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authorNguyễn Gia Phong <cnx@loang.net>2023-11-28 19:00:59 +0900
committerNguyễn Gia Phong <cnx@loang.net>2023-11-28 23:37:43 +0900
commitb4c1194c6931b3cb11b59f5b8e2c12f45b9f9d03 (patch)
treed7747470c04bb9a689ca420a5fdb10daa85b136f /src/GameDraw.cpp
parent8fe52d3bc5ca77bef22fbb366050c0e4ba2de1e2 (diff)
downloadblackshades-b4c1194c6931b3cb11b59f5b8e2c12f45b9f9d03.tar.gz
Move decals struct to Zig
Diffstat (limited to 'src/GameDraw.cpp')
-rw-r--r--src/GameDraw.cpp23
1 files changed, 1 insertions, 22 deletions
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp
index 94e7e3b..5451adb 100644
--- a/src/GameDraw.cpp
+++ b/src/GameDraw.cpp
@@ -40,7 +40,6 @@ extern float fogcolorb;
extern float sinefluct;
extern float sinefluctprog;
extern int environment;
-extern Decals decals;
GLvoid ReSizeGLScene(Game* game, float fov, float near)
{
@@ -88,7 +87,6 @@ void Game::DrawGLScene(void)
glRotatef(sinefluctprog*50,0,0,1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
- glEnable(GL_BLEND);
glColor4f(1,1,1,.4+sinefluct/8);
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -108,7 +106,6 @@ void Game::DrawGLScene(void)
glRotatef(-sinefluctprog*50,0,0,1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
- glEnable(GL_BLEND);
glColor4f(1,1,1,.4-sinefluct/8);
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -154,7 +151,6 @@ void Game::DrawGLScene(void)
glEnable(GL_TEXTURE_2D);
if(mouseoverbutton!=1)glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
if(mouseoverbutton==1)glBindTexture(GL_TEXTURE_2D, flaretextureptr);
- glEnable(GL_BLEND);
glColor4f(1,0,0,.5+sinefluct/6);
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -175,7 +171,6 @@ void Game::DrawGLScene(void)
glEnable(GL_TEXTURE_2D);
if(mouseoverbutton!=1)glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
if(mouseoverbutton==1)glBindTexture(GL_TEXTURE_2D, flaretextureptr);
- glEnable(GL_BLEND);
glColor4f(1,0,0,.5-sinefluct/6);
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -224,7 +219,6 @@ void Game::DrawGLScene(void)
if(mouseoverbutton!=2)glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
if(mouseoverbutton==2)glBindTexture(GL_TEXTURE_2D, flaretextureptr);
- glEnable(GL_BLEND);
glColor4f(1,0,0,.5+sinefluct/6);
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -245,7 +239,6 @@ void Game::DrawGLScene(void)
glEnable(GL_TEXTURE_2D);
if(mouseoverbutton!=2)glBindTexture(GL_TEXTURE_2D, sprites.smoketextureptr);
if(mouseoverbutton==2)glBindTexture(GL_TEXTURE_2D, flaretextureptr);
- glEnable(GL_BLEND);
glColor4f(1,0,0,.5-sinefluct/6);
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1, 1, 0.0f);
@@ -292,7 +285,6 @@ void Game::DrawGLScene(void)
glLoadIdentity(); // Reset The Modelview Matrix
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);
@@ -306,10 +298,10 @@ void Game::DrawGLScene(void)
glPopMatrix(); // Restore The Old Projection Matrix
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
glDepthMask(1);
}
} else { // in-game
+ glDepthMask(1);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
@@ -464,7 +456,6 @@ void Game::DrawGLScene(void)
glEnable(GL_LIGHTING);
//Draw blocks
- glEnable(GL_BLEND);
XYZ move;
int beginx,endx;
int beginz,endz;
@@ -515,8 +506,6 @@ void Game::DrawGLScene(void)
}
}
- drawDecals(&decals);
-
// Occluding blocks
beginx=(camera.position.x+block_spacing/2)/block_spacing-2;
if(beginx<0)beginx=0;
@@ -545,7 +534,6 @@ void Game::DrawGLScene(void)
glColor4f(1 , 1, 1, 1);
glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_BLEND);
for(int i=0;i<numpeople;i++){
bool draw = true;
if (((!person[i].skeleton.free
@@ -609,7 +597,6 @@ void Game::DrawGLScene(void)
glPushMatrix();
if(person[i].skeleton.free<1)person[i].DoAnimationslite(i);
glColor4f(1,1,1,1);
- glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
@@ -651,7 +638,6 @@ void Game::DrawGLScene(void)
person[i].existing = 1;
}
glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_BLEND);
//Attacker psychicness
@@ -707,14 +693,12 @@ void Game::DrawGLScene(void)
glTexCoord2f(0,1);
glVertex3f(0, 1, 0.0f);
glEnd();
- 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
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
glDepthMask(1);
}
@@ -754,7 +738,6 @@ void Game::DrawGLScene(void)
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
glColor4f(flashr,flashg,flashb,flashamount);
@@ -782,7 +765,6 @@ void Game::DrawGLScene(void)
glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
glDepthMask(1);
@@ -816,7 +798,6 @@ void Game::DrawGLScene(void)
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
glColor4f(0,0,0,1-person[0].longdead);
@@ -844,8 +825,6 @@ void Game::DrawGLScene(void)
glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
-
glDepthMask(1);
}