Example #1
0
void Graphics::render()
{
    if (!start())
        return;

    if (!initialized) {
        error->log(GRAPHICS, IMPORTANT, "Render function called without graphics initialization\n");
        return;
    }

    // I feel like most of this should not get called every frame, but whatever
    GLfloat mat_specular[]={ .2, .2, .2, 1.0 };
    glShadeModel(GL_SMOOTH);
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular );
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_DEPTH_TEST);
    
    if (Scheduler::getInstance().raceState == SETUP) {
        glClearColor(0.0,0.0,0.0,0.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        World::getInstance().setupMenu->draw();
        renderHUD();
    } else {
        if(glowEnabled) {
            glViewport(0,0,glowTexWidth,glowTexHeight);
            renderGlowLayer();

            World &world = World::getInstance();
            glViewport(0,0,world.camera.getWres(),world.camera.getHres());
            copyBufferToTexture();

            renderColorLayer();

            // Composite;
            renderGlowTexture();
            renderHUD();
        } else {
            World &world = World::getInstance();
            glViewport(0,0,world.camera.getWres(),world.camera.getHres());
            renderColorLayer();
            renderHUD();
        }
    }


    SDL_GL_SwapBuffers();
    finish();
}
Example #2
0
//finally here. Whew that's a lot of functions
int main(int argc,char* args[]) {
    srand(time(NULL));  	//spin the wheel!
    int i;                  //loop counter
    int frame=0;            //total frames past

    if(init()==false) return 1;
    if(prepAssets()==false) return 1;
    if(Mix_PlayMusic(muBGM,-1)==-1) return 1;

    //read and store the string of appropriate language
    FILE *pLang;
    char strLang[25];       //language string
    if((pLang=fopen("text/en.WhyCantIHoldAllTheseFileExtensions","r"))!=NULL) {
        if(fgets(strLang,25,pLang)==NULL) return 1;
    }
    fclose(pLang);
    sfMenuPrompt=TTF_RenderText_Blended(fnMenu,strLang,clMenu);

    //read and store current highscore
    FILE *pHighScoreR;
    char strHighScore[10];
    if((pHighScoreR=fopen("text/highscore.WhyCantIHoldAllTheseFileExtensions","r"))!=NULL) {
        if(fgets(strHighScore,10,pHighScoreR)==NULL) return 1;
    }
    fclose(pHighScoreR);
    sfHighScore=TTF_RenderText_Shaded(fnHighScore,strHighScore,clHighScore,clDefault);
    iHighScore=atoi(strHighScore);		//string contents as an int

    //menu runs here
    while(quitMenu==false) {
        //display menu
        printb(0,0,sfMenu,sfScreen);
        printb((SCREEN_WIDTH-sfMenuPrompt->w)/2,315,sfMenuPrompt,sfScreen);
        //menu-only key controls
        while(SDL_PollEvent(&event)) {
            if(event.type==SDL_KEYDOWN) {
                switch(event.key.keysym.sym) {
                case SDLK_RETURN:
                    quitMenu=true;
                    break;
                case SDLK_ESCAPE:
                    quitMenu=true;
                    quitGame=true;
                    quitOver=true;
                    quitAll=true;
                    break;
                default:
                    ;
                }
            }

            //if the window gets X'd
            if(event.type==SDL_QUIT) {
                quitMenu=true;          //quit the menu
                quitGame=true;          //skip the game
                quitOver=true;
                quitAll=true;
            }
        }

        //refresh the screen
        if(SDL_Flip(sfScreen)==-1) return 1;
    }

    //game is starting! set up everything!
    tmTime.start();
    tmFPS.start();
    tmFPSUpd.start();
    tmDelta.start();
    tmMusic.start();

    //REPLAY LOOP
    while(quitAll==false) {
        randBullets();
        //game runs here
        while(quitGame==false) {
            //once wave time is up: level up and restart wave timer
            //setup phase is active
            if(waveZero==true&&tmTime.getTicks()>10000) {
                iWave++;
                nextWave();
                tmTime.start();
                waveZero=false;
                newBGM();
                tmScore.start();
                tmTimeAlive.start();
            }
            //setup phase is off
            else if(tmTime.getTicks()>WAVE_LENGTH) {
                iWave++;
                nextWave();
                tmTime.start();
            }

            //change music after 90 seconds
            if(tmMusic.getTicks()>90000) {
                newBGM();
                tmMusic.start();
            }

