git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1228 e016b1c5-ed68-44aa-a2f7-31cac88cffde
583 lines
16 KiB
C++
583 lines
16 KiB
C++
// rendercubes.cpp: sits in between worldrender.cpp and rendergl.cpp and fills the vertex array for different cube surfaces.
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#include "cube.h"
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vector<vertex> verts;
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void finishstrips();
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void setupstrips()
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{
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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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}
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struct strips { vector<GLint> first; vector<GLsizei> count; };
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struct stripbatch
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{
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int tex;
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strips tris, tristrips, quads;
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};
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stripbatch skystrips = { DEFAULT_SKY };
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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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#define RENDERSTRIPS(strips, type) \
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if(strips.first.length()) \
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{ \
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if(hasMDA) glMultiDrawArrays_(type, strips.first.getbuf(), strips.count.getbuf(), strips.first.length()); \
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else loopv(strips.first) glDrawArrays(type, strips.first[i], strips.count[i]); \
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strips.first.setsizenodelete(0); \
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strips.count.setsizenodelete(0); \
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}
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void renderstripssky()
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{
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if(skystrips.tris.first.empty() && skystrips.tristrips.first.empty() && skystrips.quads.first.empty()) return;
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glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_SKY)->id);
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RENDERSTRIPS(skystrips.tris, GL_TRIANGLES);
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RENDERSTRIPS(skystrips.tristrips, GL_TRIANGLE_STRIP);
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RENDERSTRIPS(skystrips.quads, GL_QUADS);
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}
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void renderstrips()
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{
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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)->id);
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RENDERSTRIPS(sb.tris, GL_TRIANGLES);
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RENDERSTRIPS(sb.tristrips, GL_TRIANGLE_STRIP);
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RENDERSTRIPS(sb.quads, GL_QUADS);
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}
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renderedtexs = 0;
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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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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stripbatch *sb = NULL;
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if(tex==DEFAULT_SKY)
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{
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if(minimap) return;
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sb = &skystrips;
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}
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else
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{
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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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}
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strips &s = (type==GL_QUADS ? sb->quads : (type==GL_TRIANGLES ? sb->tris : sb->tristrips));
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if(type!=GL_TRIANGLE_STRIP && s.first.length() && s.first.last()+s.count.last() == start)
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{
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s.count.last() += n;
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return;
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}
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s.first.add(start);
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s.count.add(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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// leaves of all these functions, and are part of the cpu bottleneck on really slow
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// machines, hence the macros.
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#define vert(v1, v2, v3, ls, t1, t2) { \
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vertex &v = verts.add(); \
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v.u = t1; v.v = t2; \
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v.x = (float)(v1); v.y = (float)(v2); v.z = (float)(v3); \
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v.r = ls->r; v.g = ls->g; v.b = ls->b; v.a = 255; \
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}
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int nquads;
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const float TEXTURESCALE = 32.0f;
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bool floorstrip = false, deltastrip = false;
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int oh, oy, ox, striptex; // the o* vars are used by the stripification
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int ol3r, ol3g, ol3b, ol4r, ol4g, ol4b;
