void SludgeFloorMaker::drawRect() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0f, 1.00f, 1.00f); pasteSprite(&backdrop.sprites[0], &backdrop.myPalette, FALSE); glDisable(GL_TEXTURE_2D); glColor3f(1.0f, 0.35f, 0.35f); glBegin(GL_LINES); { glVertex3f( 0.0, 0.0, 0.0); glVertex3f( 1000.0, 0.0, 0.0); glVertex3f( 0.0, 0.0, 0.0); glVertex3f( 0.0, 1000.0, 0.0); } glEnd(); if (lit) { glColor3f(1.0f, 0.00f, 1.00f); glBegin(GL_QUADS); { glVertex3i( litX-8, litY-8, 0); glVertex3i( litX+8, litY-8, 0); glVertex3i( litX+8, litY+8, 0); glVertex3i( litX-8, litY+8, 0); } glEnd(); } drawFloor(getFloor(), r, g, b); if (selection == 1) { glColor3f(1.0f, 0.00f, 1.00f); glBegin(GL_LINES); { glVertex3i(selx1, sely1, 0); glVertex3i(selx2, sely2, 0); } glEnd(); } }
void SludgeZBufferMaker::drawRect() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); int i; int b = buffer(); if (backdrop.total>1) for (i=1; i< backdrop.total; i++) { if (i == b) { glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } else glColor4f(0.2f, 0.0f, 0.5f, 1.0f); pasteSprite(&backdrop.sprites[i], &backdrop.myPalette, false); } glDisable(GL_TEXTURE_2D); glColor3f(1.0f, 0.35f, 0.35f); glBegin(GL_LINE_LOOP); { glVertex3f( 0.0, 0.0, 0.0); glVertex3f( backdrop.sprites[0].width, 0.0, 0.0); glVertex3f( backdrop.sprites[0].width, -backdrop.sprites[0].height, 0.0); glVertex3f( 0.0, -backdrop.sprites[0].height, 0.0); } glEnd(); if (b>0) { glColor4f(0.0f, 1.0f, 0.0f, 0.7f); glBegin(GL_LINES); { glVertex3f( 0.0, backdrop.sprites[b].special, 0.0); glVertex3f( backdrop.sprites[0].width, backdrop.sprites[b].special, 0.0); } glEnd(); } }