Optional use of vertex arrays in the particle system.
[neverball] / share / geom.c
index aaf1321..3e624ee 100644 (file)
 #include "geom.h"
 #include "part.h"
 #include "vec3.h"
-#include "solid.h"
 #include "image.h"
 #include "config.h"
+#include "video.h"
 
-#define PI 3.1415926535897932
+#include "solid_draw.h"
 
 /*---------------------------------------------------------------------------*/
 
-static GLuint ball_list;
-static GLuint ball_text;
+static struct s_full beam;
+static struct s_full jump;
+static struct s_full goal;
+static struct s_full flag;
+static struct s_full mark;
+static struct s_full vect;
+static struct s_full back;
 
-/*---------------------------------------------------------------------------*/
-#ifdef OCTA_BALL
-
-/* These are the faces of an octahedron in positive longitude/latitude. */
-
-static float octahedron[8][3][2] = {
-    {{   0.0f,  90.0f }, {   0.0f, 0.0f }, {  90.0f, 0.0f }},
-    {{  90.0f,  90.0f }, {  90.0f, 0.0f }, { 180.0f, 0.0f }},
-    {{ 180.0f,  90.0f }, { 180.0f, 0.0f }, { 270.0f, 0.0f }},
-    {{ 270.0f,  90.0f }, { 270.0f, 0.0f }, { 360.0f, 0.0f }},
-    {{   0.0f, -90.0f }, {  90.0f, 0.0f }, {   0.0f, 0.0f }},
-    {{  90.0f, -90.0f }, { 180.0f, 0.0f }, {  90.0f, 0.0f }},
-    {{ 180.0f, -90.0f }, { 270.0f, 0.0f }, { 180.0f, 0.0f }},
-    {{ 270.0f, -90.0f }, { 360.0f, 0.0f }, { 270.0f, 0.0f }},
-};
-
-static void midpoint(float *P, const float *A, const float *B)
-{
-    float D[2];
-
-    /* The haversine midpoint method. */
-
-    D[0] = fcosf(B[1]) * fcosf(B[0] - A[0]);
-    D[1] = fcosf(B[1]) * fsinf(B[0] - A[0]);
+static int back_state = 0;
 
-    P[0] = A[0] + fatan2f(D[1], fcosf(A[1]) + D[0]);
-
-    P[1] = fatan2f(fsinf(A[1]) +
-                   fsinf(B[1]),
-                   fsqrtf((fcosf(A[1]) + D[0]) *
-                          (fcosf(A[1]) + D[0]) + D[1] * D[1])); 
-}
+/*---------------------------------------------------------------------------*/
 
-static void ball_vertex(const float *p)
+void geom_init(void)
 {
-    /* Draw a vertex with normal and texture coordinate at the given lon/lat. */
-
-    const float x = fsinf(p[0]) * fcosf(p[1]);
-    const float y =               fsinf(p[1]);
-    const float z = fcosf(p[0]) * fcosf(p[1]);
-
-    glTexCoord2f(p[0] / V_RAD(360.0f),
-                 p[1] / V_RAD(180.0f));
-
-    glNormal3f(x, y, z);
-    glVertex3f(x, y, z);
+    sol_load_full(&beam, "geom/beam/beam.sol", 0);
+    sol_load_full(&jump, "geom/jump/jump.sol", 0);
+    sol_load_full(&goal, "geom/goal/goal.sol", 0);
+    sol_load_full(&flag, "geom/flag/flag.sol", 0);
+    sol_load_full(&mark, "geom/mark/mark.sol", 0);
+    sol_load_full(&vect, "geom/vect/vect.sol", 0);
 }
 