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int firstindex;
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bool showm = false;
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void showmip() { showm = !showm; }
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void mipstats(int a, int b, int c) { if(showm) conoutf("1x1/2x2/4x4: %d / %d / %d", a, b, c); }
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COMMAND(showmip, ARG_NONE);
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VAR(mergestrips, 0, 1, 1);
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#define stripend() \
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if(floorstrip || deltastrip) { \
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int type = GL_TRIANGLE_STRIP, len = verts.length()-firstindex; \
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if(mergestrips) switch(len) { \
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case 3: type = GL_TRIANGLES; break; \
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case 4: type = GL_QUADS; swap(vertex, verts.last(), verts[verts.length()-2]); break; \
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} \
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addstrip(type, striptex, firstindex, len); \
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floorstrip = deltastrip = false; \
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}
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void finishstrips() { stripend(); }
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sqr sbright, sdark;
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VARP(lighterror,1,8,100);
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void render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil) // floor/ceil quads
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{
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if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; }
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Texture *t = lookuptexture(wtex);
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float xf = TEXTURESCALE/t->xs;
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float yf = TEXTURESCALE/t->ys;
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float xs = size*xf;
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float ys = size*yf;
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float xo = xf*x;
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float yo = yf*y;
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bool first = !floorstrip || y!=oy+size || striptex!=wtex || h!=oh || x!=ox;
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if(first) // start strip here
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{
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stripend();
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firstindex = verts.length();
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striptex = wtex;
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oh = h;
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ox = x;
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floorstrip = true;
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if(isceil)
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{
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vert(x+size, y, h, l2, xo+xs, yo);
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vert(x, y, h, l1, xo, yo);
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}
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else
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{
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vert(x, y, h, l1, xo, yo);
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vert(x+size, y, h, l2, xo+xs, yo);
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}
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ol3r = l1->r;
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ol3g = l1->g;
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ol3b = l1->b;
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ol4r = l2->r;
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ol4g = l2->g;
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ol4b = l2->b;
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}
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else // continue strip
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{
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int lighterr = lighterror*2;
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if((abs(ol3r-l3->r)<lighterr && abs(ol4r-l4->r)<lighterr // skip vertices if light values are close enough
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&& abs(ol3g-l3->g)<lighterr && abs(ol4g-l4->g)<lighterr
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&& abs(ol3b-l3->b)<lighterr && abs(ol4b-l4->b)<lighterr) || !wtex)
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{
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verts.setsizenodelete(verts.length()-2);
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nquads--;
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}
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else
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{
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uchar *p3 = (uchar *)(&verts[verts.length()-1].r);
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ol3r = p3[0];
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ol3g = p3[1];
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ol3b = p3[2];
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uchar *p4 = (uchar *)(&verts[verts.length()-2].r);
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ol4r = p4[0];
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ol4g = p4[1];
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ol4b = p4[2];
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}
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}
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if(isceil)
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{
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vert(x+size, y+size, h, l3, xo+xs, yo+ys);
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vert(x, y+size, h, l4, xo, yo+ys);
