Exemplo n.º 1
0
   void draw_scene()
   {
      // setup the render settings
      al_set_render_state(ALLEGRO_DEPTH_TEST, 1);
      al_set_render_state(ALLEGRO_WRITE_MASK, ALLEGRO_MASK_DEPTH | ALLEGRO_MASK_RGBA);
      al_clear_depth_buffer(1);

      ALLEGRO_TRANSFORM t;
      Entity3D *camera = static_cast<Entity3D *>(scene_root.find_first("name", "camera"));
      if (camera) camera->place.build_reverse_transform(&t);
      else al_identity_transform(&t);
      set_projection(backbuffer_sub_bitmap, &t);

      // draw our scene
      scene_root._draw();
   }
Exemplo n.º 2
0
	void primary_timer_func() override
	{
		//
		// UPDATE
		//

		for (unsigned i=0; i<entities.size(); i++)
		{
			entities[i]->place.position += entities[i]->velocity.position;
			entities[i]->place.rotation += entities[i]->velocity.rotation;
		}



		//
		// DRAW
		//

		// the functionality of this line might eventually be embedded in the framework
		setup_projection();

		// draw the entities in our scene
		vec3d camera_position = camera.get_real_position();
		vec3d light_position = light.position;

		// draw the skybox (and clear the depth buffer)
		skybox->place.position = camera_position;
		skybox->draw(0, 0);
		al_clear_depth_buffer(1);

		for (unsigned i=0; i<entities.size(); i++)
		{
			entities[i]->draw(camera_position, light_position);
		}



		// draw the Construct (the environment box)
/*
		glEnable(GL_CULL_FACE); // requiring opengl should eventually be fazed out
		construct.draw();
		glDisable(GL_CULL_FACE);
*/

	}
Exemplo n.º 3
0
	void setup_projection()
	{
		// setup the render settings
		al_set_render_state(ALLEGRO_DEPTH_TEST, 1);
		al_set_render_state(ALLEGRO_WRITE_MASK, ALLEGRO_MASK_DEPTH | ALLEGRO_MASK_RGBA);
		al_clear_depth_buffer(1);


		ALLEGRO_TRANSFORM t;

		camera.reverse_position_transform(&t);
	
		float aspect_ratio = (float)al_get_bitmap_height(backbuffer_sub_bitmap) / al_get_bitmap_width(backbuffer_sub_bitmap);
		al_perspective_transform(&t, -1, aspect_ratio, 1, 1, -aspect_ratio, 1000);

		//al_set_target_bitmap(backbuffer_sub_bitmap); << I don't think this is necessairy, it also occours just prior to this function
		al_use_projection_transform(&t);
	}
Exemplo n.º 4
0
static void redraw(void)
{
   ALLEGRO_TRANSFORM t;
   int i;

   /* We first draw the Obp background and clear the depth buffer to 1. */

   al_set_render_state(ALLEGRO_ALPHA_TEST, true);
   al_set_render_state(ALLEGRO_ALPHA_FUNCTION, ALLEGRO_RENDER_GREATER);
   al_set_render_state(ALLEGRO_ALPHA_TEST_VALUE, 0);

   al_set_render_state(ALLEGRO_DEPTH_TEST, false);

   al_set_render_state(ALLEGRO_WRITE_MASK, ALLEGRO_MASK_DEPTH | ALLEGRO_MASK_RGBA);

   al_clear_depth_buffer(1);
   al_clear_to_color(al_map_rgb_f(0, 0, 0));

   al_draw_scaled_bitmap(example.obp, 0, 0, 532, 416, 0, 0, 640, 416 * 640 / 532, 0);

   /* Next we draw all sprites but only to the depth buffer (with a depth value
    * of 0).
    */

   al_set_render_state(ALLEGRO_DEPTH_TEST, true);
   al_set_render_state(ALLEGRO_DEPTH_FUNCTION, ALLEGRO_RENDER_ALWAYS);   
   al_set_render_state(ALLEGRO_WRITE_MASK, ALLEGRO_MASK_DEPTH);

   for (i = 0; i < COUNT; i++) {
      struct Sprite *s = example.sprites + i;
      int x, y;
      al_hold_bitmap_drawing(true);
      for (y = -480; y <= 0; y += 480) {
         for (x = -640; x <= 0; x += 640) {
            al_identity_transform(&t);
            al_rotate_transform(&t, s->angle);
            al_translate_transform(&t, s->x + x, s->y + y);
            al_use_transform(&t);
            al_draw_text(example.font, al_map_rgb(0, 0, 0), 0, 0,
               ALLEGRO_ALIGN_CENTER, "Allegro 5");
         }
       }
       al_hold_bitmap_drawing(false);
   }
   al_identity_transform(&t);
   al_use_transform(&t);

