コード例 #1
0
ファイル: renderer.cpp プロジェクト: kallaballa/Neurocid
void Renderer::render(bool dosleep) {
  size_t sleep = (size_t) round(1000 / frameRate_);
  TimeTracker& tt = *TimeTracker::getInstance();
  Canvas& canvas = *Canvas::getInstance();
  size_t dur = tt.measure([&]() {
    updateMutex_.lock();
    if(field_ != NULL) {
      if(isEnabled()) {
        canvas.clear();
        canvas.render(*field_);
        renderGui();
        canvas.update();
        resetCanvas_ = true;
      } else if (resetCanvas_) {
        canvas.clear();
        canvas.reset();
        renderGui();
        canvas.update();
        resetCanvas_ = false;
      }
    }
    updateMutex_.unlock();
  });
  dur /= 1000;
  if(dosleep){
    if (dur < sleep)
      std::this_thread::sleep_for(std::chrono::milliseconds(sleep - dur));
  }
}
コード例 #2
0
ファイル: ImGuiWrapper.cpp プロジェクト: cguebert/Panda
void ImGui_Wrapper::update(int width, int height, int dstFbo)
{
	if (!m_VAO)
		initGui();

	ImGuiIO& io = ImGui::GetIO();
	io.DisplaySize = ImVec2(static_cast<float>(width), static_cast<float>(height));

	auto now = high_resolution_clock::now();
	duration<double> delta = now - m_lastTime;
	m_lastTime = now;
	auto dt = delta.count();
	io.DeltaTime = dt > 0 ? static_cast<float>(dt) : 1 / 60.f;

	ImGui::NewFrame();

	updateObjects();

	ImGui::Render();

	glBindFramebuffer(GL_FRAMEBUFFER, dstFbo); 
	renderGui();

	if (!m_document->animationIsPlaying())
	{
		auto& gui = m_document->getGUI();
		TimedFunctions::delayRun(1 / 60.0, [&gui]() {
			gui.updateView();
		});
	}

	for (int i = 0; i < 3; ++i)
		io.MouseDown[i] = m_mouseButtons[i];
}
コード例 #3
0
ファイル: game.c プロジェクト: tversteeg/7DRL-2016
void runGame()
{
	hideCursor();

	initWorld();

	unsigned long curtime = ccTimeMilliseconds();
	double acctime = 0.0;

	while(true){
		ccEvent event = updateWindow();
		if(event.type == CC_EVENT_WINDOW_QUIT){
			break;
		}else if(event.type == CC_EVENT_KEY_DOWN){
			handleKeyDownWorld(event.keyCode);
		}else if(event.type == CC_EVENT_KEY_UP){
			handleKeyUpWorld(event.keyCode);
		}

		unsigned long newtime = ccTimeMilliseconds();
		double frametime = (newtime - curtime) * 0.001;
		curtime = newtime;

		if(frametime > FRAME_CAP){
			frametime = FRAME_CAP;
		}
		acctime += frametime;

		bool redraw = false;
		while(acctime >= FRAME_DELTA){
			acctime -= FRAME_DELTA;
			redraw = updateWorld();
		}

		if(redraw){
			renderWorld(2, 1, getWidth() - getGuiWidth() - 3, getHeight() - 8);
			renderGui(getWidth() - getGuiWidth(), 0);
		}
		renderWindow(2);
		
	}
}
コード例 #4
0
ファイル: main.c プロジェクト: DavidSM64/Minicraft3DS
int main() {
    cfguInit();
    CFGU_GetSystemModel(&MODEL_3DS);
	FILE * file;
	shouldRenderDebug = true;
	if ((file = fopen("settings.bin", "r"))) {
        fread(&shouldRenderDebug,sizeof(bool),1,file);
        fread(&shouldSpeedup,sizeof(bool),1,file);
        osSetSpeedupEnable(shouldSpeedup);
		fclose(file);
	}
    
	sf2d_init();
	csndInit();
	noItem = newItem(ITEM_NULL, 0);
	
	currentMenu = MENU_TITLE;
	currentSelection = 0;
	quitGame = false;

	icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
	font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
	bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
	
	dirtColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 0)); 
	dirtColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 1)); 
	dirtColor[2] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 2)); 
	dirtColor[3] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 3)); 
	dirtColor[4] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 4)); 

