#include "geom.h"
#include "part.h"
#include "vec3.h"
-#include "solid.h"
#include "image.h"
#include "config.h"
+#include "video.h"
-#define PI 3.1415926535897932
+#include "solid_draw.h"
/*---------------------------------------------------------------------------*/
-static GLuint ball_list;
-static GLuint ball_text[2];
+static struct s_full beam;
+static struct s_full jump;
+static struct s_full goal;
+static struct s_full flag;
+static struct s_full mark;
+static struct s_full vect;
+static struct s_full back;
-void ball_init(int b)
-{
- char name[MAXSTR];
- int i, slices = b ? 32 : 16;
- int j, stacks = b ? 16 : 8;
-
- config_get_s(CONFIG_BALL, name, MAXSTR);
- ball_text[0] = make_image_from_file(NULL, NULL, NULL, NULL, name);
-
- config_get_s(CONFIG_BALL_BONUS, name, MAXSTR);
- ball_text[1] = make_image_from_file(NULL, NULL, NULL, NULL, name);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
- ball_list = glGenLists(1);
+static int back_state = 0;
- glNewList(ball_list, GL_COMPILE);
- {
- for (i = 0; i < stacks; i++)
- {
- float k0 = (float) i / stacks;
- float k1 = (float) (i + 1) / stacks;
-
- float s0 = fsinf(V_PI * (k0 - 0.5));
- float c0 = fcosf(V_PI * (k0 - 0.5));
- float s1 = fsinf(V_PI * (k1 - 0.5));
- float c1 = fcosf(V_PI * (k1 - 0.5));
-
- glBegin(GL_QUAD_STRIP);
- {
- for (j = 0; j <= slices; j++)
- {
- float k = (float) j / slices;
- float s = fsinf(V_PI * k * 2.0);
- float c = fcosf(V_PI * k * 2.0);
-
- glTexCoord2f(k, k0);
- glNormal3f(s * c0, c * c0, s0);
- glVertex3f(s * c0, c * c0, s0);
-
- glTexCoord2f(k, k1);
- glNormal3f(s * c1, c * c1, s1);
- glVertex3f(s * c1, c * c1, s1);
- }
- }
- glEnd();
- }
- }
- glEndList();
-}
+/*---------------------------------------------------------------------------*/
-void ball_free(void)
+void geom_init(void)
{
- if (glIsList(ball_list))
- glDeleteLists(ball_list, 1);
-
- if (glIsTexture(ball_text[0]))
- glDeleteTextures(1, &ball_text[0]);
-
- if (glIsTexture(ball_text[1]))
- glDeleteTextures(1, &ball_text[1]);
-
- ball_list = 0;
- ball_text[0] = 0;
- ball_text[1] = 0;
+ sol_load_full(&beam, "geom/beam/beam.sol", 0);
+ sol_load_full(&jump, "geom/jump/jump.sol", 0);
+ sol_load_full(&goal, "geom/goal/goal.sol", 0);
+ sol_load_full(&flag, "geom/flag/flag.sol", 0);
+ sol_load_full(&mark, "geom/mark/mark.sol", 0);
+ sol_load_full(&vect, "geom/vect/vect.sol", 0);
}
-void ball_draw(int i)
+void geom_free(void)
{
- glPushAttrib(GL_POLYGON_BIT |
- GL_LIGHTING_BIT |
- GL_DEPTH_BUFFER_BIT);
- {
- static const float s[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
- static const float e[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
- static const float h[1] = { 64.0f };
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
-
- glEnable(GL_COLOR_MATERIAL);
-
- glBindTexture(GL_TEXTURE_2D, ball_text[i]);
-
- /* Render the ball back to front in case it is translucent. */
-
- glDepthMask(GL_FALSE);
-
- glCullFace(GL_FRONT);
- glCallList(ball_list);
- glCullFace(GL_BACK);
- glCallList(ball_list);
-
- /* Render the ball into the depth buffer. */
-
