OpenGl immediate mode: fix screen_draw.c
* Fix several wrong coordinates, causing things to be drawn in the wrong places. * Remove unexpected return. * Slight peformance improvement, by reducing number of shader binds. * Minor code style stuff. Part of T49043
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30420845b9
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@ -43,7 +43,6 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
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float w, h;
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float width = sa->v3->vec.x - sa->v1->vec.x;
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float height = sa->v3->vec.y - sa->v1->vec.y;
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return;
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if (height < width) {
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h = height / 8;
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@ -95,12 +94,19 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
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}
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immBegin(GL_TRIANGLE_FAN, 5);
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for (i = 0; i < 5; i++)
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for (i = 0; i < 5; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
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}
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immEnd();
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immBegin(GL_TRIANGLE_FAN, 5);
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for (i = 4; i < 8; i++)
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for (i = 4; i < 8; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
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}
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immVertex2f(pos, points[0].x, points[0].y);
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immEnd();
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@ -169,12 +175,19 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
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}
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immBegin(GL_TRIANGLE_FAN, 5);
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for (i = 0; i < 5; i++)
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for (i = 0; i < 5; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
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}
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immEnd();
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immBegin(GL_TRIANGLE_FAN, 5);
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for (i = 4; i < 8; i++)
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for (i = 4; i < 8; i++) {
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immVertex2f(pos, points[i].x, points[i].y);
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}
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immVertex2f(pos, points[0].x, points[0].y);
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immEnd();
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@ -187,10 +200,12 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
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*/
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static void draw_join_shape(ScrArea *sa, char dir, unsigned int pos)
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{
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if (dir == 'u' || dir == 'd')
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if (dir == 'u' || dir == 'd') {
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draw_vertical_join_shape(sa, dir, pos);
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else
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}
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else {
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draw_horizontal_join_shape(sa, dir, pos);
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}
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}
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/**
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@ -200,6 +215,7 @@ static void scrarea_draw_shape_dark(ScrArea *sa, char dir, unsigned int pos)
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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immUniformColor4ub(0, 0, 0, 50);
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draw_join_shape(sa, dir, pos);
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}
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@ -212,34 +228,46 @@ static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir), unsigned int
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/* value 181 was hardly computed: 181~105 */
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immUniformColor4ub(255, 255, 255, 50);
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/* draw_join_shape(sa, dir); */
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immRectf(pos, sa->v1->vec.x / 255.f, sa->v1->vec.y / 255.f, sa->v3->vec.x / 255.f, sa->v3->vec.y / 255.f);
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immRectf(pos, sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
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}
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static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2, unsigned int pos)
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{
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int count = 0;
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if (x2 < sizex - 1) count += 2;
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if (x1 > 0) count += 2;
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if (y2 < sizey - 1) count += 2;
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if (y1 > 0) count += 2;
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immBegin(GL_LINES, count);
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/* right border area */
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if (x2 < sizex - 1) {
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immVertex2s(pos, x2, y1);
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immVertex2s(pos, x2, y2);
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immVertex2f(pos, x2, y1);
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immVertex2f(pos, x2, y2);
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}
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/* left border area */
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if (x1 > 0) { /* otherwise it draws the emboss of window over */
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immVertex2s(pos, x1, y1);
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immVertex2s(pos, x1, y2);
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x1, y2);
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}
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/* top border area */
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if (y2 < sizey - 1) {
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immVertex2s(pos, x1, y2);
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immVertex2s(pos, x2, y2);
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immVertex2f(pos, x1, y2);
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immVertex2f(pos, x2, y2);
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}
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/* bottom border area */
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if (y1 > 0) {
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immVertex2s(pos, x1, y1);
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immVertex2s(pos, x2, y1);
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immVertex2f(pos, x1, y1);
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immVertex2f(pos, x2, y1);
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}
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immEnd();
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}
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/**
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@ -270,7 +298,7 @@ void ED_screen_draw(wmWindow *win)
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wmSubWindowSet(win, win->screen->mainwin);
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unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_SHORT, 2, NORMALIZE_INT_TO_FLOAT);
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unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
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@ -278,31 +306,26 @@ void ED_screen_draw(wmWindow *win)
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/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
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glLineWidth((2.0f * U.pixelsize) - 1);
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immUniformColor3ub(0x50, 0x50, 0x50);
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immBeginAtMost(GL_LINES, 8);
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for (sa = win->screen->areabase.first; sa; sa = sa->next)
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for (sa = win->screen->areabase.first; sa; sa = sa->next) {
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drawscredge_area(sa, winsize_x, winsize_y, pos);
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immEnd();
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}
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}
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glLineWidth(1);
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immUniformColor3ub(0, 0, 0);
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for (sa = win->screen->areabase.first; sa; sa = sa->next) {
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immBeginAtMost(GL_LINES, 8);
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drawscredge_area(sa, winsize_x, winsize_y, pos);
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/* gather area split/join info */
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if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa;
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if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa;
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if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa;
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immEnd();
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}
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immUnbindProgram();
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/* blended join arrow */
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if (sa1 && sa2) {
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pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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int dir = area_getorientation(sa1, sa2);
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int dira = -1;
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if (dir != -1) {
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@ -325,44 +348,56 @@ void ED_screen_draw(wmWindow *win)
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break;
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}
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}
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glEnable(GL_BLEND);
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scrarea_draw_shape_dark(sa2, dir, pos);
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scrarea_draw_shape_light(sa1, dira, pos);
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glDisable(GL_BLEND);
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immUnbindProgram();
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}
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/* splitpoint */
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if (sa3) {
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pos = add_attrib(immVertexFormat(), "pos", GL_SHORT, 2, NORMALIZE_INT_TO_FLOAT);
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unsigned int col = add_attrib(immVertexFormat(), "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
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glEnable(GL_BLEND);
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immBegin(GL_LINES, 4);
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immAttrib4ub(col, 255, 255, 255, 100);
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immUniformColor4ub(255, 255, 255, 100);
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immBegin(GL_LINES, 2);
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if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
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immVertex2s(pos, sa3->totrct.xmin, win->eventstate->y);
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immVertex2s(pos, sa3->totrct.xmax, win->eventstate->y);
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immAttrib4ub(col, 0, 0, 0, 100);
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immVertex2s(pos, sa3->totrct.xmin, win->eventstate->y + 1);
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immVertex2s(pos, sa3->totrct.xmax, win->eventstate->y + 1);
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immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y);
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immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y);
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immEnd();
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immUniformColor4ub(0, 0, 0, 100);
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immBegin(GL_LINES, 2);
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immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y + 1);
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immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y + 1);
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}
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else {
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immVertex2s(pos, win->eventstate->x, sa3->totrct.ymin);
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immVertex2s(pos, win->eventstate->x, sa3->totrct.ymax);
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immAttrib4ub(col, 0, 0, 0, 100);
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immVertex2s(pos, win->eventstate->x + 1, sa3->totrct.ymin);
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immVertex2s(pos, win->eventstate->x + 1, sa3->totrct.ymax);
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immVertex2f(pos, win->eventstate->x, sa3->totrct.ymin);
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immVertex2f(pos, win->eventstate->x, sa3->totrct.ymax);
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immEnd();
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immUniformColor4ub(0, 0, 0, 100);
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immBegin(GL_LINES, 2);
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immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymin);
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immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymax);
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}
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immEnd();
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glDisable(GL_BLEND);
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immUnbindProgram();
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}
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immUnbindProgram();
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win->screen->do_draw = false;
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}
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