Updated maze to work again
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18
maze.c
18
maze.c
@ -31,6 +31,8 @@
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#define FARCLIP 100.0
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#define LIGHTANG -MPI / 4.0
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#define AVGWEIGHT 0.85
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#define DITHERSTART 10000
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#define DITHEREND 10000
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// Game options
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#define MAZESIZE 15
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@ -86,8 +88,6 @@
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const char POLYNAMES[NUMPOLYS][20] = {"tetrahedron"};
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// Store all the values users can change at the beginning
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float ditherstart = -1;
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float ditherend = 8;
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float fov = 90.0;
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float minlight = 0.15;
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float speed = 1.0;
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@ -963,8 +963,9 @@ int main() { // int argc, char **argv) {
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haloo3d_easyrender_init(&render, WIDTH, HEIGHT);
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render.camera.pos.y = 0.5;
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render.tprint.fb = &screen;
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render.trifunc = 2; // 2 is just better overall for now
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render.autolightfix = 1;
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render.rendersettings.ditherclose = DITHERSTART;
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render.rendersettings.ditherfar = DITHEREND;
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eprintf("Initialized renderer\n");
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haloo3d_easyinstancer instancer = {.storage = &storage, .render = &render};
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@ -1073,9 +1074,10 @@ int main() { // int argc, char **argv) {
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haloo3d_debugconsole_set(&dc, "game/speed.f", &speed);
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haloo3d_debugconsole_set(&dc, "render/fps.i", &fps);
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haloo3d_debugconsole_set(&dc, "render/fov.f", &fov);
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haloo3d_debugconsole_set(&dc, "render/trifunc.i", &render.trifunc);
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haloo3d_debugconsole_set(&dc, "render/ditherstart.f", &ditherstart);
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haloo3d_debugconsole_set(&dc, "render/ditherend.f", &ditherend);
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haloo3d_debugconsole_set(&dc, "render/ditherstart.f",
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&render.rendersettings.ditherclose);
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haloo3d_debugconsole_set(&dc, "render/ditherend.f",
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&render.rendersettings.ditherfar);
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haloo3d_debugconsole_set(&dc, "render/sky.u16x", &sky);
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haloo3d_debugconsole_set(&dc, "camera/pos_y.f", &render.camera.pos.y);
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haloo3d_debugconsole_set(&dc, "camera/pitch.f", &render.camera.pitch);
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@ -1227,8 +1229,8 @@ int main() { // int argc, char **argv) {
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haloo3d_easyrender_beginmodel(&render, object);
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// Iterate over object faces
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for (int fi = 0; fi < object->model->numfaces; fi++) {
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totaldrawn += haloo3d_easyrender_renderface(
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&render, object, fi, ditherstart, ditherend, minlight);
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totaldrawn +=
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haloo3d_easyrender_renderface(&render, object, fi, minlight);
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}
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}
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