900 lines
23 KiB
C
900 lines
23 KiB
C
/*
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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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/** \file
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* Render routines for 3D coloured and shaded transparency rendering.
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*/
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#include <string.h>
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#include <SDL_opengl.h>
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#include <SDL_video.h>
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#include "lib/framework/frame.h"
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#include "lib/ivis_common/ivisdef.h"
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#include "lib/ivis_common/imd.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/tex.h"
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#include "lib/ivis_common/piedef.h"
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#include "lib/ivis_common/piestate.h"
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#include "lib/ivis_common/pieclip.h"
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#include "piematrix.h"
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#define SHADOW_END_DISTANCE (8000*8000) // Keep in sync with lighting.c:FOG_END
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#define VERTICES_PER_TRIANGLE 3
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#define COLOUR_COMPONENTS 4
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#define TEXCOORD_COMPONENTS 2
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#define VERTEX_COMPONENTS 3
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#define MAP_TRIANGLES (VISIBLE_YTILES * VISIBLE_XTILES * 2) // two triangles per tile
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#define MAP_VERTICES (VERTICES_PER_TRIANGLE * MAP_TRIANGLES)
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static GLubyte aColour[COLOUR_COMPONENTS * MAP_VERTICES];
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static GLfloat aTexCoord[TEXCOORD_COMPONENTS * MAP_VERTICES];
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static GLfloat aVertex[VERTEX_COMPONENTS * MAP_VERTICES];
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extern BOOL drawing_interface;
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/*
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* OpenGL extensions for shadows
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*/
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BOOL check_extension(const char *extName)
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{
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char *p = (char *) glGetString(GL_EXTENSIONS);
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char *end;
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size_t extNameLen= strlen(extName);
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end = p + strlen(p);
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while (p < end)
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{
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int n = strcspn(p, " ");
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if ((extNameLen == n) && (strncmp(extName, p, n) == 0))
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{
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return TRUE;
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}
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p += (n + 1);
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}
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return FALSE;
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}
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// EXT_stencil_two_side
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#ifndef GL_EXT_stencil_two_side
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# define GL_EXT_stencil_two_side 1
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# define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910
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# define GL_ACTIVE_STENCIL_FACE_EXT 0x8911
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typedef void (APIENTRY * PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face);
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#endif
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#ifndef WZ_OS_MAC
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PFNGLACTIVESTENCILFACEEXTPROC glActiveStencilFaceEXT;
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#endif
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/** Check if we can use one-pass stencil in the shadow draw code. */
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static BOOL stencil_one_pass(void)
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{
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// tribool, -1: uninitialized, 0: FALSE, 1: TRUE
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static int can_do_stencil_one_pass = -1;
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if (can_do_stencil_one_pass < 0) {
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can_do_stencil_one_pass = 0; // can't use it until we decide otherwise
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// let's check if we have the needed extensions
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#ifdef WZ_OS_MAC
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can_do_stencil_one_pass = 1;
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#else
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if( check_extension("GL_EXT_stencil_two_side")
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&& check_extension("GL_EXT_stencil_wrap"))
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{
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// retrieve the function pointer
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glActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC) SDL_GL_GetProcAddress("glActiveStencilFaceEXT");
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if(glActiveStencilFaceEXT)
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{
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// all went well
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can_do_stencil_one_pass = 1;
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}
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}
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#endif /* WZ_OS_MAC */
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}
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return (1 == can_do_stencil_one_pass); // to get the types right
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}
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/*
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* Local Variables
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*/
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static unsigned int pieCount = 0;
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static unsigned int tileCount = 0;
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static unsigned int polyCount = 0;
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static BOOL lighting = FALSE;
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static BOOL shadows = FALSE;
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/*
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* Source
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*/
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void pie_BeginLighting(const Vector3f * light)
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{
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const float pos[4] = {light->x, light->y, light->z, 0.0f};
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const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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const float ambient[4] = {0.3f, 0.3f, 0.3f, 1.0f};
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const float diffuse[4] = {0.8f, 0.8f, 0.8f, 1.0f};
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const float specular[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zero);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
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glLightfv(GL_LIGHT0, GL_POSITION, pos);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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glEnable(GL_LIGHT0);
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// lighting = TRUE;
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shadows = TRUE;
