X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=2e15dcd65da5aa57b1c20535f5c8ea79234cd80c;hp=7ec4b65f92e0b06dab62265df3abefd0627efd32;hb=8b6e8f3ad7390309795eb35c0959264cb7924402;hpb=531fd8d27258d6c15d6fd221272c74b48602a85a diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 7ec4b65..2e15dcd 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -25,8 +25,8 @@ along with Lugaru. If not, see . #include "Level/Dialog.hpp" #include "Level/Hotspot.hpp" #include "Menu/Menu.hpp" -#include "Utils/Input.hpp" #include "Tutorial.hpp" +#include "Utils/Input.hpp" extern XYZ viewer; extern int environment; @@ -84,21 +84,22 @@ extern bool gamestarted; extern bool showdamagebar; - - int drawtoggle = 0; int numboundaries = 0; XYZ boundary[360]; int change = 0; - - -enum drawmodes { - normalmode, motionblurmode, radialzoommode, - realmotionblurmode, doublevisionmode, glowmode, +enum drawmodes +{ + normalmode, + motionblurmode, + radialzoommode, + realmotionblurmode, + doublevisionmode, + glowmode, }; -void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering. +void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering. { flashr = 1; flashg = 0; @@ -120,22 +121,22 @@ int Game::DrawGLScene(StereoSide side) std::string string; static int drawmode = 0; - if ( stereomode == stereoAnaglyph ) { + if (stereomode == stereoAnaglyph) { switch (side) { - case stereoLeft: - glColorMask( 0.0, 1.0, 1.0, 1.0 ); - break; - case stereoRight: - glColorMask( 1.0, 0.0, 0.0, 1.0 ); - break; - default: - break; + case stereoLeft: + glColorMask(0.0, 1.0, 1.0, 1.0); + break; + case stereoRight: + glColorMask(1.0, 0.0, 0.0, 1.0); + break; + default: + break; } } else { - glColorMask( 1.0, 1.0, 1.0, 1.0 ); + glColorMask(1.0, 1.0, 1.0, 1.0); - if ( stereomode == stereoHorizontalInterlaced || - stereomode == stereoVerticalInterlaced ) { + if (stereomode == stereoHorizontalInterlaced || + stereomode == stereoVerticalInterlaced) { glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); } } @@ -187,7 +188,7 @@ int Game::DrawGLScene(StereoSide side) } if ((!changed && !slomo) || loading) { drawmode = normalmode; - if (ismotionblur && (/*fps>100||*/alwaysblur)) { + if (ismotionblur && (/*fps>100||*/ alwaysblur)) { if (olddrawmode != realmotionblurmode) change = 1; else @@ -243,18 +244,18 @@ int Game::DrawGLScene(StereoSide side) glClearColor(0.25f, 0.25f, 0.25f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT); - glMatrixMode (GL_MODELVIEW); + glMatrixMode(GL_MODELVIEW); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glLoadIdentity (); + glLoadIdentity(); // Move the camera for the current eye's point of view. // Reverse the movement if we're reversing stereo - glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0); + glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0); //camera effects if (!cameramode && !freeze && !winfreeze) { //shake - glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1); + glRotatef(float(Random() % 100) / 10 * camerashake /*+(woozy*woozy)/10*/, 0, 0, 1); //sway glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0); glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0); @@ -283,13 +284,13 @@ int Game::DrawGLScene(StereoSide side) if (environment == desertenvironment) { if (detail == 2) { - glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 ); + 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); } skybox->draw(); - glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0); + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0); glPopMatrix(); glTranslatef(-viewer.x, -viewer.y, -viewer.z); frustum.GetFrustum(); @@ -532,7 +533,6 @@ int Game::DrawGLScene(StereoSide side) } } - if (numpathpoints > 1) { glColor4f(0, 1, 0, 1); for (unsigned k = 0; int(k) < numpathpoints; k++) { @@ -560,7 +560,7 @@ int Game::DrawGLScene(StereoSide side) if (!console) { if (!Tutorial::active) if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) { - const char *bonus_name; + const char* bonus_name; if (bonus < bonus_count) bonus_name = bonus_names[bonus]; else @@ -611,7 +611,7 @@ int Game::DrawGLScene(StereoSide side) int i = 0; while (!done) { if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { - text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline) * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); lastline = i + 1; line++; if (string[i] == '\0') @@ -695,10 +695,10 @@ int Game::DrawGLScene(StereoSide side) string = std::string(tempname) + ": "; if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) { - text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size()*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); + text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size() * screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); } else { glColor4f(0, 0, 0, tutorialopac); - text->glPrintOutline(startx - 2 * 7.6 * string.size()*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); + text->glPrintOutline(startx - 2 * 7.6 * string.size() * screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); } tempnum = 0; @@ -829,7 +829,6 @@ int Game::DrawGLScene(StereoSide side) glColor4f(.5, .5, .5, 1); - if ((texttoggle || editorenabled) && devtools && !mainmenu) { string = "The framespersecond is " + to_string(int(fps)); text->glPrint(10, 30, string, 0, .8, 1024, 768); @@ -858,42 +857,42 @@ int Game::DrawGLScene(StereoSide side) string = "Object type: " + to_string(editortype); text->glPrint(10, 120, string, 0, .8, 1024, 768); switch (editortype) { - case boxtype: - string = "(box)"; - break; - case treetrunktype: - string = "(tree)"; - break; - case walltype: - string = "(wall)"; - break; - case weirdtype: - string = "(weird)"; - break; - case spiketype: - string = "(spike)"; - break; - case rocktype: - string = "(rock)"; - break; - case bushtype: - string = "(bush)"; - break; - case tunneltype: - string = "(tunnel)"; - break; - case