Beispiel #1
0
bool			WinWindow::activate()
{
  inactiveDueToDeactivate = false;

  // restore window
  ShowWindow(hwnd, SW_RESTORE);
  SetWindowPos(hwnd, HWND_TOP, 0, 0, 0, 0,
				SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOSIZE);

  // recreate OpenGL context
  const bool hadChild = (hDCChild != NULL);
  makeContext();

  if (!hadChild && hDCChild != NULL) {
    // reload context data
    OpenGLGState::initContext();

    // force a redraw
    callExposeCallbacks();

    return true;
  }

  return false;
}
Beispiel #2
0
void Fiber::init(bool recordStackUsed) {
// It is necessary to disable the logic for ASAN because we change
// the fiber's stack.
#ifndef FOLLY_SANITIZE_ADDRESS
  recordStackUsed_ = recordStackUsed;
  if (UNLIKELY(recordStackUsed_ && !stackFilledWithMagic_)) {
    auto limit = fcontext_.stackLimit();
    auto base = fcontext_.stackBase();

    std::fill(
        static_cast<uint64_t*>(limit),
        static_cast<uint64_t*>(base),
        kMagic8Bytes);

    // newer versions of boost allocate context on fiber stack,
    // need to create a new one
    auto size = fiberManager_.options_.stackSize;
    fcontext_ = makeContext(limit, size, &Fiber::fiberFuncHelper);

    stackFilledWithMagic_ = true;
  }
#else
  (void)recordStackUsed;
#endif
}
Beispiel #3
0
Fiber::Fiber(FiberManager& fiberManager) : fiberManager_(fiberManager) {
  auto size = fiberManager_.options_.stackSize;
  auto limit = fiberManager_.stackAllocator_.allocate(size);

  fcontext_ = makeContext(limit, size, &Fiber::fiberFuncHelper);

  fiberManager_.allFibers_.push_back(*this);
}
scriptContext* Mission::addContext( missionNode *node )
{
    scriptContext *context = makeContext( node );
    contextStack  *stack   = runtime.cur_thread->exec_stack.back();
    stack->contexts.push_back( context );

    debug( 5, node, SCRIPT_RUN, "added context for this node" );
    printRuntime();

    return context;
}
static void test_backToFront(skiatest::Reporter* reporter) {
    SkLayerDrawLooper::Builder looperBuilder;
    SkLayerDrawLooper::LayerInfo layerInfo;

    // Add the back layer, with the defaults.
    (void)looperBuilder.addLayerOnTop(layerInfo);

    // Add the front layer, with some layer info set.
    layerInfo.fOffset.set(10.0f, 20.0f);
    layerInfo.fPaintBits |= SkLayerDrawLooper::kXfermode_Bit;
    SkPaint* layerPaint = looperBuilder.addLayerOnTop(layerInfo);
    layerPaint->setBlendMode(SkBlendMode::kSrc);

    FakeDevice device;
    SkCanvas canvas(&device);
    SkPaint paint;
    auto looper(looperBuilder.detach());
    SkArenaAlloc alloc{48};
    SkDrawLooper::Context* context = looper->makeContext(&canvas, &alloc);

    // The back layer should come first.
    REPORTER_ASSERT(reporter, context->next(&canvas, &paint));
    REPORTER_ASSERT(reporter, paint.getBlendMode() == SkBlendMode::kSrcOver);
    canvas.drawRect(SkRect::MakeWH(50.0f, 50.0f), paint);
    REPORTER_ASSERT(reporter, 0.0f == device.fLastMatrix.getTranslateX());
    REPORTER_ASSERT(reporter, 0.0f == device.fLastMatrix.getTranslateY());
    paint.reset();

    // Then the front layer.
    REPORTER_ASSERT(reporter, context->next(&canvas, &paint));
    REPORTER_ASSERT(reporter, paint.getBlendMode() == SkBlendMode::kSrc);
    canvas.drawRect(SkRect::MakeWH(50.0f, 50.0f), paint);
    REPORTER_ASSERT(reporter, 10.0f == device.fLastMatrix.getTranslateX());
    REPORTER_ASSERT(reporter, 20.0f == device.fLastMatrix.getTranslateY());

