void model_destroy(model *m) { if (m->capacity > 0) { if (m->mu != NULL) free(m->mu); } model_init(m); }
int init() { int status = 0; // initialize MPI task numbers status = comm_init(); error_check(&status, "error in comm_init\n"); if(status) return status; // initialize grid status = grid_init(); error_check(&status, "error in grid_init\n"); if(status) return status; // initialize fourier status = fourier_init(); error_check(&status, "error in fourier_init\n"); if(status) return status; // initialize state status = state_init(); error_check(&status, "error in state_init\n"); if(status) return status; // initialize model status = model_init(); error_check(&status, "error in model_init\n"); if(status) return status; // initialize time step status = time_init(); error_check(&status, "error in time_init\n"); if(status) return status; return status; }
void fit_init(fitinfo *fit) { beam_init(&fit->beam); pars_init(&fit->pars); profile_init(&fit->p); model_init(&fit->m); interface_init(&fit->rm); fit->m.rm = &fit->rm; fit->capacity = -1; fit->nQ = 0; data_init(&fit->dataA); data_init(&fit->dataB); data_init(&fit->dataC); data_init(&fit->dataD); fit->worksize = 0; fit->datatype = FIT_MAGNITUDE; fit->weight = 1.; fit->penalty = 0.; /* Parameters to support incoherent sum of models */ fit->number_incoherent = 0; fit->incoherent_models = NULL; fit->incoherent_weights = NULL; }
int main(int argc, char *argv[]) { // l10n setlocale(LC_MESSAGES, ""); bindtextdomain("comar", "/usr/share/locale"); bind_textdomain_codeset("comar", "UTF-8"); bind_textdomain_codeset("libc", "UTF-8"); textdomain("comar"); // Parse commandline options cfg_init(argc, argv); // Only root can register bus if (getuid() != 0) { puts(_("System service should be started as root.")); exit(1); } // Initialize main process if (proc_init(argc, argv, "Comar") != 0) { exit(1); } // Start logging if (log_start() != 0) { exit(1); } // Load models if (model_init() != 0) { exit(1); } // Initialize DB if (db_init() != 0) { exit(1); } while (!shutdown_activated) { // Listen for DBus calls dbus_listen(); if (!shutdown_activated) { log_info("DBus connection is lost. Waiting 5 seconds and trying again...\n"); sleep(5); } } model_free(); proc_finish(); return 0; }
void main_restart() { bempause = 1; startblit(); if (curtube == 3 || mouse_amx) remove_mouse(); cmos_save(models[oldmodel]); oldmodel = curmodel; model_init(); main_reset(); if (curtube == 3 || mouse_amx) install_mouse(); endblit(); bempause = 0; }
void docking_cleanup(struct dock_pak *dock, struct task_pak *task) { gchar *path, *ext; GSList *list, *dir_list; struct file_pak *file; struct model_pak model; /* temporary model data storage */ model_init(&model); /* load gulp file energies into project */ /* TODO - scan for .res files */ /* TODO - if none - scan .got file for possible error reports */ path = dock->path; /* scan project directory for .res files */ dir_list = file_dir_list(path, 0); for (list=dir_list ; list ; list=g_slist_next(list)) { file = get_file_info(list->data, BY_EXTENSION); if (file) { if (file->id == GULP) { ext = find_char(list->data, '.', LAST); if (g_ascii_strncasecmp(ext, ".res", 3) == 0) { /* process dump file */ printf("%s\n", (gchar *) list->data); } } if (file->id == GULPOUT) { /* process output file */ read_gulp_output(list->data, &model); printf("%s : %f\n", (gchar *) list->data, model.gulp.energy); } } } /* cleanup */ g_slist_free(dir_list); model_free(&model); }
int main (int argc, char *argv[]) { if (argc < 3) { fprintf (stderr, "missing command line arguments\n"); return 1; } FILE *input = fopen (argv[1], "rb"); assert (input != NULL); FILE *output = fopen (argv[2], "wb"); assert (output != NULL); struct modelA cmodel; model_init (&cmodel); model_dump (); printf ("decompressing...\n"); decompress (input, output, &cmodel); printf ("%" PRIu64 "\n", cmodel.m_bytesProcessed); fclose (input); fclose (output); return 0; }
void resetpchard() { if (!modelchanged) device_close_all(); else modelchanged = 0; device_init(); midi_close(); midi_init(); timer_reset(); sound_reset(); mem_resize(); if (pcfirsttime) { fdc_init(); pcfirsttime = 0; } else fdc_hard_reset(); model_init(); video_init(); speaker_init(); // #ifdef USE_NETWORKING vlan_reset(); //NETWORK network_card_init(network_card_current); // #endif sound_card_init(sound_card_current); if (GUS) device_add(&gus_device); if (GAMEBLASTER) device_add(&cms_device); if (SSI2001) device_add(&ssi2001_device); if (voodoo_enabled) device_add(&voodoo_device); pc_reset(); resetide(); loadnvr(); // cpuspeed2 = (AT)?2:1; // atfullspeed = 0; // setpitclock(models[model].cpu[cpu_manufacturer].cpus[cpu].rspeed); shadowbios = 0; ali1429_reset(); keyboard_at_reset(); // output=3; #if __unix if (cdrom_drive == -1) cdrom_null_reset(); else #endif ioctl_reset(); }