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}
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void pie_EndLighting(void)
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{
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shadows = FALSE;
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lighting = FALSE;
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}
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/***************************************************************************
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* pie_Draw3dShape
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*
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* Project and render a pumpkin image to render surface
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* Will support zbuffering, texturing, coloured lighting and alpha effects
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* Avoids recalculating vertex projections for every poly
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***************************************************************************/
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typedef struct {
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float matrix[16];
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iIMDShape* shape;
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int flag;
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int flag_data;
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Vector3f light;
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} shadowcasting_shape_t;
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typedef struct {
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float matrix[16];
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iIMDShape* shape;
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int frame;
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PIELIGHT colour;
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PIELIGHT specular;
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int flag;
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int flag_data;
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} transluscent_shape_t;
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static shadowcasting_shape_t* scshapes = NULL;
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static unsigned int scshapes_size = 0;
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static unsigned int nb_scshapes = 0;
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static transluscent_shape_t* tshapes = NULL;
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static unsigned int tshapes_size = 0;
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static unsigned int nb_tshapes = 0;
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static void pie_Draw3DShape2(iIMDShape *shape, int frame, PIELIGHT colour, PIELIGHT specular, int pieFlag, int pieFlagData)
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{
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Vector3f *pVertices, *pPixels, scrPoints[pie_MAX_VERTICES];
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iIMDPoly *pPolys;
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BOOL light = lighting;
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pie_SetAlphaTest(TRUE);
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/* Set tranlucency */
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if (pieFlag & pie_ADDITIVE)
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{ //Assume also translucent
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pie_SetFogStatus(FALSE);
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pie_SetRendMode(REND_ADDITIVE_TEX);
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colour.byte.a = (UBYTE)pieFlagData;
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light = FALSE;
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}
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else if (pieFlag & pie_TRANSLUCENT)
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{
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pie_SetFogStatus(FALSE);
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pie_SetRendMode(REND_ALPHA_TEX);
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colour.byte.a = (UBYTE)pieFlagData;
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light = FALSE;
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}
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else
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{
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if (pieFlag & pie_BUTTON)
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{
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pie_SetFogStatus(FALSE);
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pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
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}
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else
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{
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pie_SetFogStatus(TRUE);
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}
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pie_SetRendMode(REND_GOURAUD_TEX);
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}
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if (light)
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{
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const float ambient[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const float diffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const float specular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const float shininess = 10;
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glEnable(GL_LIGHTING);
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glEnable(GL_NORMALIZE);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
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}
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if (pieFlag & pie_RAISE)
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{
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pieFlagData = (shape->max.y * (pie_RAISE_SCALE - pieFlagData)) / pie_RAISE_SCALE;
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}
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pie_SetTexturePage(shape->texpage);
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//now draw the shape
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//rotate and project points from shape->points to scrPoints
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for (pVertices = shape->points, pPixels = scrPoints;
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pVertices < shape->points + shape->npoints;
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pVertices++, pPixels++)
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{
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float tempY = pVertices->y;
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if (pieFlag & pie_RAISE)
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{
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tempY = pVertices->y - pieFlagData;
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if (tempY < 0)
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tempY = 0;
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}
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else if ( (pieFlag & pie_HEIGHT_SCALED) && pVertices->y > 0 )
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{
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tempY = (pVertices->y * pieFlagData) / pie_RAISE_SCALE;
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}
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pPixels->x = pVertices->x;
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pPixels->y = tempY;
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pPixels->z = pVertices->z;
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}
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glColor4ubv(colour.vector); // Only need to set once for entire model
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for (pPolys = shape->polys;
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pPolys < shape->polys + shape->npolys;
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pPolys++)
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{
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Vector2f texCoords[pie_MAX_VERTICES_PER_POLYGON];
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Vector3f vertexCoords[pie_MAX_VERTICES_PER_POLYGON];
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int n;
