Esempio n. 1
0
    virtual void RenderSceneCB()
    {   
        m_pGameCamera->OnRender();      

        m_pipeline.SetCamera(*m_pGameCamera);
		
        GeometryPass();
        
        SSAOPass();
        
        BlurPass();
        
        LightingPass();                
		      	
        RenderFPS();     
        
        CalcFPS();
        
        OgldevBackendSwapBuffers();
    }
Esempio n. 2
0
    virtual void RenderSceneCB()
    {   
        CalcFPS();
        
        m_scale += 0.05f;

        m_pGameCamera->OnRender();

        DSGeometryPass();
        
        BeginLightPasses();

        DSPointLightsPass();

		DSDirectionalLightPass();
               
        RenderFPS();
        
        glutSwapBuffers();
    }
Esempio n. 3
0
    virtual void RenderSceneCB()
    {   
        CalcFPS();
        
        m_scale += 0.005f;

        m_pGameCamera->OnRender();

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        m_pEffect->Enable();
        m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos());
        
        Pipeline p;
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
        p.SetPerspectiveProj(m_persProjInfo);   
        p.Rotate(0.0f, 90.0f, 0.0f);
        p.Scale(0.005f, 0.005f, 0.005f);                

        Matrix4f WVPMatrics[NUM_INSTANCES];
        Matrix4f WorldMatrices[NUM_INSTANCES];
        
        for (unsigned int i = 0 ; i < NUM_INSTANCES ; i++) {
            Vector3f Pos(m_positions[i]);
            Pos.y += sinf(m_scale) * m_velocity[i];
            p.WorldPos(Pos);        
            WVPMatrics[i] = p.GetWVPTrans().Transpose();
            WorldMatrices[i] = p.GetWorldTrans().Transpose();
        }
        
        m_pMesh->Render(NUM_INSTANCES, WVPMatrics, WorldMatrices);
        
        RenderFPS();
        
        glutSwapBuffers();
    }
Esempio n. 4
0
void Update()
{
	CalcFPS();
	switch (g_iGameState)
	{
	case 1:
		{
			g_pInput->Update();
			g_pStartUI->Update(g_iGameState,g_dElapsedTime);
		}
		break;
	case 2:
		{
			if (g_iGameState != g_iOldState)
			{
				Init();
				g_iOldState = g_iGameState;
			}
			else
			{
				g_pInput->Update();
				g_pScene->Update(g_dElapsedTime,g_iFPS);
			}
		}
		break;
	default:
		break;
	}
	if (g_pInput->KeyDown(DIK_Z))
	{
		if (g_bFillMode)
			g_bFillMode = false;
		else
			g_bFillMode = true;
	}
}
Esempio n. 5
0
/** \brief Initialize the game core.
 *
 *  Initialize SDL, load required files, start the main game loop.
 */
int GameCore::Init(int w, int h) {
    bool Escape = false;
    width = w; height = h;
    if (SDL_Init(SDL_INIT_EVERYTHING) == -1) return 1;

    // TODO: This might need to be changed to SDL_SWSURFACE for speed.
    screen = SDL_SetVideoMode(w, h, 0, SDL_HWSURFACE | SDL_DOUBLEBUF);
    if (screen == NULL) return 1;

    SDL_WM_SetCaption("The Adventures Of Knil", NULL);

    GameDraw::screen = screen;

    ga.Init();
    ga.PlayMusic("Sounds/Tank Battle.mp3");

    GamePlayer gp;
    gp.loadKCA("CharAnis\\modernbody.kca");
    gp.setPos(368, 528);
    GameDialog dialog;
    // Test load a map
    gm.Init(&gp, &dialog);
    if (!gm.LoadMap("Maps\\HouseMap.map")) {
        return ErrorScreen();
    }
    gm.drawMap();

    while (!quit) {
        // Update GameInput. Check if we should quit.
        gi.Update();
        if (gi.GetKeyState(SDLK_ESCAPE)) {
            if (!Escape && dialog.isActive()) {
                Escape = true;
                dialog.Close();
            }
        } else {
            Escape = false;
        }
        if (gi.GetQuit() || (gi.GetKeyState(SDLK_ESCAPE) && !Escape)) {
            quit = true;
            break;
        }

        if (!dialog.isActive() && gi.GetKeyState(SDLK_F1)) {
            dialog.clearPages();
            dialog.addPage(HELPTEXT1);
            dialog.addPage(HELPTEXT2);
            dialog.addPage(HELPTEXT3);
            dialog.addPage(HELPTEXT4);
            dialog.ShowPage(0);
        }

