示例#1
0
//----------------------------------------------------------------------------------------------------------------------
// WM PAINT
//----------------------------------------------------------------------------------------------------------------------
void cDlgView :: wm_paint ()
{
	PAINTSTRUCT ps;
	BeginPaint ( hwnd, &ps );
	draw_strip ( ps.hdc, L"WoWs" );
	EndPaint ( hwnd, &ps );
}
示例#2
0
static void dl_draw_strip_render(const struct dl_draw_strip_command * c,
									  const dl_context_t * context)
{
  draw_vertex_t v[256];
  int i;

  for (i=0; i<c->n; i++) {
	MtxVectMult(&v[i].x, &c->v[i].x, context->trans);
	v[i].u = c->v[i].u;
	v[i].v = c->v[i].v;
	v[i].a = context->color.a * c->v[i].a;
	v[i].r = context->color.r * c->v[i].r;
	v[i].g = context->color.g * c->v[i].g;
	v[i].b = context->color.b * c->v[i].b;
  }
  draw_strip(v, c->n, c->flags);
}
示例#3
0
ENTRYPOINT void
draw_matrix (ModeInfo *mi)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  int i;

  if (!mp->glx_context)
    return;

  glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(mp->glx_context));

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix ();

  if (do_rotate)
    {
      glRotatef (mp->view_x, 1, 0, 0);
      glRotatef (mp->view_y, 0, 1, 0);
    }

#ifdef DEBUG
# if 0
  glScalef(0.5, 0.5, 0.5);
# endif
# if 0
  glRotatef(-30, 0, 1, 0);
# endif
  draw_grid (mi);
#endif

  mi->polygon_count = 0;

  /* Render (and tick) each strip, starting at the back
     (draw the ones farthest from the camera first, to make
     the alpha transparency work out right.)
   */
  {
    strip **sorted = malloc (mp->nstrips * sizeof(*sorted));
    for (i = 0; i < mp->nstrips; i++)
      sorted[i] = &mp->strips[i];
    qsort (sorted, i, sizeof(*sorted), cmp_strips);

    for (i = 0; i < mp->nstrips; i++)
      {
        strip *s = sorted[i];
        tick_strip (mi, s);
        draw_strip (mi, s);
      }
    free (sorted);
  }

  auto_track (mi);

#if 0
  glBegin(GL_QUADS);
  glColor3f(1,1,1);
  glTexCoord2f (0,0);  glVertex3f(-15,-15,0);
  glTexCoord2f (0,1);  glVertex3f(-15,15,0);
  glTexCoord2f (1,1);  glVertex3f(15,15,0);
  glTexCoord2f (1,0);  glVertex3f(15,-15,0);
  glEnd();
#endif

  glPopMatrix ();

  if (mi->fps_p) do_fps (mi);
  glFinish();

  glXSwapBuffers(MI_DISPLAY(mi), MI_WINDOW(mi));
}
示例#4
0
ENTRYPOINT void
draw_matrix (ModeInfo *mi)
{
  matrix_configuration *mp = &mps[MI_SCREEN(mi)];
  Display *dpy = MI_DISPLAY(mi);
  Window window = MI_WINDOW(mi);
  int i;

  if (!mp->glx_context)
    return;

  glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(mp->glx_context));

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix ();
  glRotatef(current_device_rotation(), 0, 0, 1);

  if (do_texture)
    {
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_BLEND);

      /* Jeff Epler points out:
         By using GL_ONE instead of GL_SRC_ONE_MINUS_ALPHA, glyphs are
         added to each other, so that a bright glyph with a darker one
         in front is a little brighter than the bright glyph alone.
       */
      glBlendFunc (GL_SRC_ALPHA, GL_ONE);
    }

  if (do_rotate)
    {
      glRotatef (mp->view_x, 1, 0, 0);
      glRotatef (mp->view_y, 0, 1, 0);
    }

#ifdef DEBUG
# if 0
  glScalef(0.5, 0.5, 0.5);
# endif
# if 0
  glRotatef(-30, 0, 1, 0); 
# endif
  draw_grid (mi);
#endif

  mi->polygon_count = 0;

  /* Render (and tick) each strip, starting at the back
     (draw the ones farthest from the camera first, to make
     the alpha transparency work out right.)
   */
  {
    strip **sorted = malloc (mp->nstrips * sizeof(*sorted));
    for (i = 0; i < mp->nstrips; i++)
      sorted[i] = &mp->strips[i];
    qsort (sorted, i, sizeof(*sorted), cmp_strips);

    for (i = 0; i < mp->nstrips; i++)
      {
        strip *s = sorted[i];
        tick_strip (mi, s);
        draw_strip (mi, s);
      }
    free (sorted);
  }

  auto_track (mi);

#if 0
  glBegin(GL_QUADS);
  glColor3f(1,1,1);
  glTexCoord2f (0,0);  glVertex3f(-15,-15,0);
  glTexCoord2f (0,1);  glVertex3f(-15,15,0);
  glTexCoord2f (1,1);  glVertex3f(15,15,0);
  glTexCoord2f (1,0);  glVertex3f(15,-15,0);
  glEnd();
#endif

  glPopMatrix ();

  if (mi->fps_p) do_fps (mi);
  glFinish();

  glXSwapBuffers(dpy, window);
}