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VERTEXID *index;
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for (n = 0, index = pPolys->pindex;
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n < pPolys->npnts;
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n++, index++)
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{
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vertexCoords[n].x = scrPoints[*index].x;
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vertexCoords[n].y = scrPoints[*index].y;
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vertexCoords[n].z = scrPoints[*index].z;
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texCoords[n].x = pPolys->texCoord[n].x;
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texCoords[n].y = pPolys->texCoord[n].y;
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}
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polyCount++;
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if (frame != 0 && pPolys->flags & iV_IMD_TEXANIM)
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{
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frame %= pPolys->texAnim.nFrames;
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if (frame > 0)
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{
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const int framesPerLine = 256 / pPolys->texAnim.textureWidth;
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const int uFrame = (frame % framesPerLine) * pPolys->texAnim.textureWidth;
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const int vFrame = (frame / framesPerLine) * pPolys->texAnim.textureHeight;
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for (n = 0; n < pPolys->npnts; n++)
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{
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texCoords[n].x += uFrame;
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texCoords[n].y += vFrame;
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}
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}
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}
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if (pPolys->flags & PIE_NO_CULL)
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{
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glDisable(GL_CULL_FACE);
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}
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glBegin(GL_TRIANGLE_FAN);
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if (light)
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{
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glNormal3fv((GLfloat*)&pPolys->normal);
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}
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for (n = 0; n < pPolys->npnts; n++)
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{
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glTexCoord2fv((GLfloat*)&texCoords[n]);
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glVertex3fv((GLfloat*)&vertexCoords[n]);
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}
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glEnd();
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if (pPolys->flags & PIE_NO_CULL)
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{
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glEnable(GL_CULL_FACE);
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}
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}
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if (pieFlag & pie_BUTTON)
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{
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pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
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}
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if (light)
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_NORMALIZE);
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}
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}
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/// returns true if the edges are adjacent
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static int compare_edge (EDGE *A, EDGE *B, const Vector3f *pVertices )
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{
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if(A->from == B->to)
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{
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if(A->to == B->from)
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{
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return TRUE;
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}
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return Vector3f_Compare(pVertices[A->to], pVertices[B->from]);
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}
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if(!Vector3f_Compare(pVertices[A->from], pVertices[B->to]))
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{
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return FALSE;
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}
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if(A->to == B->from)
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{
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return TRUE;
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}
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return Vector3f_Compare(pVertices[A->to], pVertices[B->from]);
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}
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/// Add an edge to an edgelist
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/// Makes sure only silhouette edges are present
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static void addToEdgeList(int a, int b, EDGE *edgelist, unsigned int* edge_count, Vector3f *pVertices)
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{
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EDGE newEdge = {a, b};
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unsigned int i;
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BOOL foundMatching = FALSE;
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for(i = 0; i < *edge_count; i++)
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{
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if(edgelist[i].from < 0)
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{
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// does not exist anymore
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continue;
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}
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if(compare_edge(&newEdge, &edgelist[i], pVertices)) {
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// remove the other too
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edgelist[i].from = -1;
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foundMatching = TRUE;
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break;
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}
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}
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if(!foundMatching)
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{
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edgelist[*edge_count] = newEdge;
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(*edge_count)++;
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}
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}
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/// scale the height according to the flags
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static inline float scale_y(float y, int flag, int flag_data)
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{
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float tempY = y;
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if (flag & pie_RAISE) {
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tempY = y - flag_data;
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if (y - flag_data < 0) tempY = 0;
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} else if (flag & pie_HEIGHT_SCALED) {
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if(y>0) {
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tempY = (y * flag_data)/pie_RAISE_SCALE;
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}
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}
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return tempY;
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}
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/// Draw the shadow for a shape