int main(void){ SCS |= 0x01; FIODIR0 = 0; /* Just to make sure that all pins on Port0 are input. */ /* The following pins are output: */ FIODIR0 |= ((1<<21) | BACKLIGHT_PWM_PIN | SOUND_ENABLE_PIN | (1<<6)); /* TODO what is this pin for ? */ FIODIR0 |= (1<<12); FIOSET0 = (1<<12); setSpeed(SPEED_30); rand_seed(13); // initialize the random number generator /* Initialize the kernel. Kernel is not running yet */ kernel_init(); /* Initialize the display */ lcd_init(0); /* Initialize the serial port */ serial_init(38400); task_add(&serial_out); // Task 0 /* Enable IRQs. Now IRQ service routines start to run */ enableIRQ(); /* Enable radio communication */ RF_init(); // Task 1 == produce_send_token) /* Initialize backlight task */ inactivity_cnt = 0; // consider power on to be a user activity task_add(&backl_proc); // Task 2 startPWMIRQ(); /* Initialize keyboard handling */ key_init(); // Task 3 == key_scan() /* Build an initial model of the internal and external state of the world */ model_init(); // Task 4 == update_playtime() /* Show something to the user depending on model */ mainscreen_init(); // Task 5 == win_scroll_all() dbg("RESET"); /* Start the controller task - keeps model up to date - starts actions according to model - shows relevant information on the screen */ task_add(&controller); // Task 6 // Task 7 == assemble_line() /* Start the kernel scheduler */ while(1){ schedule(); }; return 0; }
void main_init(int argc, char *argv[]) { char t[512], *p; int c; int tapenext = 0, discnext = 0; startblit(); log_open(); log_info("main: starting %s", VERSION_STR); vid_fskipmax = 1; al_init_main(argc, argv); append_filename(t, exedir, "roms/tube/ReCo6502ROM_816", 511); if (!file_exists(t,FA_ALL,NULL) && selecttube == 4) selecttube = -1; curtube = selecttube; model_check(); for (c = 1; c < argc; c++) { // log_debug("%i : %s",c,argv[c]); /* if (!strcasecmp(argv[c],"-1770")) { I8271=0; WD1770=1; } else*/ //#ifndef WIN32 if (!strcasecmp(argv[c], "--help")) { printf("%s command line options :\n\n", VERSION_STR); printf("-mx - start as model x (see readme.txt for models)\n"); printf("-tx - start with tube x (see readme.txt for tubes)\n"); printf("-disc disc.ssd - load disc.ssd into drives :0/:2\n"); printf("-disc1 disc.ssd - load disc.ssd into drives :1/:3\n"); printf("-autoboot - boot disc in drive :0\n"); printf("-tape tape.uef - load tape.uef\n"); printf("-fasttape - set tape speed to fast\n"); printf("-s - scanlines display mode\n"); printf("-i - interlace display mode\n"); printf("-debug - start debugger\n"); printf("-allegro - use Allegro for video rendering\n"); exit(-1); } else //#endif if (!strcasecmp(argv[c], "-tape")) { tapenext = 2; } else if (!strcasecmp(argv[c], "-disc") || !strcasecmp(argv[c], "-disk")) { discnext = 1; } else if (!strcasecmp(argv[c], "-disc1")) { discnext = 2; } else if (argv[c][0] == '-' && (argv[c][1] == 'm' || argv[c][1] == 'M')) { sscanf(&argv[c][2], "%i", &curmodel); } else if (argv[c][0] == '-' && (argv[c][1] == 't' || argv[c][1] == 'T')) { sscanf(&argv[c][2], "%i", &curtube); } else if (!strcasecmp(argv[c], "-fasttape")) { fasttape = 1; } else if (!strcasecmp(argv[c], "-autoboot")) { autoboot = 150; } else if (argv[c][0] == '-' && (argv[c][1] == 'f' || argv[c][1]=='F')) { sscanf(&argv[c][2], "%i", &vid_fskipmax); if (vid_fskipmax < 1) vid_fskipmax = 1; if (vid_fskipmax > 9) vid_fskipmax = 9; } else if (argv[c][0] == '-' && (argv[c][1] == 's' || argv[c][1] == 'S')) { vid_scanlines = 1; } else if (!strcasecmp(argv[c], "-debug")) { debug_core = 1; } else if (!strcasecmp(argv[c], "-debugtube")) { debug_tube = 1; } else if (argv[c][0] == '-' && (argv[c][1] == 'i' || argv[c][1] == 'I')) { vid_interlace = 1; vid_linedbl = vid_scanlines = 0; } else if (tapenext) strcpy(tape_fn, argv[c]); else if (discnext) { strcpy(discfns[discnext-1], argv[c]); discnext = 0; } else { if ((p = strrchr(argv[c], '.')) && (!strcasecmp(p, ".uef") || !strcasecmp(p, ".csw"))) { strncpy(tape_fn, argv[c], sizeof tape_fn); tapenext = 0; } else { strncpy(discfns[0], argv[c], sizeof discfns[0]); discnext = 0; autoboot = 150; } } if (tapenext) tapenext--; } video_init(); mode7_makechars(); #ifndef WIN32 install_keyboard(); #endif install_timer(); mem_init(); ddnoise_init(); tapenoise_init(); sound_init(); al_init(); sid_init(); sid_settype(sidmethod, cursid); music5000_init(); adc_init(); #ifdef WIN32 pal_init(); #endif disc_init(); fdi_init(); scsi_init(); ide_init(); vdfs_init(); model_init(); midi_init(); main_reset(); install_int_ex(secint, MSEC_TO_TIMER(1000)); install_int_ex(int50, MSEC_TO_TIMER(20)); set_display_switch_mode(SWITCH_BACKGROUND); #ifdef WIN32 timeBeginPeriod(1); #endif oldmodel = curmodel; if (curtube == 3 || mouse_amx) install_mouse(); disc_load(0, discfns[0]); disc_load(1, discfns[1]); tape_load(tape_fn); if (defaultwriteprot) writeprot[0] = writeprot[1] = 1; endblit(); debug_start(); }
