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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@903 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -4,12 +4,106 @@
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vector<vertex> verts;
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void setarraypointers()
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void finishstrips();
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#ifdef __APPLE__
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#define GL_COMBINE_EXT GL_COMBINE_ARB
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#define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB
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#define GL_SOURCE0_RGB_EXT GL_SOURCE0_RGB_ARB
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#define GL_SOURCE1_RGB_EXT GL_SOURCE1_RGB_ARB
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#define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB
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#define GL_PRIMARY_COLOR_EXT GL_PRIMARY_COLOR_ARB
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#endif
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void setupstrips()
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{
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vertex *buf = verts.getbuf();
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finishstrips();
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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vertex *buf = verts.getbuf();
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glVertexPointer(3, GL_FLOAT, sizeof(vertex), &buf->x);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &buf->r);
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &buf->u);
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if(hasoverbright)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
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}
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}
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struct strip { int type, start, num; };
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struct stripbatch
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{
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int tex;
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vector<strip> strips;
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};
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vector<strip> skystrips;
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stripbatch stripbatches[256];
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uchar renderedtex[256];
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int renderedtexs = 0;
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void renderstripssky()
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{
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if(skystrips.empty()) return;
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int xs, ys;
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glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_SKY, xs, ys));
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loopv(skystrips) glDrawArrays(skystrips[i].type, skystrips[i].start, skystrips[i].num);
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skystrips.setsizenodelete(0);
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}
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void renderstrips()
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{
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int xs, ys;
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loopj(renderedtexs)
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{
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stripbatch &sb = stripbatches[j];
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glBindTexture(GL_TEXTURE_2D, lookuptexture(sb.tex, xs, ys));
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loopv(sb.strips) glDrawArrays(sb.strips[i].type, sb.strips[i].start, sb.strips[i].num);
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sb.strips.setsizenodelete(0);
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}
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renderedtexs = 0;
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}
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void addstrip(int type, int tex, int start, int n)
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{
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vector<strip> *strips;
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if(tex==DEFAULT_SKY)
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{
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if(minimap) return;
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strips = &skystrips;
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}
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else
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{
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stripbatch *sb = &stripbatches[renderedtex[tex]];
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if(sb->tex!=tex || sb>=&stripbatches[renderedtexs])
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{
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sb = &stripbatches[renderedtex[tex] = renderedtexs++];
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sb->tex = tex;
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}
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strips = &sb->strips;
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}
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if(type!=GL_TRIANGLE_STRIP && !strips->empty())
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{
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strip &last = strips->last();
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if(last.type==type && last.start+last.num==start)
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{
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last.num += n;
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return;
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}
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}
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strip &s = strips->add();
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s.type = type;
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s.start = start;
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s.num = n;
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}
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// generating the actual vertices is done dynamically every frame and sits at the
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