- glDepthMask(GL_TRUE);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- {
- glCallList(ball_list);
- }
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-
- /* Ensure the ball is visible even when obscured by geometry. */
-
- glDisable(GL_DEPTH_TEST);
-
- glColor4f(1.0f, 1.0f, 1.0f, 0.1f);
- glCallList(ball_list);
- }
- glPopAttrib();
+ sol_free_full(&vect);
+ sol_free_full(&mark);
+ sol_free_full(&flag);
+ sol_free_full(&goal);
+ sol_free_full(&jump);
+ sol_free_full(&beam);
}
/*---------------------------------------------------------------------------*/
-static GLuint mark_list;
-
-void mark_init(int b)
+void back_init(const char *name)
{
- int i, slices = b ? 32 : 16;
-
- mark_list = glGenLists(1);
-
- glNewList(mark_list, GL_COMPILE);
- {
- glBegin(GL_TRIANGLE_FAN);
- {
- glNormal3f(0.f, 1.f, 0.f);
+ if (back_state)
+ back_free();
- for (i = 0; i < slices; i++)
- {
- float x = fcosf(-2.f * PI * i / slices);
- float y = fsinf(-2.f * PI * i / slices);
+ /* Load the background SOL and modify its material in-place to use the */
+ /* named gradient texture. */
- glVertex3f(x, 0, y);
- }
- }
- glEnd();
- }
- glEndList();
-}
+ sol_load_full(&back, "geom/back/back.sol", 0);
+ back.draw.mv[0].o = make_image_from_file(name);
-void mark_draw(void)
-{
- glPushAttrib(GL_TEXTURE_BIT);
- glPushAttrib(GL_LIGHTING_BIT);
- glPushAttrib(GL_DEPTH_BUFFER_BIT);
- {
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(GL_FALSE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glCallList(mark_list);
- }
- glPopAttrib();
- glPopAttrib();
- glPopAttrib();
+ back_state = 1;
}
-void mark_free(void)
+void back_free(void)
{
- if (glIsList(mark_list))
- glDeleteLists(mark_list, 1);
-
- mark_list = 0;
+ if (back_state)
+ sol_free_full(&back);
+
+ back_state = 0;
}
/*---------------------------------------------------------------------------*/
-static GLuint coin_text;
-static GLuint coin_grup;
-static GLuint coin_grdn;
-static GLuint coin_list;
-
-static void coin_head(int n, float radius, float thick)
+static const struct d_mtrl *jump_part_draw(const struct d_mtrl *mq,
+ GLfloat s, GLfloat a)
{
- int i;
+ glMatrixMode(GL_TEXTURE);
+ glTranslatef(s, 0.0f, 0.0f);
+ glMatrixMode(GL_MODELVIEW);
- glBegin(GL_TRIANGLE_FAN);
- {
- glNormal3f(0.f, 0.f, +1.f);
+ glRotatef(a, 0.0f, 1.0f, 0.0f);
+ mq = sol_draw(&jump.draw, mq, 1, 1);
+ glScalef(0.9f, 0.9f, 0.9f);
- for (i = 0; i < n; i++)
- {
- float x = fcosf(+2.f * PI * i / n);
- float y = fsinf(+2.f * PI * i / n);
-
- glTexCoord2f(-x * 0.5f + 0.5f, +y * 0.5f + 0.5f);
- glVertex3f(radius * x, radius * y, +thick);
- }
- }
- glEnd();
+ return mq;
}
-static void coin_tail(int n, float radius, float thick)
+static const struct d_mtrl *goal_part_draw(const struct d_mtrl *mq, GLfloat s)
{
- int i;
-
- glBegin(GL_TRIANGLE_FAN);
- {
- glNormal3f(0.f, 0.f, -1.f);
+ glMatrixMode(GL_TEXTURE);
+ glTranslatef(0.0f, -s, 0.0f);
+ glMatrixMode(GL_MODELVIEW);
- for (i = 0; i < n; i++)
- {
- float x = fcosf(-2.f * PI * i / n);
- float y = fsinf(-2.f * PI * i / n);
+ mq = sol_draw(&goal.draw, mq, 1, 1);
+ glScalef(0.8f, 1.1f, 0.8f);