int main(int argc, char *argv[]) { int i; float r = 0; Space *space; Entity *cube1,*cube2; char bGameLoopRunning = 1; Vec3D cameraPosition = {-10,3,0}; Vec3D cameraRotation = {180,0,180}; SDL_Event e; Obj *bgobj; Sprite *bgtext; //my variables Ship *playerShip; int specMode; init_logger("gametest3d.log"); if (graphics3d_init(1024,768,1,"gametest3d",33) != 0) { return -1; } model_init(); obj_init(); entity_init(255); initShips(); bgobj = obj_load("models/mountainvillage.obj"); bgtext = LoadSprite("models/mountain_text.png",1024,1024); //cube1 = newCube(vec3d(0,0,0),"Cubert"); //cube2 = newCube(vec3d(10,0,0),"Hobbes"); //cube1->body.velocity.x = 0.1; space = space_new(); space_set_steps(space,100); space_add_body(space,&cube1->body); space_add_body(space,&cube2->body); //my variables specMode = 0; numShips = 0; shipVel = 0; shipRot = 0; turretRot = 0; gunElev = 0; realTurrRot = 0; playerShip = spawnShip(space, vec3d(-10,0,0), 1); while (bGameLoopRunning) { updateAllShipPos(); for (i = 0; i < 100;i++) { space_do_step(space); } updateAllShipComp(); applyGrav(); if(specMode == 0) { cameraPosition.x = playerShip->hull->body.position.x; cameraPosition.y = (playerShip->hull->body.position.y + 5); cameraPosition.z = playerShip->hull->body.position.z; } while ( SDL_PollEvent(&e) ) { if (e.type == SDL_QUIT) { bGameLoopRunning = 0; } else if (e.type == SDL_KEYDOWN) { if (e.key.keysym.sym == SDLK_ESCAPE) { bGameLoopRunning = 0; } else if (e.key.keysym.sym == SDLK_SPACE) { cameraPosition.z++; } else if (e.key.keysym.sym == SDLK_z) { cameraPosition.z--; } else if (e.key.keysym.sym == SDLK_w) { vec3d_add( cameraPosition, cameraPosition, vec3d( -sin(cameraRotation.z * DEGTORAD), cos(cameraRotation.z * DEGTORAD), 0 )); } else if (e.key.keysym.sym == SDLK_s) { vec3d_add( cameraPosition, cameraPosition, vec3d( sin(cameraRotation.z * DEGTORAD), -cos(cameraRotation.z * DEGTORAD), 0 )); } else if (e.key.keysym.sym == SDLK_d) { vec3d_add( cameraPosition, cameraPosition, vec3d( cos(cameraRotation.z * DEGTORAD), sin(cameraRotation.z * DEGTORAD), 0 )); } else if (e.key.keysym.sym == SDLK_a) { vec3d_add( cameraPosition, cameraPosition, vec3d( -cos(cameraRotation.z * DEGTORAD), -sin(cameraRotation.z * DEGTORAD), 0 )); } else if (e.key.keysym.sym == SDLK_LEFT) { cameraRotation.y -= 1; } else if (e.key.keysym.sym == SDLK_RIGHT) { cameraRotation.y += 1; } else if (e.key.keysym.sym == SDLK_UP) { cameraRotation.x += 1; } else if (e.key.keysym.sym == SDLK_DOWN) { cameraRotation.x -= 1; } else if (e.key.keysym.sym == SDLK_y && shipVel < 0.4) { shipVel += 0.1; } else if (e.key.keysym.sym == SDLK_h && shipVel > 0.05) { shipVel -= 0.1; } else if (e.key.keysym.sym == SDLK_j) { shipRot += 0.5; if(shipRot >= 360){shipRot -= 360;} } else if (e.key.keysym.sym == SDLK_g) { shipRot -= 0.5; if(shipRot < 0){shipRot += 360;} } else if (e.key.keysym.sym == SDLK_m && turretRot < 135) { turretRot += 1; } else if (e.key.keysym.sym == SDLK_b && turretRot > -135) { turretRot -= 1; } else if (e.key.keysym.sym == SDLK_o && gunElev < 50) { gunElev += 0.5; } else if (e.key.keysym.sym == SDLK_l && gunElev > -5) { gunElev -= 0.5; } else if (e.key.keysym.sym == SDLK_q) { if(specMode == 0){specMode = 1;} else {specMode = 0;} } else if (e.key.keysym.sym == SDLK_p) { fireBullet(space, playerShip->gun->body.position, realTurrRot, gunElev, 0.5, -1); } else if (e.key.keysym.sym == SDLK_x) { fireBullet(space, playerShip->hull->body.position, shipRot, 0, 0, -2); } else if (e.key.keysym.sym == SDLK_1) { startLevel(space, 1); } else if (e.key.keysym.sym == SDLK_2) { startLevel(space, 2); } else if (e.key.keysym.sym == SDLK_3) { startLevel(space, 3); } } } graphics3d_frame_begin(); glPushMatrix(); set_camera( cameraPosition, cameraRotation); entity_draw_all(); //updateAllShipModels(); obj_draw( bgobj, vec3d(0,0,2), vec3d(90,90,0), vec3d(5,5,5), vec4d(1,1,1,1), bgtext ); if (r > 360)r -= 360; glPopMatrix(); /* drawing code above here! */ graphics3d_next_frame(); } return 0; }
int main(void) { if(!glfwInit()) { printf("Could not init GLFW"); getchar(); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); //Opengl 2.1 //glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); //glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); //Opengl 3.3 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // MacOS fix glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); if(window_init(&window, 640, 480, "Test")) { fprintf( stderr, "Failed to open window.