-static void ball_subdiv(const float *a,
-                        const float *b,
-                        const float *c, int D)
+void geom_free(void)
 {
-    if (D > 0)
-    {
-        /* Recursively subdivide the given triangle. */
-
-        float d[2];
-        float e[2];
-        float f[2];
-
-        midpoint(d, a, b);
-        midpoint(e, b, c);
-        midpoint(f, c, a);
-
-        ball_subdiv(a, d, f, D - 1);
-        ball_subdiv(d, b, e, D - 1);
-        ball_subdiv(f, e, c, D - 1);
-        ball_subdiv(d, e, f, D - 1);
-    }
-    else
-    {
-        /* Draw the given triangle. */
-
-        ball_vertex(a);
-        ball_vertex(b);
-        ball_vertex(c);
-    }
+    sol_free_full(&vect);
+    sol_free_full(&mark);
+    sol_free_full(&flag);
+    sol_free_full(&goal);
+    sol_free_full(&jump);
+    sol_free_full(&beam);
 }
 
-#endif /* OCTA_BALL */
 /*---------------------------------------------------------------------------*/
 
-void ball_init(int b)
+void back_init(const char *name)
 {
-    char name[MAXSTR];
+    if (back_state)
+        back_free();
 
-    config_get_s(CONFIG_BALL, name, MAXSTR);
+    /* Load the background SOL and modify its material in-place to use the   */
+    /* named gradient texture.                                               */
 
-    ball_text = make_image_from_file(name);
+    sol_load_full(&back, "geom/back/back.sol", 0);
+    back.draw.mv[0].o = make_image_from_file(name);
 
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
-    ball_list = glGenLists(1);
-
-    glNewList(ball_list, GL_COMPILE);
-    {
-#ifdef OCTA_BALL
-        int i, d = b ? 4 : 3;
-
-        glBegin(GL_TRIANGLES);
-        {
-            for (i = 0; i < 8; ++i)
-            {
-                float a[2];
-                float b[2];
-                float c[2];
-
-                a[0] = V_RAD(octahedron[i][0][0]);
-                a[1] = V_RAD(octahedron[i][0][1]);
-
-                b[0] = V_RAD(octahedron[i][1][0]);
-                b[1] = V_RAD(octahedron[i][1][1]);
 
-                c[0] = V_RAD(octahedron[i][2][0]);
-                c[1] = V_RAD(octahedron[i][2][1]);
-
-                ball_subdiv(a, b, c, d);
-            }
-        }
-        glEnd();
-#else
-        int i, slices = b ? 32 : 16;
-        int j, stacks = b ? 16 :  8;
-
-        for (i = 0; i < stacks; i++)
-        {
-            float k0 = (float)  i      / stacks;
-            float k1 = (float) (i + 1) / stacks;
-
-            float s0 = fsinf(V_PI * (k0 - 0.5));
-            float c0 = fcosf(V_PI * (k0 - 0.5));
-            float s1 = fsinf(V_PI * (k1 - 0.5));
-            float c1 = fcosf(V_PI * (k1 - 0.5));
-
-            glBegin(GL_QUAD_STRIP);
-            {
-                for (j = 0; j <= slices; j++)
-                {
-                    float k = (float) j / slices;
-                    float s = fsinf(V_PI * k * 2.0);
-                    float c = fcosf(V_PI * k * 2.0);
-
-                    glTexCoord2f(k, k0);
-                    glNormal3f(s * c0, c * c0, s0);
-                    glVertex3f(s * c0, c * c0, s0);
-
-                    glTexCoord2f(k, k1);
-                    glNormal3f(s * c1, c * c1, s1);
-                    glVertex3f(s * c1, c * c1, s1);
-                }
-            }
-            glEnd();
-        }
-#endif /* OCTA_BALL */
-    }
-    glEndList();
+    back_state = 1;
 }
 
