m_basis(M, fp->uv[0].e[0], fp->uv[0].e[1], fp->uv[0].e[2]);
+ glPushAttrib(GL_LIGHTING_BIT);
glPushMatrix();
{
glTranslatef(fp->uv[0].p[0],
ball_draw();
}
glPopMatrix();
+ glPopAttrib();
}
static void game_draw_items(const struct s_file *fp)
float r = 360.f * SDL_GetTicks() / 1000.f;
int hi;
- item_push(ITEM_COIN);
+ glPushAttrib(GL_LIGHTING_BIT);
{
- for (hi = 0; hi < fp->hc; hi++)
+ item_push(ITEM_COIN);
+ {
+ for (hi = 0; hi < fp->hc; hi++)
- if (fp->hv[hi].t == ITEM_COIN && fp->hv[hi].n > 0)
- {
- glPushMatrix();
+ if (fp->hv[hi].t == ITEM_COIN && fp->hv[hi].n > 0)
{
- glTranslatef(fp->hv[hi].p[0],
- fp->hv[hi].p[1],
- fp->hv[hi].p[2]);
- glRotatef(r, 0.0f, 1.0f, 0.0f);
- item_draw(&fp->hv[hi], r);
+ glPushMatrix();
+ {
+ glTranslatef(fp->hv[hi].p[0],
+ fp->hv[hi].p[1],
+ fp->hv[hi].p[2]);
+ glRotatef(r, 0.0f, 1.0f, 0.0f);
+ item_draw(&fp->hv[hi], r);
+ }
+ glPopMatrix();
}
- glPopMatrix();
- }
- }
- item_pull();
+ }
+ item_pull();
- item_push(ITEM_SHRINK);
- {
- for (hi = 0; hi < fp->hc; hi++)
+ item_push(ITEM_SHRINK);
+ {
+ for (hi = 0; hi < fp->hc; hi++)
- if (fp->hv[hi].t == ITEM_SHRINK)
- {
- glPushMatrix();
+ if (fp->hv[hi].t == ITEM_SHRINK)
{
- glTranslatef(fp->hv[hi].p[0],
- fp->hv[hi].p[1],
- fp->hv[hi].p[2]);
- glRotatef(r, 0.0f, 1.0f, 0.0f);
- item_draw(&fp->hv[hi], r);
+ glPushMatrix();
+ {
+ glTranslatef(fp->hv[hi].p[0],
+ fp->hv[hi].p[1],
+ fp->hv[hi].p[2]);
+ glRotatef(r, 0.0f, 1.0f, 0.0f);
+ item_draw(&fp->hv[hi], r);
+ }
+ glPopMatrix();
}
- glPopMatrix();
- }
- }
- item_pull();
+ }
+ item_pull();
- item_push(ITEM_GROW);
- {
- for (hi = 0; hi < fp->hc; hi++)
+ item_push(ITEM_GROW);
+ {
+ for (hi = 0; hi < fp->hc; hi++)
- if (fp->hv[hi].t == ITEM_GROW)
- {
- glPushMatrix();
+ if (fp->hv[hi].t == ITEM_GROW)
{
- glTranslatef(fp->hv[hi].p[0],
- fp->hv[hi].p[1],
- fp->hv[hi].p[2]);
- glRotatef(r, 0.0f, 1.0f, 0.0f);
- item_draw(&fp->hv[hi], r);
+ glPushMatrix();
+ {
+ glTranslatef(fp->hv[hi].p[0],
+ fp->hv[hi].p[1],
+ fp->hv[hi].p[2]);
+ glRotatef(r, 0.0f, 1.0f, 0.0f);
+ item_draw(&fp->hv[hi], r);
+ }
+ glPopMatrix();
}
- glPopMatrix();
- }
+ }
+ item_pull();
}
- item_pull();
+ glPopAttrib();
}
static void game_draw_goals(const struct s_file *fp, float rx, float ry)
static void game_draw_fore(int pose, float rx,
float ry, int d, const float p[3])
{
- static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
- static const float s[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
- static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
- static const float h[1] = { 0.0f };
-
const float *ball_p = file.uv->p;
const float ball_r = file.uv->r;
/* Draw the particles and light columns. */
- 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);
-
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
game_draw_swchs(&file);
}
glEnable(GL_TEXTURE_2D);
+
+ glColor3f(1.0f, 1.0f, 1.0f);
}
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
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-0.0 0.0 0.0 1.0
-10.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000
1
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.2 0.2 0.2 1.0
-0.0 0.0 0.0 1.0
-10.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000
1
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.2 0.2 0.2 1.0
-0.0 0.0 0.0 1.0
-10.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000
1
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.2 0.2 0.2 1.0
-0.0 0.0 0.0 1.0
-10.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000
1
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.2 0.2 0.2 1.0
-0.0 0.0 0.0 1.0
-10.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000
1
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.2 0.2 0.2 1.0
-0.0 0.0 0.0 1.0
-10.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000
1
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.2 0.2 0.2 1.0
-0.0 0.0 0.0 1.0
-10.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000 0.000000 0.000000 1.000000
+0.000000
1
+45.000000
-1.0 1.0 1.0 0.5
-1.0 1.0 1.0 1.0
-0.2 0.2 0.2 1.0
-0.0 0.0 0.0 1.0
-0.0
+1.000000 1.000000 1.000000 0.500000
+0.200000 0.200000 0.200000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.000000 0.000000 0.000000 1.000000
+10.000000
4
