2007-01-15 12:09:25 -08:00
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/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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2007-06-28 10:47:08 -07:00
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/***************************************************************************/
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/*
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* piefunc.c
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*
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* extended render routines for 3D rendering
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*
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*/
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/***************************************************************************/
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#include <string.h>
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2006-06-02 12:34:58 -07:00
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#ifdef _MSC_VER
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2007-06-28 10:47:08 -07:00
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#include <windows.h> //needed for gl.h! --Qamly
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#endif
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2006-08-12 03:45:49 -07:00
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#include <SDL/SDL_opengl.h>
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2007-06-28 10:47:08 -07:00
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2006-06-02 12:34:58 -07:00
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#include "lib/framework/frame.h"
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#include "lib/gamelib/gtime.h"
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#include "lib/ivis_common/piedef.h"
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#include "lib/ivis_common/rendmode.h"
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#include "lib/ivis_common/piefunc.h"
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#include "lib/ivis_common/piestate.h"
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#include "piematrix.h"
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#include "pietexture.h"
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#include "lib/ivis_common/piemode.h"
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#include "lib/ivis_common/pieclip.h"
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2007-06-28 10:47:08 -07:00
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/***************************************************************************/
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/*
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* Local Definitions
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*/
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/***************************************************************************/
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/***************************************************************************/
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/*
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* Local Variables
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*/
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/***************************************************************************/
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static PIEVERTEX pieVrts[pie_MAX_POLY_VERTS];
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static PIEVERTEX clippedVrts[pie_MAX_POLY_VERTS];
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static UBYTE aByteScale[256][256];
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/***************************************************************************/
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/*
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* Local ProtoTypes
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*/
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/***************************************************************************/
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/***************************************************************************/
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/*
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* Source
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*/
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/***************************************************************************/
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/* ---------------------------------------------------------------------------------- */
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void pie_DrawViewingWindow(iVector *v, UDWORD x1, UDWORD y1, UDWORD x2, UDWORD y2, UDWORD colour)
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{
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SDWORD clip, i;
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pie_SetTexturePage(-1);
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pie_SetRendMode(REND_ALPHA_FLAT);
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//PIE verts
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pieVrts[0].sx = v[1].x;
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pieVrts[0].sy = v[1].y;
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//cull triangles with off screen points
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pieVrts[0].sz = (SDWORD)INTERFACE_DEPTH;
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pieVrts[0].tu = (UWORD)0.0;
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pieVrts[0].tv = (UWORD)0.0;
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pieVrts[0].light.argb = colour;//0x7fffffff;
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pieVrts[0].specular.argb = 0;
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memcpy(&pieVrts[1],&pieVrts[0],sizeof(PIEVERTEX));
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memcpy(&pieVrts[2],&pieVrts[0],sizeof(PIEVERTEX));
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memcpy(&pieVrts[3],&pieVrts[0],sizeof(PIEVERTEX));
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memcpy(&pieVrts[4],&pieVrts[0],sizeof(PIEVERTEX));
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pieVrts[1].sx = v[0].x;
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pieVrts[1].sy = v[0].y;
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pieVrts[2].sx = v[2].x;
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pieVrts[2].sy = v[2].y;
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pieVrts[3].sx = v[3].x;
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pieVrts[3].sy = v[3].y;
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pie_Set2DClip(x1,y1,x2-1,y2-1);
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clip = pie_ClipTextured(4, &pieVrts[0], &clippedVrts[0]);
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pie_Set2DClip(CLIP_BORDER,CLIP_BORDER,psRendSurface->width-CLIP_BORDER,psRendSurface->height-CLIP_BORDER);
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if (clip >= 3) {
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PIELIGHT c;
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c.argb = colour;
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(c.byte.r, c.byte.g, c.byte.b, c.byte.a >> 1);
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for (i = 0; i < clip; i++) {
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glVertex2f(clippedVrts[i].sx, clippedVrts[i].sy);
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}
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glEnd();
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glBegin(GL_LINE_STRIP);
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glColor4ub(c.byte.r, c.byte.g, c.byte.b, c.byte.a);
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for (i = 0; i < clip; i++) {
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glVertex2f(clippedVrts[i].sx, clippedVrts[i].sy);
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}
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glVertex2f(clippedVrts[0].sx, clippedVrts[0].sy);
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glEnd();
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}
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}