        // Calculate FPS and frame time
        int dt = CalcFPS();

        gp.tick(dt);
        if (!dialog.isActive())
            gp.handleInput(&gi, &gm);
        gm.handleInput(&gi);
        gm.runScripts(dt);
        dialog.handleInput(&gi);

        // Move screen with player
        if (gp.getX() > (width / 2)) {
            mapOffX = gp.getX() - (width / 2);
            if ((mapOffX + width) > (gm.GetWidth() * 16) ) {
                mapOffX = gm.GetWidth() * 16 - width;
            }
        } else
            mapOffX = 0;
        if (gp.getY() > (height / 2)) {
            mapOffY = gp.getY() - (height / 2);
            if ((mapOffY + height) > (gm.GetHeight() * 16) ) {
                mapOffY = gm.GetHeight() * 16 - height;
            }
        } else
            mapOffY = 0;

        SDL_Rect clip;
        clip.x = mapOffX;
        clip.y = mapOffY;
        clip.w = width;
        clip.h = height;

        GameDraw::SurfaceClear(screen, SDL_MapRGB(screen->format, 0, 0, 0));

        GameDraw::RenderToSurface(0, 0, gm.GetMapBottom(), screen, &clip);
        // Render NPCs on Layer 0
        vector<GameNPC*>* mapNPC = gm.getNPCList();
        for (unsigned int i = 0; i < mapNPC->size(); i++) {
            if (mapNPC->at(i)->GetLayer()) continue;
            if (!mapNPC->at(i)->GetSurface()) continue;
            SDL_Rect r = mapNPC->at(i)->GetBlock();
            r.x -= mapOffX; r.y -= mapOffY;
            int npcx = mapNPC->at(i)->GetX() - mapOffX;
            int npcy = mapNPC->at(i)->GetY() - mapOffY;
            GameDraw::RenderToSurface(npcx, npcy, mapNPC->at(i)->GetSurface(), screen, &mapNPC->at(i)->GetSurface()->clip_rect);
        }

        // Render Player
        GameDraw::RenderToSurface(gp.getX() - mapOffX, gp.getY() - mapOffY, gp.getSurface(), screen, &gp.getSurface()->clip_rect);

        // Render NPCs on Layer != 0
        for (unsigned int i = 0; i < mapNPC->size(); i++) {
            if (!mapNPC->at(i)->GetLayer()) continue;
            if (!mapNPC->at(i)->GetSurface()) continue;
            SDL_Rect r = mapNPC->at(i)->GetBlock();
            r.x -= mapOffX; r.y -= mapOffY;
            int npcx = mapNPC->at(i)->GetX() - mapOffX;
            int npcy = mapNPC->at(i)->GetY() - mapOffY;
            GameDraw::RenderToSurface(npcx, npcy, mapNPC->at(i)->GetSurface(), screen, &mapNPC->at(i)->GetSurface()->clip_rect);
        }

        // If there is an active dialog, draw it in the middle of the screen, at the bottom.
        if (dialog.isActive())
            GameDraw::RenderToSurface(width / 2 - GameDialog::DIALOGWIDTH / 2, height - GameDialog::DIALOGHEIGHT - 30, dialog.getSurface(), screen, &dialog.getSurface()->clip_rect);
        GameDraw::FlipToScreen(screen);
    }

    return 0;
}
Esempio n. 6
0
int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("JelloPhysic Test",800,600,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	while(!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit

			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
			}
			
			if(keys[VK_F2])
			{
				if(springy == true)
				{
					//add pressure body
						
					SpringBody *sBody = new SpringBody(springI, 1.0f, 150.0f, 5.0f, 300.0f, 15.0f, Vector2(-5.0f, -5.0f), 0.0f, Vector2::One,false);
					sBody->addInternalSpring(0, 14, 300.0f, 10.0f);
					sBody->addInternalSpring(1, 14, 300.0f, 10.0f);
					sBody->addInternalSpring(1, 15, 300.0f, 10.0f);
					sBody->addInternalSpring(1, 5, 300.0f, 10.0f);
					sBody->addInternalSpring(2, 14, 300.0f, 10.0f);
					sBody->addInternalSpring(2, 5, 300.0f, 10.0f);
					sBody->addInternalSpring(1, 5, 300.0f, 10.0f);
					sBody->addInternalSpring(14, 5, 300.0f, 10.0f);
					sBody->addInternalSpring(2, 4, 300.0f, 10.0f);
					sBody->addInternalSpring(3, 5, 300.0f, 10.0f);
					sBody->addInternalSpring(14, 6, 300.0f, 10.0f);
					sBody->addInternalSpring(5, 13, 300.0f, 10.0f);
					sBody->addInternalSpring(13, 6, 300.0f, 10.0f);
					sBody->addInternalSpring(12, 10, 300.0f, 10.0f);
					sBody->addInternalSpring(13, 11, 300.0f, 10.0f);
					sBody->addInternalSpring(13, 10, 300.0f, 10.0f);
					sBody->addInternalSpring(13, 9, 300.0f, 10.0f);
					sBody->addInternalSpring(6, 10, 300.0f, 10.0f);
					sBody->addInternalSpring(6, 9, 300.0f, 10.0f);
					sBody->addInternalSpring(6, 8, 300.0f, 10.0f);
					sBody->addInternalSpring(7, 9, 300.0f, 10.0f);

					// polygons!
					sBody->addTriangle(0, 15, 1);
					sBody->addTriangle(1, 15, 14);
					sBody->addTriangle(1, 14, 5);
					sBody->addTriangle(1, 5, 2);
					sBody->addTriangle(2, 5, 4);
					sBody->addTriangle(2, 4, 3);
					sBody->addTriangle(14, 13, 6);
					sBody->addTriangle(14, 6, 5);
					sBody->addTriangle(12, 11, 10);
					sBody->addTriangle(12, 10, 13);
					sBody->addTriangle(13, 10, 9);
					sBody->addTriangle(13, 9, 6);
					sBody->addTriangle(6, 9, 8);
					sBody->addTriangle(6, 8, 7);
					sBody->finalizeTriangles();

					mWorld->addBody(sBody);
					springBodies.push_back(sBody);

					springy = false;
				}
			}

			if(keys[VK_F3])
			{
				if(pressure == true)
				{
					PressureBody * pressureBody = new PressureBody(ball, 1.0f, 50.0f, 10.0f, 1.0f, 300.0f, 20.0f, Vector2(0, -10), 0, Vector2(0.5f,0.5f),false);

					mWorld->addBody(pressureBody);
					pressureBodies.push_back(pressureBody);

					pressure = false;
				}
			}

			if(keys[VK_F4])
			{
				if(boxy == true)
				{
					FallingBody *fBody = new FallingBody(shape,1.0f, 300.0f, 10.0f,Vector2(0.0f, -5.0f),0.0f , Vector2(2.0f,2.0f),false);
					fBody->addInternalSpring(0, 2, 400.0f, 12.0f);
					fBody->addInternalSpring(1, 3, 400.0f, 12.0f);

					mWorld->addBody(fBody);
					fallingBodies.push_back(fBody);

					boxy = false;
				}
			}

			//calc fps
			CalcFPS();
		}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window

	return (msg.wParam);							// Exit The Program
}
Esempio n. 7
0
//#############################################################################################
// Render de la scene
//#############################################################################################
bool C_ARX_Carte::Render(void)
{
    if(!this->background) return false;

    CalcFPS();
    GRenderer->Clear(Renderer::ColorBuffer | Renderer::DepthBuffer);

