void CTexture::DrawSky() { GLrgba color; float grey; float scale, inv_scale; int i, x, y; int width, height; int offset; int width_adjust; int height_adjust; color = WorldBloomColor(); grey = (color.red + color.green + color.blue) / 3.0f; //desaturate, slightly dim color = (color + glRgba(grey) * 2.0f) / 15.0f; glDisable(GL_BLEND); glBegin(GL_QUAD_STRIP); glColor3f(0, 0, 0); glVertex2i(0, _half); glVertex2i(_size, _half); glColor3fv(&color.red); glVertex2i(0, _size - 2); glVertex2i(_size, _size - 2); glEnd(); //Draw a bunch of little faux-buildings on the horizon. for (i = 0; i < _size; i += 5) drawrect(i, _size - RandomVal(8) - RandomVal(8) - RandomVal(8), i + RandomVal(9), _size, glRgba(0.0f)); //Draw the clouds for (i = _size - 30; i > 5; i -= 2) { x = RandomVal(_size); y = i; scale = 1.0f - ((float)y / (float)_size); width = RandomVal(_half / 2) + (int)((float)_half * scale) / 2; scale = 1.0f - (float)y / (float)_size; height = (int)((float)(width) * scale); height = MAX(height, 4); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, TextureId(TEXTURE_SOFT_CIRCLE)); glDepthMask(false); glBegin(GL_QUADS); for (offset = -_size; offset <= _size; offset += _size) { for (scale = 1.0f; scale > 0.0f; scale -= 0.25f) { inv_scale = 1.0f - (scale); if (scale < 0.4f) color = WorldBloomColor() * 0.1f; else color = glRgba(0.0f); color.alpha = 0.2f; glColor4fv(&color.red); width_adjust = (int)((float)width / 2.0f + (int)(inv_scale * ((float)width / 2.0f))); height_adjust = height + (int)(scale * (float)height * 0.99f); glTexCoord2f(0, 0); glVertex2i(offset + x - width_adjust, y + height - height_adjust); glTexCoord2f(0, 1); glVertex2i(offset + x - width_adjust, y + height); glTexCoord2f(1, 1); glVertex2i(offset + x + width_adjust, y + height); glTexCoord2f(1, 0); glVertex2i(offset + x + width_adjust, y + height - height_adjust); } } } glEnd(); }
static void do_effects (int type) { float hue1, hue2, hue3, hue4; GLrgba color; float fade; int radius; int x, y; int i; int bloom_radius; int bloom_step; fade = WorldFade (); bloom_radius = 15; bloom_step = bloom_radius / 3; if (!TextureReady ()) return; //Now change projection modes so we can render full-screen effects glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity (); glOrtho (0, render_width, render_height, 0, 0.1f, 2048); glMatrixMode (GL_MODELVIEW); glPushMatrix (); glLoadIdentity(); glTranslatef(0, 0, -1.0f); glDisable (GL_CULL_FACE); glDisable (GL_FOG); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Render full-screen effects glBlendFunc (GL_ONE, GL_ONE); glEnable (GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glDepthMask (false); glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_BLOOM)); switch (type) { case EFFECT_DEBUG: glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_LOGOS)); glDisable (GL_BLEND); glBegin (GL_QUADS); glColor3f (1, 1, 1); glTexCoord2f (0, 0); glVertex2i (0, render_height / 4); glTexCoord2f (0, 1); glVertex2i (0, 0); glTexCoord2f (1, 1); glVertex2i (render_width / 4, 0); glTexCoord2f (1, 0); glVertex2i (render_width / 4, render_height / 4); glTexCoord2f (0, 0); glVertex2i (0, 512); glTexCoord2f (0, 1); glVertex2i (0, 0); glTexCoord2f (1, 1); glVertex2i (512, 0); glTexCoord2f (1, 0); glVertex2i (512, 512); glEnd (); break; case EFFECT_BLOOM_RADIAL: //Psychedelic bloom glEnable (GL_BLEND); glBegin (GL_QUADS); color = WorldBloomColor () * BLOOM_SCALING * 2; glColor3fv (&color.red); for (i = 0; i <= 100; i+=10) { glTexCoord2f (0, 0); glVertex2i (-i, i + render_height); glTexCoord2f (0, 1); glVertex2i (-i, -i); glTexCoord2f (1, 1); glVertex2i (i + render_width, -i); glTexCoord2f (1, 0); glVertex2i (i + render_width, i + render_height); } glEnd (); break; case EFFECT_COLOR_CYCLE: //Oooh. Pretty colors. Tint the scene according to screenspace. hue1 = (float)(GetTickCount () % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME; hue2 = (float)((GetTickCount () + COLOR_CYCLE) % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME; hue3 = (float)((GetTickCount () + COLOR_CYCLE * 2) % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME; hue4 = (float)((GetTickCount () + COLOR_CYCLE * 3) % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME; glBindTexture(GL_TEXTURE_2D, 0); glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); glBegin (GL_QUADS); color = glRgbaFromHsl (hue1, 1.0f, 0.6f); glColor3fv (&color.red); glTexCoord2f (0, 0); glVertex2i (0, render_height); color = glRgbaFromHsl (hue2, 1.0f, 0.6f); glColor3fv (&color.red); glTexCoord2f (0, 1); glVertex2i (0, 0); color = glRgbaFromHsl (hue3, 1.0f, 0.6f); glColor3fv (&color.red); glTexCoord2f (1, 1); glVertex2i (render_width, 0); color = glRgbaFromHsl (hue4, 1.0f, 0.6f); glColor3fv (&color.red); glTexCoord2f (1, 0); glVertex2i (render_width, render_height); glEnd (); break; case EFFECT_BLOOM: //Simple bloom effect glBegin (GL_QUADS); color = WorldBloomColor () * BLOOM_SCALING; glColor3fv (&color.red); for (x = -bloom_radius; x <= bloom_radius; x += bloom_step) { for (y = -bloom_radius; y <= bloom_radius; y += bloom_step) { if (abs (x) == abs (y) && x) continue; glTexCoord2f (0, 0); glVertex2i (x, y + render_height); glTexCoord2f (0, 1); glVertex2i (x, y); glTexCoord2f (1, 1); glVertex2i (x + render_width, y); glTexCoord2f (1, 0); glVertex2i (x + render_width, y + render_height); } } glEnd (); break; case EFFECT_DEBUG_OVERBLOOM: //This will punish that uppity GPU. Good for testing low frame rate behavior. glBegin (GL_QUADS); color = WorldBloomColor () * 0.01f; glColor3fv (&color.red); for (x = -50; x <= 50; x+=5) { for (y = -50; y <= 50; y+=5) { glTexCoord2f (0, 0); glVertex2i (x, y + render_height); glTexCoord2f (0, 1); glVertex2i (x, y); glTexCoord2f (1, 1); glVertex2i (x + render_width, y); glTexCoord2f (1, 0); glVertex2i (x + render_width, y + render_height); } } glEnd (); break; } //Do the fade to / from darkness used to hide scene transitions if (LOADING_SCREEN) { if (fade > 0.0f) { glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable (GL_BLEND); glDisable (GL_TEXTURE_2D); glColor4f (0, 0, 0, fade); glBegin (GL_QUADS); glVertex2i (0, 0); glVertex2i (0, render_height); glVertex2i (render_width, render_height); glVertex2i (render_width, 0); glEnd (); } if (TextureReady () && !EntityReady () && fade != 0.0f) { radius = render_width / 16; do_progress ((float)render_width / 2, (float)render_height / 2, (float)radius, fade, EntityProgress ()); RenderPrint (render_width / 2 - LOGO_PIXELS, render_height / 2 + LOGO_PIXELS, 0, glRgba (0.5f), "%1.2f%%", EntityProgress () * 100.0f); RenderPrint (1, "%s v%d.%d.%03d", APP_TITLE, VERSION_MAJOR, VERSION_MINOR, VERSION_REVISION); } } glPopMatrix (); glMatrixMode (GL_PROJECTION); glPopMatrix (); glMatrixMode (GL_MODELVIEW); glEnable(GL_DEPTH_TEST); }