/* draw keyframes in each channel */
void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
{
	ListBase anim_data = {NULL, NULL};
	bAnimListElem *ale;
	int filter;
	
	View2D *v2d = &ar->v2d;
	bDopeSheet *ads = &saction->ads;
	AnimData *adt = NULL;
	
	float act_start, act_end, y;
	size_t items;
	int height;
	
	unsigned char col1[3], col2[3];
	unsigned char col1a[3], col2a[3];
	unsigned char col1b[3], col2b[3];
	
	
	/* get theme colors */
	UI_GetThemeColor3ubv(TH_BACK, col2);
	UI_GetThemeColor3ubv(TH_HILITE, col1);
	
	UI_GetThemeColor3ubv(TH_GROUP, col2a);
	UI_GetThemeColor3ubv(TH_GROUP_ACTIVE, col1a);
	
	UI_GetThemeColor3ubv(TH_DOPESHEET_CHANNELOB, col1b);
	UI_GetThemeColor3ubv(TH_DOPESHEET_CHANNELSUBOB, col2b);
	
	/* set view-mapping rect (only used for x-axis), for NLA-scaling mapping with less calculation */

	/* if in NLA there's a strip active, map the view */
	if (ac->datatype == ANIMCONT_ACTION) {
		/* adt = ANIM_nla_mapping_get(ac, NULL); */ /* UNUSED */
		
		/* start and end of action itself */
		calc_action_range(ac->data, &act_start, &act_end, 0);
	}
	
	/* build list of channels to draw */
	filter = (ANIMFILTER_DATA_VISIBLE | ANIMFILTER_LIST_VISIBLE | ANIMFILTER_LIST_CHANNELS);
	items = ANIM_animdata_filter(ac, &anim_data, filter, ac->data, ac->datatype);
	
	height = ((items * ACHANNEL_STEP) + (ACHANNEL_HEIGHT));
	/* don't use totrect set, as the width stays the same 
	 * (NOTE: this is ok here, the configuration is pretty straightforward) 
	 */
	v2d->tot.ymin = (float)(-height);
	
	/* first backdrop strips */
	y = (float)(-ACHANNEL_HEIGHT);
	glEnable(GL_BLEND);
	
	for (ale = anim_data.first; ale; ale = ale->next) {
		const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF);
		const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF);
		
		/* check if visible */
		if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
		    IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
		{
			bAnimChannelType *acf = ANIM_channel_get_typeinfo(ale);
			int sel = 0;
			
			/* determine if any need to draw channel */
			if (ale->datatype != ALE_NONE) {
				/* determine if channel is selected */
				if (acf->has_setting(ac, ale, ACHANNEL_SETTING_SELECT))
					sel = ANIM_channel_setting_get(ac, ale, ACHANNEL_SETTING_SELECT);
				
				if (ELEM3(ac->datatype, ANIMCONT_ACTION, ANIMCONT_DOPESHEET, ANIMCONT_SHAPEKEY)) {
					switch (ale->type) {
						case ANIMTYPE_SUMMARY:
						{
							/* reddish color from NLA */
							UI_ThemeColor4(TH_ANIM_ACTIVE);
							break;
						}
						case ANIMTYPE_SCENE:
						case ANIMTYPE_OBJECT:
						{
							if (sel) glColor4ub(col1b[0], col1b[1], col1b[2], 0x45); 
							else glColor4ub(col1b[0], col1b[1], col1b[2], 0x22); 
							break;
						}
						case ANIMTYPE_FILLACTD:
						case ANIMTYPE_DSSKEY:
						case ANIMTYPE_DSWOR:
						{
							if (sel) glColor4ub(col2b[0], col2b[1], col2b[2], 0x45); 
							else glColor4ub(col2b[0], col2b[1], col2b[2], 0x22); 
							break;
						}
						case ANIMTYPE_GROUP:
						{
							if (sel) glColor4ub(col1a[0], col1a[1], col1a[2], 0x22);
							else glColor4ub(col2a[0], col2a[1], col2a[2], 0x22);
							break;
						}
						default:
						{
							if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
							else glColor4ub(col2[0], col2[1], col2[2], 0x22);
							break;
						}
					}
					
					/* draw region twice: firstly backdrop, then the current range */
					glRectf(v2d->cur.xmin,  (float)y - ACHANNEL_HEIGHT_HALF,  v2d->cur.xmax + EXTRA_SCROLL_PAD,  (float)y + ACHANNEL_HEIGHT_HALF);
					
					if (ac->datatype == ANIMCONT_ACTION)
						glRectf(act_start,  (float)y - ACHANNEL_HEIGHT_HALF,  act_end,  (float)y + ACHANNEL_HEIGHT_HALF);
				}
				else if (ac->datatype == ANIMCONT_GPENCIL) {
					/* frames less than one get less saturated background */
					if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
					else glColor4ub(col2[0], col2[1], col2[2], 0x22);
					glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF);
					
					/* frames one and higher get a saturated background */
					if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44);
					else glColor4ub(col2[0], col2[1], col2[2], 0x44);
					glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmax + EXTRA_SCROLL_PAD,  (float)y + ACHANNEL_HEIGHT_HALF);
				}
				else if (ac->datatype == ANIMCONT_MASK) {
					/* TODO --- this is a copy of gpencil */
					/* frames less than one get less saturated background */
					if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x22);
					else glColor4ub(col2[0], col2[1], col2[2], 0x22);
					glRectf(0.0f, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmin, (float)y + ACHANNEL_HEIGHT_HALF);

					/* frames one and higher get a saturated background */
					if (sel) glColor4ub(col1[0], col1[1], col1[2], 0x44);
					else glColor4ub(col2[0], col2[1], col2[2], 0x44);
					glRectf(v2d->cur.xmin, (float)y - ACHANNEL_HEIGHT_HALF, v2d->cur.xmax + EXTRA_SCROLL_PAD,  (float)y + ACHANNEL_HEIGHT_HALF);
				}
			}
		}
		
		/*	Increment the step */
		y -= ACHANNEL_STEP;
	}
	glDisable(GL_BLEND);
	
	/* Draw keyframes 
	 *	1) Only channels that are visible in the Action Editor get drawn/evaluated.
	 *	   This is to try to optimize this for heavier data sets
	 *	2) Keyframes which are out of view horizontally are disregarded 
	 */
	y = (float)(-ACHANNEL_HEIGHT);
	
	for (ale = anim_data.first; ale; ale = ale->next) {
		const float yminc = (float)(y - ACHANNEL_HEIGHT_HALF);
		const float ymaxc = (float)(y + ACHANNEL_HEIGHT_HALF);
		
		/* check if visible */
		if (IN_RANGE(yminc, v2d->cur.ymin, v2d->cur.ymax) ||
		    IN_RANGE(ymaxc, v2d->cur.ymin, v2d->cur.ymax) )
		{
			/* check if anything to show for this channel */
			if (ale->datatype != ALE_NONE) {
				adt = ANIM_nla_mapping_get(ac, ale);
				
				/* draw 'keyframes' for each specific datatype */
				switch (ale->datatype) {
					case ALE_ALL:
						draw_summary_channel(v2d, ale->data, y);
						break;
					case ALE_SCE:
						draw_scene_channel(v2d, ads, ale->key_data, y);
						break;
					case ALE_OB:
						draw_object_channel(v2d, ads, ale->key_data, y);
						break;
					case ALE_ACT:
						draw_action_channel(v2d, adt, ale->key_data, y);
						break;
					case ALE_GROUP:
						draw_agroup_channel(v2d, adt, ale->data, y);
						break;
					case ALE_FCURVE:
						draw_fcurve_channel(v2d, adt, ale->key_data, y);
						break;
					case ALE_GPFRAME:
						draw_gpl_channel(v2d, ads, ale->data, y);
						break;
					case ALE_MASKLAY:
						draw_masklay_channel(v2d, ads, ale->data, y);
						break;
				}
			}
		}
		
		y -= ACHANNEL_STEP;
	}
	
	/* free tempolary channels used for drawing */
	ANIM_animdata_freelist(&anim_data);

	/* black line marking 'current frame' for Time-Slide transform mode */
	if (saction->flag & SACTION_MOVING) {
		glColor3f(0.0f, 0.0f, 0.0f);
		
		glBegin(GL_LINES);
		glVertex2f(saction->timeslide, v2d->cur.ymin - EXTRA_SCROLL_PAD);
		glVertex2f(saction->timeslide, v2d->cur.ymax);
		glEnd();
	}
}
// 
// Draws pentagon from triangles: full pentagon if 5 triangle could be build from _vertexes array.
// If generates less than 5 vertexes, than we have not a full pentagon.
//
void AsteroidEnemy::Draw()
{
    if (!_isVisible)
    {
        return;
    }

    int size = _vertexes.size();

    // Dust.
    if (size == 1)
    {
        glBegin(GL_POINTS);
        glColor3f(0.0, 1.0, 1.0);
        glVertex2f(_vertexes[0].x, _vertexes[0].y);
        glEnd();

        glBegin(GL_POINTS);
        glColor3f(0.0, 1.0, 1.0);
        glVertex2f(_x, _y);
        glEnd();

        return;
    }

    // Shape
    for (int i = 0; i < size; i++)
    {
        Vertex v1 = _vertexes[i];

        int next = i + 1;
        if (next >= size)
        {
            // Draw last triangle ONLY if this is a full pentagon.
            if (size == PENTAGON_RIBERS_NUMBER)
            {
                next = 0;
            }
            else
            {
                continue;
            }
        }

        Vertex v2 = _vertexes[next];

        glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
        glColor3f(1.0, 0.0, 1.0);
        glBegin(GL_POLYGON);

        // Calculate visibility of first riber.
        if (_isPiece || (size != PENTAGON_RIBERS_NUMBER && i == 0))
        {
            // First riber becomes visible if shape is not full.
            glEdgeFlag(GL_TRUE);
        }
        else
        {
            // No one internal riber should be visible in the Full Pentagon.
            glEdgeFlag(GL_FALSE);
        }

        glVertex2f(_x, _y);

        // Middle riber always visible.
        glEdgeFlag(GL_TRUE);

        glVertex2f(v1.x, v1.y);

        // Calculate visibility of last riber.
        if (_isPiece || (size != PENTAGON_RIBERS_NUMBER && i == size - 2))
        {
            // First riber becomes visible if shape is not full.
            glEdgeFlag(GL_TRUE);
        }
        else
        {
            // No one internal riber should be visible in the Full Pentagon.
            glEdgeFlag(GL_FALSE);
        }

        glVertex2f(v2.x, v2.y);
        
        glEnd();
    }
    
    //glBegin(GL_POINTS);
    //glColor3f(0.0, 1.0, 1.0);
    //glVertex2f(_x, _y);
    //glEnd();
}
Exemple #3
0
void GUIQuad::render(RenderPass pass) {
	bool isTransparent = (_a < 1.0f) || (!_texture.empty() && _texture.getTexture().hasAlpha());
	if (((pass == kRenderPassOpaque)      &&  isTransparent) ||
			((pass == kRenderPassTransparent) && !isTransparent))
		return;

	TextureMan.set(_texture);

	glColor4f(_r, _g, _b, _a);

	switch (_blendMode) {
		case kBlendAdditive:
			glPushAttrib(GL_COLOR_BUFFER_BIT);
			glBlendFunc(GL_ONE, GL_ONE);
			break;

		case kBlendMultiply:
			glPushAttrib(GL_COLOR_BUFFER_BIT);
			glBlendFunc(GL_DST_COLOR, GL_ZERO);
			break;

		default:
			break;
	}

	if (_xor) {
		glEnable(GL_COLOR_LOGIC_OP);
		glLogicOp(GL_XOR);
	}

	if (_scissor) {
		glEnable(GL_SCISSOR_TEST);
		GLint viewport[4];
		glGetIntegerv(GL_VIEWPORT, viewport);
		glScissor(viewport[2]/2 + _x1 + _scissorX,
		          viewport[3]/2 + _y1 + _scissorY,
		          _scissorWidth,
		          _scissorHeight);
	}

	if (_angle != 0.0f) {
		glTranslatef(_x1 + (_x2 - _x1) / 2.0f, _y1 + (_y2 - _y1) / 2.0f, 0);
		glRotatef(_angle, 0.0f, 0.0f, 1.0f);
		glTranslatef(-_x1 - (_x2 - _x1) / 2.0f, -_y1 - (_y2 - _y1) / 2.0f, 0);
	}

	glScalef(_xscale, _yscale, 1.0f);

	glBegin(GL_QUADS);
		glTexCoord2f(_tX1, _tY1);
		glVertex2f(_x1, _y1);
		glTexCoord2f(_tX2, _tY1);
		glVertex2f(_x2, _y1);
		glTexCoord2f(_tX2, _tY2);
		glVertex2f(_x2, _y2);
		glTexCoord2f(_tX1, _tY2);
		glVertex2f(_x1, _y2);
	glEnd();

	if (_scissor)
		glDisable(GL_SCISSOR_TEST);

	if (_xor)
		glDisable(GL_COLOR_LOGIC_OP);

	if (_blendMode != kBlendDefault) {
		glPopAttrib();
	}

	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
Exemple #4
0
static __inline__ void draw_actor_points(float zoom_multip, float px, float py)
{
	float size_x = float_minimap_size / (tile_map_size_x * 6);
	float size_y = float_minimap_size / (tile_map_size_y * 6);
	actor *a;
	int i;
	float x, y;

	glPushMatrix();
	glDisable(GL_TEXTURE_2D);