\n" ); getchar(); glfwTerminate(); }; window_set_size_callback(&window, window_size_callback); glewExperimental = GL_TRUE; // Needed for core profile if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); getchar(); glfwTerminate(); return -1; } //#clear errors GLEW may trigger printError(); glClearColor(0.0f, 0.0f, 0.4f, 0.0f); GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); //Load model //---------- Model cube; model_init(&cube); model_set_data_length(&cube, sizeof(cube_vertex_data)); model_set_vertices(&cube, cube_vertex_data); model_set_colors(&cube, cube_color_data); model_set_uv_map(&cube, cube_uv_data); model_set_texture(&cube, "./textures/bricks.dds"); model_bind(&cube); //Create shaders //-------------- GLuint vertexShader, fragmentShader; loadShader(&vertexShader, GL_VERTEX_SHADER, mvpVertexShaderSource); loadShader(&fragmentShader, GL_FRAGMENT_SHADER, fragmentShaderSource); //Create program //-------------- GLuint program; createProgram(&program, vertexShader, fragmentShader); // Enable z-buffer // --------------- glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // Enable culling // -------------- glEnable(GL_CULL_FACE); // Get MVP uniform // --------------- GLuint mvp_ul = glGetUniformLocation(program, "MVP"); // Model Matrix // ------------ Mat4 s; scale_m4(&s, 0.1f, 0.1f, 0.1f); printf("Scale:\n"); print_m4(&s); Mat4 r; rotate_m4(&r, 0.0f, 1.0f, 0.0f, 0.0f); printf("Rotate:\n"); print_m4(&r); Mat4 t; translate_m4(&t, 0.0f, 0.0f, 0.0f); printf("Translate:\n"); print_m4(&t); Mat4 rs; printf("Rotated*Scaled:\n"); mul_m4(&rs, &r, &s); print_m4(&rs); Mat4 model; printf("Model:\n"); mul_m4(&model, &t, &rs); print_m4(&model); // Camera // ------ Vec3 pos; Vec3 center; Vec3 up; Vec3 direction; Vec3 right; camera_init(&camera); camera_set_fov(&camera, 1.0f); camera_set_aspect(&camera, (float)window.width/(float)window.height); Input input; input_init(&input, &window, 0.5f, 0.5f, 0.8f, -5.7f, -2.7f); do { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glUseProgram(program); input_get_data(&input, &pos, &direction, &right); add_v3(¢er, &pos, &direction); cross_v3(&up, &direction, &right); camera_set_position(&camera, &pos); camera_set_center(&camera, ¢er); camera_set_up(&camera, &up); // Mvp Matrix // ---------- Mat4 vp; camera_get_matrix(&camera, &vp); Mat4 mvp; mul_m4(&mvp, &vp, &model); printf("Perspective:\n"); print_m4(&mvp); // Set MVP transform glUniformMatrix4fv(mvp_ul, 1, GL_TRUE, &mvp[0][0]); model_render(&cube); window_swap_buffers(&window); glfwPollEvents(); } while( glfwGetKey(window.handle, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window.handle) == 0 ); // Dispose // ------- model_dispose(&cube); glDeleteVertexArrays(1, &VertexArrayID); glDetachShader(program, fragmentShader); glDetachShader(program, vertexShader); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glDeleteProgram(program); glfwTerminate(); return 0; }
static int megahal_learn(brain_t brain, list_t *input) { uint_fast32_t i; uint32_t size; number_t order; model_t *model; int ret; (void)brain; /* We only learn from inputs which are long enough */ ret = db_model_get_order(brain, &order); if (ret) return ret; ret = list_size(input, &size); if (ret) return ret; if (size <= order) return OK; ret = model_alloc(brain, &model); if (ret) return ret; /* * Train the model in the forwards direction. Start by initializing * the context of the model. */ ret = model_init(model, MODEL_FORWARD); if (ret) goto fail; for (i = 0; i < size; i++) { word_t word; /* Get word symbol. */ ret = list_get(input, i, &word); if (ret) goto fail; /* Update the forward model. */ ret = model_update(model, word, 1); if (ret) goto fail; } /* * Add the sentence-terminating symbol. */ ret = model_update(model, 0, 1); if (ret) goto fail; /* * Train the model in the backwards direction. Start by initializing * the context of the model. */ ret = model_init(model, MODEL_BACKWARD); if (ret) goto fail; for (i = 0; i < size; i++) { word_t word; /* Get word symbol. */ ret = list_get(input, (size - 1) - i, &word); if (ret) goto fail; /* Update the backward model. */ ret = model_update(model, word, 1); if (ret) goto fail; } /* * Add the sentence-terminating symbol. */ ret = model_update(model, 0, 1); if (ret) goto fail; model_free(&model); return OK; fail: model_free(&model); return ret; }
void _main(int argc, char *argv[]) { (void)argc; (void)argv; syslog(LOG_INFO, "initializing core"); /* init SCL subsystem: */ syslog(LOG_INFO, "initializing signaling and communication link (SCL)"); if (scl_init("core") != 0) { syslog(LOG_CRIT, "could not init scl module"); exit(EXIT_FAILURE); } /* init params subsystem: */ syslog(LOG_INFO, "initializing opcd interface"); opcd_params_init("core.", 1); /* initialize logger: */ syslog(LOG_INFO, "opening logger"); if (logger_open() != 0) { syslog(LOG_CRIT, "could not open logger"); exit(EXIT_FAILURE); } syslog(LOG_CRIT, "logger opened"); sleep(1); /* give scl some time to establish a link between publisher and subscriber */ LOG(LL_INFO, "+------------------+"); LOG(LL_INFO, "| core startup |"); LOG(LL_INFO, "+------------------+"); LOG(LL_INFO, "initializing system"); /* set-up real-time scheduling: */ struct sched_param sp; sp.sched_priority = sched_get_priority_max(SCHED_FIFO); sched_setscheduler(getpid(), SCHED_FIFO, &sp); if (mlockall(MCL_CURRENT | MCL_FUTURE)) { LOG(LL_ERROR, "mlockall() failed"); exit(EXIT_FAILURE); } /* initialize hardware/drivers: */ omap_i2c_bus_init(); baro_altimeter_init(); ultra_altimeter_init(); ahrs_init(); motors_init(); voltage_reader_start(); //gps_init(); LOG(LL_INFO, "initializing model/controller"); model_init(); ctrl_init(); /* initialize command interface */ LOG(LL_INFO, "initializing cmd interface"); cmd_init(); /* prepare main loop: */ for (int i = 0; i < NUM_AVG; i++) { output_avg[i] = sliding_avg_create(OUTPUT_RATIO, 0.0f); } LOG(LL_INFO, "system up and running"); struct timespec ts_curr; struct timespec ts_prev; struct timespec ts_diff; clock_gettime(CLOCK_REALTIME, &ts_curr); /* run model and controller: */ while (1) { /* calculate dt: */ ts_prev = ts_curr; clock_gettime(CLOCK_REALTIME, &ts_curr); TIMESPEC_SUB(ts_diff, ts_curr, ts_prev); float dt = (float)ts_diff.tv_sec + (float)ts_diff.tv_nsec / (float)NSEC_PER_SEC; /* read sensor values into model input structure: */ model_input_t model_input; model_input.dt = dt; ahrs_read(&model_input.ahrs_data); gps_read(&model_input.gps_data); model_input.ultra_z = ultra_altimeter_read(); model_input.baro_z = baro_altimeter_read(); /* execute model step: */ model_state_t model_state; model_step(&model_state, &model_input); /* execute controller step: */ mixer_in_t mixer_in; ctrl_step(&mixer_in, dt, &model_state); /* set up mixer input: */ mixer_in.pitch = sliding_avg_calc(output_avg[AVG_PITCH], mixer_in.pitch); mixer_in.roll = sliding_avg_calc(output_avg[AVG_ROLL], mixer_in.roll); mixer_in.yaw = sliding_avg_calc(output_avg[AVG_YAW], mixer_in.yaw); mixer_in.gas = sliding_avg_calc(output_avg[AVG_GAS], mixer_in.gas); /* write data to motor mixer: */ EVERY_N_TIMES(OUTPUT_RATIO, motors_write(&mixer_in)); } }
/*---------------------------------------------------------------------------*/ int main(void) { /* Hardware initialization */ bus_init(); rtimer_init(); stack_poison(); /* model-specific h/w init. */ model_init(); /* Init LEDs here */ leds_init(); fade(LEDS_GREEN); /* initialize process manager. */ process_init(); /* Init UART1 */ uart1_init(); #if DMA_ON dma_init(); #endif #if SLIP_ARCH_CONF_ENABLE /* On cc2430, the argument is not used */ slip_arch_init(0); #else uart1_set_input(serial_line_input_byte); serial_line_init(); #endif PUTSTRING("##########################################\n"); putstring(CONTIKI_VERSION_STRING "\n"); putstring(SENSINODE_MODEL " (CC24"); puthex(((CHIPID >> 3) | 0x20)); putstring("-" FLASH_SIZE ")\n"); #if STARTUP_VERBOSE #ifdef HAVE_SDCC_BANKING PUTSTRING(" With Banking.\n"); #endif /* HAVE_SDCC_BANKING */ #ifdef SDCC_MODEL_LARGE PUTSTRING(" --model-large\n"); #endif /* SDCC_MODEL_LARGE */ #ifdef SDCC_MODEL_HUGE PUTSTRING(" --model-huge\n"); #endif /* SDCC_MODEL_HUGE */ #ifdef SDCC_STACK_AUTO PUTSTRING(" --stack-auto\n"); #endif /* SDCC_STACK_AUTO */ PUTCHAR('\n'); PUTSTRING(" Net: "); PUTSTRING(NETSTACK_NETWORK.name); PUTCHAR('\n'); PUTSTRING(" MAC: "); PUTSTRING(NETSTACK_MAC.name); PUTCHAR('\n'); PUTSTRING(" RDC: "); PUTSTRING(NETSTACK_RDC.name); PUTCHAR('\n'); PUTSTRING("##########################################\n"); #endif watchdog_init(); /* Initialise the cc2430 RNG engine. */ random_init(0); /* start services */ process_start(&etimer_process, NULL); ctimer_init(); /* initialize the netstack */ netstack_init(); set_rime_addr(); #if BUTTON_SENSOR_ON || ADC_SENSOR_ON process_start(&sensors_process, NULL); sensinode_sensors_activate(); #endif #if UIP_CONF_IPV6 memcpy(&uip_lladdr.addr, &rimeaddr_node_addr, sizeof(uip_lladdr.addr)); queuebuf_init(); process_start(&tcpip_process, NULL); #if DISCO_ENABLED process_start(&disco_process, NULL); #endif /* DISCO_ENABLED */ #if VIZTOOL_CONF_ON process_start(&viztool_process, NULL); #endif #if (!UIP_CONF_IPV6_RPL) { uip_ipaddr_t ipaddr; uip_ip6addr(&ipaddr, 0x2001, 0x630, 0x301, 0x6453, 0, 0, 0, 0); uip_ds6_set_addr_iid(&ipaddr, &uip_lladdr); uip_ds6_addr_add(&ipaddr, 0, ADDR_TENTATIVE); } #endif /* UIP_CONF_IPV6_RPL */ #endif /* UIP_CONF_IPV6 */ /* * Acknowledge the UART1 RX interrupt * now that we're sure we are ready to process it */ model_uart_intr_en(); energest_init(); ENERGEST_ON(ENERGEST_TYPE_CPU); fade(LEDS_RED); #if BATMON_CONF_ON process_start(&batmon_process, NULL); #endif autostart_start(autostart_processes); watchdog_start(); while(1) { uint8_t r; do { /* Reset watchdog and handle polls and events */ watchdog_periodic(); #if CLOCK_CONF_STACK_FRIENDLY if(sleep_flag) { if(etimer_pending() && (etimer_next_expiration_time() - clock_time() - 1) > MAX_TICKS) { etimer_request_poll(); } sleep_flag = 0; } #endif r = process_run(); } while(r > 0); #if NETSTACK_CONF_SHORTCUTS len = NETSTACK_RADIO.pending_packet(); if(len) { packetbuf_clear(); len = NETSTACK_RADIO.read(packetbuf_dataptr(), PACKETBUF_SIZE); if(len > 0) { packetbuf_set_datalen(len); NETSTACK_RDC.input(); } } #endif #if LPM_MODE #if (LPM_MODE==LPM_MODE_PM2) SLEEP &= ~OSC_PD; /* Make sure both HS OSCs are on */ while(!