X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameInitDispose.cpp;h=1b8699ee479b18d31e0ce2b9488013d23a2151d1;hb=54cbb28b51da68b2280068a41e7964f78dec6858;hp=28b0f69a74965837408a226bfc8096ca4bbfb36b;hpb=1aef858f5ecb3dc8fd816e0155635371ed3632f2;p=lugaru.git diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index 28b0f69..1b8699e 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]; @@ -70,7 +68,6 @@ extern int whichjointendarray[26]; extern int difficulty; extern float tintr,tintg,tintb; extern float slomospeed; -extern char mapname[256]; extern bool gamestarted; extern int numdialogues; @@ -102,8 +99,6 @@ void LOG(const std::string &fmt, ...) } -Game::TextureList Game::textures; - void Game::Dispose() { int i,j; @@ -117,13 +112,7 @@ 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..."); @@ -148,7 +137,17 @@ 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; @@ -194,7 +193,7 @@ 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; @@ -239,12 +238,12 @@ 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; @@ -297,7 +296,7 @@ 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; @@ -420,14 +419,6 @@ 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); @@ -484,13 +475,6 @@ 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); @@ -602,7 +586,6 @@ void Game::LoadingScreen() } swap_gl_buffers(); - loadscreencolor=0; } } @@ -643,13 +626,6 @@ 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); @@ -681,7 +657,6 @@ void Game::FadeLoadingScreen(float howmuch) text.glPrint(280,125,string,1,1,640,480); */ swap_gl_buffers(); - loadscreencolor=0; } @@ -815,16 +790,12 @@ 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..."); @@ -868,7 +839,7 @@ void Game::InitGame() loadAllSounds(); if(musictoggle) - emit_stream_np(stream_music3); + emit_stream_np(stream_menutheme); LoadTexture(":Data:Textures:Cursor.png",&cursortexture,0,1); @@ -887,9 +858,6 @@ void Game::InitGame() //LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1); texdetail=temptexdetail; - loaddistrib=0; - anim=0; - FadeLoadingScreen(95); @@ -906,6 +874,22 @@ 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; @@ -955,16 +939,12 @@ 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; @@ -1112,7 +1092,7 @@ 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; @@ -1166,7 +1146,6 @@ void Game::LoadStuff() } } - loadscreencolor=4; LoadingScreen(); for(i=0;i