- glTexCoord2f(+x * 0.5f + 0.5f, +y * 0.5f + 0.5f);
- glVertex3f(radius * x, radius * y, -thick);
- }
- }
- glEnd();
+ return mq;
}
-static void coin_edge(int n, float radius, float thick)
-{
- int i;
-
- glBegin(GL_QUAD_STRIP);
- {
- for (i = 0; i <= n; i++)
- {
- float x = fcosf(2.f * PI * i / n);
- float y = fsinf(2.f * PI * i / n);
-
- glNormal3f(x, y, 0.f);
- glVertex3f(radius * x, radius * y, +thick);
- glVertex3f(radius * x, radius * y, -thick);
- }
- }
- glEnd();
-}
+/*---------------------------------------------------------------------------*/
-void coin_color(float *c, int n)
+const struct d_mtrl *goal_draw(const struct d_mtrl *mq, float t)
{
- if (n >= 1)
- {
- c[0] = 1.0f;
- c[1] = 1.0f;
- c[2] = 0.2f;
- }
- if (n >= 5)
- {
- c[0] = 1.0f;
- c[1] = 0.2f;
- c[2] = 0.2f;
- }
- if (n >= 10)
- {
- c[0] = 0.2f;
- c[1] = 0.2f;
- c[2] = 1.0f;
- }
- if (n == 50) /*white's kind of boring, but you can do a colored png that way.*/
+ glPushMatrix();
{
- c[0] = 1.0f;
- c[1] = 1.0f;
- c[2] = 1.0f;
- }
- if (n == 150)
- {
- c[0] = 1.0f;
- c[1] = 1.0f;
- c[2] = 1.0f;
- }
-}
+ glScalef(1.0f, 3.0f, 1.0f);
+ glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
-void coin_init(int b)
-{
- int n = b ? 32 : 8;
+ mq = sol_draw(&beam.draw, mq, 1, 1);
- coin_text = make_image_from_file(NULL, NULL, NULL, NULL, IMG_COIN);
- coin_grup = make_image_from_file(NULL, NULL, NULL, NULL, IMG_COIN_GRUP);
- coin_grdn = make_image_from_file(NULL, NULL, NULL, NULL, IMG_COIN_GRDN);
- coin_list = glGenLists(1);
+ mq = goal_part_draw(mq, t * 0.10f);
+ mq = goal_part_draw(mq, t * 0.10f);
+ mq = goal_part_draw(mq, t * 0.10f);
+ mq = goal_part_draw(mq, t * 0.10f);
- glNewList(coin_list, GL_COMPILE);
- {
- coin_edge(n, COIN_RADIUS, COIN_THICK);
- coin_head(n, COIN_RADIUS, COIN_THICK);
- coin_tail(n, COIN_RADIUS, COIN_THICK);
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
- glEndList();
+ glPopMatrix();
+
+ return mq;
}
-void coin_free(void)
+const struct d_mtrl *jump_draw(const struct d_mtrl *mq, float t, int h)
{
- if (glIsList(coin_list))
- glDeleteLists(coin_list, 1);
+ static GLfloat jump_colors[4][4] = {
+ { 0.75f, 0.5f, 1.0f, 0.5f },
+ { 0.75f, 0.5f, 1.0f, 0.8f },
+ };
- if (glIsTexture(coin_text))
- glDeleteTextures(1, &coin_text);
+ glPushMatrix();
+ {
+ glColor4fv(jump_colors[h]);
- if (glIsTexture(coin_grup))
- glDeleteTextures(1, &coin_grup);
+ glScalef(1.0f, 2.0f, 1.0f);
- if (glIsTexture(coin_grdn))
- glDeleteTextures(1, &coin_grdn);
+ mq = sol_draw(&beam.draw, mq, 1, 1);
- coin_list = 0;
- coin_text = 0;
- coin_grup = 0;
- coin_grdn = 0;
-}
+ mq = jump_part_draw(mq, t * 0.15f, t * 360.0f);
+ mq = jump_part_draw(mq, t * 0.20f, t * 360.0f);
+ mq = jump_part_draw(mq, t * 0.25f, t * 360.0f);
-void coin_push(void)
-{
- static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
- static const float s[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
- static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
- static const float h[1] = { 32.0f };
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
- glPushAttrib(GL_LIGHTING_BIT);