	loadSound(&snd_playerHurt, "resources/playerhurt.raw");
	loadSound(&snd_playerDeath, "resources/playerdeath.raw");
	loadSound(&snd_monsterHurt, "resources/monsterhurt.raw");
	loadSound(&snd_test, "resources/test.raw");
	loadSound(&snd_pickup, "resources/pickup.raw");
	loadSound(&snd_bossdeath, "resources/bossdeath.raw");
	loadSound(&snd_craft, "resources/craft.raw");
	
	bakeLights();
	
	int i;
	for (i = 0; i < 5; ++i) {
		minimap[i] = sf2d_create_texture(128, 128, TEXFMT_RGBA8,
				SF2D_PLACE_RAM);
		sf2d_texture_tile32(minimap[i]);
	}
	
	sf2d_set_vblank_wait(true);

	sf2d_set_clear_color(0xFF000000);

	k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
	k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
	k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
	k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
	k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
	k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
	k_pause.input = KEY_START;
	k_accept.input = KEY_A;
	k_decline.input = KEY_B;
	k_delete.input = KEY_X;
	k_menuNext.input = KEY_R;
	k_menuPrev.input = KEY_L;

	if ((file = fopen("btnSave.bin", "rb"))) {
		fread(&k_up.input, sizeof(int), 1, file);
		fread(&k_down.input, sizeof(int), 1, file);
		fread(&k_left.input, sizeof(int), 1, file);
		fread(&k_right.input, sizeof(int), 1, file);
		fread(&k_attack.input, sizeof(int), 1, file);
		fread(&k_menu.input, sizeof(int), 1, file);
		fread(&k_pause.input, sizeof(int), 1, file);
		fread(&k_accept.input, sizeof(int), 1, file);
		fread(&k_decline.input, sizeof(int), 1, file);
		fread(&k_delete.input, sizeof(int), 1, file);
		fread(&k_menuNext.input, sizeof(int), 1, file);
		fread(&k_menuPrev.input, sizeof(int), 1, file);
		fclose(file);
	}
	
	if ((file = fopen("lastTP.bin", "r"))) {
		char fnbuf[256];
		fgets(fnbuf, 256, file); // get directory to texturepack
		loadTexturePack(fnbuf);   
		fclose(file);
	}

	tickCount = 0;
	initRecipes();
	defineTables();
	while (aptMainLoop()) {
		++tickCount;
		hidScanInput();
		tickKeys(hidKeysHeld(), hidKeysDown());

		if (quitGame) break;

		if (initGame > 0) setupGame(initGame == 1 ? true : false);

		if (currentMenu == 0) {
			tick();
			sf2d_start_frame(GFX_TOP, GFX_LEFT);

			offsetX = xscr;
			offsetY = yscr;
			sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //RGBA8(12, 12, 12, 255)); //You might think "real" black would be better, but it actually looks better that way
			renderLightsToStencil();

			renderBackground(xscr, yscr);
			renderEntities(player.x, player.y, &eManager);
			renderPlayer();
			
			resetStencilStuff();
			offsetX = 0;
			offsetY = 0;
			
			if(shouldRenderDebug){
			    sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(), player.x, player.y, eManager.lastSlot[currentLevel]);
			    drawText(fpsstr, 2, 225);
            }
			
			sf2d_end_frame();

            sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
                if(!shouldRenderMap){
                    sf2d_draw_texture(bottombg, 0, 0);
                    renderGui();
                } else {
                    renderZoomedMap();
                }
            sf2d_end_frame();
		} else {
			tickMenu(currentMenu);
			renderMenu(currentMenu, xscr, yscr);
		}

		sf2d_swapbuffers();
	}

	freeRecipes();

	freeLightBakes();
	sf2d_free_texture(icons);
	sf2d_free_texture(minimap[0]);
	sf2d_free_texture(minimap[1]);
	sf2d_free_texture(minimap[2]);
	sf2d_free_texture(minimap[3]);
	sf2d_free_texture(minimap[4]);
	freeSounds();
	csndExit();
    cfguExit();
	sf2d_fini();
	return 0;
}
コード例 #5
0
ファイル: guiTSControl.cpp プロジェクト: 1414648814/Torque3D
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
	// Save the current transforms so we can restore
   // it for child control rendering below.
   GFXTransformSaver saver;
   bool renderingToTarget = false;

   if(!processCameraQuery(&mLastCameraQuery))
   {
      // We have no camera, but render the GUI children 
      // anyway.  This makes editing GuiTSCtrl derived
      // controls easier in the GuiEditor.
      renderChildControls( offset, updateRect );
      return;
   }

