コード例 #1
0
ファイル: loading.c プロジェクト: GedasTheEvil/GameTest
void LoadAll()
{
     lastframe=SDL_GetTicks();
     DrawLoad();
//      if(texres)LoadGLTexturesHigh();                           // load the textures.
// 	  else LoadGLTexturesLow();
     loaded = 10;  
     DrawLoad();
     SetPlayerVars();
     loaded = 20;
     DrawLoad();
     
     InitItemList();
     LoadItems();
     loaded = 30;
     DrawLoad();
     
//      xx();//debug
     
     InitQList();
     loaded = 40;
     DrawLoad();
     
     
     quadratic=gluNewQuadric();                  // Create A Pointer To The Quadric Object ( NEW )
     //     set up lights.
     glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
     glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
     glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
     glEnable(GL_LIGHT1);
     glEnable(GL_LIGHTING);
     glEnable(GL_COLOR_MATERIAL);	
     loaded = 50;
     DrawLoad();
     
     //fog
     glFogi(GL_FOG_MODE, fogMode[fogFilter]);
     glFogfv(GL_FOG_COLOR, fogColor);
     glFogf(GL_FOG_DENSITY, 0.55f);
     glHint(GL_FOG_HINT, GL_DONT_CARE);
     glFogf(GL_FOG_START, -0.4f);
     glFogf(GL_FOG_END, -15.0f);
     loaded = 60;
     DrawLoad();
     
     
     if(sound)InitSounds();
     loaded = 70;
     DrawLoad();
     
     setupLand1();
     loaded = 100;
     DrawLoad();

     display = LAND1;

}
コード例 #2
0
ファイル: nload.c プロジェクト: TTarenzi/MMCG-HAdResS
static gmx_bool LWCallBack(t_x11 *x11,XEvent *event, Window w, void *data)
{
  t_loadwin *lw;

  lw=(t_loadwin *)data;
  switch(event->type) {
  case Expose:
    DrawLoad(x11,&lw->wd,lw->nnodes,lw->load);
    break;
  default:
    break;
  }
  return FALSE;
}
コード例 #3
0
void MainMenu::DrawSave()
{
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     glLoadIdentity();
     
     glMatrixMode(GL_PROJECTION);
     glLoadIdentity();                
     glOrtho(0,100,0,100,-21,21);   
     glMatrixMode(GL_MODELVIEW);  
     
    
     glColor3f(1,1,1);
     
     c.menu_save_bg.Bind();
     
     glBegin(GL_QUADS);
	   glNormal3f(0,0,1);
	   glTexCoord2f(0,0);
	   glVertex3i(0,0,-20);
	   glTexCoord2f(0,1);
	   glVertex3i(0,100,-20);
	   glTexCoord2f(1,1);
	   glVertex3i(100,100,-20);
	   glTexCoord2f(1,0);
	   glVertex3i(100,0,-20);
     glEnd();
     
     
     glColor3f(1,1,1);
	   
     glBlendFunc(GL_SRC_COLOR,GL_ONE_MINUS_SRC_COLOR) ;
     glEnable(GL_BLEND);
     
     
     if(h1)
	   glColor3f(0,1,0);
     else glColor3f(1,1,1);
     c.load_font.print(6,72,c.saveNames[0].name);
     
     if(h2)
	   glColor3f(0,1,0);
     else glColor3f(1,1,1);     
     c.load_font.print(6,52,c.saveNames[1].name);
     
     if(h3)
	   glColor3f(0,1,0);
     else glColor3f(1,1,1);
     c.load_font.print(6,33,c.saveNames[2].name);
     
     
     if(h4)
	   glColor3f(0,1,0);
     else glColor3f(1,1,1);
     c.load_font.print(56,72,c.saveNames[3].name);
     
     if(h5)
	   glColor3f(0,1,0);
     else glColor3f(1,1,1);     
     c.load_font.print(56,52,c.saveNames[4].name);
     
     if(h6)
	   glColor3f(0,1,0);
     else glColor3f(1,1,1);
     c.load_font.print(56,33,c.saveNames[5].name);
     
     if(h7)
	   glColor3f(0,1,0);
     else glColor3f(1,1,1);
     c.load_font.print(6,10,"Exit");
     
     if(loadD)
     {
	   DrawLoad();
	   return;
     }
     
     c.load_font.print(15,85,"Select slot to save ");
     
     glDisable(GL_BLEND);
	   
     glFlush();      
     
     glutSwapBuffers();   
     
}