#include "image.h"
#include "base_image.h"
#include "solid_gl.h"
+#include "solid_phys.h"
#include "base_config.h"
+#include "lang.h"
/*---------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------*/
+int sol_reflective(const struct s_file *fp)
+{
+ int bi;
+
+ for (bi = 0; bi < fp->bc; bi++)
+ if (fp->bv[bi].rl)
+ return 1;
+
+ return 0;
+}
+
+/*---------------------------------------------------------------------------*/
+
#define tobyte(f) ((GLubyte) (f * 255.0f))
#define color_cmp(a, b) (tobyte((a)[0]) == tobyte((b)[0]) && \
glBegin(GL_QUADS);
{
- glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y0);
- glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y0);
- glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y1);
- glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y1);
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y0);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y0);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y1);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y1);
}
glEnd();
}
if (depthtest == 0) glEnable(GL_DEPTH_TEST);
}
-void sol_bill(const struct s_file *fp, const float *M)
+void sol_bill(const struct s_file *fp, const float *M, float t)
{
- float t = SDL_GetTicks() / 1000.f + 120.0f;
const struct s_mtrl *mp = &default_mtrl;
int ri;
glBegin(GL_QUADS);
{
- glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, -h / 2);
- glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, -h / 2);
- glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, +h / 2);
- glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, +h / 2);
+ glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, -h / 2);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, -h / 2);
+ glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, +h / 2);
+ glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, +h / 2);
}
glEnd();
}
/* Load the image referenced by each material. */
for (i = 0; i < fp->mc; i++)
- if ((fp->mv[i].o = sol_find_texture(fp->mv[i].f)))
+ if ((fp->mv[i].o = sol_find_texture(_(fp->mv[i].f))))
{
/* Set the texture to clamp or repeat based on material type. */