            //score acceleration
            if(tmTimeAlive.getTicks()>30000) iScoreAccel=13;
            else if(tmTimeAlive.getTicks()>15000) iScoreAccel=6;
            else if(tmTimeAlive.getTicks()>7500) iScoreAccel=3;
            else if(tmTimeAlive.getTicks()>0) iScoreAccel=1;

            //score timing
            if(tmScore.getTicks()>250) {
                iScore+=iScoreAccel;
                tmScore.start();
            }

            //1up timing
            if(tmTimeAlive.getTicks()>45000) {
                tmTimeAlive.start();
                iLife++;

                //don't let player have too many lives
                //if 1up is allowed, play sound
                if(iLife>5)iLife=5;
                else if(Mix_PlayChannel(-1,chGain,0)==-1) return 1;
            }

            //while there's science to do
            while(SDL_PollEvent(&event)) {
                //ship controls
                myship.handleInput();

                //other controls
                if(event.type==SDL_KEYDOWN) {
                    switch(event.key.keysym.sym) {
                    case SDLK_ESCAPE:
                        quitGame=true;
                        quitOver=true;
                        quitAll=true;
                        break;
                    case SDLK_x:
                        if(useBomb()==false) return 1;
                        break;
                    default:
                        ;
                    }
                }

                //if the window gets X'd
                if(event.type == SDL_QUIT) {
                    quitGame = true;
                    quitOver=true;
                    quitAll=true;
                }
            }


            //update screen data
            myship.move(tmDelta.getTicks());    //update ship's position
            tmDelta.start();                    //restart change of time timer
            printb(0,0,sfBG,sfScreen);          //print background
            myship.show();                      //print position to screen
            if(diedRecently==true) printb(120,0,sfDeathOverlay,sfScreen,NULL);
            if(bombedRecently==true) printb(120,0,sfBombFlash,sfScreen,NULL);

            if(waveZero==true) {					//reset bullets to original when looping game
                printb(0,0,sfHowTo,sfScreen,NULL);
                iMaxBul=-1;
            }
            for(i=0; i<=iMaxBul; i++) {
                //player has died: do all relevant tracking
                if(isCol(myship.hitbox,b[i].hitbox)) {
                    iLife--;
                    iBomb=3;
                    iScore-=50;
                    if(iLife==0) quitGame=true;
                    diedRecently=true;
                    b[i].hitbox.x=rand()%420-120;
                    b[i].hitbox.y=0;
                    tmDeathOverlay.start();
                    tmTimeAlive.start();
                    if(Mix_PlayChannel(-1,chDeath,0)==-1) return 1;
                }

                if(b[i].hitbox.x>515) b[i].hitbox.x=120;
                if(b[i].hitbox.x<120) b[i].hitbox.x=515;        //compensate for bullet width
                if(b[i].hitbox.y>480) {                         //because collision is counted from sScore of the picture
                    b[i].hitbox.y=0;                            //so bulletwidth had to be subtracted
                    b[i].xVel=rand()%5-2;                      //bullet can travel left or right
                    b[i].yVel=rand()%4+1;                       //can only travel down
                }
                b[i].hitbox.y+=b[i].yVel;
                b[i].hitbox.x+=b[i].xVel;
                printb(b[i].hitbox.x,b[i].hitbox.y,sfBullet,sfScreen,NULL);
            }

            //expiry dates for death and bomb notifications
            if(tmDeathOverlay.getTicks()>500) diedRecently=false;
            if(tmBombFlash.getTicks()>250) bombedRecently=false;

            //display all stats
            renderHUD();
            printb(7,50,sfHighScore,sfScreen,NULL);

            //refresh the screen
            if(SDL_Flip(sfScreen)==-1) return 1;

            //limit the frame rate
            if(tmFPS.getTicks()<1000/FRAMES_PER_SECOND) {
                SDL_Delay((1000/FRAMES_PER_SECOND)-tmFPS.getTicks());
                tmFPS.start();
            }

            frame++;    //one frame has passed

            //update this once per second
            if(tmFPSUpd.getTicks()>1000) {
                std::stringstream newCaption;
                newCaption<<frame/(tmFPS.getTicks()/1000.f)<<" fps";
                SDL_WM_SetCaption(newCaption.str().c_str(),NULL);
                tmFPSUpd.start();         //restart for the next one-second wait
            }
        }

        //store new high score, if there is one
        if(iScore>iHighScore) {
            FILE *pHighScoreW;
            if((pHighScoreW=fopen("text/highscore.WhyCantIHoldAllTheseFileExtensions","w"))!=NULL) {
                if(fprintf(pHighScoreW,"%d",iScore)==0) return 1;
            }
            fclose(pHighScoreW);
            newHighScore=true;
        }