	//display the actors
	glEnable( GL_POINT_SMOOTH );
	glEnable( GL_BLEND );
	glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
	glPointSize(8);

	rotate_actor_points(zoom_multip,px,py);

	glBegin(GL_POINTS);

	for (i = 0; i < max_actors; i++)
	{
		if (actors_list[i])
		{
			a = actors_list[i];
			if (a->attached_actor != -1 && a->actor_id == -1)
				continue;
			x = a->x_tile_pos * size_x;
			y = float_minimap_size - (a->y_tile_pos * size_y);

			glColor4f(0.0f,0.0f,0.0f,1.0f);
			glVertex2f(x+2*zoom_multip, y+2*zoom_multip);

			if (a->kind_of_actor == NPC)
				elglColourN("minimap.npc");
			else if(a->actor_id == yourself)
				elglColourN("minimap.yourself");
			else if(a->is_enhanced_model && (a->kind_of_actor ==  PKABLE_HUMAN || a->kind_of_actor == PKABLE_COMPUTER_CONTROLLED))
				elglColourN("minimap.pkable");
			else if(a->is_enhanced_model && is_in_buddylist(a->actor_name))
				elglColourN("minimap.buddy");
			else if (is_color ((unsigned char)a->actor_name[0]))
			{
				if(a->is_enhanced_model && is_in_buddylist(a->actor_name))
					elglColourN("minimap.buddy");
				else
				{	// Use the colour of their name. This gives purple bots, green demigods, etc.
					int color = from_color_char (a->actor_name[0]);
					glColor4ub (colors_list[color].r1,
						colors_list[color].g1,
						colors_list[color].b1, 255);
				}
			}
			else if(!a->is_enhanced_model)
			{
				if (a->dead) 
					elglColourN("minimap.deadcreature");
				else // alive
					elglColourN("minimap.creature");
			}
			else
				elglColourN("minimap.otherplayer");
			// Draw it!
			glVertex2f(x, y);
		}
	}
	
	// mines
	for (i = 0; i < NUM_MINES; i++)
	{
		mine *m = &mine_list[i];
		if (m->obj_3d_id != -1)
		{
			x = m->x * size_x;
			y = float_minimap_size - (m->y * size_y);
			if(is_within_radius(x,y,px,py,zoom_multip*(minimap_size/2-15)))
			{
				elglColourN("minimap.mine");
				glVertex2f(x, y);
			}
		}
	}

	glEnd();//GL_POINTS
	glDisable(GL_BLEND);
	glDisable(GL_POINT_SMOOTH);

	glPopMatrix();
	
	if (pf_follow_path)
	{
		x = pf_dst_tile->x * size_x;
		y = float_minimap_size - (pf_dst_tile->y * size_y);

		if (x != px || y != py)
		{
			float diff = 6.0f*zoom_multip;

			if(is_within_radius(x,y,px,py,zoom_multip*(minimap_size/2-15)))
			{
				glPushMatrix();
				glDisable(GL_TEXTURE_2D);
				rotate_actor_points(zoom_multip,px,py);
				glBegin(GL_LINES);
				glColor3f(1.0f,0.0f,1.0f); //purple
				glVertex2f(x-diff, y-diff);
				glVertex2f(x+diff, y+diff);
				glVertex2f(x-diff, y+diff);
				glVertex2f(x+diff, y-diff);
				glEnd();//GL_LINES
				glPopMatrix();
			}
		}
	}

	//draw map markings
	for(i=0;i<max_mark;i++){
		if(!marks[i].server_side) continue;
		x= marks[i].x*size_x;
		y= float_minimap_size-(marks[i].y*size_y);
		if (x != px || y != py)
		{
			float diff = 4.0f*zoom_multip;
	
			if(is_within_radius(x,y,px,py,zoom_multip*(minimap_size/2-15)))
			{
				glPushMatrix();
				glDisable(GL_TEXTURE_2D);
				rotate_actor_points(zoom_multip,px,py);
				glBegin(GL_LINES);
				elglColourN("minimap.servermark");
				glVertex2f(x-diff, y-diff);
				glVertex2f(x+diff, y+diff);
				glVertex2f(x-diff, y+diff);
				glVertex2f(x+diff, y-diff);
				glEnd();//GL_LINES
				glPopMatrix();
			}
		}
	}


	glColor4f(1.0f,1.0f,1.0f,1.0f);
	glEnable(GL_TEXTURE_2D);
}
Exemple #5
0
void draw_minimap_title_bar(window_info *win)
{
#ifdef	NEW_TEXTURES
	float u_first_start= (float)31/255;
	float u_first_end = 0.0f;
	float v_first_start = (float)160/255;
	float v_first_end = (float)175/255;

	float u_last_start = 0.0f;
	float u_last_end = (float)31/255;
	float v_last_start = (float)160/255;
	float v_last_end = (float)175/255;
#else	/* NEW_TEXTURES */
	float u_first_start= (float)31/255;
	float u_first_end= 0;
	float v_first_start= 1.0f-(float)160/255;
	float v_first_end= 1.0f-(float)175/255;

	float u_last_start= 0;
	float u_last_end= (float)31/255;
	float v_last_start= 1.0f-(float)160/255;
	float v_last_end= 1.0f-(float)175/255;
#endif	/* NEW_TEXTURES */

	int close_button_x = win->len_x/2 + 32 - 1;

	glPushMatrix();

	glColor3f(1.0f,1.0f,1.0f);
	
#ifdef	NEW_TEXTURES
	bind_texture(icons_text);
#else	/* NEW_TEXTURES */
	get_and_set_texture_id(icons_text);
#endif	/* NEW_TEXTURES */
	glEnable(GL_ALPHA_TEST);
	glAlphaFunc(GL_GREATER,0.03f);
	glEnable(GL_TEXTURE_2D);

	glBegin(GL_QUADS);

	glTexCoord2f(u_first_end, v_first_start);
	glVertex3i(win->len_x/2-32, ELW_TITLE_HEIGHT, 0);
	glTexCoord2f(u_first_end, v_first_end);
	glVertex3i(win->len_x/2-32, 0, 0);
	glTexCoord2f(u_first_start, v_first_end);
	glVertex3i(win->len_x/2, 0, 0);
	glTexCoord2f(u_first_start, v_first_start);
	glVertex3i(win->len_x/2, ELW_TITLE_HEIGHT, 0);

	glTexCoord2f(u_last_end, v_last_start);
	glVertex3i(win->len_x/2, ELW_TITLE_HEIGHT, 0);
	glTexCoord2f(u_last_end, v_last_end);
	glVertex3i(win->len_x/2, 0, 0);
	glTexCoord2f(u_last_start, v_last_end);
	glVertex3i(win->len_x/2+32, 0, 0);
	glTexCoord2f(u_last_start, v_last_start);
	glVertex3i(win->len_x/2+32, ELW_TITLE_HEIGHT, 0);
	
	glEnd();
	glDisable(GL_ALPHA_TEST);
	glDisable(GL_TEXTURE_2D);

	//draw the X background
	glColor3f(0.156f,0.078f,0.0f);
	glBegin(GL_POLYGON);
		glVertex2f(close_button_x + ELW_TITLE_HEIGHT, ELW_TITLE_HEIGHT);
		glVertex2f(close_button_x, ELW_TITLE_HEIGHT);
		glVertex2f(close_button_x, 0);
		glVertex2f(close_button_x + ELW_TITLE_HEIGHT, 0);
	glEnd();
	//draw the rectngle
	glColor3f(win->line_color[0],win->line_color[1],win->line_color[2]);
	glBegin(GL_LINE_STRIP);
		glVertex2i(close_button_x + ELW_TITLE_HEIGHT-2 - gx_adjust, ELW_TITLE_HEIGHT-1 - gy_adjust);
		glVertex2i(close_button_x + 1 - gx_adjust, ELW_TITLE_HEIGHT-1 - gy_adjust);
		glVertex2i(close_button_x + 1 - gx_adjust, 2 - gy_adjust);
		glVertex2i(close_button_x + ELW_TITLE_HEIGHT-2 - gx_adjust, 2 - gy_adjust);
		glVertex2i(close_button_x + ELW_TITLE_HEIGHT-2 - gx_adjust, ELW_TITLE_HEIGHT-1 - gy_adjust);
	glEnd();
	//draw the X
	glLineWidth(2.0f);
	glBegin(GL_LINES);
		glVertex2i(close_button_x + 3, 4);
		glVertex2i(close_button_x + ELW_TITLE_HEIGHT-3, ELW_TITLE_HEIGHT-4);
		glVertex2i(close_button_x + ELW_TITLE_HEIGHT-3, 4);
		glVertex2i(close_button_x + 3, ELW_TITLE_HEIGHT-4);
	glEnd();

	glLineWidth(1.0f);

	glPopMatrix();
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
void EasyMask::drawMask ( ofTexture contentTex , ofTexture maskTex , float xOffset , float yOffset , float contentAlpha )
{
    /*
    if ( contentTex.getWidth() < maskArea.width )
        maskArea.width = contentTex.getWidth() ;
    if ( contentTex.getHeight() < maskArea.height )
        maskArea.height = contentTex.getHeight() ;
    */
    //TEX0 = CONTENT
    //TEX1 = M

    //BEGIN MASK
    ofEnableAlphaBlending( ) ;
	//ofSetColor ( 255 , 255 , 255 ) ;
      //  contentTex.setTextureWrap( GL_CLAMP, GL_CLAMP ) ;

		glActiveTexture(GL_TEXTURE0_ARB);
		contentTex.bind();

		glActiveTexture(GL_TEXTURE1_ARB);
		maskTex.bind();

            //prevents weird texture wrapping
           // contentTex.setTextureWrap( GL_CLAMP_TO_BORDER_ARB, GL_CLAMP_TO_BORDER_ARB ) ;
            contentTex.setTextureWrap( GL_CLAMP_TO_BORDER_ARB , GL_CLAMP_TO_BORDER_ARB ) ;
          //  texture1.setTextureWrap( GL_CLAMP , GL_CLAMP ) ;

            //xOffset = sin ( ofGetElapsedTimef() ) * 500.0f ;
            maskShader.begin();

                maskShader.setUniformTexture("Tex0", contentTex , 0);
                maskShader.setUniformTexture("Tex1", maskTex , 1);
                maskShader.setUniform1f( "alpha" , contentAlpha ) ;
                glBegin(GL_QUADS);
                ofFill() ;
              //  ofSetColor ( 255 , 255 , 255 , 255 ) ;

              //  maskOffset = 0 ; //sin ( ofGetElapsedTimef() ) * 200.0f ;
                glMultiTexCoord2d(GL_TEXTURE0_ARB, xOffset , yOffset );
                glMultiTexCoord2d(GL_TEXTURE1_ARB, 0, contentAlpha );
                glVertex2f( maskArea.x ,  maskArea.y );


                glMultiTexCoord2d(GL_TEXTURE0_ARB, xOffset + contentTex.getWidth(), yOffset );
                glMultiTexCoord2d(GL_TEXTURE1_ARB, maskTex.getWidth(), 0 );
                glVertex2f(  maskArea.x + maskArea.width , maskArea.y );


                glMultiTexCoord2d(GL_TEXTURE0_ARB, xOffset + contentTex.getWidth() , contentTex.getHeight() + yOffset );
                glMultiTexCoord2d(GL_TEXTURE1_ARB, maskTex.getWidth() , maskTex.getHeight() );
                glVertex2f(  maskArea.x + maskArea.width  , maskArea.height + maskArea.y );

                glMultiTexCoord2d(GL_TEXTURE0_ARB, xOffset , contentTex.getHeight() + yOffset );
                glMultiTexCoord2d(GL_TEXTURE1_ARB, 0, maskTex.getHeight()  );
                glVertex2f(  maskArea.x , maskArea.height + maskArea.y ) ;

                glEnd();

            maskShader.end() ;
		//deactive and clean up
		glActiveTexture(GL_TEXTURE1_ARB);
		maskTex.unbind();

		glActiveTexture(GL_TEXTURE0_ARB);
		contentTex.unbind();

