int main(void) { int done=0; srand(time(NULL)); initXWindows(); init_opengl(); //declare game object Game game; //start animation while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_mouse(&e, &game); done = check_keys(&e, &game); } movement(&game); render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); cleanup_fonts(); return 0; }
int main(void) { logOpen(); initXWindows(); init_opengl(); Game game; init(&game); srand(time(NULL)); clock_gettime(CLOCK_REALTIME, &timePause); clock_gettime(CLOCK_REALTIME, &timeStart); int done=0; while (!done) { while (XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_resize(&e); check_mouse(&e); done = check_keys(&e); } clock_gettime(CLOCK_REALTIME, &timeCurrent); timeSpan = timeDiff(&timeStart, &timeCurrent); timeCopy(&timeStart, &timeCurrent); physicsCountdown += timeSpan; while (physicsCountdown >= physicsRate) { physics(&game); physicsCountdown -= physicsRate; } render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); cleanup_fonts(); logClose(); return 0; }
int main(void) { int done = 0; srand(time(NULL)); initXWindows(); init_opengl(); //declare game object Game game; game.n = 0; //declare a box shape //game.box.width = 100; //game.box.height = 10; //game.box.center.x = 120 + 5*65; //game.box.center.y = 500 - 5*60; //start animation while (!done) { while (XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_mouse(&e, &game); done = check_keys(&e); } movement(&game); render(&game); bubbles(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); return 0; }
int main(int argc, char **argv) { glutInit(&argc, argv); if (--argc != 1) { printf("Usage: %s file.scn\n", argv[0]); exit(-1); } glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(framebuffer_width, framebuffer_height); glutInitWindowPosition(20, 100); glutCreateWindow("Ray tracing"); glutDisplayFunc(&draw_scene); glutIdleFunc(&draw_scene); glutReshapeFunc(&resize); //glutSpecialFunc(&specialKeyPressed); glutKeyboardFunc(&key_pressed); glutMouseFunc(&mouse_func); glutMotionFunc(&motion_func); read_scene(argv[1]); init_opengl(); init_noise(); glutMainLoop(); return 1; }
bool has_glx_video_sync_support(const QString &glx_ext) { init_opengl(); if (!glx_ext.contains("GLX_SGI_video_sync")) return false; return gMythGLXGetVideoSyncSGI && gMythGLXWaitVideoSyncSGI; }
int main(int argc, char **argv) { init_sdl(); init_opengl(); while (1) { render_frame(); handle_input(); } return 0; }
int main(void) { int done=0; srand(time(NULL)); initXWindows(); init_opengl(); //declare game object Game game; game.n=0; clock_gettime(CLOCK_REALTIME, &timePause); clock_gettime(CLOCK_REALTIME, &timeStart); //declare a box shape for(int i = 0; i<5; i++) { game.box[i].width = 100; game.box[i].height = 15; game.box[i].center.x = 120 + (60*i); game.box[i].center.y = 500 - (100*i); } game.circle.radius = .5; game.circle.center.x = 60 + 9*65; game.circle.center.y = 450- 8*60; //start animation while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_mouse(&e, &game); done = check_keys(&e, &game); } clock_gettime(CLOCK_REALTIME, &timeCurrent); timeSpan = timeDiff(&timeStart, &timeCurrent); timeCopy(&timeStart, &timeCurrent); physicsCountdown += timeSpan; while(physicsCountdown >= physicsRate) { physics(&game); physicsCountdown -= physicsRate; } movement(&game); render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); return 0; }
/********************************************************************** * dibdrv_wine_get_wgl_driver */ struct opengl_funcs *dibdrv_wine_get_wgl_driver( PHYSDEV dev, UINT version ) { if (version != WINE_WGL_DRIVER_VERSION) { ERR( "version mismatch, opengl32 wants %u but dibdrv has %u\n", version, WINE_WGL_DRIVER_VERSION ); return NULL; } if (!init_opengl()) return (void *)-1; return &opengl_funcs; }
