- }
-
- if(drawmode==glowmode){
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef(screenwidth,screenheight,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(0,0,0,.5);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
- glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
-
- if((((blackout&&damageeffects)||(player[0].bloodloss>0&&damageeffects&&player[0].blooddimamount>0)||player[0].dead)&&!cameramode)||console){
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef(screenwidth,screenheight,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- if(player[0].dead)blackout+=multiplier*3;
- if(player[0].dead==1)blackout=.4f;
- if(player[0].dead==2&&blackout>.6)blackout=.6;
- glColor4f(0,0,0,blackout);
- if(!player[0].dead){
- if((player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5))*.3<.3){
- glColor4f(0,0,0,player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3);
- blackout=player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3;
- }
- else {
- glColor4f(0,0,0,player[0].blooddimamount*.3);
- blackout=player[0].blooddimamount*.3;
- }
- }
- if(console)glColor4f(.7,0,0,.2);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
- glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
-
- if(flashamount>0&&damageeffects) {
- if(flashamount>1)flashamount=1;
- if(flashdelay<=0)flashamount-=multiplier;
- flashdelay--;
- if(flashamount<0)flashamount=0;
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef(screenwidth,screenheight,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(flashr,flashg,flashb,flashamount);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
- glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
-
- if(!console) {
- displaytime[0]=0;
- glEnable(GL_TEXTURE_2D);
- glColor4f(1,1,1,1);
- if(chatting){
- sprintf (string, " ]");
- text->glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight);
- if(displayblink){
- sprintf (string, "_");
- text->glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight);
- }
- }
- for(i=0;i<15;i++)
- if((i!=0||chatting)&&displaytime[i]<4)
- for(j=0;j<displaychars[i];j++) {
- glColor4f(1,1,1,4-displaytime[i]);
- if(j<displaychars[i]) {
- sprintf (string, "%c",displaytext[i][j]);
- text->glPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight);
- }
- }
- }
-
- if(difficulty<2&&indialogue==-1){ // minimap
- float mapviewdist = 20000;
-
- glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
-
- glEnable(GL_TEXTURE_2D);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef((float)screenwidth/2,(float)screenwidth/2,1);
- glTranslatef(1.75,.25,0);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(1,1,1,1);
- glPushMatrix();
- float opac = .7;
- XYZ center;
- float radius;
- float distcheck;
- int numliveplayers=0;
- center = 0;
- for(i=0;i<numplayers;i++){
- if(!player[i].dead) numliveplayers++;
- }
-
- int numadd = 0;
-
- for(i=0;i<objects.numobjects;i++){
- if(objects.type[i]==treetrunktype||objects.type[i]==boxtype){
- center+=objects.position[i];
- numadd++;
- }
- }
- for(i=0;i<numplayers;i++){
- if(!player[i].dead)center+=player[i].coords;
- }
- center/=numadd+numliveplayers;
-
- center=player[0].coords;
-
- float maxdistance=0;
- float tempdist;
- //~ int whichclosest;
- for(i=0;i<objects.numobjects;i++){
- tempdist=findDistancefast(¢er,&objects.position[i]);
- if(tempdist>maxdistance){
- //~ whichclosest=i;
- maxdistance=tempdist;
- }
- }
- for(i=0;i<numplayers;i++){
- if(!player[i].dead){
- tempdist=findDistancefast(¢er,&player[i].coords);
- if(tempdist>maxdistance){
- //~ whichclosest=i;
- maxdistance=tempdist;
- }
- }
- }
- radius=fast_sqrt(maxdistance);
-
- radius=110;
-
- glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1);
- glPushMatrix();
- glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1);
- glPopMatrix();
- glRotatef(player[0].lookyaw*-1+180,0,0,1);
- glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0);
- for(i=0;i<objects.numobjects;i++){
- if(objects.type[i]==treetrunktype){
- distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
- if(distcheck<mapviewdist){
- glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
- glColor4f(0,.3,0,opac*(1-distcheck/mapviewdist));
- glPushMatrix();
- glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
- glRotatef(objects.yaw[i],0,0,1);
- glScalef(.003,.003,.003);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- if(objects.type[i]==boxtype){
