git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@302 e016b1c5-ed68-44aa-a2f7-31cac88cffde
419 lines
11 KiB
C++
419 lines
11 KiB
C++
// rendergl.cpp: core opengl rendering stuff
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#include "cube.h"
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#ifdef DARWIN
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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_RBG_EXT GL_SOURCE0_RGB_ARB
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#define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB
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#define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB
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#endif
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extern int curvert;
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bool hasoverbright = false;
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void purgetextures();
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GLUquadricObj *qsphere = NULL;
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int glmaxtexsize = 256;
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void gl_init(int w, int h)
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{
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//#define fogvalues 0.5f, 0.6f, 0.7f, 1.0f
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glViewport(0, 0, w, h);
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glClearDepth(1.0);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_FOG);
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glFogi(GL_FOG_MODE, GL_LINEAR);
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glFogf(GL_FOG_DENSITY, 0.25);
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glHint(GL_FOG_HINT, GL_NICEST);
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glEnable(GL_LINE_SMOOTH);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glEnable(GL_POLYGON_OFFSET_LINE);
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glPolygonOffset(-3.0, -3.0);
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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char *exts = (char *)glGetString(GL_EXTENSIONS);
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if(strstr(exts, "GL_EXT_texture_env_combine")) hasoverbright = true;
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else conoutf("WARNING: cannot use overbright lighting, using old lighting model!");
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glmaxtexsize);
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purgetextures();
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if(!(qsphere = gluNewQuadric())) fatal("glu sphere");
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gluQuadricDrawStyle(qsphere, GLU_FILL);
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gluQuadricOrientation(qsphere, GLU_INSIDE);
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gluQuadricTexture(qsphere, GL_TRUE);
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glNewList(1, GL_COMPILE);
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gluSphere(qsphere, 1, 12, 6);
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glEndList();
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};
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void cleangl()
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{
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if(qsphere) gluDeleteQuadric(qsphere);
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};
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bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp, bool highqual)
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{
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SDL_Surface *s = IMG_Load(texname);
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if(!s) { conoutf("couldn't load texture %s", (int)texname); return false; };
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if(s->format->BitsPerPixel!=24 && s->format->BitsPerPixel!=32) { conoutf("texture must be 24bpp or 32bpp: %s", (int)texname); return false; };
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// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; };
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glBindTexture(GL_TEXTURE_2D, tnum);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, highqual ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR); //NEAREST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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xs = s->w;
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ys = s->h;
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while(xs>glmaxtexsize || ys>glmaxtexsize) { xs /= 2; ys /= 2; };
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void *scaledimg = s->pixels;
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if(xs!=s->w)
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{
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conoutf("warning: quality loss: scaling %s", (int)texname); // for voodoo cards under linux
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scaledimg = alloc(xs*ys*3);
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gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels, xs, ys, GL_UNSIGNED_BYTE, scaledimg);
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};
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int mode = s->format->BitsPerPixel==24 ? GL_RGB : GL_RGBA;
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if(gluBuild2DMipmaps(GL_TEXTURE_2D, mode, xs, ys, mode, GL_UNSIGNED_BYTE, scaledimg)) fatal("could not build mipmaps");
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if(xs!=s->w) free(scaledimg);
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SDL_FreeSurface(s);
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return true;
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};
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// management of texture slots
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// each texture slot can have multople texture frames, of which currently only the first is used
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// additional frames can be used for various shaders
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const int MAXTEX = 1000;
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int texx[MAXTEX]; // ( loaded texture ) -> ( name, size )
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int texy[MAXTEX];
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string texname[MAXTEX];
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int curtex = 0;
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const int FIRSTTEX = 130; // opengl id = loaded id + FIRSTTEX
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// std 1+, sky 14+, md3's 30+,md2's 40+, menu 120+
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const int MAXFRAMES = 2; // increase to allow more complex shader defs
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int mapping[256][MAXFRAMES]; // ( cube texture, frame ) -> ( opengl id, name )
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string mapname[256][MAXFRAMES];
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void purgetextures()
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{
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loopi(256) loop(j,MAXFRAMES) mapping[i][j] = 0;
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};
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int curtexnum = 0;
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void texturereset() { curtexnum = 0; };
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void texture(char *aframe, char *name)
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{
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int num = curtexnum++, frame = atoi(aframe);
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if(num<0 || num>=256 || frame<0 || frame>=MAXFRAMES) return;
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mapping[num][frame] = 1;
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char *n = mapname[num][frame];
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strcpy_s(n, name);
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path(n);
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};
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COMMAND(texturereset, ARG_NONE);
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COMMAND(texture, ARG_2STR);
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int lookuptexture(int tex, int &xs, int &ys)
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{
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int frame = 0; // other frames?