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/* ---------------------------------------------------------------------------------- */
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void pie_TransColouredTriangle( PIEVERTEX *vrt, UDWORD rgb )
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{
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PIELIGHT c;
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UDWORD i;
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c.argb = rgb;
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pie_SetTexturePage(-1);
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pie_SetRendMode(REND_ALPHA_ITERATED);
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(c.byte.r, c.byte.g, c.byte.b, 128);
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for (i = 0; i < 3; ++i)
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{
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glVertex3f(vrt[i].sx, vrt[i].sy, vrt[i].sz);
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}
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glEnd();}
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2007-02-24 14:53:33 -08:00
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/* ---------------------------------------------------------------------------------- */
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void pie_DrawSkybox(iView player, iView camera, float rotation, int texpage, int u, int v, int w, int h)
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{
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const int scale = 10000;
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const float r = 1.0f; // just because it is shorter than 1.0f
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// save previous states
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BOOL oldFogState = glIsEnabled(GL_FOG);
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BOOL oldAlphaTestState = glIsEnabled(GL_ALPHA_TEST);
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// set up matrices and textures
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pie_PerspectiveBegin();
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// Push identity matrix onto stack
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pie_MatBegin();
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// Now, scale the world according to what resolution we're running in
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pie_MatScale(pie_GetResScalingFactor());
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// Set the camera position
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pie_MATTRANS(camera.p.x, camera.p.y, camera.p.z);
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// Rotate for the player and for the wind
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pie_MatRotZ(player.r.z);
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pie_MatRotX(player.r.x);
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pie_MatRotY(player.r.y + DEG(1) * rotation);
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// Apply scale matrix
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glScalef(scale,scale / 2.0,scale);
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// move it somewhat below ground level for the blending effect
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glTranslatef(0, -1 * r / 4, 0);
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// Standard color/alpha for texturing
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glColor4f(1.0, 1.0, 1.0, 1.0f);
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// Set the texture page
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pie_SetTexturePage(texpage);
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// the texture wraps over at the edges (repeat)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// fog should not affect the sky
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glDisable(GL_FOG);
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// enable alpha
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// for the nice blend of the sky with the fog
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glDisable(GL_ALPHA_TEST);
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// It is behind everything
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glDisable(GL_DEPTH_TEST);
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glBegin(GL_QUAD_STRIP);
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// Front
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glTexCoord2i(u, v + h); glVertex3f(-r, 0, r); // bottom left
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glTexCoord2i(u, v); glVertex3f(-r, r, r); // top left
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glTexCoord2i(u + w * 2, v + h); glVertex3f( r, 0, r); // bottom right
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glTexCoord2i(u + w * 2, v); glVertex3f( r, r, r); // top right
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// Right
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glTexCoord2i(u + w * 4, v + h); glVertex3f( r, 0,-r); // bottom r
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glTexCoord2i(u + w * 4, v); glVertex3f( r, r,-r); // top r
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// Back
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glTexCoord2i(u + w * 6, v + h); glVertex3f(-r, 0, -r); // bottom right
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glTexCoord2i(u + w * 6, v); glVertex3f(-r, r, -r); // top right
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// Left
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glTexCoord2i(u + w * 8, v + h); glVertex3f(-r, 0, r); // bottom r
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glTexCoord2i(u + w * 8, v); glVertex3f(-r, r, r); // top r
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glEnd();
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// Load Saved State
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pie_MatEnd();
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pie_PerspectiveEnd();
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if (oldFogState)
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{
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glEnable(GL_FOG);
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}
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if (oldAlphaTestState)
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{
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glEnable(GL_ALPHA_TEST);
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}
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glDisable (GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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2007-06-28 10:47:08 -07:00
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/* ---------------------------------------------------------------------------------- */
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void pie_InitMaths(void)
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{
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UBYTE c;
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UDWORD a,b,bigC;
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for(a=0; a<=UBYTE_MAX; a++)
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{
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for(b=0; b<=UBYTE_MAX; b++)
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{
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bigC = a * b;
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bigC /= UBYTE_MAX;
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2006-08-23 05:58:48 -07:00
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ASSERT( bigC <= UBYTE_MAX,"light_InitMaths; rounding error" );
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c = (UBYTE)bigC;
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aByteScale[a][b] = c;
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}
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}
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}
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UBYTE pie_ByteScale(UBYTE a, UBYTE b)
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{
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return (((UDWORD)a)*((UDWORD)b))>>8;
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}
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