        //stop playing music
        Mix_HaltMusic();

        //game over runs here
        while(quitOver==false) {
            //some key events
            while(SDL_PollEvent(&event)) {
                if(event.type==SDL_KEYDOWN) {
                    switch(event.key.keysym.sym) {
                    case SDLK_RETURN:
                        quitOver=true;
                        break;
                    case SDLK_ESCAPE:
                        quitOver=true;
                        quitAll=true;
                        break;
                    default:
                        ;
                    }
                }

                //if the window gets X'd
                if(event.type == SDL_QUIT) {
                    quitOver=true;
                    quitAll=true;
                }
            }

            //end surfaces
            std::stringstream finalScore;
            finalScore<<iScore;
            sfScore=TTF_RenderText_Blended(fnFinalScore,finalScore.str().c_str(),clMenu);

            //display restart prompt
            FILE *pRestart;
            char strRestart[30];
            if((pRestart=fopen("text/enr.WhyCantIHoldAllTheseFileExtensions","r"))!=NULL) {
                if(fgets(strRestart,30,pRestart)==NULL) return 1;
            }
            fclose(pRestart);
            sfRestart=TTF_RenderText_Blended(fnMenu,strRestart,clScore);

            //print everything
            printb(0,0,sfOverBG,sfScreen,NULL);
            printb((SCREEN_WIDTH-sfRestart->w)/2,385,sfRestart,sfScreen,NULL);
            printb((SCREEN_WIDTH-sfScore->w)/2,240,sfScore,sfScreen,NULL);
            if(newHighScore==true)	printb(430,280,sfNewHigh,sfScreen,NULL);

            //refresh the screen
            if(SDL_Flip(sfScreen)==-1) return 1;

            SDL_WM_SetCaption("Shutengu!!",NULL);
        }

        //reset loop conditions to allow replaying
        resetGame();
    }
    //user has now quit
    cleanUp();

    return 0;
}
Example #3
0
void renderUniverse(struct renderstate *render, struct simulation *sim,
		    struct universe *univ)
{
	// SDL_Rect rect;
	int i;

	int rb, g;

	double maxCharge = 0;

	for (i = 0; i < univ->nextParticle; i++) {
		if (univ->particles[i].isActive
		    && fabs(univ->particles[i].charge) > maxCharge) {
			maxCharge = fabs(univ->particles[i].charge);
		}
	}

	SDL_SetRenderDrawColor(render->renderer, 0, 0, 0, 255);
	SDL_RenderClear(render->renderer);

	// FPS
	render->frames++;
	if ((SDL_GetTicks() - render->last_frame) > 1000) {
		render->fps = render->frames;
		render->frames = 0;
		render->last_frame += 1000;
	}
	// render->point_count = 0;
	for (i = 0; i < univ->nextParticle; i++) {

		if (!univ->particles[i].isActive) {
			continue;
		}

		double x =
		    (((univ->particles[i].xPos * univ->scale) +
		      render->xPos) * render->scale) + (render->width / 2);
		double y =
		    (((univ->particles[i].yPos * univ->scale) +
		      render->yPos) * render->scale) + (render->height / 2);

		double size =
		    (int)(univ->particles[i].size * render->scale *
			  univ->scale);

		if (size < 1) {
			size = 1;
		}

		if (univ->particles[i].charge == 0) {
			g = 255;
			rb = 0;
		} else if (fabs(univ->particles[i].charge) < maxCharge / 2.0) {
			g = 255;
			rb = (int)(255.0 *
				   (fabs(univ->particles[i].charge) /
				    (maxCharge / 2.0)));
		} else {
			rb = 255;
			g = (int)(255.0 *
				  ((maxCharge -
				    fabs(univ->particles[i].charge)) /
				   (maxCharge / 2.0)));
		}

		if (univ->particles[i].charge < 0) {
			SDL_SetRenderDrawColor(render->renderer, 0, g, rb, 255);
			renderCircle(render, x, y, size);
		} else {
			SDL_SetRenderDrawColor(render->renderer, rb, g, 0, 255);
			renderCircle(render, x, y, size);
		}

		// SDL_RenderFillRect(render->renderer, &rect);
	}

	// SDL_RenderDrawPoints(render->renderer, render->points,
	// render->point_count);

	renderHotParticle(render, sim, univ);
	renderHUD(render, sim, univ);

