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https://github.com/scp-fs2open/fs2open.github.com.git
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477 lines
11 KiB
C++
477 lines
11 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/Render/3dLaser.cpp $
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* $Revision: 2.1 $
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* $Date: 2002-08-01 01:41:09 $
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* $Author: penguin $
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*
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* Code to draw 3d looking lasers
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.0 2002/06/03 04:02:28 penguin
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* Warpcore CVS sync
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*
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* Revision 1.2 2002/05/04 04:52:22 mharris
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* 1st draft at porting
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*
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* Revision 1.1 2002/05/02 18:03:12 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 5 7/30/99 7:01p Dave
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* Dogfight escort gauge. Fixed up laser rendering in Glide.
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*
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* 4 7/27/99 3:09p Dave
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* Made g400 work. Whee.
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*
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* 3 5/27/99 6:17p Dave
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* Added in laser glows.
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*
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* 2 10/07/98 10:53a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:51a Dave
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*
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* 26 5/13/98 3:10p John
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* made detail slider for weapon rendering change the distance that lasers
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* become non-textured. The lowest setting turns off missile trail
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* rendering.
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*
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* 25 5/05/98 11:15p Lawrance
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* Optimize weapon flyby sound determination
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*
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* 24 4/10/98 5:20p John
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* Changed RGB in lighting structure to be ubytes. Removed old
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* not-necessary 24 bpp software stuff.
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*
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* 23 3/17/98 3:02p John
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* made lasers draw as non-textured only on software.
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*
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* 22 3/17/98 3:01p John
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* Make thicker lasers not render as polys further away.
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*
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* 21 2/26/98 3:26p John
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* Added code to turn off laser rendering
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*
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* 20 1/29/98 9:46a John
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* Capped debris length
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*
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* 19 1/23/98 5:08p John
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* Took L out of vertex structure used B (blue) instead. Took all small
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* fireballs out of fireball types and used particles instead. Fixed some
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* debris explosion things. Restructured fireball code. Restructured
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* some lighting code. Made dynamic lighting on by default. Made groups
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* of lasers only cast one light. Made fireballs not cast light.
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*
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* 18 1/19/98 8:51a John
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* Did a quick out if both points of laser off same side of view pyramid.
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*
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* 17 1/06/98 6:18p John
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* Made debris render as a blur. Had to make g3_draw_laser take tmap
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* flags.
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*
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* 16 12/15/97 10:09p John
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* put in some debug laser code.
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*
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* 15 12/15/97 11:32a John
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* New Laser Code
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*
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* 14 10/23/97 8:32p John
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* Increased laser to dot distance
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*
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* 13 9/20/97 9:45a John
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* made lasers not draw as pixels as fast as before if viewing from the
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* side.
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*
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*
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* 12 8/19/97 11:42p Lawrance
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* use atan2_safe() instead of atan2()
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*
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* 11 8/19/97 12:54p Sandeep
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* Fixed lasers to work in optimized build
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*
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* 10 6/24/97 6:22p John
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* added detail flags.
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* sped up motion debris system a bit.
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*
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* 9 5/29/97 3:10p John
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* Took out debug menu.
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* Made software scaler draw larger bitmaps.
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* Optimized Direct3D some.
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*
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* 8 4/29/97 9:55a John
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*
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* 7 4/22/97 4:11p John
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* New debug var stuff
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*
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* 6 3/28/97 6:10p Lawrance
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* draw lasers so end appears at gun mount tip on first frame
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*
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* 5 3/06/97 8:48a John
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* fixed bug with lasers drawing too close.
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*
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* 4 2/07/97 9:07a John
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* made lasers not fade by default.
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*
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* 3 2/03/97 8:01p John
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* Added debug code to fade lasers out with distance.
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*
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* 2 12/11/96 12:41p John
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* Added new code to draw 3d laser using 2d ellipses.
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*
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* 1 12/11/96 12:13p John
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*
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* $NoKeywords: $
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*/
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#include "graphics/2d.h"
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#include "render/3d.h"
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#include "render/3dinternal.h"
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#include "globalincs/systemvars.h"
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#include "io/key.h"
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int Lasers = 1;
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DCF_BOOL( lasers, Lasers );
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// This assumes you have already set a color with gr_set_color or gr_set_color_fast
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// and a bitmap with gr_set_bitmap. If it is very far away, it draws the laser
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// as flat-shaded using current color, else textured using current texture.
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// If max_len is > 1.0, then this caps the length to be no longer than max_len pixels.