(SLEEP & HFRC_STB)); /* Wait for RCOSC to be stable */ CLKCON |= OSC; /* Switch to the RCOSC */ while(!(CLKCON & OSC)); /* Wait till it's happened */ SLEEP |= OSC_PD; /* Turn the other one off */ #endif /* LPM_MODE==LPM_MODE_PM2 */ /* * Set MCU IDLE or Drop to PM1. Any interrupt will take us out of LPM * Sleep Timer will wake us up in no more than 7.8ms (max idle interval) */ SLEEP = (SLEEP & 0xFC) | (LPM_MODE - 1); #if (LPM_MODE==LPM_MODE_PM2) /* * Wait 3 NOPs. Either an interrupt occurred and SLEEP.MODE was cleared or * no interrupt occurred and we can safely power down */ __asm nop nop nop __endasm; if (SLEEP & SLEEP_MODE0) { #endif /* LPM_MODE==LPM_MODE_PM2 */ ENERGEST_OFF(ENERGEST_TYPE_CPU); ENERGEST_ON(ENERGEST_TYPE_LPM); /* We are only interested in IRQ energest while idle or in LPM */ ENERGEST_IRQ_RESTORE(irq_energest); /* Go IDLE or Enter PM1 */ PCON |= IDLE; /* First instruction upon exiting PM1 must be a NOP */ __asm nop __endasm; /* Remember energest IRQ for next pass */ ENERGEST_IRQ_SAVE(irq_energest); ENERGEST_ON(ENERGEST_TYPE_CPU); ENERGEST_OFF(ENERGEST_TYPE_LPM); #if (LPM_MODE==LPM_MODE_PM2) SLEEP &= ~OSC_PD; /* Make sure both HS OSCs are on */ while(!(SLEEP & XOSC_STB)); /* Wait for XOSC to be stable */ CLKCON &= ~OSC; /* Switch to the XOSC */ /* * On occasion the XOSC is reported stable when in reality it's not. * We need to wait for a safeguard of 64us or more before selecting it */ clock_delay_usec(65); while(CLKCON & OSC); /* Wait till it's happened */ } #endif /* LPM_MODE==LPM_MODE_PM2 */ #endif /* LPM_MODE */ } }
//extern void drawModelSetMax(void); int glInit(void){ cvar_register(&cvar_gl_MSAA_Samples); cvar_pset(&cvar_gl_MSAA_Samples, "0"); // console_printf("cvar id is %i\n", cvar_gl_MSAA_Samples.myid); // console_printf("cvar name is %s\n", cvar_gl_MSAA_Samples.name); // console_printf("cvar value is %s\n", cvar_gl_MSAA_Samples.valuestring); glewExperimental = TRUE; GLenum glewError = glewInit(); CHECKGLERROR if(glewError != GLEW_OK){ console_printf("ERROR with the glew: %s\n", glewGetErrorString(glewError)); return FALSE; } shader_init(); CHECKGLERROR if(!shader_ok){ //todo call some sort of shutdown of everything return FALSE; } texture_init(); CHECKGLERROR if(!texture_ok){ //todo call some sort of shutdown of everything return FALSE; } framebuffer_init(); CHECKGLERROR if(!framebuffer_ok){ //todo call some sort of shutdown of everything return FALSE; } vbo_init(); CHECKGLERROR if(!vbo_ok){ return FALSE; //todo call some sort of shutdown of everything } ubo_init(); CHECKGLERROR if(!ubo_ok){ return FALSE; //todo call some sort of shutdown of everything } anim_init(); CHECKGLERROR if(!anim_ok){ //todo call some sort of shutdown of everything return FALSE; } model_init(); CHECKGLERROR if(!model_ok){ //todo call some sort of shutdown of everything return FALSE; } /* initParticleSystem(128); if(!particlesOK){ //todo call some sort of shutdown of everything return FALSE; } */ light_init(); CHECKGLERROR if(!light_ok){ //todo call some sort of shutdown of everything return FALSE; } lighttile_init(); CHECKGLERROR if(!lighttile_ok){ //todo call some sort of shutdown of everything return FALSE; } viewport_init(); CHECKGLERROR if(!viewport_ok){ //todo call some sort of shutdown of everything return FALSE; } text_init(); CHECKGLERROR if(!text_ok){ //todo call some sort of shutdown of everything return FALSE; } rendermodel_init(); CHECKGLERROR //todo errorcheck drawbb_init(); CHECKGLERROR //todo errorcheck states_enableForce(GL_MULTISAMPLE); glClearDepth(1.0); glClearColor(0.0, 0.0, 0.0, 0.0); CHECKGLERROR // states_disableForce(GL_FOG); states_enableForce(GL_DEPTH_TEST); CHECKGLERROR // glDepthFunc(GL_LESS); states_depthFunc(GL_LESS); states_enableForce(GL_CULL_FACE); states_cullFace(GL_BACK); // states_depthMask(GL_TRUE); int maxSamples = 0, maxIntSamples = 0, maxColorTextureSamples = 0, maxDepthTextureSamples = 0; glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxIntSamples); glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples); glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples); maxMSAASamples = maxSamples; if(maxIntSamples < maxMSAASamples) maxMSAASamples = maxIntSamples; if(maxColorTextureSamples < maxMSAASamples) maxMSAASamples = maxColorTextureSamples; if(maxDepthTextureSamples < maxMSAASamples) maxMSAASamples = maxDepthTextureSamples; console_printf("Max multisample samples: %i\n", maxMSAASamples); cam = createAndAddViewportRPOINT("cam", 1); camid = cam->myid; cam->outfbid = findFramebufferByNameRINT("screen"); unsigned char dflags[] = {3, 7, 3}; // unsigned char drb = FRAMEBUFFERRBFLAGSDEPTH| 2; unsigned char drb = FRAMEBUFFERRBFLAGSDEPTH; unsigned char dcount = 3; cam->dfbid = createAndAddFramebufferRINT("screend", dcount, drb, dflags); resizeViewport(cam, 800, 600); screenWidth = 800; screenHeight = 600; glGenBuffers(1, &instancevbo); glGenBuffers(1, &instancevbo2); //temporary CHECKGLERROR vbo_t * tvbo = createAndAddVBORPOINT("text", 2); textvbo = tvbo->myid; textshaderid = shader_createAndAddRINT("text"); fsblendshaderid = shader_createAndAddRINT("fsblend"); depthonlyid = shader_createAndAddRINT("depthmodel"); forwardmodelid = shader_createAndAddRINT("forwardmodel"); fsquadmodel = model_findByNameRINT("fsquad"); readyRenderQueueBuffers(); return TRUE; // so far so good }