		//maskArea = originalMaskArea ;
}
Exemple #7
0
void drawPoint( float x, float y )
{
	glBegin(GL_POINTS);
	glVertex2f(x, y);
	glEnd();
}
void DesenhaQuadro(void)
{

     glColor3f(1.0,1.0,1.0);
     glBegin(GL_QUADS);
         glVertex2f(-0.8,0.8);
         glVertex2f(0.8,0.8);
         glVertex2f(0.8,-0.8);
         glVertex2f(-0.8,-0.8);
     glEnd();
     
     glColor3f(1.0,0.0,0.0);
     glBegin(GL_TRIANGLES);
         glVertex2f(-0.6,-0.6);
         glVertex2f(0.0,0.6);
         glVertex2f(0.6,-0.6);
     glEnd();
     
     glColor3f(0.0,1.0,0.0);
     glBegin(GL_POLYGON);
         glVertex2f(-0.6,-0.4);
         glVertex2f(0.0,-0.3);
         glVertex2f(0.6,-0.4);
         glVertex2f(0.6,-0.6);
         glVertex2f(-0.6,-0.6);
     glEnd();
     
     glColor3f(0.0,0.0,1.0);
     glLineWidth(2.0);  
     glBegin(GL_LINES);
         glVertex2f(-1.0,1.0);
         glVertex2f(1.0,-1.0);
     glEnd();
     glFlush();
}
Exemple #9
0
void triCombo() {
	/* TOP and MIDDLE */
	glBegin(GL_TRIANGLE_FAN);
	glVertex2f(x[1], y[1]);	// 0.0, 1.0
	glVertex2f(x[2], y[2]);	// 0.6, 1.0
	glVertex2f(x[6], y[6]);	// 0.6, 0.6
	glVertex2f(x[5], y[5]);	// 0.2, 0.6
	glVertex2f(x[9], y[9]);	// 0.2, -0.6
	glVertex2f(x[8], y[8]);	// -0.2, -0.6
	glVertex2f(x[4], y[4]);	// -0.2, 0.6
	glVertex2f(x[3], y[3]);	// -0.6, 0.6
	glVertex2f(x[0], y[0]);	// -0.6, 1.0
	glEnd();

	/* BOTTOM */
	glBegin(GL_TRIANGLE_STRIP);
	glVertex2f(x[10], y[10]);	// 0.6, -1.0
	glVertex2f(x[9], y[9]);		// 0.2, -0.6
	glVertex2f(x[12], y[12]);	// 0.6, -1.0
	glVertex2f(x[8], y[8]);		// -0.2, -0.6
	glVertex2f(x[11], y[11]);	// -0.6, -1.0
	glVertex2f(x[7], y[7]);		// -0.6, -0.6
	glEnd();
}
Exemple #10
0
void GalacticView::Draw3D()
{
	vector3f pos = Pi::sectorView->GetPosition();
	float offset_x = (pos.x*Sector::SIZE + Galaxy::SOL_OFFSET_X)/Galaxy::GALAXY_RADIUS;
	float offset_y = (-pos.y*Sector::SIZE + Galaxy::SOL_OFFSET_Y)/Galaxy::GALAXY_RADIUS;

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(-Pi::GetScrAspect(), Pi::GetScrAspect(), 1.0, -1.0, -1, 1);
	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glClearColor(0,0,0,0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glDisable(GL_LIGHTING);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_BLEND);

	glEnable(GL_TEXTURE_2D);
	m_texture->Bind();
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	
	glScalef(m_zoom, m_zoom, 0.0f);
	glTranslatef(-offset_x, -offset_y, 0.0f);

	glBegin(GL_QUADS);
		float w = 1.0;
		float h = 1.0;
		glTexCoord2f(0,h);
		glVertex2f(-1.0,1.0);
		glTexCoord2f(w,h);
		glVertex2f(1.0,1.0);
		glTexCoord2f(w,0);
		glVertex2f(1.0,-1.0);
		glTexCoord2f(0,0);
		glVertex2f(-1.0,-1.0);
	glEnd();

	m_texture->Unbind();
	glDisable(GL_TEXTURE_2D);

	glColor3f(0.0,1.0,0.0);
	glPointSize(3.0);
	glBegin(GL_POINTS);
		glVertex2f(offset_x, offset_y);
	glEnd();
	
	glLoadIdentity();
	glColor3f(1,1,1);
	glPointSize(1.0);
	glBegin(GL_LINE_STRIP);
		glVertex2f(-0.25,-0.93);
		glVertex2f(-0.25,-0.94);
		glVertex2f(0.25,-0.94);
		glVertex2f(0.25,-0.93);
	glEnd();

	m_labels->Clear();
	PutLabels(-vector3d(offset_x, offset_y, 0.0));

	glEnable(GL_LIGHTING);
	glEnable(GL_DEPTH_TEST);
}
Exemple #11
0
void Colormap::render(float min, float max, int minorTicks) {
    int step = 1;
    int width = 50;

    glTranslatef(10, 10, 10);
    glColor3f(1, 1, 1);
    glBegin(GL_LINES);
    glVertex2f(1, 1);
    glVertex2f(1, 256 * step + 2);
    glVertex2f(1, 256 * step + 2);
    glVertex2f(width, 256 * step + 2);
    glVertex2f(width, 256 * step + 2);
    glVertex2f(width, 1);
    glVertex2f(width, 1);
    glVertex2f(1, 1);
    glEnd();

    glBegin(GL_QUADS);
    for (size_t i = 0; i < 256; i++) {
        glColor3f(colors[i].red, colors[i].green, colors[i].blue);
        glVertex2f(1, 1 + (i * step) + step); // Top Left
        glVertex2f(width - 1, 1 + (i * step) + step); // Top Right
        glColor3f(colors[i].red, colors[i].green, colors[i].blue);
        glVertex2f(width - 1, 1 + i * step); // Bottom Right
        glVertex2f(1, 1 + i * step); // Bottom Left
    }
    glEnd();


    glColor3f(1, 1, 1);
    glBegin(GL_LINES);
    glVertex2f(width, 2);
    glVertex2f(width + 5, 2);
    glEnd();
    printText(width + 8, 1 - 3.5, float2str(min));

    minorTicks = minorTicks + 1;
    for (int tick = 1; tick < minorTicks; tick++) {
        glBegin(GL_LINES);
        glVertex2f(width, tick * ((256 * step) / minorTicks));
        glVertex2f(width + 2, tick * ((256 * step) / minorTicks));
        glEnd();

        float val = min + tick * (fabs(min - max) / minorTicks);
        printText(width + 5, tick * ((256 * step) / minorTicks) - 3.5, float2str(val));
    }

    glBegin(GL_LINES);
    glVertex2f(width, 256 * step + 1);
    glVertex2f(width + 5, 256 * step + 1);
    glEnd();
    printText(width + 8, 256 * step - 3.5, float2str(max));
    glTranslatef(-10, -10, -10);
}
Exemple #12
0
void render() {
	int i;

	if( changeMon.hasChanged() ) {
		cheReactionReset();
	}

	glScalef( 1.f/DIMX, 1.f/DIMX, 1.f );
	glTranslatef( -DIMX/2.f, -DIMY/2.f, 0.f );
	zviewpointSetupView();

	zprofBeg( band_update );
	for( i=0; i<Band_updates; i++ ) {
		partUpdate();
		cheReactionUpdate();
	}
	zprofEnd();

	Band_avgZHits = (float)zReactHits / (float)framesSinceLastReset;

	zprofBeg( band_render );
	glPointSize( Band_pointSize );
	glVertexPointer( 2, GL_INT, sizeof(Part), &part[0].pos );
	glEnableClientState( GL_VERTEX_ARRAY );
	glColorPointer( 3, GL_UNSIGNED_BYTE, sizeof(Part), &part[0].color );
	glEnableClientState( GL_COLOR_ARRAY );
 	glDrawArrays( GL_POINTS, 0, partCount );

	glColor3ub( 100, 100, 100 );
	glBegin( GL_LINES );
	float cntf = (float)spatialHistogramCount;
	for( int x=0; x<DIMX; x++ ) {
		glVertex2f( (float)x, 0.f );
		glVertex2f( (float)x, Band_histogramScale * (float)spatialHistogram[x] / cntf );
	}
	glEnd();

	glTranslatef( 0.f, -22, 0.f );
	glBegin( GL_LINES );
	glColor3ub( 255, 255, 255 );
	glVertex2f( 0.f, 0.f );
	glVertex2f( Band_plotScaleX * (float)inputHistory.size, 0.f );

	glColor3ub( 50, 255, 50 );
	glVertex2f( 0.f, Band_plotScaleY0 * Band_signalTop );
	glVertex2f( Band_plotScaleX * (float)inputHistory.size, Band_plotScaleY0 * Band_signalTop );
	glEnd();

	glColor3ub( 100, 255, 100 );
	glBegin( GL_LINE_STRIP );
	for( i=0; i<inputHistory.size-1; i++ ) {
		glVertex2f( Band_plotScaleX * (float)i, Band_plotScaleY0 * inputHistory.getVal(i) );
	}
	glEnd();

	glColor3ub( 100, 100, 255 );
	glBegin( GL_LINE_STRIP );
	for( i=0; i<inputHistory.size-1; i++ ) {
		glVertex2f( Band_plotScaleX * (float)i, Band_plotScaleY1 * outputHistory.getAvg(i) );
	}
	glEnd();

	// DRAW the power spectrum
	glTranslatef( 0.f, -22, 0.f );
	glBegin( GL_LINES );
	glColor3ub( 255, 255, 255 );
	glVertex2f( 0.f, 0.f );
	glVertex2f( Band_plotFFTScaleX * (float)fftBufSize/2.f, 0.f );
	glEnd();
	glColor3ub( 200, 200, 50 );
	glBegin( GL_LINE_STRIP );
	for( i=1; i<fftBufSize/2-1; i++ ) {
		glVertex2f( Band_plotFFTScaleX * (float)i, Band_plotFFTScaleY * cumPowerSpectrumLog[i] );
	}
	glEnd();
	zprofEnd();
}
Exemple #13
0
/* draw a given stroke in 2d */
static void gp_draw_stroke (bGPDspoint *points, int totpoints, short thickness_s, short dflag, short sflag, 
							short debug, int offsx, int offsy, int winx, int winy)
{
	/* otherwise thickness is twice that of the 3D view */
	float thickness= (float)thickness_s * 0.5f;

	/* if thickness is less than GP_DRAWTHICKNESS_SPECIAL, 'smooth' opengl lines look better
	 * 	- 'smooth' opengl lines are also required if Image Editor 'image-based' stroke
	 */
	if ( (thickness < GP_DRAWTHICKNESS_SPECIAL) || 
		 ((dflag & GP_DRAWDATA_IEDITHACK) && (dflag & GP_DRAWDATA_ONLYV2D)) ) 
	{
		bGPDspoint *pt;
		int i;
		
		glBegin(GL_LINE_STRIP);
		for (i=0, pt=points; i < totpoints && pt; i++, pt++) {
			if (sflag & GP_STROKE_2DSPACE) {
				glVertex2f(pt->x, pt->y);
			}
			else if (sflag & GP_STROKE_2DIMAGE) {
				const float x= (pt->x * winx) + offsx;
				const float y= (pt->y * winy) + offsy;
				
				glVertex2f(x, y);
			}
			else {
				const float x= (pt->x / 100 * winx) + offsx;
				const float y= (pt->y / 100 * winy) + offsy;
				
				glVertex2f(x, y);
			}
		}
		glEnd();
	}
	
	/* tesselation code - draw stroke as series of connected quads with connection
	 * edges rotated to minimise shrinking artifacts, and rounded endcaps
	 */
	else 
	{ 
		bGPDspoint *pt1, *pt2;
		float pm[2];
		int i;
		
		glShadeModel(GL_FLAT);
		glBegin(GL_QUADS);
		
		for (i=0, pt1=points, pt2=points+1; i < (totpoints-1); i++, pt1++, pt2++) {
			float s0[2], s1[2];		/* segment 'center' points */
			float t0[2], t1[2];		/* tesselated coordinates */
			float m1[2], m2[2];		/* gradient and normal */
			float mt[2], sc[2];		/* gradient for thickness, point for end-cap */
			float pthick;			/* thickness at segment point */
			
			/* get x and y coordinates from points */
			if (sflag & GP_STROKE_2DSPACE) {
				s0[0]= pt1->x; 		s0[1]= pt1->y;
				s1[0]= pt2->x;		s1[1]= pt2->y;
			}
			else if (sflag & GP_STROKE_2DIMAGE) {
				s0[0]= (pt1->x * winx) + offsx; 		
				s0[1]= (pt1->y * winy) + offsy;
				s1[0]= (pt2->x * winx) + offsx;		
				s1[1]= (pt2->y * winy) + offsy;
			}
			else {
				s0[0]= (pt1->x / 100 * winx) + offsx;
				s0[1]= (pt1->y / 100 * winy) + offsy;
				s1[0]= (pt2->x / 100 * winx) + offsx;
				s1[1]= (pt2->y / 100 * winy) + offsy;
			}		
			
			/* calculate gradient and normal - 'angle'=(ny/nx) */
			m1[1]= s1[1] - s0[1];		
			m1[0]= s1[0] - s0[0];
			normalize_v2(m1);
			m2[1]= -m1[0];
			m2[0]= m1[1];
			
			/* always use pressure from first point here */
			pthick= (pt1->pressure * thickness);
			
			/* if the first segment, start of segment is segment's normal */
			if (i == 0) {
				/* draw start cap first 
				 *	- make points slightly closer to center (about halfway across) 
				 */				
				mt[0]= m2[0] * pthick * 0.5f;
				mt[1]= m2[1] * pthick * 0.5f;
				sc[0]= s0[0] - (m1[0] * pthick * 0.75f);
				sc[1]= s0[1] - (m1[1] * pthick * 0.75f);
				
				t0[0]= sc[0] - mt[0];
				t0[1]= sc[1] - mt[1];
				t1[0]= sc[0] + mt[0];
				t1[1]= sc[1] + mt[1];
				
				glVertex2fv(t0);
				glVertex2fv(t1);
				
