Spark graphics change and disable lensing for non-fancy displays
This commit is contained in:
parent
506ab6ea0e
commit
f01056ee02
@ -178,11 +178,13 @@ int update_SPRK(UPDATE_FUNC_ARGS) {
|
||||
|
||||
int graphics_SPRK(GRAPHICS_FUNC_ARGS)
|
||||
{
|
||||
*firea = 10;
|
||||
*firer = *colr*0.5;
|
||||
*fireg = *colg;
|
||||
*fireb = *colb*2;
|
||||
*pixel_mode |= FIRE_ADD;
|
||||
*pixel_mode |= PMODE_BLUR;
|
||||
//*firea = 80;
|
||||
//*firer = *colr*0.5;
|
||||
//*fireg = *colg;
|
||||
//*fireb = *colb*2;
|
||||
*colr *= 0.5;
|
||||
*colb *= 2;
|
||||
//*pixel_mode |= FIRE_ADD;
|
||||
*pixel_mode |= PMODE_GLOW;
|
||||
return 1;
|
||||
}
|
||||
|
@ -2351,21 +2351,28 @@ void render_parts(pixel *vid)
|
||||
|
||||
//Drawing the FBO onto the screen sounds like a cool idea now
|
||||
glEnable( GL_TEXTURE_2D );
|
||||
glUseProgram(lensProg);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, partsFboTex);
|
||||
glUniform1i(glGetUniformLocation(lensProg, "pTex"), 0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, partsTFX);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_RED, GL_FLOAT, gravxf);
|
||||
glUniform1i(glGetUniformLocation(lensProg, "tfX"), 1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, partsTFY);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_GREEN, GL_FLOAT, gravyf);
|
||||
glUniform1i(glGetUniformLocation(lensProg, "tfY"), 2);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
//glUniform1f(glGetUniformLocation(lensProg, "xres"), (float)XRES);
|
||||
//glUniform1f(glGetUniformLocation(lensProg, "yres"), (float)YRES);
|
||||
if(cmode==CM_FANCY)
|
||||
{
|
||||
glUseProgram(lensProg);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, partsFboTex);
|
||||
glUniform1i(glGetUniformLocation(lensProg, "pTex"), 0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, partsTFX);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_RED, GL_FLOAT, gravxf);
|
||||
glUniform1i(glGetUniformLocation(lensProg, "tfX"), 1);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, partsTFY);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES, YRES, GL_GREEN, GL_FLOAT, gravyf);
|
||||
glUniform1i(glGetUniformLocation(lensProg, "tfY"), 2);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
//glUniform1f(glGetUniformLocation(lensProg, "xres"), (float)XRES);
|
||||
//glUniform1f(glGetUniformLocation(lensProg, "yres"), (float)YRES);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, partsFboTex);
|
||||
}
|
||||
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glBegin(GL_QUADS);
|
||||
@ -2379,7 +2386,8 @@ void render_parts(pixel *vid)
|
||||
glVertex3f(XRES*sdl_scale, 0, 1.0);
|
||||
glEnd();
|
||||
|
||||
glUseProgram(0);
|
||||
if(cmode==CM_FANCY)
|
||||
glUseProgram(0);
|
||||
glDisable( GL_TEXTURE_2D );
|
||||
|
||||
//Reset coords/offset
|
||||
|
Reference in New Issue
Block a user