From b4c1194c6931b3cb11b59f5b8e2c12f45b9f9d03 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Nguy=E1=BB=85n=20Gia=20Phong?= Date: Tue, 28 Nov 2023 19:00:59 +0900 Subject: Move decals struct to Zig --- src/GameDraw.cpp | 23 +---------------------- 1 file changed, 1 insertion(+), 22 deletions(-) (limited to 'src/GameDraw.cpp') 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