Beispiel #1
0
static void w32_drawpattern(int x, int y, int w, unsigned char patt,
                            GrxColor fg, GrxColor bg)
{
    RECT Rect;

    GRX_ENTER();
    drawpattern(x, y, w, patt, fg, bg);
    Rect.left = x;
    Rect.top = y;
    Rect.right = x + w;
    Rect.bottom = y + 1;
    InvalidateRect(hGRXWnd, &Rect, FALSE);
    GRX_LEAVE();
}
Beispiel #2
0
/*
 * main rendering loop
 */
static void draw(ModeInfo * mi)
{
   boxedstruct *gp = &boxed[MI_SCREEN(mi)];
   int wire = MI_IS_WIREFRAME (mi);
   vectorf v1,v2;
   GLfloat r;
   int dx, dz;
   int i;   
   
   GLfloat dgray[4] = {0.3f, 0.3f, 0.3f, 1.0f};
   GLfloat black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
   GLfloat lblue[4] = {0.4f,0.6f,1.0f };
   
   GLfloat l0_ambient[] =    {0.0, 0.0, 0.0, 1.0};
   GLfloat l0_specular[] =    {1.0, 1.0, 1.0, 1.0};
   GLfloat l0_diffuse[] =    {1.0, 1.0, 1.0, 1.0};
   GLfloat l0_position[] =  {0.0, 0.0, 0.0, 1.0}; /* w != 0 -> positional light */
   GLfloat l1_ambient[] =    {0.0, 0.0, 0.0, 1.0};
   GLfloat l1_specular[] =    {1.0, 1.0, 1.0, 1.0};
   GLfloat l1_diffuse[] =    {0.5, 0.5, 0.5, 1.0};
   GLfloat l1_position[] =  {0.0, 1.0, 0.0, 0.0}; /* w = 0 -> directional light */
   
   mi->polygon_count = 0;

   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glLoadIdentity();
   
# ifdef HAVE_MOBILE	/* Keep it the same relative size when rotated. */
  {
    GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
    int o = (int) current_device_rotation();
    if (o != 0 && o != 180 && o != -180)
      glScalef (1/h, 1/h, 1/h);
    glRotatef(o, 0, 0, 1);
  }
# endif

   gp->tic += 0.01f;
   gp->camtic += 0.01f + 0.01f * sin(gp->tic * speed);
   
   /* rotate camera around (0,0,0), looking at (0,0,0), up is (0,1,0) */
   r = CAMDISTANCE_MIN + (CAMDISTANCE_MAX - CAMDISTANCE_MIN) + (CAMDISTANCE_MAX - CAMDISTANCE_MIN)*cos((gp->camtic/CAMDISTANCE_SPEED) * speed);
   v1.x = r * sin((gp->camtic/gp->cam_x_speed) * speed);
   v1.z = r * cos((gp->camtic/gp->cam_x_speed) * speed);
   v1.y = CAM_HEIGHT * sin((gp->camtic/gp->cam_y_speed) * speed) + 1.02 * CAM_HEIGHT;

   v2.x = LOOKAT_R * sin((gp->camtic/(gp->cam_x_speed * 5.0f)) * speed);
   v2.z = LOOKAT_R * cos((gp->camtic/(gp->cam_x_speed * 5.0f)) * speed);
   v2.y = (CAM_HEIGHT * sin((gp->camtic/gp->cam_y_speed) * speed) + 1.02 * CAM_HEIGHT)/10.0;

   gluLookAt(v1.x,v1.y,v1.z,v2.x,v2.y,v2.x,0.0,1.0,0.0); 

