Cube  Diff

Differences From Artifact [2f71e0ae26]:

To Artifact [0c686b4d39]:


8
9
10
11
12
13
14
15

16
17
18
19
20
21
22

23
24
25
26
27
28
29
30
31
32
33
34

35
36
37
38
39
40
41
42
43
44
45
46
47

48
49
50
51
52
53
54
	glBegin(GL_POLYGON);
	glVertex3f((float)x1, z1, (float)y1);
	glVertex3f((float)x1, z1, y1 + 0.01f);
	glVertex3f((float)x2, z2, y2 + 0.01f);
	glVertex3f((float)x2, z2, (float)y2);
	glEnd();
	xtraverts += 4;
};


void
linestyle(float width, int r, int g, int b)
{
	glLineWidth(width);
	glColor3ub(r, g, b);
};


void
box(block &b, float z1, float z2, float z3, float z4)
{
	glBegin(GL_POLYGON);
	glVertex3f((float)b.x, z1, (float)b.y);
	glVertex3f((float)b.x + b.xs, z2, (float)b.y);
	glVertex3f((float)b.x + b.xs, z3, (float)b.y + b.ys);
	glVertex3f((float)b.x, z4, (float)b.y + b.ys);
	glEnd();
	xtraverts += 4;
};


void
dot(int x, int y, float z)
{
	const float DOF = 0.1f;
	glBegin(GL_POLYGON);
	glVertex3f(x - DOF, (float)z, y - DOF);
	glVertex3f(x + DOF, (float)z, y - DOF);
	glVertex3f(x + DOF, (float)z, y + DOF);
	glVertex3f(x - DOF, (float)z, y + DOF);
	glEnd();
	xtraverts += 4;
};


void
blendbox(int x1, int y1, int x2, int y2, bool border)
{
	glDepthMask(GL_FALSE);
	glDisable(GL_TEXTURE_2D);
	glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);







<
>






<
>











<
>












<
>







8
9
10
11
12
13
14

15
16
17
18
19
20
21

22
23
24
25
26
27
28
29
30
31
32
33

34
35
36
37
38
39
40
41
42
43
44
45
46

47
48
49
50
51
52
53
54
	glBegin(GL_POLYGON);
	glVertex3f((float)x1, z1, (float)y1);
	glVertex3f((float)x1, z1, y1 + 0.01f);
	glVertex3f((float)x2, z2, y2 + 0.01f);
	glVertex3f((float)x2, z2, (float)y2);
	glEnd();
	xtraverts += 4;

}

void
linestyle(float width, int r, int g, int b)
{
	glLineWidth(width);
	glColor3ub(r, g, b);

}

void
box(block &b, float z1, float z2, float z3, float z4)
{
	glBegin(GL_POLYGON);
	glVertex3f((float)b.x, z1, (float)b.y);
	glVertex3f((float)b.x + b.xs, z2, (float)b.y);
	glVertex3f((float)b.x + b.xs, z3, (float)b.y + b.ys);
	glVertex3f((float)b.x, z4, (float)b.y + b.ys);
	glEnd();
	xtraverts += 4;

}

void
dot(int x, int y, float z)
{
	const float DOF = 0.1f;
	glBegin(GL_POLYGON);
	glVertex3f(x - DOF, (float)z, y - DOF);
	glVertex3f(x + DOF, (float)z, y - DOF);
	glVertex3f(x + DOF, (float)z, y + DOF);
	glVertex3f(x - DOF, (float)z, y + DOF);
	glEnd();
	xtraverts += 4;

}

void
blendbox(int x1, int y1, int x2, int y2, bool border)
{
	glDepthMask(GL_FALSE);
	glDisable(GL_TEXTURE_2D);
	glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
72
73
74
75
76
77
78
79

