X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameInitDispose.cpp;h=10ead719f16a8c7de63f44f8eb3277d3ee0606c4;hb=8a1a91c0a10a37799dc95d423f9db8dc5ff7b965;hp=e4f2e394035b428aa6e0714e6a75069e580120db;hpb=8dda34d525dcb410195a05592fa72cef1954777b;p=lugaru.git diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index e4f2e39..10ead71 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -39,7 +39,6 @@ extern Terrain terrain; extern int kTextureSize; extern float texdetail; extern float realtexdetail; -extern float terraindetail; extern float volume; extern Objects objects; extern int detail; @@ -62,7 +61,6 @@ extern long dirID; extern int mainmenu; extern int oldmainmenu; extern bool visibleloading; -extern int loadscreencolor; extern float flashamount,flashr,flashg,flashb; extern int flashdelay; extern int whichjointstartarray[26]; @@ -101,12 +99,8 @@ void LOG(const std::string &fmt, ...) } -Game::TextureList Game::textures; - void Game::Dispose() { - int i,j; - LOGFUNC; if(endgame==2){ @@ -116,13 +110,7 @@ void Game::Dispose() Account::saveFile(":Data:Users", accountactive); - TexIter it = textures.begin(); - for (; it != textures.end(); ++it) - { - if (glIsTexture(it->second)) - glDeleteTextures(1, &it->second); - } - textures.clear(); + //textures.clear(); LOG("Shutting down sound system..."); @@ -132,7 +120,7 @@ void Game::Dispose() // later in the shutdown process. --ryan. #if !PLATFORM_LINUX - for (i=0; i < sounds_count; ++i) + for (int i=0; i < sounds_count; ++i) { OPENAL_Sample_Free(samp[i]); } @@ -147,7 +135,17 @@ void Game::Dispose() } -void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha) +void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha){ + textures.push_back(TextureInfo(fileName,textureid,mipmap,hasalpha)); + textures.back().load(); +} + +void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize){ + textures.push_back(TextureInfo(fileName,textureid,mipmap,array,skinsize)); + textures.back().load(); +} + +void Game::LoadTextureData(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha) { GLuint type; @@ -193,7 +191,7 @@ void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool } } -void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize) +void Game::LoadTextureSaveData(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize, bool reload) { GLuint type; int i; @@ -238,12 +236,12 @@ void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GL if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); int tempnum=0; - for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){ - if((i+1)%4||type==GL_RGB){ - array[tempnum]=texture.data[i]; - tempnum++; - } - } + if(!reload) + for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++) + if((i+1)%4||type==GL_RGB){ + array[tempnum]=texture.data[i]; + tempnum++; + } *skinsize=texture.sizeX; @@ -296,7 +294,7 @@ void Game::LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte } } -bool Game::AddClothes(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize) +bool Game::AddClothes(const char *fileName, GLubyte *array) { int i; int bytesPerPixel; @@ -366,7 +364,7 @@ GLvoid Game::ReSizeGLScene(float fov, float pnear) void Game::LoadingScreen() { - static float loadprogress,minprogress,maxprogress; + static float loadprogress; static AbsoluteTime time = {0,0}; static AbsoluteTime frametime = {0,0}; AbsoluteTime currTime = UpTime (); @@ -383,7 +381,6 @@ void Game::LoadingScreen() if(multiplier>.05){ frametime = currTime; // reset for next time interval - float size=1; glLoadIdentity(); //Clear to black glClearColor(0,0,0,1); @@ -419,14 +416,6 @@ void Game::LoadingScreen() glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1); - //glColor4f(1,1,1,1); - /*if(loadscreencolor==0)glColor4f(1,1,1,1); - if(loadscreencolor==1)glColor4f(1,0,0,1); - if(loadscreencolor==2)glColor4f(0,1,0,1); - if(loadscreencolor==3)glColor4f(0,0,1,1); - if(loadscreencolor==4)glColor4f(1,1,0,1); - if(loadscreencolor==5)glColor4f(1,0,1,1); - */ glPushMatrix(); //glScalef(.25,.25,.25); glBegin(GL_QUADS); @@ -483,13 +472,6 @@ void