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466 lines
12 KiB
C
466 lines
12 KiB
C
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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*
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*---------------------------------------------------------------------
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*/
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/*
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*
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** gl_clipper.cpp
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**
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** Handles visibility checks.
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** Loosely based on the JDoom clipper.
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**
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**---------------------------------------------------------------------------
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** Copyright 2003 Tim Stump
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <math.h>
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#include "../v_video.h"
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#include "hw_clip.h"
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#include "hw_glob.h"
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#include "../r_main.h"
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#include "../r_state.h"
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#include "../tables.h"
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#include "r_opengl/r_opengl.h"
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#ifdef HAVE_SPHEREFRUSTRUM
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static GLdouble viewMatrix[16];
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static GLdouble projMatrix[16];
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float frustum[6][4];
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#endif
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typedef struct clipnode_s
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{
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struct clipnode_s *prev, *next;
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angle_t start, end;
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} clipnode_t;
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clipnode_t *freelist;
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clipnode_t *clipnodes;
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clipnode_t *cliphead;
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static clipnode_t * gld_clipnode_GetNew(void);
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static clipnode_t * gld_clipnode_NewRange(angle_t start, angle_t end);
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static boolean gld_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle);
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static void gld_clipper_AddClipRange(angle_t start, angle_t end);
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static void gld_clipper_RemoveRange(clipnode_t * range);
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static void gld_clipnode_Free(clipnode_t *node);
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static clipnode_t * gld_clipnode_GetNew(void)
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{
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if (freelist)
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{
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clipnode_t * p = freelist;
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freelist = p->next;
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return p;
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}
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else
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{
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return (clipnode_t*)malloc(sizeof(clipnode_t));
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}
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}
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static clipnode_t * gld_clipnode_NewRange(angle_t start, angle_t end)
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{
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clipnode_t * c = gld_clipnode_GetNew();
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c->start = start;
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c->end = end;
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c->next = c->prev=NULL;
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return c;
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}
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boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle)
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{
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if(startAngle > endAngle)
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{
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return (gld_clipper_IsRangeVisible(startAngle, ANGLE_MAX) || gld_clipper_IsRangeVisible(0, endAngle));
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}
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return gld_clipper_IsRangeVisible(startAngle, endAngle);
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}
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static boolean gld_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle)
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{
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clipnode_t *ci;
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ci = cliphead;
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if (endAngle == 0 && ci && ci->start == 0)
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return false;
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while (ci != NULL && ci->start < endAngle)
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{
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if (startAngle >= ci->start && endAngle <= ci->end)
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{
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return false;
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}
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ci = ci->next;
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}
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return true;
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}
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static void gld_clipnode_Free(clipnode_t *node)
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{
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node->next = freelist;
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freelist = node;
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}
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static void gld_clipper_RemoveRange(clipnode_t *range)
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{
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if (range == cliphead)
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{
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cliphead = cliphead->next;
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}
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else
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{
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if (range->prev)
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{
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range->prev->next = range->next;
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}
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if (range->next)
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{
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range->next->prev = range->prev;
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}
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}
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gld_clipnode_Free(range);
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}
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void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle)
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{
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if(startangle > endangle)
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{
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// The range has to added in two parts.
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gld_clipper_AddClipRange(startangle, ANGLE_MAX);
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gld_clipper_AddClipRange(0, endangle);
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}
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else
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{
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// Add the range as usual.