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float g3_draw_laser(vector *headp, float head_width, vector *tailp, float tail_width, uint tmap_flags, float max_len )
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{
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if (!Lasers){
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return 0.0f;
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}
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float headx, heady, headr, tailx, taily, tailr;
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vertex pt1, pt2;
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float depth;
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int head_on = 0;
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Assert( G3_count == 1 );
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g3_rotate_vertex(&pt1,headp);
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g3_project_vertex(&pt1);
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if (pt1.flags & PF_OVERFLOW)
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return 0.0f;
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g3_rotate_vertex(&pt2,tailp);
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g3_project_vertex(&pt2);
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if (pt2.flags & PF_OVERFLOW)
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return 0.0f;
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if ( (pt1.codes & pt2.codes) != 0 ) {
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// Both off the same side
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return 0.0f;
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}
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headx = pt1.sx;
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heady = pt1.sy;
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headr = (head_width*Matrix_scale.xyz.x*Canv_w2*pt1.sw);
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tailx = pt2.sx;
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taily = pt2.sy;
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tailr = (tail_width*Matrix_scale.xyz.x*Canv_w2*pt2.sw);
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float len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );
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// Cap the length if needed.
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if ( (max_len > 1.0f) && (len_2d > max_len) ) {
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float ratio = max_len / len_2d;
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tailx = headx + ( tailx - headx ) * ratio;
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taily = heady + ( taily - heady ) * ratio;
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tailr = headr + ( tailr - headr ) * ratio;
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len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );
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}
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depth = (pt1.z+pt2.z)*0.5f;
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float max_r = headr;
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float a;
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if ( tailr > max_r )
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max_r = tailr;
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if ( max_r < 1.0f )
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max_r = 1.0f;
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float mx, my, w, h1,h2;
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if ( len_2d < max_r ) {
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h1 = headr + (max_r-len_2d);
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if ( h1 > max_r ) h1 = max_r;
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h2 = tailr + (max_r-len_2d);
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if ( h2 > max_r ) h2 = max_r;
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len_2d = max_r;
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if ( fl_abs(tailx - headx) > 0.01f ) {
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a = (float)atan2( taily-heady, tailx-headx );
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} else {
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a = 0.0f;
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}
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w = len_2d;
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head_on = 1;
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} else {
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a = atan2_safe( taily-heady, tailx-headx );
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w = len_2d;
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h1 = headr;
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h2 = tailr;
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head_on = 0;
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}
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mx = (tailx+headx)/2.0f;
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my = (taily+heady)/2.0f;
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// gr_set_color(255,0,0);
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// g3_draw_line( &pt1, &pt2 );
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// gr_set_color( 255, 0, 0 );
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// gr_pixel( fl2i(mx),fl2i(my) );
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// Draw box with width 'w' and height 'h' at angle 'a' from horizontal
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// centered around mx, my
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if ( h1 < 1.0f ) h1 = 1.0f;
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if ( h2 < 1.0f ) h2 = 1.0f;
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float sa, ca;
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sa = (float)sin(a);
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ca = (float)cos(a);
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vertex v[4];
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vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] };
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float sw;
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if ( depth < 0.0f ) depth = 0.0f;
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sw = 1.0f / depth;
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v[0].sx = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx;
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v[0].sy = (-w/2.0f)*sa - (-h1/2.0f)*ca + my;
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v[0].z = pt1.z;
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v[0].sw = pt1.sw;
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v[0].u = 0.0f;
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v[0].v = 0.0f;
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v[0].b = 191;
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v[1].sx = (w/2.0f)*ca + (-h2/2.0f)*sa + mx;
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v[1].sy = (w/2.0f)*sa - (-h2/2.0f)*ca + my;
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v[1].z = pt2.z;
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v[1].sw = pt2.sw;
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v[1].u = 1.0f;
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v[1].v = 0.0f;
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v[1].b = 191;
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v[2].sx = (w/2.0f)*ca + (h2/2.0f)*sa + mx;
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v[2].sy = (w/2.0f)*sa - (h2/2.0f)*ca + my;
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v[2].z = pt2.z;
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v[2].sw = pt2.sw;
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v[2].u = 1.0f;
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v[2].v = 1.0f;
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v[2].b = 191;
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v[3].sx = (-w/2.0f)*ca + (h1/2.0f)*sa + mx;
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v[3].sy = (-w/2.0f)*sa - (h1/2.0f)*ca + my;
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v[3].z = pt1.z;
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v[3].sw = pt1.sw;
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v[3].u = 0.0f;
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v[3].v = 1.0f;
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v[3].b = 191;
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if(gr_screen.mode == GR_GLIDE){
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gr_tmapper(4, vertlist, tmap_flags);
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} else {
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gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_CORRECT);
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}
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return depth;
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}
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// Draw a laser shaped 3d looking thing using vertex coloring (useful for things like colored laser glows)
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// If max_len is > 1.0, then this caps the length to be no longer than max_len pixels
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float g3_draw_laser_rgb(vector *headp, float head_width, vector *tailp, float tail_width, int r, int g, int b, uint tmap_flags, float max_len )
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{
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if (!Lasers){
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return 0.0f;
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}
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float headx, heady, headr, tailx, taily, tailr;
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vertex pt1, pt2;
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float depth;
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int head_on = 0;
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Assert( G3_count == 1 );
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g3_rotate_vertex(&pt1,headp);
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g3_project_vertex(&pt1);
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if (pt1.flags & PF_OVERFLOW)
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return 0.0f;
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g3_rotate_vertex(&pt2,tailp);
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g3_project_vertex(&pt2);
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if (pt2.flags & PF_OVERFLOW)
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return 0.0f;
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if ( (pt1.codes & pt2.codes) != 0 ) {
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// Both off the same side
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return 0.0f;
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}
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headx = pt1.sx;
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heady = pt1.sy;
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headr = (head_width*Matrix_scale.xyz.x*Canv_w2*pt1.sw);
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tailx = pt2.sx;
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taily = pt2.sy;
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tailr = (tail_width*Matrix_scale.xyz.x*Canv_w2*pt2.sw);
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float len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );
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// Cap the length if needed.