-void ball_free(void)
+void back_free(void)
 {
-    if (glIsList(ball_list))
-        glDeleteLists(ball_list, 1);
-
-    if (glIsTexture(ball_text))
-        glDeleteTextures(1, &ball_text);
-
-    ball_list = 0;
-    ball_text = 0;
-}
-
-void ball_draw(void)
-{
-    static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
-    static const float s[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
-    static const float e[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
-    static const float h[1] = { 20.0f };
-
-    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,   a);
-    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,  s);
-    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION,  e);
-    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
-
-    glEnable(GL_COLOR_MATERIAL);
-    {
-        glBindTexture(GL_TEXTURE_2D, ball_text);
-
-        /* Render the ball back to front in case it is translucent. */
-
-        glDepthMask(GL_FALSE);
-        {
-            glCullFace(GL_FRONT);
-            glCallList(ball_list);
-            glCullFace(GL_BACK);
-            glCallList(ball_list);
-        }
-        glDepthMask(GL_TRUE);
-
-        /* Render the ball into the depth buffer. */
-
-        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-        {
-            glCallList(ball_list);
-        }
-        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-
-        /* Ensure the ball is visible even when obscured by geometry. */
-
-        glDisable(GL_DEPTH_TEST);
-        {
-            glColor4f(1.0f, 1.0f, 1.0f, 0.1f);
-            glCallList(ball_list);
-        }
-        glEnable(GL_DEPTH_TEST);
-    }
-    glDisable(GL_COLOR_MATERIAL);
+    if (back_state)
+        sol_free_full(&back);
+    
+    back_state = 0;
 }
 
 /*---------------------------------------------------------------------------*/
 
-static GLuint mark_list;
-
-void mark_init(int b)
+static const struct d_mtrl *jump_part_draw(const struct d_mtrl *mq,
+                                           GLfloat s, GLfloat a)
 {
-    int i, slices = b ? 32 : 16;
-
-    mark_list = glGenLists(1);
-
-    glNewList(mark_list, GL_COMPILE);
-    {
-        glBegin(GL_TRIANGLE_FAN);
-        {
-            glNormal3f(0.f, 1.f, 0.f);
+    glMatrixMode(GL_TEXTURE);
+    glTranslatef(s, 0.0f, 0.0f);
+    glMatrixMode(GL_MODELVIEW);
 
-            for (i = 0; i < slices; i++)
-            {
-                float x = fcosf(-2.f * PI * i / slices);
-                float y = fsinf(-2.f * PI * i / slices);
+    glRotatef(a, 0.0f, 1.0f, 0.0f);
+    mq = sol_draw(&jump.draw, mq, 1, 1);
+    glScalef(0.9f, 0.9f, 0.9f);
 
-                glVertex3f(x, 0, y);
-            }
-        }
-        glEnd();
-    }
-    glEndList();
+    return mq;
 }
 
-void mark_draw(void)
+static const struct d_mtrl *goal_part_draw(const struct d_mtrl *mq, GLfloat s)
 {
-    glEnable(GL_COLOR_MATERIAL);
-    glDisable(GL_TEXTURE_2D);
-    glDepthMask(GL_FALSE);
-    {
-        glCallList(mark_list);
-    }
-    glDepthMask(GL_TRUE);
-    glEnable(GL_TEXTURE_2D);
-    glDisable(GL_COLOR_MATERIAL);
-}
+    glMatrixMode(GL_TEXTURE);
+    glTranslatef(0.0f, -s, 0.0f);
+    glMatrixMode(GL_MODELVIEW);
 
-void mark_free(void)
-{
-    if (glIsList(mark_list))
-        glDeleteLists(mark_list, 1);
+    mq = sol_draw(&goal.draw, mq, 1, 1);
+    glScalef(0.8f, 1.1f, 0.8f);
 
-    mark_list = 0;
+    return mq;
 }
 
 /*---------------------------------------------------------------------------*/
 
-static void coin_head(int n, float radius, float thick)
+const struct d_mtrl *goal_draw(const struct d_mtrl *mq, float t)
 {
-    int i;
-
-    glBegin(GL_TRIANGLE_FAN);
+    glPushMatrix();
     {
-        glNormal3f(0.f, 0.f, +1.f);
+        glScalef(1.0f, 3.0f, 1.0f);
+        glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
 
