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int xs, ys;
glBindTexture(GL_TEXTURE_2D,
tex ? lookuptexture(tex, &xs, &ys) : FIRSTMDL + m.mdlnum);
int ix = (int)position.x;
int iy = (int)position.z;
OFVector3D light = OFMakeVector3D(1, 1, 1);
if (!OUTBORD(ix, iy)) {
struct sqr *s = S(ix, iy);
float ll = 256.0f; // 0.96f;
float of = 0.0f; // 0.1f;
light.x = s->r / ll + of;
light.y = s->g / ll + of;
light.z = s->b / ll + of;
}
if (teammate) {
light.x *= 0.6f;
light.y *= 0.7f;
light.z *= 1.2f;
}
[m renderWithLight:light
frame:frame
range:range
position:position
yaw:yaw
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int xs, ys;
glBindTexture(GL_TEXTURE_2D,
tex ? lookuptexture(tex, &xs, &ys) : FIRSTMDL + m.mdlnum);
int ix = (int)position.x;
int iy = (int)position.z;
OFColor *light = [OFColor colorWithRed:1 green:1 blue:1 alpha:1];
if (!OUTBORD(ix, iy)) {
struct sqr *s = S(ix, iy);
float ll = 256.0f; // 0.96f;
float of = 0.0f; // 0.1f;
light = [OFColor colorWithRed:s->r / ll + of
green:s->g / ll + of
blue:s->b / ll + of
alpha:1];
}
if (teammate) {
float red, green, blue;
[light getRed:&red green:&green blue:&blue alpha:NULL];
light = [OFColor colorWithRed:red * 0.6f
green:green * 0.7f
blue:blue * 1.2f
alpha:1];
}
[m renderWithLight:light
frame:frame
range:range
position:position
yaw:yaw
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