   GFXTargetRef origTarget = GFX->getActiveRenderTarget();

   // Set up the appropriate render style
   U32 prevRenderStyle = GFX->getCurrentRenderStyle();
   Point2F prevProjectionOffset = GFX->getCurrentProjectionOffset();
   Point2I renderSize = getExtent();

   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
      GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
      GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);

      if (!mLastCameraQuery.hasStereoTargets)
      {
         // Need to calculate our current viewport here
         mLastCameraQuery.stereoViewports[0] = updateRect;
         mLastCameraQuery.stereoViewports[0].extent.x /= 2;
         mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0];
         mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x;
      }

      if (!mLastCameraQuery.hasFovPort)
      {
         // Need to make our own fovPort
         mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery);
         mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery);
      }
         
      GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes

      GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
      GFX->setStereoTargets(mLastCameraQuery.stereoTargets);

      MatrixF myTransforms[2];

      if (smUseLatestDisplayTransform)
      {
         // Use the view matrix determined from the display device
         myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
         myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
      }
      else
      {
         // Use the view matrix determined from the control object
         myTransforms[0] = mLastCameraQuery.cameraMatrix;
         myTransforms[1] = mLastCameraQuery.cameraMatrix;

         QuatF qrot = mLastCameraQuery.cameraMatrix;
         Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
         Point3F rotEyePos;

         myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
         myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
      }

      GFX->setStereoEyeTransforms(myTransforms);

      // Allow render size to originate from the render target
      if (mLastCameraQuery.stereoTargets[0])
      {
         renderSize = mLastCameraQuery.stereoViewports[0].extent;
         renderingToTarget = true;
      }
   }
   else
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_Standard);
   }

   if ( mReflectPriority > 0 )
   {
      // Get the total reflection priority.
      F32 totalPriority = 0;
      for ( U32 i=0; i < smAwakeTSCtrls.size(); i++ )
         if ( smAwakeTSCtrls[i]->isVisible() )
            totalPriority += smAwakeTSCtrls[i]->mReflectPriority;

      REFLECTMGR->update(  mReflectPriority / totalPriority,
                           getExtent(),
                           mLastCameraQuery );
   }

   if(mForceFOV != 0)
      mLastCameraQuery.fov = mDegToRad(mForceFOV);

   if(mCameraZRot)
   {
      MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
      mLastCameraQuery.cameraMatrix.mul(rotMat);
   }

   Frustum frustum;
   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      // NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
      MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho,  mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
   }
   else
   {
      // set up the camera and viewport stuff:
      F32 wwidth;
      F32 wheight;
      F32 renderWidth = F32(renderSize.x);
      F32 renderHeight = F32(renderSize.y);
      F32 aspectRatio = renderWidth / renderHeight;
   
      // Use the FOV to calculate the viewport height scale
      // then generate the width scale from the aspect ratio.
      if(!mLastCameraQuery.ortho)
      {
         wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
         wwidth = aspectRatio * wheight;
      }
      else
      {
         wheight = mLastCameraQuery.fov;
         wwidth = aspectRatio * wheight;
      }

      F32 hscale = wwidth * 2.0f / renderWidth;
      F32 vscale = wheight * 2.0f / renderHeight;

      F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
      F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
      F32 top = wheight - vscale * (updateRect.point.y - offset.y);
      F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);

      frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
   }

	// Manipulate the frustum for tiled screenshots
	const bool screenShotMode = gScreenShot && gScreenShot->isPending();
   if ( screenShotMode )
   {
      gScreenShot->tileFrustum( frustum );      
      GFX->setViewMatrix(MatrixF::Identity);
   }
      
   RectI tempRect = updateRect;
   
   if (!renderingToTarget)
   {
   #ifdef TORQUE_OS_MAC
      Point2I screensize = getRoot()->getWindowSize();
      tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
   #endif