    GRenderer->BeginScene();

    int depx = (int)(this->posx * this->background->Xmul);

    if(depx<0) depx=0;

    int depz=(int)(this->posz*this->background->Zmul);

    if(depz<0) depz=0;

    int	endx=this->widthrender/this->nbpixels;
    int	endz=this->heightrender/this->nbpixels;
    endx+=depx;

    if(endx>this->background->Xsize) endx=this->background->Xsize;

    endz+=depz;

    if(endz>this->background->Zsize) endz=this->background->Zsize;

    float yecran=0.f;
    float zsub=((float)depz)*this->background->Zdiv;

    for(int j=depz; j<endz; j++)
    {
        float xecran=0.f;
        float xsub=((float)depx)*this->background->Xdiv;

        for(int i=depx; i<endx; i++)
        {
            EERIE_BKG_INFO *eg=&this->background->Backg[i+j*this->background->Xsize];

            for(int lll=0; lll<eg->nbpoly; lll++)
            {
                EERIEPOLY *ep=&eg->polydata[lll];

                if (ep)
                {
                    if(ep->type&POLY_IGNORE) continue;

                    if(ep->type&POLY_TRANS) continue;

                    int nb;

                    if(ep->type&POLY_QUAD) nb=4;
                    else nb=3;

                    for(int k=0; k<nb; k++)
                    {
                        ep->tv[k].p.x=xecran+(ep->v[k].p.x-xsub)*this->ecx;
                        ep->tv[k].p.y=yecran+(ep->v[k].p.z-zsub)*this->ecz;
                        ep->tv[k].rhw=(1.f/ep->v[k].p.y);

                        if (ep->tv[k].rhw<0.f) ep->tv[k].rhw=0.f;

                        if (ep->tv[k].rhw>1.f) ep->tv[k].rhw=1.f;

                        ep->tv[k].p.z=1.f-ep->tv[k].rhw;

                        if (ep->tv[k].p.z<0.f) ep->tv[k].p.z=0.f;

                        if (ep->tv[k].p.z>1.f) ep->tv[k].p.z=1.f;

                        ep->tv[k].color = 0xFFFFFFFF;
                        ep->tv[k].uv = ep->v[k].uv;
                    }

                    if(ep->tex)
                        GRenderer->SetTexture(0, ep->tex);
                    else
                        GRenderer->ResetTexture(0);

                    EERIEDRAWPRIM(Renderer::TriangleStrip, ep->tv, nb, true);
                }

            }

            xsub+=this->background->Xdiv;
            xecran+=(float)this->nbpixels;
        }

        zsub+=this->background->Zdiv;
        yecran+=(float)this->nbpixels;
    }

    return true;
}
Esempio n. 8
0
void CMyWindow::OnIdle()
{
	static float rotate = 0.0f;
	static DWORD prev = GetTickCount();
	DWORD time, span;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glClearColor(1, 1, 1, 1);

	glEnable(GL_DEPTH_TEST);
	//glEnable(GL_CULL_FACE);
	//glCullFace(GL_CW);
	glEnable(GL_BLEND);
	glEnable(GL_POLYGON_SMOOTH);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	glShadeModel(GL_SMOOTH);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	glBegin(GL_TRIANGLES);
	{
		glColor3f(0.3f, 0.3f, 0.3f);
		glVertex3f(0.0f, 1.0f, 0.8f);
		glColor3f(0.3f, 0.3f, 0.3f);
		glVertex3f(-0.7f, -0.87f, 0.8f);
		glColor3f(0.3f, 0.3f, 0.3f);
		glVertex3f(0.7f, -0.87f, 0.8f);
	}
	glEnd();

	glRotatef(rotate, 0.8f, 1, 0.5f);

	time = GetTickCount();
	span = time - prev;
	if (span >= 100)
	{
		rotate += 0.0125f * (span / 100);
		prev += span % 100;
	}

	struct Vertex
	{
		float vertex[3];
		float color[4];
	};
	static Vertex data[] = {
		{ { -0.5f, 0.5f, -0.5f }, { 0.0f, 0.0f, 1.0f, 0.6f } },
		{ { 0.5f, 0.5f, -0.5f }, { 0.0f, 1.0f, 0.0f, 0.6f } },
		{ { 0.5f, 0.5f, 0.5f }, { 0.0f, 1.0f, 1.0f, 0.6f } },
		{ { -0.5f, 0.5f, 0.5f }, { 1.0f, 0.0f, 0.0f, 0.6f } },
		{ { -0.5f, -0.5f, -0.5f }, { 1.0f, 0.0f, 1.0f, 0.6f } },
		{ { 0.5f, -0.5f, -0.5f }, { 1.0f, 1.0f, 0.0f, 0.6f } },
		{ { 0.5f, -0.5f, 0.5f }, { 1.0f, 1.0f, 1.0f, 0.6f } },
		{ { -0.5f, -0.5f, 0.5f }, { 0.0f, 0.0f, 0.0f, 0.6f } }
	};
	static int index[][3] = {
		{ 3, 1, 0 },
		{ 2, 1, 3 },
		{ 0, 5, 4 },
		{ 1, 5, 0 },
		{ 3, 4, 7 },
		{ 0, 4, 3 },
		{ 1, 6, 5 },
		{ 2, 6, 1 },
		{ 2, 7, 6 },
		{ 3, 7, 2 },
		{ 6, 4, 5 },
		{ 7, 4, 6 }
	};