   /* Finally we draw Mysha, with depth testing so she only appears where
    * sprites have been drawn before.
    */

   al_set_render_state(ALLEGRO_DEPTH_FUNCTION, ALLEGRO_RENDER_EQUAL);  
   al_set_render_state(ALLEGRO_WRITE_MASK, ALLEGRO_MASK_RGBA);
   al_draw_scaled_bitmap(example.mysha, 0, 0, 320, 200, 0, 0, 320 * 480 / 200, 480, 0);

   /* Finally we draw an FPS counter. */
   al_set_render_state(ALLEGRO_DEPTH_TEST, false);

   al_draw_textf(example.font2, al_map_rgb_f(1, 1, 1), 640, 0,
      ALLEGRO_ALIGN_RIGHT, "%.1f FPS", 1.0 / example.direct_speed_measure);
}
Exemplo n.º 5
0
void game_loop (GAME *game)
{
    if (!game)
        return;

    ALLEGRO_KEYBOARD_STATE keyboard_state;
    ALLEGRO_EVENT event;
    ALLEGRO_FONT *font = al_load_font ("data/fixed_font.tga", 0, 0);
    SCENE *scene;
    SPRITE_ACTOR *actor;
    LIST_ITEM *item;

    AABB_COLLISIONS collisions;
    aabb_init_collisions (&collisions);

    AABB_COLLISIONS portal_collisions;
    aabb_init_collisions (&portal_collisions);

    AABB_COLLISIONS npc_collisions;
    aabb_init_collisions (&npc_collisions);

    int i = 0;
    bool redraw = true;
    float times[NTIMES] = {0};

    double frame_time, current_time, new_time, mean_frame_time;
    double fixed_dt = 1.0 / FPS, dt;
    double curfps = 0.0;

    current_time = al_get_time ();
    al_start_timer (game->timer);

    float fadeout_duration = 0;
    float fadein_duration = 0;
    SCENE_PORTAL *dest_portal = NULL;

    char *arrow_path = get_resource_path_str ("data/ui/smallarrow_down.png");
    ALLEGRO_BITMAP *sel_arrow = al_load_bitmap (arrow_path);

    while (game->running) {
        scene = game->current_scene;
        actor = game->current_actor;

        if (redraw) {
            al_clear_depth_buffer (0);
            tiled_draw_map_back (scene->map, game->screen.tint,
                                 game->screen.position.x, game->screen.position.y,
                                 game->screen.width, game->screen.height, 0, 0, 0);

            al_draw_textf (font, al_map_rgba_f (0.9, 0, 0, 1), 5, 5, 0, "FPS: %.2f", curfps);

            al_set_render_state (ALLEGRO_ALPHA_TEST, true);
            al_set_render_state (ALLEGRO_DEPTH_TEST, true);
            al_set_render_state (ALLEGRO_DEPTH_FUNCTION, ALLEGRO_RENDER_GREATER);

            al_hold_bitmap_drawing (true);
            sprite_draw (actor, &game->screen);
            item = _al_list_front (scene->npcs);
            while (item) {
                SPRITE_ACTOR *npc_actor = (SPRITE_ACTOR *)_al_list_item_data (item);
                sprite_draw (npc_actor, &game->screen);
                item = _al_list_next (scene->npcs, item);
            }
            al_hold_bitmap_drawing (false);

            al_set_render_state (ALLEGRO_DEPTH_TEST, false);
            al_set_render_state (ALLEGRO_ALPHA_TEST, false);

            if (false) {
                item = _al_list_front (portal_collisions.boxes);
                while (item) {
                    BOX *box = _al_list_item_data (item);
                    box_draw (*box, game->screen.position, al_map_rgb_f (1, 0, 0));
                    item = _al_list_next (portal_collisions.boxes, item);
                }

                aabb_draw (scene->portal_tree, &game->screen, al_map_rgb_f (0, 0, 1));
            }

            tiled_draw_map_fore (scene->map, game->screen.tint,
                                 game->screen.position.x, game->screen.position.y,
                                 game->screen.width, game->screen.height, 0, 0, 0);