				/* calculate points for start of segment */
				mt[0]= m2[0] * pthick;
				mt[1]= m2[1] * pthick;
				
				t0[0]= s0[0] - mt[0];
				t0[1]= s0[1] - mt[1];
				t1[0]= s0[0] + mt[0];
				t1[1]= s0[1] + mt[1];
				
				/* draw this line twice (first to finish off start cap, then for stroke) */
				glVertex2fv(t1);
				glVertex2fv(t0);
				glVertex2fv(t0);
				glVertex2fv(t1);
			}
			/* if not the first segment, use bisector of angle between segments */
			else {
				float mb[2]; 		/* bisector normal */
				float athick, dfac;		/* actual thickness, difference between thicknesses */
				
				/* calculate gradient of bisector (as average of normals) */
				mb[0]= (pm[0] + m2[0]) / 2;
				mb[1]= (pm[1] + m2[1]) / 2;
				normalize_v2(mb);
				
				/* calculate gradient to apply 
				 * 	- as basis, use just pthick * bisector gradient
				 *	- if cross-section not as thick as it should be, add extra padding to fix it
				 */
				mt[0]= mb[0] * pthick;
				mt[1]= mb[1] * pthick;
				athick= len_v2(mt);
				dfac= pthick - (athick * 2);
				if ( ((athick * 2.0f) < pthick) && (IS_EQF(athick, pthick)==0) )
				{
					mt[0] += (mb[0] * dfac);
					mt[1] += (mb[1] * dfac);
				}	
				
				/* calculate points for start of segment */
				t0[0]= s0[0] - mt[0];
				t0[1]= s0[1] - mt[1];
				t1[0]= s0[0] + mt[0];
				t1[1]= s0[1] + mt[1];
				
				/* draw this line twice (once for end of current segment, and once for start of next) */
				glVertex2fv(t1);
				glVertex2fv(t0);
				glVertex2fv(t0);
				glVertex2fv(t1);
			}
			
			/* if last segment, also draw end of segment (defined as segment's normal) */
			if (i == totpoints-2) {
				/* for once, we use second point's pressure (otherwise it won't be drawn) */
				pthick= (pt2->pressure * thickness);
				
				/* calculate points for end of segment */
				mt[0]= m2[0] * pthick;
				mt[1]= m2[1] * pthick;
				
				t0[0]= s1[0] - mt[0];
				t0[1]= s1[1] - mt[1];
				t1[0]= s1[0] + mt[0];
				t1[1]= s1[1] + mt[1];
				
				/* draw this line twice (once for end of stroke, and once for endcap)*/
				glVertex2fv(t1);
				glVertex2fv(t0);
				glVertex2fv(t0);
				glVertex2fv(t1);
				
				
				/* draw end cap as last step 
				 *	- make points slightly closer to center (about halfway across) 
				 */				
				mt[0]= m2[0] * pthick * 0.5f;
				mt[1]= m2[1] * pthick * 0.5f;
				sc[0]= s1[0] + (m1[0] * pthick * 0.75f);
				sc[1]= s1[1] + (m1[1] * pthick * 0.75f);
				
				t0[0]= sc[0] - mt[0];
				t0[1]= sc[1] - mt[1];
				t1[0]= sc[0] + mt[0];
				t1[1]= sc[1] + mt[1];
				
				glVertex2fv(t1);
				glVertex2fv(t0);
			}
			
			/* store stroke's 'natural' normal for next stroke to use */
			copy_v2_v2(pm, m2);
		}
		
		glEnd();
	}
	
	/* draw debug points of curve on top? (original stroke points) */
	if (debug) {
		bGPDspoint *pt;
		int i;
		
		glBegin(GL_POINTS);
		for (i=0, pt=points; i < totpoints && pt; i++, pt++) {
			if (sflag & GP_STROKE_2DSPACE) {
				glVertex2f(pt->x, pt->y);
			}
			else if (sflag & GP_STROKE_2DIMAGE) {
				const float x= (float)((pt->x * winx) + offsx);
				const float y= (float)((pt->y * winy) + offsy);
				
				glVertex2f(x, y);
			}
			else {
				const float x= (float)(pt->x / 100 * winx) + offsx;
				const float y= (float)(pt->y / 100 * winy) + offsy;
				
				glVertex2f(x, y);
			}
		}
		glEnd();
	}
}
Exemple #14
0
void DrawRedar(float ne)
{
	glEnable(GL_BLEND);
	GLint DRX=(GLint)(winwidth/5.0f);
	GLint DRY=(GLint)(winheight/5.0f);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA   );
	
	glDisable(GL_DEPTH_TEST);							// Disables Depth Testing
	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glPushMatrix();										// Store The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix
	glOrtho(-DRY,winwidth+(DRX-DRY),-DRY,winheight,-1,100);							// Set Up An Ortho Screen
	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glPushMatrix();										// Store The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix


	glColor4f(0.5f,1.0f,0.5f,1.0f);
	if(PlayerLocked)
		glColor4f(1.0f,0.5f,0.5f,1.0f);
	glPushMatrix();	
		glBindTexture(GL_TEXTURE_2D, textureRedar);	
		//glTranslated(-DRY,DRY,0);
		
		if(hited>0)
		glTranslated(float(rand()%10-5),float(rand()%10-5),0);
				glBegin(GL_QUADS);							// Use A Quad For Each Character
					glTexCoord2f(0.0f,0.0f);glVertex2f(-DRY*0.9f, DRY*0.9f);						// Vertex Coord (Bottom Left)
					glTexCoord2f(1.0f,0.0f);glVertex2f( DRY*0.9f, DRY*0.9f);						// Vertex Coord (Bottom Right)
					glTexCoord2f(1.0f,1.0f);glVertex2f( DRY*0.9f,-DRY*0.9f);						// Vertex Coord (Top Right)
					glTexCoord2f(0.0f,1.0f);glVertex2f(-DRY*0.9f,-DRY*0.9f);						// Vertex Coord (Top Left)
				glEnd();

				glBindTexture(GL_TEXTURE_2D, CompassTexID);	
				glRotatef(180.0f-ne,0.0f,0.0f,1.0f);
				glBegin(GL_QUADS);							// Use A Quad For Each Character
					glTexCoord2f(0.0f,0.0f);glVertex2f(-DRY*1.1f, DRY*1.1f);						// Vertex Coord (Bottom Left)
					glTexCoord2f(1.0f,0.0f);glVertex2f( DRY*1.1f, DRY*1.1f);						// Vertex Coord (Bottom Right)
					glTexCoord2f(1.0f,1.0f);glVertex2f( DRY*1.1f,-DRY*1.1f);						// Vertex Coord (Top Right)
					glTexCoord2f(0.0f,1.0f);glVertex2f(-DRY*1.1f,-DRY*1.1f);						// Vertex Coord (Top Left)
				glEnd();
	glPopMatrix();	
	glColor4f(1.0f,1.0f,1.0f,1.0f);
	glBlendFunc(GL_SRC_COLOR,GL_ONE_MINUS_SRC_COLOR   );
	glPushMatrix();
			glRotatef(180.0f-ne+25.0f,0.0f,0.0f,1.0f);
			glBindTexture(GL_TEXTURE_2D, RedarTexture);	
			glScaled(-0.0199*DRY*0.9, 0.0199*DRY*0.9, 0.0199*DRY*0.9);
			m_VBMD->ShowVBMD(ModelID_redarUI,false);
			glColor4f(1.0f,1.0f,1.0f,1.0f);
	glPopMatrix();



	

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glPopMatrix();										// Restore The Old Projection Matrix
	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glPopMatrix();										// Restore The Old Projection Matrix
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
}
Exemple #15
0
void display(void)
{
	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glColor3f(1.0f, 1.0f, 1.0f);

	if (ps.renderMode == 0) {
		int i;

		glColor3f(0.3f, 0.8f, 1.0f);
		glEnable(GL_BLEND);
		glEnable(GL_POINT_SMOOTH);
		glPointSize(5.0f);
		glBegin(GL_POINTS);
		for (i = 0; i < ps.pNum; i++)
		{
			//
			if(ps.p[i].phase == bubble)
				glColor3f(1.0f, 0.3f, 0.8f);
			else if(ps.p[i].phase == water)
				glColor3f(0.5f, 0.8f, 1.0f);
			else
				glColor3f(0.3f, 1.0f, 0.8f);
			glVertex2fv(&ps.p[i].pos.x);
		}
		glEnd();
		glPointSize(1.0f);
		glDisable(GL_POINT_SMOOTH);
		glDisable(GL_BLEND);
	}
	else if (ps.renderMode > 0) {
		//glBindTexture(GL_TEXTURE_2D, waterTex);
		//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, RENDER_SAMPLE, RENDER_SAMPLE, GL_RGBA, GL_FLOAT, ps.texture);
		//glEnable(GL_TEXTURE_2D);
		//glBegin(GL_QUADS);
		//glTexCoord2f(0.0f, 0.0f);
		//glVertex2f(0.0f, 0.0f);
		//glTexCoord2f(1.0f, 0.0f);
		//glVertex2f(1.0f, 0.0f);
		//glTexCoord2f(1.0f, 1.0f);
		//glVertex2f(1.0f, 1.0f);
		//glTexCoord2f(0.0f, 1.0f);
		//glVertex2f(0.0f, 1.0f);
		//glEnd();
		//glDisable(GL_TEXTURE_2D);

		if (ps.renderMode == 2) {
			int i;

			glColor3f(0.3f, 0.8f, 1.0f);
			glEnable(GL_BLEND);
			glEnable(GL_LINE_SMOOTH);
			glLineWidth(1.5f);
			glBegin(GL_LINES);
			for (i = 0; i < ps.nLine0; i++) {
				glVertex2fv(&ps.line0[i].x);
				glVertex2fv(&ps.line1[i].x);
			}
			glEnd();
			glColor3f(1.0f, 0.8f, 0.3f);
			glBegin(GL_LINES);
			for (i = 0; i < ps.nLine1; i++) {
				glVertex2fv(&ps.line2[i].x);
				glVertex2fv(&ps.line3[i].x);
			}
			glEnd();
			glLineWidth(1.0f);
			glDisable(GL_LINE_SMOOTH);
			glDisable(GL_BLEND);
		}

		//
		if (ps.renderMode == 1) {
			//int i;

			//glColor3f(0.3f, 0.8f, 1.0f);
			//glEnable(GL_BLEND);
			//glEnable(GL_POINT_SMOOTH);
			//glPointSize(5.0f);
			//glBegin(GL_POINTS);
			//for (i = 0; i < ps.pNum; i++)
			//	glVertex2fv(&ps.p[i].pos.x);
			//glEnd();
			//glPointSize(1.0f);
			//glDisable(GL_POINT_SMOOTH);

			////draw contour
			//glLineWidth(1.5f);
			//glBegin(GL_LINES);
			//for (i = 0; i < ps.nLine; i++) {
			//	glVertex2fv(&ps.line0[i].x);
			//	glVertex2fv(&ps.line1[i].x);
			//}
			//glEnd();
			//glLineWidth(1.0f);
			//glDisable(GL_LINE_SMOOTH);

			//glDisable(GL_BLEND);
			//glEnable(GL_TEXTURE_2D);
			glUseProgram(programObject);
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, waterTex);	
			glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, RENDER_SAMPLE, RENDER_SAMPLE, GL_RGBA, GL_FLOAT, ps.textureWater);
			waterLoc = glGetUniformLocation(programObject, "tex_water");
			if(waterLoc >= 0)
				glUniform1i(waterLoc, 0);
			else
				printf("Uniform variable tex_water not found!\n");
			
			glActiveTexture(GL_TEXTURE1);
			glBindTexture(GL_TEXTURE_2D, iceTex);
			glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, RENDER_SAMPLE, RENDER_SAMPLE, GL_RGBA, GL_FLOAT, ps.textureIce);
			iceLoc = glGetUniformLocation(programObject, "tex_ice");
			if(iceLoc >= 0)
				glUniform1i(iceLoc, 1);
			else
				printf("Uniform variable tex_ice not found!\n");

			glEnable(GL_TEXTURE_2D);
			glBegin(GL_QUADS);
			glTexCoord2f(0.0f, 0.0f);
			glVertex2f(0.0f, 0.0f);
			glTexCoord2f(1.0f, 0.0f);
			glVertex2f(1.0f, 0.0f);
			glTexCoord2f(1.0f, 1.0f);
			glVertex2f(1.0f, 1.0f);
			glTexCoord2f(0.0f, 1.0f);
			glVertex2f(0.0f, 1.0f);
			glEnd();
			//glDisable(GL_TEXTURE_2D);
			glDisable(GL_TEXTURE_2D);
			glActiveTexture(GL_TEXTURE0);
			glUseProgram(0);

			/*glBindTexture(GL_TEXTURE_2D, iceTex);
			glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, RENDER_SAMPLE, RENDER_SAMPLE, GL_RGBA, GL_FLOAT, ps.textureIce);
			glEnable(GL_TEXTURE_2D);
			glBegin(GL_QUADS);
			glTexCoord2f(0.0f, 0.0f);
			glVertex2f(0.0f, 0.0f);
			glTexCoord2f(1.0f, 0.0f);
			glVertex2f(1.0f, 0.0f);
			glTexCoord2f(1.0f, 1.0f);
			glVertex2f(1.0f, 1.0f);
			glTexCoord2f(0.0f, 1.0f);
			glVertex2f(0.0f, 1.0f);
			glEnd();
			glDisable(GL_TEXTURE_2D);*/