80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99

100
101
102
103
104
105
106
107
108
109
110
111
112

113
114
115
116
117
118
119
	glVertex2i(x1, y2);
	glEnd();
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	xtraverts += 8;
	glEnable(GL_BLEND);
	glEnable(GL_TEXTURE_2D);
	glDepthMask(GL_TRUE);
};


const int MAXSPHERES = 50;
struct sphere {
	OFVector3D o;
	float size, max;
	int type;
	sphere *next;
};
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;

void
newsphere(OFVector3D &o, float max, int type)
{
	if (!sinit) {
		loopi(MAXSPHERES)
		{
			spheres[i].next = sempty;
			sempty = &spheres[i];
		};

		sinit = true;
	};
	if (sempty) {
		sphere *p = sempty;
		sempty = p->next;
		p->o = o;
		p->max = max;
		p->size = 1;
		p->type = type;
		p->next = slist;
		slist = p;
	};
};


void
renderspheres(int time)
{
	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);







<
>



















<
>












<
>







72
73
74
75
76
77
78

79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98

99
100
101
102
103
104
105
106
107
108
109
110
111

112
113
114
115
116
117
118
119
	glVertex2i(x1, y2);
	glEnd();
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	xtraverts += 8;
	glEnable(GL_BLEND);
	glEnable(GL_TEXTURE_2D);
	glDepthMask(GL_TRUE);

}

const int MAXSPHERES = 50;
struct sphere {
	OFVector3D o;
	float size, max;
	int type;
	sphere *next;
};
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;

void
newsphere(OFVector3D &o, float max, int type)
{
	if (!sinit) {
		loopi(MAXSPHERES)
		{
			spheres[i].next = sempty;
			sempty = &spheres[i];

		}
		sinit = true;
	};
	if (sempty) {
		sphere *p = sempty;
		sempty = p->next;
		p->o = o;
		p->max = max;
		p->size = 1;
		p->type = type;
		p->next = slist;
		slist = p;
	};

}

void
renderspheres(int time)
{
	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);
140
141
142
143
144
145
146
147

148
149
150
151
152
153
154
			p->size += time / 100.0f;
			pp = &p->next;
		};
	};

	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);
};


string closeent;
OFString *entnames[] = {
    @"none?",
    @"light",
    @"playerstart",
    @"shells",







<
>







140
141
142
143
144
145
146

147
148
149
150
151
152
153
154
			p->size += time / 100.0f;
			pp = &p->next;
		};
	};

	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);

}

string closeent;
OFString *entnames[] = {
    @"none?",
    @"light",
    @"playerstart",
    @"shells",
239
240
241
242
243
244
245
246

247
248
249
250
251
252
253
254
255

256
257
258
259
260
261
262

void
readmatrices()
{
	glGetIntegerv(GL_VIEWPORT, viewport);
	glGetDoublev(GL_MODELVIEW_MATRIX, mm);
	glGetDoublev(GL_PROJECTION_MATRIX, pm);
};


// stupid function to cater for stupid ATI linux drivers that return incorrect
// depth values

float
depthcorrect(float d)
{
	return (d <= 1 / 256.0f) ? d * 256 : d;
};


// find out the 3d target of the crosshair in the world easily and very
// acurately. sadly many very old cards and drivers appear to fuck up on
// glReadPixels() and give false coordinates, making shooting and such
// impossible. also hits map entities which is unwanted. could be replaced by a
// more acurate version of monster.cpp los() if needed








<
>








<
>







239
240
241
242
243
244
245

246
247
248
249
250
251
252
253
254

255
256
257
258
259
260
261
262

void
readmatrices()
{
	glGetIntegerv(GL_VIEWPORT, viewport);
	glGetDoublev(GL_MODELVIEW_MATRIX, mm);
	glGetDoublev(GL_PROJECTION_MATRIX, pm);

}

// stupid function to cater for stupid ATI linux drivers that return incorrect
// depth values

float
depthcorrect(float d)
{
	return (d <= 1 / 256.0f) ? d * 256 : d;

}

// find out the 3d target of the crosshair in the world easily and very
// acurately. sadly many very old cards and drivers appear to fuck up on
// glReadPixels() and give false coordinates, making shooting and such
// impossible. also hits map entities which is unwanted. could be replaced by a
// more acurate version of monster.cpp los() if needed