int main(void) { logOpen(); initXWindows(); init_opengl(); init(); init_sounds(); clock_gettime(CLOCK_REALTIME, &timePause); clock_gettime(CLOCK_REALTIME, &timeStart); while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_resize(&e); check_mouse(&e); check_keys(&e); } // //Below is a process to apply physics at a consistent rate. //1. Get the time right now. clock_gettime(CLOCK_REALTIME, &timeCurrent); //2. How long since we were here last? timeSpan = timeDiff(&timeStart, &timeCurrent); //3. Save the current time as our new starting time. timeCopy(&timeStart, &timeCurrent); //4. Add time-span to our countdown amount. physicsCountdown += timeSpan; //5. Has countdown gone beyond our physics rate? // if yes, // In a loop... // Apply physics // Reducing countdown by physics-rate. // Break when countdown < physics-rate. // if no, // Apply no physics this frame. while(physicsCountdown >= physicsRate) { //6. Apply physics physics(); //7. Reduce the countdown by our physics-rate physicsCountdown -= physicsRate; } //Always render every frame. render(); glXSwapBuffers(dpy, win); } cleanupXWindows(); cleanup_fonts(); #ifdef USE_SOUND fmod_cleanup(); #endif //USE_SOUND logClose(); return 0; }
int main(void) { int done=0; srand(time(NULL)); initXWindows(); init_opengl(); //declare game object Game game; game.n=0; game.bubble = 0; //declare a box shape game.box[0].width = 100; game.box[0].height = 15; game.box[0].center.x = 150; game.box[0].center.y = 500; game.box[1].width = 100; game.box[1].height = 15; game.box[1].center.x = 250; game.box[1].center.y = 425; game.box[2].width = 100; game.box[2].height = 15; game.box[2].center.x = 350; game.box[2].center.y = 350; game.box[3].width = 100; game.box[3].height = 15; game.box[3].center.x = 450; game.box[3].center.y = 275; game.box[4].width = 100; game.box[4].height = 15; game.box[4].center.x = 550; game.box[4].center.y = 200; game.circle.center.x = 700; game.circle.center.y = 50; game.circle.radius = 125; //start animation while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_mouse(&e, &game); done = check_keys(&e, &game); } movement(&game); render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); return 0; }
renderer_opengl() { // Init member variables so realloc'll work screen = NULL; vertexes = NULL; fg = NULL; bg = NULL; tex = NULL; zoom_steps = forced_steps = 0; // Disable key repeat SDL_EnableKeyRepeat(0, 0); // Set window title/icon. SDL_WM_SetCaption(GAME_TITLE_STRING, NULL); SDL_Surface *icon = IMG_Load("data/art/icon.png"); if (icon != NULL) { SDL_WM_SetIcon(icon, NULL); // The icon's surface doesn't get used past this point. SDL_FreeSurface(icon); } // Find the current desktop resolution if fullscreen resolution is auto if (init.display.desired_fullscreen_width == 0 || init.display.desired_fullscreen_height == 0) { const struct SDL_VideoInfo *info = SDL_GetVideoInfo(); init.display.desired_fullscreen_width = info->current_w; init.display.desired_fullscreen_height = info->current_h; } // Initialize our window bool worked = init_video(enabler.is_fullscreen() ? init.display.desired_fullscreen_width : init.display.desired_windowed_width, enabler.is_fullscreen() ? init.display.desired_fullscreen_height : init.display.desired_windowed_height); // Fallback to windowed mode if fullscreen fails if (!worked && enabler.is_fullscreen()) { enabler.fullscreen = false; report_error("SDL initialization failure, trying windowed mode", SDL_GetError()); worked = init_video(init.display.desired_windowed_width, init.display.desired_windowed_height); } // Quit if windowed fails if (!worked) { report_error("SDL initialization failure", SDL_GetError()); exit(EXIT_FAILURE); } // Initialize opengl init_opengl(); }
bool has_gl_fbuffer_object_support(const QString &ext) { init_opengl(); if (!ext.contains("GL_EXT_framebuffer_object")) return false; return (gMythGLGenFramebuffersEXT && gMythGLBindFramebufferEXT && gMythGLFramebufferTexture2DEXT && gMythGLDeleteFramebuffersEXT && gMythGLCheckFramebufferStatusEXT); }