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ }
+ glPopMatrix();
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
+ return mq;
}
-void coin_push_text(int n)
+const struct d_mtrl *swch_draw(const struct d_mtrl *mq, int b, int e)
{
- glEnable(GL_COLOR_MATERIAL);
- if (n == 50)
- glBindTexture(GL_TEXTURE_2D, coin_grdn);
- else if (n == 150)
- glBindTexture(GL_TEXTURE_2D, coin_grup);
- else
- glBindTexture(GL_TEXTURE_2D, coin_text);
-}
+ static GLfloat swch_colors[4][4] = {
+ { 1.0f, 0.0f, 0.0f, 0.5f }, /* red out */
+ { 1.0f, 0.0f, 0.0f, 0.8f }, /* red in */
+ { 0.0f, 1.0f, 0.0f, 0.5f }, /* green out */
+ { 0.0f, 1.0f, 0.0f, 0.8f }, /* green in */
+ };
-void coin_draw(int n, float r)
-{
- float c[3];
+ glPushMatrix();
+ {
+ glScalef(1.0f, 2.0f, 1.0f);
- coin_color(c, n);
+ glColor4fv(swch_colors[b * 2 + e]);
+ mq = sol_draw(&beam.draw, mq, 1, 1);
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ }
+ glPopMatrix();
- glColor3fv(c);
- glCallList(coin_list);
+ return mq;
}
-void coin_pull(void)
+const struct d_mtrl *flag_draw(const struct d_mtrl *mq)
{
- glPopAttrib();
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ return sol_draw(&flag.draw, mq, 1, 1);
}
-/*---------------------------------------------------------------------------*/
-
-static GLuint goal_list;
-
-void goal_init(int b)
+const struct d_mtrl *mark_draw(const struct d_mtrl *mq)
{
- int i, n = b ? 32 : 8;
-
- goal_list = glGenLists(1);
-
- glNewList(goal_list, GL_COMPILE);
- {
- glPushAttrib(GL_TEXTURE_BIT |
- GL_LIGHTING_BIT |
- GL_DEPTH_BUFFER_BIT);
- {
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(GL_FALSE);
-
- glBegin(GL_QUAD_STRIP);
- {
- for (i = 0; i <= n; i++)
- {
- float x = fcosf(2.f * PI * i / n);
- float y = fsinf(2.f * PI * i / n);
-
- glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
- glVertex3f(x, 0.0f, y);
-
- glColor4f(1.0f, 1.0f, 0.0f, 0.0f);
- glVertex3f(x, GOAL_HEIGHT, y);
- }
- }
- glEnd();
- }
- glPopAttrib();
- }
- glEndList();
-}
-
-void goal_free(void)
-{
- if (glIsList(goal_list))
- glDeleteLists(goal_list, 1);
-
- goal_list = 0;
+ return sol_draw(&mark.draw, mq, 1, 1);
}
-void goal_draw(void)
+const struct d_mtrl *vect_draw(const struct d_mtrl *mq)
{
- glCallList(goal_list);
+ mq = sol_draw(&vect.draw, mq, 0, 1);
+ mq = sol_draw(&vect.draw, mq, 0, 0);
+ return mq;
}
-/*---------------------------------------------------------------------------*/
-
-static GLuint jump_list;
-
-void jump_init(int b)
+const struct d_mtrl *back_draw(const struct d_mtrl *mq, float t)
{
- int k, i, n = b ? 32 : 8;
-
- jump_list = glGenLists(2);
-
- for (k = 0; k < 12; k++)
+ glPushMatrix();
{
- glNewList(jump_list + k, GL_COMPILE);
+ GLfloat dx = 60.0f * fsinf(t / 10.0f);
+ GLfloat dz = 180.0f * fsinf(t / 12.0f);
+
+ glDisable(GL_LIGHTING);
+ glDepthMask(GL_FALSE);
{
- glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT | GL_DEPTH_BUFFER_BIT);
- {
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(GL_FALSE);
-
- glBegin(GL_QUAD_STRIP);
- {
- for (i = 0; i <= n; i++)
- {
- float x = fcosf(2.f * PI * i / n);