    // Only two layers were added, so that should be the end.
    REPORTER_ASSERT(reporter, !context->next(&canvas, &paint));
}
Beispiel #6
0
int main( int argc, char *argv[] )
{
  // Open the program's source.
  if ( argc != 2 )
    usage();
  FILE *fp = fopen( argv[ 1 ], "r" );
  if ( !fp ) {
    fprintf( stderr, "Can't open file: %s\n", argv[ 1 ] );
    usage();
  }

  // Parse the whole program source into an expression object.
  // The parser uses a one-token lookahead to help parsing compound expressions.
  char tok[ MAX_TOKEN + 1 ];
  Expr *expr = parse( expectToken( tok, fp ), fp );
  
  // If this is a legal input, there shouldn't be any extra tokens at the end.
  if ( nextToken( tok, fp ) ) {
    fprintf( stderr, "line %d: unexpected token \"%s\"\n", linesRead(), tok );
    exit( EXIT_FAILURE );
  }

  fclose( fp );

  // Run the program.
  Context *ctxt = makeContext();
  char *result = expr->eval( expr, ctxt );

  // Everything evaluates to a dynamically allocated string, but we don't
  // do anything with the one out of the top-level expression.
  free( result );

  // We're done, free everything.
  freeContext( ctxt );
  expr->destroy( expr );

  return EXIT_SUCCESS;
}
Beispiel #7
0
int main()
{


    // creates a window and GLES context
    if (makeContext() != 0)
        exit(-1);

    // all the shaders have at least texture unit 0 active so
    // activate it now and leave it active
    glActiveTexture(GL_TEXTURE0);

    flareTex = loadPNG("resources/textures/cloud.png");
	
	
    width = getDisplayWidth();
    height = getDisplayHeight();

    glViewport(0, 0, getDisplayWidth(), getDisplayHeight());

    // initialises glprint's matrix, shader and texture
    initGlPrint(getDisplayWidth(), getDisplayHeight());
    font1=createFont("resources/textures/font.png",0,256,16,16,16);
    initSprite(getDisplayWidth(), getDisplayHeight());
	

    fileid = 0;	
    loadfile();
    for (int i=0; i<max_flares; i++) {
        flares[i].x=rand_range(0,getDisplayWidth());
        flares[i].y=rand_range(0,getDisplayHeight());
        flares[i].vx=rand_range(0,10)-5;
        flares[i].vy=rand_range(0,10)-5;
    }
    /*for (int i=0; i<max_targets; i++) {
        targets[i].x=rand_range(0,getDisplayWidth());
        targets[i].y=rand_range(0,getDisplayHeight());
	targets[i].flares = 0;
    }*/

    /*for (int i=0; i<max_flares; i++) {
        flares[i].x=rand_range(0,getDisplayWidth());
        flares[i].y=rand_range(0,getDisplayHeight());
        flares[i].vx=rand_range(0,10)-5;
        flares[i].vy=rand_range(0,10)-5;
	flares[i].target = (int)rand_range(0,max_targets);
	targets[flares[i].target].flares ++;
    }*/


    // we don't want to draw the back of triangles
    // the blending is set up for glprint but disabled
    // while not in use
    glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glClearColor(0, 0.5, 1, 1);

    // count each frame
    int num_frames = 0;

    // set to true to leave main loop
    bool quit = false;
    
