Пример #1
0
void draw_difficulty_menu(MenuData *menu) {
	draw_options_menu_bg(menu);
	draw_text(AL_Right, 210*(1-menu->fade), 30, "Rank Select", _fonts.mainmenu);
	
	int i;
	for(i = 0; i < menu->ecount; i++) {
		menu->entries[i].drawdata += 0.2 * (30*(i == menu->cursor) - menu->entries[i].drawdata);
		
		glPushMatrix();
		glTranslatef(SCREEN_W/3 - menu->entries[i].drawdata, 200 + 70*i,0);
		
		glColor4f(1,1-0.1*i,1-0.1*i,0.7);
		glPushMatrix();
		glTranslatef(145,0,0);
		glScalef(310,60,1);
		
		draw_quad();
		glPopMatrix();
		
		glColor4f(0,0,0,1);
		
		if(i == menu->cursor)
			glColor3f(0.2,0,0.1);
		draw_text(AL_Left, 0, -15, menu->entries[i].name, _fonts.standard);
		glColor3f(1,1,1);
		glPopMatrix();
	}
	
	fade_out(menu->fade);
}
Пример #2
0
void draw_texture_p(float x, float y, Texture *tex) {
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, tex->gltex);
	
	glPushMatrix();
	
	float wq = ((float)tex->w)/tex->truew;
	float hq = ((float)tex->h)/tex->trueh;
	
	if(x || y)
		glTranslatef(x,y,0);
	if(tex->w != 1 || tex->h != 1)
		glScalef(tex->w,tex->h,1);
	
	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	if(wq != 1 || hq != 1)
		glScalef(wq, hq, 1);
	glMatrixMode(GL_MODELVIEW);

	draw_quad();
	
	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	
	glPopMatrix();
	glDisable(GL_TEXTURE_2D);
}
Пример #3
0
GLvoid CDKPrimitives::draw_textured_quad(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLuint texture)
{
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,texture);
	draw_quad(x,y,width,height);
	glDisable(GL_TEXTURE_2D);
}
Пример #4
0
void draw_animation_p(float x, float y, int row, Animation *ani) {
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, ani->tex->gltex);
	
	float s = (float)ani->tex->w/ani->cols/ani->tex->truew;
	float t = ((float)ani->tex->h)/ani->tex->trueh/(float)ani->rows;
	
	if(ani->speed == 0)
		errx(-1, "animation speed of %s == 0. relativity?", ani->name);
	
	glPushMatrix();
	if(x || y)
		glTranslatef(x,y,0);
	if(ani->w != 1 || ani->h != 1)
		glScalef(ani->w,ani->h, 1);
	
	glMatrixMode(GL_TEXTURE);
		glPushMatrix();
		glScalef(s,t,1);
		
		int col = global.frames/ani->speed % ani->cols;
		if(col || row)
			glTranslatef(col, row, 0);
	glMatrixMode(GL_MODELVIEW);
	
	draw_quad();
	
	glMatrixMode(GL_TEXTURE);
		glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	
	glPopMatrix();
	glDisable(GL_TEXTURE_2D);
}
Пример #5
0
static cairo_test_status_t
draw (cairo_t *cr, int width, int height)
{
    int position[5] = {0, HEIGHT/2-10, HEIGHT/2-5, HEIGHT/2, HEIGHT-10 };
    int i;

    cairo_set_source_rgb (cr, 0, 0, 0);
    cairo_paint (cr);

    for (i = 0; i < 5; i++) {
	cairo_reset_clip (cr);
	cairo_set_source_rgb (cr, 1, 1, 1);
	cairo_rectangle (cr, 0, 0, WIDTH/2, HEIGHT/2);
	cairo_rectangle (cr, WIDTH/2, position[i], WIDTH/2, 10);
	cairo_fill_preserve (cr);
	cairo_clip (cr);

	cairo_set_source_rgb (cr, 1, 0, 1);
	draw_quad (cr, 50, 50, 75, 75, 50, 150, 25, 75);
	cairo_fill (cr);

	cairo_translate(cr, WIDTH, 0);
    }

    return CAIRO_TEST_SUCCESS;
}
Пример #6
0
void fill_screen_p(float xoff, float yoff, float ratio, Texture *tex) {
	glEnable(GL_TEXTURE_2D);
	
	glBindTexture(GL_TEXTURE_2D, tex->gltex);
	
	float rw = ratio;
	float rh = ratio;
	
