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https://github.com/ZDoom/raze-gles.git
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Iron fingers stab the desert SKIES !
git-svn-id: https://svn.eduke32.com/eduke32@316 1a8010ca-5511-0410-912e-c29ae57300e0
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4 changed files with 120 additions and 3 deletions
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@ -73,6 +73,7 @@ extern void (APIENTRY * bglBegin)( GLenum mode );
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extern void (APIENTRY * bglEnd)( void );
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extern void (APIENTRY * bglEnd)( void );
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extern void (APIENTRY * bglVertex2f)( GLfloat x, GLfloat y );
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extern void (APIENTRY * bglVertex2f)( GLfloat x, GLfloat y );
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extern void (APIENTRY * bglVertex2i)( GLint x, GLint y );
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extern void (APIENTRY * bglVertex2i)( GLint x, GLint y );
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extern void (APIENTRY * bglVertex3f)( GLfloat x, GLfloat y, GLfloat z );
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extern void (APIENTRY * bglVertex3d)( GLdouble x, GLdouble y, GLdouble z );
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extern void (APIENTRY * bglVertex3d)( GLdouble x, GLdouble y, GLdouble z );
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extern void (APIENTRY * bglVertex3fv)( const GLfloat *v );
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extern void (APIENTRY * bglVertex3fv)( const GLfloat *v );
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extern void (APIENTRY * bglVertex3dv)( const GLdouble *v );
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extern void (APIENTRY * bglVertex3dv)( const GLdouble *v );
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@ -1,4 +1,24 @@
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// blah
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// here lies the GREAT JUSTICE RENDERER
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// TODO :
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// - recursive drawrooms with cliplane stack (support for full portal engine with occlusion queries)
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// - crossed walls (tier drops stones)
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// - skies
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// - mirrors
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// - fullbright (multitexture OR)
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// - masks and sprites ! (use sortcnt and regular drawmask or recode it ?)
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// - classic shading
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// --------------------- CLASSIC LIMIT ---------------------
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// - mdsprites (tags)
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// - lights (dynamic phong)
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// - dynamic shadowmaps
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// - normalmap palette (unified gpu program, parallax mapping)
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// - shadow volumes
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// - hardware particles
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// - multitextured decals ? (on models too)
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// --------------- FIRST PUBLIC RELEASE LIMIT --------------
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// - horizon mapping (precalculate the horizon maps and store them into the gl cache ?)
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// - post processing ([HDR-]bloom and possibly DOF)
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// - MD5 (hardware skinning ?)
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#ifndef _polymer_h_
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#ifndef _polymer_h_
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# define _polymer_h_
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# define _polymer_h_
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@ -92,5 +112,9 @@ void polymer_extractfrustum(void);
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int polymer_portalinfrustum(short wallnum);
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int polymer_portalinfrustum(short wallnum);
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void polymer_addcliplane(_equation clip, _equation left, _equation right, float refx, float refy);
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void polymer_addcliplane(_equation clip, _equation left, _equation right, float refx, float refy);
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int polymer_wallincliplanes(short wallnum);
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int polymer_wallincliplanes(short wallnum);
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// SKIES
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void polymer_initskybox(void);
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void polymer_drawskyquad(int p1, int p2, GLfloat height);
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void polymer_drawartsky(short tilenum);
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#endif // !_polymer_h_
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#endif // !_polymer_h_
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@ -57,6 +57,7 @@ void (APIENTRY * bglBegin)( GLenum mode );
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void (APIENTRY * bglEnd)( void );
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void (APIENTRY * bglEnd)( void );
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void (APIENTRY * bglVertex2f)( GLfloat x, GLfloat y );
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void (APIENTRY * bglVertex2f)( GLfloat x, GLfloat y );
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void (APIENTRY * bglVertex2i)( GLint x, GLint y );
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void (APIENTRY * bglVertex2i)( GLint x, GLint y );
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void (APIENTRY * bglVertex3f)( GLfloat x, GLfloat y, GLfloat z );
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void (APIENTRY * bglVertex3d)( GLdouble x, GLdouble y, GLdouble z );
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void (APIENTRY * bglVertex3d)( GLdouble x, GLdouble y, GLdouble z );
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void (APIENTRY * bglVertex3fv)( const GLfloat *v );
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void (APIENTRY * bglVertex3fv)( const GLfloat *v );
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void (APIENTRY * bglVertex3dv)( const GLdouble *v );
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void (APIENTRY * bglVertex3dv)( const GLdouble *v );
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@ -234,6 +235,7 @@ int loadgldriver(const char *driver)
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bglEnd = GETPROC("glEnd");
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bglEnd = GETPROC("glEnd");
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bglVertex2f = GETPROC("glVertex2f");