// get a pointer to the key down array
    keys = getKeys();
	int* mouse = getMouse();

    while (!quit) {		// the main loop

        doEvents();	// update mouse and key arrays

        if (keys[KEY_ESC])
            quit = true;	// exit if escape key pressed
        if (keys[KEY_SPACE])
            relocate_targets();	// exit if escape key pressed
        if (keys[KEY_RETURN])
            reassign_flares();	// exit if escape key pressed
        if (keys[KEY_S] && !lastkeys[KEY_S])
            save();	// exit if escape key pressed
        if (keys[KEY_CURSL] && !lastkeys[KEY_CURSL]){
            fileid--;
	    if (fileid <0) fileid = 0;
	    loadfile();	// exit if escape key pressed
	}
        if (keys[KEY_CURSR] && !lastkeys[KEY_CURSR]){
            fileid++;
	    loadfile();	// exit if escape key pressed
	}
        if (keys[KEY_C]){
            max_targets = 1;	// exit if escape key pressed
	    reassign_flares();    
	}
	lastkeys[KEY_S] = keys[KEY_S];
	lastkeys[KEY_CURSL] = keys[KEY_CURSL];
	lastkeys[KEY_CURSR] = keys[KEY_CURSR];
	
	mx = mouse[0];
	my = mouse[1];
	if(mouse[2] != 0){
		spawn_target(mx,my);
	}

	for (int i=0; i<RE_MULTIPLY; i++){
		random_events();
	}
	
	think();
        
        render();	// the render loop

        usleep(1600);	// no need to run cpu/gpu full tilt

    }

    closeContext();		// tidy up

    return 0;
}
Beispiel #8
0
 void ContextFixture::SetUp()
 {
     makeContext(0);
 }
Beispiel #9
0
int main()
{




    lightDir.x=0.5;
    lightDir.y=.7;
    lightDir.z=-0.5;
    kmVec3Normalize(&lightDir,&lightDir);

    // creates a window and GLES context
    if (makeContext() != 0)
        exit(-1);

    // all the shaders have at least texture unit 0 active so
    // activate it now and leave it active
    glActiveTexture(GL_TEXTURE0);

    // The obj shapes and their textures are loaded
    cubeTex = loadPNG("resources/textures/dice.png");
    loadObj(&cubeObj, "resources/models/cube.gbo",
            "resources/shaders/textured.vert", "resources/shaders/textured.frag");


    shipTex = loadPNG("resources/textures/shipv2.png");
    loadObjCopyShader(&shipObj,"resources/models/ship.gbo",&cubeObj);

    alienTex = loadPNG("resources/textures/alien.png");
    loadObjCopyShader(&alienObj, "resources/models/alien.gbo", &cubeObj);

    shotTex = loadPNG("resources/textures/shot.png");
    loadObjCopyShader(&shotObj, "resources/models/shot.gbo", &cubeObj);

    expTex = loadPNG("resources/textures/explosion.png");





    playerPos.x = 0;
    playerPos.y = 0;
    playerPos.z = 0;

    kmMat4Identity(&view);

    pEye.x = 0;
    pEye.y = 2;
    pEye.z = 4;
    pCenter.x = 0;
    pCenter.y = 0;
    pCenter.z = -5;
    pUp.x = 0;
    pUp.y = 1;
    pUp.z = 0;

    kmMat4LookAt(&view, &pEye, &pCenter, &pUp);

    // projection matrix, as distance increases
    // the way the model is drawn is effected
    kmMat4Identity(&projection);
    kmMat4PerspectiveProjection(&projection, 45,
                                (float)getDisplayWidth() / getDisplayHeight(), 0.1, 100);

    glViewport(0, 0, getDisplayWidth(), getDisplayHeight());

    // these two matrices are pre combined for use with each model render
    kmMat4Assign(&vp, &projection);
    kmMat4Multiply(&vp, &vp, &view);