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static void pie_DrawShadow(iIMDShape *shape, int flag, int flag_data, Vector3f* light)
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{
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unsigned int i, j, n;
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Vector3f *pVertices;
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iIMDPoly *pPolys;
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unsigned int edge_count = 0;
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static EDGE *edgelist = NULL;
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static unsigned int edgelistsize = 256;
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EDGE *drawlist = NULL;
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if(!edgelist)
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{
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edgelist = (EDGE*)malloc(sizeof(EDGE)*edgelistsize);
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}
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pVertices = shape->points;
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if( flag & pie_STATIC_SHADOW && shape->shadowEdgeList )
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{
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drawlist = shape->shadowEdgeList;
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edge_count = shape->nShadowEdges;
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}
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else
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{
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for (i = 0, pPolys = shape->polys; i < shape->npolys; ++i, ++pPolys) {
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Vector3f p[3], v[2], normal = {0.0f, 0.0f, 0.0f};
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VERTEXID current, first;
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for(j = 0; j < 3; j++)
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{
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current = pPolys->pindex[j];
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Vector3f_Set(&p[j], pVertices[current].x, scale_y(pVertices[current].y, flag, flag_data), pVertices[current].z);
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}
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v[0] = Vector3f_Sub(p[2], p[0]);
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v[1] = Vector3f_Sub(p[1], p[0]);
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normal = Vector3f_CrossP(v[0], v[1]);
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if (Vector3f_ScalarP(normal, *light) > 0)
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{
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first = pPolys->pindex[0];
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for (n = 1; n < pPolys->npnts; n++) {
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// link to the previous vertex
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addToEdgeList(pPolys->pindex[n-1], pPolys->pindex[n], edgelist, &edge_count, pVertices);
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// check if the edgelist is still large enough
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if(edge_count >= edgelistsize-1)
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{
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// enlarge
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EDGE* newstack;
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edgelistsize *= 2;
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newstack = realloc(edgelist, sizeof(EDGE) * edgelistsize);
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if (newstack == NULL)
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{
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debug(LOG_ERROR, "pie_DrawShadow: Out of memory!");
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abort();
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return;
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}
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edgelist = newstack;
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debug(LOG_WARNING, "new edge list size: %u", edgelistsize);
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}
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}
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// back to the first
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addToEdgeList(pPolys->pindex[pPolys->npnts-1], first, edgelist, &edge_count, pVertices);
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}
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}
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//debug(LOG_WARNING, "we have %i edges", edge_count);
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drawlist = edgelist;
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if(flag & pie_STATIC_SHADOW)
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{
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// first compact the current edgelist
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for(i = 0, j = 0; i < edge_count; i++)
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{
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if(edgelist[i].from < 0)
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{
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continue;
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}
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edgelist[j] = edgelist[i];
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j++;
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}
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edge_count = j;
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// then store it in the imd
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shape->nShadowEdges = edge_count;
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shape->shadowEdgeList = realloc(shape->shadowEdgeList, sizeof(EDGE) * shape->nShadowEdges);
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memcpy(shape->shadowEdgeList, edgelist, sizeof(EDGE) * shape->nShadowEdges);
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}
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}
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// draw the shadow volume
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glBegin(GL_QUADS);
|
|
for(i=0;i<edge_count;i++)
|
|
{
|
|
int a = drawlist[i].from, b = drawlist[i].to;
|
|
if(a < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
glVertex3f(pVertices[b].x, scale_y(pVertices[b].y, flag, flag_data), pVertices[b].z);
|
|
glVertex3f(pVertices[b].x+light->x, scale_y(pVertices[b].y, flag, flag_data)+light->y, pVertices[b].z+light->z);
|
|
glVertex3f(pVertices[a].x+light->x, scale_y(pVertices[a].y, flag, flag_data)+light->y, pVertices[a].z+light->z);
|
|
glVertex3f(pVertices[a].x, scale_y(pVertices[a].y, flag, flag_data), pVertices[a].z);
|
|
}
|
|
glEnd();
|
|
|
|
#ifdef SHOW_SHADOW_EDGES
|
|
glDisable(GL_DEPTH_TEST);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
glColor4ub(0xFF, 0, 0, 0xFF);
|
|
glBegin(GL_LINES);
|
|
for(i = 0; i < edge_count; i++)
|
|
{
|
|
int a = drawlist[i].from, b = drawlist[i].to;
|
|
if(a < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
glVertex3f(pVertices[b].x, scale_y(pVertices[b].y, flag, flag_data), pVertices[b].z);
|
|
glVertex3f(pVertices[a].x, scale_y(pVertices[a].y, flag, flag_data), pVertices[a].z);
|
|
}
|
|
glEnd();
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
#endif
|
|
}
|
|
|
|
static void inverse_matrix(const float * src, float * dst)
|
|
{
|
|
const float det = src[0]*src[5]*src[10] + src[4]*src[9]*src[2] + src[8]*src[1]*src[6] - src[2]*src[5]*src[8] - src[6]*src[9]*src[0] - src[10]*src[1]*src[4];
|
|
const float invdet = 1.0f/det;
|
|
|
|
dst[0] = invdet * (src[5]*src[10] - src[9]*src[6]);
|
|
dst[1] = invdet * (src[9]*src[2] - src[1]*src[10]);
|
|
dst[2] = invdet * (src[1]*src[6] - src[5]*src[2]);
|
|
dst[3] = invdet * (src[8]*src[6] - src[4]*src[10]);
|
|
dst[4] = invdet * (src[0]*src[10] - src[8]*src[2]);
|
|
dst[5] = invdet * (src[4]*src[2] - src[0]*src[6]);
|
|
dst[6] = invdet * (src[4]*src[9] - src[8]*src[5]);
|
|
dst[7] = invdet * (src[8]*src[1] - src[0]*src[9]);
|
|
dst[8] = invdet * (src[0]*src[5] - src[4]*src[1]);
|
|
}
|
|
|
|
void pie_CleanUp( void )
|
|
{
|
|
free( tshapes );
|
|
free( scshapes );
|
|
tshapes = NULL;
|
|
scshapes = NULL;
|
|
}
|
|
|
|
void pie_Draw3DShape(iIMDShape *shape, int frame, int team, PIELIGHT colour, PIELIGHT specular, int pieFlag, int pieFlagData)
|
|
{
|
|
pieCount++;
|
|
|
|
// Fix for transparent buildings and features!!