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bglVertex2f = GETPROC("glVertex2f");
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bglVertex2i = GETPROC("glVertex2i");
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bglVertex2i = GETPROC("glVertex2i");
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bglVertex3f = GETPROC("glVertex3f");
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bglVertex3d = GETPROC("glVertex3d");
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bglVertex3d = GETPROC("glVertex3d");
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bglVertex3fv = GETPROC("glVertex3fv");
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bglVertex3fv = GETPROC("glVertex3fv");
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bglVertex3dv = GETPROC("glVertex3dv");
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bglVertex3dv = GETPROC("glVertex3dv");
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@ -359,6 +361,7 @@ int unloadgldriver(void)
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bglEnd = NULL;
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bglEnd = NULL;
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bglVertex2f = NULL;
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bglVertex2f = NULL;
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bglVertex2i = NULL;
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bglVertex2i = NULL;
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bglVertex3f = NULL;
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bglVertex3d = NULL;
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bglVertex3d = NULL;
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bglVertex3fv = NULL;
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bglVertex3fv = NULL;
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bglColor4f = NULL;
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bglColor4f = NULL;
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@ -13,6 +13,8 @@ int pr_wireframe = 0;
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_prsector *prsectors[MAXSECTORS];
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_prsector *prsectors[MAXSECTORS];
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_prwall *prwalls[MAXWALLS];
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_prwall *prwalls[MAXWALLS];
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GLfloat skybox[16];
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// CONTROL
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// CONTROL
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float frustum[16]; // left right top bottom
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float frustum[16]; // left right top bottom
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@ -58,12 +60,16 @@ int polymer_init(void)
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polymer_loadboard();
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polymer_loadboard();
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polymer_initskybox();
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if (pr_verbosity >= 1) OSD_Printf("PR : Initialization complete.\n");
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if (pr_verbosity >= 1) OSD_Printf("PR : Initialization complete.\n");
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return (1);
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return (1);
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}
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}
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void polymer_glinit(void)
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void polymer_glinit(void)
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{
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{
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float a;
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bglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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bglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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bglClearStencil(0);
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bglClearStencil(0);
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bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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bglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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@ -74,7 +80,6 @@ void polymer_glinit(void)
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bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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bglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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bglDisable(GL_FOG);
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bglEnable(GL_DEPTH_TEST);
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bglEnable(GL_DEPTH_TEST);
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if (pr_wireframe)
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if (pr_wireframe)
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bglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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bglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@ -83,7 +88,7 @@ void polymer_glinit(void)
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bglMatrixMode(GL_PROJECTION);
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bglMatrixMode(GL_PROJECTION);
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bglLoadIdentity();
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bglLoadIdentity();
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gluPerspective((float)(pr_fov) / (2048.0f / 360.0f), (float)xdim / (float)ydim, 1.0f, 1000000.0f);
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gluPerspective((float)(pr_fov) / (2048.0f / 360.0f), (float)xdim / (float)ydim, 0.1f, 1000000.0f);
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bglMatrixMode(GL_MODELVIEW);
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bglMatrixMode(GL_MODELVIEW);
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bglLoadIdentity();
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bglLoadIdentity();
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@ -91,6 +96,17 @@ void polymer_glinit(void)
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bglEnableClientState(GL_VERTEX_ARRAY);
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bglEnableClientState(GL_VERTEX_ARRAY);
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bglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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bglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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bglDisable(GL_FOG);
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//glFogi(GL_FOG_MODE, GL_EXP);
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//glFogfv(GL_FOG_COLOR, fogColor);
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/*bglEnable(GL_FOG);
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a = (1 - ((float)(visibility) / 512.0f)) / 10.0f;
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bglFogf(GL_FOG_DENSITY, 0.1f - a);
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bglFogf(GL_FOG_START, 0.0f);