    // initialises glprint's matrix shader and texture
    initGlPrint(getDisplayWidth(), getDisplayHeight());

	font1=createFont("resources/textures/font.png",0,256,16,16,16);
	font2=createFont("resources/textures/bigfont.png",32,512,9.5,32,48);

    glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_BLEND);	// only used by glprintf
    glEnable(GL_DEPTH_TEST);

    struct timeval t, ta, t1, t2;	// fps stuff
    gettimeofday(&t1, NULL);
    int num_frames = 0;

    bool quit = false;

    mouse = getMouse();
    keys = getKeys();

    resetAliens();

    for (int n = 0; n < MAX_PLAYER_SHOTS; n++) {
        playerShots[n].alive = false;
    }


    initPointClouds("resources/shaders/particle.vert",
                    "resources/shaders/particle.frag",(float)getDisplayWidth()/24.0);


    for (int n = 0; n < MAX_ALIENS; n++) {
        aliens[n].explosion=createPointCloud(40);
        resetExposion(aliens[n].explosion); // sets initials positions
    }



    while (!quit) {		// the main loop

        doEvents();	// update mouse and key arrays

        // mask of 4 is right mouse
        if (keys[KEY_ESC])
            quit = true;

        glClearColor(0, .5, 1, 1);

        // render between two gettimeofday calls so
        // we can sleep long enough to roughly sync
        // to ~60fps but not on the pi!

        // TODO find something a tad more elegent

        long i;
        gettimeofday(&t, NULL);
        i = t.tv_sec * 1e6 + t.tv_usec;

//        render();
        float rad;		// radians rotation based on frame counter

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        frame++;
        rad = frame * (0.0175f * 2);

        kmMat4Identity(&model);
        kmMat4Translation(&model, playerPos.x, playerPos.y, playerPos.z);

        playerCroll +=
            (PIDcal(playerRoll, playerCroll, &playerPre_error, &playerIntegral)
             / 2);
        kmMat4RotationPitchYawRoll(&model, 0, 3.1416, playerCroll * 3);	//

        kmMat4Assign(&mvp, &vp);
        kmMat4Multiply(&mvp, &mvp, &model);

        kmMat4Assign(&mv, &view);
        kmMat4Multiply(&mv, &mv, &model);

        glBindTexture(GL_TEXTURE_2D, shipTex);
        drawObj(&shipObj, &mvp, &mv, lightDir, viewDir);

        glPrintf(50 + sinf(rad) * 16, 240 + cosf(rad) * 16,
                 font2,"frame=%i fps=%3.2f", frame, lfps);

        kmVec3 tmp;

        playerFireCount--;

        if (keys[KEY_LCTRL] && playerFireCount < 0) {

            struct playerShot_t *freeShot;
            freeShot = getFreeShot();
            if (freeShot != 0) {
                playerFireCount = 15;
                freeShot->alive = true;
                kmVec3Assign(&freeShot->pos, &playerPos);
            }
        }

        for (int n = 0; n < MAX_PLAYER_SHOTS; n++) {
            if (playerShots[n].alive) {
                playerShots[n].pos.z -= .08;
                if (playerShots[n].pos.z < -10)
                    playerShots[n].alive = false;

                kmMat4Identity(&model);
                kmMat4Translation(&model, playerShots[n].pos.x,
                                  playerShots[n].pos.y,
                                  playerShots[n].pos.z);
                kmMat4RotationPitchYawRoll(&model, rad * 4, 0,
                                           -rad * 4);

                kmMat4Assign(&mvp, &vp);
                kmMat4Multiply(&mvp, &mvp, &model);

                kmMat4Assign(&mv, &view);
                kmMat4Multiply(&mv, &mv, &model);

                glBindTexture(GL_TEXTURE_2D, shotTex);
                drawObj(&shotObj, &mvp, &mv, lightDir, viewDir);
            }
        }

        playerRoll = 0;
        if (keys[KEY_CURSL] && playerPos.x > -10) {
            playerPos.x -= 0.1;
            playerRoll = .2;
        }
        if (keys[KEY_CURSR] && playerPos.x < 10) {
            playerPos.x += 0.1;
            playerRoll = -.2;
        }
        pEye.x = playerPos.x * 1.25;

        pCenter.x = playerPos.x;
        pCenter.y = playerPos.y + 1;
        pCenter.z = playerPos.z;

        int deadAliens;

        deadAliens = 0;