chimneytype: - string = "(chimney)"; - break; - case platformtype: - string = "(platform)"; - break; - case cooltype: - string = "(cool)"; - break; - case firetype: - string = "(fire)"; - break; + case boxtype: + string = "(box)"; + break; + case treetrunktype: + string = "(tree)"; + break; + case walltype: + string = "(wall)"; + break; + case weirdtype: + string = "(weird)"; + break; + case spiketype: + string = "(spike)"; + break; + case rocktype: + string = "(rock)"; + break; + case bushtype: + string = "(bush)"; + break; + case tunneltype: + string = "(tunnel)"; + break; + case chimneytype: + string = "(chimney)"; + break; + case platformtype: + string = "(platform)"; + break; + case cooltype: + string = "(cool)"; + break; + case firetype: + string = "(fire)"; + break; } text->glPrint(130, 120, string, 0, .8, 1024, 768); @@ -904,7 +903,6 @@ int Game::DrawGLScene(StereoSide side) } string = "Difficulty: " + to_string(difficulty); text->glPrint(10, 240, string, 0, .8, 1024, 768); - } } @@ -926,7 +924,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_BLEND); glColor4f(0, 0, 0, .5); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); + glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); @@ -965,8 +963,8 @@ int Game::DrawGLScene(StereoSide side) blackout = .6; glColor4f(0, 0, 0, blackout); if (!Person::players[0]->dead) { - if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) { - glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3); + if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)) * .3 < .3) { + glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3); blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3; } else { glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3); @@ -976,8 +974,8 @@ int Game::DrawGLScene(StereoSide side) if (console) glColor4f(.7, 0, 0, .2); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); glEnd(); @@ -1015,7 +1013,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_BLEND); glColor4f(flashr, flashg, flashb, flashamount); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); + glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); @@ -1034,11 +1032,11 @@ int Game::DrawGLScene(StereoSide side) float mapviewdist = 20000; glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + 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); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -1216,7 +1214,7 @@ int Game::DrawGLScene(StereoSide side) //logo glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); @@ -1266,7 +1264,7 @@ int Game::DrawGLScene(StereoSide side) //logo glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); @@ -1312,25 +1310,25 @@ int Game::DrawGLScene(StereoSide side) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f); - glBindTexture( GL_TEXTURE_2D, screentexture); + glBindTexture(GL_TEXTURE_2D, screentexture); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); } } if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) { if (screentexture2) { - glBindTexture( GL_TEXTURE_2D, screentexture2); + glBindTexture(GL_TEXTURE_2D, screentexture2); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); } if (!screentexture2) { - glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glGenTextures( 1, &screentexture2 ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + glGenTextures(1, &screentexture2); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, screentexture2); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glBindTexture(GL_TEXTURE_2D, screentexture2); + 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); } @@ -1347,12 +1345,12 @@ int Game::DrawGLScene(StereoSide side) glDrawBuffer(GL_FRONT); glReadBuffer(GL_BACK); } - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, screentexture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glBindTexture(GL_TEXTURE_2D, screentexture); + 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); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -1389,7 +1387,7 @@ int Game::DrawGLScene(StereoSide side) glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glBlendFunc(GL_SRC_ALPHA, GL_ONE); - glBindTexture( GL_TEXTURE_2D, screentexture); + glBindTexture(GL_TEXTURE_2D, screentexture); glColor4f(1, 1, 1, .5); glPushMatrix(); glBegin(GL_QUADS); @@ -1403,7 +1401,7 @@ int Game::DrawGLScene(StereoSide side) glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); - glBindTexture( GL_TEXTURE_2D, screentexture2); + glBindTexture(GL_TEXTURE_2D, screentexture2); glColor4f(1, 1, 1, .5); glPushMatrix(); glBegin(GL_QUADS); @@ -1575,7 +1573,7 @@ int Game::DrawGLScene(StereoSide side) multiplier = 0; } - if ( side == stereoRight || side == stereoCenter ) { + if (side == stereoRight || side == stereoCenter) { if (drawmode != motionblurmode || mainmenu) { swap_gl_buffers(); } @@ -1603,7 +1601,7 @@ void DrawMenu() glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); Game::ReSizeGLScene(90, .1f); //draw menu background @@ -1628,8 +1626,8 @@ void DrawMenu() glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glColor4f(0, 0, 0, 1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glDisable(GL_TEXTURE_2D); glBegin(GL_QUADS); glVertex3f(-1, -1, 0); @@ -1639,8 +1637,8 @@ void DrawMenu() glEnd(); glEnable(GL_BLEND); glColor4f(0.4, 0.4, 0.4, 1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glEnable(GL_TEXTURE_2D); Game::Mainmenuitems[4].bind(); glBegin(GL_QUADS); @@ -1659,8 +1657,6 @@ void DrawMenu() glPopMatrix(); glMatrixMode(GL_MODELVIEW); - - glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); @@ -1692,8 +1688,8 @@ void DrawMenu() glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glPopMatrix(); if (!Game::waiting) { // hide the cursor while waiting for a key glPushMatrix(); @@ -1721,7 +1717,6 @@ void DrawMenu() glMatrixMode(GL_PROJECTION); glPopMatrix(); - //draw screen flash if (flashamount > 0) { if (flashamount > 1)