X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=a6ab119d200f9277b7db76344693dfaa5e94d679;hb=8557e339c9a2d10afdf6465e02eca6b87efc961f;hp=11a94010c5b5ebd1aedce2ed4690b21771498e02;hpb=9e06cb73424ca3f0eb971350c5dfb3cdaec0d5bf;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 11a9401..a6ab119 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -404,9 +404,9 @@ int Game::DrawGLScene(StereoSide side) glDisable(GL_BLEND); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glBindTexture( GL_TEXTURE_2D, terraintexture); + terraintexture.bind(); terrain.draw(0); - glBindTexture( GL_TEXTURE_2D, terraintexture2); + terraintexture2.bind(); terrain.draw(1); //glBindTexture( GL_TEXTURE_2D, terraintexture3); //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); @@ -445,7 +445,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_BLEND); glEnable(GL_LIGHTING); terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z); - distance=findDistancefast(&viewer,&player[k].coords); + distance=distsq(&viewer,&player[k].coords); distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance; glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance); if(distance>=1) @@ -470,7 +470,7 @@ int Game::DrawGLScene(StereoSide side) } if(!cameramode&&musictype==stream_fighttheme) - playerdist=findDistancefastflat(&player[0].coords,&viewer); + playerdist=distsqflat(&player[0].coords,&viewer); else playerdist=-100; glPushMatrix(); @@ -490,7 +490,7 @@ int Game::DrawGLScene(StereoSide side) glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z); glRotatef(hawkyaw,0,1,0); glTranslatef(25,0,0); - distance=findDistancefast(&viewer,&realhawkcoords)*1.2; + distance=distsq(&viewer,&realhawkcoords)*1.2; glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance); if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1) glColor4f(light.color[0],light.color[1],light.color[2],1); @@ -508,7 +508,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_BLEND); glEnable(GL_LIGHTING); terrainlight=terrain.getLighting(player[k].coords.x,player[k].coords.z); - distance=findDistancefast(&viewer,&player[k].coords); + distance=distsq(&viewer,&player[k].coords); distance=(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance; glColor4f(terrainlight.x,terrainlight.y,terrainlight.z,distance); if(distance>=1) @@ -917,9 +917,9 @@ int Game::DrawGLScene(StereoSide side) float distance=0; closest=currenthotspot; for(i=0;i=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){ + if(distsq(&player[0].coords,&hotspot[i])=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){ closestdist=distance; closest=i; } @@ -929,7 +929,7 @@ int Game::DrawGLScene(StereoSide side) currenthotspot=closest; if(currenthotspot!=-1){ if(hotspottype[closest]<=10){ - if(findDistancefast(&player[0].coords,&hotspot[closest])maxdistance){ //~ whichclosest=i; maxdistance=tempdist; @@ -1481,7 +1481,7 @@ int Game::DrawGLScene(StereoSide side) } for(i=0;imaxdistance){ //~ whichclosest=i; maxdistance=tempdist; @@ -1500,9 +1500,9 @@ int Game::DrawGLScene(StereoSide side) glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0); for(i=0;itypesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist)); else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist)); @@ -2078,7 +2078,7 @@ void DrawMenu() { glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, Game::Mainmenuitems[4]); + Game::Mainmenuitems[4].bind(); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex3f(-1,-1,0); @@ -2138,7 +2138,7 @@ void DrawMenu() { glTranslatef(1,-1,0); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor4f(1,1,1,1); - glBindTexture( GL_TEXTURE_2D, Game::cursortexture); + Game::cursortexture.bind(); glPushMatrix(); //glScalef(.25,.25,.25); glBegin(GL_QUADS);