      GFX->setViewport( tempRect );
   }
   else
   {
      // Activate stereo RT
      GFX->activateStereoTarget(-1);
   }

   // Clear the zBuffer so GUI doesn't hose object rendering accidentally
   GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );
   //GFX->clear( GFXClearTarget, ColorI(255,0,0), 1.0f, 0);

   GFX->setFrustum( frustum );
   if(mLastCameraQuery.ortho)
   {
      mOrthoWidth = frustum.getWidth();
      mOrthoHeight = frustum.getHeight();
   }

   // We're going to be displaying this render at size of this control in
   // pixels - let the scene know so that it can calculate e.g. reflections
   // correctly for that final display result.
   gClientSceneGraph->setDisplayTargetResolution(renderSize);

   // Set the GFX world matrix to the world-to-camera transform, but don't 
   // change the cameraMatrix in mLastCameraQuery. This is because 
   // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
   // transform. In-place invert would save a copy but mess up any GUIs that
   // depend on that value.
   MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
   worldToCamera.inverse();
   GFX->setWorldMatrix( worldToCamera );

   mSaveProjection = GFX->getProjectionMatrix();
   mSaveModelview = GFX->getWorldMatrix();
   mSaveViewport = updateRect;
   mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
   mSaveFrustum = GFX->getFrustum();
   mSaveFrustum.setTransform( mLastCameraQuery.cameraMatrix );

   // Set the default non-clip projection as some 
   // objects depend on this even in non-reflect cases.
   gClientSceneGraph->setNonClipProjection( mSaveProjection );

   // Give the post effect manager the worldToCamera, and cameraToScreen matrices
   PFXMGR->setFrameMatrices( mSaveModelview, mSaveProjection );

   renderWorld(updateRect);
   DebugDrawer::get()->render();

   // Render the canvas overlay if its available
   if (mRenderStyle == RenderStyleStereoSideBySide && mStereoGuiTarget.getPointer())
   {
      GFXDEBUGEVENT_SCOPE( StereoGui_Render, ColorI( 255, 0, 0 ) );
      MatrixF proj(1);
      
      Frustum originalFrustum = GFX->getFrustum();
      GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
      const FovPort *currentFovPort = GFX->getStereoFovPort();
      const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
      const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
      Frustum gfxFrustum = originalFrustum;

      for (U32 i=0; i<2; i++)
      {
         GFX->activateStereoTarget(i);
         MathUtils::makeFovPortFrustum(&gfxFrustum, true, gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[i], eyeTransforms[i]);
         GFX->setFrustum(gfxFrustum);

         MatrixF eyeWorldTrans(1);
         eyeWorldTrans.setPosition(Point3F(eyeOffset[i].x,eyeOffset[i].y,eyeOffset[i].z));
         MatrixF eyeWorld(1);
         eyeWorld.mul(eyeWorldTrans);
         eyeWorld.inverse();
         
         GFX->setWorldMatrix(eyeWorld);
         GFX->setViewMatrix(MatrixF::Identity);

         if (!mStereoOverlayVB.getPointer())
         {
            mStereoOverlayVB.set(GFX, 4, GFXBufferTypeStatic);
            GFXVertexPCT *verts = mStereoOverlayVB.lock(0, 4);

            F32 texLeft   = 0.0f;
            F32 texRight  = 1.0f;
            F32 texTop    = 1.0f;
            F32 texBottom = 0.0f;

            F32 rectRatio = gfxFrustum.getWidth() / gfxFrustum.getHeight();
            F32 rectWidth = gfxFrustum.getWidth() * TS_OVERLAY_SCREEN_WIDTH;
            F32 rectHeight = rectWidth * rectRatio;

