Esempio n. 1
0
void Billboard::Render(const matrix4x4f &trans, RenderData *rd)
{
	Graphics::Renderer *r = GetRenderer();

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0, 6);

	const matrix3x3f rot = trans.GetOrient().Transpose();

	//some hand-tweaked scaling, to make the lights seem larger from distance
	const float size = m_size * Graphics::GetFovFactor() * Clamp(trans.GetTranslate().Length() / 500.f, 0.25f, 15.f);

	const vector3f rotv1 = rot * vector3f(size/2.f, -size/2.f, 0.0f);
	const vector3f rotv2 = rot * vector3f(size/2.f, size/2.f, 0.0f);

	va.Add(m_offset-rotv1, vector2f(0.f, 0.f)); //top left
	va.Add(m_offset-rotv2, vector2f(0.f, 1.f)); //bottom left
	va.Add(m_offset+rotv2, vector2f(1.f, 0.f)); //top right

	va.Add(m_offset+rotv2, vector2f(1.f, 0.f)); //top right
	va.Add(m_offset-rotv2, vector2f(0.f, 1.f)); //bottom left
	va.Add(m_offset+rotv1, vector2f(1.f, 1.f)); //bottom right

	r->SetTransform(trans);
	r->SetBlendMode(Graphics::BLEND_ADDITIVE);
	r->SetDepthWrite(false);
	r->DrawTriangles(&va, m_material.Get());
	r->SetBlendMode(Graphics::BLEND_SOLID);
	r->SetDepthWrite(true);
}
Esempio n. 2
0
void Thruster::Render(const matrix4x4f &trans, const RenderData *rd)
{
	float power = 0.f;
	power = -dir.Dot(vector3f(rd->linthrust));

	if (!linearOnly) {
		// pitch X
		// yaw   Y
		// roll  Z
		//model center is at 0,0,0, no need for invSubModelMat stuff
		const vector3f at = vector3f(rd->angthrust);
		const vector3f angdir = pos.Cross(dir);

		const float xp = angdir.x * at.x;
		const float yp = angdir.y * at.y;
		const float zp = angdir.z * at.z;

		if (xp+yp+zp > 0) {
			if (xp > yp && xp > zp && fabs(at.x) > power) power = fabs(at.x);
			else if (yp > xp && yp > zp && fabs(at.y) > power) power = fabs(at.y);
			else if (zp > xp && zp > yp && fabs(at.z) > power) power = fabs(at.z);
		}
	}
	if (power < 0.001f) return;

	Graphics::Renderer *r = GetRenderer();
	r->SetTransform(trans);

	r->SetBlendMode(Graphics::BLEND_ALPHA_ONE);
	r->SetDepthWrite(false);

	m_tMat->diffuse = m_glowMat->diffuse = baseColor * power;

	//directional fade
	vector3f cdir = vector3f(trans * -dir).Normalized();
	vector3f vdir = vector3f(trans[2], trans[6], -trans[10]).Normalized();
	// XXX check this for transition to new colors.
	m_glowMat->diffuse.a = Easing::Circ::EaseIn(Clamp(vdir.Dot(cdir), 0.f, 1.f), 0.f, 1.f, 1.f) * 255;
	m_tMat->diffuse.a = 255 - m_glowMat->diffuse.a;

	r->DrawTriangles(m_tVerts.get(), m_tMat.Get());
	r->DrawTriangles(m_glowVerts.get(), m_glowMat.Get());

	r->SetBlendMode(Graphics::BLEND_SOLID);
	r->SetDepthWrite(true);
}
Esempio n. 3
0
int main(int argc, char **argv)
{
	FileSystem::Init();

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		Output("sdl init failed: %s\n", SDL_GetError());
		exit(-1);
	}

	Graphics::Settings videoSettings;
	videoSettings.width = WIDTH;
	videoSettings.height = HEIGHT;
	videoSettings.fullscreen = false;
	videoSettings.hidden = false;
	videoSettings.requestedSamples = 0;
	videoSettings.vsync = false;
	videoSettings.useTextureCompression = false;
	videoSettings.enableDebugMessages = false;
	videoSettings.iconFile = OS::GetIconFilename();
	videoSettings.title = "textstress";