   if (!wire) {
     glLightfv(GL_LIGHT0, GL_AMBIENT, l0_ambient); 
     glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_diffuse); 
     glLightfv(GL_LIGHT0, GL_SPECULAR, l0_specular); 
     glLightfv(GL_LIGHT0, GL_POSITION, l0_position);
     glLightfv(GL_LIGHT1, GL_AMBIENT, l1_ambient); 
     glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_diffuse); 
     glLightfv(GL_LIGHT1, GL_SPECULAR, l1_specular); 
     glLightfv(GL_LIGHT1, GL_POSITION, l1_position);
     glEnable(GL_LIGHT0);
     glEnable(GL_LIGHT1);
   
     glFrontFace(GL_CW);
   
     glMaterialfv(GL_FRONT, GL_SPECULAR, black);
     glMaterialfv(GL_FRONT, GL_EMISSION, lblue);
     glMaterialfv(GL_FRONT,GL_AMBIENT,black);
     glMaterialf(GL_FRONT, GL_SHININESS, 5.0);
   }
   
   
   /* draw ground grid */
   /* glDisable(GL_DEPTH_TEST); */
   glDisable(GL_LIGHTING);
   
   glColor3f(0.1,0.1,0.6);
   for (dx= -2; dx<3; dx++) {
      for (dz= -2; dz<3; dz++) {
	 glPushMatrix();
	 glTranslatef(dx*30.0f, 0.0f, dz*30.0f);
	 drawpattern(gp);
	 glPopMatrix();
      }   
   }
   
   /* Set drawing mode for the boxes */
   glEnable(GL_DEPTH_TEST);
   if (!wire) glEnable(GL_TEXTURE_2D);
   glPushMatrix();
   glColor3f(1.0,1.0,1.0);
   glScalef(20.0,0.25,20.0);
   glTranslatef(0.0,2.0,0.0);
   mi->polygon_count += drawfilledbox(gp, wire);
   glPopMatrix();
   glDisable(GL_TEXTURE_2D);

   glPushMatrix();
   glColor3f(0.2,0.5,0.2);
   glScalef(20.0,20.0,0.25);
   glTranslatef(0.0,1.0,81.0);
   mi->polygon_count += drawbox(gp);
   glPopMatrix();

   glPushMatrix();
   glColor3f(0.2,0.5,0.2);
   glScalef(20.0,20.0,0.25);
   glTranslatef(0.0,1.0,-81.0);
   mi->polygon_count += drawbox(gp);
   glPopMatrix();

   glPushMatrix();
   glColor3f(0.2,0.5,0.2);
   glScalef(.25,20.0,20.0);
   glTranslatef(-81.0,1.0,0.0);
   mi->polygon_count += drawbox(gp);
   glPopMatrix();

   glPushMatrix();
   glColor3f(0.2,0.5,0.2);
   glScalef(.25,20.0,20.0);
   glTranslatef(81.0,1.0,0.0);
   mi->polygon_count += drawbox(gp);
   glPopMatrix();

   if (!wire) {
     glEnable(GL_LIGHTING);
   
     glMaterialfv(GL_FRONT, GL_DIFFUSE, dgray);
     glMaterialfv(GL_FRONT, GL_EMISSION, black); /* turn it off before painting the balls */
   }

   /* move the balls and shrapnel */
   updateballs(&gp->bman);

   glFrontFace(GL_CCW);
   for (i=0;i<gp->bman.num_balls;i++) {
      if (gp->bman.balls[i].justcreated) {
	 gp->bman.balls[i].justcreated = FALSE;
	 freetris(&gp->tman[i]);
      }
      if (gp->bman.balls[i].bounced) { 
	 if (gp->tman[i].vertices == NULL) {
	    createtrisfromball(&gp->tman[i],gp->spherev,gp->spherei,SPHERE_INDICES,&gp->bman.balls[i]);
	 } else {
	    updatetris(&gp->tman[i]);
	 }
	 glDisable(GL_CULL_FACE);
	 mi->polygon_count += drawtriman(&gp->tman[i], wire);
	 if (!wire) glEnable(GL_CULL_FACE);
      } else {
         mi->polygon_count += drawball(gp, &gp->bman.balls[i], wire);
      }
   }
      
   glFlush();
}