	if(ratio == 0) {
		rw = ((float)tex->w)/tex->truew;
		rh = ((float)tex->h)/tex->trueh;
	}
	
	glMatrixMode(GL_TEXTURE);
		glLoadIdentity();
		glTranslatef(xoff,yoff, 0);
		glScalef(rw, rh, 1);
	glMatrixMode(GL_MODELVIEW);
	
	glPushMatrix();
	glTranslatef(VIEWPORT_W*0.5, VIEWPORT_H*0.5, 0);
	glScalef(VIEWPORT_W, VIEWPORT_H, 1);
	
	draw_quad();
	
	glPopMatrix();
	
	glMatrixMode(GL_TEXTURE);
		glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
}
Пример #7
0
void gl_render_glyph()
{
    unsigned texture_width = 128;
    unsigned texture_height = texture_width;
    unsigned texture_size = texture_width * texture_height;

    char *texture_buffer;

    FT_Bitmap *bitmap = &face->glyph->bitmap;

    unsigned glyph_width = bitmap->width;
    unsigned glyph_height = bitmap->rows;

    unsigned texture_id;

    texture_buffer = malloc(texture_size);
    memset(texture_buffer, 0, texture_size);

    bitblit(
        texture_buffer,
        texture_width,
        bitmap->buffer,
        glyph_width,
        glyph_height,
        0, 0
    );

    glGenTextures(1, &texture_id);
    abort_on_error("OpenGL", glGetError());

    glBindTexture(GL_TEXTURE_2D, texture_id);
    abort_on_error("OpenGL", glGetError());

    glTexImage2D(
        GL_TEXTURE_2D,
        0,
        GL_RED,
        texture_width,
        texture_height,
        0,
        GL_RED,
        GL_UNSIGNED_BYTE,
        texture_buffer
    );
    abort_on_error("OpenGL", glGetError());

    free(texture_buffer);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    abort_on_error("OpenGL", glGetError());

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    abort_on_error("OpenGL", glGetError());

    draw_quad();

    glDeleteTextures(1, &texture_id);
    abort_on_error("OpenGL", glGetError());
}
Пример #8
0
void	neb::gfx::gui::object::textview::draw(sp::shared_ptr<neb::glsl::program> p) {
	//printf("%s\n",__PRETTY_FUNCTION__);

	float sx = 1.0/600.0;
	float sy = 1.0/600.0;
	
	draw_quad(p, x_, y_, w_, h_, bg_color_);
	draw_text(p, x_, y_, sx, sy, font_color_, label_);
}
Пример #9
0
// Constructor
ScaleManipulator::ScaleManipulator (Scalable& scalable, std::size_t segments, float length) :
    m_free(scalable), m_axis(scalable)
{
    draw_arrowline(length, m_arrow_x.m_line, 0);
    draw_arrowline(length, m_arrow_y.m_line, 1);
    draw_arrowline(length, m_arrow_z.m_line, 2);

    draw_quad(16, m_quad_screen.m_quad);
}
Пример #10
0
void
shader_drawpolygon(int n, const struct vertex_pack *vb, uint32_t color, uint32_t additive) {
	int i = 0;
	--n;
	do {
		draw_quad(vb, color, additive, n, i);
		i+=2;
	} while (i<n-1);
}
Пример #11
0
    void Client::render()
    {
        SDL_LockMutex(mutex);

        static const int grasslimit = ceil(4*(256/11.0));
        int tiles[18*18];
        int i = 0;
        for (int y = 0; y < 18; ++y)
        {
            for (int x = 0; x < 18; ++x)
            {
                unsigned char a0 = grass(x,   y);
                unsigned char a1 = grass(x+1, y);
                unsigned char a2 = grass(x,   y+1);
                unsigned char a3 = grass(x+1, y+1);
                tiles[i++] = (a0 >= grasslimit ? 1 : 0) +
                             (a1 >= grasslimit ? 2 : 0) +
                             (a2 >= grasslimit ? 4 : 0) +
                             (a3 >= grasslimit ? 8 : 0);
            }
        }

        int overlay[17*17];
        i = 0;
        for (int y = 1; y < 18; ++y)
        {
            for (int x = 1; x < 18; ++x)
            {
                overlay[i++] = (int)(grass(x,y))*(11.0/256) + 100; // distribute over 11 images starting at index 100
            }
        }

        draw_quad(-512, -512, 1024, 1024, bgcolor_r, bgcolor_g, bgcolor_b);
        draw_tiles(-512-64 + dx*t, -512-64 + dy*t, 64, 64, tiles, 18, 18);
        draw_tiles(-512-32 + dx*t, -512-32 + dy*t, 64, 64, overlay, 17, 17);

        std::list<Sprite*> sprites;
        for (typeof(entities.begin()) it = entities.begin(); it != entities.end(); ++it)
            sprites.push_back(&(it->second));

        sprites.sort(Sprite::less);

        for (typeof(sprites.begin()) it = sprites.begin(); it != sprites.end(); ++it)
            (*it)->render();

