aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
Diffstat (limited to 'src')
-rw-r--r--src/Game.h3
-rw-r--r--src/GameDraw.cpp71
-rw-r--r--src/GameInitDispose.cpp1
-rw-r--r--src/Skeleton.cpp64
-rw-r--r--src/Skeleton.h1
-rw-r--r--src/config.h1
-rw-r--r--src/config.zig3
7 files changed, 25 insertions, 119 deletions
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;