        for (int n = 0; n < MAX_ALIENS; n++) {
            if (aliens[n].alive == true) {

                kmMat4Identity(&model);
                kmMat4Translation(&model, aliens[n].pos.x,
                                  aliens[n].pos.y, aliens[n].pos.z);
                kmMat4RotationPitchYawRoll(&model, -.4, 0, 0);

                kmMat4Assign(&mvp, &vp);
                kmMat4Multiply(&mvp, &mvp, &model);

                kmMat4Assign(&mv, &view);
                kmMat4Multiply(&mv, &mv, &model);

                glBindTexture(GL_TEXTURE_2D, alienTex);
                drawObj(&alienObj, &mvp, &mv, lightDir, viewDir);

                kmVec3 d;
                for (int i = 0; i < MAX_PLAYER_SHOTS; i++) {
                    kmVec3Subtract(&d, &aliens[n].pos,
                                   &playerShots[i].pos);
                    if (kmVec3Length(&d) < .7
                            && playerShots[i].alive) {
                        aliens[n].alive = false;
                        playerShots[i].alive = false;
                        aliens[n].exploding = true;
                        resetExposion(aliens[n].explosion);
                    }
                }
            } 

            if (aliens[n].alive != true && aliens[n].exploding != true) {
                    deadAliens++;
                
            }
        }

        if (deadAliens == MAX_ALIENS) {
            resetAliens();
        }

		// draw explosions after ALL aliens
        for (int n = 0; n < MAX_ALIENS; n++) {
			if (aliens[n].exploding==true) {
				kmMat4Identity(&model);
				kmMat4Translation(&model, aliens[n].pos.x,
								  aliens[n].pos.y, aliens[n].pos.z);

				kmMat4Assign(&mvp, &vp);
				kmMat4Multiply(&mvp, &mvp, &model);
				glBindTexture(GL_TEXTURE_2D, expTex);
				drawPointCloud(aliens[n].explosion, &mvp);
				aliens[n].explosion->tick=aliens[n].explosion->tick+0.05;
				if (aliens[n].explosion->tick>1.25) {
					aliens[n].exploding=false;                   	
				} else {
					// update the explosion
					
					for (int i=0; i<aliens[n].explosion->totalPoints; i++) {
				
						float t;
						t=aliens[n].explosion->tick;
						if (i>aliens[n].explosion->totalPoints/2) t=t/2.0;
						aliens[n].explosion->pos[i*3]=aliens[n].explosion->vel[i*3] * t;
						aliens[n].explosion->pos[i*3+1]=aliens[n].explosion->vel[i*3+1] * t;
						aliens[n].explosion->pos[i*3+2]=aliens[n].explosion->vel[i*3+2] * t;
				
					}
				}
			}
		}

        // move camera
        kmMat4LookAt(&view, &pEye, &pCenter, &pUp);

        kmMat4Assign(&vp, &projection);
        kmMat4Multiply(&vp, &vp, &view);

        kmVec3Subtract(&viewDir,&pEye,&pCenter);
        kmVec3Normalize(&viewDir,&viewDir);

        // dump values
        glPrintf(100, 280, font1,"eye    %3.2f %3.2f %3.2f ", pEye.x, pEye.y, pEye.z);
        glPrintf(100, 296, font1,"centre %3.2f %3.2f %3.2f ", pCenter.x, pCenter.y,
                 pCenter.z);
        glPrintf(100, 320, font1,"mouse %i,%i %i ", mouse[0], mouse[1], mouse[2]);
        glPrintf(100, 340, font1,"frame %i %i ", frame, frame % 20);



        swapBuffers();

        gettimeofday(&ta, NULL);
        long j = (ta.tv_sec * 1e6 + ta.tv_usec);

        i = j - i;
        if (i < 0)
            i = 1000000;	// pass through - slower that 60fps
        if (i < 16000)
            usleep(16000 - i);