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int tid = mapping[tex][frame];
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if(tid>=FIRSTTEX)
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{
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xs = texx[tid-FIRSTTEX];
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ys = texy[tid-FIRSTTEX];
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return tid;
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};
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xs = ys = 16;
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if(!tid) return 1; // crosshair :)
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loopi(curtex) // lazily happens once per "texture" command, basically
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{
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if(strcmp(mapname[tex][frame], texname[i])==0)
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{
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mapping[tex][frame] = tid = i+FIRSTTEX;
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xs = texx[i];
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ys = texy[i];
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return tid;
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};
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};
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if(curtex==MAXTEX) fatal("loaded too many textures");
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int tnum = curtex+FIRSTTEX;
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strcpy_s(texname[curtex], mapname[tex][frame]);
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sprintf_sd(name)("packages%ctextures%c%s", PATHDIV, PATHDIV, texname[curtex]);
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if(installtex(tnum, name, xs, ys))
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{
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mapping[tex][frame] = tnum;
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texx[curtex] = xs;
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texy[curtex] = ys;
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curtex++;
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return tnum;
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}
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else
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{
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return mapping[tex][frame] = FIRSTTEX; // temp fix
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};
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};
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void setupworld()
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{
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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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setarraypointers();
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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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int skyoglid;
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struct strip { int tex, start, num; };
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vector<strip> strips;
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void renderstripssky()
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{
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glBindTexture(GL_TEXTURE_2D, skyoglid);
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loopv(strips) if(strips[i].tex==skyoglid) glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
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};
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void renderstrips()
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{
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int lasttex = -1;
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loopv(strips) if(strips[i].tex!=skyoglid)
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{
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if(strips[i].tex!=lasttex)
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{
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glBindTexture(GL_TEXTURE_2D, strips[i].tex);
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lasttex = strips[i].tex;
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};
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glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
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};
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};
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void overbright(float amount) { if(hasoverbright) glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount ); };
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void addstrip(int tex, int start, int n)
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{
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strip &s = strips.add();
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s.tex = tex;
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s.start = start;
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s.num = n;
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};
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VARF(gamma, 30, 100, 300,
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{
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float f = gamma/100.0f;
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if(SDL_SetGamma(f,f,f)==-1)
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{
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conoutf("Could not set gamma (card/driver doesn't support it?)");
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conoutf("sdl: %s", (int)SDL_GetError());
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};
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});
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void transplayer()
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{
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glLoadIdentity();
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if(player1->state==CS_DEAD)
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{
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float t = (lastmillis-player1->lastaction)/1000.0f;
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if(t >= 1.6f) t = 1.6f;
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player1->pitch = (float) sin(t)*(-70.0f-player1->oldpitch)+player1->oldpitch;
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glRotated(player1->pitch,-1.0,0.0,0.0);
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glRotated(player1->yaw,0.0,1.0,0.0);
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glTranslated(-player1->o.x, player1->eyeheight-sin(t)*7.0f-player1->o.z, -player1->o.y);
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}
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else
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{
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glRotated(player1->roll,0.0,0.0,1.0);
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glRotated(player1->pitch,-1.0,0.0,0.0);
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glRotated(player1->yaw,0.0,1.0,0.0);
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glTranslated(-player1->o.x, (player1->state==CS_DEAD ? player1->eyeheight-0.2f : 0)-player1->o.z, -player1->o.y);
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};
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};
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VAR(fov, 90, 105, 120);
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int xtraverts;
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VAR(fog, 64, 180, 1024);
