Add buildsys
FossilOrigin-Name: e5461ff8527693d6fead8581236f625852d55c2a3d7577e4eac219c7031e774f
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48 changed files with 6326 additions and 14 deletions
359
src/rendercubes.cxx
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359
src/rendercubes.cxx
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// 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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vertex *verts = NULL;
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int curvert;
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int curmaxverts = 10000;
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void setarraypointers()
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{
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glVertexPointer(3, GL_FLOAT, sizeof(vertex), &verts[0].x);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].u);
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};
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void reallocv()
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{
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verts = (vertex *)realloc(verts, (curmaxverts *= 2)*sizeof(vertex));
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curmaxverts -= 10;
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if(!verts) fatal("no vertex memory!");
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setarraypointers();
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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 vertcheck() { if(curvert>=curmaxverts) reallocv(); }
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#define vertf(v1, v2, v3, ls, t1, t2) { vertex &v = verts[curvert++]; \
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v.u = t1; v.v = t2; \
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v.x = v1; v.y = v2; v.z = v3; \
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v.r = ls->r; v.g = ls->g; v.b = ls->b; v.a = 255; };
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#define vert(v1, v2, v3, ls, t1, t2) { vertf((float)(v1), (float)(v2), (float)(v3), ls, t1, t2); }
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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, ogltex; // 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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#define stripend() { if(floorstrip || deltastrip) { addstrip(ogltex, firstindex, curvert-firstindex); floorstrip = deltastrip = false; }; };
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void finishstrips() { stripend(); };
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sqr sbright, sdark;
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VAR(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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vertcheck();
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if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; };
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int sx, sy;
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int gltex = lookuptexture(wtex, sx, sy);
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float xf = TEXTURESCALE/sx;
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float yf = TEXTURESCALE/sy;
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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 || ogltex!=gltex || 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 = curvert;
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ogltex = gltex;
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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, h, y, l2, xo+xs, yo);
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vert(x, h, y, l1, xo, yo);
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}
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else
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{
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vert(x, h, y, l1, xo, yo);
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vert(x+size, h, y, 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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curvert -= 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[curvert-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[curvert-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, h, y+size, l3, xo+xs, yo+ys);
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vert(x, h, y+size, l4, xo, yo+ys);
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}
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else
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{
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vert(x, h, y+size, l4, xo, yo+ys);
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vert(x+size, h, y+size, 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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vertcheck();
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if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; };
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int sx, sy;
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int gltex = lookuptexture(wtex, sx, sy);
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float xf = TEXTURESCALE/sx;
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float yf = TEXTURESCALE/sy;
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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 || ogltex!=gltex || x!=ox;
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if(first)
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{
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stripend();
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firstindex = curvert;
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ogltex = gltex;
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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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vertf((float)x+size, h2, (float)y, l2, xo+xs, yo);
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vertf((float)x, h1, (float)y, l1, xo, yo);
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}
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else
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{
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vertf((float)x, h1, (float)y, l1, xo, yo);
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vertf((float)x+size, h2, (float)y, 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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vertf((float)x+size, h3, (float)y+size, l3, xo+xs, yo+ys);
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vertf((float)x, h4, (float)y+size, l4, xo, yo+ys);
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}
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else
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{
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vertf((float)x, h4, (float)y+size, l4, xo, yo+ys);
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vertf((float)x+size, h3, (float)y+size, 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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vertcheck();
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int sx, sy;
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int gltex = lookuptexture(h->ftex, sx, sy);
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float xf = TEXTURESCALE/sx;
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float yf = TEXTURESCALE/sy;
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vertf((float)x1, h->floor, (float)y1, l1, xf*x1, yf*y1);
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vertf((float)x2, h->floor, (float)y2, l2, xf*x2, yf*y2);
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vertf((float)x3, h->floor, (float)y3, l3, xf*x3, yf*y3);
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addstrip(gltex, curvert-3, 3);
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gltex = lookuptexture(h->ctex, sx, sy);
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xf = TEXTURESCALE/sx;
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yf = TEXTURESCALE/sy;
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vertf((float)x3, h->ceil, (float)y3, l3, xf*x3, yf*y3);
