--- /dev/null
+#include <math.h>
+#include "color.h"
+
+static float min3(float a, float b, float c)
+{
+ if(a < b && a < c) return a;
+ return b < c ? b : c;
+}
+
+static float max3(float a, float b, float c)
+{
+ if(a > b && a > c) return a;
+ return b > c ? b : c;
+}
+
+void rgb_to_hsv(float r, float g, float b, float *h, float *s, float *v)
+{
+ float min, max, delta;
+
+ min = min3(r, g, b);
+ max = max3(r, g, b);
+ *v = max;
+
+ delta = max - min;
+
+ if(max != 0) {
+ *s = delta / max;
+ } else {
+ *s = 0;
+ *h = -1;
+ return;
+ }
+
+ if(!delta) delta = 1.0f;
+
+ if(r == max)
+ *h = (g - b) / delta;
+ else if( g == max )
+ *h = 2 + (b - r) / delta;
+ else
+ *h = 4 + (r - g) / delta;
+
+ *h *= 60;
+ if(*h < 0) {
+ *h += 360.0f;
+ }
+ *h /= 360.0f;
+}
+
+#define RETRGB(red, green, blue) \
+ do { \
+ *r = (red); \
+ *g = (green); \
+ *b = (blue); \
+ return; \
+ } while(0)
+
+void hsv_to_rgb(float h, float s, float v, float *r, float *g, float *b)
+{
+ float sec, frac, o, p, q;
+ int hidx;
+
+ if(s == 0.0f) {
+ *r = *g = *b = v;
+ return;
+ }
+
+ sec = floor(h * (360.0f / 60.0f));
+ frac = (h * (360.0f / 60.0f)) - sec;
+
+ o = v * (1.0f - s);
+ p = v * (1.0f - s * frac);
+ q = v * (1.0f - s * (1.0f - frac));
+
+ hidx = (int)sec;
+ switch(hidx) {
+ default:
+ case 0: RETRGB(v, q, o);
+ case 1: RETRGB(p, v, o);
+ case 2: RETRGB(o, v, q);
+ case 3: RETRGB(o, p, v);
+ case 4: RETRGB(q, o, v);
+ case 5: RETRGB(v, o, p);
+ }
+}
#include "blocks.h"
#include "logger.h"
#include "gameinp.h"
+#include "color.h"
int init_starfield(void);
void draw_starfield(void);
static void stop(void);
static void update(float dt);
static void draw(void);
-static void draw_block(int block, const int *pos, int rot);
+static void draw_block(int block, const int *pos, int rot, float sat, float alpha);
static void drawpf(void);
static void reshape(int x, int y);
static void keyboard(int key, int pressed);
drawpf();
if(cur_block >= 0) {
- draw_block(cur_block, pos, cur_rot);
+ draw_block(cur_block, pos, cur_rot, 1.0f, 1.0f);
}
glPopMatrix();
+ glPushAttrib(GL_ENABLE_BIT);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glPushMatrix();
t = (float)time_msec / 1000.0f;
glTranslatef(-PF_COLS / 2 + 0.5 + PF_COLS + 3, PF_ROWS / 2 - 0.5, 0);
glTranslatef(1.5, -1, 0);
glRotatef(cos(t) * 8.0f, 1, 0, 0);
glRotatef(sin(t * 1.2f) * 10.0f, 0, 1, 0);
glTranslatef(-1.5, 1, 0);
- draw_block(next_block, nextblk_pos, 0);
+ draw_block(next_block, nextblk_pos, 0, 0.25f, 0.75f);
+ glPopMatrix();
+
+ glPopAttrib();
}
static const float blkspec[] = {0.85, 0.85, 0.85, 1};
-static void draw_block(int block, const int *pos, int rot)
+static void draw_block(int block, const int *pos, int rot, float sat, float alpha)
{
int i;
unsigned char *p = blocks[block][rot];
+ float col[4], hsv[3];
+
+ rgb_to_hsv(blkcolor[block][0], blkcolor[block][1], blkcolor[block][2],
+ hsv, hsv + 1, hsv + 2);
+ hsv_to_rgb(hsv[0], hsv[1] * sat, hsv[2], col, col + 1, col + 2);
+ col[3] = alpha;
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blkcolor[block]);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);