            F32 screenLeft   = -rectWidth * 0.5;
            F32 screenRight  = rectWidth * 0.5;
            F32 screenTop    = -rectHeight * 0.5;
            F32 screenBottom = rectHeight * 0.5;

            const F32 fillConv = 0.0f;
            const F32 frustumDepthAdjusted = gfxFrustum.getNearDist() + 0.012;
            verts[0].point.set( screenLeft  - fillConv, frustumDepthAdjusted, screenTop    - fillConv );
            verts[1].point.set( screenRight - fillConv, frustumDepthAdjusted, screenTop    - fillConv );
            verts[2].point.set( screenLeft  - fillConv, frustumDepthAdjusted, screenBottom - fillConv );
            verts[3].point.set( screenRight - fillConv, frustumDepthAdjusted, screenBottom - fillConv );

            verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255,255,255,255);

            verts[0].texCoord.set( texLeft,  texTop );
            verts[1].texCoord.set( texRight, texTop );
            verts[2].texCoord.set( texLeft,  texBottom );
            verts[3].texCoord.set( texRight, texBottom );

            mStereoOverlayVB.unlock();
         }

         if (!mStereoGuiSB.getPointer())
         {
            // DrawBitmapStretchSR
            GFXStateBlockDesc bitmapStretchSR;
            bitmapStretchSR.setCullMode(GFXCullNone);
            bitmapStretchSR.setZReadWrite(false, false);
            bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
            bitmapStretchSR.samplersDefined = true;

            bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
            bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
            bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
            bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;

            mStereoGuiSB = GFX->createStateBlock(bitmapStretchSR);
         }

         GFX->setVertexBuffer(mStereoOverlayVB);
         GFX->setStateBlock(mStereoGuiSB);
         GFX->setTexture( 0, texObject );
         GFX->setupGenericShaders( GFXDevice::GSModColorTexture );
         GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
      }
   }

	// Restore the previous matrix state before
   // we begin rendering the child controls.
   saver.restore();

   // Restore the render style and any stereo parameters
   GFX->setActiveRenderTarget(origTarget);
   GFX->setCurrentRenderStyle(prevRenderStyle);
   GFX->setCurrentProjectionOffset(prevProjectionOffset);

   
   if(mRenderStyle == RenderStyleStereoSideBySide && gLastStereoTexture)
   {
      GFX->setClipRect(updateRect);
      GFX->getDrawUtil()->drawBitmapStretch(gLastStereoTexture, updateRect);
   }

   // Allow subclasses to render 2D elements.
   GFX->setClipRect(updateRect);
   renderGui( offset, updateRect );

   if (shouldRenderChildControls())
   {
      renderChildControls(offset, updateRect);
   }
   smFrameCount++;
}
コード例 #6
0
ファイル: guiTSControl.cpp プロジェクト: 93i/Torque3D
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
	// Save the current transforms so we can restore
   // it for child control rendering below.
   GFXTransformSaver saver;

   if(!processCameraQuery(&mLastCameraQuery))
   {
      // We have no camera, but render the GUI children 
      // anyway.  This makes editing GuiTSCtrl derived
      // controls easier in the GuiEditor.
      renderChildControls( offset, updateRect );
      return;
   }

   // Set up the appropriate render style
   U32 prevRenderStyle = GFX->getCurrentRenderStyle();
   Point2F prevProjectionOffset = GFX->getCurrentProjectionOffset();
   Point3F prevEyeOffset = GFX->getStereoEyeOffset();
   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
      GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
      GFX->setStereoEyeOffset(mLastCameraQuery.eyeOffset);
   }
   else
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_Standard);
   }

   if ( mReflectPriority > 0 )
   {
      // Get the total reflection priority.
      F32 totalPriority = 0;
      for ( U32 i=0; i < smAwakeTSCtrls.size(); i++ )
         if ( smAwakeTSCtrls[i]->isVisible() )
            totalPriority += smAwakeTSCtrls[i]->mReflectPriority;

      REFLECTMGR->update(  mReflectPriority / totalPriority,
                           getExtent(),
                           mLastCameraQuery );
   }

   if(mForceFOV != 0)
      mLastCameraQuery.fov = mDegToRad(mForceFOV);

   if(mCameraZRot)
   {
      MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
      mLastCameraQuery.cameraMatrix.mul(rotMat);
   }

   // set up the camera and viewport stuff:
   F32 wwidth;
   F32 wheight;
   F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth());
   F32 renderHeight = F32(getHeight());
   F32 aspectRatio = renderWidth / renderHeight;
   
   // Use the FOV to calculate the viewport height scale
   // then generate the width scale from the aspect ratio.
   if(!mLastCameraQuery.ortho)
   {
      wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
      wwidth = aspectRatio * wheight;
   }
   else
   {
      wheight = mLastCameraQuery.fov;
      wwidth = aspectRatio * wheight;
   }

