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// rendergl.cpp: core opengl rendering stuff
#define gamma math_gamma
#include "cube.h"
#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"
#ifdef DARWIN
# define GL_COMBINE_EXT GL_COMBINE_ARB
# define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB
# define GL_SOURCE0_RBG_EXT GL_SOURCE0_RGB_ARB
# define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB
# define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB
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// rendergl.cpp: core opengl rendering stuff
#define gamma math_gamma
#include "cube.h"
#import "Command.h"
#import "Monster.h"
#import "OFString+Cube.h"
#import "Player.h"
#ifdef DARWIN
# define GL_COMBINE_EXT GL_COMBINE_ARB
# define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB
# define GL_SOURCE0_RBG_EXT GL_SOURCE0_RGB_ARB
# define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB
# define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB
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conoutf(@"sdl: %s", SDL_GetError());
}
})
void
transplayer()
{
glLoadIdentity();
glRotated(player1.roll, 0.0, 0.0, 1.0);
glRotated(player1.pitch, -1.0, 0.0, 0.0);
glRotated(player1.yaw, 0.0, 1.0, 0.0);
glTranslated(-player1.origin.x,
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conoutf(@"sdl: %s", SDL_GetError());
}
})
void
transplayer()
{
Player *player1 = Player.player1;
glLoadIdentity();
glRotated(player1.roll, 0.0, 0.0, 1.0);
glRotated(player1.pitch, -1.0, 0.0, 0.0);
glRotated(player1.yaw, 0.0, 1.0, 0.0);
glTranslated(-player1.origin.x,
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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,
OFMakeVector3D(
player1.origin.x, player1.origin.z, player1.origin.y),
player1.yaw + 90, player1.pitch, false, 1.0f, speed, 0, base);
}
void
drawhudgun(float fovy, float aspect, int farplane)
{
if (!hudgun /*|| !player1.gunSelect*/)
return;
glEnable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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OFString *hudgunnames[] = { @"hudguns/fist", @"hudguns/shotg",
@"hudguns/chaing", @"hudguns/rocket", @"hudguns/rifle" };
void
drawhudmodel(int start, int end, float speed, int base)
{
Player *player1 = Player.player1;
rendermodel(hudgunnames[player1.gunSelect], start, end, 0, 1.0f,
OFMakeVector3D(
player1.origin.x, player1.origin.z, player1.origin.y),
player1.yaw + 90, player1.pitch, false, 1.0f, speed, 0, base);
}
void
drawhudgun(float fovy, float aspect, int farplane)
{
Player *player1 = Player.player1;
if (!hudgun /*|| !player1.gunSelect*/)
return;
glEnable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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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.origin.z < hf);
glFogi(GL_FOG_START, (fog + 64) / 8);
glFogi(GL_FOG_END, fog);
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glDisable(GL_CULL_FACE);
}
void
gl_drawframe(int w, int h, float curfps)
{
Player *player1 = Player.player1;
float hf = hdr.waterlevel - 0.3f;
float fovy = (float)fov * h / w;
float aspect = w / (float)h;
bool underwater = (player1.origin.z < hf);
glFogi(GL_FOG_START, (fog + 64) / 8);
glFogi(GL_FOG_END, fog);
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