	Graphics::Renderer *r = Graphics::Init(videoSettings);

	r->SetOrthographicProjection(0, WIDTH, HEIGHT, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	const Text::FontDescriptor fontDesc(Text::FontDescriptor::Load(FileSystem::gameDataFiles, "fonts/UIFont.ini", "en"));
	Text::TextureFont *font = new Text::TextureFont(fontDesc, r);

	std::string str;
	for (int i = 33; i < 127; i++)
		str.push_back(i);

	while (1) {
		bool done = false;

		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)
				done = true;
		}
		if (done)
			break;

		font->RenderString(str.c_str(), rand()%(WIDTH*2)-WIDTH, rand()%HEIGHT, Color::WHITE);
		r->SwapBuffers();
	}

	delete font;
	delete r;

	SDL_Quit();

	exit(0);
}
Esempio n. 4
0
void Image::Draw()
{
    float allocSize[2];
    GetSize(allocSize);

    Graphics::Renderer *r = Gui::Screen::GetRenderer();
    r->SetBlendMode(Graphics::BLEND_ALPHA);
    m_quad->Draw(r, 0, vector2f(allocSize[0],allocSize[1]), m_color);
}
Esempio n. 5
0
void Thruster::Render(const matrix4x4f &trans, const RenderData *rd)
{
	float power = 0.f;
	power = -dir.Dot(vector3f(rd->linthrust));

	if (!linearOnly) {
		// pitch X
		// yaw   Y
		// roll  Z
		//model center is at 0,0,0, no need for invSubModelMat stuff
		const vector3f at = vector3f(rd->angthrust);
		const vector3f angdir = pos.Cross(dir);

		const float xp = angdir.x * at.x;
		const float yp = angdir.y * at.y;
		const float zp = angdir.z * at.z;

		if (xp+yp+zp > 0) {
			if (xp > yp && xp > zp && fabs(at.x) > power) power = fabs(at.x);
			else if (yp > xp && yp > zp && fabs(at.y) > power) power = fabs(at.y);
			else if (zp > xp && zp > yp && fabs(at.z) > power) power = fabs(at.z);
		}
	}
	if (power < 0.001f) return;

	Graphics::Renderer *r = GetRenderer();
	r->SetBlendMode(Graphics::BLEND_ADDITIVE);
	r->SetDepthWrite(false);
	r->SetTransform(trans);

	m_tMat->diffuse = baseColor * power;
	//directional fade
	/*vector3f cdir(0.f, 0.f, -1.f);
	vector3f vdir(-trans[2], -trans[6], -trans[10]);
	m_tMat->diffuse.a = 1.f - Clamp(vdir.Dot(cdir), 0.f, 1.f);*/
	r->DrawTriangles(m_tVerts.Get(), m_tMat.Get());
	r->SetBlendMode(Graphics::BLEND_SOLID);
	r->SetDepthWrite(true);
}
Esempio n. 6
0
void Context::Draw()
{
	Graphics::Renderer *r = GetRenderer();

	r->SetOrthographicProjection(0, m_width, m_height, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	Single::Draw();
	m_float->Draw();

	r->SetScissor(false);
}
Esempio n. 7
0
void Icon::Draw()
{
	const Point &offset = GetActiveOffset();
	const Point &area = GetActiveArea();

	const float x = offset.x;
	const float y = offset.y;
	const float sx = area.x;
	const float sy = area.y;

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0);
	va.Add(vector3f(x,    y,    0.0f), vector2f(s_texScale.x*(m_texPos.x),    s_texScale.y*(m_texPos.y)));
	va.Add(vector3f(x,    y+sy, 0.0f), vector2f(s_texScale.x*(m_texPos.x),    s_texScale.y*(m_texPos.y+48)));
	va.Add(vector3f(x+sx, y,    0.0f), vector2f(s_texScale.x*(m_texPos.x+48), s_texScale.y*(m_texPos.y)));
	va.Add(vector3f(x+sx, y+sy, 0.0f), vector2f(s_texScale.x*(m_texPos.x+48), s_texScale.y*(m_texPos.y+48)));