	for (int *ar : index)
	{
		glBegin(GL_TRIANGLES);
		{
			for (int *p = ar; p < ar + 3; p++)
			{
				glColor4fv(data[*p].color);
				glVertex3fv(data[*p].vertex);
			}
		}
		glEnd();
	}

	SwapBuf();

	TCHAR buf[1024];
	wsprintf(buf, L"FPS : %u", GetFPS());

	HDC hdc = GetDC(*this);
	TextOut(hdc, 0, 0, buf);
	ReleaseDC(*this, hdc);

	unsigned fps = CalcFPS();
	//if (fps >= 300)
	//	Sleep(1);
}
Esempio n. 9
0
void FullDraw()
{

	


	if(need_reload_volume_data)
	{
		UploadVD(CT::GetCurDataID());
		need_reload_volume_data=0;
	}
	CalcFPS();
	

	InitGL();
	if(IsFastView())cam.SetupProjection(CAMERA_ANGLE,Z_NEAR,Z_FAR,0,0,width/fast_res,height/fast_res);
	else cam.SetupProjection(CAMERA_ANGLE,Z_NEAR,Z_FAR,0,0,width,height);
//InitInterlace();
	if(need_InitInterlace)InitInterlace_();

		//SetLight(cam.GetPosition());

		switch(stereo_on)
		{
		case 0:	
			{
				CT::gl_back_buffer_target = GL_BACK;
//				if(IsFastView())rtt_Begin(0);
				//glClearColor(0,0,0,0);
				if(need_rerender)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
//				if(IsFastView())rtt_End();

				DrawScene();
			}
			break;
		case 1:
				CT::gl_back_buffer_target = GL_BACK;
			{
				//vec3 ps = cam.GetCenter();
				glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

				if(CT::RenderingType==2)
				{
					is_left=!is_left;
					DrawScene();
					glFlush();
				}else
				{
					glClear(GL_ACCUM_BUFFER_BIT);
					is_left=0;
					DrawScene();
					//glFlush();
					glAccum(GL_LOAD, 1.0f);                
					glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
					is_left=1;
					DrawScene();
					//glFlush();
					glAccum(GL_ACCUM, 1.0f);
					glAccum(GL_RETURN, 1.0f);				
				}


			}
			break;
		case 2:
			{
				CT::gl_back_buffer_target = GL_BACK;
				glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

				if(CT::RenderingType==2)
				{
					is_left=!is_left;
					cam.SetupProjection(CAMERA_ANGLE,Z_NEAR,Z_FAR,is_left*width/2,0,width/2,height);
					DrawScene();
					glFlush();
				}else
				{
					glClear(GL_ACCUM_BUFFER_BIT);
					is_left=0;
					cam.SetupProjection(CAMERA_ANGLE,Z_NEAR,Z_FAR,is_left*width/2,0,width/2,height);
					DrawScene();
					//glFlush();
					glAccum(GL_LOAD, 1.0f);                
					glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
					is_left=1;
					cam.SetupProjection(CAMERA_ANGLE,Z_NEAR,Z_FAR,is_left*width/2,0,width/2,height);
					DrawScene();
					//glFlush();
					glAccum(GL_ACCUM, 1.0f);
					glAccum(GL_RETURN, 1.0f);				
				}
				/*
				glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
				vec3 ps = cam.GetCenter();

				cam.SetCenter(ps-cam.GetLeft()*stereo_step);
				cam.SetupProjection(CAMERA_ANGLE,Z_NEAR,Z_FAR,0,0,width/2,height);

