Retocados los parametros del shader

This commit is contained in:
2024-06-30 18:27:02 +02:00
parent 61c4884dfe
commit eb3cba879a
3 changed files with 16 additions and 32 deletions

View File

@@ -41,10 +41,10 @@ MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how
#define MULTISAMPLE
#define GAMMA
//#define FAKE_GAMMA
#define CURVATURE
//#define CURVATURE
//#define SHARPER
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
#define MASK_TYPE 1
#define MASK_TYPE 2
#ifdef GL_ES
@@ -64,12 +64,12 @@ uniform COMPAT_PRECISION float BLOOM_FACTOR;
uniform COMPAT_PRECISION float INPUT_GAMMA;
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
#else
#define CURVATURE_X 0.25
#define CURVATURE_Y 0.45
#define MASK_BRIGHTNESS 0.70
#define CURVATURE_X 0.05
#define CURVATURE_Y 0.1
#define MASK_BRIGHTNESS 0.80
#define SCANLINE_WEIGHT 6.0
#define SCANLINE_GAP_BRIGHTNESS 0.12
#define BLOOM_FACTOR 1.5
#define BLOOM_FACTOR 3.5
#define INPUT_GAMMA 2.4
#define OUTPUT_GAMMA 2.2
#endif

View File

@@ -1,7 +1,7 @@
#include "game.h"
// Constructor
Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section)
Game::Game(int playerID, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section)
{
// Copia los punteros
this->renderer = renderer;
@@ -18,11 +18,6 @@ Game::Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *scr
this->numPlayers = numPlayers;
this->currentStage = currentStage;
lastStageReached = currentStage;
if (numPlayers == 1)
{ // Si solo juega un jugador, permite jugar tanto con teclado como con mando
onePlayerControl = options->game.input[0].deviceType;
options->game.input[0].deviceType = INPUT_USE_ANY;
}
difficulty = options->game.difficulty;
// Crea los objetos
@@ -59,12 +54,6 @@ Game::~Game()
saveScoreFile();
saveDemoFile();
// Restaura el metodo de control
if (numPlayers == 1)
{
options->game.input[0].deviceType = onePlayerControl;
}
// Elimina todos los objetos contenidos en vectores
deleteAllVectorObjects();
@@ -178,19 +167,13 @@ void Game::init()
players.clear();
// Crea los jugadores
if (numPlayers == 1)
{
Player *player = new Player(PLAY_AREA_CENTER_X - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[options->game.playerSelected], playerAnimations);
players.push_back(player);
}
Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[0], playerAnimations);
players.push_back(player1);
Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[1], playerAnimations);
players.push_back(player2);
else if (numPlayers == 2)
{
Player *player1 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((0 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[0], playerAnimations);
Player *player2 = new Player((PLAY_AREA_CENTER_FIRST_QUARTER_X * ((1 * 2) + 1)) - 11, PLAY_AREA_BOTTOM - 24, renderer, playerTextures[1], playerAnimations);
players.push_back(player1);
players.push_back(player2);
}
// Variables relacionadas con la dificultad
switch (difficulty)
@@ -3352,6 +3335,8 @@ void Game::updateScoreboard()
{
scoreboard->setScore1(players[0]->getScore());
scoreboard->setMult1(players[0]->getScoreMultiplier());
scoreboard->setScore2(players[0]->getScore());
scoreboard->setMult2(players[0]->getScoreMultiplier());
scoreboard->setStage(stage[currentStage].number);
scoreboard->setPower((float)stage[currentStage].currentPower / (float)stage[currentStage].powerToComplete);
scoreboard->setHiScore(hiScore);

View File

@@ -208,7 +208,6 @@ private:
color_t difficultyColor; // Color asociado a la dificultad
options_t *options; // Variable con todas las opciones del programa
param_t *param; // Puntero con todos los parametros del programa
Uint8 onePlayerControl; // Variable para almacenar el valor de las opciones
enemyFormation_t enemyFormation[NUMBER_OF_ENEMY_FORMATIONS]; // Vector con todas las formaciones enemigas
enemyPool_t enemyPool[10]; // Variable con los diferentes conjuntos de formaciones enemigas
Uint8 lastStageReached; // Contiene el numero de la última pantalla que se ha alcanzado
@@ -473,7 +472,7 @@ private:
public:
// Constructor
Game(int numPlayers, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section);
Game(int playerID, int currentStage, SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, Input *input, bool demo, param_t *param, options_t *options, section_t *section);
// Destructor
~Game();