Beispiel #1
0
void ShipSpinner::Draw()
{

	Graphics::Renderer *r = GetContext()->GetRenderer();

	Graphics::Renderer::StateTicket ticket(r);

	r->SetPerspectiveProjection(45.f, 1.f, 1.f, 10000.f);
	r->SetTransform(matrix4x4f::Identity());

	r->SetDepthTest(true);
	r->ClearDepthBuffer();

	r->SetLights(1, &m_light);

	Point pos(GetAbsolutePosition() + GetActiveOffset());
	Point size(GetActiveArea());

	r->SetViewport(pos.x, GetContext()->GetSize().y - pos.y - size.y, size.x, size.y);

	matrix4x4f rot = matrix4x4f::RotateXMatrix(m_rotX);
	rot.RotateY(m_rotY);
	rot[14] = -1.5f * m_model->GetDrawClipRadius();
	m_model->Render(r, rot, &m_params);
}
Beispiel #2
0
void ModelSpinner::Draw()
{
	Graphics::Renderer *r = GetContext()->GetRenderer();

	Graphics::Renderer::StateTicket ticket(r);

	const float fov = 45.f;
	r->SetPerspectiveProjection(fov, 1.f, 1.f, 10000.f);
	r->SetTransform(matrix4x4f::Identity());

	r->SetDepthWrite(true);
	r->SetDepthTest(true);
	r->ClearDepthBuffer();

	r->SetLights(1, &m_light);

	Point pos(GetAbsolutePosition() + GetActiveOffset());
	Point size(GetActiveArea());

	r->SetViewport(pos.x, GetContext()->GetSize().y - pos.y - size.y, size.x, size.y);

	matrix4x4f rot = matrix4x4f::RotateXMatrix(m_rotX);
	rot.RotateY(m_rotY);
	const float dist = m_model->GetDrawClipRadius() / sinf(DEG2RAD(fov*0.5f));
	rot[14] = -dist;
	m_model->Render(rot);
}
Beispiel #3
0
int main(int argc, char **argv)
{
	FileSystem::Init();

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		Output("sdl init failed: %s\n", SDL_GetError());
		exit(-1);
	}

	Graphics::Settings videoSettings;
	videoSettings.width = WIDTH;
	videoSettings.height = HEIGHT;
	videoSettings.fullscreen = false;
	videoSettings.hidden = false;
	videoSettings.requestedSamples = 0;
	videoSettings.vsync = false;
	videoSettings.useTextureCompression = false;
	videoSettings.enableDebugMessages = false;
	videoSettings.iconFile = OS::GetIconFilename();
	videoSettings.title = "textstress";

	Graphics::Renderer *r = Graphics::Init(videoSettings);

	r->SetOrthographicProjection(0, WIDTH, HEIGHT, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	const Text::FontDescriptor fontDesc(Text::FontDescriptor::Load(FileSystem::gameDataFiles, "fonts/UIFont.ini", "en"));
	Text::TextureFont *font = new Text::TextureFont(fontDesc, r);

	std::string str;
	for (int i = 33; i < 127; i++)
		str.push_back(i);

	while (1) {
		bool done = false;

		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)
				done = true;
		}
		if (done)
			break;

		font->RenderString(str.c_str(), rand()%(WIDTH*2)-WIDTH, rand()%HEIGHT, Color::WHITE);
		r->SwapBuffers();
	}

	delete font;
	delete r;

	SDL_Quit();

	exit(0);
}
Beispiel #4
0
void Context::Draw()
{
	Graphics::Renderer *r = GetRenderer();

	r->SetOrthographicProjection(0, m_width, m_height, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	Single::Draw();
	m_float->Draw();

	r->SetScissor(false);
}
Beispiel #5
0
int main(int argc, char **argv)
{
	FileSystem::Init();

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		fprintf(stderr, "sdl init failed: %s\n", SDL_GetError());
		exit(-1);
	}

    const SDL_VideoInfo *info = SDL_GetVideoInfo();
    switch (info->vfmt->BitsPerPixel) {
        case 16:
            SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
            SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
            SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
            break;
        case 24:
        case 32:
            SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
            break;
        default:
            fprintf(stderr, "invalid pixel depth: %d bpp\n", info->vfmt->BitsPerPixel);
            exit(-1);
    }
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);

	SDL_Surface *surface = SDL_SetVideoMode(WIDTH, HEIGHT, info->vfmt->BitsPerPixel, SDL_OPENGL);
	if (!surface) {
		fprintf(stderr, "sdl video mode init failed: %s\n", SDL_GetError());
		SDL_Quit();
		exit(-1);
	}

	SDL_WM_SetCaption("textstress", "textstress");

	Graphics::Settings videoSettings;
	videoSettings.width = WIDTH;
	videoSettings.height = HEIGHT;
	videoSettings.fullscreen = false;
	videoSettings.shaders = false;
	videoSettings.requestedSamples = 0;
	videoSettings.vsync = false;
	videoSettings.useTextureCompression = false;
	Graphics::Renderer *r = Graphics::Init(videoSettings);

	r->SetOrthographicProjection(0, WIDTH, HEIGHT, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	const Text::FontDescriptor fontDesc(Text::FontDescriptor::Load(FileSystem::gameDataFiles, "fonts/UIFont.ini", "English"));
	Text::TextureFont *font = new Text::TextureFont(fontDesc, r);

	std::string str;
	for (int i = 33; i < 127; i++)
		str.push_back(i);

	while (1) {
		bool done = false;

		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)
				done = true;
		}
		if (done)
			break;

		font->RenderString(str.c_str(), rand()%(WIDTH*2)-WIDTH, rand()%HEIGHT, Color::WHITE);
		r->SwapBuffers();
	}

	delete font;
	delete r;

	SDL_Quit();

	exit(0);
}