- float y = fsinf(2.f * PI * i / n);
-
- glColor4f(1.0f, 1.0f, 1.0f, (k == 0 ? 0.5f : 0.8f));
- glVertex3f(x, 0.0f, y);
-
- glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
- glVertex3f(x, JUMP_HEIGHT, y);
- }
- }
- glEnd();
- }
- glPopAttrib();
+ glScalef(-BACK_DIST, BACK_DIST, -BACK_DIST);
+ glRotatef(dz, 0.0f, 0.0f, 1.0f);
+ glRotatef(dx, 1.0f, 0.0f, 0.0f);
+
+ mq = sol_draw(&back.draw, mq, 1, 1);
}
- glEndList();
+ glDepthMask(GL_TRUE);
+ glEnable(GL_LIGHTING);
}
-}
+ glPopMatrix();
-void jump_free(void)
-{
- if (glIsList(jump_list))
- glDeleteLists(jump_list, 1);
-
- jump_list = 0;
+ return mq;
}
-void jump_draw(int highlight)
+void back_draw_easy(void)
{
- glCallList(jump_list + highlight);
+ sol_draw_disable(back_draw(sol_draw_enable(), 0.0f));
}
/*---------------------------------------------------------------------------*/
+/*
+static GLuint clip_text;
-static GLuint swch_list;
-
-static GLfloat swch_colors[8][4] = {
- {1.0f, 0.0f, 0.0f, 0.5f}, /* red out */
- {1.0f, 0.0f, 0.0f, 0.0f},
- {1.0f, 0.0f, 0.0f, 0.8f}, /* red in */
- {1.0f, 0.0f, 0.0f, 0.0f},
- {0.0f, 1.0f, 0.0f, 0.5f}, /* green out */
- {0.0f, 1.0f, 0.0f, 0.0f},
- {0.0f, 1.0f, 0.0f, 0.8f}, /* green in */
- {0.0f, 1.0f, 0.0f, 0.0f}};
+static GLubyte clip_data[] = { 0xff, 0xff, 0x0, 0x0 };
-void swch_init(int b)
+void clip_init(void)
{
- int k, i, n = b ? 32 : 8;
+ if (!glActiveTexture_)
+ return;
- swch_list = glGenLists(4);
+ glActiveTexture_(GL_TEXTURE1);
+ {
+ glGenTextures(1, &clip_text);
+ glBindTexture(GL_TEXTURE_1D, clip_text);
- /* Create the display lists. */
+ glTexImage1D(GL_TEXTURE_1D, 0,
+ GL_LUMINANCE_ALPHA, 2, 0,
+ GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, clip_data);
- for (k = 0; k < 4; k++)
- {
- glNewList(swch_list + k, GL_COMPILE);
- {
- glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT | GL_DEPTH_BUFFER_BIT);
- {
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(GL_FALSE);
-
- glBegin(GL_QUAD_STRIP);
- {
- for (i = 0; i <= n; i++)
- {
- float x = fcosf(2.f * PI * i / n);
- float y = fsinf(2.f * PI * i / n);
-
- glColor4fv(swch_colors[2 * k]);
- glVertex3f(x, 0.0f, y);
-
- glColor4fv(swch_colors[2 * k + 1]);
- glVertex3f(x, SWCH_HEIGHT, y);
- }
- }
- glEnd();
- }
- glPopAttrib();
- }
- glEndList();
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
}
+ glActiveTexture_(GL_TEXTURE0);
}
-void swch_free(void)
+void clip_free(void)
{
- if (glIsList(swch_list))
- glDeleteLists(swch_list, 2);
-
- swch_list = 0;
+ if (glIsTexture(clip_text))
+ glDeleteTextures(1, &clip_text);
}
-void swch_draw(int b, int e)
+void clip_draw_set(void)
{
- glCallList(swch_list + b * 2 + e);
-}
-
-/*---------------------------------------------------------------------------*/
+ if (!glActiveTexture_)
+ return;
-static GLuint flag_list;
-
-void flag_init(int b)
-{
- int i, n = b ? 8 : 4;
+ glActiveTexture_(GL_TEXTURE1);
+ {
+ glBindTexture(GL_TEXTURE_1D, clip_text);
- flag_list = glGenLists(1);
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glNewList(flag_list, GL_COMPILE);
- {
- glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT);