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vertf((float)x2, h->ceil, (float)y2, l2, xf*x2, yf*y2);
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vertf((float)x1, h->ceil, (float)y1, l1, xf*x1, yf*y1);
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addstrip(gltex, curvert-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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vertcheck();
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if(showm) { l1 = &sbright; l2 = &sdark; };
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int sx, sy;
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int gltex = lookuptexture(wtex, sx, sy);
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float xf = TEXTURESCALE/sx;
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float yf = TEXTURESCALE/sy;
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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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vertf((float)x2, ceil2, (float)y2, l2, xo+xs, -yf*ceil2);
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vertf((float)x1, ceil1, (float)y1, l1, xo, -yf*ceil1);
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vertf((float)x2, floor2, (float)y2, l2, xo+xs, -floor2*yf);
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vertf((float)x1, floor1, (float)y1, l1, xo, -floor1*yf);
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}
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else
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{
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vertf((float)x1, ceil1, (float)y1, l1, xo, -yf*ceil1);
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vertf((float)x2, ceil2, (float)y2, l2, xo+xs, -yf*ceil2);
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vertf((float)x1, floor1, (float)y1, l1, xo, -floor1*yf);
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vertf((float)x2, floor2, (float)y2, l2, xo+xs, -floor2*yf);
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};
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nquads++;
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addstrip(gltex, curvert-4, 4);
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};
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int wx1, wy1, wx2, wy2;
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VAR(watersubdiv, 1, 4, 64);
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VARF(waterlevel, -128, -128, 127, if(!noteditmode()) hdr.waterlevel = waterlevel);
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inline void vertw(int v1, float v2, int v3, sqr *c, float t1, float t2, float t)
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{
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vertcheck();
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vertf((float)v1, v2-(float)sin(v1*v3*0.1+t)*0.2f, (float)v3, c, t1, t2);
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};
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inline float dx(float x) { return x+(float)sin(x*2+lastmillis/1000.0f)*0.04f; };
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inline float dy(float x) { return x+(float)sin(x*2+lastmillis/900.0f+PI/5)*0.05f; };
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// renders water for bounding rect area that contains water... simple but very inefficient
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int renderwater(float hf)
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{
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if(wx1<0) return nquads;
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_SRC_COLOR);
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int sx, sy;
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glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, sx, sy));
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wx1 &= ~(watersubdiv-1);
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wy1 &= ~(watersubdiv-1);
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float xf = TEXTURESCALE/sx;
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float yf = TEXTURESCALE/sy;
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float xs = watersubdiv*xf;
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float ys = watersubdiv*yf;
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float t1 = lastmillis/300.0f;
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float t2 = lastmillis/4000.0f;
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sqr dl;
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dl.r = dl.g = dl.b = 255;
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for(int xx = wx1; xx<wx2; xx += watersubdiv)
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{
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for(int yy = wy1; yy<wy2; yy += watersubdiv)
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{
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float xo = xf*(xx+t2);
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float yo = yf*(yy+t2);
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if(yy==wy1)
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{
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vertw(xx, hf, yy, &dl, dx(xo), dy(yo), t1);
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vertw(xx+watersubdiv, hf, yy, &dl, dx(xo+xs), dy(yo), t1);
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};
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vertw(xx, hf, yy+watersubdiv, &dl, dx(xo), dy(yo+ys), t1);
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vertw(xx+watersubdiv, hf, yy+watersubdiv, &dl, dx(xo+xs), dy(yo+ys), t1);
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};
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int n = (wy2-wy1-1)/watersubdiv;
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nquads += n;
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n = (n+2)*2;
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glDrawArrays(GL_TRIANGLE_STRIP, curvert -= n, n);
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};
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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return nquads;
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};
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void addwaterquad(int x, int y, int size) // update bounding rect that contains water
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{
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int x2 = x+size;
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int y2 = y+size;
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if(wx1<0)
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{
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wx1 = x;
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wy1 = y;
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wx2 = x2;
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wy2 = y2;
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}
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else
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{
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if(x<wx1) wx1 = x;
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if(y<wy1) wy1 = y;
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if(x2>wx2) wx2 = x2;
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if(y2>wy2) wy2 = y2;
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};
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};
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void resetcubes()
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{
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if(!verts) reallocv();
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floorstrip = deltastrip = false;
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wx1 = -1;
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nquads = 0;
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sbright.r = sbright.g = sbright.b = 255;
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sdark.r = sdark.g = sdark.b = 0;
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};
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