X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrtris;a=blobdiff_plain;f=src%2Fgamescr.c;h=07193fa3edafc4056eb1d50849428efcd6b4fd6f;hp=fde286d3995095147466f7ac58e88aa468680efd;hb=d6638277efddf2fd47de884af174f907789b82ec;hpb=ce8a093ece30d3ab608a52b0247ad7a195cc0cc8 diff --git a/src/gamescr.c b/src/gamescr.c index fde286d..07193fa 100644 --- a/src/gamescr.c +++ b/src/gamescr.c @@ -10,6 +10,7 @@ #include "blocks.h" #include "logger.h" #include "gameinp.h" +#include "color.h" int init_starfield(void); void draw_starfield(void); @@ -20,7 +21,7 @@ static void start(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); @@ -328,27 +329,41 @@ static void draw(void) 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);