From: John Tsiombikas Date: Wed, 13 Mar 2019 18:21:14 +0000 (+0200) Subject: desaturated next block X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrtris;a=commitdiff_plain;h=d6638277efddf2fd47de884af174f907789b82ec desaturated next block --- diff --git a/src/color.c b/src/color.c new file mode 100644 index 0000000..f1de5f4 --- /dev/null +++ b/src/color.c @@ -0,0 +1,85 @@ +#include +#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); + } +} diff --git a/src/color.h b/src/color.h new file mode 100644 index 0000000..b955b84 --- /dev/null +++ b/src/color.h @@ -0,0 +1,7 @@ +#ifndef COLOR_H_ +#define COLOR_H_ + +void rgb_to_hsv(float r, float g, float b, float *h, float *s, float *v); +void hsv_to_rgb(float h, float s, float v, float *r, float *g, float *b); + +#endif /* COLOR_H_ */ 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);