void player_draw(){
	//need to add other equipment
	entity_draw(player,player->position.x,player->position.y);

	player_draw_equip();
	hud_draw(graphics_get_player_cam(),player->health, player->maxhealth, player->stamina, player->stamina);
}
示例#2
0
文件: view.c 项目: prophile/dim3
void view_loop_draw(int tick)
{
	if (tick<view.time.draw_tick) return;
	view.time.draw_tick=tick+view.time.draw_time;
	
		// texture setup
	
	map_setup_animated_textures(&map,tick);
	map_mesh_poly_run_shifts(&map,tick);

		// start frame
		
	if (!fog_solid_on()) {
		gl_frame_start(NULL);
	}
	else {
		gl_frame_start(&map.fog.col);		// is obscuring fog on, then background = fog color
	}

		// draw frame
		
	view_draw(tick);
	hud_draw(tick);
	radar_draw(tick);
	network_draw(tick);
	
	gl_frame_end();

	view.fps.count++;
}
示例#3
0
/**
 * Swap front and back color buffers and have winsys display front buffer.
 * If there's no front color buffer no swap actually occurs.
 */
PUBLIC
void XMesaSwapBuffers( XMesaBuffer b )
{
   XMesaContext xmctx = XMesaGetCurrentContext();

   /* Need to draw HUD before flushing */
   if (xmctx && xmctx->hud) {
      struct pipe_resource *back =
         xmesa_get_framebuffer_resource(b->stfb, ST_ATTACHMENT_BACK_LEFT);
      hud_draw(xmctx->hud, back);
   }

   if (xmctx && xmctx->xm_buffer == b) {
      xmctx->st->flush( xmctx->st, ST_FLUSH_FRONT, NULL);
   }

   xmesa_swap_st_framebuffer(b->stfb);
}
示例#4
0
BOOL APIENTRY
DrvSwapBuffers(HDC hdc)
{
   struct stw_context *ctx;
   struct stw_framebuffer *fb;

   if (!stw_dev)
      return FALSE;

   fb = stw_framebuffer_from_hdc( hdc );
   if (fb == NULL)
      return FALSE;

   if (!(fb->pfi->pfd.dwFlags & PFD_DOUBLEBUFFER)) {
      stw_framebuffer_unlock(fb);
      return TRUE;
   }

   ctx = stw_current_context();
   if (ctx) {
      if (ctx->hud) {
         /* Display the HUD */
         struct pipe_resource *back =
            stw_get_framebuffer_resource(fb->stfb, ST_ATTACHMENT_BACK_LEFT);
         if (back) {
            hud_draw(ctx->hud, back);
         }
      }

      if (ctx->current_framebuffer == fb) {
         /* flush current context */
         ctx->st->flush(ctx->st, ST_FLUSH_END_OF_FRAME, NULL);
      }
   }

   if (stw_dev->swap_interval != 0) {
      wait_swap_interval(fb);
   }

   return stw_st_swap_framebuffer_locked(hdc, fb->stfb);
}
示例#5
0
文件: game.c 项目: xymostech/FPSGame
void draw() {
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	world_draw(my_world);
	hud_draw(my_hud);
}
示例#6
0
/**
 * DRI2 flush extension, the flush_with_flags function.
 *
 * \param context           the context
 * \param drawable          the drawable to flush
 * \param flags             a combination of _DRI2_FLUSH_xxx flags
 * \param throttle_reason   the reason for throttling, 0 = no throttling
 */
void
dri_flush(__DRIcontext *cPriv,
          __DRIdrawable *dPriv,
          unsigned flags,
          enum __DRI2throttleReason reason)
{
   struct dri_context *ctx = dri_context(cPriv);
   struct dri_drawable *drawable = dri_drawable(dPriv);
   unsigned flush_flags;
   boolean swap_msaa_buffers = FALSE;

   if (!ctx) {
      assert(0);
      return;
   }

   if (drawable) {
      /* prevent recursion */
      if (drawable->flushing)
         return;

      drawable->flushing = TRUE;
   }
   else {
      flags &= ~__DRI2_FLUSH_DRAWABLE;
   }