   F32 hscale = wwidth * 2.0f / renderWidth;
   F32 vscale = wheight * 2.0f / renderHeight;

   Frustum frustum;
   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      F32 left = 0.0f * hscale - wwidth;
      F32 right = renderWidth * hscale - wwidth;
      F32 top = wheight - vscale * 0.0f;
      F32 bottom = wheight - vscale * renderHeight;

      frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
   }
   else
   {
      F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
      F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
      F32 top = wheight - vscale * (updateRect.point.y - offset.y);
      F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);

      frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
   }

	// Manipulate the frustum for tiled screenshots
	const bool screenShotMode = gScreenShot && gScreenShot->isPending();
   if ( screenShotMode )
   {
      gScreenShot->tileFrustum( frustum );      
      GFX->setViewMatrix(MatrixF::Identity);
   }
      
   RectI tempRect = updateRect;
   
#ifdef TORQUE_OS_MAC
   Point2I screensize = getRoot()->getWindowSize();
   tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
#endif

   GFX->setViewport( tempRect );

   // Clear the zBuffer so GUI doesn't hose object rendering accidentally
   GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );

   GFX->setFrustum( frustum );
   if(mLastCameraQuery.ortho)
   {
      mOrthoWidth = frustum.getWidth();
      mOrthoHeight = frustum.getHeight();
   }

   // We're going to be displaying this render at size of this control in
   // pixels - let the scene know so that it can calculate e.g. reflections
   // correctly for that final display result.
   gClientSceneGraph->setDisplayTargetResolution(getExtent());

   // Set the GFX world matrix to the world-to-camera transform, but don't 
   // change the cameraMatrix in mLastCameraQuery. This is because 
   // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
   // transform. In-place invert would save a copy but mess up any GUIs that
   // depend on that value.
   MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
   worldToCamera.inverse();
   GFX->setWorldMatrix( worldToCamera );

   mSaveProjection = GFX->getProjectionMatrix();
   mSaveModelview = GFX->getWorldMatrix();
   mSaveViewport = updateRect;
   mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
   mSaveFrustum = GFX->getFrustum();
   mSaveFrustum.setTransform( mLastCameraQuery.cameraMatrix );

   // Set the default non-clip projection as some 
   // objects depend on this even in non-reflect cases.
   gClientSceneGraph->setNonClipProjection( mSaveProjection );

   // Give the post effect manager the worldToCamera, and cameraToScreen matrices
   PFXMGR->setFrameMatrices( mSaveModelview, mSaveProjection );

   renderWorld(updateRect);
   DebugDrawer::get()->render();

	// Restore the previous matrix state before
   // we begin rendering the child controls.
   saver.restore();

   // Restore the render style and any stereo parameters
   GFX->setCurrentRenderStyle(prevRenderStyle);
   GFX->setCurrentProjectionOffset(prevProjectionOffset);
   GFX->setStereoEyeOffset(prevEyeOffset);

   // Allow subclasses to render 2D elements.
   GFX->setClipRect(updateRect);
   renderGui( offset, updateRect );

   renderChildControls(offset, updateRect);
   smFrameCount++;
}
コード例 #7
0
ファイル: main.c プロジェクト: shutterbug2000/Minicraft3DS
int main()
{
	sf2d_init();
	csndInit();
	noItem = newItem(ITEM_NULL,0);
	
	currentMenu = MENU_TITLE;
    currentSelection = 0;
	quitGame = false;

    icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
    font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
	
	//consoleInit(GFX_BOTTOM, NULL);
   // printf("Press 'Start' to exit.\n");

	loadSound(&snd_playerHurt, "resources/playerhurt.raw");
	loadSound(&snd_playerDeath, "resources/playerdeath.raw");
	loadSound(&snd_monsterHurt, "resources/monsterhurt.raw");
	loadSound(&snd_test, "resources/test.raw");
	loadSound(&snd_pickup, "resources/pickup.raw");
	loadSound(&snd_bossdeath, "resources/bossdeath.raw");
	loadSound(&snd_craft, "resources/craft.raw");
    
    int i;
    for(i = 0;i < 5;++i){
       minimap[i] = sf2d_create_texture(128,128,TEXFMT_RGBA8,SF2D_PLACE_RAM);
	   sf2d_texture_tile32(minimap[i]);
    }
    
    sf2d_set_vblank_wait(true);
	
	sf2d_set_clear_color(0xFF);
	
