Cube  Diff

Differences From Artifact [5b95ce281e]:

To Artifact [9007a349cc]:


106
107
108
109
110
111
112



113
114




115
116
117
118
119
120
121
106
107
108
109
110
111
112
113
114
115


116
117
118
119
120
121
122
123
124
125
126







+
+
+
-
-
+
+
+
+







				SDL_FreeSurface(s);
				s = converted;
			} @finally {
				SDL_FreeFormat(format);
			}
		}

#if 0
		loopi(s->w * s->h * 3)
		{
		// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p =
		// 255-*p; };
			uchar *p = (uchar *)s->pixels + i;
			*p = 255 - *p;
		}
#endif
		glBindTexture(GL_TEXTURE_2D, tnum);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
		    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
		    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
		glTexParameteri(
260
261
262
263
264
265
266
267

268
269
270
271
272
273
274
265
266
267
268
269
270
271

272
273
274
275
276
277
278
279







-
+








	if (hasoverbright) {
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
		glTexEnvi(
		    GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
	};
	}
}

int skyoglid;

struct strip {
	int tex, start, num;
};
346
347
348
349
350
351
352
353
354


355
356
357
358
359
360
361
351
352
353
354
355
356
357


358
359
360
361
362
363
364
365
366







-
-
+
+







int xtraverts;

VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);

VARP(hudgun, 0, 1, 1);

OFString *hudgunnames[] = {@"hudguns/fist", @"hudguns/shotg", @"hudguns/chaing",
    @"hudguns/rocket", @"hudguns/rifle"};
OFString *hudgunnames[] = { @"hudguns/fist", @"hudguns/shotg",
	@"hudguns/chaing", @"hudguns/rocket", @"hudguns/rifle" };

void
drawhudmodel(int start, int end, float speed, int base)
{
	rendermodel(hudgunnames[player1->gunselect], 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);
378
379
380
381
382
383
384
385

386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407



408
409
410
411
412
413
414
415
416

417
418
419
420
421
422
423
383
384
385
386
387
388
389

390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409



410
411
412
413
414
415
416
417
418
419
420

421
422
423
424
425
426
427
428







-
+



















-
-
-
+
+
+








-
+







	int rtime = reloadtime(player1->gunselect);
	if (player1->lastaction &&
	    player1->lastattackgun == player1->gunselect &&
	    lastmillis - player1->lastaction < rtime) {
		drawhudmodel(7, 18, rtime / 18.0f, player1->lastaction);
	} else {
		drawhudmodel(6, 1, 100, 0);
	};
	}

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(fovy, aspect, 0.15f, farplane);
	glMatrixMode(GL_MODELVIEW);

	glDisable(GL_CULL_FACE);
}

void
gl_drawframe(int w, int h, float curfps)
{
	float hf = hdr.waterlevel - 0.3f;
	float fovy = (float)fov * h / w;
	float aspect = w / (float)h;
	bool underwater = player1->o.z < hf;

	glFogi(GL_FOG_START, (fog + 64) / 8);
	glFogi(GL_FOG_END, fog);
	float fogc[4] = {(fogcolour >> 16) / 256.0f,
	    ((fogcolour >> 8) & 255) / 256.0f, (fogcolour & 255) / 256.0f,
	    1.0f};
	float fogc[4] = { (fogcolour >> 16) / 256.0f,
		((fogcolour >> 8) & 255) / 256.0f, (fogcolour & 255) / 256.0f,
		1.0f };
	glFogfv(GL_FOG_COLOR, fogc);
	glClearColor(fogc[0], fogc[1], fogc[2], 1.0f);

	if (underwater) {
		fovy += (float)sin(lastmillis / 1000.0) * 2.0f;
		aspect += (float)sin(lastmillis / 1000.0 + PI) * 0.1f;
		glFogi(GL_FOG_START, 0);
		glFogi(GL_FOG_END, (fog + 96) / 8);
	};
	}

	glClear((player1->outsidemap ? GL_COLOR_BUFFER_BIT : 0) |
	    GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	int farplane = fog * 5 / 2;