informative edittoggle
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5687 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+15
-15
@@ -4,7 +4,7 @@ int wx1, wy1, wx2, wy2;
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float wsx1, wsy1, wsx2, wsy2;
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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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VARF(waterlevel, -128, -128, 127, if(!noteditmode("waterlevel")) 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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@@ -84,7 +84,7 @@ void setprojtexmatrix()
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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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@@ -92,9 +92,9 @@ void setupmultitexrefract(GLuint reflecttex, GLuint refracttex)
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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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@@ -104,7 +104,7 @@ void setupmultitexrefract(GLuint reflecttex, GLuint refracttex)
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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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@@ -116,9 +116,9 @@ 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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{
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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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@@ -133,7 +133,7 @@ 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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@@ -143,7 +143,7 @@ int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
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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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setupmultitexrefract(reflecttex, refracttex);
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renderwaterstrips(vertwmtc, hf, t);
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}
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else
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@@ -157,11 +157,11 @@ int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
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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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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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@@ -175,7 +175,7 @@ int renderwater(float hf, GLuint reflecttex, GLuint 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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@@ -184,7 +184,7 @@ int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
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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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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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@@ -205,7 +205,7 @@ int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
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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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@@ -246,7 +246,7 @@ void calcwaterscissor()
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sy2 = max(sy2, y);
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}
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}
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if(sx1 >= sx2 || sy1 >= sy2)
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if(sx1 >= sx2 || sy1 >= sy2)
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{
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sx1 = sy1 = -1;
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sx2 = sy2 = 1;
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