Example #1
0
void Graphics::renderFrame(){
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	Camera *camera = resources->getCamera();
	glm::mat4 projection = camera->getProjection();
	glm::mat4 view = camera->getView();

	// Skybox
	if( resources->hasSkybox() ){
		renderSkybox(projection, camera->getOrientationMatrix());
	}

	// Entities
	renderEntities(projection, view);
	renderTransparentEntities(projection, view);

	// Particles
	renderParticleSystems(projection, view);

	// UI
	renderUserInterface();

	glFlush();
	glfwSwapBuffers(window);
	// glfwPollEvents();
}
Example #2
0
void GraphicsTCOD::render() {

    entMap->refreshEntityMap();

    renderTiles();
    renderEntities();



    TCODConsole::blit(output, 0, 0, MAIN_WIDTH, MAIN_HEIGHT, TCODConsole::root, 0, 0);
    TCODConsole::flush();


}
Example #3
0
int main() {
    cfguInit();
    CFGU_GetSystemModel(&MODEL_3DS);
	FILE * file;
	shouldRenderDebug = true;
	if ((file = fopen("settings.bin", "r"))) {
        fread(&shouldRenderDebug,sizeof(bool),1,file);
        fread(&shouldSpeedup,sizeof(bool),1,file);
        osSetSpeedupEnable(shouldSpeedup);
		fclose(file);
	}
    
	sf2d_init();
	csndInit();
	noItem = newItem(ITEM_NULL, 0);
	
	currentMenu = MENU_TITLE;
	currentSelection = 0;
	quitGame = false;

	icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
	font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
	bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
	
	dirtColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 0)); 
	dirtColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 1)); 
	dirtColor[2] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 2)); 
	dirtColor[3] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 3)); 
	dirtColor[4] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 4)); 

	loadSound(&snd_playerHurt, "resources/playerhurt.raw");
	loadSound(&snd_playerDeath, "resources/playerdeath.raw");
	loadSound(&snd_monsterHurt, "resources/monsterhurt.raw");
	loadSound(&snd_test, "resources/test.raw");
	loadSound(&snd_pickup, "resources/pickup.raw");
	loadSound(&snd_bossdeath, "resources/bossdeath.raw");
	loadSound(&snd_craft, "resources/craft.raw");
	
	bakeLights();
	
	int i;
	for (i = 0; i < 5; ++i) {
		minimap[i] = sf2d_create_texture(128, 128, TEXFMT_RGBA8,
				SF2D_PLACE_RAM);
		sf2d_texture_tile32(minimap[i]);
	}
	
	sf2d_set_vblank_wait(true);

	sf2d_set_clear_color(0xFF000000);

	k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
	k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
	k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
	k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
	k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
	k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
	k_pause.input = KEY_START;
	k_accept.input = KEY_A;
	k_decline.input = KEY_B;
	k_delete.input = KEY_X;
	k_menuNext.input = KEY_R;
	k_menuPrev.input = KEY_L;

	if ((file = fopen("btnSave.bin", "rb"))) {
		fread(&k_up.input, sizeof(int), 1, file);
		fread(&k_down.input, sizeof(int), 1, file);
		fread(&k_left.input, sizeof(int), 1, file);
		fread(&k_right.input, sizeof(int), 1, file);
		fread(&k_attack.input, sizeof(int), 1, file);
		fread(&k_menu.input, sizeof(int), 1, file);
		fread(&k_pause.input, sizeof(int), 1, file);
		fread(&k_accept.input, sizeof(int), 1, file);
		fread(&k_decline.input, sizeof(int), 1, file);
		fread(&k_delete.input, sizeof(int), 1, file);
		fread(&k_menuNext.input, sizeof(int), 1, file);
		fread(&k_menuPrev.input, sizeof(int), 1, file);
		fclose(file);
	}
	
	if ((file = fopen("lastTP.bin", "r"))) {
		char fnbuf[256];
		fgets(fnbuf, 256, file); // get directory to texturepack
		loadTexturePack(fnbuf);   
		fclose(file);
	}

	tickCount = 0;
	initRecipes();
	defineTables();
	while (aptMainLoop()) {
		++tickCount;
		hidScanInput();
		tickKeys(hidKeysHeld(), hidKeysDown());

		if (quitGame) break;

		if (initGame > 0) setupGame(initGame == 1 ? true : false);

		if (currentMenu == 0) {
			tick();
			sf2d_start_frame(GFX_TOP, GFX_LEFT);

			offsetX = xscr;
			offsetY = yscr;
			sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //RGBA8(12, 12, 12, 255)); //You might think "real" black would be better, but it actually looks better that way
			renderLightsToStencil();

			renderBackground(xscr, yscr);
			renderEntities(player.x, player.y, &eManager);
			renderPlayer();
			
			resetStencilStuff();
			offsetX = 0;
			offsetY = 0;
			
			if(shouldRenderDebug){
			    sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(), player.x, player.y, eManager.lastSlot[currentLevel]);
			    drawText(fpsstr, 2, 225);
            }
			