|
|
if( (pieFlag & pie_TRANSLUCENT) && (pieFlagData > 220) )
|
|
{
|
|
// force to bilinear and non-transparent
|
|
pieFlag = pieFlag & ~pie_TRANSLUCENT;
|
|
pieFlagData = 0;
|
|
}
|
|
|
|
if (frame == 0)
|
|
{
|
|
frame = team;
|
|
}
|
|
|
|
if (drawing_interface || !shadows)
|
|
{
|
|
pie_Draw3DShape2(shape, frame, colour, specular, pieFlag, pieFlagData);
|
|
}
|
|
else
|
|
{
|
|
if (pieFlag & (pie_ADDITIVE | pie_TRANSLUCENT))
|
|
{
|
|
if (tshapes_size <= nb_tshapes)
|
|
{
|
|
if (tshapes_size == 0)
|
|
{
|
|
tshapes_size = 64;
|
|
tshapes = (transluscent_shape_t*)malloc(tshapes_size*sizeof(transluscent_shape_t));
|
|
memset( tshapes, 0, tshapes_size*sizeof(transluscent_shape_t) );
|
|
}
|
|
else
|
|
{
|
|
const unsigned int old_size = tshapes_size;
|
|
tshapes_size <<= 1;
|
|
tshapes = (transluscent_shape_t*)realloc(tshapes, tshapes_size*sizeof(transluscent_shape_t));
|
|
memset( &tshapes[old_size], 0, (tshapes_size-old_size)*sizeof(transluscent_shape_t) );
|
|
}
|
|
}
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, tshapes[nb_tshapes].matrix);
|
|
tshapes[nb_tshapes].shape = shape;
|
|
tshapes[nb_tshapes].frame = frame;
|
|
tshapes[nb_tshapes].colour = colour;
|
|
tshapes[nb_tshapes].specular = specular;
|
|
tshapes[nb_tshapes].flag = pieFlag;
|
|
tshapes[nb_tshapes].flag_data = pieFlagData;
|
|
nb_tshapes++;
|
|
}
|
|
else
|
|
{
|
|
if(pieFlag & pie_SHADOW || pieFlag & pie_STATIC_SHADOW)
|
|
{
|
|
float distance;
|
|
|
|
// draw a shadow
|
|
if (scshapes_size <= nb_scshapes)
|
|
{
|
|
if (scshapes_size == 0)
|
|
{
|
|
scshapes_size = 64;
|
|
scshapes = (shadowcasting_shape_t*)malloc(scshapes_size*sizeof(shadowcasting_shape_t));
|
|
memset( scshapes, 0, scshapes_size*sizeof(shadowcasting_shape_t) );
|
|
}
|
|
else
|
|
{
|
|
const unsigned int old_size = scshapes_size;
|
|
scshapes_size <<= 1;
|
|
scshapes = (shadowcasting_shape_t*)realloc(scshapes, scshapes_size*sizeof(shadowcasting_shape_t));
|
|
memset( &scshapes[old_size], 0, (scshapes_size-old_size)*sizeof(shadowcasting_shape_t) );
|
|
}
|
|
}
|
|
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, scshapes[nb_scshapes].matrix);
|
|
distance = scshapes[nb_scshapes].matrix[12] * scshapes[nb_scshapes].matrix[12];
|
|
distance += scshapes[nb_scshapes].matrix[13] * scshapes[nb_scshapes].matrix[13];
|
|
distance += scshapes[nb_scshapes].matrix[14] * scshapes[nb_scshapes].matrix[14];
|
|
|
|
// if object is too far in the fog don't generate a shadow.