int get_gl_texture_rect_type(const QString &ext) { init_opengl(); if (ext.contains("GL_NV_texture_rectangle")) return GL_TEXTURE_RECTANGLE_NV; else if (ext.contains("GL_ARB_texture_rectangle")) return GL_TEXTURE_RECTANGLE_ARB; else if (ext.contains("GL_EXT_texture_rectangle")) return GL_TEXTURE_RECTANGLE_EXT; return 0; }
int main(void) { int done=0; srand(time(NULL)); initXWindows(); init_opengl(); //declare game object Game game; game.n=0; //declare a box shape game.box[0].width = 100; game.box[0].height = 10; game.box[0].center.x = 270 + 5*65; game.box[0].center.y = 500 - 5*60; game.box[1].width = 100; game.box[1].height = 10; game.box[1].center.x = 270 + 5*65 - 75; game.box[1].center.y = 500 - 5*60 + 45; game.box[2].width = 100; game.box[2].height = 10; game.box[2].center.x = 270 + 5*65 - 150; game.box[2].center.y = 500 - 5*60 + 90; game.box[3].width = 100; game.box[3].height = 10; game.box[3].center.x = 270 + 5*65 - 225; game.box[3].center.y = 500 - 5*60 + 135; game.box[4].width = 100; game.box[4].height = 10; game.box[4].center.x = 270 + 5*65 - 300; game.box[4].center.y = 500 - 5*60 + 180; game.circle.center.x = 760; game.circle.center.y = -25; game.circle.radius = 100; //start animation while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_mouse(&e, &game); done = check_keys(&e, &game); } movement(&game); render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); cleanup_fonts(); return 0; }
bool has_gl_fragment_program_support(const QString &ext) { init_opengl(); if (!ext.contains("GL_ARB_fragment_program")) return false; return (gMythGLGenProgramsARB && gMythGLBindProgramARB && gMythGLProgramStringARB && gMythGLDeleteProgramsARB && gMythGLGetProgramivARB && gMythGLProgramEnvParameter4fARB); }
// realize_main: Called when map_area is realized // ------------------------------------------- >> static void realize_main(GtkWidget *widget, gpointer data) { //GdkGLContext *glcontext = gtk_widget_get_gl_context(widget); GdkGLDrawable *gldrawable = gtk_widget_get_gl_drawable(widget); if (!gdk_gl_drawable_gl_begin(gldrawable, glcontext)) return; vid_width = widget->allocation.width; vid_height = widget->allocation.height; init_opengl(); update_map(); update_grid(); gdk_gl_drawable_gl_end (gldrawable); }
void check_keys(XEvent *e) { //Was there input from the keyboard? if (e->type == KeyPress) { int key = XLookupKeysym(&e->xkey, 0); switch(key) { case XK_1: lesson_num = 1; init_opengl(); break; case XK_3: lesson_num = 3; init_opengl(); break; case XK_4: lesson_num = 4; init_opengl(); break; case XK_5: lesson_num = 5; init_opengl(); break; case XK_6: lesson_num = 6; init_opengl(); break; case XK_7: lesson_num = 7; init_opengl(); break; case XK_8: lesson_num = 8; init_opengl(); break; case XK_9: lesson_num = 9; init_opengl(); break; case XK_Escape: done=1; break; } } }
int main(int argc, char* argv[]) { std::cout << "Raytracer Starting ..." << std::endl; // Setup OpenGL and CUDA std::cout << "Setting up CUDA" << std::endl; setup_cuda(argc, argv); std::cout << "Initializing OpenGL" << std::endl; init_opengl(argc, argv); std::cout << "Initializing Scene and Camera" << std::endl; if (argc == 2) { initialize_tracer(argv[1]); } else { initialize_tracer((char*)"meshes/two_triangles.obj"); } std::cout << "Beginning Raytracer Execution Loop" << std::endl; glutMainLoop(); }
render_context_type *render_init(void *machine_context, void *process_context) { render_context_type *rc; rc=malloc(sizeof(render_context_type)); rc->machine_context=machine_context; rc->process_context=process_context; rc->no_signal_flag=0; rc->no_device_flag=0; if (SDL_Init (SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0) { printf ("Unable to init SDL: %s\n", SDL_GetError ()); exit (1); } machine_get_area(rc->machine_context,&rc->tx0,&rc->ty0,&rc->tx1,&rc->ty1); init_opengl(rc); return rc; }