int main(int argc, char *argv[]) { int i; float r = 0; int f = -15; int g = 0; int l = 0; int y = 0; int u = 15; int q = 0; int gamestate=0; int PlayerHP=15, Bosshealth=30, enemy1health=5, enemy2health=5, Bigtimer=600, CD; int SpawnLemon1=0, SpawnLemon2=0, SpawnLemon3=0, SpawnBigLemon=0, enemybullet=0; float Lemonx1=0, Lemonx2=0, Lemonx3=0, LemonxBig=0, enemybulletx=0; int Lemony1=0, Lemony2=0, Lemony3=0, LemonyBig=0, enemybullety=0; int a=0, b=0, c=0, d=0, count, Goomba_attack1=0, Goomba_attack2=0, Goomba_move1, Goomba_move2; Space *space; Entity *cube1,*cube2, *Actor; char bGameLoopRunning = 1; Vec3D Bosspos = {u, y, 2}; Vec3D enemy1pos = {5, 10, 2}; Vec3D enemy2pos = {5, -10, 2}; Vec3D cameraPosition = {0,0,70.3}; Vec3D cameraRotation = {0,0,360}; SDL_Event e; Obj *megaman,*boss, *mapp, *mape, *lemon, *BossHPBar, *PlayerHPBar, *Goomba; Sprite *megamantexture, *bosstexture, *maptexture1, *maptexture2, *lemontexture, *BosstextureHP, *PlayertextureHP, *Goombatexture; init_logger("gametest3d.log"); if (graphics3d_init(1024,768,1,"gametest3d",33) != 0) { return -1; } model_init(); obj_init(); entity_init(255); //load objects, models here, replace cube with megaman megaman = obj_load("models/MPU.obj"); //load his uv map "texture file" megamantexture = LoadSprite("models/MegaManBody1.png",1024,1024); PlayerHPBar = obj_load("models/cube.obj"); PlayertextureHP = NULL; boss = obj_load("models/Fireman.obj"); bosstexture = LoadSprite("models/FireManBody1.png",1024,1024); BossHPBar = obj_load("models/cube.obj"); BosstextureHP = NULL; Goomba = obj_load("models/goomba.obj"); Goombatexture = LoadSprite("models/goomba_tex.png",1024,1024); mapp = obj_load("models/MidtermMapSingle.obj"); maptexture1 = LoadSprite("models/PlayerTile(Red).png",1024,1024); mape = obj_load("models/MidtermMapSingle.obj"); maptexture2 = LoadSprite("models/BossTile(Blue).png",1024,1024); lemon = obj_load("models/cube.obj"); lemontexture = NULL;//LoadSprite("models/cube_text.png",1024,1024); while (bGameLoopRunning) { entity_think_all(); while ( SDL_PollEvent(&e) ) { if (e.type == SDL_QUIT) { bGameLoopRunning = 0; } else if (e.type == SDL_KEYDOWN) { if (e.key.keysym.sym == SDLK_ESCAPE) { bGameLoopRunning = 0; } else if (e.key.keysym.sym == SDLK_x) { cameraPosition.z++; } else if (e.key.keysym.sym == SDLK_z) { cameraPosition.z--; } else if (e.key.keysym.sym == SDLK_h) { vec3d_add( cameraPosition, cameraPosition, vec3d( -sin(cameraRotation.z * DEGTORAD), cos(cameraRotation.z * DEGTORAD), 0 )); } else if (e.key.keysym.sym == SDLK_y) { vec3d_add( cameraPosition, cameraPosition, vec3d( sin(cameraRotation.z * DEGTORAD), -cos(cameraRotation.z * DEGTORAD), 0 )); } else if (e.key.keysym.sym == SDLK_j) { vec3d_add( cameraPosition, cameraPosition, vec3d( cos(cameraRotation.z * DEGTORAD), sin(cameraRotation.z * DEGTORAD), 0 )); } else if (e.key.keysym.sym == SDLK_g) { vec3d_add( cameraPosition, cameraPosition, vec3d( -cos(cameraRotation.z * DEGTORAD), -sin(cameraRotation.z * DEGTORAD), 0 )); } else if (e.key.keysym.sym == SDLK_d) { if(f >= -5) { f = -5; } else { f += 10; } } else if (e.key.keysym.sym == SDLK_a) { if(f <= -20) { f = -25; } else { f -= 10; } } else if (e.key.keysym.sym == SDLK_w) { if(g >= 5) { g = 10; } else { g += 10; } } else if (e.key.keysym.sym == SDLK_s) { g -= 10; if(g <= -5) { g = -10; } } else if (e.key.keysym.sym == SDLK_LEFT) { cameraRotation.z += 1; } else if (e.key.keysym.sym == SDLK_RIGHT) { cameraRotation.z -= 1; } else if (e.key.keysym.sym == SDLK_UP) { cameraRotation.x += 1; } else if (e.key.keysym.sym == SDLK_DOWN) { cameraRotation.x -= 1; } else if (e.key.keysym.sym == SDLK_SPACE) { CD = TIME + Bigtimer; } else if (e.key.keysym.sym == SDLK_n) { if (enemy1health <= 0 && enemy2health <= 0) { gamestate=1; } } else if (e.key.keysym.sym == SDLK_n) { if (enemy1health <= 0 && enemy2health <= 0) { gamestate=1; } } } else if (e.type == SDL_KEYUP) { if (e.key.keysym.sym == SDLK_SPACE) { if (TIME >= CD && SpawnBigLemon !