            if (game->current_npc) {
                float dx = game->current_npc->actor.box.center.x - game->screen.position.x;
                float dy = game->current_npc->actor.box.center.y - game->screen.position.y;
                dx -= al_get_bitmap_width (sel_arrow) * 0.5f;
                dy -= game->current_npc->actor.box.extent.y * 3.0f;
                al_draw_bitmap (sel_arrow, dx, dy, 0);
            }

            ui_draw (game->ui, &game->screen);
            if (game->force_vsync)
                al_wait_for_vsync ();

            al_flip_display ();
            redraw = false;
        }

        al_wait_for_event (game->event_queue, &event);

        switch (event.type) {
            case ALLEGRO_EVENT_TIMER:
                new_time = al_get_time ();
                frame_time = new_time - current_time;
                current_time = new_time;

                times[i] = frame_time;
                i = (i + 1) % NTIMES;

                mean_frame_time = 0.0;
                for (int j = 0; j < NTIMES; j++)
                    mean_frame_time += times[j];

                mean_frame_time /= NTIMES;
                curfps = 1.0 / mean_frame_time;

                dt = mean_frame_time / fixed_dt;

                if (fadeout_duration > 0.0f) {
                    float fadef = fadeout_duration / TRANS_TIME;
                    game->screen.tint = al_map_rgba_f (fadef, fadef, fadef, 1.0);
                    fadeout_duration -= mean_frame_time;
                    if (fadeout_duration <= 0.0f) {
                        fadein_duration = TRANS_TIME;
                        fadeout_duration = 0.0f;
                        game_enter_portal (game, dest_portal);
                    }
                }

                if (fadein_duration > 0.0f) {
                    float fadef = 1.0 - fadein_duration / TRANS_TIME;
                    game->screen.tint = al_map_rgba_f (fadef, fadef, fadef, 1.0);
                    fadein_duration -= mean_frame_time;
                    if (fadein_duration <= 0.0f) {
                        game->paused = false;
                        fadein_duration = 0.0f;
                    }
                }

                if (game->paused) {
                    redraw = true;
                    break;
                }

                al_get_keyboard_state (&keyboard_state);

                if (al_key_down (&keyboard_state, ALLEGRO_KEY_ESCAPE)) {
                    game->running = false;
                    continue;
                }

                if (al_key_down (&keyboard_state, ALLEGRO_KEY_ENTER)) {
                    ui_show_dialog (game->ui, NULL, NULL);
                }

                if (al_key_down (&keyboard_state, ALLEGRO_KEY_RIGHT)) {
                    actor->event->move_right (actor, dt);
                }
                if (al_key_down (&keyboard_state, ALLEGRO_KEY_LEFT)) {
                    actor->event->move_left (actor, dt);
                }
                if (al_key_down (&keyboard_state, ALLEGRO_KEY_UP)) {
                    actor->event->move_up (actor, dt);
                }
                if (al_key_down (&keyboard_state, ALLEGRO_KEY_DOWN)) {
                    actor->event->move_down (actor, dt);
                }

                BOX box = actor->box;
                box.center.x += actor->movement.x * dt;
                box.center.y += actor->movement.y * dt;

                aabb_collide_fill_cache (scene->collision_tree, &box, &collisions);
                if (scene->collision_tree->num_collisions > 0) {
                    item = _al_list_front (collisions.boxes);
                    while (item) {
                        if (box_lateral (*(BOX *)_al_list_item_data (item), actor->box))
                            actor->movement.x = 0;
                        else
                            actor->movement.y = 0;
                        item = _al_list_next (collisions.boxes, item);
                    }
                }

                aabb_collide_fill_cache (scene->portal_tree, &box, &portal_collisions);
                if (scene->portal_tree->num_collisions > 0) {
                    item = _al_list_front (portal_collisions.boxes);
                    while (item) {
                        BOX *colbox = _al_list_item_data (item);
                        TILED_OBJECT *obj = colbox->data;
                        SCENE_PORTAL *portal = scene_get_portal (game->scenes, obj->name);
                        if (portal && portal->destiny_portal) {
                            dest_portal = scene_get_portal (game->scenes, portal->destiny_portal);
                            if (dest_portal) {
                                fadeout_duration = TRANS_TIME;
                                game->paused = true;
                                actor->movement = (VECTOR2D){0, 0};
                                ui_show_dialog_cstr (game->ui, "Speaker:", "Entering portal.");
                                break;
                            }
                        }
                        item = _al_list_next (portal_collisions.boxes, item);
                    }
                }

                box = screen_box (&game->screen);

                game->current_npc = NULL;
                item = _al_list_front (scene->npcs);
                float max_dist = 0;
                while (item) {
                    SPRITE_NPC *npc = _al_list_item_data (item);
                    float dist = vsqdistance (npc->actor.box.center, game->current_actor->box.center);
                    if (dist < 128.0f * 128.0f && dist > max_dist) {
                        game->current_npc = npc;
                        max_dist = dist;
                    }
                    item = _al_list_next (scene->npcs, item);
                }

