block colors
authorJohn Tsiombikas <nuclear@member.fsf.org>
Sun, 3 Mar 2019 00:07:59 +0000 (02:07 +0200)
committerJohn Tsiombikas <nuclear@member.fsf.org>
Sun, 3 Mar 2019 00:07:59 +0000 (02:07 +0200)
src/gamescr.c

index 4fd0b2b..f2a2ee4 100644 (file)
@@ -82,6 +82,16 @@ static const long level_speed[NUM_LEVELS] = {
        167, 151, 134, 117, 107, 98, 88, 79, 69, 60, 50
 };
 
+static const float blkcolor[][4] = {
+       {1.0, 0.65, 0.0, 1},
+       {0.16, 1.0, 0.0, 1},
+       {0.65, 0.65, 1.0, 1},
+       {1.0, 1.0, 0.0, 1},
+       {0.0, 1.0, 1.0, 1},
+       {1.0, 0.5, 1.0, 1},
+       {1.0, 0.25, 0.0, 1}
+};
+
 
 static int init(void)
 {
@@ -207,10 +217,14 @@ static void update(float dtsec)
 
 static void draw(void)
 {
+       const float lpos[] = {-1, 1, 6, 1};
+
        glTranslatef(0, 0, -cam_dist);
        glRotatef(cam_phi, 1, 0, 0);
        glRotatef(cam_theta, 0, 1, 0);
 
+       glLightfv(GL_LIGHT0, GL_POSITION, lpos);
+
        glPushAttrib(GL_ENABLE_BIT);
        glBindTexture(GL_TEXTURE_2D, tex_well);
        glEnable(GL_TEXTURE_2D);
@@ -231,12 +245,16 @@ static void draw(void)
        glPopMatrix();
 }
 
+static const float blkspec[] = {1, 1, 1, 1};
+
 static void draw_block(int block, const int *pos, int rot)
 {
-       int i, pal;
+       int i;
        unsigned char *p = blocks[block][rot];
 
-       /*pal = FIRST_BLOCK_PAL + block;*/
+       glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blkcolor[block]);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
+       glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
 
        for(i=0; i<4; i++) {
                int x = pos[1] + BLKX(*p);
@@ -260,6 +278,11 @@ static void drawpf(void)
        for(i=0; i<PF_ROWS; i++) {
                for(j=0; j<PF_COLS; j++) {
                        unsigned int val = *sptr++;
+
+                       glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blkcolor[val & 7]);
+                       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
+                       glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
+
                        if(val & PF_FULL) {
                                glPushMatrix();
                                glTranslatef(j, -i, 0);