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}
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else
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{
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vert(x, y+size, h, l4, xo, yo+ys);
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vert(x+size, y+size, h, l3, xo+xs, yo+ys);
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}
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oy = y;
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nquads++;
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}
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void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil) // floor/ceil quads on a slope
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{
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if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; }
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Texture *t = lookuptexture(wtex);
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float xf = TEXTURESCALE/t->xs;
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float yf = TEXTURESCALE/t->ys;
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float xs = size*xf;
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float ys = size*yf;
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float xo = xf*x;
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float yo = yf*y;
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bool first = !deltastrip || y!=oy+size || striptex!=wtex || x!=ox;
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if(first)
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{
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stripend();
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firstindex = verts.length();
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striptex = wtex;
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ox = x;
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deltastrip = true;
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if(isceil)
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{
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vert(x+size, y, h2, l2, xo+xs, yo);
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vert(x, y, h1, l1, xo, yo);
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}
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else
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{
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vert(x, y, h1, l1, xo, yo);
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vert(x+size, y, h2, l2, xo+xs, yo);
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}
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ol3r = l1->r;
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ol3g = l1->g;
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ol3b = l1->b;
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ol4r = l2->r;
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ol4g = l2->g;
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ol4b = l2->b;
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}
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if(isceil)
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{
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vert(x+size, y+size, h3, l3, xo+xs, yo+ys);
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vert(x, y+size, h4, l4, xo, yo+ys);
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}
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else
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{
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vert(x, y+size, h4, l4, xo, yo+ys);
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vert(x+size, y+size, h3, l3, xo+xs, yo+ys);
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}
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oy = y;
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nquads++;
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}
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void render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3, sqr *l1, sqr *l2, sqr *l3) // floor/ceil tris on a corner cube
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{
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stripend();
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Texture *t = lookuptexture(h->ftex);
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float xf = TEXTURESCALE/t->xs;
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float yf = TEXTURESCALE/t->ys;
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vert(x1, y1, h->floor, l1, xf*x1, yf*y1);
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vert(x2, y2, h->floor, l2, xf*x2, yf*y2);
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vert(x3, y3, h->floor, l3, xf*x3, yf*y3);
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addstrip(mergestrips ? GL_TRIANGLES : GL_TRIANGLE_STRIP, h->ftex, verts.length()-3, 3);
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t = lookuptexture(h->ctex);
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xf = TEXTURESCALE/t->xs;
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yf = TEXTURESCALE/t->ys;
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vert(x3, y3, h->ceil, l3, xf*x3, yf*y3);
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vert(x2, y2, h->ceil, l2, xf*x2, yf*y2);
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vert(x1, y1, h->ceil, l1, xf*x1, yf*y1);
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addstrip(mergestrips ? GL_TRIANGLES : GL_TRIANGLE_STRIP, h->ctex, verts.length()-3, 3);
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nquads++;
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}
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void render_tris(int x, int y, int size, bool topleft,
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sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v)
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{
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if(topleft)
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{
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if(h1) render_2tris(h1, s, x+size, y+size, x, y+size, x, y, u, v, s);