			//glColor3f(0.3f, 0.8f, 1.0f);
			glEnable(GL_BLEND);
			glEnable(GL_POINT_SMOOTH);
			glPointSize(10.0f);
			//glBegin(GL_POINTS);
			int i;
			for (i = 0; i < ps.pNum; i++)
			{
				//
				if(ps.p[i].phase == bubble)
				{
					//glPointSize(10.0f * ps.p[i].volume);
					glColor3f(1.0f, 1.0f, 1.0f);
					DrawCircle(ps.p[i].pos.x, ps.p[i].pos.y, 0.005 * ps.p[i].volume, 10);
					//glVertex2fv(&ps.p[i].pos.x);
				}
			}
			//glEnd();
			glPointSize(1.0f);
			glDisable(GL_POINT_SMOOTH);
			glDisable(GL_BLEND);
	}

	}

	if (systemRunning) {
		//if (frameNum % 10 == 0)
			//screenShot(frameNum / 10);
		frameNum++;
	}

	renderText();

	glutSwapBuffers();
}
Exemple #16
0
static void 
draw_text(const char *text, float xi, float yi,
	       	struct color *color, struct font *font)
{
	const struct glyph *g;
	float x, y;
	int spacing;

	x = 0;
	y = 0;

	glColor3f(color->r, color->g, color->b);

	glPushMatrix();
	glLoadIdentity();

	glTranslatef(xi, yi, 0);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	spacing = font->spacing;

	while (*text) {
		if (*text == ' ') {
			x += TEXT_SPACING_FACTOR*spacing;

			text++;
		} else {

			g = font_get_glyph(font, *text);

			if (g == NULL)
				panic("Cannot load glyph for '%c'.", *text);

			glBindTexture(GL_TEXTURE_2D, g->texture);

			glBegin(GL_QUADS);

			glTexCoord2f(0.0, 0.0);
			glVertex2f(x, y);

			glTexCoord2f(1.0, 0.0);
			glVertex2f(x + g->width, y);

			glTexCoord2f(1.0, 1.0);
			glVertex2f(x + g->width, g->height);

			glTexCoord2f(0.0, 1.0);
			glVertex2f(x, g->height);

			x += g->width + spacing;

			glEnd();

			text++;
		}
	}

	glDisable(GL_TEXTURE_2D);
	glDisable(GL_BLEND);
	
	glPopMatrix();
}
Exemple #17
0
void Route::DrawGLLines( ViewPort &VP, ocpnDC *dc )
{
#ifdef ocpnUSE_GL    
    float pix_full_circle = WGS84_semimajor_axis_meters * mercator_k0 * 2 * PI * VP.view_scale_ppm;

    bool r1valid = false;
    wxPoint2DDouble r1;

    wxRoutePointListNode *node = pRoutePointList->GetFirst();
    RoutePoint *prp2 = node->GetData();
    
    if(m_nPoints == 1 && dc) { // single point.. make sure it shows up for highlighting
        cc1->GetDoubleCanvasPointPix( prp2->m_lat, prp2->m_lon, &r1);
        dc->DrawLine(r1.m_x, r1.m_y, r1.m_x+2, r1.m_y+2);
        return;
    }

    // dc is passed for thicker highlighted lines (performance not very important)
    if( !dc )
        glBegin(GL_LINES);

    unsigned short int FromSegNo = prp2->m_GPXTrkSegNo;
    for(node = node->GetNext(); node; node = node->GetNext()) {
        RoutePoint *prp1 = prp2;
        prp2 = node->GetData();
        unsigned short int ToSegNo = prp2->m_GPXTrkSegNo;

        // Provisional, to properly set status of last point in route
        prp2->m_pos_on_screen = false;
        
        if (FromSegNo != ToSegNo) {
            FromSegNo = ToSegNo;
            r1valid = false;
        } else {
            //    Handle offscreen points
            LLBBox bbox = VP.GetBBox();

            // don't need to perform calculations or render segment
            // if both points are past any edge of the vp
            // TODO: use these optimizations for dc mode
            bool lat1l = prp1->m_lat < bbox.GetMinY(), lat2l = prp2->m_lat < bbox.GetMinY();
            bool lat1r = prp1->m_lat > bbox.GetMaxY(), lat2r = prp2->m_lat > bbox.GetMaxY();
            if( (lat1l && lat2l) || (lat1r && lat2r) ) {
                r1valid = false;
                prp1->m_pos_on_screen = false;
                continue;
            }

            bool lon1l, lon1r, lon2l, lon2r;
            TestLongitude(prp1->m_lon, bbox.GetMinX(), bbox.GetMaxX(), lon1l, lon1r);
            TestLongitude(prp2->m_lon, bbox.GetMinX(), bbox.GetMaxX(), lon2l, lon2r);
            if( (lon1l && lon2l) || (lon1r && lon2r) ) {
                r1valid = false;
                prp1->m_pos_on_screen = false;
                continue;
            }

            if(!r1valid)
                cc1->GetDoubleCanvasPointPix( prp1->m_lat, prp1->m_lon, &r1);

            wxPoint2DDouble r2;
            cc1->GetDoubleCanvasPointPix( prp2->m_lat, prp2->m_lon, &r2);

            //    In the cases where one point is on, and one off
            //    we must decide which way to go in longitude

            double adder1 = 0, adder2 = 0;
            if(!(lon1l || lon1r) && (lon2l || lon2r) ) { // first point is on screen, second not
                if( r2.m_x < r1.m_x )
                    adder2 = pix_full_circle;
                else
                    adder2 = -pix_full_circle;

                if( fabs(r1.m_x - r2.m_x) < fabs(r1.m_x - ( r2.m_x + adder2 )) )
                    adder2 = 0;
            } else if(lon1l || lon1r) { // first point is off screen
                if( r1.m_x < r2.m_x )
                    adder1 = pix_full_circle;
                else
                    adder1 = -pix_full_circle;

                if( fabs(r1.m_x - r2.m_x) < fabs(r2.m_x - (r1.m_x + adder1)) )
                    adder1 = 0;
            }

            if( dc )
                dc->DrawLine(r1.m_x + adder1, r1.m_y, r2.m_x + adder2, r2.m_y);
            else {
                glVertex2f(r1.m_x + adder1, r1.m_y);
                glVertex2f(r2.m_x + adder2, r2.m_y);

                // cache screen position for arrows and points
                if(!r1valid) {
                    prp1->m_pos_on_screen = !lat1l && !lat1r && !lon1l && !lon1r;
                    prp1->m_screen_pos = r1;
                }

                prp2->m_pos_on_screen = !lat2l && !lat2r && !lon2l && !lon2r;
                prp2->m_screen_pos = r2;
            }

            r1 = r2;
            r1valid = true;
        }
    }

    if( !dc )
        glEnd();
#endif    
}
Exemple #18
0
/*! 
\fn void DataManager::displayPyramids(int winW, int winH, Kernel *kernel, Kernel *red, Kernel *blue)
\brief Display the Pyramid Data Structure on the GPU.
\param winW, winH : Window dimensions.
\param kernel,red,blue : Use these fragment programs to display the texture memory
*/
void DataManager::displayPyramids(int winW, int winH, Kernel *kernel, Kernel *red, Kernel *blue)
{

	int block_w = (_image_w + 2 * _boundary);
	int block_h = (_image_h + 2 * _boundary);
	int tex_w =  block_w * 3;
	int tex_h =  block_h * 2;

	int wtop, wbot, wleft, wright;

	int framePos[2][2];

	framePos[0][0] = 0; framePos[0][1] = -tex_h;
	framePos[1][0] = 0; framePos[1][1] = 0;

	int   auxix, auxiy, currx, curry, currb, currw, currh, factor;

	kernel->activate();			
	kernel->setRange(tex_w,tex_h*2);
	
	// Set up records for two successive frames.
	for (int i=0;i<_nFrames;i++) 
	{
		currx   = framePos[i][0];
		curry   = framePos[i][1];
		auxix   = tex_w - block_w;
		auxiy   = curry;

		for (int j=0; j<_nLevels ; j++) 
		{	
				factor  = pow(2.0,j);
				currb   = _boundary / factor ;
				currw   = _image_w / factor;
				currh   = _image_h / factor;

				wtop  = tex_h - (curry + currb);
				wleft = currx + currb;
				wbot  = wtop  - currh;
				wright= wleft + currw;

				kernel->bindInput( getPyramidBlock( i, j, _MAIN_BUF)->_texID );
				if (_arch == GPU_ATI)
					kernel->execute(wtop, wleft, wbot, wright,0.0,0.0,1.0, 1.0);
				else if (_arch == GPU_NVIDIA)
					kernel->execute(wtop, wleft, wbot, wright, 0.0, 0.0, currh, currw);

				wtop  = tex_h - (auxiy + currb);
				wleft = auxix + currb;
				wbot  = wtop  - currh;
				wright= wleft + currw;
					
				kernel->bindInput( getPyramidBlock( i, j, _AUXI_BUF)->_texID );
				if (_arch == GPU_ATI)
					kernel->execute(wtop, wleft, wbot, wright,0.0,0.0,1.0, 1.0);
				else if (_arch == GPU_NVIDIA)
					kernel->execute(wtop, wleft, wbot, wright, 0.0, 0.0, currh, currw);

				currx+= (currw   + 2*currb/2);
				auxix-= (currw/2 + 2*currb/2);
				auxiy+= (currh/2 + 2*currb/2);
		}
	}

	kernel->deactivate();

	red->activate();
	glDisable(_texTarget);
    glLineWidth(1.0);
	glBegin(GL_LINE_LOOP);
		glVertex2f(-0.998,0.998);	glVertex2f(0.998,0.998); glVertex2f(0.998,0.002);    glVertex2f(-0.998,0.002);
	glEnd();	
	char framestring[16];
	sprintf(framestring,"Frame 0");
	DrawText (10, 10 + winH  - 0.5*winH , framestring, 1, 1, 1);
	red->deactivate();
	blue->activate();
	glLineWidth(1.0);
	glBegin(GL_LINE_LOOP);
		glVertex2f(-0.998,-0.002);	glVertex2f(0.998,-0.002); glVertex2f(0.998,-0.998);    glVertex2f(-0.998,-0.998);
	glEnd();
	sprintf(framestring,"Frame 1");
	DrawText (10, 10 , framestring, 1, 1, 1);
	blue->deactivate();

}
Exemple #19
0
void GUIAttrEdit::render() {
	GUIPanel::render();

	float lineH = getLineH();
	int scroll = getAttrI( "scroll" );

	glDisable( GL_BLEND );
	float y = myH - lineH;

	for( int extra=scroll; extra<0; extra++ ) {
		y -= lineH;
		if( y < 0 ) break;
	}

	int textColor = getAttrI( "textColor" );
	int selectedTextColor = getAttrI( "selectedTextColor" );
	int highlightedTextColor = getAttrI( "highlightedTextColor" );

	ZHashTable *hash = (ZHashTable *)attributeTable->getp( "hashPtr" );
	if( !hash ) return;

	for( int i=0; i<view.count; i++ ) {
		int highlighted = (i == mouseOver && mouseWasInside);
	
		if( i == selected ) {
			setColorI( selectedTextColor );
		}
		else if( highlighted ) {
			setColorI( highlightedTextColor );
		}
		else {
			setColorI( textColor );
		}

		if( i >= scroll ) {
			char buf[1024];
			char *val = hash->getS( view[i] );
			sprintf( buf, "%s = %s", view[i], val );
			print( buf, 12, y );
			y -= lineH;
		}

		if( y <= 0 ) {
			break;
		}
	}

	if( !optMenuUp && selected != -1 ) {
		glDisable( GL_LINE_SMOOTH );
		glLineWidth( 1.f );
		glColor3ub( 0xff, 0, 0 );
		glBegin( GL_LINES );
			glVertex2f( selectX, selectY );
			glVertex2f( selectX, mouseY );

			float sign = mouseY > selectY ? -1.f : 1.f;
			glVertex2f( selectX, mouseY );
			glVertex2f( selectX-5, mouseY + sign*5 );

			glVertex2f( selectX, mouseY );
			glVertex2f( selectX+5, mouseY + sign*5 );
		glEnd();
	}
}
Exemple #20
0
void Sample_17::draw()
{
    /* Clear The Screen And The Depth Buffer */
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    glLoadIdentity( );

    /* Select Our Second Texture */
    glBindTexture( GL_TEXTURE_2D, m_texture[1] );
    /* Move Into The Screen 5 Units */
    glTranslatef( 0.0f, 0.0f, -5.0f );
    /* Rotate On The Z Axis 45 Degrees (Clockwise) */
    glRotatef( 45.0f, 0.0f, 0.0f, 1.0f );
    /* Rotate On The X & Y Axis By cnt1 (Left To Right) */
    glRotatef( m_cnt1 * 30.0f, 1.0f, 1.0f, 0.0f );

