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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;
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