Cube  Diff

Differences From Artifact [d086f388d4]:

To Artifact [efc1c2688d]:


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// renderextras.cpp: misc gl render code and the HUD

#include "cube.h"

#import "Command.h"
#import "Entity.h"

#import "Player.h"
#import "Variable.h"

void
line(int x1, int y1, float z1, int x2, int y2, float z2)
{
	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(const struct block *b, float z1, float z2, float z3, float z4)
{
	glBegin(GL_POLYGON);
	glVertex3f((float)b->x, z1, (float)b->y);






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// renderextras.cpp: misc gl render code and the HUD

#include "cube.h"

#import "Command.h"
#import "Entity.h"
#import "OFColor+Cube.h"
#import "Player.h"
#import "Variable.h"

void
line(int x1, int y1, float z1, int x2, int y2, float z2)
{
	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, OFColor *color)
{
	glLineWidth(width);
	[color cube_setAsGLColor];
}

void
box(const struct block *b, float z1, float z2, float z3, float z4)
{
	glBegin(GL_POLYGON);
	glVertex3f((float)b->x, z1, (float)b->y);
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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);
	glBegin(GL_QUADS);
	if (border)
		glColor3d(0.5, 0.3, 0.4);



	else
		glColor3d(1.0, 1.0, 1.0);
	glVertex2i(x1, y1);
	glVertex2i(x2, y1);
	glVertex2i(x2, y2);
	glVertex2i(x1, y2);
	glEnd();
	glDisable(GL_BLEND);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	glBegin(GL_POLYGON);
	glColor3d(0.2, 0.7, 0.4);



	glVertex2i(x1, y1);
	glVertex2i(x2, y1);
	glVertex2i(x2, y2);
	glVertex2i(x1, y2);
	glEnd();
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	xtraverts += 8;







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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);
	glBegin(GL_QUADS);
	if (border)
		[[OFColor colorWithRed:0.5f
				 green:0.3f
				  blue:0.4f
				 alpha:1.0f] cube_setAsGLColor];
	else
		[OFColor.white cube_setAsGLColor];
	glVertex2i(x1, y1);
	glVertex2i(x2, y1);
	glVertex2i(x2, y2);
	glVertex2i(x1, y2);
	glEnd();
	glDisable(GL_BLEND);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	glBegin(GL_POLYGON);
	[[OFColor colorWithRed:0.2f
			 green:0.7f
			  blue:0.4f
			 alpha:1.0f] cube_setAsGLColor];
	glVertex2i(x1, y1);
	glVertex2i(x2, y1);
	glVertex2i(x2, y2);
	glVertex2i(x1, y2);
	glEnd();
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	xtraverts += 8;
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	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);
	glBindTexture(GL_TEXTURE_2D, 4);

	for (struct sphere *p, **pp = &slist; (p = *pp) != NULL;) {
		glPushMatrix();
		float size = p->size / p->max;



		glColor4f(1.0f, 1.0f, 1.0f, 1.0f - size);
		glTranslatef(p->o.x, p->o.z, p->o.y);
		glRotatef(lastmillis / 5.0f, 1, 1, 1);
		glScalef(p->size, p->size, p->size);
		glCallList(1);
		glScalef(0.8f, 0.8f, 0.8f);
		glCallList(1);
		glPopMatrix();







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	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);
	glBindTexture(GL_TEXTURE_2D, 4);

	for (struct sphere *p, **pp = &slist; (p = *pp) != NULL;) {
		glPushMatrix();
		float size = p->size / p->max;
		[[OFColor colorWithRed:1.0f
				 green:1.0f
				  blue:1.0f
				 alpha:1.0f - size] cube_setAsGLColor];
		glTranslatef(p->o.x, p->o.z, p->o.y);
		glRotatef(lastmillis / 5.0f, 1, 1, 1);
		glScalef(p->size, p->size, p->size);
		glCallList(1);
		glScalef(0.8f, 0.8f, 0.8f);
		glCallList(1);
		glPopMatrix();
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	glDepthMask(GL_FALSE);

	if (dblend || underwater) {
		glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
		glBegin(GL_QUADS);
		if (dblend)


			glColor3d(0.0f, 0.9f, 0.9f);

		else


			glColor3d(0.9f, 0.5f, 0.0f);

		glVertex2i(0, 0);
		glVertex2i(VIRTW, 0);
		glVertex2i(VIRTW, VIRTH);
		glVertex2i(0, VIRTH);
		glEnd();
		dblend -= curtime / 3;
		if (dblend < 0)







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	glDepthMask(GL_FALSE);

	if (dblend || underwater) {
		glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
		glBegin(GL_QUADS);
		if (dblend)
			[[OFColor colorWithRed:0.0f
					 green:0.9f
					  blue:0.9f
					 alpha:1.0f] cube_setAsGLColor];
		else
			[[OFColor colorWithRed:0.9f
					 green:0.5f
					  blue:0.0f
					 alpha:1.0f] cube_setAsGLColor];
		glVertex2i(0, 0);
		glVertex2i(VIRTW, 0);
		glVertex2i(VIRTW, VIRTH);
		glVertex2i(0, VIRTH);
		glEnd();
		dblend -= curtime / 3;
		if (dblend < 0)
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		draw_text(player, 20, 1570, 2);

	renderscores();
	if (!rendermenu()) {
		glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
		glBindTexture(GL_TEXTURE_2D, 1);
		glBegin(GL_QUADS);
		glColor3ub(255, 255, 255);
		if (crosshairfx) {
			if (player1.gunWait)
				glColor3ub(128, 128, 128);
			else if (player1.health <= 25)
				glColor3ub(255, 0, 0);
			else if (player1.health <= 50)
				glColor3ub(255, 128, 0);



		}
		float chsize = (float)crosshairsize;
		glTexCoord2d(0.0, 0.0);
		glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 0.0);
		glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 1.0);







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		draw_text(player, 20, 1570, 2);

	renderscores();
	if (!rendermenu()) {
		glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
		glBindTexture(GL_TEXTURE_2D, 1);
		glBegin(GL_QUADS);
		[OFColor.white cube_setAsGLColor];
		if (crosshairfx) {
			if (player1.gunWait)
				[OFColor.gray cube_setAsGLColor];
			else if (player1.health <= 25)
				[OFColor.red cube_setAsGLColor];
			else if (player1.health <= 50)
				[[OFColor colorWithRed:1.0f
						 green:0.5f
						  blue:0.0f
						 alpha:1.0f] cube_setAsGLColor];
		}
		float chsize = (float)crosshairsize;
		glTexCoord2d(0.0, 0.0);
		glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 0.0);
		glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 1.0);