Example #1
0
bool Renderer::Create( double width, double height )
{
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);

	m_glcontext = SDL_GL_CreateContext( m_Window.GetSDLWindow() );
	if (m_glcontext == nullptr)
		return false;
	
	//Initialize Projection Matrix 
	glMatrixMode( GL_PROJECTION ); 
	glLoadIdentity();
	glOrtho(0.0, width, height, 0.0, 1.0, -1.0);

	if (!CheckGLError())
		return false;
	
	//Initialize Modelview Matrix 
	glMatrixMode( GL_MODELVIEW ); 
	glLoadIdentity(); 
	
	if (!CheckGLError())
		return false;

	glClearColor(m_BackgroundColor.r, m_BackgroundColor.g, m_BackgroundColor.b, m_BackgroundColor.a);
	ClearBackBuffer();

	if (!CheckGLError())
		return false;

	//Enable texturing 
	glEnable( GL_TEXTURE_2D );

	return true;
}
Example #2
0
bool ClientLobbyState::Draw(FlexKit::EngineCore* core, FlexKit::UpdateDispatcher& dispatcher, double dT, FlexKit::FrameGraph& frameGraph)
{
	auto currentRenderTarget = GetCurrentBackBuffer(&core->Window);

	ClearVertexBuffer	(frameGraph, client->base->vertexBuffer);
	ClearVertexBuffer	(frameGraph, client->base->textBuffer);
	ClearBackBuffer		(frameGraph, { 0.0f, 0.0f, 0.0f, 0.0f });

	LobbyScreenDrawDesc Desc;
	Desc.allocator			= core->GetTempMemory();
	Desc.constantBuffer		= client->base->constantBuffer;
	Desc.vertexBuffer		= client->base->vertexBuffer;
	Desc.textBuffer			= client->base->textBuffer;
	Desc.renderTarget		= currentRenderTarget;
	screen.Draw(Desc, dispatcher, frameGraph);

	FlexKit::DrawMouseCursor(
		framework->MouseState.NormalizedScreenCord,
		{ 0.05f, 0.05f },
		client->base->vertexBuffer,
		client->base->constantBuffer,
		currentRenderTarget,
		core->GetTempMemory(),
		&frameGraph);

	return true;
}
Example #3
0
void Game::Draw()
{
	ClearBackBuffer();

	MainRenderPass.Render();

	SwapBuffers();
}
Example #4
0
void Renderer::Present()
{
	if (m_pRenderer)
	{
		//Update screen 
		SDL_RenderPresent(m_pRenderer);

		//Clear screen ready for next frame 
		ClearBackBuffer();
	}
}
Example #5
0
void Renderer::Present()
{
	if (m_glcontext)
	{
		//Update screen 
		SDL_GL_SwapWindow( m_Window.GetSDLWindow() );

		//Clear screen ready for next frame 
		ClearBackBuffer();
	}
}
Example #6
0
bool Renderer::Create(SDL_Window* pWindow, Uint32 flags /*= SDL_RENDERER_ACCELERATED*/, int index /*= -1*/)
{
	if (!pWindow)
		return false;

	Release();

	m_pRenderer = SDL_CreateRenderer(pWindow, index, flags);
	if (m_pRenderer == nullptr)
		return false;

	ClearBackBuffer();

	return true;
}
Example #7
0
void MCBitmap::Import(CImage &img)
{
	ClearBackBuffer();

	{
		ImportHelper help(this, img, true);

		BYTE top[16];
		int num = help.CountTopColorsPerCell(top);

		*background = top[0];

		help.ReduceColors(4, top, num < 1 ? num : 1);
	}

	*border = GuessBorderColor();
}
void	UpdateSimulation(void)
{
	double	dt = _TIMESTEP;
	int		i;
	double f, dl;
	Vector pt1, pt2;
	int j;
	Vector r;
	Vector F;
	Vector v1, v2, vr;

	if (FrameCounter >= _RENDER_FRAME_COUNT)
	{
		ClearBackBuffer();
		DrawLine(0, _WINHEIGHT - _GROUND_PLANE, _WINWIDTH, _WINHEIGHT - _GROUND_PLANE, 3, RGB(0, 0, 0));
		DrawObstacles();

	}

	for (i = 0; i < _NUM_OBJECTS; i++)
	{
		Objects[i].vSprings.x = 0;
		Objects[i].vSprings.y = 0;
		Objects[i].vSprings.z = 0;
	}


	for (i = 0; i < _NUM_SPRINGS; i++)
	{
		j = Springs[i].End1;
		pt1 = Objects[j].vPosition;
		v1 = Objects[j].vVelocity;

		j = Springs[i].End2;
		pt2 = Objects[j].vPosition;
		v2 = Objects[j].vVelocity;

		vr = v2 - v1; 
		r = pt2 - pt1;
		dl = r.Magnitude() - Springs[i].InitialLength;
		f = Springs[i].k* dl;
		r.Normalize();