-        for (i = 0; i < n; i++)
-        {
-            float x = fcosf(+2.f * PI * i / n);
-            float y = fsinf(+2.f * PI * i / n);
+        mq = sol_draw(&beam.draw, mq, 1, 1);
 
-            glTexCoord2f(-x * 0.5f + 0.5f, +y * 0.5f + 0.5f);
-            glVertex3f(radius * x, radius * y, +thick);
-        }
-    }
-    glEnd();
-}
+        mq = goal_part_draw(mq, t * 0.10f);
+        mq = goal_part_draw(mq, t * 0.10f);
+        mq = goal_part_draw(mq, t * 0.10f);
+        mq = goal_part_draw(mq, t * 0.10f);
 
-static void coin_tail(int n, float radius, float thick)
-{
-    int i;
-
-    glBegin(GL_TRIANGLE_FAN);
-    {
-        glNormal3f(0.f, 0.f, -1.f);
-
-        for (i = 0; i < n; i++)
-        {
-            float x = fcosf(-2.f * PI * i / n);
-            float y = fsinf(-2.f * PI * i / n);
+        glMatrixMode(GL_TEXTURE);
+        glLoadIdentity();
+        glMatrixMode(GL_MODELVIEW);
 
-            glTexCoord2f(+x * 0.5f + 0.5f, +y * 0.5f + 0.5f);
-            glVertex3f(radius * x, radius * y, -thick);
-        }
+        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
     }
-    glEnd();
-}
-
-static void coin_edge(int n, float radius, float thick)
-{
-    int i;
-
-    glBegin(GL_QUAD_STRIP);
-    {
-        for (i = 0; i <= n; i++)
-        {
-            float x = fcosf(2.f * PI * i / n);
-            float y = fsinf(2.f * PI * i / n);
+    glPopMatrix();
 
-            glNormal3f(x, y, 0.0f);
-            glVertex3f(radius * x, radius * y, +thick);
-            glVertex3f(radius * x, radius * y, -thick);
-        }
-    }
-    glEnd();
+    return mq;
 }
 
-/*---------------------------------------------------------------------------*/
-
-static GLuint item_coin_text;
-static GLuint item_grow_text;
-static GLuint item_shrink_text;
-static GLuint item_list;
-
-void item_color(const struct s_item *hp, float *c)
+const struct d_mtrl *jump_draw(const struct d_mtrl *mq, float t, int h)
 {
-    switch (hp->t)
+    static GLfloat jump_colors[4][4] = {
+        { 0.75f, 0.5f, 1.0f, 0.5f },
+        { 0.75f, 0.5f, 1.0f, 0.8f },
+    };
+
+    glPushMatrix();
     {
+        glColor4fv(jump_colors[h]);
 
-    case ITEM_COIN:
+        glScalef(1.0f, 2.0f, 1.0f);
 
-        if (hp->n >= 1)
-        {
-            c[0] = 1.0f;
-            c[1] = 1.0f;
-            c[2] = 0.2f;
-        }
-        if (hp->n >= 5)
-        {
-            c[0] = 1.0f;
-            c[1] = 0.2f;
-            c[2] = 0.2f;
-        }
-        if (hp->n >= 10)
-        {
-            c[0] = 0.2f;
-            c[1] = 0.2f;
-            c[2] = 1.0f;
-        }
-        break;
+        mq = sol_draw(&beam.draw, mq, 1, 1);
 
-    case ITEM_GROW:
-    case ITEM_SHRINK:
+        mq = jump_part_draw(mq, t * 0.15f, t * 360.0f);
+        mq = jump_part_draw(mq, t * 0.20f, t * 360.0f);
+        mq = jump_part_draw(mq, t * 0.25f, t * 360.0f);
 
