X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=ba527aaa8098bf72bceb93b5158197d909375a4a;hb=3f518d0f8cf5f083bc17732e7b8627cec3639940;hp=16d845a53b35d1ee0126818af9a8123ee56c81ae;hpb=e59412fcecd6b211e56ad526d22e3276f4c12eff;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 16d845a..ba527aa 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -1,4 +1,26 @@ -#include "Game.h" +/* +Copyright (C) 2003, 2010 - Wolfire Games + +This file is part of Lugaru. + +Lugaru is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + +#include "Game.h" +#include "openal_wrapper.h" using namespace std; @@ -153,9 +175,9 @@ extern float accountcampaigntime[10]; extern bool gamestarted; -extern FSOUND_SAMPLE *samp[100]; +extern OPENAL_SAMPLE *samp[100]; extern int channels[100]; -extern "C" void PlaySoundEx(int channel, FSOUND_SAMPLE *sptr, FSOUND_DSPUNIT *dsp, signed char startpaused); +extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused); /*********************> DrawGLScene() <*****/ long long Game::MD5_string (char *string){ @@ -189,7 +211,7 @@ long long Game::MD5_string (char *string){ //return 1111111111111111; } -int Game::DrawGLScene(void) +int Game::DrawGLScene(StereoSide side) { static float texcoordwidth,texcoordheight; static float texviewwidth, texviewheight; @@ -208,9 +230,22 @@ int Game::DrawGLScene(void) lastcheck+=multiplier; - glColorMask( 1.0, 1.0, 1.0, 1.0 ); - if(!registered)debugmode=0; - + if ( stereomode == stereoAnaglyph ) { + switch(side) { + case stereoLeft: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break; + case stereoRight: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break; + } + } else { + glColorMask( 1.0, 1.0, 1.0, 1.0 ); + + if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) { + if (!stereoreverse) { + glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); + } else { + glStencilFunc(side == stereoLeft ? GL_EQUAL : GL_NOTEQUAL, 0x01, 0x01); + } + } + } if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ tempmult=multiplier; @@ -326,6 +361,9 @@ int Game::DrawGLScene(void) glMatrixMode (GL_MODELVIEW); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glLoadIdentity (); + + glTranslatef((stereoseparation/2) * side, 0, 0); + if(!cameramode&&!freeze&&!winfreeze){ glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1); glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0); @@ -1071,10 +1109,10 @@ int Game::DrawGLScene(void) if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound; if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound; if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound; - PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, TRUE); - FSOUND_3D_SetAttributes(channels[whichsoundplay], gLoc, vel); - FSOUND_SetVolume(channels[whichsoundplay], 256); - FSOUND_SetPaused(channels[whichsoundplay], FALSE); + PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true); + OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel); + OPENAL_SetVolume(channels[whichsoundplay], 256); + OPENAL_SetPaused(channels[whichsoundplay], false); } } } @@ -2218,10 +2256,10 @@ int Game::DrawGLScene(void) } if(mainmenu){ -#if USE_SDL + // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems. SDL_Delay(15); -#endif + glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); @@ -2336,7 +2374,7 @@ int Game::DrawGLScene(void) /*if(mainmenu!=0)*/oldmainmenu=mainmenu; - if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==12||mainmenu==13||mainmenu==14||mainmenu==15||mainmenu==16||mainmenu==17){ + if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==119||mainmenu==13||mainmenu==17){ glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.001f); @@ -2484,7 +2522,7 @@ int Game::DrawGLScene(void) movex[10]=0; movey[10]=0; - sprintf (menustring[11], "Volume: %d%", (int)(volume*100)); + sprintf (menustring[11], "Volume: %d%%", (int)(volume*100)); startx[11]=10+60; starty[11]=155; endx[11]=startx[11]+strlen(menustring[11])*10; @@ -2666,7 +2704,7 @@ int Game::DrawGLScene(void) if(accountcampaignchoicesmade[accountactive]) for(i=0;i0) for(i=accountcampaignchoicesmade[accountactive];istartx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)accountprogress[accountactive]&&jaccountprogress[accountactive]&&j0){ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); - if((mainmenu!=7||j!=0||!entername)&&(mainmenu!=13||j!=1)&&(mainmenu!=14||j!=1))text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480); + if(mainmenu!=7||j!=0||!entername)text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480); else { if(displayblink){ @@ -3622,7 +3494,6 @@ int Game::DrawGLScene(void) if(1-((float)i)/15-(1-selectedlong[j])>0) { glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); - if(mainmenu==12&&j==4)glColor4f(1,(sin(menupulse)+1)/2,(sin(menupulse)+1)/2,(1-((float)i)/10-(1-selectedlong[j]))*.25); if(mainmenu==9&&j>accountprogress[accountactive]&&jaccountprogress[accountactive]&&j