+45.000000
-1.0 1.0 1.0 0.5
-1.0 1.0 1.0 1.0
-0.2 0.2 0.2 1.0
-0.0 0.0 0.0 1.0
-0.0
+1.000000 1.000000 1.000000 0.500000
+0.200000 0.200000 0.200000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.000000 0.000000 0.000000 1.000000
+10.000000
4
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.0 0.0 0.0 1.0
-40.0
+0.700000 0.700000 0.700000 1.000000
+0.200000 0.200000 0.200000 1.000000
+1.000000 1.000000 1.000000 1.000000
+0.000000 0.000000 0.000000 1.000000
+10.000000
1
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.0 0.0 0.0 1.0
-60.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.300000 0.300000 0.300000 1.000000
+0.000000 0.000000 0.000000 1.000000
+10.000000
1
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.0 0.0 0.0 1.0
-60.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.300000 0.300000 0.300000 1.000000
+0.000000 0.000000 0.000000 1.000000
+10.000000
1
+45.000000
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-1.0 1.0 1.0 1.0
-0.0 0.0 0.0 1.0
-60.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.300000 0.300000 0.300000 1.000000
+0.000000 0.000000 0.000000 1.000000
+10.000000
1
+45.000000
-0.8 0.8 0.8 1.0
-0.6 0.6 0.6 1.0
-0.4 0.4 0.4 1.0
-0.0 0.0 0.0 1.0
-20.0
+1.000000 1.000000 1.000000 1.000000
+0.200000 0.200000 0.200000 1.000000
+0.300000 0.300000 0.300000 1.000000
+0.000000 0.000000 0.000000 1.000000
+10.000000
1
+45.000000
glPopMatrix();
}
}
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
static void game_draw_goals(const struct s_file *fp, float rx, float ry)
glEnable(GL_LIGHTING);
glEnable(GL_BLEND);
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
+ GL_SEPARATE_SPECULAR_COLOR);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
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] = { 0.2f, 0.2f, 0.2f, 1.0f };
- static const float h[1] = { 64.0f };
+ static const float h[1] = { 20.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
{
-
glCallList(mark_list);
}
glDepthMask(GL_TRUE);
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 };
+ static const float h[1] = { 10.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
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(GOAL_HEIGHT * 0.2f, GOAL_HEIGHT * 0.9f, 0.0f);
}
glEnd();
+
+ 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();
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
}
glEnd();
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
gui_paint_text(id);
+
+ glColor4fv(gui_wht);
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
strncpy(mp->f, name, PATHMAX - 1);
- mp->a[0] = mp->a[1] = mp->a[2] = mp->a[3] = 1.0f;
- mp->d[0] = mp->d[1] = mp->d[2] = mp->d[3] = 1.0f;
- mp->s[0] = mp->s[1] = mp->s[2] = mp->s[3] = 1.0f;
- mp->e[0] = mp->e[1] = mp->e[2] = mp->e[3] = 1.0f;
+ mp->a[0] = mp->a[1] = mp->a[2] = 0.2f;
+ mp->d[0] = mp->d[1] = mp->d[2] = 0.8f;
+ mp->s[0] = mp->s[1] = mp->s[2] = 0.0f;
+ mp->e[0] = mp->e[1] = mp->e[2] = 0.0f;
+ mp->a[3] = mp->d[3] = mp->s[3] = mp->e[3] = 1.0f;
mp->h[0] = 0.0f;
mp->fl = 0;
mp->angle = 45.0f;
else if (strncmp(line, "f", 1) == 0)
{
- if (fp->mv[mi].d[3] > 0)
+ if (fp->mv[mi].d[3] > 0.0f)
read_f(fp, line + 1, v0, t0, s0, mi);
}
lp->gc = 0;
for (i = 0; i < lp->sc; i++)
- if (fp->mv[plane_m[fp->iv[lp->s0 + i]]].d[3] > 0)
+ if (fp->mv[plane_m[fp->iv[lp->s0 + i]]].d[3] > 0.0f)
clip_geom(fp, lp,
fp->iv[lp->s0 + i]);
static void sol_load_mtrl(FILE *fin, struct s_mtrl *mp)
{
- get_array(fin, mp->a, 4);
get_array(fin, mp->d, 4);
+ get_array(fin, mp->a, 4);
get_array(fin, mp->s, 4);
get_array(fin, mp->e, 4);
get_array(fin, mp->h, 1);
static void sol_stor_mtrl(FILE *fout, struct s_mtrl *mp)
{
- put_array(fout, mp->a, 4);
put_array(fout, mp->d, 4);
+ put_array(fout, mp->a, 4);
put_array(fout, mp->s, 4);
put_array(fout, mp->e, 4);
put_array(fout, mp->h, 1);
struct s_mtrl
{
- float a[4]; /* ambient color */
float d[4]; /* diffuse color */
+ float a[4]; /* ambient color */
float s[4]; /* specular color */
float e[4]; /* emission color */
float h[1]; /* specular exponent */
static struct s_mtrl default_mtrl =
{
- { 0.2f, 0.2f, 0.2f, 1.0f },
{ 0.8f, 0.8f, 0.8f, 1.0f },
+ { 0.2f, 0.2f, 0.2f, 1.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.0f, }, 0.0f, M_OPAQUE, 0, ""