-    default:
-
-        c[0] = 1.0f;
-        c[1] = 1.0f;
-        c[2] = 1.0f;
+        glMatrixMode(GL_TEXTURE);
+        glLoadIdentity();
+        glMatrixMode(GL_MODELVIEW);
 
-        break;
+        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
     }
-}
-
-void item_init(int b)
-{
-    int n = b ? 32 : 8;
-
-    item_coin_text   = make_image_from_file(IMG_ITEM_COIN);
-    item_grow_text   = make_image_from_file(IMG_ITEM_GROW);
-    item_shrink_text = make_image_from_file(IMG_ITEM_SHRINK);
-
-    item_list = glGenLists(1);
+    glPopMatrix();
 
-    glNewList(item_list, GL_COMPILE);
-    {
-        glDisable(GL_TEXTURE_2D);
-        coin_edge(n, COIN_RADIUS, COIN_THICK);
-        glEnable (GL_TEXTURE_2D);
-        coin_head(n, COIN_RADIUS, COIN_THICK);
-        coin_tail(n, COIN_RADIUS, COIN_THICK);
-    }
-    glEndList();
+    return mq;
 }
 
-void item_free(void)
+const struct d_mtrl *swch_draw(const struct d_mtrl *mq, int b, int e)
 {
-    if (glIsList(item_list))
-        glDeleteLists(item_list, 1);
+    static GLfloat swch_colors[4][4] = {
+        { 1.0f, 0.0f, 0.0f, 0.5f }, /* red out */
+        { 1.0f, 0.0f, 0.0f, 0.8f }, /* red in */
+        { 0.0f, 1.0f, 0.0f, 0.5f }, /* green out */
+        { 0.0f, 1.0f, 0.0f, 0.8f }, /* green in */
+    };
 
-    if (glIsTexture(item_coin_text))
-        glDeleteTextures(1, &item_coin_text);
-
-    if (glIsTexture(item_grow_text))
-        glDeleteTextures(1, &item_grow_text);
+    glPushMatrix();
+    {
+        glScalef(1.0f, 2.0f, 1.0f);
 
-    if (glIsTexture(item_shrink_text))
-        glDeleteTextures(1, &item_shrink_text);
+        glColor4fv(swch_colors[b * 2 + e]);
+        mq = sol_draw(&beam.draw, mq, 1, 1);
+        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+    }
+    glPopMatrix();
 
-    item_list = 0;
-    item_coin_text = 0;
-    item_grow_text = 0;
-    item_shrink_text = 0;
+    return mq;
 }
 
-void item_push(int type)
+const struct d_mtrl *flag_draw(const struct d_mtrl *mq)
 {
-    static const float  a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
-    static const float  s[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
-    static const float  e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
-    static const float  h[1] = { 10.0f };
-
-    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,   a);
-    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,  s);
-    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION,  e);
-    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
-
-    glEnable(GL_COLOR_MATERIAL);
-
-    switch (type)
-    {
-    case ITEM_COIN:
-        glBindTexture(GL_TEXTURE_2D, item_coin_text);
-        break;
-
-    case ITEM_GROW:
-        glBindTexture(GL_TEXTURE_2D, item_grow_text);
-        break;
-
-    case ITEM_SHRINK:
-        glBindTexture(GL_TEXTURE_2D, item_shrink_text);
-        break;
-    }
+    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+    return sol_draw(&flag.draw, mq, 1, 1);
 }
 
-void item_draw(const struct s_item *hp, float r)
+const struct d_mtrl *mark_draw(const struct d_mtrl *mq)
 {
-    float c[3];
-
-    item_color(hp, c);
-
-    glColor3fv(c);
-    glCallList(item_list);
+    return sol_draw(&mark.draw, mq, 1, 1);
 }
 
-void item_pull(void)
+const struct d_mtrl *vect_draw(const struct d_mtrl *mq)
 {
-    glColor3f(1.0f, 1.0f, 1.0f);
-    glDisable(GL_COLOR_MATERIAL);
+    mq = sol_draw(&vect.draw, mq, 0, 1);
+    mq = sol_draw(&vect.draw, mq, 0, 0);
+    return mq;
 }
 