				DrawScene();

				cam.SetCenter(ps+cam.GetLeft()*stereo_step);
				cam.SetupProjection(CAMERA_ANGLE,Z_NEAR,Z_FAR,width/2,0,width/2,height);
				DrawScene();

				cam.SetCenter(ps);
				*/
			}
			break;
		case 3:
			{
				CT::gl_back_buffer_target = GL_BACK;

				glEnable(GL_STENCIL_TEST);
				glStencilFunc(GL_EQUAL, 0, 1);
				is_left=0;
				DrawScene();
				glStencilFunc(GL_EQUAL, 1, 1);
				is_left=1;
				DrawScene();
				glDisable(GL_STENCIL_TEST);
			}
			break;
		case 4:
			{
				is_left=0;
				CT::gl_back_buffer_target = GL_BACK_LEFT;
				glDrawBuffer(CT::gl_back_buffer_target);  
				glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);      //clear color and depth buffers
				DrawScene();

				is_left=1;
				CT::gl_back_buffer_target = GL_BACK_RIGHT;
				glDrawBuffer(CT::gl_back_buffer_target);  
				glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);      //clear color and depth buffers
				DrawScene();

  
  			}
			break;
		}
}
Esempio n. 10
0
bool Main::loop()
{
	WindowDesc mainWindowDesc = WindowDesc::getDefault(); 
	mainWindowDesc.title = cfgWindowTitle;
	mainWindowDesc.width = cfgWindowWidth;
	mainWindowDesc.height = cfgWindowHeight;
	mainWindowDesc.posX = cfgWindowPosX;
	mainWindowDesc.posY = cfgWindowPosY;
	mainWindowDesc.debug_context = cfgDebugContext ? 1 : 0;
	mainWindowDesc.forward_compat = cfgFwdCompatContext ? 1 : 0;
	mainWindowDesc.major_version = cfgOpenglMajorVersion;
	mainWindowDesc.minor_version = cfgOpenglMinorVersion; 
	mainWindowDesc.red_bits = cfgOpenglBackbufferRedBits;
	mainWindowDesc.green_bits = cfgOpenglBackbufferGreenBits;
	mainWindowDesc.blue_bits = cfgOpenglBackbufferBlueBits;
	mainWindowDesc.alpha_bits = cfgOpenglBackbufferAlphaBits;
	mainWindowDesc.depth_bits = cfgOpenglBackbufferDepthBits;
	mainWindowDesc.stencil_bits = cfgOpenglBackbufferStencilBits;
	mainWindowDesc.accum_bits = 0;
	mainWindowDesc.aux_buffers = 0;
	mainWindowDesc.samples = 1;
	mainWindowDesc.refresh_rate = 0;

	//create a window
	Window * mainWindow = m_WindowSystem->openWindow(mainWindowDesc);
	if (!mainWindow) return false;
	//read back values
	m_RenderSystem->attachWindow(mainWindow);
	
	//
	/// INPUT EXAMPLE
	int32 inputIndex = m_InputSystem->attachWindow(mainWindow);
	if (inputIndex == -1) return false;

    InputDevice inputDevice;
    inputDevice.connectDevice(m_InputSystem->getKeyboard());
    inputDevice.connectDevice(m_InputSystem->getMouse());
    //device.connectDevice(m_InputSystem->getJoystick());

    /*
	Trigger::ID trggrReturn = device.addTrigger(&Key::WentUp<Keyboard::Code::key_RETURN>);
	Trigger::ID trggrLeftClick = device.addTrigger(&MouseButton::WentUp<Mouse::Button::Left>);
    //Trigger::ID trggrXPressed = device.addTrigger(&JoystickButton::WentDown<Joystick::Button::Button1>);
	Trigger::ID trggrConfigKey = device.addTrigger(&ConfigKey::WentDown<&cfgActionKey>);