	Graphics::Renderer *r = GetContext()->GetRenderer();
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	s_material->diffuse = m_color;
	r->DrawTriangles(&va, s_material.Get(), Graphics::TRIANGLE_STRIP);
}
Esempio n. 8
0
void Image::Draw()
{
	const Point &offset = GetActiveOffset();
	const Point &area = GetActiveArea();

	const float x = offset.x;
	const float y = offset.y;
	const float sx = area.x;
	const float sy = area.y;

	const vector2f texSize = m_texture->GetDescriptor().texSize;

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0);
	va.Add(vector3f(x,    y,    0.0f), vector2f(0.0f,      0.0f));
	va.Add(vector3f(x,    y+sy, 0.0f), vector2f(0.0f,      texSize.y));
	va.Add(vector3f(x+sx, y,    0.0f), vector2f(texSize.x, 0.0f));
	va.Add(vector3f(x+sx, y+sy, 0.0f), vector2f(texSize.x, texSize.y));

	Graphics::Renderer *r = GetContext()->GetRenderer();
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->DrawTriangles(&va, m_material.Get(), Graphics::TRIANGLE_STRIP);
}
Esempio n. 9
0
void Gradient::Draw()
{
	const Point &offset = GetActiveOffset();
	const Point &area = GetActiveArea();

	const float x = offset.x;
	const float y = offset.y;
	const float sx = area.x;
	const float sy = area.y;

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_DIFFUSE);
	va.Add(vector3f(x,    y,    0.0f), m_beginColor);
	va.Add(vector3f(x,    y+sy, 0.0f), m_direction == HORIZONTAL ? m_beginColor : m_endColor);
	va.Add(vector3f(x+sx, y,    0.0f), m_direction == HORIZONTAL ? m_endColor : m_beginColor);
	va.Add(vector3f(x+sx, y+sy, 0.0f), m_endColor);

	Graphics::Renderer *r = GetContext()->GetRenderer();
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->DrawTriangles(&va, m_material.Get(), Graphics::TRIANGLE_STRIP);

	Container::Draw();
}
Esempio n. 10
0
int main(int argc, char **argv)
{
	FileSystem::Init();

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		fprintf(stderr, "sdl init failed: %s\n", SDL_GetError());
		exit(-1);
	}

    const SDL_VideoInfo *info = SDL_GetVideoInfo();
    switch (info->vfmt->BitsPerPixel) {
        case 16:
            SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
            SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
            SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
            break;
        case 24:
        case 32:
            SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
            break;
        default:
            fprintf(stderr, "invalid pixel depth: %d bpp\n", info->vfmt->BitsPerPixel);
            exit(-1);
    }
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);

	SDL_Surface *surface = SDL_SetVideoMode(WIDTH, HEIGHT, info->vfmt->BitsPerPixel, SDL_OPENGL);
	if (!surface) {
		fprintf(stderr, "sdl video mode init failed: %s\n", SDL_GetError());
		SDL_Quit();
		exit(-1);
	}

	SDL_WM_SetCaption("textstress", "textstress");

	Graphics::Settings videoSettings;
	videoSettings.width = WIDTH;
	videoSettings.height = HEIGHT;
	videoSettings.fullscreen = false;
	videoSettings.shaders = false;
	videoSettings.requestedSamples = 0;
	videoSettings.vsync = false;
	videoSettings.useTextureCompression = false;
	Graphics::Renderer *r = Graphics::Init(videoSettings);

	r->SetOrthographicProjection(0, WIDTH, HEIGHT, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	const Text::FontDescriptor fontDesc(Text::FontDescriptor::Load(FileSystem::gameDataFiles, "fonts/UIFont.ini", "English"));
	Text::TextureFont *font = new Text::TextureFont(fontDesc, r);

	std::string str;
	for (int i = 33; i < 127; i++)
		str.push_back(i);

	while (1) {
		bool done = false;

		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)
				done = true;
		}
		if (done)
			break;

		font->RenderString(str.c_str(), rand()%(WIDTH*2)-WIDTH, rand()%HEIGHT, Color::WHITE);
		r->SwapBuffers();
	}

	delete font;
	delete r;

	SDL_Quit();

	exit(0);
}