void canvashdl::swap_buffers() { if (!initialized) init_opengl(); if (last_reshape_time > 0.0 && get_time() - last_reshape_time > 0.125) resize(reshape_width, reshape_height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(screen_shader); check_error(__FILE__, __LINE__); glActiveTexture(GL_TEXTURE0); check_error(__FILE__, __LINE__); glBindTexture(GL_TEXTURE_2D, screen_texture); check_error(__FILE__, __LINE__); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, color_buffer); check_error(__FILE__, __LINE__); glUniform1i(glGetUniformLocation(screen_shader, "tex"), 0); check_error(__FILE__, __LINE__); glBindBuffer(GL_ARRAY_BUFFER, screen_geometry); check_error(__FILE__, __LINE__); glEnableClientState(GL_TEXTURE_COORD_ARRAY); check_error(__FILE__, __LINE__); glEnableClientState(GL_VERTEX_ARRAY); check_error(__FILE__, __LINE__); glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (float*)(sizeof(GLfloat)*2)); check_error(__FILE__, __LINE__); glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, NULL); check_error(__FILE__, __LINE__); glDrawArrays(GL_TRIANGLES, 0, 6); check_error(__FILE__, __LINE__); glDisableClientState(GL_VERTEX_ARRAY); check_error(__FILE__, __LINE__); glDisableClientState(GL_TEXTURE_COORD_ARRAY); check_error(__FILE__, __LINE__); glutSwapBuffers(); check_error(__FILE__, __LINE__); }
int main(int argc, const char * argv[]) { glutInitDisplayString("rgba>=8 depth double"); glutInitWindowSize(768, 768); glutInit( &argc, (char **) argv); glutCreateWindow( "gbsd" ); init_opengl(); gbsdSize = std::min( gbsdSize, int(1<<24)-gbsdOffset ); glutDisplayFunc( display ); glutReshapeFunc( reshape ); glutKeyboardFunc( keyboard ); glutMainLoop(); return 0; }
// configure_event: Called when the map area is resized or initialised // ---------------------------------------------------------------- >> gboolean configure_event(GtkWidget *widget, GdkEventConfigure *event) { GdkGLDrawable *gldrawable = gtk_widget_get_gl_drawable(widget); if (!gdk_gl_drawable_gl_begin(gldrawable, glcontext)) return FALSE; glViewport(0, 0, widget->allocation.width, widget->allocation.height); vid_width = widget->allocation.width; vid_height = widget->allocation.height; init_opengl(); force_map_redraw(true, true); gdk_gl_drawable_gl_end (gldrawable); return true; }
int main(void) { int done=0; srand(time(NULL)); initXWindows(); init_opengl(); //declare game object Game game; game.n=0; //set bubbler to false game.bubbler = false; // circle coordinates game.circle.radius = RADIUS; game.circle.center.x = 460.0; game.circle.center.y = 1.0; //declare boxes for(int x = 0; x < 5; ++x) { game.box[x].width = BOX_WIDTH; game.box[x].height = BOX_HEIGHT; game.box[x].center.x = 100 + 50*x; game.box[x].center.y = 600 - 5*60 - 50*x; } //start animation while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_mouse(&e, &game); done = check_keys(&e, &game); } movement(&game); render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); return 0; }
int main(void) { int done=0; srand(time(NULL)); initXWindows(); init_opengl(); init_sounds(); clock_gettime(CLOCK_REALTIME, &timePause); clock_gettime(CLOCK_REALTIME, &timeStart); //declare game object Game game; fmod_playsound(1); //start animation while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_resize(&e); check_mouse(&e, &game); done = check_keys(&e, &game); } clock_gettime(CLOCK_REALTIME, &timeCurrent); timeSpan = timeDiff(&timeStart, &timeCurrent); timeCopy(&timeStart, &timeCurrent); movementCountdown += timeSpan; while(movementCountdown >= movementRate) { movement(&game); movementCountdown -= movementRate; } render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); cleanup_fonts(); #ifdef USE_SOUND fmod_cleanup(); #endif //USE_SOUND return 0; }
int main(void) { int done=0; srand(time(NULL)); initXWindows(); init_opengl(); //declare game object Game game; game.n=0; // used to check if jumped, already in the air game.space = false; // deny jumping til collision on floor //declare a box shape game.box.width = BOX_WIDTH; game.box.height = BOX_HEIGHT; game.box.center.x = 20;//120 + 5*65; game.box.center.y = 10;//500 - 5*60; game.box.velocity.y = 0; game.box.velocity.x = 0; //start animation while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_mouse(&e, &game); check_resize(&e); done = check_keys(&e, &game); } movement(&game); render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); return 0; }