	Trigger::ID trggrChoord = device.addTrigger(
	&And<
		&Or<
			&Key::IsPressed<Keyboard::Code::key_LSHIFT>,
			&Key::IsPressed<Keyboard::Code::key_RSHIFT>
		>,
		&And<
			&Key::IsReleased<Keyboard::Code::key_LCONTROL>,
			&Key::IsReleased<Keyboard::Code::key_RCONTROL>
		>,
		&Key::WentDown<Keyboard::Code::key_A>
	>);
    */
	/*
	trggrChoord = device.addTrigger(
		&Map<
		&Key::IsPressed<Keyboard::Code::key_LSHIFT>,
		&Key::IsPressed<Keyboard::Code::key_RSHIFT>
		>
	);
	//*/
	///END INPUT EXAMPLE
	//

    /// build a simple game object

    GameObject* obj = m_ObjectSystem->createObject();
    obj->addComponent<InputWASDComponent>(inputDevice);
    obj->setPosition(glm::vec3());
    obj->lookInDirection(GameObject::FORWARD_DIRECTION, GameObject::UP_DIRECTION);

    //create a camera and attach it to the object
    Camera cam;
    cam.attachToObject(obj);
    cam.setViewportSize(glm::uvec2(cfgWindowWidth, cfgWindowHeight));
    m_RenderSystem->getScene()->setCamera(&cam);

    cam.update();

    glm::mat4 viewMatrix = cam.getViewMatrix();

#	if DEBUG_BUILD || SHOW_DEBUG_TITLE
	const ansichar* dbg_WindowTitleTemplate = "DEBUG: CurrentFPS (%.3f)";
	ansichar dbg_WindowTitle[128];
	float32 accumDt = 0.0, lastTitleUpdate = 0.0;
#	endif
	typedef std::chrono::high_resolution_clock clock;
	typedef clock::time_point time_point;
	typedef clock::duration time_duration;
	time_point start = clock::now(), current = start, last = start;

	while (m_Running) {
		current = clock::now();
		float32 dt = float32(std::chrono::duration_cast<std::chrono::microseconds>(current - last).count());
		float32 fps = CalcFPS(dt); //get the fps estimation

#	if DEBUG_BUILD || SHOW_DEBUG_TITLE
		accumDt += dt;
		if (accumDt - lastTitleUpdate > oneSecond / 2) {
		std::sprintf(dbg_WindowTitle, dbg_WindowTitleTemplate, fps);
			lastTitleUpdate = accumDt;
			mainWindow->setTitle(dbg_WindowTitle);
		}
#	endif
		m_PackageSystem->tick(dt); //tick the package system (may reimport new packages)

		if (!m_WindowSystem->tick(dt)) {
			m_Running = false;
		}

		if (!m_InputSystem->tick(dt)) {
			m_Running = false;
		}

        if(!m_ObjectSystem->tick(dt)){
            m_Running = false;
        }

        if(!m_PhysicsSystem->tick(dt)){
            m_Running = false;
        }

		if (!m_RenderSystem->tick(dt)) {
			//Rendering failed -> shutdown
			m_Running = false;
        }

		mainWindow->swapBuffers();
		m_Running = m_Running && !mainWindow->isClosed();
		last = current;
	}

	return false;
}
Esempio n. 11
0
void renderScene(void) {
	
	glViewport (0, 0, width, height );
	glMatrixMode (GL_PROJECTION);
	glLoadIdentity ();
	glOrtho( m_Ortho[0], m_Ortho[1], m_Ortho[2], m_Ortho[3], m_Ortho[4], m_Ortho[5] );
	glMatrixMode (GL_MODELVIEW);
	glLoadIdentity ();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if(test_mode == 1)
	{
		glPointSize(5.0f); 
		glColor4f(0.0,0.0,1.0,1.0 );
		glEnableClientState(GL_VERTEX_ARRAY);
		glBindBuffer(GL_ARRAY_BUFFER, vboVertex);
		glVertexPointer(3,GL_FLOAT,0,0);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboList);
	
		if(test_type ==1)
		{
			if(point_type == 2)
			{
				glEnable( GL_POINT_SMOOTH );
				glEnable( GL_BLEND );
				glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
				glPointSize( 6.0 );
			}
			glDrawElements(GL_POINTS, number_elements, GL_UNSIGNED_INT, NULL);
		}
		else if(test_type ==2)
		{
			if(edge_type == 1)
			{
				glEnable(GL_LINE_SMOOTH);
				glEnable(GL_BLEND);

