Example #1
0
File: sim.c Project: piotrm0/progs
GLvoid update_world() {
  u_int dt;
  u_int i;

  if (++mutex_frames > 1) {
    --mutex_frames;
    printf("update already occuring\n");
    return;
  }
  mutex_frames = 1;

  dt = timer_mark(timer_frames);

    gv = gv * GR + GQ * (float) dt;

    //  printf("target: %d / elapsed: %d [avg: %0.3f] / CI: %d\n", TI, dt, gv, CI);

    CI += TI - ((int) gv);
    if (CI <= 0) CI = 1000;

  if (! state_paused) { 
    for (i = 0; i < SPF; i++) {
      sample_world();
    }
  }

  draw_gl();

  glutTimerFunc(CI/1000, update_world, 0);

  mutex_frames = 0;
}
Example #2
0
int main(int argc, char **argv) 
{
	/* Initialize KOS */
	pvr_init(&params);

	printf("bullet test beginning\n");

	/* Get basic stuff initialized */
	glKosInit();


	glShadeModel(GL_SMOOTH);
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClearDepth(1.0f);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);


	Logger::log("init..\n");
	InitScene();
	myTimer.start();
	Logger::log("go\n");

	mGamepad = new Gamepad();

	while(1) 
	{
		mGamepad->Update();
		if(mGamepad->Button(GAMEPAD_BTN_START))		break;

		
		/* Begin frame */
		glKosBeginFrame();


		UpdatePhysics();

		if (myTimer.getNumUpdates()%120==0)
		{
		 	printf("fps: %.4f\n",myTimer.getNumUpdates()/myTimer.totalSeconds());
		 	printf("fps (immediate): %.4f\n",1.0/myTimer.lastUpdateSeconds());
		}

		// printf("cam: %f,%f,%f\n",myCamera.position.x,myCamera.position.y,myCamera.position.z);
		// printf("target: %f,%f,%f\n",targetObj.controller().position.x,targetObj.controller().position.y,targetObj.controller().position.z);

		//printf("obj: %f,%f,%f\n",myRigidSceneObj.controller().position.x,myRigidSceneObj.controller().position.y,myRigidSceneObj.controller().position.z);

		/* Draw the "scene" */
		draw_gl();

		/* Finish the frame */
		glKosFinishFrame();
	}

	return 0;
}
Example #3
0
int main(int argc, char **argv) {
    maple_device_t *cont;
    cont_state_t *state;

    printf("nehe05 beginning\n");

    /* Get basic stuff initialized */
    glKosInit();

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);

    while(1) {
        cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);

        /* Check key status */
        state = (cont_state_t *)maple_dev_status(cont);

        if(!state) {
            printf("Error reading controller\n");
            break;
        }

        if(state->buttons & CONT_START)
            break;

        /* Draw the "scene" */
        draw_gl();

        /* Finish the frame */
        glutSwapBuffers();
    }

    return 0;
}
Example #4
0
int main(int argc, char **argv) {
	cont_cond_t cond;
	uint8	c;

	/* Get basic stuff initialized */
        pvr_init(&params);

	printf("nehe02 beginning\n");
	glKosInit();

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(45.0f,640.0f/480.0f,0.1f,100.0f);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	c = maple_first_controller();
	while(1) {
		/* Check key status */
		if (cont_get_cond(c, &cond) < 0) {
			printf("Error reading controller\n");
			break;
		}
		if (!(cond.buttons & CONT_START))
			break;

		/* Begin frame */
		glKosBeginFrame();

		/* Draw the "scene" */
		draw_gl();

		/* Finish the frame */
		glKosFinishFrame();
	}

	return 0;
}
Example #5
0
int main(int argc, char **argv) {
    maple_device_t *cont;
    cont_state_t *state;

    /* Get basic stuff initialized */
    printf("nehe02 beginning\n");
    /* Notice we do not init the PVR here, that is handled by OpenGL */
    glKosInit();

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    while(1) {
        cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);

        /* Check key status */
        state = (cont_state_t *)maple_dev_status(cont);

        if(!state) {
            printf("Error reading controller\n");
            break;
        }

        if(state->buttons & CONT_START)
            break;

        /* Draw the "scene" */
        draw_gl();

        /* Finish the frame - Notice there is no glKosBegin/FinshFrame */
        glutSwapBuffers();
    }

    return 0;
}
Example #6
0
int main(int argc, char **argv) {
	cont_cond_t cond;
	uint8	c;
	GLboolean yp = GL_FALSE;

	/* Initialize KOS */
        pvr_init(&params);

	printf("nehe09 beginning\n");

	/* Get basic stuff initialized */
	glKosInit();

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(45.0f,640.0f/480.0f,0.1f,100.0f);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	glEnable(GL_TEXTURE_2D);
	glShadeModel(GL_SMOOTH);
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
	glClearDepth(1.0f);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE);
	//glEnable(GL_BLEND);

	for (loop=0; loop<NUM_STARS; loop++)
	{
		star[loop].angle=0.0f;
		star[loop].dist=((float)(loop)/NUM_STARS)*5.0f;
		star[loop].r=rand()%256;
		star[loop].g=rand()%256;
		star[loop].b=rand()%256;
	}

	/* Set up the texture */
	loadtxr("/rd/Star.pcx", &texture[0]);

	c = maple_first_controller();
	while(1) {
		/* Check key status */
		if (cont_get_cond(c, &cond) < 0) {
			printf("Error reading controller\n");
			break;
		}
		if (!(cond.buttons & CONT_START))
			break;
		if (!(cond.buttons & CONT_DPAD_UP))
			tilt -= 0.5f;
		if (!(cond.buttons & CONT_DPAD_DOWN))
			tilt += 0.5f;
		if (!(cond.buttons & CONT_A))
			zoom -= 0.2f;
		if (!(cond.buttons & CONT_B))
			zoom += 0.2f;
		if (!(cond.buttons & CONT_Y) && !yp) {
			yp = GL_TRUE;
			twinkle = !twinkle;
		}
		if (cond.buttons & CONT_Y)
			yp = GL_FALSE;

		/* Begin frame */
		glKosBeginFrame();

		/* Switch to blended polygon list */
		glKosFinishList();

		/* Draw the GL "scene" */
		draw_gl();

		/* Finish the frame */
		glKosFinishFrame();
	}

	return 0;
}