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gld_clipper_AddClipRange(startangle, endangle);
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}
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}
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static void gld_clipper_AddClipRange(angle_t start, angle_t end)
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{
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clipnode_t *node, *temp, *prevNode, *node2, *delnode;
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if (cliphead)
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{
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//check to see if range contains any old ranges
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node = cliphead;
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while (node != NULL && node->start < end)
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{
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if (node->start >= start && node->end <= end)
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{
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temp = node;
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node = node->next;
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gld_clipper_RemoveRange(temp);
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}
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else
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{
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if (node->start <= start && node->end >= end)
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{
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return;
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}
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else
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{
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node = node->next;
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}
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}
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}
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//check to see if range overlaps a range (or possibly 2)
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node = cliphead;
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while (node != NULL && node->start <= end)
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{
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if (node->end >= start)
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{
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// we found the first overlapping node
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if (node->start > start)
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{
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// the new range overlaps with this node's start point
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node->start = start;
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}
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if (node->end < end)
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{
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node->end = end;
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}
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node2 = node->next;
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while (node2 && node2->start <= node->end)
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{
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if (node2->end > node->end)
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{
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node->end = node2->end;
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}
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delnode = node2;
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node2 = node2->next;
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gld_clipper_RemoveRange(delnode);
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}
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return;
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}
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node = node->next;
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}
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//just add range
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node = cliphead;
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prevNode = NULL;
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temp = gld_clipnode_NewRange(start, end);
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while (node != NULL && node->start < end)
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{
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prevNode = node;
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node = node->next;
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}
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temp->next = node;
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if (node == NULL)
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{
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temp->prev = prevNode;
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if (prevNode)
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{
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prevNode->next = temp;
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}
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if (!cliphead)
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{
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cliphead = temp;
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}
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}
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else
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{
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if (node == cliphead)
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{
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cliphead->prev = temp;
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cliphead = temp;
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}
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else
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{
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temp->prev = prevNode;
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prevNode->next = temp;
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node->prev = temp;
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}
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}
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}
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else
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{
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temp = gld_clipnode_NewRange(start, end);
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cliphead = temp;
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return;
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}
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}
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void gld_clipper_Clear(void)
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{
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clipnode_t *node = cliphead;
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clipnode_t *temp;
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while (node != NULL)
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{
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temp = node;
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node = node->next;
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gld_clipnode_Free(temp);
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}
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cliphead = NULL;
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}
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#define RMUL (1.6f/1.333333f)
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angle_t gld_FrustumAngle(void)
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{
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double floatangle;
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angle_t a1;
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float tilt = (float)fabs(((double)(int)aimingangle) / ANG1);
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// NEWCLIP TODO: SRB2CBTODO: make a global render_fov for this function
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float render_fov = FIXED_TO_FLOAT(cv_fov.value);
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float render_fovratio = (float)BASEVIDWIDTH / (float)BASEVIDHEIGHT; // SRB2CBTODO: NEWCLIPTODO: Is this right?
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float render_multiplier = 64.0f / render_fovratio / RMUL;
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if (tilt > 90.0f)
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{
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tilt = 90.0f;
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}