        //for (typeof(entities.begin()) it = entities.begin(); it != entities.end(); ++it)
        //    it->second.render();


        t -= 0.125;
        if (t < 0)
            t = 0;

        SDL_UnlockMutex(mutex);
    }
Пример #12
0
Файл: gx.c Проект: LWSS/gx
static void draw_projectiles(struct GameState *game_state, struct Renderer *renderer)
{
    bind_program(renderer->quad_program);
    begin_sprite_batch(&renderer->sprite_batch);

    for (uint32 i = 0; i < game_state->projectile_count; ++i)
    {
        struct Projectile *projectile = &game_state->projectiles[i];
        draw_quad(&renderer->sprite_batch, projectile->position, projectile->size, vec3_new(0.0f, 1.0f, 0.0f));
    }

    end_sprite_batch(&renderer->sprite_batch);
    bind_program(0);
}
Пример #13
0
Файл: gx.c Проект: LWSS/gx
static void draw_buildings(struct GameState *game_state, struct Renderer *renderer)
{
    bind_program(renderer->quad_program);
    begin_sprite_batch(&renderer->sprite_batch);

    for (uint32 i = 0; i < game_state->building_count; ++i)
    {
        struct Building *building = &game_state->buildings[i];
        draw_quad(&renderer->sprite_batch, building->position, building->size, vec3_new(0.3f, 0.3f, 0.3f));
    }

    end_sprite_batch(&renderer->sprite_batch);
    bind_program(0);
}
Пример #14
0
Файл: gx.c Проект: LWSS/gx
static void draw_ships(struct GameState *game_state, struct Renderer *renderer)
{
    bind_program(renderer->quad_program);
    begin_sprite_batch(&renderer->sprite_batch);

    for (uint32 i = 0; i < game_state->ship_count; ++i)
    {
        struct Ship *ship = &game_state->ships[i];
        draw_quad(&renderer->sprite_batch, ship->position, ship->size, vec3_new(0.5f, 0.5f, 0.5f));
    }

    end_sprite_batch(&renderer->sprite_batch);
    bind_program(0);
}
Пример #15
0
enum piglit_result piglit_display(void)
{
	GLboolean pass = GL_TRUE;

	glViewport(0, 0, piglit_width, piglit_height);
	glClearColor(0.5, 0.5, 0.5, 0.5);
	glClear(GL_COLOR_BUFFER_BIT);

	glViewport(0, 0, piglit_width/2, piglit_height);
	glUseProgram(prog_tex);
	draw_quad();

	glViewport(piglit_width/2, 0, piglit_width/2, piglit_height);
	glUseProgram(prog_texgrad);
	draw_quad();

	if (!piglit_probe_rect_halves_equal_rgba(0, 0, piglit_width, piglit_height))
		pass = GL_FALSE;

	piglit_present_results();

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
Пример #16
0
void Fluids::set_boundaries(int b, GLuint& tmp, GLuint& buf)
{
	do_set_bnd_->setInt("b", b);
	do_set_bnd_->apply();

	setRenderTexture(tmp,0);
	glDrawBuffer(GL_COLOR_ATTACHMENT0);


	set_texture_for_sampler(do_set_bnd_, "x", 0, buf);
	draw_quad(1);
	//glUseProgram(0);
	swap(tmp, buf);
	
}
Пример #17
0
enum piglit_result piglit_display(void)
{
   GLboolean pass = GL_TRUE;
   const float violet[3] = {0.5, 0, 0.5};

   glClear(GL_COLOR_BUFFER_BIT);

   draw_quad(10, 10, 0.99, 0, 1);
   draw_quad(40, 10, 1, 0, 0.99);

   glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
   draw_quad(70, 10, 0.99, 0, 1);
   draw_quad(100, 10, 1, 0, 0.99);
   glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);

   pass = piglit_probe_pixel_rgb(20, 20, colors[4]) && pass;
   pass = piglit_probe_pixel_rgb(50, 20, colors[0]) && pass;
   pass = piglit_probe_pixel_rgb(80, 20, violet) && pass;
   pass = piglit_probe_pixel_rgb(110, 20, violet) && pass;