    /* Disable Blending Before We Draw In 3D */
    glDisable( GL_BLEND );
    glColor3f( 1.0f, 1.0f, 1.0f ); /* Bright White                       */
    glBegin( GL_QUADS );           /* Draw Our First Texture Mapped Quad */
      glTexCoord2d( 0.0f,  0.0f ); /* First Texture Coord                */
      glVertex2f(  -1.0f,  1.0f ); /* First Vertex                       */
      glTexCoord2d( 1.0f,  0.0f ); /* Second Texture Coord               */
      glVertex2f(   1.0f,  1.0f ); /* Second Vertex                      */
      glTexCoord2d( 1.0f,  1.0f ); /* Third Texture Coord                */
      glVertex2f(   1.0f, -1.0f ); /* Third Vertex                       */
      glTexCoord2d( 0.0f,  1.0f ); /* Fourth Texture Coord               */
      glVertex2f(  -1.0f, -1.0f ); /* Fourth Vertex                      */
    glEnd( );

    /* Rotate On The X & Y Axis By 90 Degrees (Left To Right) */
    glRotatef( 90.0f, 1.0f, 1.0f, 0.0f );
    glBegin( GL_QUADS );           /* Draw Our Second Texture Mapped Quad */
      glTexCoord2d( 0.0f,  0.0f ); /* First Texture Coord                 */
      glVertex2f(  -1.0f,  1.0f ); /* First Vertex                        */
      glTexCoord2d( 1.0f,  0.0f ); /* Second Texture Coord                */
      glVertex2f(   1.0f,  1.0f ); /* Second Vertex                       */
      glTexCoord2d( 1.0f,  1.0f ); /* Third Texture Coord                 */
      glVertex2f(   1.0f, -1.0f ); /* Third Vertex                        */
      glTexCoord2d( 0.0f,  1.0f ); /* Fourth Texture Coord                */
      glVertex2f(  -1.0f, -1.0f ); /* Fourth Vertex                       */
    glEnd( );

    /* Re-enable Blending */
    glEnable( GL_BLEND );
    /* Reset the view */
    glLoadIdentity( );


    /* Pulsing Colors Based On Text Position */
    /* Print GL Text To The Screen */
    glColor3f( 1.0f * ( float )cos( m_cnt1 ),
	       1.0f * ( float )sin( m_cnt2 ),
	       1.0f - 0.5f * ( float )cos( m_cnt1 + m_cnt2 ) );
    glPrint( ( int )( 280 + 250 * cos( m_cnt1 ) ),
	     ( int )( 235 + 200 * sin( m_cnt2 ) ),
	     (char*)&"NeHe", 0 );
    glColor3f( 1.0f * ( float )sin( m_cnt2 ),
	       1.0f - 0.5f * ( float )cos( m_cnt1 + m_cnt2 ),
	       1.0f * ( float )cos( m_cnt1 ) );
    glPrint( ( int )( 280 + 230 * cos( m_cnt2 ) ),
	     ( int )( 235 + 200 * sin( m_cnt1 ) ),
	     (char*)&"OpenGL", 1 );

    /* Set Color to Red */
    glColor3f( 0.0f, 0.0f, 1.0f );
    /* Draw Text To The Screen */
    glPrint( ( int )( 240 + 200 * cos( ( m_cnt2 + m_cnt1 ) / 5 ) ), 2,
    		(char*)&"Giuseppe D'Agata", 0 );

    /* Set Color To White */
    glColor3f( 1.0f, 1.0f, 1.0f );
    /* Draw Offset Text To The Screen */
    glPrint( ( int )( 242 + 200 * cos( ( m_cnt2 + m_cnt1 ) / 5 ) ), 2,
    		(char*)&"Giuseppe D'Agata", 0 );

    m_cnt1 += 0.01f;   /* Increase The First Counter  */
    m_cnt2 += 0.0081f; /* Increase The Second Counter */

}
Exemple #21
0
void Gource::draw(float t, float dt) {

    display.mode2D();

    drawBackground(dt);

    if(draw_loading) {
        loadingScreen();
        draw_loading = false;
        return;
    }

    Frustum frustum(camera);

    trace_time = SDL_GetTicks();

    mousetrace(frustum,dt);

    trace_time = SDL_GetTicks() - trace_time;

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    camera.focus();

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    //draw tree
    drawTree(frustum, dt);

    glColor4f(1.0, 1.0, 0.0, 1.0);
    for(std::map<std::string,RUser*>::iterator it = users.begin(); it!=users.end(); it++) {
        trace_debug ? it->second->drawSimple(dt) : it->second->draw(dt);
    }

    glEnable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);

    //draw bloom
    drawBloom(frustum, dt);

    root->drawNames(font,frustum);

    if(!(gGourceSettings.hide_usernames || gGourceSettings.hide_users)) {
        for(std::map<std::string,RUser*>::iterator it = users.begin(); it!=users.end(); it++) {
            it->second->drawName();
        }
    }

    //draw selected item names again so they are over the top
    if(selectedUser !=0) selectedUser->drawName();

    if(selectedFile !=0) {
        vec2f dirpos = selectedFile->getDir()->getPos();

        glPushMatrix();
            glTranslatef(dirpos.x, dirpos.y, 0.0);
            selectedFile->drawName();
        glPopMatrix();
    }

    if(debug) {
        glDisable(GL_TEXTURE_2D);
        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

        track_users ? user_bounds.draw() : dir_bounds.draw();
    }

    if(gGourceQuadTreeDebug) {
        glDisable(GL_TEXTURE_2D);
        glColor4f(0.0f, 1.0f, 0.0f, 1.0f);

        glLineWidth(1.0);
        dirNodeTree->outline();

        glColor4f(0.0f, 1.0f, 1.0f, 1.0f);

        userTree->outline();
    }

    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

    display.mode2D();

    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glEnable(GL_TEXTURE_2D);

    vec3f campos = camera.getPos();

    if(logotex!=0) {
        glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable(GL_BLEND);
        glEnable(GL_TEXTURE_2D);

        glColor4f(1.0, 1.0, 1.0, 1.0);

        glBindTexture(GL_TEXTURE_2D, logotex->textureid);

        vec2f logopos = vec2f(display.width, display.height) - vec2f(logotex->w, logotex->h) - gGourceSettings.logo_offset;

        glPushMatrix();

            glTranslatef(logopos.x, logopos.y, 0.0);

            glBegin(GL_QUADS);
                glTexCoord2f(0.0f,0.0f);
                glVertex2i(0, 0);

                glTexCoord2f(1.0f,0.0f);
                glVertex2i(logotex->w, 0);

                glTexCoord2f(1.0f,1.0f);
                glVertex2i(logotex->w, logotex->h);

                glTexCoord2f(0.0f,1.0f);
                glVertex2i(0, logotex->h);
            glEnd();

        glPopMatrix();
    }

    if(splash>0.0f) {
        int logowidth = fontlarge.getWidth("Gource");
        int logoheight = 100;
        int cwidth    = font.getWidth("Software Version Control Visualization");
        int awidth    = font.getWidth("(C) 2009 Andrew Caudwell");

        vec2f corner(display.width/2 - logowidth/2 - 30.0f, display.height/2 - 40);

        glDisable(GL_TEXTURE_2D);
        glColor4f(0.0f, 0.5f, 1.0f, splash * 0.015f);
        glBegin(GL_QUADS);
            glVertex2f(0.0f,                 corner.y);
            glVertex2f(0.0f,                 corner.y + logoheight);
            glVertex2f(display.width, corner.y + logoheight);
            glVertex2f(display.width, corner.y);
        glEnd();

        glEnable(GL_TEXTURE_2D);

        glColor4f(1.0,1.0,1.0,1.0);
        fontlarge.draw(display.width/2 - logowidth/2,display.height/2 - 30, "Gource");
        font.draw(display.width/2 - cwidth/2,display.height/2 + 10, "Software Version Control Visualization");
        font.draw(display.width/2 - awidth/2,display.height/2 + 30, "(C) 2009 Andrew Caudwell");
    }

    // text using the specified font goes here

    glColor4f(gGourceSettings.font_colour.x, gGourceSettings.font_colour.y, gGourceSettings.font_colour.z, 1.0f);

    if(!gGourceSettings.hide_date) {
        fontmedium.draw(display.width/2 - date_x_offset, 20, displaydate);
    }

    if(gGourceSettings.title.size()>0) {
        fontmedium.alignTop(false);
        fontmedium.draw(10, display.height - 10, gGourceSettings.title);
        fontmedium.alignTop(true);
    }

    if(message_timer>0.0f) {
         fontmedium.draw(1, 3, message);
    }

    // end text

    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

    if(debug) {
        font.print(1,20, "FPS: %.2f", fps);
        font.print(1,40,"Days Per Second: %.2f",
            gGourceSettings.days_per_second);
        font.print(1,60,"Time Scale: %.2f", time_scale);
        font.print(1,80,"Users: %d", users.size());
        font.print(1,100,"Files: %d", files.size());
        font.print(1,120,"Dirs: %d",  gGourceDirMap.size());

        font.print(1,140,"Log Position: %.4f", commitlog->getPercent());
        font.print(1,160,"Camera: (%.2f, %.2f, %.2f)", campos.x, campos.y, campos.z);
        font.print(1,180,"Gravity: %.2f", gGourceForceGravity);
        font.print(1,200,"Update Tree: %u ms", update_dir_tree_time);
        font.print(1,220,"Draw Tree: %u ms", draw_tree_time);
        font.print(1,240,"Mouse Trace: %u ms", trace_time);
        font.print(1,260,"Logic Time: %u ms", logic_time);
        font.print(1,280,"Draw Time: %u ms", SDL_GetTicks() - draw_time);
        font.print(1,300,"File Inner Loops: %d", gGourceFileInnerLoops);
        font.print(1,320,"User Inner Loops: %d", gGourceUserInnerLoops);
        font.print(1,340,"Dir Inner Loops: %d (QTree items = %d, nodes = %d)", gGourceDirNodeInnerLoops,
            dirNodeTree->item_count, dirNodeTree->node_count);

        if(selectedUser != 0) {

        }

        if(selectedFile != 0) {
            font.print(1,360,"%s: %d files (%d visible)", selectedFile->getDir()->getPath().c_str(),
                    selectedFile->getDir()->fileCount(), selectedFile->getDir()->visibleFileCount());
        }

    }

    glDisable(GL_TEXTURE_2D);

    if(canSeek()) slider.draw(dt);

    mousemoved=false;
    mouseclicked=false;
}
Exemple #22
0
static void
RenderTexture(void)
{
   GLenum status;

   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glOrtho(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glTranslatef(0.0, 0.0, -15.0);

   /* draw to texture image */
   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);

   status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
   if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
      printf("Framebuffer incomplete!!!\n");
   }

   glViewport(0, 0, TexWidth, TexHeight);

   glClearColor(0.5, 0.5, 1.0, 0.0);
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
   CheckError(__LINE__);

#if DEPTH
   glEnable(GL_DEPTH_TEST);
#endif

#if STENCIL
   glEnable(GL_STENCIL_TEST);
   glStencilFunc(GL_NEVER, 1, ~0);
   glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE);
#endif

   CheckError(__LINE__);

#if DEPTH || STENCIL
   /* draw diamond-shaped stencil pattern */
   glColor3f(0, 1, 0);
   glBegin(GL_POLYGON);
   glVertex2f(-0.2,  0.0);
   glVertex2f( 0.0, -0.2);
   glVertex2f( 0.2,  0.0);
   glVertex2f( 0.0,  0.2);
   glEnd();
#endif

   /* draw teapot where stencil != 1 */
#if STENCIL
   glStencilFunc(GL_NOTEQUAL, 1, ~0);
   glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
#endif

   CheckError(__LINE__);

#if 0
   glBegin(GL_POLYGON);
   glColor3f(1, 0, 0);
   glVertex2f(-1, -1);
   glColor3f(0, 1, 0);
   glVertex2f(1, -1);
   glColor3f(0, 0, 1);
   glVertex2f(0, 1);
   glEnd();
#else
   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT0);
   glPushMatrix();
   glRotatef(0.5 * Rot, 1.0, 0.0, 0.0);
   glutSolidTeapot(0.5);
   glPopMatrix();
   glDisable(GL_LIGHTING);
   /*
   PrintStencilHistogram(TexWidth, TexHeight);
   */
#endif

   glDisable(GL_DEPTH_TEST);
   glDisable(GL_STENCIL_TEST);

#if DRAW
   /* Bind normal framebuffer */
   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif

   CheckError(__LINE__);
}
Exemple #23
0
static __inline__ void draw_map(window_info *win,float zoom_multip, float px, float py)
{
	float sx = 0.0f, sy = 0.0f;
	int i;
	float x, y;

	glPushMatrix();

	sx = float_minimap_size/2;
	sy = float_minimap_size/2;

	glTranslatef(sx, sy, 0.0f);

	glClearStencil(0);
	glClear(GL_STENCIL_BUFFER_BIT);
	glEnable(GL_STENCIL_TEST);
	glStencilFunc(GL_ALWAYS, 1, 1); 
	glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
	glDepthMask(GL_FALSE);

	glColor3f(0.0f,0.0f,0.0f);
	glBegin(GL_POLYGON);
		for (i=0; i<=360; i +=10) 
		{
			x = sin((i)*0.0174532925f)/2*float_minimap_size;
			y = cos((i)*0.0174532925f)/2*float_minimap_size;
			glVertex2f(x, y);	
		}
		glEnd();

	glStencilFunc(GL_EQUAL, 1, 1);
	glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

