Esempio n. 1
0
void drawScene(camera_s* c, portal_s* p, int depth, u8 stencil)
{
	if(!c)return;

	gsMatrixMode(GS_MODELVIEW);
	gsPushMatrix();
		gsLoadIdentity();
		useCamera(c);

		drawRoom(&testRoom);

		drawCubeDispensers();
		drawEnergyDevices();
		drawEnergyBalls();
		drawPlatforms();
		drawBigButtons();
		drawTimedButtons();
		drawWallDoors();
		drawDoors();
		drawOBBs();

		if(p && depth)drawPlayer(&testPlayer);
		
		drawSludge(&testRoom);

		drawEmancipators();
		drawEmancipationGrids();

		if(p == &portals[0])drawPortals((portal_s*[]){&portals[0]}, 1, drawScene, c, depth, stencil);
Esempio n. 2
0
static inline void render2(void)
{
	if(!(orangeSeen||blueSeen)){previousPortal=NULL;return;}
	if((orangeSeen&&blueSeen)/*||(!orangeSeen&&!blueSeen)*/)
	{
		if(switchPortal)currentPortal=&portal1;
		else currentPortal=&portal2;
	}else if(orangeSeen)currentPortal=&portal1;
	else if(blueSeen)currentPortal=&portal2;
	
	previousPortal=currentPortal;
	
	switchPortal^=1;
	
	glClearColor(0,0,0,31);
	
	updatePortalCamera(currentPortal, NULL);
	projectCamera(&currentPortal->camera);

	glPushMatrix();
		
		glScalef32(SCALEFACT,SCALEFACT,SCALEFACT);
		
		renderGun(NULL);
		
		transformCamera(&currentPortal->camera);
		
		// drawRoomsGame(0);
		drawPortalRoom(currentPortal);
		
		drawPlayer(NULL);
		
		drawOBBs();
		drawBigButtons();
		drawTimedButtons();
		drawEnergyDevices();
		drawEnergyBalls();
		drawPlatforms();
		drawCubeDispensers();
		drawTurretsStuff();
		drawEmancipators();
		drawEmancipationGrids();
		drawDoors();
		drawWallDoors(currentPortal);
		drawSludge(&gameRoom);

	glPopMatrix(1);
	
	glFlush(0);
}
Esempio n. 3
0
static inline void render1(void)
{
	scanKeys();
	
	// cpuEndSlice();
	playerControls(NULL);
	updateControls();
	// iprintf("controls : %d  \n",cpuEndSlice());
	
		updatePlayer(NULL);
	// iprintf("player : %d  \n",cpuEndSlice());
	
		updatePortals();
		updateTurrets();
		updateBigButtons();
		updateTimedButtons();
		updateEnergyDevices();
		updateEnergyBalls();
		updatePlatforms();
		updateCubeDispensers();
		updateEmancipators();
		updateEmancipationGrids();
		updateDoors();
		updateWallDoors();
	// iprintf("updates : %d  \n",cpuEndSlice());
	
	// if(currentPortal)GFX_CLEAR_COLOR=currentPortal->color|(31<<16);
	// else GFX_CLEAR_COLOR=0;
	u16 color=getCurrentPortalColor(getPlayer()->object->position);
	// NOGBA("col %d",color);
	// GFX_CLEAR_COLOR=color|(31<<16);
	GFX_CLEAR_COLOR=RGB15(0,0,0)|(31<<16);
	
	#ifdef DEBUG_GAME
		if(fifoCheckValue32(FIFO_USER_08))iprintf("\x1b[0J");
		while(fifoCheckValue32(FIFO_USER_08)){int32 cnt=fifoGetValue32(FIFO_USER_08);iprintf("ALERT %d      \n",cnt);NOGBA("ALERT %d      \n",cnt);}
	#else
		while(fifoCheckValue32(FIFO_USER_08)){int32 cnt=fifoGetValue32(FIFO_USER_08);NOGBA("ALERT %d      \n",cnt);}
	#endif
	
	projectCamera(NULL);

	glPushMatrix();
		
		glScalef32(SCALEFACT,SCALEFACT,SCALEFACT);
		
		renderGun(NULL);
		
		transformCamera(NULL);
		
		cpuEndSlice();
			// drawRoomsGame(128, color);
			drawRoomsGame(0, color);
			// drawCell(getCurrentCell(getPlayer()->currentRoom,getPlayerCamera()->position));
		// iprintf("room : %d  \n",cpuEndSlice());
		
		updateParticles();
		drawParticles();
		// iprintf("particles : %d  \n",cpuEndSlice());
		
			drawOBBs();
		// iprintf("OBBs : %d  \n",cpuEndSlice());
			drawBigButtons();
			drawTimedButtons();
			drawEnergyDevices();
			drawEnergyBalls();
			drawPlatforms();
			drawCubeDispensers();
			drawTurretsStuff();
			drawEmancipators();
			drawEmancipationGrids();
			drawDoors();
			drawWallDoors(NULL);
			drawSludge(&gameRoom);
		// iprintf("stuff : %d  \n",cpuEndSlice());
		
		drawPortal(&portal1);
		drawPortal(&portal2);
			
	glPopMatrix(1);

	//HUD TEST
	if(levelInfoCounter>0 && (levelTitle || levelAuthor))
	{
		levelInfoCounter--;
		glMatrixMode(GL_PROJECTION);
		glPushMatrix();
			glLoadIdentity();
			glOrthof32(inttof32(0), inttof32(255), inttof32(191), inttof32(0), -inttof32(1), inttof32(1));
			
			glMatrixMode(GL_MODELVIEW);
			glPushMatrix();
				glLoadIdentity();

				if(levelTitle)drawCenteredString(levelTitle, inttof32(17)/10, (82));
				if(levelAuthor)drawCenteredString(levelAuthor, inttof32(1), (100));

			glPopMatrix(1);
			glMatrixMode(GL_PROJECTION);
		glPopMatrix(1);
	}
	
	glFlush(0);
}