        // every 10 frames average the time taken and store
        // fps value for later printing with glprintf
        if (++num_frames % 10 == 0) {
            gettimeofday(&t2, NULL);
            float dtf =
                t2.tv_sec - t1.tv_sec + (t2.tv_usec -
                                         t1.tv_usec) * 1e-6;
            lfps = num_frames / dtf;
            num_frames = 0;
            t1 = t2;
        }
    }

    closeContext();

    return 0;
}
extern "C" BoxedGenerator::BoxedGenerator(BoxedFunctionBase* function, Box* arg1, Box* arg2, Box* arg3, Box** args)
    : function(function),
      arg1(arg1),
      arg2(arg2),
      arg3(arg3),
      args(nullptr),
      entryExited(false),
      running(false),
      returnValue(nullptr),
      exception(nullptr, nullptr, nullptr),
      context(nullptr),
      returnContext(nullptr)
#if STAT_TIMERS
      ,
      prev_stack(NULL),
      my_timer(generator_timer_counter, 0, true)
#endif
{

    int numArgs = function->f->numReceivedArgs();
    if (numArgs > 3) {
        numArgs -= 3;
        this->args = new (numArgs) GCdArray();
        memcpy(&this->args->elts[0], args, numArgs * sizeof(Box*));
    }

    static StatCounter generator_stack_reused("generator_stack_reused");
    static StatCounter generator_stack_created("generator_stack_created");

    void* initial_stack_limit;
    if (available_addrs.size() == 0) {
        generator_stack_created.log();

        uint64_t stack_low = next_stack_addr;
        uint64_t stack_high = stack_low + MAX_STACK_SIZE;
        next_stack_addr = stack_high;

#if STACK_GROWS_DOWN
        this->stack_begin = (void*)stack_high;

        initial_stack_limit = (void*)(stack_high - INITIAL_STACK_SIZE);
        void* p = mmap(initial_stack_limit, INITIAL_STACK_SIZE, PROT_READ | PROT_WRITE,
                       MAP_PRIVATE | MAP_FIXED | MAP_ANONYMOUS | MAP_GROWSDOWN, -1, 0);
        ASSERT(p == initial_stack_limit, "%p %s", p, strerror(errno));

        // Create an inaccessible redzone so that the generator stack won't grow indefinitely.
        // Looks like it throws a SIGBUS if we reach the redzone; it's unclear if that's better
        // or worse than being able to consume all available memory.
        void* p2
            = mmap((void*)stack_low, STACK_REDZONE_SIZE, PROT_NONE, MAP_PRIVATE | MAP_FIXED | MAP_ANONYMOUS, -1, 0);
        assert(p2 == (void*)stack_low);
        // Interestingly, it seems like MAP_GROWSDOWN will leave a page-size gap between the redzone and the growable
        // region.

        if (VERBOSITY() >= 1) {
            printf("Created new generator stack, starts at %p, currently extends to %p\n", (void*)stack_high,
                   initial_stack_limit);
            printf("Created a redzone from %p-%p\n", (void*)stack_low, (void*)(stack_low + STACK_REDZONE_SIZE));
        }
#else
#error "implement me"
#endif

        // we're registering memory that isn't in the gc heap here,
        // which may sound wrong.  Generators, however, can represent
        // a larger tax on system resources than just their GC
        // allocation, so we try to encode that here as additional gc
        // heap pressure.
        gc::registerGCManagedBytes(INITIAL_STACK_SIZE);
    } else {
        generator_stack_reused.log();

#if STACK_GROWS_DOWN
        uint64_t stack_high = available_addrs.back();
        this->stack_begin = (void*)stack_high;
        initial_stack_limit = (void*)(stack_high - INITIAL_STACK_SIZE);
        available_addrs.pop_back();
#else
#error "implement me"
#endif
    }

    assert(((intptr_t)stack_begin & (~(intptr_t)(0xF))) == (intptr_t)stack_begin && "stack must be aligned");

    context = makeContext(stack_begin, (void (*)(intptr_t))generatorEntry);
}