		F = (r*f) + (Springs[i].d*(vr*r))*r;
		j = Springs[i].End1;

		if (Objects[j].bLocked == false)
			Objects[j].vSprings += F;

		j = Springs[i].End2;
		if (Objects[j].bLocked == false)
			Objects[j].vSprings -= F;
	}

	for (i = 0; i < _NUM_OBJECTS; i++)
	{
		Objects[i].bCollision = CheckForCollisions(&(Objects[i]));
		Objects[i].CalcLoads();
		Objects[i].UpdateBodyEuler(dt);

		if (FrameCounter >= _RENDER_FRAME_COUNT)
		{
			Objects[i].Draw();

			if (i < _NUM_OBJECTS - 1)
				Objects[i].DrawObjectLine(Objects[i + 1].vPosition);
		}

		if (Objects[i].vPosition.x > _WINWIDTH) Objects[i].vPosition.x = 0;
		if (Objects[i].vPosition.x < 0) Objects[i].vPosition.x = _WINWIDTH;
		if (Objects[i].vPosition.y < 0) Objects[i].vPosition.y = _WINHEIGHT;
	} 

	if (FrameCounter >= _RENDER_FRAME_COUNT) {
		CopyBackBufferToWindow();
		FrameCounter = 0;
	}
	else
		FrameCounter++;
}
MyDrawEngine::MyDrawEngine(int width, int height, int bitsPerPixel, HWND hwnd, bool bFullScreen)
{
	HRESULT err;
	DWORD CoopLevel;

	//Hack - I reckon a boolean needs to be passed into GameInit() from wincode.cpp
	//which is then passed into the MyDrawEngine constructor, rather than an extern! - Dan
	mbFullScreen = bFullScreen;


	// Set attributes
	ZeroMemory(&ddsd, sizeof(ddsd));

	bytesPerPixel		= bitsPerPixel/8;
	lpBackBuffer		= NULL;
	lpPrimarySurface	= NULL;
	lpClipper			= NULL;
	memoryPitch			= 0;
	screenHeight		= height;
	screenWidth			= width;
	videoAddress		= NULL;
	mHwnd				= hwnd;

	//Configure cooperative mode flags
	if(mbFullScreen)
	{
		CoopLevel = DDSCL_ALLOWMODEX | DDSCL_FULLSCREEN | DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT;
	}
	else
	{
		CoopLevel = DDSCL_NORMAL;
	}

	// to do: add defensive programming
	err=DirectDrawCreateEx(0,(void**)&lpdd,IID_IDirectDraw7,0);
	if (FAILED(err))
	{
		ErrorLogger::Writeln("Could not connect to IDirectDraw7");
		ErrorLogger::Writeln(ErrorString(err));
		lpdd=NULL;
		return;		// No point going any further
	}
	
	// set cooperation level 
	err=lpdd->SetCooperativeLevel(hwnd, CoopLevel);
	if (FAILED(err))
	{
		ErrorLogger::Writeln("Could not set cooperative level");
		ErrorLogger::Writeln(ErrorString(err));
		lpdd->Release();
		lpdd=NULL;
		return;		// No point going any further
	}

	// set display mode
	if( mbFullScreen )
	{
		err=lpdd->SetDisplayMode(width,height,bytesPerPixel*8,0,0);
		if (FAILED(err))
		{
			ErrorLogger::Writeln("Could not set display mode");
			ErrorLogger::Writeln(ErrorString(err));
			lpdd->Release();
			lpdd=NULL;
			return;		// No point going any further
		}
	}

	// Create the primary surface

	// First, make out an "order form" for the surface
	ZeroMemory(&ddsd, sizeof(ddsd));
	ddsd.dwSize = sizeof(ddsd);
	if( mbFullScreen )
	{
		ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
		ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX;
		ddsd.dwBackBufferCount = 1;
	}
	else
	{
		ddsd.dwFlags = DDSD_CAPS;
		ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
	}

	// Now get the primarySurface
	
	err=lpdd->CreateSurface(&ddsd,&lpPrimarySurface,NULL);
	if(FAILED(err))
	{
		ErrorLogger::Writeln("Failed to create primary surface");
		ErrorLogger::Writeln(ErrorString(err));
		lpdd->Release();
		lpdd=NULL;
		return;		// No point going any further
	}

	// --- Now get the back buffer ---
	if(mbFullScreen)
	{
		// Generic surface capabilities struct
		DDSCAPS2 ddsCaps;

		//Clear it
		ZeroMemory(&ddsCaps, sizeof(ddsCaps));

		ddsCaps.dwCaps = DDSCAPS_BACKBUFFER | DDSCAPS_FLIP;

		err=lpPrimarySurface->GetAttachedSurface(&ddsCaps,&lpBackBuffer);
	}
	else
	{
		DDSURFACEDESC2 desc;
		ZeroMemory(&desc, sizeof(DDSURFACEDESC2));

		desc.dwSize = sizeof(DDSURFACEDESC2);
		desc.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH;
		desc.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
		desc.dwWidth = width;
		desc.dwHeight = height;

		err = lpdd->CreateSurface(&desc, &lpBackBuffer, NULL);
	}


	if(FAILED(err))
	{
		ErrorLogger::Writeln("Failed to obtain back surface");
		ErrorLogger::Writeln(ErrorString(err));

		lpClipper->Release();
		lpPrimarySurface->Release();
		lpdd->Release();
		lpdd=NULL;

		return;		// No point going any further
	}

	//Create a clipper for the back buffer!

	tagRECT clipArea;
	clipArea.top	= 0;
	clipArea.left	= 0;
	clipArea.bottom	= height;
	clipArea.right	= width;

	// Set clipper for back buffer surface
	// Chris - this function should be made to be more generic,
	// so that it can be applied to any direct draw surface
    SetClipper(1, &clipArea);

	// clear primary and secondary surfaces
	ClearBackBuffer();
	Flip();
	ClearBackBuffer();
}