-/*---------------------------------------------------------------------------*/
-
-static GLuint goal_list;
-
-void goal_init(int b)
+const struct d_mtrl *back_draw(const struct d_mtrl *mq, float t)
 {
-    int i, n = b ? 32 : 8;
-
-    goal_list = glGenLists(1);
-
-    glNewList(goal_list, GL_COMPILE);
+    glPushMatrix();
     {
-        glBegin(GL_QUAD_STRIP);
-        {
-            for (i = 0; i <= n; i++)
-            {
-                float x = fcosf(2.f * PI * i / n);
-                float y = fsinf(2.f * PI * i / n);
+        GLfloat dx =  60.0f * fsinf(t / 10.0f);
+        GLfloat dz = 180.0f * fsinf(t / 12.0f);
 
-                glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
-                glVertex3f(x, 0.0f, y);
+        glDisable(GL_LIGHTING);
+        glDepthMask(GL_FALSE);
+        {
+            glScalef(-BACK_DIST, BACK_DIST, -BACK_DIST);
+            glRotatef(dz, 0.0f, 0.0f, 1.0f);
+            glRotatef(dx, 1.0f, 0.0f, 0.0f);
 
-                glColor4f(1.0f, 1.0f, 0.0f, 0.0f);
-                glVertex3f(x, GOAL_HEIGHT, y);
-            }
+            mq = sol_draw(&back.draw, mq, 1, 1);
         }
-        glEnd();
+        glDepthMask(GL_TRUE);
+        glEnable(GL_LIGHTING);
     }
-    glEndList();
-}
+    glPopMatrix();
 
-void goal_free(void)
-{
-    if (glIsList(goal_list))
-        glDeleteLists(goal_list, 1);
-
-    goal_list = 0;
+    return mq;
 }
 
-void goal_draw(void)
+void back_draw_easy(void)
 {
-    glCallList(goal_list);
+    sol_draw_disable(back_draw(sol_draw_enable(), 0.0f));
 }
 
 /*---------------------------------------------------------------------------*/
+/*
+static GLuint clip_text;
 
-static GLuint jump_list;
+static GLubyte clip_data[] = { 0xff, 0xff, 0x0, 0x0 };
 
-void jump_init(int b)
+void clip_init(void)
 {
-    int k, i, n = b ? 32 : 8;
+    if (!glActiveTexture_)
+        return;
 
-    jump_list = glGenLists(2);
-
-    for (k = 0; k < 2; k++)
+    glActiveTexture_(GL_TEXTURE1);
     {
-        glNewList(jump_list + k, GL_COMPILE);
-        {
-            glBegin(GL_QUAD_STRIP);
-            {
-                for (i = 0; i <= n; i++)
-                {
-                    float x = fcosf(2.f * PI * i / n);
-                    float y = fsinf(2.f * PI * i / n);
-
-                    glColor4f(1.0f, 1.0f, 1.0f, (k == 0 ? 0.5f : 0.8f));
-                    glVertex3f(x, 0.0f, y);
-
-                    glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
-                    glVertex3f(x, JUMP_HEIGHT, y);
-                }
-            }
-            glEnd();
-        }
-        glEndList();
-    }
-}
-
-void jump_free(void)
-{
-    glDeleteLists(jump_list, 2);
-    jump_list = 0;
-}
-
-void jump_draw(int highlight)
-{
-    glCallList(jump_list + highlight);
-}
-
-/*---------------------------------------------------------------------------*/
-
-static GLuint swch_list;
+        glGenTextures(1, &clip_text);
+        glBindTexture(GL_TEXTURE_1D, clip_text);
 