|
|
if (distance < SHADOW_END_DISTANCE)
|
|
{
|
|
float invmat[9], pos_light0[4];
|
|
|
|
inverse_matrix( scshapes[nb_scshapes].matrix, invmat );
|
|
|
|
// Calculate the light position relative to the object
|
|
glGetLightfv(GL_LIGHT0, GL_POSITION, pos_light0);
|
|
scshapes[nb_scshapes].light.x = invmat[0] * pos_light0[0] + invmat[3] * pos_light0[1] + invmat[6] * pos_light0[2];
|
|
scshapes[nb_scshapes].light.y = invmat[1] * pos_light0[0] + invmat[4] * pos_light0[1] + invmat[7] * pos_light0[2];
|
|
scshapes[nb_scshapes].light.z = invmat[2] * pos_light0[0] + invmat[5] * pos_light0[1] + invmat[8] * pos_light0[2];
|
|
|
|
scshapes[nb_scshapes].shape = shape;
|
|
scshapes[nb_scshapes].flag = pieFlag;
|
|
scshapes[nb_scshapes].flag_data = pieFlagData;
|
|
|
|
nb_scshapes++;
|
|
}
|
|
}
|
|
pie_Draw3DShape2(shape, frame, colour, specular, pieFlag, pieFlagData);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void pie_ShadowDrawLoop(void)
|
|
{
|
|
unsigned int i = 0;
|
|
|
|
for (i = 0; i < nb_scshapes; i++)
|
|
{
|
|
glLoadMatrixf(scshapes[i].matrix);
|
|
pie_DrawShadow(scshapes[i].shape, scshapes[i].flag, scshapes[i].flag_data, &scshapes[i].light);
|
|
}
|
|
}
|
|
|
|
static void pie_DrawShadows(void)
|
|
{
|
|
const float width = pie_GetVideoBufferWidth();
|
|
const float height = pie_GetVideoBufferHeight();
|
|
|
|
pie_SetTexturePage(-1);
|
|
|
|
glPushMatrix();
|
|
|
|
pie_SetAlphaTest(FALSE);
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
glDepthFunc(GL_LESS);
|
|
glDepthMask(GL_FALSE);
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
if (stencil_one_pass()) {
|
|
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
glDisable(GL_CULL_FACE);
|
|
glStencilMask(~0);
|
|
glActiveStencilFaceEXT(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
glActiveStencilFaceEXT(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
pie_ShadowDrawLoop();
|
|
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
|
|
} else {
|
|
// Setup stencil for back faces.
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
|
|
|
pie_ShadowDrawLoop();
|
|
|
|
// Setup stencil for front faces.
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
|
|
|
|
// Draw shadows again
|
|
pie_ShadowDrawLoop();
|
|
}
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_LESS, 0, ~0);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glColor4f(0, 0, 0, 0.5);
|
|
|
|
pie_PerspectiveEnd();
|
|
glLoadIdentity();
|
|
glDisable(GL_DEPTH_TEST);
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glVertex2f(0, 0);
|
|
glVertex2f(width, 0);
|
|
glVertex2f(0, height);
|
|
glVertex2f(width, height);
|
|
glEnd();
|
|
pie_PerspectiveBegin();
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_TRUE);
|
|
|
|
glPopMatrix();
|
|
|
|
nb_scshapes = 0;
|
|
}
|
|
|
|
static void pie_DrawRemainingTransShapes(void)
|
|
{
|
|
unsigned int i = 0;
|
|
|
|
glPushMatrix();
|
|
for (i = 0; i < nb_tshapes; ++i)
|
|
{
|
|
glLoadMatrixf(tshapes[i].matrix);
|
|
pie_Draw3DShape2(tshapes[i].shape, tshapes[i].frame, tshapes[i].colour,
|
|
tshapes[i].specular, tshapes[i].flag, tshapes[i].flag_data);
|
|
}
|
|
glPopMatrix();
|
|
|
|
nb_tshapes = 0;
|
|
}
|
|
|
|
void pie_RemainingPasses(void)
|
|
{
|
|
if(shadows)
|
|
{
|
|
pie_DrawShadows();
|
|
}
|
|
pie_DrawRemainingTransShapes();
|
|
}
|
|