   piglit_present_results();

   return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
Пример #18
0
void stage4_fountain_draw(Vector pos) {
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, get_tex("stage2/border")->gltex);
	
	glPushMatrix();
	glTranslatef(pos[0], pos[1], pos[2]);
	glRotatef(-90, 1,0,0);
	glScalef(1000,3010,1);
		
	draw_quad();
	
	glPopMatrix();
	
	glDisable(GL_TEXTURE_2D);
}
Пример #19
0
// give each top-level object a chance to display itself
// Only the computer lives in 3D space: the others all live in 2D window coords
void render () {
#ifdef WANT_GLUT
  vis->prepare_frame();
  vis->view_3D(); // enter the 3D view for the computer
  computer->visualize();
  vis->end_3D();
  
  // local drawing
  if(show_time) {
    char text[100];
    glPushMatrix(); glPushAttrib(GL_CURRENT_BIT); 
    palette->use_color(TIME_DISPLAY);
    sprintf(text, "%.2f", sim_time);
    glTranslatef( -vis->width/2+50, -vis->height/2+50, -0.1);
    draw_text_justified(TD_BOTTOM, 100, 100, text);
    glPopAttrib(); glPopMatrix();
    
    glPushMatrix(); glPushAttrib(GL_CURRENT_BIT); 
    palette->use_color(FPS_DISPLAY);
    sprintf(text, "%.2f", fps);
    glTranslatef( vis->width/2-50, -vis->height/2+50, -0.1); 
    draw_text_justified(TD_BOTTOM, 100, 100, text);
    glPopAttrib(); glPopMatrix();
  }
  if(evolution_lagging) {
    glPushMatrix(); glPushAttrib(GL_CURRENT_BIT); 
    palette->use_color(LAG_WARNING);
    glTranslatef( 0, -vis->height/2+50, -0.1);
    draw_text_justified(TD_BOTTOM, 100, 100, "LAG WARNING");
    glPopAttrib(); glPopMatrix();
  }
  if(selecting) {
    glPushMatrix();
    palette->use_color(DRAG_SELECTION);
    glTranslatef((drag_anchor[0]+drag_current[0]-vis->width)/2,
                 -(drag_anchor[1]+drag_current[1]-vis->height)/2, -0.05);
    draw_quad(fabs(drag_anchor[0]-drag_current[0]),
              fabs(drag_anchor[1]-drag_current[1]));
    glPopMatrix();
  }
  // rest of drawing
  vis->visualize(); 
  if(compiler) compiler->visualize();
  if(motelink!=NULL) motelink->visualize();
  
  vis->complete_frame();
#endif // WANT_GLUT
}
// Constructor
TranslateManipulator::TranslateManipulator(Translatable& translatable, std::size_t segments, float length) :
    _translateFree(translatable),
    _translateAxis(translatable),
    _arrowHeadX(3 * 2 * (segments << 3)),
    _arrowHeadY(3 * 2 * (segments << 3)),
    _arrowHeadZ(3 * 2 * (segments << 3))
{
    draw_arrowline(length, &_arrowX.front(), 0);
    draw_arrowhead(segments, length, &_arrowHeadX._vertices.front(), TripleRemapXYZ<Vertex3f>(), TripleRemapXYZ<Normal3f>());
    draw_arrowline(length, &_arrowY.front(), 1);
    draw_arrowhead(segments, length, &_arrowHeadY._vertices.front(), TripleRemapYZX<Vertex3f>(), TripleRemapYZX<Normal3f>());
    draw_arrowline(length, &_arrowZ.front(), 2);
    draw_arrowhead(segments, length, &_arrowHeadZ._vertices.front(), TripleRemapZXY<Vertex3f>(), TripleRemapZXY<Normal3f>());

    draw_quad(16, &_quadScreen.front());
}
Пример #21
0
void draw_sponsor_loading()
{
    GLuint texobj;
	
    int w = getparam_x_resolution();
    int h = getparam_y_resolution();
	
    glEnable( GL_TEXTURE_2D );
    
    /* loading */
    if ( get_texture_binding( sponsor_selected, &texobj ) ) {
        glBindTexture( GL_TEXTURE_2D, texobj );
        draw_quad(0,0, w, h );
    }
	