- {
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
-
- glBegin(GL_QUAD_STRIP);
- {
- for (i = 0; i <= n; i++)
- {
- float x = fcosf(2.f * PI * i / n) * 0.01f;
- float y = fsinf(2.f * PI * i / n) * 0.01f;
-
- glColor3f(1.0f, 1.0f, 1.0f);
- glVertex3f(x, 0.0f, y);
- glVertex3f(x, GOAL_HEIGHT, y);
- }
- }
- glEnd();
-
- glBegin(GL_TRIANGLES);
- {
- glColor3f(1.0f, 0.0f, 0.0f);
-
- glVertex3f( 0.0f, GOAL_HEIGHT, 0.0f);
- glVertex3f(GOAL_HEIGHT * 0.2f, GOAL_HEIGHT * 0.9f, 0.0f);
- glVertex3f( 0.0f, GOAL_HEIGHT * 0.8f, 0.0f);
-
- glVertex3f( 0.0f, GOAL_HEIGHT, 0.0f);
- glVertex3f( 0.0f, GOAL_HEIGHT * 0.8f, 0.0f);
- glVertex3f(GOAL_HEIGHT * 0.2f, GOAL_HEIGHT * 0.9f, 0.0f);
- }
- glEnd();
- }
- glPopAttrib();
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_1D);
}
- glEndList();
+ glActiveTexture_(GL_TEXTURE0);
}
-void flag_free(void)
+void clip_draw_clr(void)
{
- if (glIsList(flag_list))
- glDeleteLists(flag_list, 1);
-
- flag_list = 0;
-}
+ if (!glActiveTexture_)
+ return;
-void flag_draw(void)
-{
- glCallList(flag_list);
+ glActiveTexture_(GL_TEXTURE1);
+ {
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_1D);
+ }
+ glActiveTexture_(GL_TEXTURE0);
}
-
+*/
/*---------------------------------------------------------------------------*/
+
/*
* A note about lighting and shadow: technically speaking, it's wrong.
* The light position and shadow projection behave as if the
void shad_init(void)
{
- shad_text = make_image_from_file(NULL, NULL, NULL, NULL, IMG_SHAD);
+ shad_text = make_image_from_file(IMG_SHAD);
if (config_get_d(CONFIG_SHADOW) == 2)
{
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
glDeleteTextures(1, &shad_text);
}
-void shad_draw_set(const float *p, float r)
+void shad_draw_set(void)
{
- glMatrixMode(GL_TEXTURE);
+ glActiveTexture_(GL_TEXTURE1);
{
- float k = 0.25f / r;
-
+ glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shad_text);
-
- glLoadIdentity();
- glTranslatef(0.5f - k * p[0],
- 0.5f - k * p[2], 0.f);
- glScalef(k, k, 1.0f);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}
- glMatrixMode(GL_MODELVIEW);
+ glActiveTexture_(GL_TEXTURE0);
}
void shad_draw_clr(void)
{
- glMatrixMode(GL_TEXTURE);
- {
- glLoadIdentity();
- }
- glMatrixMode(GL_MODELVIEW);
-}
-
-/*---------------------------------------------------------------------------*/
-
-void fade_draw(float k)
-{
- int w = config_get_d(CONFIG_WIDTH);
- int h = config_get_d(CONFIG_HEIGHT);
-
- if (k > 0.0f)
+ glActiveTexture_(GL_TEXTURE1);
{
- config_push_ortho();
- glPushAttrib(GL_TEXTURE_BIT |
- GL_LIGHTING_BIT |
- GL_COLOR_BUFFER_BIT |
- GL_DEPTH_BUFFER_BIT);
- {
- glEnable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_TEXTURE_2D);
-
- glColor4f(0.0f, 0.0f, 0.0f, k);
-
- glBegin(GL_QUADS);
- {
- glVertex2i(0, 0);
- glVertex2i(w, 0);
- glVertex2i(w, h);
- glVertex2i(0, h);
- }
- glEnd();
- }
- glPopAttrib();
- config_pop_matrix();
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
}
+ glActiveTexture_(GL_TEXTURE0);
}
/*---------------------------------------------------------------------------*/