Example #1
0
/* Function: render_scene
	Scene should be assembled here. TODO: rework

	Parameters:
		counter - pointer to snapshot's point counter
*/
void render_scene(float y, float p, Snapshot *snap, uint32_t *counter) 
{
	uint32_t i;
	uint32_t cnt = *counter;
	clear_zbuffer(); 
	clear_img(CLEAR_COLOR); 
	yaw = y; 
	pitch = p;
	compute_yp(); 
	
	/* render here */
	render_cloud(&cloud,0,0,0,1); 
	
	/* end */
		
	for (i=0; i<WIDTH*HEIGHT; i++) { 
		if (img[i] != CLEAR_COLOR) {
		snap->x[cnt] = shrink(Xbuf[i], shrink_val); 
		snap->y[cnt] = shrink(Ybuf[i], shrink_val); 
		snap->z[cnt] = shrink(Zbuf[i], shrink_val); 
		snap->nx[cnt] = NXbuf[i];
		snap->ny[cnt] = NYbuf[i]; 
		snap->nz[cnt] = NZbuf[i];
		snap->sh[cnt] = SHbuf[i];
		snap->c[cnt] = true2high(img[i]); 
		cnt++; }
	}
	*counter = cnt;
}
void TextureUtil::initGrx() {
  Config * config = Config::getInstance();

#if EM_USE_SDL
  cerr << "Initing SDL" << endl << endl;
  if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
    cerr << "Couldn't initialize SDL video" << SDL_GetError() << endl;
    exit(1);
  }

  if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
    cerr << "Couldn't initialize SDL joystick: " <<  SDL_GetError() << endl << endl;
  } else {
    int njoystick = SDL_NumJoysticks();
    cerr << njoystick << " joysticks were found." << endl;
    if (njoystick != 0) {
      cerr << "The names of the joysticks are:" << endl;
      for(int a=0; a<njoystick; a++ ) {
        cerr << "  " << SDL_JoystickName(a) << endl;
      }
      cerr << "Using " << SDL_JoystickName(0) << endl << endl;
      SDL_JoystickOpen(0);
      SDL_JoystickEventState(SDL_ENABLE);
    }
  }

  // See if we should detect the display depth
  if ( SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8 ) {
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 2 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 3 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 3 );
  } else        if ( SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 16 ) {
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
  }     else {
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
  }

  SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
  SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

  /* Initialize the display */
  SDL_Surface* screen =
    SDL_SetVideoMode(config->getWidth(), config->getHeight(), config->getBpp(),
                     SDL_OPENGL
                     | (config->useFullScreen() ? SDL_FULLSCREEN : 0));

  //    if (config->useFullScreen()) {
  SDL_ShowCursor(SDL_DISABLE);
  //    }
  SDL_WM_SetCaption("Emilia Pinball", NULL);

  if (screen == NULL) {
    cerr << "Couldn't set video mode: " << SDL_GetError() << endl;
    exit(1);
  }

  cerr << "Vendor     : " << glGetString( GL_VENDOR ) << endl;
  cerr << "Renderer   : " << glGetString( GL_RENDERER ) << endl;
  cerr << "Version    : " << glGetString( GL_VERSION ) << endl;
  cerr << "Extensions : " << glGetString( GL_EXTENSIONS ) << endl << endl;
  //TODO: that would be usefull to report CPU/RAM specs also //!rzr

  int value;
  SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value );
  cerr << "SDL_GL_RED_SIZE: " << value << endl;
  SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value );
  cerr << "SDL_GL_GREEN_SIZE: " << value << endl;
  SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value );
  cerr << "SDL_GL_BLUE_SIZE: " << value << endl;
  SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value );
  cerr << "SDL_GL_DEPTH_SIZE: " << value << endl;
  SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value );
  cerr << "SDL_GL_DOUBLEBUFFER: " << value << endl << endl;

  this->resizeView(config->getWidth(), config->getHeight());
#endif // EM_USE_SDL

#if EM_USE_ALLEGRO
  //config->setSize(320, 240);

  allegro_init();
  install_keyboard();
  install_timer();
  install_mouse();

  COLOR_MAP colorMap;
  RGB_MAP rgbMap;
  COLOR_MAP transMap;

  RGB* paPalette = (RGB*) calloc(256, sizeof(RGB));
  generate_332_palette(paPalette);
  // create rgb table
  create_rgb_table(&rgbMap, paPalette, NULL);
  rgb_map = &rgbMap;
  // create light table and setup the truecolor blending functions.
  create_light_table(&colorMap, paPalette, 0, 0, 0, NULL);
  color_map = &colorMap;
  // texture and flat polygons are 50% transparent
  create_trans_table(&transMap, paPalette, 128, 128, 128, NULL);
  set_trans_blender(0, 0, 0, 128);
  // set the graphics mode
  int tc = GFX_AUTODETECT_WINDOWED, tw = config->getWidth();
  int th = config->getHeight(), tbpp = 16;
  /*
    set_gfx_mode(GFX_SAFE, 320, 200, 0, 0);
    set_palette(desktop_palette);

