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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-12 11:43:17 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-09-12 11:43:17 +0700
commit53053553629793154247deb594dcc384f872b6f5 (patch)
tree1c108944e1fa3252fa4c5731f3c61f5a735bf56c /src/GameDraw.cpp
parent62445a15b14a059032d7c0c3e16a959d25bff604 (diff)
downloadblackshades-53053553629793154247deb594dcc384f872b6f5.tar.gz
Fix main menu resize2.2.1
Diffstat (limited to 'src/GameDraw.cpp')
-rw-r--r--src/GameDraw.cpp157
1 files changed, 28 insertions, 129 deletions
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp
index 9612a5b..9b7c1c5 100644
--- a/src/GameDraw.cpp
+++ b/src/GameDraw.cpp
@@ -21,12 +21,9 @@ extern Decals decals;
int Game::DrawGLScene(void)
{
//Main menu
- if(mainmenu==1){
-
+ if (mainmenu == 1) {
//Setup fast sine fluctuation
-
sinefluct=sin(sinefluctprog);
-
sinefluctprog+=multiplier*1.5;
glLoadIdentity();
@@ -40,17 +37,12 @@ int Game::DrawGLScene(void)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//"Black Shades"
-
+ ReSizeGLScene(90.0f, 0.1f);
glDisable(GL_TEXTURE_2D);
-
glDisable(GL_DEPTH_TEST); // Disables Depth Testing
-
glDisable(GL_CULL_FACE);
-
glDisable(GL_LIGHTING);
-
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
-
glDepthMask(0);
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
@@ -579,191 +571,98 @@ int Game::DrawGLScene(void)
glDepthMask(1);
}
-
- }
-
- //If in-game
-
- if(mainmenu!=1){
-
- //If flashing to fix menu bug, go back to menu after a frame
-
- if(mainmenu==2)mainmenu=1;
-
+ } else { // in-game
+ // If flashing to fix menu bug, go back to menu after a frame
+ if (mainmenu == 2)
+ mainmenu = 1;
glLoadIdentity();
-
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
glEnable(GL_DEPTH_TEST);
-
glDisable(GL_CLIP_PLANE0);
//Visions
-
sinefluct=sin(sinefluctprog);
-
sinefluctprog+=multiplier*3;
-
- if(visions==0){
-
- //environment light
-
- if(environment==sunny_environment){
-
+ if (!visions) {
+ switch (environment) {
+ case sunny_environment:
viewdistance=2000;
-
fogcolorr=.5;
-
fogcolorg=.5;
-
fogcolorb=.8;
-
- fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.1);
-
- }
-
- if(environment==foggy_environment){
-
+ break;
+ case foggy_environment:
viewdistance=500;
-
fogcolorr=.5;
-
fogcolorg=.5;
-
fogcolorb=.5;
-
- fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
- }
-
- if(environment==night_environment){
-
+ break;
+ case night_environment:
viewdistance=500;
-
fogcolorr=.15;
-
fogcolorg=.15;
-
fogcolorb=.3;
-
- fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
- }
-
- if(environment==snowy_environment){
-
+ break;
+ case snowy_environment:
viewdistance=800;
-
fogcolorr=.5;
-
fogcolorg=.5;
-
fogcolorb=.5;
-
- fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
- }
-
- if(environment==rainy_environment){
-
+ break;
+ case rainy_environment:
viewdistance=700;
-
fogcolorr=.3;
-
fogcolorg=.3;
-
fogcolorb=.3;
-
- fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
- }
-
- if(environment==firey_environment){
-
+ break;
+ case firey_environment:
viewdistance=600;
-
fogcolorr=.3;
-
fogcolorg=.1;
-
fogcolorb=0;
-
- fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.2);
-
+ break;
}
glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
-
- if(environment==sunny_environment){
-
+ if (environment == sunny_environment) {
+ fog.SetFog(fogcolorr, fogcolorg, fogcolorb, 0, viewdistance * 0.8, 0.1);
GLfloat LightAmbient[]= { fogcolorr/4, fogcolorg/4, fogcolorb/4, 1.0f};
-
GLfloat LightDiffuse[]= { fogcolorr*1.6f, fogcolorg*1.6f, fogcolorr*1.6f, 1.0f };
-
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
-
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
-
- }
-
- if(environment!=sunny_environment){
-
+ } else {
+ fog.SetFog(fogcolorr, fogcolorg, fogcolorb, 0, viewdistance * 0.8, 0.2);
GLfloat LightAmbient[]= { fogcolorr*.8f, fogcolorg*.8f, fogcolorb*.8f, 1.0f};
-
GLfloat LightDiffuse[]= { fogcolorr*.8f, fogcolorg*.8f, fogcolorr*.8f, 1.0f };
-
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
-
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
-
}
glEnable(GL_LIGHT0);
-
// Change fov if zooming with scope
if (zoom)
ReSizeGLScene(10.0f, 0.6f);
else
ReSizeGLScene(90.0f, 0.1f);
nocolors=0;
- }
-
- if(visions==1){
-
- //light
-
- GLfloat LightAmbient[]= { 0, 0, 0, 1.0f};
-
- GLfloat LightDiffuse[]= { .1f+sinefluct/5.0f, 0, 0, 1.0f };
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
-
- glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
-
+ } else {
+ glLightfv(GL_LIGHT0, GL_AMBIENT, (GLfloat[]) { 0.0f, 0.0f, 0.0f, 1.0f });
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, (GLfloat[]) { 0.1f + sinefluct / 5.0f, 0.0f, 0.0f, 1.0f });
glEnable(GL_LIGHT0);
fogcolorr=(sinefluct/4+.5);
-
fogcolorg=0;
-
fogcolorb=0;
-
fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8*.5*(sinefluct/4+.3),sinefluct/3+.7);
-
glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
ReSizeGLScene(120-sinefluct*20,.3);
-
glRotatef(sinefluct*10,0,0,.1);
-
nocolors=1;
//Pitch higher if moving for effect
-
if(person[0].currentanimation==idleanim)alSourcef(gSourceID[visionsound], AL_PITCH, 1);
-
if(person[0].currentanimation!=idleanim)alSourcef(gSourceID[visionsound], AL_PITCH, 2);
-
}
//Camera
@@ -1580,7 +1479,7 @@ int Game::DrawGLScene(void)
if((int)timeremaining%60<10)sprintf (string, "%d:0%d", (int)(timeremaining/60),(int)timeremaining%60);
- text.glPrint(72.5,440,string,1,1,640,480);
+ text.glPrint(72, 440, string, 1, 1, 640, 480);
}