}
Пример #22
0
void  draw_quad(GLuint texture, float aspect)
{
	if(texture!=0)
	{
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, texture);
	}

	draw_quad(aspect);

	if(texture!=0)
	{
		glBindTexture(GL_TEXTURE_2D, 0);
		glDisable(GL_TEXTURE_2D);
	}
}
Пример #23
0
// Constructor
TranslateManipulator::TranslateManipulator (Translatable& translatable, std::size_t segments, float length) :
    m_free(translatable), m_axis(translatable), m_arrow_head_x(3 * 2 * (segments << 3)), m_arrow_head_y(3 * 2
            * (segments << 3)), m_arrow_head_z(3 * 2 * (segments << 3))
{
    draw_arrowline(length, m_arrow_x.m_line, 0);
    draw_arrowhead(segments, length, m_arrow_head_x.m_vertices.data(), TripleRemapXYZ<Vertex3f> (), TripleRemapXYZ<
                   Normal3f> ());
    draw_arrowline(length, m_arrow_y.m_line, 1);
    draw_arrowhead(segments, length, m_arrow_head_y.m_vertices.data(), TripleRemapYZX<Vertex3f> (), TripleRemapYZX<
                   Normal3f> ());
    draw_arrowline(length, m_arrow_z.m_line, 2);
    draw_arrowhead(segments, length, m_arrow_head_z.m_vertices.data(), TripleRemapZXY<Vertex3f> (), TripleRemapZXY<
                   Normal3f> ());

    draw_quad(16, m_quad_screen.m_quad);
}
Пример #24
0
/***********************************
  FUNCTION: draw_house 
  ARGS: none
  RETURN: none
  DOES: helper build function; 
        defines a hollow cube with a bottomless pyramid as rooftop
************************************/
void draw_house()
{
  draw_triangle(vertices_house,0,1,2,RED);
  draw_triangle(vertices_house,0,2,3,GREEN);
  draw_triangle(vertices_house,0,3,4,WHITE);
  draw_triangle(vertices_house,0,4,1,GREY);


  draw_quad(vertices_house,2,1,5,6, BLUE);
  draw_triangle(vertices_house,2,6,3, CYAN);
  draw_triangle(vertices_house,3,6,7, CYAN);
  draw_triangle(vertices_house,3,7,8, YELLOW);
  draw_triangle(vertices_house,8,3,4, YELLOW);
  draw_triangle(vertices_house,4,8,1, MAGENTA);
  draw_triangle(vertices_house,1,8,5, MAGENTA);

}
Пример #25
0
void draw_laser_curve(Laser *laser) {
	glEnable(GL_TEXTURE_2D);
	Texture *tex = get_tex("part/lasercurve");
	complex last;
	
	glBindTexture(GL_TEXTURE_2D, tex->gltex);
	
	glColor4fv((float *)laser->color);
	
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);
		
	float t = (global.frames - laser->birthtime)*laser->speed - laser->timespan + laser->timeshift;
	if(t < 0)
		t = 0;
	
	last = laser->prule(laser, t);
	
	for(t += 0.5; t < (global.frames - laser->birthtime)*laser->speed + laser->timeshift && t <= laser->deathtime + laser->timeshift; t += 1.5) {
		complex pos = laser->prule(laser,t);
		glPushMatrix();
		
		float t1 = t - ((global.frames - laser->birthtime)*laser->speed - laser->timespan/2 + laser->timeshift);
		
		float tail = laser->timespan/1.9;

		float s = -0.75/pow(tail,2)*(t1-tail)*(t1+tail);
			
		glTranslatef(creal(pos), cimag(pos), 0);
		glRotatef(180/M_PI*carg(last-pos), 0, 0, 1);
		
		float wq = ((float)tex->w)/tex->truew;
		float hq = ((float)tex->h)/tex->trueh;			
		
		glScalef(tex->w*wq*0.5*cabs(last-pos),s*laser->width*hq,s);			
		draw_quad();
		
		last = pos;
		
		glPopMatrix();
	}
	
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	glColor4f(1,1,1,1);
	glDisable(GL_TEXTURE_2D);
}
Пример #26
0
void draw_rec_texture(tex_unit* t, int vp[4])
{
    std::string RECTEXV = "rec_tex.vert";
    std::string RECTEXF = "rec_tex.frag";
    shader_object *rectex_shader = new shader_object;
    rectex_shader->init_from_file(RECTEXV.c_str(), RECTEXF.c_str());

    glDisable(GL_DEPTH_TEST);
    glActiveTexture(GL_TEXTURE0);    
    t->bind();