			sf2d_end_frame();

            sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
                if(!shouldRenderMap){
                    sf2d_draw_texture(bottombg, 0, 0);
                    renderGui();
                } else {
                    renderZoomedMap();
                }
            sf2d_end_frame();
		} else {
			tickMenu(currentMenu);
			renderMenu(currentMenu, xscr, yscr);
		}

		sf2d_swapbuffers();
	}

	freeRecipes();

	freeLightBakes();
	sf2d_free_texture(icons);
	sf2d_free_texture(minimap[0]);
	sf2d_free_texture(minimap[1]);
	sf2d_free_texture(minimap[2]);
	sf2d_free_texture(minimap[3]);
	sf2d_free_texture(minimap[4]);
	freeSounds();
	csndExit();
    cfguExit();
	sf2d_fini();
	return 0;
}
Example #4
0
void frts::Drawer::updatePosition(const SharedManagerPtr& shared, PointPtr pos, Point::value zLevel,
                                  const RegionManagerPtr& regionManager, const ModelFactoryPtr& modelFactory,
                                  const GraphicDataPtr& graphicData, const ModelDataPtr& modelData)
{
    // Pos is not a reference because we may override it.

    assert(shared != nullptr);
    assert(pos != nullptr);
    assert(initialized);

    // We only render on the same z-level or levels below.
    if (pos->getZ() > zLevel)
    {
        return;
    }

    // Change pos if it is below because we render always relative to the current zLevel.
    // Also we check if it is necessary to render (this may change later depending on transparency).
    bool renderPos = (pos->getZ() == zLevel);
    if (pos->getZ() < zLevel)
    {
        pos = modelFactory->makePoint(pos->getX(), pos->getY(), zLevel);
    }

    // The rectangle on the screen which should be rendered.
    auto mapArea = graphicData->getMapArea();
    auto renderX = mapArea.x + regionToScreenX(pos->getX(), shared);
    auto renderY = mapArea.y + regionToScreenY(pos->getY(), shared);
    auto renderWidth = std::min(static_cast<GraphicData::pixel>(graphicData->getZoom() * graphicData->getTileWidth()),
                                mapArea.x + mapArea.width - renderX);
    auto renderHeight = std::min(static_cast<GraphicData::pixel>(graphicData->getZoom() * graphicData->getTileHeight()),
                                 mapArea.y + mapArea.height - renderY);
    SDL_Rect rectToRender = {
        static_cast<int>(renderX),
        static_cast<int>(renderY),
        static_cast<int>(renderWidth),
        static_cast<int>(renderHeight)
    };
    SDL_SetRenderDrawColor(renderer.get(), tileBackgroundR, tileBackgroundG, tileBackgroundB, 0);

    // Check if the position is in the map rectangle.
    if (!mapArea.isPixelInRect(renderX, renderY))
    {
        return;
    }

    // Because of zoom it might be outside the region, so let's just render the background.
    if (pos->getX() >= modelData->getMapSizeX() || pos->getY() >= modelData->getMapSizeY())
    {
        SDL_RenderFillRect(renderer.get(), &rectToRender);
        return;
    }

    // Get block.
    auto renderableId = shared->makeId(Sdl2Ids::renderable());
    auto block = regionManager->getBlock(pos, shared);
    auto entities = block->getByComponent(renderableId);

    // Stacking support.
    IdUnorderedSet stacked;

    // Check for transparency. Currently we only render blocks below if the first entity (the assumed background) has it.
    auto filledBackground = false;
    if (entities.size() > 0)
    {
        auto transparency = getTransparency(entities, renderableId);

        if (transparency > 0)
        {
            SDL_RenderFillRect(renderer.get(), &rectToRender);
            filledBackground = true;

            // Even if the position on the current z-level doesn't need rendering we can look through
            // so it's still necessary to do that.
            renderPos = true;
        }

        // Check descending if the entities are transparent.
        std::vector<EntityVector> allEntitiesBelow;
        for (Point::value i = 1; i <= transparency; ++i)
        {
            auto posBelow = modelFactory->makePoint(pos->getX(),
                                                    pos->getY(),
                                                    pos->getZ() - i);
            auto blockBelow = regionManager->getBlock(posBelow, shared);
            auto entitiesBelow = blockBelow->getByComponent(renderableId);
            allEntitiesBelow.push_back(entitiesBelow);

            // Initialize with a value greater 0 to keep going if there are no entities.
            frts::Point::value transparencyBelow = 1;
            if (entitiesBelow.size() > 0)
            {
                transparencyBelow = getTransparency(entitiesBelow, renderableId);
            }
            if (transparencyBelow == 0)
            {
                // Doesn't make sense to go deeper if not transparent.
                break;
            }
        }