    if (!gfx_mode_select_ex(&tc, &tw, &th, &tbpp)) {
    allegro_exit();
    cerr << "Error setting safe graphics mode" << endl;
    }
  */
  set_color_depth(tbpp);
  if (set_gfx_mode(tc, tw, th, 0, 0) != 0) {
    allegro_exit();
    cerr << "Error setting graphics mode " << endl << allegro_error << endl;
  }
  set_palette(paPalette);
  config->setSize(tw, th);
  set_projection_viewport(0, 0, tw, th);
  // Create back buffer.
  backbuffer = create_bitmap(tw, th);
  clear(backbuffer);
  zbuffer = create_zbuffer(backbuffer);
  set_zbuffer(zbuffer);
  clear_zbuffer(zbuffer, 0);
#endif // EM_USE_ALLEGRO
}
Example #3
0
void view3d(MAPGEN &mapgen, float hflat, float lflat){
	lc=0;
	MAP map(mapgen,hflat,lflat);

	BITMAP *buffer=create_bitmap(480,320);
	ZBUFFER *zbuf=create_zbuffer(buffer);
	set_zbuffer(zbuf);
	MATRIX_f roller,camera;

//	create_scene(4*(mapgen.size()*mapgen.size()), (mapgen.size()*mapgen.size()));
	set_projection_viewport(0, 0, buffer->w, buffer->h);

	float xfront, yfront, zfront;
	float xup, yup, zup;
	float heading=0,pitch=0,roll=0;
	int fov=32;
	float x=128,y=128,z=128;
	float xs=0,ys=0,zs=0;

	int fps=0,frames[101];
	for(int i=0;i<101;i++)
		frames[i]=0;

	int mx,my,tc;
	//To get rid of that annoying roll I reset mickeys.
	get_mouse_mickeys(&mx,&my);
	while(!(mouse_b || key[KEY_ESC])){
		tc=lc;
		lc=0;
		while(!mouse_b && tc){
			tc--;

			fps-=frames[100];
			for(int i=100;i>0;i--)
				frames[i]=frames[i-1];
			frames[0]=0;
			fps+=frames[1];

/*			if(key[KEY_Q])
				y++;
			if(key[KEY_Z])
				y--;
			if(key[KEY_W]){
				x+=sin(heading);
				z+=cos(heading);
			}
			if(key[KEY_S]){
				x-=sin(heading);
				z-=cos(heading);
			}
			if(key[KEY_A]){
				x+=sin(heading+M_PI/2);
				z+=cos(heading+M_PI/2);
			}
			if(key[KEY_D]){
				x-=sin(heading+M_PI/2);
				z-=cos(heading+M_PI/2);
			}
*/
			if(key[KEY_Q])
				ys++;
			if(key[KEY_Z])
				ys--;
			if(key[KEY_W]){
				xs+=sin(heading);
				zs+=cos(heading);
			}
			if(key[KEY_S]){
				xs-=sin(heading);
				zs-=cos(heading);
			}
			if(key[KEY_A]){
				xs+=sin(heading+M_PI/2);
				zs+=cos(heading+M_PI/2);
				roll+=.02;
			}
			if(key[KEY_D]){
				xs-=sin(heading+M_PI/2);
				zs-=cos(heading+M_PI/2);
				roll-=.02;
			}
	
			xs*=.99;
			ys*=.9;
			zs*=.99;
			x+=xs;
			y+=ys;
			z+=zs;

			get_mouse_mickeys(&mx,&my);
			position_mouse(SCREEN_W/2,SCREEN_H/2);
			heading-=mx/100.;
			pitch-=my/100.;
			if(pitch>M_PI/3) pitch=M_PI/3;
			if(pitch<-M_PI/3) pitch=-M_PI/3;
			
			roll-=mx/100.;
			roll*=.95;

/*			if(x>=0 && z>=0 && x/tilesize<mapgen.size()  && z/tilesize<mapgen.size())
				y=200+mapgen.heightmap()[int(x/tilesize)][int(z/tilesize)]*tilesize;
*/		}

		/* calculate the in-front vector */
		xfront = sin(heading) * cos(pitch);
		yfront = sin(pitch);
		zfront = cos(heading) * cos(pitch);

		/* rotate the up vector around the in-front vector by the roll angle */
		get_vector_rotation_matrix_f(&roller, xfront, yfront, zfront, roll*128.0/M_PI);
		apply_matrix_f(&roller, 0, 1, 0, &xup, &yup, &zup);

		/* build the camera matrix */
		get_camera_matrix_f(&camera, x, y, z, xfront, yfront, zfront, xup, yup, zup, fov, 1);

		polys_drawn=0;
		clear_bitmap(buffer);
//		clear_scene(buffer);
		clear_zbuffer(zbuf,0);
		map.render(buffer,&camera,int(x),int(y));
//		render_scene();
		textprintf_ex(buffer,font,8,8,-1,-1,"FPS: %i",fps);
		textprintf_ex(buffer,font,8,16,-1,-1,"Polygon count: %i",polys_drawn);
		blit(buffer, screen, 0, 0, 280, 8, buffer->w, buffer->h);
		frames[0]++;
	}
	destroy_bitmap(buffer);
	destroy_zbuffer(zbuf);
//	destroy_scene();
	while(mouse_b || key[KEY_ESC]);
	clear_keybuf();
}