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VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
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VAR(hudgun,0,1,1);
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char *hudgunnames[] = { "knife", "pistol", "shotgun", "subgun", "sniper", "assault", "grenade"};
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void drawhudmodel(int start, int end, float speed, int base)
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{
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sprintf_sd(mdl)("hudguns/%s", hudgunnames[player1->gunselect]);
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rendermodel(mdl, start, end, 0, 1.0f, player1->o.x, player1->o.z, player1->o.y, player1->yaw+90, player1->pitch, false, 1.0f, speed, 0, base);
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};
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void drawhudgun(int w, int h, float aspect, int farplane)
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{
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if(!hudgun || (scoped && player1->gunselect==GUN_SNIPER) || player1->state==CS_DEAD) return;
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glEnable(GL_CULL_FACE);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective((float)100.0f*h/w, aspect, 0.3f, farplane); // fov fixed at 100°
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glMatrixMode(GL_MODELVIEW);
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rendermd3gun();
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rendermenumdl(); // lazy bastard
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective((float)fov*h/w, aspect, 0.15f, farplane);
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glMatrixMode(GL_MODELVIEW);
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glDisable(GL_CULL_FACE);
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};
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void gl_drawframe(int w, int h, float changelod, float curfps)
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{
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float hf = hdr.waterlevel-0.3f;
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float fovy = (float)fov*h/w;
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float aspect = w/(float)h;
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bool underwater = player1->o.z<hf;
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glFogi(GL_FOG_START, (fog+64)/8);
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glFogi(GL_FOG_END, fog);
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float fogc[4] = { (fogcolour>>16)/256.0f, ((fogcolour>>8)&255)/256.0f, (fogcolour&255)/256.0f, 1.0f };
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glFogfv(GL_FOG_COLOR, fogc);
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glClearColor(fogc[0], fogc[1], fogc[2], 1.0f);
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if(underwater)
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{
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fovy += (float)sin(lastmillis/1000.0)*2.0f;
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aspect += (float)sin(lastmillis/1000.0+PI)*0.1f;
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glFogi(GL_FOG_START, 0);
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glFogi(GL_FOG_END, (fog+96)/8);
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};
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glClear((player1->outsidemap ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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int farplane = fog*5/2;
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gluPerspective(fovy, aspect, 0.15f, farplane);
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glMatrixMode(GL_MODELVIEW);
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transplayer();
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glEnable(GL_TEXTURE_2D);
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int xs, ys;
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skyoglid = lookuptexture(DEFAULT_SKY, xs, ys);
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resetcubes();
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curvert = 0;
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strips.setsize(0);
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render_world(player1->o.x, player1->o.y, player1->o.z, changelod,
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(int)player1->yaw, (int)player1->pitch, (float)fov, w, h);
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finishstrips();
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setupworld();
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renderstripssky();
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glLoadIdentity();
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glRotated(player1->pitch, -1.0, 0.0, 0.0);
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glRotated(player1->yaw, 0.0, 1.0, 0.0);
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glRotated(90.0, 1.0, 0.0, 0.0);
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glColor3f(1.0f, 1.0f, 1.0f);
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glDisable(GL_FOG);
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glDepthFunc(GL_GREATER);
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draw_envbox(14, fog*4/3);
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glDepthFunc(GL_LESS);
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glEnable(GL_FOG);
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transplayer();
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overbright(2);
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renderstrips();
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xtraverts = 0;
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renderclients();
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//monsterrender();
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BotManager.RenderBots(); // Added by Rick
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renderentities();
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renderspheres(curtime);
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renderents();
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renderphysents();
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rendershotlines();
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glDisable(GL_CULL_FACE);
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// Added by Rick: Need todo here because of drawing the waypoints
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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WaypointClass.Think();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// end add
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drawhudgun(w, h, aspect, farplane);
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overbright(1);
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int nquads = renderwater(hf);
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overbright(2);
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render_particles(curtime);
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overbright(1);
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glDisable(GL_FOG);
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glDisable(GL_TEXTURE_2D);
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gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);
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glEnable(GL_CULL_FACE);
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glEnable(GL_FOG);
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};
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