	// re-enable the drawing in the current buffer
	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	glDepthMask(GL_TRUE);

	glEnable(GL_TEXTURE_2D);

	//draw the map
#ifdef	NEW_TEXTURES
	bind_texture(minimap_texture);
#else	/* NEW_TEXTURES */
	bind_texture_id(minimap_texture);
#endif	/* NEW_TEXTURES */
	glColor4f(1.0f,1.0f,1.0f,1.0f);

	rotate_at_player(zoom_multip,px,py);
	glBegin(GL_QUADS);
#ifdef	NEW_TEXTURES
		glTexCoord2f(0.0f, 1.0f);
		glVertex2f(-float_minimap_size/2, float_minimap_size/2);
		glTexCoord2f(1.0f, 1.0f);
		glVertex2f(float_minimap_size/2, float_minimap_size/2);
		glTexCoord2f(1.0f, 0.0f);
		glVertex2f(float_minimap_size/2, -float_minimap_size/2);
		glTexCoord2f(0.0f, 0.0f);
		glVertex2f(-float_minimap_size/2, -float_minimap_size/2);
#else	/* NEW_TEXTURES */
		glTexCoord2f(0.0f, 0.0f);
		glVertex2f(-float_minimap_size/2, float_minimap_size/2);
		glTexCoord2f(1.0f, 0.0f);
		glVertex2f(float_minimap_size/2, float_minimap_size/2);
		glTexCoord2f(1.0f, 1.0f);
		glVertex2f(float_minimap_size/2, -float_minimap_size/2);
		glTexCoord2f(0.0f, 1.0f);
		glVertex2f(-float_minimap_size/2, -float_minimap_size/2);
#endif	/* NEW_TEXTURES */
	glEnd();

	glDisable(GL_STENCIL_TEST);

	glPopMatrix();
	if (compass_tex) 
	{
		//draw the compass texture
		draw_compass();
	}
}
Exemple #24
0
void display(void)
{
	int i;
	int j;
    
	while(nummines < 20)
	{
		minerow = rand() % 20;
		minecol = rand() % 20;
		
		if(mines[minerow][minecol] == 0)
		{
			mines[minerow][minecol] = 1;
			nummines++;
            
		}
	}
	
	glClear(GL_COLOR_BUFFER_BIT);
	for(i = 0; i < 20; i++)
	{
		
		for(j = 0; j < 20; j++)
		{
			if(flags[i][j] == 1)
			{
				
				if(mines[i][j] == 1)
				{
					glColor3f(1.0, 0.0, 0.0);
				}
				else
				{
					glColor3f(0.5, 0.8, 0.2);
				}
				
			}
			else
			{
				glColor3f(0.1, 0.1, 0.1);
			}
            glTranslatef((float)j * .1, (float)i * .1, 0.0);
            glBegin(GL_POLYGON);
            glVertex2f(-1.0, -1.0);
            glVertex2f(-1.0, -0.9);
            glVertex2f(-0.9, -0.9);
            glVertex2f(-0.9, -1.0);
            glEnd();
            glColor3f(0.5, 0.5, 0.5);
            glBegin(GL_LINE_LOOP);
            glVertex2f(-1.0, -1.0);
            glVertex2f(-1.0, -0.9);
            glVertex2f(-0.9, -0.9);
            glVertex2f(-0.9, -1.0);
            glEnd();
            glLoadIdentity();
            glFlush();
            
		}
        
	}
}
Exemple #25
0
int display_minimap_handler(window_info *win)
{
	float zoom_multip;
	float size_x = float_minimap_size / (tile_map_size_x * 6);
	float size_y = float_minimap_size / (tile_map_size_y * 6);
	float px = 0.0f, py = 0.0f;
	actor *me;
	float x,y;
	int i;

	if(win->pos_x > window_width - 50)
		move_window(minimap_win,win->pos_id,win->pos_loc,window_width-minimap_size,win->pos_y);
	if(win->pos_y > window_height - 50)
		move_window(minimap_win,win->pos_id,win->pos_loc,win->pos_x,window_height-minimap_size);

	if (enable_controls)
	{
		draw_minimap_title_bar(win);
		enable_controls = 0;
	}
	
	zoom_multip = minimap_get_zoom();

	if(!minimap_texture) 
	{
		//there's no minimap for this map :( draw a X
		glTranslatef(0.0f, 16.0f, 0.0f);
		glPushMatrix(); 
		glDisable(GL_TEXTURE_2D);
		//draw black background
		glColor3f(0.0f,0.0f,0.0f);
		glBegin(GL_POLYGON);
		for (i=0; i<=360; i +=10) 
		{
			x = sin((i)*0.0174532925f)/2*float_minimap_size+float_minimap_size/2;
			y = cos((i)*0.0174532925f)/2*float_minimap_size+float_minimap_size/2;
			glVertex2f(x, y);	
		}
		glEnd();

		glPopMatrix();
		draw_compass();
		return 0;
	}
	//draw minimap

	//get player position in window coordinates
	if( (me = get_our_actor ()) == NULL)
	{
		//Don't know who we are? can't draw then
		return 0;
	}
	px = me->x_tile_pos * size_x;
	py = float_minimap_size - (me->y_tile_pos * size_y);

	glTranslatef(0.0f, 16.0f, 0.0f);

	glDisable(GL_TEXTURE_2D);
	//draw black background
	glColor3f(0.0f,0.0f,0.0f);
	glBegin(GL_POLYGON);
	for (i=0; i<=360; i +=10) 
	{
		x = sin((i)*0.0174532925f)/2*float_minimap_size+float_minimap_size/2;
		y = cos((i)*0.0174532925f)/2*float_minimap_size+float_minimap_size/2;
		glVertex2f(x, y);	
	}
	glEnd();

	draw_map(win,zoom_multip, px, py);
	draw_actor_points(zoom_multip, px, py);


#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE

	return 0;
}
Exemple #26
0
void RenderObject::renderCall()
{

	//RenderObjectLayer *rlayer = core->getRenderObjectLayer(getTopLayer());

	if (positionSnapTo)
		this->position = *positionSnapTo;

	position += offset;

#ifdef BBGE_BUILD_DIRECTX
	if (!RENDEROBJECT_FASTTRANSFORM)
		core->getD3DMatrixStack()->Push();
#endif

#ifdef BBGE_BUILD_OPENGL
	if (!RENDEROBJECT_FASTTRANSFORM)
		glPushMatrix();
	if (!RENDEROBJECT_SHAREATTRIBUTES)
	{
		glPushAttrib(GL_ALL_ATTRIB_BITS);
	}
#endif


	if (!RENDEROBJECT_FASTTRANSFORM)
	{
		if (layer != LR_NONE)
		{
			RenderObjectLayer *l = &core->renderObjectLayers[layer];
			if (l->followCamera != NO_FOLLOW_CAMERA)
			{
				followCamera = l->followCamera;
			}
		}
		if (followCamera!=0 && !parent)
		{
			if (followCamera == 1)
			{
#ifdef BBGE_BUILD_OPENGL
			 	glLoadIdentity();
				glScalef(core->globalResolutionScale.x, core->globalResolutionScale.y,0);
				glTranslatef(position.x, position.y, position.z);
				if (isfh())
				{
					//glDisable(GL_CULL_FACE);
					glRotatef(180, 0, 1, 0);
				}

				glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
#endif
#ifdef BBGE_BUILD_DIRECTX
				core->getD3DMatrixStack()->LoadIdentity();
				core->scaleMatrixStack(core->globalResolutionScale.x, core->globalResolutionScale.y,0);
				core->translateMatrixStack(position.x, position.y, 0);
				if (isfh())
				{
					//HACK: disable cull ->
					core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 1, 0), D3DXToRadian(180));
				}
				core->rotateMatrixStack(rotation.z + rotationOffset.z);
#endif
			}
			else
			{
				Vector pos = getFollowCameraPosition();

#ifdef BBGE_BUILD_OPENGL
				glTranslatef(pos.x, pos.y, pos.z);
				if (isfh())
				{
					//glDisable(GL_CULL_FACE);
					glRotatef(180, 0, 1, 0);
				}
				glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
#endif
#ifdef BBGE_BUILD_DIRECTX
				core->translateMatrixStack(pos.x, pos.y, 0);
				if (isfh())
				{
					//HACK: disable cull ->
					core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 1, 0), D3DXToRadian(180));
				}
				core->rotateMatrixStack(rotation.z + rotationOffset.z);
#endif
			}
		}
		else
		{

#ifdef BBGE_BUILD_OPENGL
			glTranslatef(position.x, position.y, position.z);
#endif
#ifdef BBGE_BUILD_DIRECTX
			core->translateMatrixStack(position.x, position.y, 0);
#endif

#ifdef BBGE_BUILD_OPENGL
			if (RenderObject::renderPaths && position.data && position.data->path.getNumPathNodes() > 0)
			{
				glLineWidth(4);
				glEnable(GL_BLEND);
				
				int i = 0;
				glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
				glBindTexture(GL_TEXTURE_2D, 0);

				glBegin(GL_LINES);
				for (i = 0; i < position.data->path.getNumPathNodes()-1; i++)
				{
					glVertex2f(position.data->path.getPathNode(i)->value.x-position.x, position.data->path.getPathNode(i)->value.y-position.y);
					glVertex2f(position.data->path.getPathNode(i+1)->value.x-position.x, position.data->path.getPathNode(i+1)->value.y-position.y);
				}
				glEnd();

				glPointSize(20);
				glBegin(GL_POINTS);
				glColor4f(0.5,0.5,1,1);
				for (i = 0; i < position.data->path.getNumPathNodes(); i++)
				{
					glVertex2f(position.data->path.getPathNode(i)->value.x-position.x, position.data->path.getPathNode(i)->value.y-position.y);
				}
				glEnd();
			}
#endif
#ifdef BBGE_BUILD_OPENGL

			glRotatef(rotation.z+rotationOffset.z, 0, 0, 1); 
			if (isfh())
			{
				//glDisable(GL_CULL_FACE);
				glRotatef(180, 0, 1, 0);
			}
#endif
#ifdef BBGE_BUILD_DIRECTX
			//core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 0, 1), rotation.z+rotationOffset.z);
			core->rotateMatrixStack(rotation.z + rotationOffset.z);
			if (isfh())
			{
				//HACK: disable cull
				core->getD3DDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
				//core->getD3DMatrixStack()->Scale(-1, 1, 1);
				//core->applyMatrixStackToWorld();
				core->getD3DMatrixStack()->RotateAxisLocal(&D3DXVECTOR3(0, 1, 0), D3DXToRadian(180));
				//core->applyMatrixStackToWorld();
			}
#endif
		}
				
#ifdef BBGE_BUILD_OPENGL	
		glTranslatef(beforeScaleOffset.x, beforeScaleOffset.y, beforeScaleOffset.z);
		glScalef(scale.x, scale.y, 1);
		glTranslatef(internalOffset.x, internalOffset.y, internalOffset.z);
#endif
#ifdef BBGE_BUILD_DIRECTX
		core->translateMatrixStack(beforeScaleOffset.x, beforeScaleOffset.y, 0);
		core->scaleMatrixStack(scale.x, scale.y, 1);
		core->translateMatrixStack(internalOffset.x, internalOffset.y, 0);

		core->applyMatrixStackToWorld();
#endif


		//glDisable(GL_CULL_FACE);
		/* Never set anywhere.  --achurch
		if (renderOrigin)
		{
#ifdef BBGE_BUILD_OPENGL
			  glBegin(GL_TRIANGLES);
				glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
				glVertex3f(0.0f, 5.0f, 0.0f);
				glVertex3f(50.0f, 0.0f, 0.0f);
				glVertex3f(0.0f, -5.0f, 0.0f);

				glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
				glVertex3f(0.0f, 0.0f, 5.0f);
				glVertex3f(0.0f, 50.0f, 0.0f);
				glVertex3f(0.0f, 0.0f, -5.0f);

				glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
				glVertex3f(5.0f, 0.0f, 0.0f);
				glVertex3f(0.0f, 0.0f, 50.0f);
				glVertex3f(-5.0f, 0.0f, 0.0f);
			glEnd();
#endif
		}
		*/
	}

	for (Children::iterator i = children.begin(); i != children.end(); i++)
	{
		if (!(*i)->isDead() && (*i)->renderBeforeParent)
			(*i)->render();
	}