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// If the pitch is larger than this you can look all around at a FOV of 90
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if (abs((signed)aimingangle) > 46 * ANG1)
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return 0xffffffff;
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// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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floatangle = 2.0f + (45.0f + (tilt / 1.9f)) * (float)render_fov * 48.0f / render_multiplier / 90.0f;
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a1 = ANG1 * (int)floatangle;
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if (a1 >= ANGLE_180)
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return 0xffffffff;
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return a1;
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}
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// SRB2CB I don't think used any of this stuff, let's disable for now since SRB2 probably doesn't want it either
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// compiler complains about (p)glGetDoublev anyway, in case anyone wants this
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// only r_opengl.c can use the base gl funcs as it turns out, that's a problem for whoever wants sphere frustum checks
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// btw to renable define HAVE_SPHEREFRUSTRUM in hw_clip.h
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#ifdef HAVE_SPHEREFRUSTRUM
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//
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// gld_FrustrumSetup
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//
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#define CALCMATRIX(a, b, c, d, e, f, g, h)\
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(float)(viewMatrix[a] * projMatrix[b] + \
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viewMatrix[c] * projMatrix[d] + \
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viewMatrix[e] * projMatrix[f] + \
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viewMatrix[g] * projMatrix[h])
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#define NORMALIZE_PLANE(i)\
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t = (float)sqrt(\
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frustum[i][0] * frustum[i][0] + \
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frustum[i][1] * frustum[i][1] + \
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frustum[i][2] * frustum[i][2]); \
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frustum[i][0] /= t; \
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frustum[i][1] /= t; \
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frustum[i][2] /= t; \
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frustum[i][3] /= t
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void gld_FrustrumSetup(void)
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{
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float t;
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float clip[16];
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pglGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
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pglGetDoublev(GL_MODELVIEW_MATRIX, viewMatrix);
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clip[0] = CALCMATRIX(0, 0, 1, 4, 2, 8, 3, 12);
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clip[1] = CALCMATRIX(0, 1, 1, 5, 2, 9, 3, 13);
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clip[2] = CALCMATRIX(0, 2, 1, 6, 2, 10, 3, 14);
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clip[3] = CALCMATRIX(0, 3, 1, 7, 2, 11, 3, 15);
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clip[4] = CALCMATRIX(4, 0, 5, 4, 6, 8, 7, 12);
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clip[5] = CALCMATRIX(4, 1, 5, 5, 6, 9, 7, 13);
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clip[6] = CALCMATRIX(4, 2, 5, 6, 6, 10, 7, 14);
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clip[7] = CALCMATRIX(4, 3, 5, 7, 6, 11, 7, 15);
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clip[8] = CALCMATRIX(8, 0, 9, 4, 10, 8, 11, 12);
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clip[9] = CALCMATRIX(8, 1, 9, 5, 10, 9, 11, 13);
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clip[10] = CALCMATRIX(8, 2, 9, 6, 10, 10, 11, 14);
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clip[11] = CALCMATRIX(8, 3, 9, 7, 10, 11, 11, 15);
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clip[12] = CALCMATRIX(12, 0, 13, 4, 14, 8, 15, 12);
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clip[13] = CALCMATRIX(12, 1, 13, 5, 14, 9, 15, 13);
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clip[14] = CALCMATRIX(12, 2, 13, 6, 14, 10, 15, 14);
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clip[15] = CALCMATRIX(12, 3, 13, 7, 14, 11, 15, 15);
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// Right plane
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frustum[0][0] = clip[ 3] - clip[ 0];
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frustum[0][1] = clip[ 7] - clip[ 4];
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frustum[0][2] = clip[11] - clip[ 8];
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frustum[0][3] = clip[15] - clip[12];
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NORMALIZE_PLANE(0);
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// Left plane
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frustum[1][0] = clip[ 3] + clip[ 0];
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frustum[1][1] = clip[ 7] + clip[ 4];
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frustum[1][2] = clip[11] + clip[ 8];
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frustum[1][3] = clip[15] + clip[12];
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NORMALIZE_PLANE(1);
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// Bottom plane
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frustum[2][0] = clip[ 3] + clip[ 1];
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frustum[2][1] = clip[ 7] + clip[ 5];
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frustum[2][2] = clip[11] + clip[ 9];
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frustum[2][3] = clip[15] + clip[13];
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NORMALIZE_PLANE(2);
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// Top plane
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frustum[3][0] = clip[ 3] - clip[ 1];
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frustum[3][1] = clip[ 7] - clip[ 5];
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frustum[3][2] = clip[11] - clip[ 9];
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frustum[3][3] = clip[15] - clip[13];
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NORMALIZE_PLANE(3);
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// Far plane
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frustum[4][0] = clip[ 3] - clip[ 2];
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frustum[4][1] = clip[ 7] - clip[ 6];
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frustum[4][2] = clip[11] - clip[10];
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frustum[4][3] = clip[15] - clip[14];
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NORMALIZE_PLANE(4);
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// Near plane
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frustum[5][0] = clip[ 3] + clip[ 2];
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frustum[5][1] = clip[ 7] + clip[ 6];
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frustum[5][2] = clip[11] + clip[10];
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frustum[5][3] = clip[15] + clip[14];
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NORMALIZE_PLANE(5);
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}
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boolean gld_SphereInFrustum(float x, float y, float z, float radius)
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{
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int p;
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for (p = 0; p < 4; p++)
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{
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if (frustum[p][0] * x +
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frustum[p][1] * y +
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frustum[p][2] * z +
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frustum[p][3] <= -radius)
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{
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return false;
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}
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}
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return true;
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}
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#endif
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