|
|
/***************************************************************************
|
|
* pie_Drawimage
|
|
*
|
|
* General purpose blit function
|
|
* Will support zbuffering, non_textured, coloured lighting and alpha effects
|
|
*
|
|
* replaces all ivis blit functions
|
|
*
|
|
***************************************************************************/
|
|
void pie_DrawImage(PIEIMAGE *image, PIERECT *dest)
|
|
{
|
|
PIELIGHT colour = WZCOL_WHITE;
|
|
|
|
/* Set transparent color to be 0 red, 0 green, 0 blue, 0 alpha */
|
|
polyCount++;
|
|
|
|
pie_SetTexturePage(image->texPage);
|
|
|
|
glColor4ubv(colour.vector);
|
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
//set up 4 pie verts
|
|
glTexCoord2f(image->tu, image->tv);
|
|
glVertex2f(dest->x, dest->y);
|
|
|
|
glTexCoord2f(image->tu + image->tw, image->tv);
|
|
glVertex2f(dest->x + dest->w, dest->y);
|
|
|
|
glTexCoord2f(image->tu, image->tv + image->th);
|
|
glVertex2f(dest->x, dest->y + dest->h);
|
|
|
|
glTexCoord2f(image->tu + image->tw, image->tv + image->th);
|
|
glVertex2f(dest->x + dest->w, dest->y + dest->h);
|
|
glEnd();
|
|
}
|
|
|
|
void pie_DrawTerrainDone(int mapx, int mapy)
|
|
{
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glColorPointer(COLOUR_COMPONENTS, GL_UNSIGNED_BYTE, 0, aColour);
|
|
glTexCoordPointer(TEXCOORD_COMPONENTS, GL_FLOAT, 0, aTexCoord);
|
|
glVertexPointer(VERTEX_COMPONENTS, GL_FLOAT, 0, aVertex);
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glDrawArrays(GL_TRIANGLES, 0, VERTICES_PER_TRIANGLE * mapx * mapy * 2);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
// index gives us the triangle
|
|
void pie_DrawTerrainTriangle(int index, const TERRAIN_VERTEX *aVrts)
|
|
{
|
|
unsigned int i = 0, j = index * VERTICES_PER_TRIANGLE;
|
|
|
|
assert(index < MAP_TRIANGLES);
|
|
assert(j < MAP_VERTICES);
|
|
tileCount++;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
aColour[j * COLOUR_COMPONENTS + 0] = aVrts[i].light.byte.r;
|
|
aColour[j * COLOUR_COMPONENTS + 1] = aVrts[i].light.byte.g;
|
|
aColour[j * COLOUR_COMPONENTS + 2] = aVrts[i].light.byte.b;
|
|
aColour[j * COLOUR_COMPONENTS + 3] = aVrts[i].light.byte.a;
|
|
aTexCoord[j * TEXCOORD_COMPONENTS + 0] = aVrts[i].u;
|
|
aTexCoord[j * TEXCOORD_COMPONENTS + 1] = aVrts[i].v;
|
|
aVertex[j * VERTEX_COMPONENTS + 0] = aVrts[i].pos.x;
|
|
aVertex[j * VERTEX_COMPONENTS + 1] = aVrts[i].pos.y;
|
|
aVertex[j * VERTEX_COMPONENTS + 2] = aVrts[i].pos.z;
|
|
j++;
|
|
}
|
|
}
|
|
|
|
void pie_DrawWaterTriangle(const TERRAIN_VERTEX *aVrts)
|
|
{
|
|
unsigned int i = 0;
|
|
|
|
/* Since this is only used from within source for the terrain draw - we can backface cull the polygons. */
|
|
tileCount++;
|
|
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
glColor4ubv(aVrts[i].light.vector);
|
|
glTexCoord2f(aVrts[i].u, aVrts[i].v);
|
|
glVertex3f( aVrts[i].pos.x, aVrts[i].pos.y, aVrts[i].pos.z );
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
void pie_GetResetCounts(unsigned int* pPieCount, unsigned int* pTileCount, unsigned int* pPolyCount, unsigned int* pStateCount)
|
|
{
|
|
*pPieCount = pieCount;
|
|
*pTileCount = tileCount;
|
|
*pPolyCount = polyCount;
|
|
*pStateCount = pieStateCount;
|
|
|
|
pieCount = 0;
|
|
tileCount = 0;
|
|
polyCount = 0;
|
|
pieStateCount = 0;
|
|
return;
|
|
}
|