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-rw-r--r--src/world.cpp66
1 files changed, 21 insertions, 45 deletions
diff --git a/src/world.cpp b/src/world.cpp
index 362cc8b..fb40864 100644
--- a/src/world.cpp
+++ b/src/world.cpp
@@ -294,13 +294,13 @@ draw(Player *p)
glEnd();*/
bgTex(0);
- GLfloat back_tex_coord[] = {offset.x - backgroundOffset.x - 5, offset.y + backgroundOffset.y, 1.0f,
- offset.x + backgroundOffset.x + 5, offset.y + backgroundOffset.y, 1.0f,
- offset.x + backgroundOffset.x + 5, offset.y - backgroundOffset.y, 1.0f,
+ GLfloat back_tex_coord[] = {offset.x - backgroundOffset.x - 5, offset.y + backgroundOffset.y, 10.0f,
+ offset.x + backgroundOffset.x + 5, offset.y + backgroundOffset.y, 10.0f,
+ offset.x + backgroundOffset.x + 5, offset.y - backgroundOffset.y, 10.0f,
- offset.x + backgroundOffset.x + 5, offset.y - backgroundOffset.y, 1.0f,
- offset.x - backgroundOffset.x - 5, offset.y - backgroundOffset.y, 1.0f,
- offset.x - backgroundOffset.x - 5, offset.y + backgroundOffset.y, 1.0f};
+ offset.x + backgroundOffset.x + 5, offset.y - backgroundOffset.y, 10.0f,
+ offset.x - backgroundOffset.x - 5, offset.y - backgroundOffset.y, 10.0f,
+ offset.x - backgroundOffset.x - 5, offset.y + backgroundOffset.y, 10.0f};
glUseProgram(worldShader);
@@ -350,13 +350,13 @@ draw(Player *p)
//safeSetColorA(150 + shadeBackground * 2, 150 + shadeBackground * 2, 150 + shadeBackground * 2, 255);
auto xcoord = width / 2 * -1 + offset.x * 0.85f;
for (unsigned int i = 0; i <= worldData.size() * HLINE / 1920; i++) {
- bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM, 1.0f));
- bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM, 1.0f));
- bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 1.0f));
+ bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM, 8.0f));
+ bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM, 8.0f));
+ bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 8.0f));
- bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 1.0f));
- bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 1.0f));
- bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM, 1.0f));
+ bg_items.push_back(vec3(1920 * (i + 1) + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 8.0f));
+ bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM + 1080, 8.0f));
+ bg_items.push_back(vec3(1920 * i + xcoord, GROUND_HEIGHT_MINIMUM, 8.0f));
}
std::vector<GLfloat> bg_i;
@@ -401,13 +401,13 @@ draw(Player *p)
);*/
auto xcoord = offset.x * bgDraw[i][2];
for (int j = worldStart; j <= -worldStart; j += 600) {
- c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM, 1));
- c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM, 1));
- c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM + 400, 1));
+ c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)));
+ c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)));
+ c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM + 400, 7-(i*.1)));
- c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM + 400, 1));
- c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM + 400, 1));
- c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM, 1));
+ c.push_back(vec3(j + 600 + xcoord, GROUND_HEIGHT_MINIMUM + 400, 7-(i*.1)));
+ c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM + 400, 7-(i*.1)));
+ c.push_back(vec3(j + xcoord, GROUND_HEIGHT_MINIMUM, 7-(i*.1)));
}
bg_i.clear();
@@ -455,24 +455,12 @@ draw(Player *p)
glEnableVertexAttribArray(worldShader_attribute_coord);
glEnableVertexAttribArray(worldShader_attribute_tex);
- std::vector<std::vector<std::pair<vec2, vec3>>> partv(0);
std::vector<GLfloat> partc(0);
std::vector<GLfloat> partt(0);
for (auto &p : particles) {
if (p.behind)
- partv.push_back(p.draw());
- }
-
- for (auto &pv : partv) {
- for (auto &v : pv){
- partc.push_back(v.second.x);
- partc.push_back(v.second.y);
- partc.push_back(v.second.z);
-
- partt.push_back(v.first.x);
- partt.push_back(v.first.y);
- }
+ p.draw(partc, partt);
}
glVertexAttribPointer(worldShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, &partc[0]);
@@ -714,24 +702,12 @@ draw(Player *p)
glEnableVertexAttribArray(worldShader_attribute_coord);
glEnableVertexAttribArray(worldShader_attribute_tex);
- partv.clear();
partc.clear();
partt.clear();
for (auto &p : particles) {
if (!p.behind)
- partv.push_back(p.draw());
- }
-
- for (auto &pv : partv) {
- for (auto &v : pv){
- partc.push_back(v.second.x);
- partc.push_back(v.second.y);
- partc.push_back(v.second.z);
-
- partt.push_back(v.first.x);
- partt.push_back(v.first.y);
- }
+ p.draw(partc, partt);
}
glVertexAttribPointer(worldShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, &partc[0]);
@@ -1750,7 +1726,7 @@ draw(Player *p)
glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0);
glUseProgram(shaderProgram);
- std::for_each(particles.begin(), particles.end(), [](Particles &part) { part.draw(); });
+ //std::for_each(particles.begin(), particles.end(), [](Particles &part) { part.draw(); });
glUseProgram(0);