-static GLfloat swch_colors[8][4] = {
-    { 1.0f, 0.0f, 0.0f, 0.5f }, /* red out */
-    { 1.0f, 0.0f, 0.0f, 0.0f },
-    { 1.0f, 0.0f, 0.0f, 0.8f }, /* red in */
-    { 1.0f, 0.0f, 0.0f, 0.0f },
-    { 0.0f, 1.0f, 0.0f, 0.5f }, /* green out */
-    { 0.0f, 1.0f, 0.0f, 0.0f },
-    { 0.0f, 1.0f, 0.0f, 0.8f }, /* green in */
-    { 0.0f, 1.0f, 0.0f, 0.0f }};
-
-void swch_init(int b)
-{
-    int k, i, n = b ? 32 : 8;
+        glTexImage1D(GL_TEXTURE_1D, 0,
+                     GL_LUMINANCE_ALPHA, 2, 0,
+                     GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, clip_data);
 
-    swch_list = glGenLists(4);
+        glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
-    /* Create the display lists. */
-
-    for (k = 0; k < 4; k++)
-    {
-        glNewList(swch_list + k, GL_COMPILE);
-        {
-            glBegin(GL_QUAD_STRIP);
-            {
-                for (i = 0; i <= n; i++)
-                {
-                    float x = fcosf(2.f * PI * i / n);
-                    float y = fsinf(2.f * PI * i / n);
-
-                    glColor4fv(swch_colors[2 * k + 0]);
-                    glVertex3f(x, 0.0f, y);
-
-                    glColor4fv(swch_colors[2 * k + 1]);
-                    glVertex3f(x, SWCH_HEIGHT, y);
-                }
-            }
-            glEnd();
-        }
-        glEndList();
+        glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
     }
+    glActiveTexture_(GL_TEXTURE0);
 }
 
-void swch_free(void)
+void clip_free(void)
 {
-    if (glIsList(swch_list))
-        glDeleteLists(swch_list, 2);
-
-    swch_list = 0;
+    if (glIsTexture(clip_text))
+        glDeleteTextures(1, &clip_text);
 }
 
-void swch_draw(int b, int e)
+void clip_draw_set(void)
 {
-    glCallList(swch_list + b * 2 + e);
-}
-
-/*---------------------------------------------------------------------------*/
-
-static GLuint flag_list;
+    if (!glActiveTexture_)
+        return;
 
-void flag_init(int b)
-{
-    int i, n = b ? 8 : 4;
+    glActiveTexture_(GL_TEXTURE1);
+    {
+        glBindTexture(GL_TEXTURE_1D, clip_text);
 
-    flag_list = glGenLists(1);
+        glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
 
-    glNewList(flag_list, GL_COMPILE);
-    {
-        glEnable(GL_COLOR_MATERIAL);
-        glDisable(GL_LIGHTING);
-        glDisable(GL_TEXTURE_2D);
-        {
-            glBegin(GL_TRIANGLES);
-            {
-                glColor3f(1.0f, 0.0f, 0.0f);
-
-                glVertex3f(              0.0f, GOAL_HEIGHT,        0.0f);
-                glVertex3f(GOAL_HEIGHT * 0.2f, GOAL_HEIGHT * 0.9f, 0.0f);
-                glVertex3f(              0.0f, GOAL_HEIGHT * 0.8f, 0.0f);
-
-                glVertex3f(              0.0f, GOAL_HEIGHT,        0.0f);
-                glVertex3f(              0.0f, GOAL_HEIGHT * 0.8f, 0.0f);
-                glVertex3f(GOAL_HEIGHT * 0.2f, GOAL_HEIGHT * 0.9f, 0.0f);
-            }
-            glEnd();
-
-            glBegin(GL_QUAD_STRIP);
-            {
-                for (i = 0; i <= n; i++)
-                {
-                    float x = fcosf(2.f * PI * i / n) * 0.01f;
-                    float y = fsinf(2.f * PI * i / n) * 0.01f;
-
-                    glColor3f(1.0f, 1.0f, 1.0f);
-                    glVertex3f(x, 0.0f,        y);
-                    glVertex3f(x, GOAL_HEIGHT, y);
-                }
-            }
-            glEnd();
-        }
-        glEnable(GL_TEXTURE_2D);
-        glEnable(GL_LIGHTING);
-        glDisable(GL_COLOR_MATERIAL);
+        glEnable(GL_TEXTURE_GEN_S);
+        glEnable(GL_TEXTURE_1D);
     }
-    glEndList();
+    glActiveTexture_(GL_TEXTURE0);
 }
 