   /* Flush the drawable. */
   if ((flags & __DRI2_FLUSH_DRAWABLE) &&
       drawable->textures[ST_ATTACHMENT_BACK_LEFT]) {
      struct pipe_context *pipe = ctx->st->pipe;

      if (drawable->stvis.samples > 1 &&
          reason == __DRI2_THROTTLE_SWAPBUFFER) {
         /* Resolve the MSAA back buffer. */
         dri_pipe_blit(ctx->st->pipe,
                       drawable->textures[ST_ATTACHMENT_BACK_LEFT],
                       drawable->msaa_textures[ST_ATTACHMENT_BACK_LEFT]);

         if (drawable->msaa_textures[ST_ATTACHMENT_FRONT_LEFT] &&
             drawable->msaa_textures[ST_ATTACHMENT_BACK_LEFT]) {
            swap_msaa_buffers = TRUE;
         }

         /* FRONT_LEFT is resolved in drawable->flush_frontbuffer. */
      }

      dri_postprocessing(ctx, drawable, ST_ATTACHMENT_BACK_LEFT);

      if (ctx->hud) {
         hud_draw(ctx->hud, drawable->textures[ST_ATTACHMENT_BACK_LEFT]);
      }

      pipe->flush_resource(pipe, drawable->textures[ST_ATTACHMENT_BACK_LEFT]);
   }

   flush_flags = 0;
   if (flags & __DRI2_FLUSH_CONTEXT)
      flush_flags |= ST_FLUSH_FRONT;
   if (reason == __DRI2_THROTTLE_SWAPBUFFER)
      flush_flags |= ST_FLUSH_END_OF_FRAME;

   /* Flush the context and throttle if needed. */
   if (dri_screen(ctx->sPriv)->throttling_enabled &&
       drawable &&
       (reason == __DRI2_THROTTLE_SWAPBUFFER ||
        reason == __DRI2_THROTTLE_FLUSHFRONT)) {
      /* Throttle.
       *
       * This pulls a fence off the throttling queue and waits for it if the
       * number of fences on the throttling queue has reached the desired
       * number.
       *
       * Then flushes to insert a fence at the current rendering position, and
       * pushes that fence on the queue. This requires that the st_context_iface
       * flush method returns a fence even if there are no commands to flush.
       */
      struct pipe_screen *screen = drawable->screen->base.screen;
      struct pipe_fence_handle *fence;

      fence = swap_fences_pop_front(drawable);
      if (fence) {
         (void) screen->fence_finish(screen, fence, PIPE_TIMEOUT_INFINITE);
         screen->fence_reference(screen, &fence, NULL);
      }

      ctx->st->flush(ctx->st, flush_flags, &fence);

      if (fence) {
         swap_fences_push_back(drawable, fence);
         screen->fence_reference(screen, &fence, NULL);
      }
   }
   else if (flags & (__DRI2_FLUSH_DRAWABLE | __DRI2_FLUSH_CONTEXT)) {
      ctx->st->flush(ctx->st, flush_flags, NULL);
   }

   if (drawable) {
      drawable->flushing = FALSE;
   }

   /* Swap the MSAA front and back buffers, so that reading
    * from the front buffer after SwapBuffers returns what was
    * in the back buffer.
    */
   if (swap_msaa_buffers) {
      struct pipe_resource *tmp =
         drawable->msaa_textures[ST_ATTACHMENT_FRONT_LEFT];

      drawable->msaa_textures[ST_ATTACHMENT_FRONT_LEFT] =
         drawable->msaa_textures[ST_ATTACHMENT_BACK_LEFT];
      drawable->msaa_textures[ST_ATTACHMENT_BACK_LEFT] = tmp;

      /* Now that we have swapped the buffers, this tells the state
       * tracker to revalidate the framebuffer.
       */
      p_atomic_inc(&drawable->base.stamp);
   }
}
示例#7
0
static INLINE HRESULT
present( struct NineSwapChain9 *This,
         const RECT *pSourceRect,
         const RECT *pDestRect,
         HWND hDestWindowOverride,
         const RGNDATA *pDirtyRegion,
         DWORD dwFlags )
{
    struct NineDevice9 *device = This->base.device;
    struct pipe_resource *resource;
    HRESULT hr;
    RGNDATA *rgndata;
    RECT rect;
    struct pipe_blit_info blit;

    /* get a real backbuffer handle from the windowing system */
    hr = This->actx->resource_from_present(This->actx, This->screen,
                                           This->present, hDestWindowOverride,
                                           pDestRect, &rect, &rgndata,
                                           &resource);
    if (FAILED(hr)) {
        return hr;
    } else if (hr == D3DOK_WINDOW_OCCLUDED) {
        /* if we present, nothing will show, so don't present */
        return D3D_OK;
    }

