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authorClyne Sullivan <tullivan99@gmail.com>2016-01-07 08:37:49 -0500
committerClyne Sullivan <tullivan99@gmail.com>2016-01-07 08:37:49 -0500
commit81cf23371b94baf608c98d0dd248acfbbd5d2c70 (patch)
tree42282b56ce04e17fcc3f61d6b356b6ac72250915 /main.cpp
parentcdd792bc8ba7337e7bd3a9d0b4141c63f17fb9a8 (diff)
parente043a2432c4dacce56a308948188482fb230ff33 (diff)
merge
Diffstat (limited to 'main.cpp')
-rw-r--r--main.cpp33
1 files changed, 13 insertions, 20 deletions
diff --git a/main.cpp b/main.cpp
index 2c088cb..1725ccf 100644
--- a/main.cpp
+++ b/main.cpp
@@ -199,11 +199,10 @@ extern int fadeIntensity;
/*******************************************************************************
* MAIN ************************************************************************
*******************************************************************************/
-
int main(/*int argc, char *argv[]*/){
//*argv = (char *)argc;
gameRunning=false;
-
+
/*!
* (Attempt to) Initialize SDL libraries so that we can use SDL facilities and eventually
* make openGL calls. Exit if there was an error.
@@ -301,7 +300,7 @@ int main(/*int argc, char *argv[]*/){
if((err=glewInit()) != GLEW_OK){
std::cout << "GLEW was not able to initialize! Error: " << glewGetErrorString(err) << std::endl;
return -1;
- }
+ }
/*
* Initialize the FreeType libraries and select what font to use using functions from the ui
@@ -347,7 +346,7 @@ int main(/*int argc, char *argv[]*/){
fragShader = glCreateShader(GL_FRAGMENT_SHADER);
- std::string shaderFileContents = readFile("shader.frag");
+ std::string shaderFileContents = readFile("test.frag");
const GLchar *shaderSource = shaderFileContents.c_str();
GLint bufferln = GL_FALSE;
@@ -579,10 +578,7 @@ void render(){
glOrtho((offset.x-SCREEN_WIDTH/2),(offset.x+SCREEN_WIDTH/2),offset.y-SCREEN_HEIGHT/2,offset.y+SCREEN_HEIGHT/2,-1,1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
- glLoadIdentity();
- glEnable(GL_STENCIL_TEST);
- glPushMatrix();
-
+ glLoadIdentity();
/*
* glPushAttrib This passes attributes to the renderer so it knows what it can
* render. In our case, GL_DEPTH_BUFFER_BIT allows the renderer to
@@ -608,23 +604,15 @@ void render(){
player->near=true; // Draw the player's name
+ //glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), 640,100);
currentWorld->draw(player);
+ //glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 0,1.0f,0);
+
/*
* Apply shaders if desired.
*/
- #ifdef SHADERS
- glUseProgramObjectARB(shaderProgram);
- glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), 640,100);
- glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1,1,1);
- glUniform1f(glGetUniformLocation(shaderProgram, "lightStrength"), 100 + (1000-(shade*10)));
- //std::cout << 100 + (1000-(shade*10)) << std::endl;
- glColor4ub(0,0,0,200);
- glRectf(offset.x-SCREEN_WIDTH/2,0,offset.x+SCREEN_WIDTH/2,SCREEN_HEIGHT);
- glUseProgramObjectARB(0);
- #endif //SHADERS
-
handAngle = atan((ui::mouse.y - (player->loc.y + player->height/2)) / (ui::mouse.x - player->loc.x + player->width/2))*180/PI;
if(ui::mouse.x < player->loc.x){
if(handAngle <= 0)
@@ -696,11 +684,15 @@ void render(){
}
glUseProgramObjectARB(0);
}
- player->inv->draw();
+
+ player->inv->draw();
+
/*
* Here we draw a black overlay if it's been requested.
*/
+ //glUseProgramObjectARB(0);
+
if(fadeIntensity){
if(fadeWhite)
@@ -790,6 +782,7 @@ void render(){
static volatile bool objectInteracting = false;
void logic(){
+
/*
* NPCSelected is used to insure that only one NPC is made interactable with the mouse
* if, for example, multiple entities are occupying one space.