-void flag_free(void)
+void clip_draw_clr(void)
 {
-    if (glIsList(flag_list))
-        glDeleteLists(flag_list, 1);
+    if (!glActiveTexture_)
+        return;
 
-    flag_list = 0;
-}
-
-void flag_draw(void)
-{
-    glCallList(flag_list);
+    glActiveTexture_(GL_TEXTURE1);
+    {
+        glDisable(GL_TEXTURE_GEN_S);
+        glDisable(GL_TEXTURE_1D);
+    }
+    glActiveTexture_(GL_TEXTURE0);
 }
-
+*/
 /*---------------------------------------------------------------------------*/
+
 /*
  * A note about lighting and shadow: technically speaking, it's wrong.
  * The  light  position  and   shadow  projection  behave  as  if  the
@@ -729,8 +328,8 @@ void shad_init(void)
 
     if (config_get_d(CONFIG_SHADOW) == 2)
     {
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     }
 }
 
@@ -740,67 +339,25 @@ void shad_free(void)
         glDeleteTextures(1, &shad_text);
 }
 
-void shad_draw_set(const float *p, float r)
+void shad_draw_set(void)
 {
-    glMatrixMode(GL_TEXTURE);
+    glActiveTexture_(GL_TEXTURE1);
     {
-        float k = 0.25f / r;
-
+        glEnable(GL_TEXTURE_2D);
         glBindTexture(GL_TEXTURE_2D, shad_text);
-
-        glLoadIdentity();
-        glTranslatef(0.5f - k * p[0],
-                     0.5f - k * p[2], 0.f);
-        glScalef(k, k, 1.0f);
+        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
     }
-    glMatrixMode(GL_MODELVIEW);
+    glActiveTexture_(GL_TEXTURE0);
 }
 
 void shad_draw_clr(void)
 {
-    glMatrixMode(GL_TEXTURE);
-    {
-        glLoadIdentity();
-    }
-    glMatrixMode(GL_MODELVIEW);
-}
-
-/*---------------------------------------------------------------------------*/
-
-void fade_draw(float k)
-{
-    if (k > 0.0f)
+    glActiveTexture_(GL_TEXTURE1);
     {
-        int w = config_get_d(CONFIG_WIDTH);
-        int h = config_get_d(CONFIG_HEIGHT);
-
-        config_push_ortho();
-        {
-            glEnable(GL_COLOR_MATERIAL);
-            glDisable(GL_LIGHTING);
-            glDisable(GL_DEPTH_TEST);
-            glDisable(GL_TEXTURE_2D);
-
-            glColor4f(0.0f, 0.0f, 0.0f, k);
-
-            glBegin(GL_QUADS);
-            {
-                glVertex2i(0, 0);
-                glVertex2i(w, 0);
-                glVertex2i(w, h);
-                glVertex2i(0, h);
-            }
-            glEnd();
-
-            glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
-
-            glEnable(GL_TEXTURE_2D);
-            glEnable(GL_DEPTH_TEST);
-            glEnable(GL_LIGHTING);
-            glDisable(GL_COLOR_MATERIAL);
-        }
-        config_pop_matrix();
+        glBindTexture(GL_TEXTURE_2D, 0);
+        glDisable(GL_TEXTURE_2D);
     }
+    glActiveTexture_(GL_TEXTURE0);
 }
 
 /*---------------------------------------------------------------------------*/