    DBG(">>>\npresent: This=%p pSourceRect=%p pDestRect=%p "
        "pDirtyRegion=%p rgndata=%p\n",
        This, pSourceRect, pDestRect, pDirtyRegion, rgndata);
    if (pSourceRect)
        DBG("pSourceRect = (%u..%u)x(%u..%u)\n",
            pSourceRect->left, pSourceRect->right,
            pSourceRect->top, pSourceRect->bottom);
    if (pDestRect)
        DBG("pDestRect = (%u..%u)x(%u..%u)\n",
            pDestRect->left, pDestRect->right,
            pDestRect->top, pDestRect->bottom);

    if (rgndata) {
        /* TODO */
        blit.dst.resource = NULL;
    } else {
        struct pipe_surface *suf = NineSurface9_GetSurface(This->buffers[0], 0);
        blit.dst.resource = resource;
        blit.dst.level = 0;
        blit.dst.format = resource->format;
        blit.dst.box.z = 0;
        blit.dst.box.depth = 1;
        if (pDestRect) {
            rect_to_pipe_box_xy_only(&blit.dst.box, pDestRect);
            blit.dst.box.x += rect.left;
            blit.dst.box.y += rect.top;
            if (u_box_clip_2d(&blit.dst.box, &blit.dst.box,
                              rect.right, rect.bottom) > 0) {
                DBG("Dest region clipped.\n");
                return D3D_OK;
            }
        } else {
            rect_to_pipe_box_xy_only(&blit.dst.box, &rect);
        }

        blit.src.resource = suf->texture;
        blit.src.level = This->buffers[0]->level;
        blit.src.format = blit.src.resource->format;
        blit.src.box.z = 0;
        blit.src.box.depth = 1;
        if (pSourceRect) {
            rect_to_pipe_box_xy_only(&blit.src.box, pSourceRect);
            u_box_clip_2d(&blit.src.box, &blit.src.box,
                          suf->width,
                          suf->height);
        } else {
            blit.src.box.x = 0;
            blit.src.box.y = 0;
            blit.src.box.width = suf->width;
            blit.src.box.height = suf->height;
        }

        blit.mask = PIPE_MASK_RGBA;
        blit.filter = PIPE_TEX_FILTER_NEAREST;
        blit.scissor_enable = FALSE;
        blit.alpha_blend = FALSE;

        /* blit (and possibly stretch/convert) pixels from This->buffers[0] to
         * emusurf using u_blit. Windows appears to use NEAREST */
        DBG("Blitting (%u..%u)x(%u..%u) to (%u..%u)x(%u..%u).\n",
            blit.src.box.x, blit.src.box.x + blit.src.box.width,
            blit.src.box.y, blit.src.box.y + blit.src.box.height,
            blit.dst.box.x, blit.dst.box.x + blit.dst.box.width,
            blit.dst.box.y, blit.dst.box.y + blit.dst.box.height);

        This->pipe->blit(This->pipe, &blit);
    }

    if (device->cursor.software && device->cursor.visible && device->cursor.w &&
        blit.dst.resource) {
        blit.src.resource = device->cursor.image;
        blit.src.level = 0;
        blit.src.format = device->cursor.image->format;
        blit.src.box.x = 0;
        blit.src.box.y = 0;
        blit.src.box.width = device->cursor.w;
        blit.src.box.height = device->cursor.h;

        ID3DPresent_GetCursorPos(This->present, &device->cursor.pos);

        /* NOTE: blit messes up when box.x + box.width < 0, fix driver */
        blit.dst.box.x = MAX2(device->cursor.pos.x, 0) - device->cursor.hotspot.x;
        blit.dst.box.y = MAX2(device->cursor.pos.y, 0) - device->cursor.hotspot.y;
        blit.dst.box.width = blit.src.box.width;
        blit.dst.box.height = blit.src.box.height;

        DBG("Blitting cursor(%ux%u) to (%i,%i).\n",
            blit.src.box.width, blit.src.box.height,
            blit.dst.box.x, blit.dst.box.y);

        blit.alpha_blend = TRUE;
        This->pipe->blit(This->pipe, &blit);
    }

    if (device->hud && resource) {
        hud_draw(device->hud, resource); /* XXX: no offset */
        /* HUD doesn't clobber stipple */
        NineDevice9_RestoreNonCSOState(device, ~0x2);
    }

    This->pipe->flush(This->pipe, NULL, PIPE_FLUSH_END_OF_FRAME);

    /* really present the frame */
    hr = ID3DPresent_Present(This->present, dwFlags);
    pipe_resource_reference(&resource, NULL);
    if (FAILED(hr)) { return hr; }

    return D3D_OK;
}