void connection() { extern t_client t; struct sockaddr_in sin; t.s = socket(PF_INET, SOCK_STREAM, 0); sin.sin_family = AF_INET; sin.sin_port = htons(t.port); sin.sin_addr.s_addr = inet_addr(t.adresse); connect(t.s, (struct sockaddr *)&sin, sizeof (sin)); t.buf = malloc(4096 * sizeof(*t.buf)); t.size = recv(t.s, t.buf, 256, 0); t.buf[t.size] = '\0'; t.x_position = 0; t.y_position = 0; t.z_position = 0; if (my_strcmp(t.buf, "BIENVENUE\n") == 0) { t.equipe = my_strcat(t.equipe, "\n"); send(t.s, t.equipe, my_strlen(t.equipe), 0); t.size = recv(t.s, t.buf, 256, 0); t.buf[t.size] = '\0'; if (my_getnbr(t.buf) >= 1) { get_sizemap(); init_opengl(); get_map(); t.cam_flag = 0; t.continuer = 1; while (t.continuer) { camera(); draw_map(); /*get_map();*/ } SDL_EnableKeyRepeat(0, 0); SDL_Quit(); } } close(t.s); }
int main(void) { logOpen(); initXWindows(); init_opengl(); init(); //buttonsInit();------------------------------------------------------------------ init_sounds(); clock_gettime(CLOCK_REALTIME, &timePause); clock_gettime(CLOCK_REALTIME, &timeStart); while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_resize(&e); check_mouse(&e); GOcheck_mouse(&e); check_keys(&e); } clock_gettime(CLOCK_REALTIME, &timeCurrent); timeSpan = timeDiff(&timeStart, &timeCurrent); timeCopy(&timeStart, &timeCurrent); physicsCountdown += timeSpan; while(physicsCountdown >= physicsRate) { physics(); physicsCountdown -= physicsRate; } render(); glXSwapBuffers(dpy, win); } cleanupXWindows(); cleanup_fonts(); #ifdef USE_SOUND fmod_cleanup(); #endif //USE_SOUND logClose(); return 0; }
int main(void) { int done=0; srand(time(NULL)); initXWindows(); init_opengl(); //declare game object Game game; game.n=0; //declare a box shape for (int i = 0; i < 5; i++) { game.box[i].width = 70 + i*5; game.box[i].height = 10; game.box[i].center.x = 120 + (i*80); game.box[i].center.y = 500 - (i*70); } game.circle.center.x = 700; game.circle.center.y = 0; game.circle.radius = 200; //start animation while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); //check_mouse(&e, &game); done = check_keys(&e, &game); } makeParticle(&game,35,550); movement(&game); render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); return 0; }
int main(void) { int done=0; srand(time(NULL)); initXWindows(); Game game; DefineRagdoll(&game); init_opengl(&game); create_sounds(); play(); //declare game object init_keys(); clock_gettime(CLOCK_REALTIME, &timePause); clock_gettime(CLOCK_REALTIME, &timeStart); //start animation while(!done) { while(XPending(dpy)) { XEvent e; XNextEvent(dpy, &e); check_mouse(&e, &game); check_resize(&game, &e); done = check_keys(&e); } clock_gettime(CLOCK_REALTIME, &timeCurrent); timeSpan = timeDiff(&timeStart, &timeCurrent); timeCopy(&timeStart, &timeCurrent); physicsCountdown += timeSpan; while(physicsCountdown >= physicsRate) { movement(&game); physicsCountdown -= physicsRate; } render(&game); glXSwapBuffers(dpy, win); } cleanupXWindows(); cleanup_fonts(); return 0; }
// Parameters: window size void resize(int w, int h) { // (Re)calculate grid-size dispx = enabler.is_fullscreen() ? init.font.large_font_dispx : init.font.small_font_dispx; dispy = enabler.is_fullscreen() ? init.font.large_font_dispy : init.font.small_font_dispy; natural_w = MAX(w / dispx,1); natural_h = MAX(h / dispy,1); // Compute forced_steps so we satisfy our grid-size limits compute_forced_zoom(); // Force a full display cycle gps.force_full_display_count = 1; enabler.flag |= ENABLERFLAG_RENDER; // Reinitialize the video uninit_opengl(); init_video(w, h); init_opengl(); // Only reshape if we're free to pick grid size if (enabler.overridden_grid_sizes.size() == 0) reshape(compute_zoom()); }