(v, 0.0f)*0.15f);
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glMultiTexCoord3f_(GL_TEXTURE0_ARB, v1-duv, v2+duv, v3+h);
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glMultiTexCoord3f_(GL_TEXTURE1_ARB, v1+duv, v2+duv, v3+h);
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})
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#define renderwaterstrips(vertw, hf, t) \
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for(int x = wx1; x<wx2; x += watersubdiv) \
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{ \
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glBegin(GL_TRIANGLE_STRIP); \
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vertw(x, wy1, hf, t); \
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vertw(x+watersubdiv, wy1, hf, t); \
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for(int y = wy1; y<wy2; y += watersubdiv) \
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{ \
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vertw(x, y+watersubdiv, hf, t); \
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vertw(x+watersubdiv, y+watersubdiv, hf, t); \
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} \
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glEnd(); \
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nquads += (wy2-wy1-1)/watersubdiv; \
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}
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void setprojtexmatrix()
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{
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GLfloat pm[16], mm[16];
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glGetFloatv(GL_PROJECTION_MATRIX, pm);
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glGetFloatv(GL_MODELVIEW_MATRIX, mm);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(0.5f, 0.5f, 0.5f);
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glScalef(0.5f, 0.5f, 0.5f);
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glMultMatrixf(pm);
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glMultMatrixf(mm);
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}
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void setupmultitexrefract(GLuint reflecttex, GLuint refracttex)
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{
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setuptmu(0, "K , T @ Ka");
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colortmu(0, hdr.watercolor[0]/255.0f, hdr.watercolor[1]/255.0f, hdr.watercolor[2]/255.0f, hdr.watercolor[3]/255.0f);
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glBindTexture(GL_TEXTURE_2D, refracttex);
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setprojtexmatrix();
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glActiveTexture_(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_2D);
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setuptmu(1, "P , T @ C~a");
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glBindTexture(GL_TEXTURE_2D, reflecttex);
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setprojtexmatrix();
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glActiveTexture_(GL_TEXTURE0_ARB);
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}
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void setupmultitexreflect(GLuint reflecttex)
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{
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setuptmu(0, "T , K @ Ca", "Ka * P~a");
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float a = hdr.watercolor[3]/255.0f;
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colortmu(0, hdr.watercolor[0]/255.0f*a, hdr.watercolor[1]/255.0f*a, hdr.watercolor[2]/255.0f*a, 1.0f-a);
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glBindTexture(GL_TEXTURE_2D, reflecttex);
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setprojtexmatrix();
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}
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void cleanupmultitex(GLuint reflecttex, GLuint refracttex)
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{
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resettmu(0);
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glLoadIdentity();
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if(refracttex)
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{
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glActiveTexture_(GL_TEXTURE1_ARB);
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glDisable(GL_TEXTURE_2D);
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resettmu(1);
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glLoadIdentity();
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glActiveTexture_(GL_TEXTURE0_ARB);
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}
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glMatrixMode(GL_MODELVIEW);
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}
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VARP(mtwater, 0, 1, 1);
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int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
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{
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if(wx1<0) return nquads;
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wx1 -= wx1%watersubdiv;
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wy1 -= wy1%watersubdiv;
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float t = lastmillis/300.0f;
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if(mtwater && maxtmus>=2 && reflecttex)
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{
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if(refracttex)
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{
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setupmultitexrefract(reflecttex, refracttex);
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renderwaterstrips(vertwmtc, hf, t);
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}
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else
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{
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setupmultitexreflect(reflecttex);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_SRC_ALPHA);
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renderwaterstrips(vertwtc, hf, t);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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cleanupmultitex(reflecttex, refracttex);
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return nquads;
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}
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if(!refracttex)
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{
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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}
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glDepthMask(GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if(reflecttex)
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{
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if(!refracttex)
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{
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glColor4ubv(hdr.watercolor);
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renderwaterstrips(vertw, hf, t);
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glEnable(GL_TEXTURE_2D);
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}
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setprojtexmatrix();
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glBindTexture(GL_TEXTURE_2D, refracttex ? refracttex : reflecttex);
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}
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if(refracttex)
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{
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glColor3f(1, 1, 1);
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renderwaterstrips(vertwt, hf, t);
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glEnable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, reflecttex);
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glDepthMask(GL_TRUE);
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}
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if(reflecttex) { renderwaterstrips(vertwtc, hf, t); }
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else { renderwaterstrips(vertwc, hf, t); }
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if(reflecttex)
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{
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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}
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else glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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if(!refracttex) glDepthMask(GL_TRUE);
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return nquads;
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}
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void addwaterquad(int x, int y, int size) // update bounding rect that contains water
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{
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int x2 = x+size;
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int y2 = y+size;
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if(wx1<0)
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{
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wx1 = x;
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wy1 = y;
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wx2 = x2;
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wy2 = y2;
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}
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else
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{
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if(x<wx1) wx1 = x;
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if(y<wy1) wy1 = y;
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if(x2>wx2) wx2 = x2;
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if(y2>wy2) wy2 = y2;
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}
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}
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void resetcubes()
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{
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verts.setsizenodelete(0);
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floorstrip = deltastrip = false;
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if(!reflecting) wx1 = -1;
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nquads = 0;
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sbright.r = sbright.g = sbright.b = 255;
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sdark.r = sdark.g = sdark.b = 0;
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resetwater();
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}
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