コード例 #1
0
ファイル: MainFrm.cpp プロジェクト: victimofleisure/WaveShop
void CMainFrame::OnAudioGenerate() 
{
	CWaveGenDlg	dlg;	// construct wave generator dialog on stack
	if (m_WaveGenParms.m_Channels)	// if generation parameters are valid
		dlg.SetParms(m_WaveGenParms);	// init dialog from parameters
	if (dlg.DoModal() == IDOK) {
		dlg.GetParms(m_WaveGenParms);	// get generation parameters from dialog
		MakeWave(m_WaveGenParms);	// generate wave according to parameters
	}
}
コード例 #2
0
void StageWaveManager::ChangeWave()
{
	if (nowWaveNum < maxWaveNum)
	{
		nowWaveNum += 1;

		isChangeWave = true;

		std::cout << "stage" + std::to_string(nowStageNum) + "_wave" + std::to_string(nowWaveNum) + ".txt" << std::endl;

		MakeWave("res/stage/stage" + std::to_string(nowStageNum) + "_wave" + std::to_string(nowWaveNum) + ".txt");
	}
}
コード例 #3
0
        void DrawNextTimeLayer ()
        {
            if (!Pause) MakeWave ();

            for (int x = 1; x + 1 < SIZE_X; x ++)
            {
                for (int y = 1; y + 1 < SIZE_Y; y ++)
                {
                    assert (x + 1 < SIZE_X && x - 1 >= 0);
                    assert (y + 1 < SIZE_Y && y - 1 >= 0);

                    Vertices [x][y].coords [2] = CurrentHeight [x][y];

                    Vertices [x][y].normal [0] = CurrentHeight [x - 1][y] - CurrentHeight [x + 1][y];
                    Vertices [x][y].normal [1] = CurrentHeight [x][y - 1] - CurrentHeight [x][y + 1];
                }
            }

            if (!Pause) MaxHeight = computeNextHeight (CurrentHeight, PreviousHeight, PrePreviousHeight,
                                                       Vector <int> (SIZE_X, SIZE_Y), SPACE_STEP, TIME_STEP, ALPHA, VIS);

            glEnable (GL_TEXTURE_2D);

            glEnable (GL_NORMALIZE);

            glEnable (GL_LIGHTING);

            glDisable (GL_CULL_FACE);
            glEnable (GL_DEPTH_TEST);

            glEnable (GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR);

            glEnable (GL_TEXTURE_GEN_S);
            glEnable (GL_TEXTURE_GEN_T);

            glBindTexture(GL_TEXTURE_2D, Texture [1]);

            for (int x = 0; x + 1 < SIZE_X; x++)
            {
                glBegin (GL_TRIANGLE_STRIP);

                for (int y = 0; y < SIZE_Y; y++)
                {
                    assert (x + 1 < SIZE_X && x + 1 >= 0);
                    assert (y < SIZE_Y && y >= 0);

                    glNormal3fv (Vertices [x][y].normal);
                    glVertex3fv (Vertices [x][y].coords);

                    glNormal3fv (Vertices [x + 1][y].normal);
                    glVertex3fv (Vertices [x + 1][y].coords);

                }

                glEnd();
            }

            VelocitySum = 0;

            for (int x = 0; x < SIZE_X; x ++)
            {
                for (int y = 0; y < SIZE_Y; y ++)
                {
                    assert (x < SIZE_X && x >= 0);
                    assert (y < SIZE_Y && y >= 0);

                    VelocitySum += fabs (CurrentHeight [x][y] - PreviousHeight [x][y]);
                }
            }

            equateArrs (PrePreviousHeight, PreviousHeight, Vector <int> (SIZE_X, SIZE_Y));
            equateArrs (PreviousHeight,    CurrentHeight,  Vector <int> (SIZE_X, SIZE_Y));
        }