X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameInitDispose.cpp;h=a02c05b0cb34b769224f36c1dcd99dc0a0b783ac;hb=25e3d5e35a7fd7efdffc420efe3c41a91cefe43f;hp=db86503fb7e408d5b6493145bfceab375d714f85;hpb=87ff660bf58766ab705a749e72e04154ccf5a737;p=lugaru.git diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index db86503..a02c05b 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -229,9 +229,9 @@ void Game::LoadingScreen() AbsoluteTime currTime = UpTime (); double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime); - if (0 > deltaTime) // if negative microseconds + if (0 > deltaTime) // if negative microseconds deltaTime /= -1000000.0; - else // else milliseconds + else // else milliseconds deltaTime /= 1000.0; multiplier = deltaTime; @@ -240,7 +240,7 @@ void Game::LoadingScreen() if (multiplier > 10) multiplier = 10; if (multiplier > .05) { - frametime = currTime; // reset for next time interval + frametime = currTime; // reset for next time interval glLoadIdentity(); //Clear to black @@ -262,17 +262,17 @@ void Game::LoadingScreen() loadscreentexture.bind(); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); glTranslatef(screenwidth / 2, screenheight / 2, 0); glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -282,13 +282,13 @@ void Game::LoadingScreen() //glScalef(.25,.25,.25); glBegin(GL_QUADS); glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3); - glVertex3f(-1, -1, 0.0f); + glVertex3f(-1, -1, 0.0f); glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3); - glVertex3f(1, -1, 0.0f); + glVertex3f(1, -1, 0.0f); glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3); - glVertex3f(1, 1, 0.0f); + glVertex3f(1, 1, 0.0f); glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3); - glVertex3f(-1, 1, 0.0f); + glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glEnable(GL_BLEND); @@ -296,20 +296,20 @@ void Game::LoadingScreen() //glScalef(.25,.25,.25); glBegin(GL_QUADS); glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100); - glVertex3f(-1, -1, 0.0f); + glVertex3f(-1, -1, 0.0f); glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100); - glVertex3f(1, -1, 0.0f); + glVertex3f(1, -1, 0.0f); glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100); - glVertex3f(1, 1, 0.0f); + glVertex3f(1, 1, 0.0f); glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100); - glVertex3f(-1, 1, 0.0f); + glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); glDisable(GL_BLEND); glDepthMask(1); @@ -317,17 +317,17 @@ void Game::LoadingScreen() loadscreentexture.bind(); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); glTranslatef(screenwidth / 2, screenheight / 2, 0); glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE); @@ -338,20 +338,20 @@ void Game::LoadingScreen() //glScalef(.25,.25,.25); glBegin(GL_QUADS); glTexCoord2f(0 + .5, 0 + .5); - glVertex3f(-1, -1, 0.0f); + glVertex3f(-1, -1, 0.0f); glTexCoord2f(1 + .5, 0 + .5); - glVertex3f(1, -1, 0.0f); + glVertex3f(1, -1, 0.0f); glTexCoord2f(1 + .5, 1 + .5); - glVertex3f(1, 1, 0.0f); + glVertex3f(1, 1, 0.0f); glTexCoord2f(0 + .5, 1 + .5); - glVertex3f(-1, 1, 0.0f); + glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); glDisable(GL_BLEND); glDepthMask(1); @@ -359,17 +359,17 @@ void Game::LoadingScreen() loadscreentexture.bind(); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); glTranslatef(screenwidth / 2, screenheight / 2, 0); glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE); @@ -379,20 +379,20 @@ void Game::LoadingScreen() //glScalef(.25,.25,.25); glBegin(GL_QUADS); glTexCoord2f(0 + .2, 0 + .8); - glVertex3f(-1, -1, 0.0f); + glVertex3f(-1, -1, 0.0f); glTexCoord2f(1 + .2, 0 + .8); - glVertex3f(1, -1, 0.0f); + glVertex3f(1, -1, 0.0f); glTexCoord2f(1 + .2, 1 + .8); - glVertex3f(1, 1, 0.0f); + glVertex3f(1, 1, 0.0f); glTexCoord2f(0 + .2, 1 + .8); - glVertex3f(-1, 1, 0.0f); + glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); glDisable(GL_BLEND); glDepthMask(1); @@ -406,33 +406,33 @@ void Game::LoadingScreen() flashdelay--; if (flashamount < 0) flashamount = 0; - glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); glScalef(screenwidth, screenheight, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(flashr, flashg, flashb, flashamount); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); @@ -462,17 +462,17 @@ void FadeLoadingScreen(float howmuch) //glBindTexture( GL_TEXTURE_2D, loadscreentexture); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); glTranslatef(screenwidth / 2, screenheight / 2, 0); glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -482,20 +482,20 @@ void FadeLoadingScreen(float howmuch) //glScalef(.25,.25,.25); glBegin(GL_QUADS); glTexCoord2f(0, 0); - glVertex3f(-1, -1, 0.0f); + glVertex3f(-1, -1, 0.0f); glTexCoord2f(1, 0); - glVertex3f(1, -1, 0.0f); + glVertex3f(1, -1, 0.0f); glTexCoord2f(1, 1); - glVertex3f(1, 1, 0.0f); + glVertex3f(1, 1, 0.0f); glTexCoord2f(0, 1); - glVertex3f(-1, 1, 0.0f); + glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); glDisable(GL_BLEND); glDepthMask(1); //Text