- distcheck=findDistancefast(&player[0].coords,&objects.position[i]);
- if(distcheck<mapviewdist){
- glBindTexture( GL_TEXTURE_2D, Mapboxtexture);
- glColor4f(.4,.4,.4,opac*(1-distcheck/mapviewdist));
- glPushMatrix();
- glTranslatef(objects.position[i].x/terrain.scale/256*-2+1,objects.position[i].z/terrain.scale/256*2-1,0);
- glRotatef(objects.yaw[i],0,0,1);
- glScalef(.01*objects.scale[i],.01*objects.scale[i],.01*objects.scale[i]);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- }
- if(editorenabled){
- glBindTexture( GL_TEXTURE_2D, Mapcircletexture);
- for(i=0;i<numboundaries;i++){
- glColor4f(0,0,0,opac/3);
- glPushMatrix();
- glTranslatef(boundary[i].x/terrain.scale/256*-2+1,boundary[i].z/terrain.scale/256*2-1,0);
- glScalef(.002,.002,.002);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- for(i=0;i<numplayers;i++){
- distcheck=findDistancefast(&player[0].coords,&player[i].coords);
- if(distcheck<mapviewdist){
- glPushMatrix();
- glBindTexture( GL_TEXTURE_2D, Maparrowtexture);
- if(i==0)glColor4f(1,1,1,opac);
- else if(player[i].dead==2||player[i].howactive>typesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist));
- else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist));
- else if(player[i].aitype==attacktypecutoff)glColor4f(1,0,0,opac*(1-distcheck/mapviewdist));
- else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist));
- else glColor4f(1,1,0,1);
- glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0);
- glRotatef(player[i].yaw+180,0,0,1);
- glScalef(.005,.005,.005);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- glPopMatrix();
- glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
-
- if(loading&&!stealthloading&&(!campaign||player[0].dead)){
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef(screenwidth,screenheight,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(0,0,0,.7);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
- glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
-
- //logo
- glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
-
- glEnable(GL_TEXTURE_2D);
-
- //Minimap
-
- if(loading!=4){
- glEnable(GL_TEXTURE_2D);
- glColor4f(1,1,1,1);
- sprintf (string, "Loading...");
- text->glPrint(1024/2-90,768/2,string,1,2,1024,768);
- }
- loading=2;
- //if(ismotionblur)drawmode=motionblurmode;
- drawmode=normalmode;
- }
-
- if(winfreeze&&!campaign){
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef(screenwidth,screenheight,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(0,0,0,.4);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
- glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
-
- //logo
- glDisable(GL_DEPTH_TEST);
- glColor3f (1.0, 1.0, 1.0); // no coloring
-
- glEnable(GL_TEXTURE_2D);
-
- //Win Screen Won Victory
-
- glEnable(GL_TEXTURE_2D);
- glColor4f(1,1,1,1);
- sprintf (string, "Level Cleared!");
- text->glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768);
-
- sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal));
- text->glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768);
-
- if(campaign)
- sprintf (string, "Press Escape or Space to continue");
- else
- sprintf (string, "Press Escape to return to menu or Space to continue");
- text->glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480);
-
- char temp[255];
-
- for(i=0;i<255;i++)string[i]='\0';
- sprintf (temp, "Time: %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60));
- strcat(string,temp);
- if((int)(leveltime)%60<10)strcat(string,"0");
- sprintf (temp, "%d",(int)(leveltime)%60);
- strcat(string,temp);
- text->glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768);
-
- //Awards
- int awards[award_count];
- int numawards = award_awards(awards);
-
- for (i = 0; i < numawards && i < 6; i++)
- text->glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768);
- }
-
- if(drawmode!=normalmode){
- glEnable(GL_TEXTURE_2D);
- glFinish();
- if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){
- if(screentexture){
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
- GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
- glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
- //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
- glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
-
- glBindTexture( GL_TEXTURE_2D, screentexture);