Game::LoadingScreen() glEnable(GL_BLEND); //glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1); glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1); - /*if(loadscreencolor==0)glColor4f(1,1,1,1); - if(loadscreencolor==1)glColor4f(1,0,0,1); - if(loadscreencolor==2)glColor4f(0,1,0,1); - if(loadscreencolor==3)glColor4f(0,0,1,1); - if(loadscreencolor==4)glColor4f(1,1,0,1); - if(loadscreencolor==5)glColor4f(1,0,1,1); - */ glPushMatrix(); //glScalef(.25,.25,.25); glBegin(GL_QUADS); @@ -553,15 +535,6 @@ void Game::LoadingScreen() glDepthMask(1); //Text - /* - glEnable(GL_TEXTURE_2D); - static char string[256]=""; - sprintf (string, "LOADING... %d%",(int)loadprogress); - glColor4f(1,1,1,.2); - text.glPrint(280-280*loadprogress/100/2/4,125-125*loadprogress/100/2/4,string,1,1+loadprogress/100,640,480); - glColor4f(1.2-loadprogress/100,1.2-loadprogress/100,1.2-loadprogress/100,1); - text.glPrint(280,125,string,1,1,640,480); - */ if(flashamount>0){ if(flashamount>1)flashamount=1; @@ -601,15 +574,13 @@ void Game::LoadingScreen() } swap_gl_buffers(); - loadscreencolor=0; } } void Game::FadeLoadingScreen(float howmuch) { - static float loadprogress,minprogress,maxprogress; + static float loadprogress; - float size=1; glLoadIdentity(); //Clear to black glClearColor(0,0,0,1); @@ -642,13 +613,6 @@ void Game::FadeLoadingScreen(float howmuch) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glColor4f(loadprogress/100,0,0,1); - /*if(loadscreencolor==0)glColor4f(1,1,1,1); - if(loadscreencolor==1)glColor4f(1,0,0,1); - if(loadscreencolor==2)glColor4f(0,1,0,1); - if(loadscreencolor==3)glColor4f(0,0,1,1); - if(loadscreencolor==4)glColor4f(1,1,0,1); - if(loadscreencolor==5)glColor4f(1,0,1,1); - */ glPushMatrix(); //glScalef(.25,.25,.25); glBegin(GL_QUADS); @@ -670,17 +634,7 @@ void Game::FadeLoadingScreen(float howmuch) glDisable(GL_BLEND); glDepthMask(1); //Text - /* - glEnable(GL_TEXTURE_2D); - static char string[256]=""; - sprintf (string, "LOADING... %d%",(int)loadprogress); - glColor4f(1,1,1,.2); - text.glPrint(280-280*loadprogress/100/2/4,125-125*loadprogress/100/2/4,string,1,1+loadprogress/100,640,480); - glColor4f(1.2-loadprogress/100,1.2-loadprogress/100,1.2-loadprogress/100,1); - text.glPrint(280,125,string,1,1,640,480); - */ swap_gl_buffers(); - loadscreencolor=0; } @@ -710,8 +664,6 @@ void Game::InitGame() autocam=0; - int i,j; - numchallengelevels=14; accountactive=Account::loadFile(":Data:Users"); @@ -814,16 +766,12 @@ void Game::InitGame() if(detail==2){ texdetail=1; - terraindetail=1; } if(detail==1){ texdetail=2; - terraindetail=1; } if(detail==0){ texdetail=4; - terraindetail=1; - //terraindetail=2; } LOG("Initializing sound system..."); @@ -867,7 +815,7 @@ void Game::InitGame() loadAllSounds(); if(musictoggle) - emit_stream_np(stream_music3); + emit_stream_np(stream_menutheme); LoadTexture(":Data:Textures:Cursor.png",&cursortexture,0,1); @@ -881,14 +829,11 @@ void Game::InitGame() LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0); LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0); LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0); - LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); LoadTexture(":Data:Textures:Eyelid.png",&Mainmenuitems[4],0,1); //LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1); + //~ LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); // LoadCampaign will take care of that texdetail=temptexdetail; - loaddistrib=0; - anim=0; - FadeLoadingScreen(95); @@ -905,11 +850,27 @@ void Game::InitGame() } +void Game::LoadScreenTexture(){ + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + + if(!screentexture) + glGenTextures( 1, &screentexture ); + glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + + + glEnable(GL_TEXTURE_2D); + glBindTexture( GL_TEXTURE_2D, screentexture); + 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); +} + void Game::LoadStuff() { static float temptexdetail; static float viewdistdetail; - static int i,j,texsize; + static int i,j; float megascale =1; LOGFUNC; @@ -954,16 +915,12 @@ void Game::LoadStuff() if(detail==2){ texdetail=1; - terraindetail=1; } if(detail==1){ texdetail=2; - terraindetail=1; } if(detail==0){ texdetail=4; - terraindetail=1; - //terraindetail=2; } realtexdetail=texdetail; @@ -986,42 +943,42 @@ void Game::LoadStuff() LOG("Loading weapon data..."); - LoadTexture(":Data:Textures:knife.png",&weapons.knifetextureptr,0,1); - LoadTexture(":Data:Textures:bloodknife.png",&weapons.bloodknifetextureptr,0,1); - LoadTexture(":Data:Textures:lightbloodknife.png",&weapons.lightbloodknifetextureptr,0,1); - LoadTexture(":Data:Textures:sword.jpg",&weapons.swordtextureptr,1,0); - LoadTexture(":Data:Textures:Swordblood.jpg",&weapons.bloodswordtextureptr,1,0); - LoadTexture(":Data:Textures:Swordbloodlight.jpg",&weapons.lightbloodswordtextureptr,1,0); - LoadTexture(":Data:Textures:Staff.jpg",&weapons.stafftextureptr,1,0); - - weapons.throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1); - weapons.throwingknifemodel.Scale(.001,.001,.001); - //weapons.throwingknifemodel.Rotate(0,0,-90); - weapons.throwingknifemodel.Rotate(90,0,0); - weapons.throwingknifemodel.Rotate(0,90,0); - weapons.throwingknifemodel.flat=0; - weapons.throwingknifemodel.CalculateNormals(1); - //weapons.throwingknifemodel.ScaleNormals(-1,-1,-1); - - weapons.swordmodel.load((char *)":Data:Models:sword.solid",1); - weapons.swordmodel.Scale(.001,.001,.001); - //weapons.swordmodel.Rotate(0,0,-90); - weapons.swordmodel.Rotate(90,0,0); - weapons.swordmodel.Rotate(0,90,0); - weapons.swordmodel.Rotate(0,0,90); - weapons.swordmodel.flat=1; - weapons.swordmodel.CalculateNormals(1); - //weapons.swordmodel.ScaleNormals(-1,-1,-1); - - weapons.staffmodel.load((char *)":Data:Models:staff.solid",1); - weapons.staffmodel.Scale(.005,.005,.005); - //weapons.staffmodel.Rotate(0,0,-90); - weapons.staffmodel.Rotate(90,0,0); - weapons.staffmodel.Rotate(0,90,0); - weapons.staffmodel.Rotate(0,0,90); - weapons.staffmodel.flat=1; - weapons.staffmodel.CalculateNormals(1); - //weapons.staffmodel.ScaleNormals(-1,-1,-1); + LoadTexture(":Data:Textures:knife.png",&Weapon::knifetextureptr,0,1); + LoadTexture(":Data:Textures:bloodknife.png",&Weapon::bloodknifetextureptr,0,1); + LoadTexture(":Data:Textures:lightbloodknife.png",&Weapon::lightbloodknifetextureptr,0,1); + LoadTexture(":Data:Textures:sword.jpg",&Weapon::swordtextureptr,1,0); + LoadTexture(":Data:Textures:Swordblood.jpg",&Weapon::bloodswordtextureptr,1,0); + LoadTexture(":Data:Textures:Swordbloodlight.jpg",&Weapon::lightbloodswordtextureptr,1,0); + LoadTexture(":Data:Textures:Staff.jpg",&Weapon::stafftextureptr,1,0); + + Weapon::throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1); + Weapon::throwingknifemodel.Scale(.001,.001,.001); + //Weapon::throwingknifemodel.Rotate(0,0,-90); + Weapon::throwingknifemodel.Rotate(90,0,0); + Weapon::throwingknifemodel.Rotate(0,90,0); + Weapon::throwingknifemodel.flat=0; + Weapon::throwingknifemodel.CalculateNormals(1); + //Weapon::throwingknifemodel.ScaleNormals(-1,-1,-1); + + Weapon::swordmodel.load((char *)":Data:Models:sword.solid",1); + Weapon::swordmodel.Scale(.001,.001,.001); + //Weapon::swordmodel.Rotate(0,0,-90); + Weapon::swordmodel.Rotate(90,0,0); + Weapon::swordmodel.Rotate(0,90,0); + Weapon::swordmodel.Rotate(0,0,90); + Weapon::swordmodel.flat=1; + Weapon::swordmodel.CalculateNormals(1); + //Weapon::swordmodel.ScaleNormals(-1,-1,-1); + + Weapon::staffmodel.load((char *)":Data:Models:staff.solid",1); + Weapon::staffmodel.Scale(.005,.005,.005); + //Weapon::staffmodel.Rotate(0,0,-90); + Weapon::staffmodel.Rotate(90,0,0); + Weapon::staffmodel.Rotate(0,90,0); + Weapon::staffmodel.Rotate(0,0,90); + Weapon::staffmodel.flat=1; + Weapon::staffmodel.CalculateNormals(1); + //Weapon::staffmodel.ScaleNormals(-1,-1,-1); //temptexdetail=texdetail; //if(texdetail>4)texdetail=4; @@ -1111,7 +1068,7 @@ void Game::LoadStuff() gravity=-10; texscale=.2/megascale/viewdistdetail; - terrain.scale=3*megascale*terraindetail*viewdistdetail; + terrain.scale=3*megascale*viewdistdetail; viewer.x=terrain.size/2*terrain.scale; viewer.z=terrain.size/2*terrain.scale; @@ -1165,7 +1122,6 @@ void Game::LoadStuff() } } - loadscreencolor=4; LoadingScreen(); for(i=0;i