                //aabb_collide_fill_cache (scene->npc_tree, &box, &npc_collisions);
                //if (scene->npc_tree->num_collisions > 0) {
                //    item = _al_list_front (npc_collisions.boxes);
                //    float max_dist = 0;
                //    while (item) {
                //        BOX *colbox = _al_list_item_data (item);
                //        SPRITE_NPC *npc = colbox->data;
                //        float dist = vsqdistance (npc->actor.box.center, game->current_actor->box.center);
                //        if (dist < 128.0f * 128.0f && dist > max_dist) {
                //            game->current_npc = npc;
                //            max_dist = dist;
                //        }
                //        item = _al_list_next (npc_collisions.boxes, item);
                //    }
                //}

                screen_update (&game->screen, actor->position, scene->map, dt);
                sprite_update (actor, dt, mean_frame_time);

                item = _al_list_front (scene->npcs);
                while (item) {
                    SPRITE_ACTOR *npc_actor = (SPRITE_ACTOR *)_al_list_item_data (item);
                    sprite_update (npc_actor, dt, mean_frame_time);
                    item = _al_list_next (scene->npcs, item);
                }

                redraw = true;
                break;
            case ALLEGRO_EVENT_DISPLAY_CLOSE:
                game->running = false;
                break;
            default:
                fprintf (stderr, "Unsupported event received: %d\n", event.type);
                break;
        }
    }

    aabb_free_collisions (&collisions);
    aabb_free_collisions (&portal_collisions);
    aabb_free_collisions (&npc_collisions);
}
Exemplo n.º 6
0
Arquivo: al3d.c Projeto: bjorndm/ekq
int main(void) {
  ALLEGRO_VERTEX        v[8];
  ALLEGRO_DISPLAY     * display;
  ALLEGRO_TRANSFORM     perst;
  ALLEGRO_TRANSFORM     camt;
  ALLEGRO_BITMAP      * texture, * texture2;
  ALLEGRO_EVENT_QUEUE * queue;
  ALLEGRO_EVENT         event;
  ALLEGRO_FONT        * font;
  int                   busy  = 1;
  float                 cx    = 0;
  float                 cy    = -2; // 128;
  float                 cz    = 0;
  int                   face  = 0; 
  int                   hori  = 0;
  float                 angle = 0;
  float                 theta = 0;  
  float                 near  = 2;
  float                 far   = 8192;
  float                 zoom  = 1;
  float                 scale = 1.0;
  float                 us    = 20; 
  float                 ratio = 480.0 / 640.0;
  al_init();  
  al_init_image_addon();
  al_init_font_addon();
  al_install_keyboard();
  font  = al_create_builtin_font();
  
  queue = al_create_event_queue();  
  al_set_new_display_option(ALLEGRO_DEPTH_SIZE, 16, ALLEGRO_SUGGEST);
  
  display  = al_create_display(640, 480);
  al_register_event_source(queue, al_get_keyboard_event_source());  
  texture  = al_load_bitmap("tile_1.png");
  texture2 = al_load_bitmap("tile_2.png");
  
  /* Allegro coordinates: +Y is down, +X is to the right, 
   * and +Z comes "out of" the screen.
   * 
   */
  
  
  while (busy) {
    init_vertex(v+0,   0,   0,   0,   0,   0, 1, 0, 0, 1);
    init_vertex(v+1,   0,   0,  us,   0, 256, 0, 1, 0, 1);
    init_vertex(v+2,  us,   0,  us, 256, 256, 0, 0, 1, 1);
    init_vertex(v+3,  us,   0,   0, 256,   0, 1, 1, 0, 1);
    init_vertex(v+4,  us, -us,   0, 256, 256, 1, 0, 1, 1);
    init_vertex(v+5,   0, -us,   0, 256,   0, 0, 1, 1, 1); 
    init_vertex(v+6,   0, -us,  us, 256, 256, 0, 0, 0, 1); 
    init_vertex(v+7,   0,   0,  us,   0, 256, 1, 1, 1, 1); 
  