	/* Default inputs */
	k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
	k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
	k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
	k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
	k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
	k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
	k_pause.input = KEY_START;
    k_accept.input = KEY_A;
    k_decline.input = KEY_B;
    k_delete.input = KEY_X;
    FILE * file;
    
    /* If btnSave exists, then use that. */
    if ((file = fopen("btnSave.bin", "rb"))){
        fread(&k_up.input, sizeof(int), 1, file);
        fread(&k_down.input, sizeof(int), 1, file);
        fread(&k_left.input, sizeof(int), 1, file);
        fread(&k_right.input, sizeof(int), 1, file);
        fread(&k_attack.input, sizeof(int), 1, file);
        fread(&k_menu.input, sizeof(int), 1, file);
        fread(&k_pause.input, sizeof(int), 1, file);
        fread(&k_accept.input, sizeof(int), 1, file);
        fread(&k_decline.input, sizeof(int), 1, file);
        fread(&k_delete.input, sizeof(int), 1, file);
        fclose(file);
    }
	
	//screenShot = false;
	
    tickCount=0;
    initRecipes();
    defineTables();
	while (aptMainLoop()) {
		++tickCount;
		hidScanInput();
		tickKeys(hidKeysHeld(),hidKeysDown());

		//if (quitGame || hidKeysHeld() & KEY_SELECT) break;
		if (quitGame) break;
		//if (hidKeysDown() & (KEY_L | KEY_R)) screenShot = true;
	//	else screenShot = false;
        
        if(initGame > 0) setupGame(initGame == 1 ? true : false);
        
        if(currentMenu == 0){
            tick();
            sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(),player.x, player.y,eManager.lastSlot[currentLevel]);
		    sf2d_start_frame(GFX_TOP, GFX_LEFT);
                if(currentLevel == 0){ 
                    sf2d_draw_texture_part_scale(minimap[1],(-xscr/3)-256,(-yscr/3)-32,0,0,128,128,12.5,7.5);
                    sf2d_draw_rectangle(0,0,400,240, 0xDFDFDFAF);
                }
	            offsetX = xscr;offsetY = yscr;
		        renderBackground(xscr,yscr);
		        renderEntities(player.x, player.y, &eManager);
		        renderPlayer();
	            offsetX = 0;offsetY = 0;
		        renderItemWithText(player.p.activeItem, 10, 205);
		       // drawText(debugText,2,208);
		        drawText(fpsstr,2,225);
		    sf2d_end_frame();
		      
		    sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);	
		        if(currentLevel == 0 && airWizardHealthDisplay > 0){ 
                    sprintf(bossHealthText, "BOSS: %.0f%%", ((float)airWizardHealthDisplay/2000.0)*100);
                    drawText(bossHealthText,2,225);
                }
		        renderGui();
                sf2d_draw_texture(minimap[currentLevel], 192, 112);//y:56
            sf2d_end_frame();
        } else{ 
            tickMenu(currentMenu);
            renderMenu(currentMenu,xscr,yscr);
        }
        
		sf2d_swapbuffers();
	}
	
    freeRecipes();
	sf2d_free_texture(icons);
	sf2d_free_texture(minimap[0]);
	sf2d_free_texture(minimap[1]);
	sf2d_free_texture(minimap[2]);
	sf2d_free_texture(minimap[3]);
	sf2d_free_texture(minimap[4]);
    freeSounds();
    csndExit();
	sf2d_fini();
	return 0;
}
コード例 #8
0
ファイル: application.cpp プロジェクト: rokuz/DemoOpenGL
int Application::run(Application* self)
{
	m_self = self;

	if (!framework::Utils::exists("data/gui"))
	{
		Logger::toLog("Error: could not find gui directory. Probably working directory has not been set correctly (especially if you are running from IDE).\n");
		return EXIT_FAILURE;
	}

	init();
	m_isRunning = true;

	glfwSetErrorCallback(&Application::errorCallback);

	if (!glfwInit())
	{
		Logger::toLog("Error: glfwInit failed");
		return EXIT_FAILURE;
	}

	glfwWindowHint(GLFW_VISIBLE, GL_TRUE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

	glfwWindowHint(GLFW_RED_BITS, 8);
	glfwWindowHint(GLFW_GREEN_BITS, 8);
	glfwWindowHint(GLFW_BLUE_BITS, 8);
	glfwWindowHint(GLFW_ALPHA_BITS, 0);
	glfwWindowHint(GLFW_DEPTH_BITS, 32);
	glfwWindowHint(GLFW_STENCIL_BITS, 0);