    float mag[2] = {1.0, 1.0};
    float offset[2] = {0., 0.};
    if(vp)
    {
        mag[0] = 1.0 * t->get_width() / vp[2];
        mag[1] = 1.0 * t->get_height() / vp[3];
        offset[0] = vp[0];
        offset[1] = vp[1];
        toOrtho(vp);
    }
    else
    {
        int v[4];
        v[0] = 0;
        v[1] = 0;
        v[2] = t->get_width();
        v[3] = t->get_height();
        offset[0] = v[0];
        offset[1] = v[1];   
        toOrtho(v);
    }
    rectex_shader->use();
    glUniform2f(rectex_shader->getUniformLocation("vpxy"), offset[0], offset[1]);
    glUniform2f(rectex_shader->getUniformLocation("p"), mag[0], mag[1]);
    draw_quad();
    glUseProgram(0);
        
    t->unbind();
    pop_all_matrix();
    glEnable(GL_DEPTH_TEST);
    delete rectex_shader;
}
Пример #27
0
void GLWidget::draw_grid(double x,double y,double dx,double dy,int w,int h,double(*z)(const vec&),vec(*col)(const vec&)){
	for (int i=0; i<w - 1; i++){
		for (int j=0; j<h - 1; j++){
			vec color(col(vec(i,j,0)));
			glColor3f(color.x, color.y, color.z);
			int I = i+1; 
			int J = j+1;
			float pi = x+i*dx;
			float pj = y+j*dy;
			float pI = x+I*dx;
			float pJ = y+J*dy;
			draw_quad(
				vec(pi,pj,z(vec(i,j))),
				vec(pI,pj,z(vec(I,j))),
				vec(pI,pJ,z(vec(I,J))),
				vec(pi,pJ,z(vec(i,J))));
		};
	};
}
Пример #28
0
/* draw the shapes calculated by translate_shapes() */
void draw()
{
   int c;
   QUAD *face = current_faces;
   VTX *v1, *v2, *v3, *v4;

   clear(buffer);

   for (c=0; c < NUM_FACES; c++) {
      /* find the vertices used by the face */
      v1 = face->vtxlist + face->v1;
      v2 = face->vtxlist + face->v2;
      v3 = face->vtxlist + face->v3;
      v4 = face->vtxlist + face->v4;

      draw_quad(buffer, v1, v2, v3, v4, DRAW_TYPE);
      face++;
   }

   blit(buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H);
}
Пример #29
0
void osd_xenon_update_video(render_primitive_list &primlist) {
    primlist.acquire_lock();
    
    pre_render();
    
    int minwidth, minheight;

    // get the minimum width/height for the current layout
    xenos_target->compute_minimum_size(minwidth, minheight);

    // make that the size of our target
    xenos_target->set_bounds(minwidth, minheight);

    n = 0;
    // begin ...
    render_primitive *prim;
    for (prim = primlist.first(); prim != NULL; prim = prim->next()) {
        switch (prim->type) {
            case render_primitive::LINE:
                draw_line(prim);
                break;

            case render_primitive::QUAD:
                draw_quad(prim);
                break;

            default:
                throw emu_fatalerror("Unexpected render_primitive type");
        }
        
        n++;
    }

    printf("Number of primitives :%d\r\n", n);

    render();
    
    primlist.release_lock();
}
Пример #30
0
void Fluids::advect(float dt, int b, GLuint& d, GLuint d0, GLuint u, GLuint v)
{
	setFrameBuffer(frambuffer_);

	do_advect_->setFloat("dt", dt);
	do_advect_->apply();
	
	setRenderTexture(d);
	glDrawBuffer(GL_COLOR_ATTACHMENT0);
	checkFramebufferStatus();

	//assert(do_advect_->samplers_.count("density") && do_advect_->samplers_.count("velocity"));

	glEnable(GL_TEXTURE_2D);

	set_texture_for_sampler(do_advect_, "d0", 0, d0);
	set_texture_for_sampler(do_advect_, "u", 1, u);
	set_texture_for_sampler(do_advect_, "v", 2, v);
	
	draw_quad(1);

	set_boundaries(b, p_prev_, d);

	glActiveTexture(GL_TEXTURE0 + 2);
	glBindTexture(GL_TEXTURE_2D, 0);

	glActiveTexture(GL_TEXTURE0 + 1);
	glBindTexture(GL_TEXTURE_2D, 0);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, 0);
	
	glDisable(GL_TEXTURE_2D);

	glUseProgram(0);
	setRenderTexture(0,0);
}