=1) { SpawnBigLemon = 1; LemonxBig = f; LemonyBig = g; } else if (SpawnLemon1 != 1) { SpawnLemon1 = 1; Lemonx1 = f; Lemony1 = g; } else if (SpawnLemon2 != 1) { SpawnLemon2 = 1; Lemonx2 = f; Lemony2 = g; } else if (SpawnLemon3 != 1) { SpawnLemon3 = 1; Lemonx3 = f; Lemony3 = g; } } } } graphics3d_frame_begin(); glPushMatrix(); set_camera( cameraPosition, cameraRotation); //entity_draw_all(); if (PlayerHP > 0 ) { //Megaman obj_draw( megaman, vec3d(f, g, 2), vec3d(90,90,0), vec3d(0.5,0.5,0.5), vec4d(1,1,1,1), megamantexture ); //Megaman HP BAR obj_draw( PlayerHPBar, vec3d(-30+PlayerHP/(2),20,2), vec3d(90,-90,0), vec3d(.9,.9,PlayerHP/(2)), vec4d(0,1,0,1), PlayertextureHP ); } //Megaman Projectiles //Lemon1 if (SpawnLemon1 != 0) { obj_draw( lemon, vec3d(Lemonx1 + a*(.4), Lemony1, 4), vec3d(90,90,0), vec3d(1,1,2), vec4d(.95,.89,0,1), lemontexture ); a++; if (Lemonx1 + a*(.4) >=30) { SpawnLemon1 = 0; a=0; } else if (Lemonx1 + a*(.4) == enemy1pos.x && Lemony1 == enemy1pos.y) { SpawnLemon1 = 0; a=0; enemy1health -= 1; //slog("Enemy Health %d",enemy1health); } else if (Lemonx1 + a*(.4) == enemy2pos.x && Lemony1 == enemy2pos.y) { SpawnLemon1 = 0; a=0; enemy2health -= 1; //slog("Enemy Health %d",enemy2health); } else if (gamestate == 1 && Lemonx1 + a*(.4) == Bosspos.x && Lemony1 == Bosspos.y) { SpawnLemon1 = 0; a=0; Bosshealth -= 1; //slog("Boss Health %d",Bosshealth); } } //Lemon2 if (SpawnLemon2 != 0) { obj_draw( lemon, vec3d(Lemonx2 + b*(.4), Lemony2, 4), vec3d(90,90,0), vec3d(1,1,2), vec4d(.95,.89,0,1), lemontexture ); b++; if (Lemonx2 + b*(.4) >=30) { SpawnLemon2 = 0; b=0; } else if (Lemonx2 + b*(.4) == enemy1pos.x && Lemony2 == enemy1pos.y) { SpawnLemon2 = 0; b=0; enemy1health -= 1; //slog("Enemy Health %d",enemy1health); } else if (Lemonx2 + b*(.4) == enemy2pos.x && Lemony2 == enemy2pos.y) { SpawnLemon2 = 0; b=0; enemy2health -= 1; //slog("Enemy Health %d",enemy2health); } else if (gamestate == 1 && Lemonx2 + b*(.4) == Bosspos.x && Lemony2 == Bosspos.y) { SpawnLemon2 = 0; b=0; Bosshealth -= 1; //slog("Boss Health %d",Bosshealth); } } if (SpawnLemon3 != 0) { obj_draw( lemon, vec3d(Lemonx3 + c*(.4), Lemony3, 4), vec3d(90,90,0), vec3d(1,1,2), vec4d(.95,.89,0,1), lemontexture ); c++; //lemons fly off staege if (Lemonx3 + c*(.4) >=30) { SpawnLemon3 = 0; c=0; } //lemons collide with enemies else if (Lemonx3 + c*(.4) == enemy1pos.x && Lemony3 == enemy1pos.y) { SpawnLemon3 = 0; c=0; enemy1health -= 1; slog("Enemy Health %d",enemy1health); } else if (Lemonx3 + c*(.4) == enemy2pos.x && Lemony3 == enemy2pos.y) { SpawnLemon3 = 0; c=0; enemy2health -= 1; slog("Enemy Health %d",enemy2health); } else if (gamestate == 1 && Lemonx3 + c*(.4) == Bosspos.x && Lemony3 == Bosspos.y) { SpawnLemon3 = 0; c=0; Bosshealth -= 1; //slog("Boss Health %d",Bosshealth); } } if (SpawnBigLemon != 0) { obj_draw( lemon, vec3d(LemonxBig + d*(.4), LemonyBig, 4), vec3d(90,90,0), vec3d(2,2,4), vec4d(.9,.3,.1,1), lemontexture ); d++; if (LemonxBig + d*(.4) >=30) { SpawnBigLemon = 0; d=0; } else if (LemonxBig + d*(.4) == enemy1pos.x && LemonyBig == enemy1pos.y) { SpawnBigLemon = 0; d=0; enemy1health -= 5; //slog("Enemy Health %d",enemy1health); } else if (LemonxBig + d*(.4) == enemy2pos.x && LemonyBig == enemy2pos.y) { SpawnBigLemon = 0; d=0; enemy2health -= 5; //slog("Enemy Health %d",enemy2health); } else if (gamestate == 1 && LemonxBig + d*(.4) == Bosspos.x && LemonyBig == Bosspos.y) { SpawnBigLemon = 0; d=0; Bosshealth -= 5; slog("Boss Health %d",Bosshealth); } } //MAP obj_draw( mapp, vec3d(-15,0,2), vec3d(90,90,0), vec3d(5,5,5), vec4d(1,1,1,1), maptexture1 ); obj_draw( mape, vec3d(15,0,2), vec3d(90,90,0), vec3d(5,5,5), vec4d(1,1,1,1), maptexture2 ); //Enemies if (gamestate == 0) { if (enemy1health > 0) { //enemy_move(enemypos.x,enemypos.y, &enemypos); //enemy_attack1(Goomba_attack1, &enemy1pos); obj_draw( Goomba, vec3d(enemy1pos.x,enemy1pos.y,2), vec3d(90,-90,0), vec3d(0.1,0.1,0.1), vec4d(1,1,1,1), Goombatexture ); if (Goomba_attack1 == 0) { Goomba_attack1 = rand_ranged( 1, 5); //start to (end - 1) if (Goomba_attack1 == 2) { Goomba_attack1 = 1; } }; if (Goomba_attack1 == 1) { enemy1pos.x -=.1; if (enemy1pos.x <= -30) { Goomba_attack1 = 0; enemy1pos.x = 5; } } } else { enemy1pos.x = 50; enemy1pos.y = 50; } if (enemy2health > 0) { //enemy_move(enemypos.x,enemypos.y, &enemypos); //enemy_attack2(Goomba_attack2, &enemy2pos); obj_draw( Goomba, vec3d(enemy2pos.x,enemy2pos.y,2), vec3d(90,-90,0), vec3d(0.1,0.1,0.1), vec4d(1,1,1,1), Goombatexture ); //bottom Goomba won't attack if (Goomba_attack2 == 0) { Goomba_attack2 = rand_ranged( 1, 5); //start to (end - 1) if (Goomba_attack2 == 2) { Goomba_attack2 = 1; } }; if (Goomba_attack2 == 1) { enemy2pos.x -=.1; if (enemy2pos.x <= -30) { Goomba_attack2 = 0; enemy2pos.x = 5; } } } else { enemy2pos.x = 50; enemy2pos.y = 50; } } if (gamestate != 0) { if (Bosshealth > 0) { Boss_move(Bosspos.x,Bosspos.y, &Bosspos); //Fire man obj_draw( boss, vec3d(Bosspos.x,Bosspos.y,2), vec3d(90,-90,0), vec3d(0.5,0.5,0.5), vec4d(1,1,1,1), bosstexture ); obj_draw( BossHPBar, vec3d(30-Bosshealth/(2.5),20,2), vec3d(90,-90,0), vec3d(.9,.9,Bosshealth/(2.5)), vec4d(1,0,0,1), BosstextureHP ); } else { obj_free(boss); Bosspos.x = 50; Bosspos.y = 50; slog("You WIN!"); } } if (r > 360)r -= 360; glPopMatrix(); /* drawing code above here! */ graphics3d_next_frame(); } return 0; }