				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
				glDepthFunc(GL_LEQUAL);
				glEnable(GL_DEPTH_TEST);
 				glEnable(GL_NORMALIZE);
			}
			glDrawElements(GL_LINES, number_elements*2, GL_UNSIGNED_INT, NULL);
		}
		else if(test_type ==3)
		{
			if(triangle_type == 1)
			{
				glPolygonMode(GL_FRONT, GL_LINE);
				glPolygonMode(GL_BACK, GL_LINE);
			}
			else
			{
				glPolygonMode(GL_FRONT, GL_FILL);
				glPolygonMode(GL_BACK, GL_FILL);
			}
			glDrawElements(GL_TRIANGLES, number_elements*3, GL_UNSIGNED_INT, NULL);
		}
		glDisableClientState(GL_VERTEX_ARRAY);
	}


	else if(test_mode ==2)
	{
		if(test_type == 1)
			glCallList(DLpoint);
		else if(test_type == 2)
			glCallList(DLedge);
		else if(test_type == 3)
			glCallList(DLtriangle);
	}
	
	CalcFPS(); 
	glutSwapBuffers();
}
Esempio n. 12
0
//#############################################################################################
// Render de la scene
//#############################################################################################
BOOL C_ARX_Carte::Render(void)
{
	if((!this->device)||(!this->background)) return E_FAIL;

	CalcFPS();
	device->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,0x00000000,1.0f,0L);

	if(!danaeApp.DANAEStartRender()) return E_FAIL;

	int depx = (int)(this->posx * this->background->Xmul);

	if(depx<0) depx=0;

	int depz=(int)(this->posz*this->background->Zmul);

	if(depz<0) depz=0;

	int	endx=this->widthrender/this->nbpixels;
	int	endz=this->heightrender/this->nbpixels;
	endx+=depx;

	if(endx>this->background->Xsize) endx=this->background->Xsize;

	endz+=depz;

	if(endz>this->background->Zsize) endz=this->background->Zsize;

	float yecran=0.f;
	float zsub=((float)depz)*this->background->Zdiv;

	for(int j=depz;j<endz;j++) 
	{
		float xecran=0.f;
		float xsub=((float)depx)*this->background->Xdiv;

		for(int i=depx;i<endx;i++) 
		{
			EERIE_BKG_INFO *eg=&this->background->Backg[i+j*this->background->Xsize];

			for(int lll=0;lll<eg->nbpoly;lll++)
			{
				EERIEPOLY *ep=&eg->polydata[lll];

				if (ep)
				{
					if(ep->type&POLY_IGNORE) continue;

					if(ep->type&POLY_TRANS) continue;
					
					int nb;

					if(ep->type&POLY_QUAD) nb=4;
					else nb=3;

					for(int k=0;k<nb;k++)
					{
						ep->tv[k].sx=xecran+(ep->v[k].sx-xsub)*this->ecx;
						ep->tv[k].sy=yecran+(ep->v[k].sz-zsub)*this->ecz;
						ep->tv[k].rhw=(1.f/ep->v[k].sy);

						if (ep->tv[k].rhw<0.f) ep->tv[k].rhw=0.f;

						if (ep->tv[k].rhw>1.f) ep->tv[k].rhw=1.f;

						ep->tv[k].sz=1.f-ep->tv[k].rhw;

						if (ep->tv[k].sz<0.f) ep->tv[k].sz=0.f;

						if (ep->tv[k].sz>1.f) ep->tv[k].sz=1.f;

						ep->tv[k].color=0xFFFFFFFF;
						ep->tv[k].tu=ep->v[k].tu;
						ep->tv[k].tv=ep->v[k].tv;
					}

					if(ep->tex)
						device->SetTexture(0,ep->tex->m_pddsSurface);
					else
						device->SetTexture(0,NULL);

					EERIEDRAWPRIM( device,	D3DPT_TRIANGLESTRIP,
											D3DFVF_TLVERTEX|D3DFVF_DIFFUSE,
											ep->tv,
											nb,
											0, EERIE_NOCOUNT );
				}

			}

			xsub+=this->background->Xdiv;
			xecran+=(float)this->nbpixels;
		}

		zsub+=this->background->Zdiv;
		yecran+=(float)this->nbpixels;
	}

	return S_OK;
}