        // Render beginning from the lowest one.
        for (auto it = allEntitiesBelow.rbegin(); it != allEntitiesBelow.rend(); ++it)
        {
            renderEntities(*it, renderableId, rectToRender, stacked, shared, graphicData->getZoom());
        }
    }

    if (renderPos)
    {
        if (!filledBackground)
        {
            SDL_RenderFillRect(renderer.get(), &rectToRender);
        }

        renderEntities(entities, renderableId, rectToRender, stacked, shared, graphicData->getZoom());
    }
}
Example #5
0
int main()
{
	sf2d_init();
	csndInit();
	noItem = newItem(ITEM_NULL,0);
	
	currentMenu = MENU_TITLE;
    currentSelection = 0;
	quitGame = false;

    icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
    font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
	
	//consoleInit(GFX_BOTTOM, NULL);
   // printf("Press 'Start' to exit.\n");

	loadSound(&snd_playerHurt, "resources/playerhurt.raw");
	loadSound(&snd_playerDeath, "resources/playerdeath.raw");
	loadSound(&snd_monsterHurt, "resources/monsterhurt.raw");
	loadSound(&snd_test, "resources/test.raw");
	loadSound(&snd_pickup, "resources/pickup.raw");
	loadSound(&snd_bossdeath, "resources/bossdeath.raw");
	loadSound(&snd_craft, "resources/craft.raw");
    
    int i;
    for(i = 0;i < 5;++i){
       minimap[i] = sf2d_create_texture(128,128,TEXFMT_RGBA8,SF2D_PLACE_RAM);
	   sf2d_texture_tile32(minimap[i]);
    }
    
    sf2d_set_vblank_wait(true);
	
	sf2d_set_clear_color(0xFF);
	
	/* Default inputs */
	k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
	k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
	k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
	k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
	k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
	k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
	k_pause.input = KEY_START;
    k_accept.input = KEY_A;
    k_decline.input = KEY_B;
    k_delete.input = KEY_X;
    FILE * file;
    
    /* If btnSave exists, then use that. */
    if ((file = fopen("btnSave.bin", "rb"))){
        fread(&k_up.input, sizeof(int), 1, file);
        fread(&k_down.input, sizeof(int), 1, file);
        fread(&k_left.input, sizeof(int), 1, file);
        fread(&k_right.input, sizeof(int), 1, file);
        fread(&k_attack.input, sizeof(int), 1, file);
        fread(&k_menu.input, sizeof(int), 1, file);
        fread(&k_pause.input, sizeof(int), 1, file);
        fread(&k_accept.input, sizeof(int), 1, file);
        fread(&k_decline.input, sizeof(int), 1, file);
        fread(&k_delete.input, sizeof(int), 1, file);
        fclose(file);
    }
	
	//screenShot = false;
	
    tickCount=0;
    initRecipes();
    defineTables();
	while (aptMainLoop()) {
		++tickCount;
		hidScanInput();
		tickKeys(hidKeysHeld(),hidKeysDown());

		//if (quitGame || hidKeysHeld() & KEY_SELECT) break;
		if (quitGame) break;
		//if (hidKeysDown() & (KEY_L | KEY_R)) screenShot = true;
	//	else screenShot = false;
        
        if(initGame > 0) setupGame(initGame == 1 ? true : false);
        
        if(currentMenu == 0){
            tick();
            sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(),player.x, player.y,eManager.lastSlot[currentLevel]);
		    sf2d_start_frame(GFX_TOP, GFX_LEFT);
                if(currentLevel == 0){ 
                    sf2d_draw_texture_part_scale(minimap[1],(-xscr/3)-256,(-yscr/3)-32,0,0,128,128,12.5,7.5);
                    sf2d_draw_rectangle(0,0,400,240, 0xDFDFDFAF);
                }
	            offsetX = xscr;offsetY = yscr;
		        renderBackground(xscr,yscr);
		        renderEntities(player.x, player.y, &eManager);
		        renderPlayer();
	            offsetX = 0;offsetY = 0;
		        renderItemWithText(player.p.activeItem, 10, 205);
		       // drawText(debugText,2,208);
		        drawText(fpsstr,2,225);
		    sf2d_end_frame();
		      
		    sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);	
		        if(currentLevel == 0 && airWizardHealthDisplay > 0){ 
                    sprintf(bossHealthText, "BOSS: %.0f%%", ((float)airWizardHealthDisplay/2000.0)*100);
                    drawText(bossHealthText,2,225);
                }
		        renderGui();
                sf2d_draw_texture(minimap[currentLevel], 192, 112);//y:56
            sf2d_end_frame();
        } else{ 
            tickMenu(currentMenu);
            renderMenu(currentMenu,xscr,yscr);
        }
        
		sf2d_swapbuffers();
	}
	
    freeRecipes();
	sf2d_free_texture(icons);
	sf2d_free_texture(minimap[0]);
	sf2d_free_texture(minimap[1]);
	sf2d_free_texture(minimap[2]);
	sf2d_free_texture(minimap[3]);
	sf2d_free_texture(minimap[4]);
    freeSounds();
    csndExit();
	sf2d_fini();
	return 0;
}