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, m_info.majorVersion);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, m_info.minorVersion);
	#ifdef _DEBUG
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
	#endif
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_SAMPLES, m_info.samples);
    glfwWindowHint(GLFW_STEREO, m_info.flags.stereo ? GL_TRUE : GL_FALSE);

	// create window
	m_window = glfwCreateWindow(m_info.windowWidth, m_info.windowHeight, 
								m_info.title.c_str(), 
								m_info.flags.fullscreen ? glfwGetPrimaryMonitor() : NULL, 
								NULL);
	if (!m_window)
    {
        glfwTerminate();
        return EXIT_FAILURE;
    }

	glfwSetWindowSizeCallback(m_window, &Application::_setWindowSize);
    glfwSetKeyCallback(m_window, &Application::_onKey);
	glfwSetCharCallback(m_window, &Application::_onChar);
    glfwSetMouseButtonCallback(m_window, &Application::_onMouse);
    glfwSetCursorPosCallback(m_window, &Application::_onCursor);
    glfwSetScrollCallback(m_window, &Application::_onScroll);
	glfwSetInputMode(m_window, GLFW_CURSOR, m_info.flags.cursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_HIDDEN);

	// center position
	GLFWmonitor* primary = glfwGetPrimaryMonitor();
	const GLFWvidmode* mode = glfwGetVideoMode(primary);
	int posx = (mode->width - m_info.windowWidth) >> 1;
	int posy = (mode->height - m_info.windowHeight) >> 1;
	glfwSetWindowPos(m_window, posx, posy);

	// set vsync
	glfwMakeContextCurrent(m_window);
	glfwSwapInterval((int)m_info.flags.vsync);

	// init GL3w
	gl3wInit();

	std::vector<int> multisamplingLevels;
	if (!checkOpenGLVersion() || !checkDeviceCapabilities(multisamplingLevels))
	{
		glfwDestroyWindow(m_window);
		glfwTerminate();
		return EXIT_FAILURE;
	}

	#ifdef _DEBUG
	Logger::toLogWithFormat("Video adapter: %s - %s, OpenGL: %s\n", (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER), (const char*)glGetString(GL_VERSION));
	#endif

    if (m_info.flags.debug)
    {
        if (gl3wIsSupported(4, 3))
        {
            glDebugMessageCallback(debugCallback, this);
            glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
        }
        else if (IsExtensionSupported("GL_ARB_debug_output"))
        {
            glDebugMessageCallbackARB(debugCallback, this);
            glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
        }
    }

	initGui();

	if (!StandardGpuPrograms::init())
	{
		glfwDestroyWindow(m_window);
		glfwTerminate();
		return EXIT_FAILURE;
	}
	initAxes();
	startup(m_rootWindow);

	do
    {
		glfwMakeContextCurrent(m_window);
		Texture::beginFrame();
		if (fabs(m_lastTime) < 1e-7)
		{
			render(0);
			Texture::endFrame();
			renderGui(0);

			m_lastTime = glfwGetTime();
		}
		else
		{
			double curTime = glfwGetTime();
			double delta = curTime - m_lastTime;
				
			// fps counter
			measureFps(delta);

			// rendering
			render(delta);
			Texture::endFrame();
			renderGui(delta);

			m_lastTime = curTime;
		}

        glfwSwapBuffers(m_window);

		glfwPollEvents();
			
		if (glfwWindowShouldClose(m_window))
		{
            m_isRunning = GL_FALSE;
		}
		m_isRunning &= (glfwGetKey(m_window, GLFW_KEY_ESCAPE) == GLFW_RELEASE);
    } 
	while(m_isRunning);

	shutdown();
	destroyAllDestroyable();
	destroyGui();

	glfwDestroyWindow(m_window);
	glfwTerminate();
	return EXIT_SUCCESS;
}