Convert to ObjC++
FossilOrigin-Name: 7c2704b3d77d6e63d960e315bfb601fddbf6fce538b7c5db6da664e04fbce4c2
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04fa50a332
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34 changed files with 87 additions and 79 deletions
446
src/rendergl.mm
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446
src/rendergl.mm
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// 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
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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"))
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hasoverbright = true;
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else
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conoutf("WARNING: cannot use overbright lighting, using old "
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"lighting model!");
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glmaxtexsize);
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purgetextures();
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if (!(qsphere = gluNewQuadric()))
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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
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cleangl()
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{
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if (qsphere)
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gluDeleteQuadric(qsphere);
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};
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bool
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installtex(int tnum, char *texname, int &xs, int &ys, bool clamp)
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{
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SDL_Surface *s = IMG_Load(texname);
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if (!s) {
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conoutf("couldn't load texture %s", texname);
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return false;
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};
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if (s->format->BitsPerPixel != 24) {
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conoutf("texture must be 24bpp: %s", texname);
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return false;
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};
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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,
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clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
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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,
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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) {
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xs /= 2;
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ys /= 2;
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};
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void *scaledimg = s->pixels;
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if (xs != s->w) {
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conoutf("warning: quality loss: scaling %s",
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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,
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xs, ys, GL_UNSIGNED_BYTE, scaledimg);
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};
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if (gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, xs, ys, GL_RGB,
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GL_UNSIGNED_BYTE, scaledimg))
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fatal("could not build mipmaps");
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if (xs != s->w)
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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
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// the first is used 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 = 1000; // opengl id = loaded id + FIRSTTEX
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// std 1+, sky 14+, mdls 20+
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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
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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
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texturereset()
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{
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curtexnum = 0;
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};
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void
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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)
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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
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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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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)
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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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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)
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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%c%s", PATHDIV, texname[curtex]);
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if (installtex(tnum, name, xs, ys)) {
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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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} else {
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return mapping[tex][frame] = FIRSTTEX; // temp fix
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};
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};
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void
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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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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(
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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 {
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int tex, start, num;
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};
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vector<strip> strips;
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void
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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)
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glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
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};
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void
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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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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
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overbright(float amount)
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{
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if (hasoverbright)
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glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount);
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};
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void
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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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VARFP(gamma, 30, 100, 300, {
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float f = gamma / 100.0f;
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if (SDL_SetGamma(f, f, f) == -1) {
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conoutf(
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"Could not set gamma (card/driver doesn't support it?)");
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conoutf("sdl: %s", SDL_GetError());
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};
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});
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void
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transplayer()
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{
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glLoadIdentity();
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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,
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(player1->state == CS_DEAD ? player1->eyeheight - 0.2f : 0) -
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player1->o.z,
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-player1->o.y);
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};
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VARP(fov, 10, 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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VARP(hudgun, 0, 1, 1);
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char *hudgunnames[] = {"hudguns/fist", "hudguns/shotg", "hudguns/chaing",
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"hudguns/rocket", "hudguns/rifle"};
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void
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drawhudmodel(int start, int end, float speed, int base)
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{
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rendermodel(hudgunnames[player1->gunselect], start, end, 0, 1.0f,
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player1->o.x, player1->o.z, player1->o.y, player1->yaw + 90,
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player1->pitch, false, 1.0f, speed, 0, base);
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};
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void
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drawhudgun(float fovy, float aspect, int farplane)
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{
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if (!hudgun /*|| !player1->gunselect*/)
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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(fovy, aspect, 0.3f, farplane);
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glMatrixMode(GL_MODELVIEW);
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// glClear(GL_DEPTH_BUFFER_BIT);
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int rtime = reloadtime(player1->gunselect);
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if (player1->lastaction &&
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player1->lastattackgun == player1->gunselect &&
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lastmillis - player1->lastaction < rtime) {
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drawhudmodel(7, 18, rtime / 18.0f, player1->lastaction);
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} else {
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drawhudmodel(6, 1, 100, 0);
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};
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(fovy, 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
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gl_drawframe(int w, int h, 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,
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((fogcolour >> 8) & 255) / 256.0f, (fogcolour & 255) / 256.0f,
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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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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) |
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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,
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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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renderentities();
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renderspheres(curtime);
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renderents();
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glDisable(GL_CULL_FACE);
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drawhudgun(fovy, 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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