  
    al_identity_transform(&camt);
    al_scale_transform_3d(&camt, scale, scale, scale);
    al_translate_transform_3d(&camt, cx, cy, cz);
  
    angle = face * 0.125 * ALLEGRO_PI;
    al_rotate_transform_3d(&camt, 0, -1, 0, angle); 
    theta = hori * 0.125 * ALLEGRO_PI;
    al_rotate_transform_3d(&camt, -1, 0, 0, theta); 
    
    al_use_transform(&camt);
    // al_set_projection_transform(display, &perst);

  
    al_clear_to_color(al_map_rgb_f(0.75, 0.75, 0.95));
    al_set_render_state(ALLEGRO_DEPTH_TEST, 1);
    al_clear_depth_buffer(far);

    
    
    al_identity_transform(&perst);
    al_perspective_transform(&perst, -1, ratio, near, 
                                      1,  -ratio, far);
    al_use_projection_transform(&perst);

    al_draw_filled_rectangle(0, 0, 4, 5, al_map_rgb_f(0, 0.25, 0.25));
    
        
    al_draw_prim(v, NULL, texture, 0, 8, ALLEGRO_PRIM_TRIANGLE_FAN);
    
    draw_textured_colored_rectangle_3d(0 , -us, 0, us, us, 0, 
                                       1.0, 1.0, texture2, al_map_rgb_f(1,1,1));
    
    draw_textured_colored_rectangle_3d(0 , -us, 0, 0, us, us, 
                                       1.0, 1.0, texture2, al_map_rgb_f(1,1,1));

    draw_textured_colored_rectangle_3d(0 , 0, 0, us, 0, us,
                                       1.0, 1.0, texture2, al_map_rgb_f(1,1,1));
     
    
    al_identity_transform(&perst);
    al_orthographic_transform(&perst, 0, 0, -1.0, 640, 480, 1.0);
 
    al_identity_transform(&camt);
    al_use_projection_transform(&perst);
    al_use_transform(&camt);
    al_draw_filled_rectangle(111, 22, 133, 44, al_map_rgb_f(0.25, 0.25, 0));

    
    al_draw_multiline_textf(font, al_map_rgb_f(1,1,1), 10, 10, 620, 0, 0,
      "Coords: (%f %f %f)\nAngle: (%f %f)\nView: [%f %f %f %f]\nScale: %f", 
               cx, cy, cz,        angle, theta,   near, far, zoom, scale); 
    
    
    
    al_flip_display();  
    al_wait_for_event(queue, &event);
    
    if (event.type == ALLEGRO_EVENT_KEY_DOWN) { 
      switch (event.keyboard.keycode) {
        case ALLEGRO_KEY_RIGHT:
          cx += 8;
          break;

        case ALLEGRO_KEY_LEFT:
          cx -= 8;
          break;
          
        case ALLEGRO_KEY_UP:
          cy += 8;
          break;
          
        case ALLEGRO_KEY_DOWN:
          cy -= 8;
          break;  
        
        case ALLEGRO_KEY_HOME:
          cz += 8;
          break;
          
        case ALLEGRO_KEY_END:
          cz -= 8;
          break;  
          
        case ALLEGRO_KEY_R:
          face++;
          break;
      
        case ALLEGRO_KEY_L:
          face--;
          break;
          
        case ALLEGRO_KEY_H:
          hori++;
          break;
      
        case ALLEGRO_KEY_G:
          hori--;
          break;
  
          
        case ALLEGRO_KEY_N:
          near *= 2.0;
          break;
          
        case ALLEGRO_KEY_M:
          near /= 2.0;
          break;

        case ALLEGRO_KEY_F:
          far += 64;
          break;
          
        case ALLEGRO_KEY_V:
          far -= 64;
          break;
        
        case ALLEGRO_KEY_Z:
          zoom *= 2.0f;
          break;
          
        case ALLEGRO_KEY_S:
          zoom /= 2.0f;
          break;
        
        case ALLEGRO_KEY_A:
          scale *= 2.0f;
          break;
          
        case ALLEGRO_KEY_Q:
          scale /= 2.0f;
          break;
          
        case ALLEGRO_KEY_ESCAPE:
          busy = 0 ;
          break;
  
        default:
          break;
      }
    }
  }
  
  al_destroy_bitmap(texture);
  al_destroy_bitmap(texture2);
  
  
  return 0;  
}