Ejemplo n.º 1
0
void display ( void )
{
  if ( debugOpt != DRAW_WITHOUT_SHADERS &&
       debugOpt != DRAW_WITHOUT_PHYSICS )
  {
    runCollisionDetection () ;
    runPhysics            () ;
  }

  /* Now render the scene using the results */

  glViewport ( 0, 0, win_width, win_height ) ;

  drawCubes () ;

  /* All done! */

  glutSwapBuffers   () ;
  glutPostRedisplay () ;
}
Ejemplo n.º 2
0
int main ( int argc, char** argv )
{
      if(Load_Wordlist()==-1)
    {
     printf( "Unable to load wordlist\n");
    return 1;
    }
    // initialize SDL video
    if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
    {
        printf( "Unable to init SDL: %s\n", SDL_GetError() );
        return 1;
    }
    if (TTF_Init()==-1)
    {
        printf( "Unable to init SDL: %s\n", SDL_GetError() );
        return 1;
    }


    // make sure SDL cleans up before exit
    atexit(SDL_Quit);

    // create a new window
   screen = SDL_SetVideoMode(480, 640, 16,SDL_HWSURFACE|SDL_DOUBLEBUF);
    if ( !screen )
    {
        printf("Unable to set 640x480 video: %s\n", SDL_GetError());
        return 1;
    }

    // *******************************************Load Resources********************************************/
    //******************************************************************************************************/
    //****************************************That's right, resources***************************************/
    //******************************************************************************************************/
    option=IMG_Load("option.png");
    if (!option)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }
      option2=IMG_Load("option2.png");
    if (!option)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }
    background=IMG_Load("background.png");
    if (!background)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }
   gamefont=TTF_OpenFont("Courier_New.ttf",25);
   gamefontsmall=TTF_OpenFont("Courier_New.ttf",16);
    if (gamefont==NULL||gamefontsmall==NULL)
    {
        printf("Unable to load font: %s\n", SDL_GetError());
        return 1;
    }
    // *************************************Initialising some vars********************************************/
    //********************************************************************************************************/
    cur_rect.w=200;
    cur_rect.h=80;
    cur_rect.x=(480-200)/2;
    cur_text_rect.h=20;
    screen_rect.w=480;
    screen_rect.h=640;
    screen_rect.x=0;
    screen_rect.y=0;
    int i;
    for(i=0;i<6;i++){options[i].text=NULL;}
    textColor.r=0;
    textColor.g=0;
    textColor.b=0;
    milliseconds=SDL_GetTicks();
    srand(time(NULL));
    //**************************************************Main loop LOL*******************************************/
    //**********************************************************************************************************/
    //****************************************************Here we go...*****************************************/
    //**********************************************************************************************************/
    displayMainMenu();

    //***********************************************************************************************************
    //********************************************Event processing***********************************************
    //***********************************************************************************************************

    while (!done)
    {
        // message processing loop
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            // check for messages
            switch (event.type)
            {
                // exit if the window is closed
            case SDL_QUIT:
                done = true;
                break;

                // check for keypresses
            case SDL_KEYDOWN:
                {
                    // exit if ESCAPE is pressed
                    if (event.key.keysym.sym == SDLK_ESCAPE)
                        done = true;
                    break;
                }
            case SDL_MOUSEBUTTONDOWN:
            {
            handleClick(GetClickedOption(event.button.x,event.button.y));
            }
            } // end switch
        } // end of message processing
        //***************************************************************************************
        //*****************************Rendering*************************************************
        //***************************************************************************************
  // clear screengetline
        SDL_BlitSurface(background, 0, screen, &screen_rect);
        if(gamestate>=1&&gamestate<=3)
        {
        SDL_BlitSurface(questiontext,0,screen,&screen_rect);
        }
        int i;
        for(i=0;i<optnum;i++)
        {
        displayOption(options[i]);
        }

        //Run the physics
        runPhysics();
        // finally, update the screen :)
        SDL_Flip(screen);
    } // end main loop

    // free loaded bitmap
    SDL_FreeSurface(questiontext);
    SDL_FreeSurface(option2);
    SDL_FreeSurface(option);
    SDL_FreeSurface(background);
    TTF_CloseFont(gamefont);
    TTF_Quit();
    for(i=0;i<numwords;i++)
    {
    Free_Word(Words[i]);
    }
    free(Words);
    // all is well ;)
    printf("Exited cleanly\n");
    return 0;
    }
Ejemplo n.º 3
0
int main()
{

	Display display = Display(WIDTH, HEIGHT, fullscreen);
	display.initShaders();

	int num = 1024*40;
	//num = 1024;
	

	size_t size = num * sizeof(GLfloat) * 3;

	GLfloat* points = (GLfloat*) malloc(size);
	GLfloat* vels = (GLfloat*) malloc(size);
	GLfloat* accel = (GLfloat*) malloc(size);
	GLfloat* masses = (GLfloat*)malloc(num * sizeof(GLfloat));

	srand(time(0));

	for(int i = 0; i < num; i++)
	{
		int x = i*3;
		int y = i*3 +1;
		int z = i*3 +2;

		points[x] = (float)(rand() % 10000) / 1000.0f -5.0f;
		points[y] = (float)(rand() % 10000) / 10000.0f -5.0f;
		points[z] = (float)(rand() % 10000) / 1000.0f -5.0f;

		
	//	points[y] = 0;


	//	points[i*3+1] = 0;

		vels[i*3] = 0;
		vels[i*3+1] = 0;
		vels[i*3+2] = 0;
		
		/*
		if(points[x] < 0)
		{
			if(points[z]< 0)
			{
				points[x] +=10;
	//			points[y] +=1;
			}
			else
			{
				points[z] -=19;
				
	//			points[y] +=2;
			}
		}
		else
		{
			if(points[z]< 0)
			{
				points[z]+=10;
				
	//			points[y] +=3;
			}
			else
			{
				points[x]-=10;
				
		//		points[y] +=4;
			}

		}
		*/

		vels[x]/= 100.0f;
		vels[z]/=100.0f;

		masses[i] = 100000.0f + (float)(rand() % 1000000);

		//masses[i] = 10000000.0f + rand()  - rand();

	}

	//masses[0] = 1000000000.0f;





	display.setVertexData(points, vels, accel, masses, num);

	float3* p = 0;
	float3* v = 0;
	float3* a = 0;
	float* m = 0;

	display.registerCUDA();

	Timer timer = Timer(); 

	while(display.running()) 
	{
		timer.start();

		if(!display.paused())
		{
			display.getDevicePointers(&p, &v, &a, &m);
			runPhysics(p, v, a, m, display.getNumPoints(), false, 1.0f);
			display.unmapCUDAResources();
		}
		display.render();

		timer.stop();
		printf("%f\n", timer.getElapsed());
	}

	display.unregisterCUDA();

	return 0;
}