270
271
272
273
274
275
276
277

278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298

299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315

316
317
318
319
320
321
322
323
324

325
326
327
328
329
330
331
	    &worldx, &worldz, &worldy);
	worldpos.x = (float)worldx;
	worldpos.y = (float)worldy;
	worldpos.z = (float)worldz;
	OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]);
	OFVector3D u = OFMakeVector3D(mm[1], mm[5], mm[9]);
	setorient(r, u);
};


void
drawicon(float tx, float ty, int x, int y)
{
	glBindTexture(GL_TEXTURE_2D, 5);
	glBegin(GL_QUADS);
	tx /= 192;
	ty /= 192;
	float o = 1 / 3.0f;
	int s = 120;
	glTexCoord2f(tx, ty);
	glVertex2i(x, y);
	glTexCoord2f(tx + o, ty);
	glVertex2i(x + s, y);
	glTexCoord2f(tx + o, ty + o);
	glVertex2i(x + s, y + s);
	glTexCoord2f(tx, ty + o);
	glVertex2i(x, y + s);
	glEnd();
	xtraverts += 4;
};


void
invertperspective()
{
	// This only generates a valid inverse matrix for matrices generated by
	// gluPerspective()
	GLdouble inv[16];
	memset(inv, 0, sizeof(inv));

	inv[0 * 4 + 0] = 1.0 / pm[0 * 4 + 0];
	inv[1 * 4 + 1] = 1.0 / pm[1 * 4 + 1];
	inv[2 * 4 + 3] = 1.0 / pm[3 * 4 + 2];
	inv[3 * 4 + 2] = -1.0;
	inv[3 * 4 + 3] = pm[2 * 4 + 2] / pm[3 * 4 + 2];

	glLoadMatrixd(inv);
};


VARP(crosshairsize, 0, 15, 50);

int dblend = 0;
void
damageblend(int n)
{
	dblend += n;
};


VAR(hidestats, 0, 0, 1);
VARP(crosshairfx, 0, 1, 1);

void
gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{







<
>




















<
>
















<
>








<
>







270
271
272
273
274
275
276

277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297

298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314

315
316
317
318
319
320
321
322
323

324
325
326
327
328
329
330
331
	    &worldx, &worldz, &worldy);
	worldpos.x = (float)worldx;
	worldpos.y = (float)worldy;
	worldpos.z = (float)worldz;
	OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]);
	OFVector3D u = OFMakeVector3D(mm[1], mm[5], mm[9]);
	setorient(r, u);

}

void
drawicon(float tx, float ty, int x, int y)
{
	glBindTexture(GL_TEXTURE_2D, 5);
	glBegin(GL_QUADS);
	tx /= 192;
	ty /= 192;
	float o = 1 / 3.0f;
	int s = 120;
	glTexCoord2f(tx, ty);
	glVertex2i(x, y);
	glTexCoord2f(tx + o, ty);
	glVertex2i(x + s, y);
	glTexCoord2f(tx + o, ty + o);
	glVertex2i(x + s, y + s);
	glTexCoord2f(tx, ty + o);
	glVertex2i(x, y + s);
	glEnd();
	xtraverts += 4;

}

void
invertperspective()
{
	// This only generates a valid inverse matrix for matrices generated by
	// gluPerspective()
	GLdouble inv[16];
	memset(inv, 0, sizeof(inv));

	inv[0 * 4 + 0] = 1.0 / pm[0 * 4 + 0];
	inv[1 * 4 + 1] = 1.0 / pm[1 * 4 + 1];
	inv[2 * 4 + 3] = 1.0 / pm[3 * 4 + 2];
	inv[3 * 4 + 2] = -1.0;
	inv[3 * 4 + 3] = pm[2 * 4 + 2] / pm[3 * 4 + 2];

	glLoadMatrixd(inv);

}

VARP(crosshairsize, 0, 15, 50);

int dblend = 0;
void
damageblend(int n)
{
	dblend += n;

}

VAR(hidestats, 0, 0, 1);
VARP(crosshairfx, 0, 1, 1);

void
gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{