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bglFogf(GL_FOG_END, 1000000.0f);*/
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bglEnable(GL_CULL_FACE);
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bglEnable(GL_CULL_FACE);
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bglCullFace(GL_BACK);
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bglCullFace(GL_BACK);
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}
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}
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@ -145,6 +161,11 @@ void polymer_drawrooms(long daposx, long daposy, long daposz, sho
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bglRotatef(horizang, 1.0f, 0.0f, 0.0f);
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bglRotatef(horizang, 1.0f, 0.0f, 0.0f);
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bglRotatef(ang, 0.0f, 1.0f, 0.0f);
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bglRotatef(ang, 0.0f, 1.0f, 0.0f);
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bglDisable(GL_DEPTH_TEST);
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bglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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polymer_drawartsky(80);
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bglEnable(GL_DEPTH_TEST);
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bglScalef(1.0f, 1.0f / 16.0f, 1.0f);
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bglScalef(1.0f, 1.0f / 16.0f, 1.0f);
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bglTranslatef(pos[0], pos[1], pos[2]);
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bglTranslatef(pos[0], pos[1], pos[2]);
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@ -986,3 +1007,71 @@ int polymer_wallincliplanes(short wallnum)
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return (1);
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return (1);
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}
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}
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// SKIES
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void polymer_initskybox(void)
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{
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GLfloat halfsqrt2 = 0.70710678f;
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skybox[0] = -1.0f; skybox[1] = 0.0f; // 0
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skybox[2] = -halfsqrt2; skybox[3] = halfsqrt2; // 1
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skybox[4] = 0.0f; skybox[5] = 1.0f; // 2
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skybox[6] = halfsqrt2; skybox[7] = halfsqrt2; // 3
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skybox[8] = 1.0f; skybox[9] = 0.0f; // 4
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skybox[10] = halfsqrt2; skybox[11] = -halfsqrt2; // 5
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skybox[12] = 0.0f; skybox[13] = -1.0f; // 6
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skybox[14] = -halfsqrt2; skybox[15] = -halfsqrt2; // 7
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}
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void polymer_drawskyquad(int p1, int p2, GLfloat height)
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{
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bglBegin(GL_QUADS);
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bglTexCoord2f(0.0f, 0.0f);
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//OSD_Printf("PR: drawing %f %f %f\n", skybox[(p1 * 2) + 1], height, skybox[p1 * 2]);
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bglVertex3f(skybox[(p1 * 2) + 1], height, skybox[p1 * 2]);
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bglTexCoord2f(0.0f, 1.0f);
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//OSD_Printf("PR: drawing %f %f %f\n", skybox[(p1 * 2) + 1], -height, skybox[p1 * 2]);
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bglVertex3f(skybox[(p1 * 2) + 1], -height, skybox[p1 * 2]);
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bglTexCoord2f(1.0f, 1.0f);
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//OSD_Printf("PR: drawing %f %f %f\n", skybox[(p2 * 2) + 1], -height, skybox[p2 * 2]);
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bglVertex3f(skybox[(p2 * 2) + 1], -height, skybox[p2 * 2]);
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bglTexCoord2f(1.0f, 0.0f);
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//OSD_Printf("PR: drawing %f %f %f\n", skybox[(p2 * 2) + 1], height, skybox[p2 * 2]);
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bglVertex3f(skybox[(p2 * 2) + 1], height, skybox[p2 * 2]);
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bglEnd();
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}
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void polymer_drawartsky(short tilenum)
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{
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pthtyp* pth;
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GLuint glpics[5];
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int i;
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GLfloat height = 2.45f / 2.0f;
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i = 0;
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while (i < 5)
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{
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if (!waloff[tilenum + i])
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loadtile(tilenum + i);
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pth = gltexcache(tilenum + i, 0, 0);
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glpics[i] = pth ? pth->glpic : 0;
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i++;
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}
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bglBindTexture(GL_TEXTURE_2D, glpics[1]);
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polymer_drawskyquad(0, 1, height);
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bglBindTexture(GL_TEXTURE_2D, glpics[2]);
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polymer_drawskyquad(1, 2, height);
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bglBindTexture(GL_TEXTURE_2D, glpics[1]);
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polymer_drawskyquad(2, 3, height);
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bglBindTexture(GL_TEXTURE_2D, glpics[3]);
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polymer_drawskyquad(3, 4, height);
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bglBindTexture(GL_TEXTURE_2D, glpics[4]);
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polymer_drawskyquad(4, 5, height);
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bglBindTexture(GL_TEXTURE_2D, glpics[0]);
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polymer_drawskyquad(5, 6, height);
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bglBindTexture(GL_TEXTURE_2D, glpics[2]);
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polymer_drawskyquad(6, 7, height);
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bglBindTexture(GL_TEXTURE_2D, glpics[3]);
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polymer_drawskyquad(7, 0, height);
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}
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