diff options
-rw-r--r-- | data/config.ini | 1 | ||||
-rw-r--r-- | src/Game.h | 3 | ||||
-rw-r--r-- | src/GameDraw.cpp | 71 | ||||
-rw-r--r-- | src/GameInitDispose.cpp | 1 | ||||
-rw-r--r-- | src/Skeleton.cpp | 64 | ||||
-rw-r--r-- | src/Skeleton.h | 1 | ||||
-rw-r--r-- | src/config.h | 1 | ||||
-rw-r--r-- | src/config.zig | 3 |
8 files changed, 25 insertions, 120 deletions
diff --git a/data/config.ini b/data/config.ini index 5781505..0241517 100644 --- a/data/config.ini +++ b/data/config.ini @@ -2,7 +2,6 @@ width = 800 height = 600 vsync = true -blur = false blood = true [audio] diff --git a/src/Game.h b/src/Game.h index f10c136..05bb4d6 100644 --- a/src/Game.h +++ b/src/Game.h @@ -110,9 +110,6 @@ public: bool lasersight; bool debug; - bool blur; - bool blurness; - bool paused; bool menu; diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp index c5f6ec5..e783559 100644 --- a/src/GameDraw.cpp +++ b/src/GameDraw.cpp @@ -595,60 +595,39 @@ void Game::DrawGLScene(void) if(person[0].currentanimation!=idleanim)alSourcef(gSourceID[visionsound], AL_PITCH, 2); } - //Camera - - float bluramount=.1*blurness; - - blur=1-blur; - - //Set rotation/position - - if(thirdperson)glTranslatef(camera.targetoffset.x,camera.targetoffset.y,camera.targetoffset.z); - - if(thirdperson!=2&&(person[0].skeleton.free!=1||thirdperson!=0)){ - - glRotatef(camera.visrotation2+-bluramount/2+(float)blur*bluramount,1,0,0); - - glRotatef(camera.visrotation+-bluramount/2+(float)blur*bluramount,0,1,0); - - } - - if(thirdperson==0&&person[0].skeleton.free==1){ - glRotatef(person[0].skeleton.joints[head].rotate3,0,1,0); - glRotatef(180-(person[0].skeleton.joints[head].rotate2+90),0,0,1); - glRotatef(person[0].skeleton.joints[head].rotate1+90,0,1,0); - } - - if(thirdperson==2){ - - glRotatef(oldrot2+-bluramount/2+(float)blur*bluramount,1,0,0); - - glRotatef(oldrot+-bluramount/2+(float)blur*bluramount,0,1,0); - + // Set rotation/position + if (thirdperson) + glTranslatef(camera.targetoffset.x, + camera.targetoffset.y, camera.targetoffset.z); + if (thirdperson == 2) { + glRotatef(oldrot2, 1, 0, 0); + glRotatef(oldrot, 0, 1, 0); + } else if (thirdperson == 0 && person[0].skeleton.free) { + glRotatef(person[0].skeleton.joints[head].rotate3, + 0, 1, 0); + glRotatef(90 - person[0].skeleton.joints[head].rotate2, + 0, 0, 1); + glRotatef(person[0].skeleton.joints[head].rotate1 + 90, + 0, 1, 0); + } else { + glRotatef(camera.visrotation2, 1, 0, 0); + glRotatef(camera.visrotation, 0, 1, 0); } - //Shake camera if grenade explosion - - if(camerashake>0){ - - if(!(person[0].aiming<1||person[0].whichgun==grenade||thirdperson)){ - - camerashake=0; - - } - - glTranslatef((float)(Random()%100)/100*camerashake,(float)(Random()%100)/100*camerashake,(float)(Random()%100)/100*camerashake); - + // Shake camera if grenade explosion + if (camerashake > 0) { + if (person[0].aiming && person[0].whichgun != grenade + && thirdperson == 0) + camerashake = 0; + glTranslatef(Random() % 100 / 100.0f * camerashake, + Random() % 100 / 100.0f * camerashake, + Random() % 100 / 100.0f * camerashake); } - camera.Apply(); glPushMatrix(); - glClipPlane(GL_CLIP_PLANE0, eqn); - glDisable(GL_CLIP_PLANE0); - glPopMatrix(); frustum.GetFrustum(); diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp index 57dca01..6052b66 100644 --- a/src/GameInitDispose.cpp +++ b/src/GameInitDispose.cpp @@ -68,7 +68,6 @@ Game* makeGame(Config config, Scores scores) auto game = new Game(); game->screenwidth = config.width; game->screenheight = config.height; - game->blurness = config.blur; blood = config.blood; game->musictoggle = config.music; diff --git a/src/Skeleton.cpp b/src/Skeleton.cpp index 58f6035..4a6910b 100644 --- a/src/Skeleton.cpp +++ b/src/Skeleton.cpp @@ -207,70 +207,6 @@ void Skeleton::Draw(int muscleview) jointcolor[2]=0; jointcolor[3]=.5; } - //Calc motionblur-ness - for(int i=0; i<max_joints; i++){ - joints[i].oldposition=joints[i].position; - joints[i].blurred=findDistance(joints[i].position,joints[i].oldposition)*100; - if(joints[i].blurred<1)joints[i].blurred=1; - } - - //Do Motionblur - glDepthMask(0); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glBegin(GL_QUADS); - for(int i=0; i<max_joints; i++){ - if(joints[i].hasparent){ - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred); - glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z); - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred); - glVertex3f(joints[i].parent->position.x,joints[i].parent->position.y,joints[i].parent->position.z); - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred); - glVertex3f(joints[i].parent->oldposition.x,joints[i].parent->oldposition.y,joints[i].parent->oldposition.z); - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred); - glVertex3f(joints[i].oldposition.x,joints[i].oldposition.y,joints[i].oldposition.z); - } - } - for(int i=0; i<num_muscles; i++){ - if(muscles[i].type==boneconnect){ - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred); - glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z); - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred); - glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z); - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred); - glVertex3f(muscles[i].parent2->oldposition.x,muscles[i].parent2->oldposition.y,muscles[i].parent2->oldposition.z); - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent1->blurred); - glVertex3f(muscles[i].parent1->oldposition.x,muscles[i].parent1->oldposition.y,muscles[i].parent1->oldposition.z); - } - } - glEnd(); - - glBegin(GL_LINES); - for(int i=0; i<max_joints; i++){ - if(joints[i].hasparent){ - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].blurred); - glVertex3f(joints[i].position.x,joints[i].position.y,joints[i].position.z); - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/joints[i].parent->blurred); - glVertex3f(joints[i].parent->position.x,joints[i].parent->position.y,joints[i].parent->position.z); - } - } - for(int i=0; i<num_muscles; i++){ - if(muscles[i].type==boneconnect){ - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent1->blurred); - glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z); - glColor4f(jointcolor[0],jointcolor[1],jointcolor[2],jointcolor[3]/muscles[i].parent2->blurred); - glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z); - } - } - glColor3f(.6,.6,0); - if(muscleview==1) - for(int i=0; i<num_muscles; i++){ - if(muscles[i].type!=boneconnect){ - glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z); - glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z); - } - } - glEnd(); if(muscleview!=2){ glPointSize(3); diff --git a/src/Skeleton.h b/src/Skeleton.h index 487c3c8..1f55966 100644 --- a/src/Skeleton.h +++ b/src/Skeleton.h @@ -47,7 +47,6 @@ class Joint XYZ realoldposition; XYZ velocity; XYZ offset; - float blurred; float length; bool lower; bool hasparent; diff --git a/src/config.h b/src/config.h index 9adaab1..c43f1a0 100644 --- a/src/config.h +++ b/src/config.h @@ -26,7 +26,6 @@ struct Config { int width; int height; bool vsync; - bool blur; bool blood; bool music; diff --git a/src/config.zig b/src/config.zig index d204ead..ecb199f 100644 --- a/src/config.zig +++ b/src/config.zig @@ -117,7 +117,6 @@ pub const Config = extern struct { width: c_int = 800, height: c_int = 600, vsync: bool = true, - blur: bool = false, blood: bool = true, music: bool = true, @@ -176,8 +175,6 @@ pub fn parse(base_dir: []const u8) !Config { config.height = try parseInt(c_int, kv.value, 10) else if (eql(u8, kv.key, "vsync")) config.vsync = try parseBool(kv.value) - else if (eql(u8, kv.key, "blur")) - config.blur = try parseBool(kv.value) else if (eql(u8, kv.key, "blood")) config.blood = try parseBool(kv.value) else return error.InvalidData; |