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if(h2) render_2tris(h2, s, x, y, x+size, y, x+size, y+size, s, t, v);
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}
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else
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{
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if(h1) render_2tris(h1, s, x, y, x+size, y, x, y+size, s, t, u);
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if(h2) render_2tris(h2, s, x+size, y, x+size, y+size, x, y+size, t, u, v);
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}
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}
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void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool flip) // wall quads
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{
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stripend();
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if(showm) { l1 = &sbright; l2 = &sdark; }
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Texture *t = lookuptexture(wtex);
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float xf = TEXTURESCALE/t->xs;
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float yf = TEXTURESCALE/t->ys;
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float xs = size*xf;
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float xo = xf*(x1==x2 ? min(y1,y2) : min(x1,x2));
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if(!flip)
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{
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vert(x2, y2, ceil2, l2, xo+xs, -yf*ceil2);
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vert(x1, y1, ceil1, l1, xo, -yf*ceil1);
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if(mergestrips) vert(x1, y1, floor1, l1, xo, -floor1*yf);
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vert(x2, y2, floor2, l2, xo+xs, -floor2*yf);
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if(!mergestrips) vert(x1, y1, floor1, l1, xo, -floor1*yf);
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}
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else
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{
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vert(x1, y1, ceil1, l1, xo, -yf*ceil1);
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vert(x2, y2, ceil2, l2, xo+xs, -yf*ceil2);
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if(mergestrips) vert(x2, y2, floor2, l2, xo+xs, -floor2*yf);
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vert(x1, y1, floor1, l1, xo, -floor1*yf);
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if(!mergestrips) vert(x2, y2, floor2, l2, xo+xs, -floor2*yf);
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}
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addstrip(mergestrips ? GL_QUADS : GL_TRIANGLE_STRIP, wtex, verts.length()-4, 4);
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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(char *r, char *g, char *b, 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) - 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)*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)*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);
|
|
setprojtexmatrix();
|
|
|
|
glActiveTexture_(GL_TEXTURE0_ARB);
|
|
}
|
|
|
|
void setupmultitexreflect(GLuint reflecttex)
|
|
{
|
|
setuptmu(0, "T , K @ Ca", "Ka * P~a");
|
|
|
|
float a = hdr.watercolor[3]/255.0f;
|
|
colortmu(0, hdr.watercolor[0]/255.0f*a, hdr.watercolor[1]/255.0f*a, hdr.watercolor[2]/255.0f*a, 1.0f-a);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, reflecttex);
|
|
setprojtexmatrix();
|
|
}
|
|
|
|
void cleanupmultitex(GLuint reflecttex, GLuint refracttex)
|
|
{
|
|
resettmu(0);
|
|
glLoadIdentity();
|
|
|
|
if(refracttex)
|
|
{
|
|
glActiveTexture_(GL_TEXTURE1_ARB);
|
|
glDisable(GL_TEXTURE_2D);
|
|
resettmu(1);
|
|
glLoadIdentity();
|
|
glActiveTexture_(GL_TEXTURE0_ARB);
|
|
}
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
VARP(mtwater, 0, 1, 1);
|
|
|
|
int renderwater(float hf, GLuint reflecttex, GLuint refracttex)
|
|
{
|
|
if(wx1<0) return nquads;
|
|
|
|
wx1 -= wx1%watersubdiv;
|
|
wy1 -= wy1%watersubdiv;
|
|
|
|
float t = lastmillis/300.0f;
|
|
|
|
if(mtwater && maxtmus>=2 && reflecttex)
|
|
{
|
|
if(refracttex)
|
|
{
|
|
setupmultitexrefract(reflecttex, refracttex);
|
|
renderwaterstrips(vertwmtc, hf, t);
|
|
}
|
|
else
|
|
{
|
|
setupmultitexreflect(reflecttex);
|
|
glDepthMask(GL_FALSE);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
|
|
renderwaterstrips(vertwtc, hf, t);
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(GL_TRUE);
|
|
}
|
|
cleanupmultitex(reflecttex, refracttex);
|
|
|
|
return nquads;
|
|
}
|
|
|
|
if(!refracttex)
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_BLEND);
|
|
}
|
|
glDepthMask(GL_FALSE);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
if(reflecttex)
|
|
{
|
|
if(!refracttex)
|
|
{
|
|
glColor4ubv(hdr.watercolor);
|
|
renderwaterstrips(vertw, hf, t);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
setprojtexmatrix();
|
|
|
|
glBindTexture(GL_TEXTURE_2D, refracttex ? refracttex : reflecttex);
|
|
}
|
|
|
|
if(refracttex)
|
|
{
|
|
glColor3f(1, 1, 1);
|
|
renderwaterstrips(vertwt, hf, t);
|
|
glEnable(GL_BLEND);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, reflecttex);
|
|
glDepthMask(GL_TRUE);
|
|
}
|
|
if(reflecttex) { renderwaterstrips(vertwtc, hf, t); }
|
|
else { renderwaterstrips(vertwc, hf, t); }
|
|
|
|
if(reflecttex)
|
|
{
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
else glEnable(GL_TEXTURE_2D);
|
|
|
|
glDisable(GL_BLEND);
|
|
if(!refracttex) glDepthMask(GL_TRUE);
|
|
|
|
return nquads;
|
|
}
|
|
|
|
void addwaterquad(int x, int y, int size) // update bounding rect that contains water
|
|
{
|
|
int x2 = x+size;
|
|
int y2 = y+size;
|
|
if(wx1<0)
|
|
{
|
|
wx1 = x;
|
|
wy1 = y;
|
|
wx2 = x2;
|
|
wy2 = y2;
|
|
}
|
|
else
|
|
{
|
|
if(x<wx1) wx1 = x;
|
|
if(y<wy1) wy1 = y;
|
|
if(x2>wx2) wx2 = x2;
|
|
if(y2>wy2) wy2 = y2;
|
|
}
|
|
}
|
|
|
|
void resetcubes()
|
|
{
|
|
verts.setsizenodelete(0);
|
|
|
|
floorstrip = deltastrip = false;
|
|
if(!reflecting) wx1 = -1;
|
|
nquads = 0;
|
|
sbright.r = sbright.g = sbright.b = 255;
|
|
sdark.r = sdark.g = sdark.b = 0;
|
|
}
|
|
|
|
|