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if ( (max_len > 1.0f) && (len_2d > max_len) ) {
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float ratio = max_len / len_2d;
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tailx = headx + ( tailx - headx ) * ratio;
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taily = heady + ( taily - heady ) * ratio;
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tailr = headr + ( tailr - headr ) * ratio;
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len_2d = fl_sqrt( (tailx-headx)*(tailx-headx) + (taily-heady)*(taily-heady) );
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}
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depth = (pt1.z+pt2.z)*0.5f;
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float max_r = headr;
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float a;
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if ( tailr > max_r )
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max_r = tailr;
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if ( max_r < 1.0f )
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max_r = 1.0f;
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float mx, my, w, h1,h2;
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if ( len_2d < max_r ) {
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h1 = headr + (max_r-len_2d);
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if ( h1 > max_r ) h1 = max_r;
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h2 = tailr + (max_r-len_2d);
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if ( h2 > max_r ) h2 = max_r;
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len_2d = max_r;
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if ( fl_abs(tailx - headx) > 0.01f ) {
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a = (float)atan2( taily-heady, tailx-headx );
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} else {
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a = 0.0f;
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}
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w = len_2d;
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head_on = 1;
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} else {
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a = atan2_safe( taily-heady, tailx-headx );
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w = len_2d;
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h1 = headr;
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h2 = tailr;
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head_on = 0;
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}
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mx = (tailx+headx)/2.0f;
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my = (taily+heady)/2.0f;
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// gr_set_color(255,0,0);
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// g3_draw_line( &pt1, &pt2 );
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// gr_set_color( 255, 0, 0 );
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// gr_pixel( fl2i(mx),fl2i(my) );
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// Draw box with width 'w' and height 'h' at angle 'a' from horizontal
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// centered around mx, my
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if ( h1 < 1.0f ) h1 = 1.0f;
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if ( h2 < 1.0f ) h2 = 1.0f;
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float sa, ca;
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sa = (float)sin(a);
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ca = (float)cos(a);
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vertex v[4];
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vertex *vertlist[4] = { &v[3], &v[2], &v[1], &v[0] };
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float sw;
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if ( depth < 0.0f ) depth = 0.0f;
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sw = 1.0f / depth;
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v[0].sx = (-w/2.0f)*ca + (-h1/2.0f)*sa + mx;
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v[0].sy = (-w/2.0f)*sa - (-h1/2.0f)*ca + my;
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v[0].z = pt1.z;
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v[0].sw = pt1.sw;
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v[0].u = 0.0f;
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v[0].v = 0.0f;
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v[0].r = (ubyte)r;
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v[0].g = (ubyte)g;
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v[0].b = (ubyte)b;
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v[0].a = 255;
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v[1].sx = (w/2.0f)*ca + (-h2/2.0f)*sa + mx;
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v[1].sy = (w/2.0f)*sa - (-h2/2.0f)*ca + my;
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v[1].z = pt2.z;
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v[1].sw = pt2.sw;
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v[1].u = 1.0f;
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v[1].v = 0.0f;
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v[1].r = (ubyte)r;
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v[1].g = (ubyte)g;
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v[1].b = (ubyte)b;
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v[1].a = 255;
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v[2].sx = (w/2.0f)*ca + (h2/2.0f)*sa + mx;
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v[2].sy = (w/2.0f)*sa - (h2/2.0f)*ca + my;
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v[2].z = pt2.z;
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v[2].sw = pt2.sw;
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v[2].u = 1.0f;
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v[2].v = 1.0f;
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v[2].r = (ubyte)r;
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v[2].g = (ubyte)g;
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v[2].b = (ubyte)b;
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v[2].a = 255;
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v[3].sx = (-w/2.0f)*ca + (h1/2.0f)*sa + mx;
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v[3].sy = (-w/2.0f)*sa - (h1/2.0f)*ca + my;
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v[3].z = pt1.z;
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v[3].sw = pt1.sw;
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v[3].u = 0.0f;
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v[3].v = 1.0f;
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v[3].r = (ubyte)r;
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v[3].g = (ubyte)g;
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v[3].b = (ubyte)b;
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v[3].a = 255;
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if(gr_screen.mode == GR_GLIDE){
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gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD);
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} else {
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gr_tmapper(4, vertlist, tmap_flags | TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD | TMAP_FLAG_CORRECT);
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}
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return depth;
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}
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