X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=fa7da1ccfa1fb8dd7ba17aa51cea38abbee05885;hb=7d2f9d40d94d14a61ecdaaa2c41f964029815bc2;hp=0cc214ef4076a7b5ffde0350d6af85eb53070cbd;hpb=11fc7bb36280c27d231753a9b3b3e95210351144;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 0cc214e..fa7da1c 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -39,7 +39,6 @@ extern float screenwidth, screenheight; extern int kTextureSize; extern FRUSTUM frustum; extern Light light; -extern Objects objects; extern int detail; extern float usermousesensitivity; extern float camerashake; @@ -237,10 +236,11 @@ int Game::DrawGLScene(StereoSide side) static XYZ terrainlight; static float distance; - if (drawmode == normalmode) + if (drawmode == normalmode) { Game::ReSizeGLScene(90, .1f); - if (drawmode != normalmode) + } else { glViewport(0, 0, texviewwidth, texviewheight); + } glDepthFunc(GL_LEQUAL); glDepthMask(1); glAlphaFunc(GL_GREATER, 0.0001f); @@ -286,9 +286,10 @@ int Game::DrawGLScene(StereoSide side) else blurness -= multiplier * 5; - if (environment == desertenvironment && detail == 2) - glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 ); if (environment == desertenvironment) { + if (detail == 2) { + glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 ); + } glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0); glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0); } @@ -298,7 +299,7 @@ int Game::DrawGLScene(StereoSide side) glTranslatef(-viewer.x, -viewer.y, -viewer.z); frustum.GetFrustum(); - //make shadow decals on terrain and objects + //make shadow decals on terrain and Object::objects static XYZ point; static float size, opacity, rotation; rotation = 0; @@ -316,14 +317,14 @@ int Game::DrawGLScene(StereoSide side) terrain.MakeDecal(shadowdecal, point, size, opacity, rotation); for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) { - point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { + point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .4f; opacity = .4f; if (k != 0 && tutoriallevel == 1) { opacity = .2 + .2 * sin(smoketex * 6 + i); } - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } @@ -344,17 +345,17 @@ int Game::DrawGLScene(StereoSide side) terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) { + if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { if (Person::players[k]->skeleton.free) - point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); else - point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .4f; opacity = .4f; if (k != 0 && tutoriallevel == 1) { opacity = .2 + .2 * sin(smoketex * 6 + i); } - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } @@ -368,10 +369,10 @@ int Game::DrawGLScene(StereoSide side) terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .7; opacity = .4f; - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } @@ -443,7 +444,7 @@ int Game::DrawGLScene(StereoSide side) glPushMatrix(); glCullFace(GL_BACK); glEnable(GL_TEXTURE_2D); - objects.Draw(); + Object::Draw(); glPopMatrix(); //draw hawk @@ -1372,15 +1373,15 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1); glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0); - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treetrunktype) { - distcheck = distsq(&Person::players[0]->coords, &objects.position[i]); + for (int i = 0; i < Object::objects.size(); i++) { + if (Object::objects[i]->type == treetrunktype) { + distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); if (distcheck < mapviewdist) { Mapcircletexture.bind(); 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); + glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(Object::objects[i]->yaw, 0, 0, 1); glScalef(.003, .003, .003); glBegin(GL_QUADS); glTexCoord2f(0, 0); @@ -1395,15 +1396,15 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); } } - if (objects.type[i] == boxtype) { - distcheck = distsq(&Person::players[0]->coords, &objects.position[i]); + if (Object::objects[i]->type == boxtype) { + distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); if (distcheck < mapviewdist) { Mapboxtexture.bind(); 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]); + glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(Object::objects[i]->yaw, 0, 0, 1); + glScalef(.01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f);