	SDL_RenderPresent(render->renderer);
}
void    Perlin3DViewerWidget::paintGL()
{
    int width = this->width();
    int height = this->height();
    glViewport( 0, 0, width / 4 * 3, height );

    ///

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    ///

    glUniformMatrix4fvARB( _shader._location_u_modelviewMatrix, 1, GL_FALSE, _viewMatrix.Ptr() );
    glUniformMatrix4fvARB( _shader._location_u_projectionMatrix, 1, GL_FALSE, _projectionMatrix.Ptr() );

    { // HULL

        glUniform4f( _shader._location_u_mode, 1, 1, 1, 0 );

        bool    lightEnabled = Navigator_GlobalValue::pTest->_lightEnabled;
        glUniform1i( _shader._location_u_lightEnabled, lightEnabled ? 1 : 0 );


        if (Navigator_GlobalValue::pTest->_polyEnabled)
        {

            for (Perlin3D_Chunk* element : _Perlin3D_Chunks)
                if (element->isEnabled() &&
                    element->isVisible( _Frustum ))
                    element->render();

        }



        if (lightEnabled)
            glUniform1i(  _shader._location_u_lightEnabled, 0 );


        glDepthFunc(GL_LEQUAL);

        glUniform4f( _shader._location_u_mode, 0, 0, 0, 1 );

        if (Navigator_GlobalValue::pTest->_lineEnabled)
        {

            for (Perlin3D_Chunk* element : _Perlin3D_Chunks)
                if (element->isEnabled() &&
                    element->isVisible( _Frustum ))
                    element->render_lines();
        }

        glDepthFunc(GL_LESS);

    } // /HULL

    { // BOX

        glUniformMatrix4fvARB( _shader._location_u_projectionMatrix, 1, GL_FALSE, _projectionMatrix.Ptr() );
        renderBoxes( _viewMatrix );

    } // /BOX

    { // HUD

        glClear(GL_DEPTH_BUFFER_BIT);

        renderHUD();

    } // /HUD

    glFlush();

    glCheckError();
}
Example #5
0
int main(int argc, char* args[])
{
  //quit flag
  bool quit = false;

  //frame rate regulator
  Timer fps;

  if(init() == false)
    return 1;
      
  if(load_files() == false)
    return 1;

  setButtons_and_Frames();
  create_Tooltips();

  //start frame counter
  frame = 0;

  //play music
  //Mix_PlayMusic(mainMusic, -1);

  //the player
  Player *player0 = NULL;

  //while in game
  while(quit == false)
    {
      //start frame timer
      fps.start();
      
      //while events to handle
      while(SDL_PollEvent(&event))
	{
	  //player0 ship movement/ shooting
	  if(isPaused == false)
	     player0->handle_input();
	  else
	    quit = handle_menu_input();

	  //if user closes window
	  if(event.type == SDL_QUIT)
	    {
	      quit = true;
	    }
	}

      if(isPaused == false)
	{
	  //background
	  apply_surface(0, 0, background, screen, &camera);

	  if(gameMode == 0)
	    {
	      doMainGame(player0);
	    }

	  else if(gameMode == 1)
	    doArcadeMode(player0);

	  //control units
	  player0->doUnit();
	  doGrunts();
	  doBoomers();
	  doStealths();
	  doCarriers();
	  
	  doExplosions();
	  
	  //HUD
	  renderHUD(player0);
	}
      else if(quit == false) //paused, show some sort of menu;
	{
	  switch(menu) //show menu based on menu variable
	    {
	    case 0:
	      quit = doMainMenu();
	      //going to mainMenu, reset everything
	      if(player0 != NULL)
		delete player0;
	      player0 = new Player;
	      reset();
	      break;
	    case 1: instructionsMenu(); break;
	    case 2: doPauseMenu(); break;
	    case 3: doSkillMenu(player0); break;
	    case 4: gameOverMenu(); break;
	      //case 5: doShopMenu(player0); break;
	      //if not valid menu, unpause game
	    case 6: victoryMenu(); break;
	    default: isPaused = false;
	    }
	}
      
      //update screen
      if(SDL_Flip(screen) == -1)
	return 1;

      //cap frame rate
      if(fps.get_ticks() < 1000 / FRAMES_PER_SECOND)
	{
	  SDL_Delay((1000 / FRAMES_PER_SECOND) - fps.get_ticks());
	}
	
      frame++;
    }

  clean_up();

  return 0;
}