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-rw-r--r--assets/door.pngbin0 -> 252 bytes
-rw-r--r--include/common.h2
-rw-r--r--main.cpp21
-rw-r--r--src/ui.cpp2
-rw-r--r--test.frag2
5 files changed, 8 insertions, 19 deletions
diff --git a/assets/door.png b/assets/door.png
new file mode 100644
index 0000000..7db551d
--- /dev/null
+++ b/assets/door.png
Binary files differ
diff --git a/include/common.h b/include/common.h
index 08ec73f..5c90222 100644
--- a/include/common.h
+++ b/include/common.h
@@ -70,7 +70,7 @@ typedef struct{
* The desired width of the game window.
*/
-#define SCREEN_WIDTH 1024
+#define SCREEN_WIDTH 1280
/**
* The desired height of the game window.
diff --git a/main.cpp b/main.cpp
index a9cc2fa..f7a1e83 100644
--- a/main.cpp
+++ b/main.cpp
@@ -344,7 +344,7 @@ 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;
@@ -571,10 +571,7 @@ 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
@@ -597,6 +594,7 @@ void render(){
* Call the world's draw function, drawing the player, the world, the background, and entities. Also
* draw the player's inventory if it exists.
*/
+ glUseProgramObjectARB(shaderProgram);
player->near=true; // Draw the player's name
@@ -606,17 +604,6 @@ void render(){
* 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)
@@ -693,6 +680,8 @@ void render(){
/*
* Here we draw a black overlay if it's been requested.
*/
+ glUseProgramObjectARB(0);
+
if(fadeIntensity){
if(fadeWhite)
diff --git a/src/ui.cpp b/src/ui.cpp
index 08f503f..b759012 100644
--- a/src/ui.cpp
+++ b/src/ui.cpp
@@ -556,7 +556,7 @@ namespace ui {
hub.y-=fontSize*1.15;
glRectf(hub.x,
hub.y,
- hub.x+(player->health/player->maxHealth)*130,
+ hub.x+(player->health/player->maxHealth?player->maxHealth:1)*130,
hub.y+12);
}
diff --git a/test.frag b/test.frag
index c30ef4d..13fe6bc 100644
--- a/test.frag
+++ b/test.frag
@@ -1,4 +1,4 @@
#version 120
void main(){
- gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
+ gl_FragColor = glColor;
}