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
- }
- }
- if((drawtoggle||change==1)&&drawmode==realmotionblurmode){
- if(screentexture2){
- glBindTexture( GL_TEXTURE_2D, screentexture2);
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
- }
- if(!screentexture2){
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
- glGenTextures( 1, &screentexture2 );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, screentexture2);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
- }
- }
- //glFlush();
- }
-
- glClear(GL_DEPTH_BUFFER_BIT);
- Game::ReSizeGLScene(90,.1f);
- glViewport(0,0,screenwidth,screenheight);
-
- if(drawmode!=normalmode){
- glDisable(GL_DEPTH_TEST);
- if(drawmode==motionblurmode){
- glDrawBuffer(GL_FRONT);
- glReadBuffer(GL_BACK);
- }
- glColor3f (1.0, 1.0, 1.0); // no coloring
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, screentexture);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef((float)screenwidth/2,(float)screenheight/2,1);
- glTranslatef(1,1,0);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- if(drawmode==motionblurmode){
- if(motionbluramount<.2)motionbluramount=.2;
- //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
- glColor4f(1,1,1,motionbluramount);
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- if(drawmode==realmotionblurmode){
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glBindTexture( GL_TEXTURE_2D, screentexture);
- glColor4f(1,1,1,.5);
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glBindTexture( GL_TEXTURE_2D, screentexture2);
- glColor4f(1,1,1,.5);
- glPushMatrix();
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- }
- if(drawmode==doublevisionmode){
- static float crosseyedness;
- crosseyedness=abs(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[0].superpermanentdamage)*1/2)/30;
- if(crosseyedness>1)crosseyedness=1;
- if(crosseyedness<0)crosseyedness=0;
- glColor4f(1,1,1,1);
- glDisable(GL_BLEND);
- glPushMatrix();
- glScalef(1,1,1);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- if(crosseyedness){
- glColor4f(1,1,1,.5);
- glEnable(GL_BLEND);
- glPushMatrix();
- glTranslatef(.015*crosseyedness,0,0);
- glScalef(1,1,1);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- if(drawmode==glowmode){
- glColor4f(.5,.5,.5,.5);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glPushMatrix();
- glTranslatef(.01,0,0);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glPushMatrix();
- glTranslatef(-.01,0,0);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glPushMatrix();
- glTranslatef(.0,.01,0);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glPushMatrix();
- glTranslatef(0,-.01,0);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- if(drawmode==radialzoommode){
- for(i=0;i<3;i++){
- //glRotatef((float)i*.1,0,0,1);
- glColor4f(1,1,1,1/((float)i+1));
- glPushMatrix();
- glScalef(1+(float)i*.01,1+(float)i*.01,1);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(texcoordwidth,texcoordheight);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,texcoordheight);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- }
- }
- glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
-
- if(console){
- glEnable(GL_TEXTURE_2D);
- glColor4f(1,1,1,1);
- int offset = 0;
- if(consoleselected>=60)
- offset=consoleselected-60;
- sprintf (string, " ]");
- text->glPrint(10,30,string,0,1,1024,768);
- if(consoleblink){
- sprintf (string, "_");
- text->glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768);
- }
- for(i=0;i<15;i++)
- for(j=0;j<consolechars[i];j++){
- glColor4f(1,1,1,1-(float)(i)/16);
- if(j<consolechars[i]){
- sprintf (string, "%c",consoletext[i][j]);
- text->glPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768);
- }
- }
- }
- }
-
- if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
- multiplier=tempmult;
- }
-
- if(mainmenu){
- DrawMenu();
- }
-
- if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
- tempmult=multiplier;
- multiplier=0;
- }
-
- //glFlush();
- if ( side == stereoRight || side == stereoCenter ) {
- if(drawmode!=motionblurmode||mainmenu){
- swap_gl_buffers();
- }
- }
-
- //myassert(glGetError() == GL_NO_ERROR);
- glDrawBuffer(GL_BACK);
- glReadBuffer(GL_BACK);
- //glFlush();
-
- weapons.DoStuff();
-
- if(drawtoggle==2)drawtoggle=0;
-
- if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){
- multiplier=tempmult;
- }
- //Jordan fixed your warning!
- return 0;