	//if (useColor)
	{
#ifdef BBGE_BUILD_OPENGL
		if (rlayer)
			glColor4f(color.x * rlayer->color.x, color.y * rlayer->color.y, color.z * rlayer->color.z, alpha.x*alphaMod);
		else
			glColor4f(color.x, color.y, color.z, alpha.x*alphaMod);
#elif defined(BBGE_BUILD_DIRECTX)
		core->setColor(color.x, color.y, color.z, alpha.x*alphaMod);
#endif
	}
	
	if (texture)
	{

#ifdef BBGE_BUILD_OPENGL
		if (texture->textures[0] != lastTextureApplied || repeatTexture != lastTextureRepeat)
		{
			texture->apply(repeatTexture);
			lastTextureRepeat = repeatTexture;
			lastTextureApplied = texture->textures[0];
		}
#endif
#ifdef BBGE_BUILD_DIRECTX
		texture->apply(repeatTexture);
#endif
	}
	else
	{
		if (lastTextureApplied != 0 || repeatTexture != lastTextureRepeat)
		{
#ifdef BBGE_BUILD_OPENGL
			glBindTexture(GL_TEXTURE_2D, 0);
#endif
#ifdef BBGE_BUILD_DIRECTX
			core->bindTexture(0, 0);
#endif
			lastTextureApplied = 0;
			lastTextureRepeat = repeatTexture;
		}
	}
	
	applyBlendType();


	bool doRender = true;
	int pass = renderPass;
	if (core->currentLayerPass != RENDER_ALL && renderPass != RENDER_ALL)
	{
		RenderObject *top = getTopParent();
		if (top)
		{
			if (top->overrideRenderPass != OVERRIDE_NONE)
				pass = top->overrideRenderPass;
		}

		doRender = (core->currentLayerPass == pass);
	}

	if (renderCollisionShape)
		renderCollision();

	if (doRender)
		onRender();

		//collisionShape.render();
	if (!RENDEROBJECT_SHAREATTRIBUTES)
	{
		glPopAttrib();
	}

	for (Children::iterator i = children.begin(); i != children.end(); i++)
	{
		if (!(*i)->isDead() && !(*i)->renderBeforeParent)
			(*i)->render();
	}


	if (!RENDEROBJECT_FASTTRANSFORM)
	{
#ifdef BBGE_BUILD_OPENGL
		glPopMatrix();
#endif
#ifdef BBGE_BUILD_DIRECTX
		core->getD3DMatrixStack()->Pop();
		core->applyMatrixStackToWorld();
#endif
	}


	position -= offset;
}
Exemple #27
0
void drawHouse(float angle) {

    glBegin(GL_QUADS);    //первый этаж
    glColor3ub(240, 220, 130);
    glVertex2f(-13, 65);
    glVertex2f(-15, 95);
    glVertex2f(15, 95);
    glVertex2f(13, 65);
    glEnd();


    if((angle>=0.0&&angle<=90.0)||(angle>=180.0&&angle<=270)) {
        glColor3ub(255, 255, 0);
    } else if(angle>=90.0&&angle<=180.0) {
        glColor3ub(255, 255, 255);
    } else {
        glColor3ub(0, 0, 0);
    }

    glBegin(GL_QUADS);     //окно
    glVertex2f(-9, 75 );
    glVertex2f(-10, 90);
    glVertex2f(10,  90);
    glVertex2f(10,  75);
    glEnd();

    glBegin(GL_LINE_LOOP);  //рама
    glColor3ub(150, 75, 0);
    glVertex2f(-9, 75 );
    glVertex2f(-10, 90);
    glVertex2f(10,  90);
    glVertex2f(10,  75);
    glEnd();

    drawLine(0, 75, 0, 90, 0, 0, 0);
    drawLine(0, 84, 10, 84, 0, 0, 0);

    glBegin(GL_TRIANGLES);  //крыша
    glColor3ub(150, 75, 0);
    glVertex2f(-20, 95);
    glVertex2f(0, 118);
    glVertex2f(20, 95);
    glEnd();

}
Exemple #28
0
// draw title
void ShellTitle::Render(unsigned int aId, float aTime, const Transform2 &aTransform)
{
//#define USE_TITLE_VERTEX_ARRAY
#ifdef USE_TITLE_VERTEX_ARRAY
	static Vector2 vertexarray[32768];
	static unsigned int colorarray[32768];
	Vector2 *vertexptr = vertexarray;
	unsigned int *colorptr = colorarray;
#else
	glBegin(GL_QUADS);
#endif

	// draw title bar
	for (int row = 0; row < SDL_arraysize(titlemap); ++row)
	{
		float y0 = titley + row * titleh, y1 = y0 + titleh;

#ifdef USE_TITLE_VERTEX_ARRAY
		unsigned int color = (xs_RoundToInt(255*baralpha[row]) << 24) | 0x00505050;
		*colorptr++ = color;
		*colorptr++ = color;
		*colorptr++ = color;
		*colorptr++ = color;
		*vertexptr++ = Vector2(0, y0);
		*vertexptr++ = Vector2(640, y0);
		*vertexptr++ = Vector2(640, y1);
		*vertexptr++ = Vector2(0, y1);
#else
		glColor4f(0.3f, 0.3f, 0.3f, baralpha[row]);
		glVertex2f(0, y0);
		glVertex2f(640, y0);
		glVertex2f(640, y1);
		glVertex2f(0, y1);
#endif
	}

	// draw title body
	unsigned short *titlefillptr = titlefill;

#if 1
#ifdef USE_TITLE_MIRROR_WATER_EFFECT
	// starting mirror properties
	float mirror_y0 = MirrorWaveY(titley - titleh);
	float mirror_d0 = MirrorWaveX(mirror_y0);
	float mirror_a0 = mirroralphastart + mirroralphadelta * mirror_y0;
#endif

	for (int row = -1; row < (int)SDL_arraysize(titlemap) + 1; ++row)
	{
		float y = titley + row * titleh;

#ifdef USE_TITLE_MIRROR_WATER_EFFECT
		// row mirror properties
		float mirror_y1 = MirrorWaveY(y + titleh);
		float mirror_yd = (mirror_y1 - mirror_y0) / titleh;
		float mirror_d1 = MirrorWaveX(mirror_y1);
		float mirror_dd = (mirror_d1 - mirror_d0) / titleh;
		float mirror_a1 = mirroralphastart + mirroralphadelta * mirror_y1;
		float mirror_ad = (mirror_a1 - mirror_a0) / titleh;
#endif

		for (int col = -1; col < (int)SDL_arraysize(titlemap[0]); ++col)
		{
			float x = titlex + col * titlew;

			if (*titlefillptr != 0)
			{
				int phase = *titlefillptr >> 9;
				int fill = *titlefillptr & 0x1FF;

				// get block color
				float R, G, B;
				float h = BlockHue(col, row);
				bool border = (fill & ~(1<<4)) != 0;
				HSV2RGB(h + phase * 0.5f + border * 0.5f, 1.0f, 1.0f - 0.25f * border, R, G, B);

				// for each block...
				for (int i = 0; i < 9; ++i)
				{
					// if the block is filled
					if (fill & (1 << i))
					{
						// block borders
						float x0 = x + block[i][0][0];
						float x1 = x + block[i][0][1];
						float y0 = y + block[i][1][0];
						float y1 = y + block[i][1][1];

						// upright
#ifdef USE_TITLE_VERTEX_ARRAY
						unsigned int color = 0xFF000000 | (xs_RoundToInt(B * 255) << 16) | (xs_RoundToInt(G * 255) << 8) | (xs_RoundToInt(R * 255) );
						*colorptr++ = color;
						*colorptr++ = color;
						*colorptr++ = color;
						*colorptr++ = color;
						*vertexptr++ = Vector2(x0, y0);
						*vertexptr++ = Vector2(x1, y0);
						*vertexptr++ = Vector2(x1, y1);
						*vertexptr++ = Vector2(x0, y1);
#else
						glColor4f(R, G, B, 1.0f);
						glVertex2f(x0, y0);
						glVertex2f(x1, y0);
						glVertex2f(x1, y1);
						glVertex2f(x0, y1);
#endif

#ifdef USE_TITLE_MIRROR_WATER_EFFECT
						if (mirror_a0 > 0.0f || mirror_a1 > 0.0f)
						{
							// mirrored
							float m0 = y0 - y;
							float m1 = y1 - y;
							float a0 = std::max(mirror_a0 + mirror_ad * m0, 0.0f);
							float a1 = std::max(mirror_a0 + mirror_ad * m1, 0.0f);
							float dx0 = mirror_d0 + mirror_dd * m0;
							float dx1 = mirror_d0 + mirror_dd * m1;
							float yy0 = mirror_y0 + mirror_yd * m0;
							float yy1 = mirror_y0 + mirror_yd * m1;
#ifdef USE_TITLE_VERTEX_ARRAY
							color &= 0x00FFFFFF;
							color |= xs_RoundToInt(a1 * a1 * 255) << 24;
							*colorptr++ = color;
							*colorptr++ = color;
							*vertexptr++ = Vector2(x0 + dx1, yy1);
							*vertexptr++ = Vector2(x1 + dx1, yy1);
							color &= 0x00FFFFFF;
							color |= xs_RoundToInt(a0 * a0 * 255) << 24;
							*colorptr++ = color;
							*colorptr++ = color;
							*vertexptr++ = Vector2(x1 + dx0, yy0);
							*vertexptr++ = Vector2(x0 + dx0, yy0);
#else
							glColor4f(R, G, B, a1 * a1);
							glVertex2f(x0 + dx1, yy1);
							glVertex2f(x1 + dx1, yy1);
							glColor4f(R, G, B, a0 * a0);
							glVertex2f(x1 + dx0, yy0);
							glVertex2f(x0 + dx0, yy0);
#endif
						}
#endif
					}
				}
			}

			++titlefillptr;
		}

#ifdef USE_TITLE_MIRROR_WATER_EFFECT
		// mirror shift row
		mirror_y0 = mirror_y1;
		mirror_d0 = mirror_d1;
		mirror_a0 = mirror_a1;
#endif
	}
Exemple #29
0
void MenuUserInterface::render()
{
   if(gClientGame->getConnectionToServer())
   {
      gGameUserInterface.render();
      glColor4f(0, 0, 0, 0.6);
      glEnable(GL_BLEND);
      glBegin(GL_POLYGON);
      glVertex2f(0, 0);
      glVertex2f(canvasWidth, 0);
      glVertex2f(canvasWidth, canvasHeight);
      glVertex2f(0, canvasHeight);
      glEnd();  
      glDisable(GL_BLEND); 
   }

   glColor3f(1,1,1);
   drawCenteredString( vertMargin, 30, menuTitle);
   drawCenteredString( vertMargin + 35, 18, menuSubTitle);
   drawCenteredString( canvasHeight - vertMargin - 20, 18, menuFooter);

   if(selectionIndex >= menuItems.size())
      selectionIndex = 0;

   S32 offset = 0;
   S32 count = menuItems.size();

   if(count > 7)
   {
      count = 7;
      offset = selectionIndex - 3;
      if(offset < 0)
         offset = 0;
      else if(offset + count >= menuItems.size())
         offset = menuItems.size() - count;
   }

   U32 yStart = (canvasHeight - count * 45) / 2;
   //glColor3f(0,1,0);

   for(S32 i = 0; i < count; i++)
   {
      U32 y = yStart + i * 45;

      if(selectionIndex == i + offset)
      {
         glColor3f(0,0,0.4);
         glBegin(GL_POLYGON);
         glVertex2f(0, y - 2);
         glVertex2f(800, y - 2);
         glVertex2f(800, y + 25 + 5);
         glVertex2f(0, y + 25 + 5);
         glEnd();
         glColor3f(0,0,1);
         glBegin(GL_LINES);
         glVertex2f(0, y - 2);
         glVertex2f(799, y - 2);
         glVertex2f(799, y + 25 + 5);
         glVertex2f(0, y + 25 + 5);
         glEnd();
      }      
      glColor3f(1,1,1);
      drawCenteredString(y, 25, menuItems[i+offset].mText);
   }
}
Exemple #30
0
void Marker::update(bool force)
{
	GLubyte g;

	bool markerflag = m_MarkerBufferControl.update();

	if( markerflag || force )
	{
		double value = m_Value.getPrimaryBuffer();
		const GraphState & state = m_Destination->getGraphState();
		const QRect & datarect = m_Destination->getDataPos();
		const MarkerDirection & type = m_Type.getPrimaryBuffer();

		// Remove Marker if out of range
		if( (type == Marker::M_V && (value <= state.xLow || value >= state.xHigh)) ||
			(type == Marker::M_H && (value <= state.yLow || value >= state.yHigh)))
		{
			glNewList( m_ListBase, GL_COMPILE );
			glEndList();
			return;
		}

		// Scale correctly
		double xRatio = datarect.width()/(double)(state.xHigh-state.xLow);
		double yRatio = datarect.height()/(double)(state.yHigh-state.yLow);
		double xOffset = -state.xLow;
		double yOffset = -state.yLow;

		glNewList( m_ListBase, GL_COMPILE );
		{
			glPushAttrib( GL_LINE_BIT );
			{
				if( m_LinePatternFactor > 0 )
				{
					glEnable( GL_LINE_STIPPLE );
					glLineStipple( m_LinePatternFactor, m_LinePattern );
				}
				g = m_GrayLevel.getPrimaryBuffer();
				glColor3ub( g, g, g );
				glLineWidth( m_LineWidth );

				glBegin( GL_LINES );
				{
					switch(type)
					{
					case Marker::M_V:
						glVertex2f( (value+xOffset)*xRatio, (state.yLow+yOffset)*yRatio );
						glVertex2f( (value+xOffset)*xRatio, (state.yHigh+yOffset)*yRatio );
						break;
					case Marker::M_H:
						glVertex2f( (state.xLow+xOffset)*xRatio, (value+yOffset)*yRatio );
						glVertex2f( (state.xHigh+xOffset)*xRatio, (value+yOffset)*yRatio );
						break;
					}
				}
				glEnd();
			}
			glPopAttrib();
		}
		glEndList();
	}
}