Cube  Diff

Differences From Artifact [5b95ce281e]:

To Artifact [9007a349cc]:


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




		// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p =
		// 255-*p; };


		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(







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

#if 0
		loopi(s->w * s->h * 3)
		{
			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(
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	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;
};







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	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;
};
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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"};

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);







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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" };

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);
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	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};
	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;







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	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 };
	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;