static void init_effect (void *params) { pvr_mem_print_list (); // pvr_mem_reset (); warp_texture[0] = pvr_mem_malloc (1024 * 512 * 2); warp_texture[1] = pvr_mem_malloc (1024 * 512 * 2); memset (warp_texture[0], 0, 1024 * 512 * 2); memset (warp_texture[1], 0, 1024 * 512 * 2); if (cooltmp) { cooling_texture = pvr_mem_malloc (COOL_X * COOL_Y * 2); pvr_txr_load_ex (cooltmp, cooling_texture, COOL_X, COOL_Y, PVR_TXRLOAD_16BPP); free (cooltmp); cooltmp = 0; } flame_texture = pvr_mem_malloc (256 * 256 * 2); png_to_texture ("/rd/flametex.png", flame_texture, PNG_NO_ALPHA); backdrop_texture = pvr_mem_malloc (512 * 256 * 2); png_to_texture ("/rd/backdrop.png", backdrop_texture, PNG_NO_ALPHA); //printf ("memory free: %d bytes\n", pvr_mem_available ()); }
void initialize_foes(void) { int i; for (i = 0; i < NUM_FOE_TYPES; i++) { struct mesh *p; const struct mesh_settings *q = foe_mesh_settings[i]; #if 0 struct matrix s; mat_make_scale(&s, foe_models[i].scale); p = mesh_load_obj(foe_models[i].name); mesh_transform(p, &s); #else if (q == NULL) panic("foe %d not properly initialized!", i); p = mesh_load_obj(q->source); mesh_transform(p, q->transform); #endif mesh_setup(p); foe_meshes[i] = p; } duck_trail = png_to_texture("duck-trail.png"); ninja_trail = png_to_texture("ninja-trail.png"); bomb_flash = png_to_texture("bomb-flash.png"); }
void initialize_explosions(void) { int i; for (i = 0; i < NUM_EXPLOSION_TYPES; i++) { explosion_data[i].texture_id = png_to_texture(explosion_data[i].texture_file_name); } }
void initialize_main_menu(void) { main_menu = menu_make("main", font_medium, 1.05, MA_LEFT, 20, 160); menu_add_action_item(main_menu, "Play", menu_play, NULL); menu_add_action_item(main_menu, "Credits", menu_credits, NULL); add_settings_menu(main_menu); menu_add_space_item(main_menu); menu_add_action_item(main_menu, "Quit", menu_quit, NULL); logo_texture_id = png_to_texture("intro-logo.png"); }
void initialize_in_game_state(void) { int i; for (i = 0; i < 10; i++) { char s[2] = { i + '0', '\0' }; digit_width[i] = string_width_in_pixels(font_medium, s); } crosshair_arrow_texture_id = png_to_texture("crosshair-arrow.png"); }
int main (int argc, char* argv[]) { int cable_type, quit = 0; float rot1 = 0.0, rot2 = 0.0, rot3 = 0.0; kos_img_t front_txr, back_txr, tmp_img; pvr_ptr_t texaddr; GLuint texture[8]; int blendfunc = 2; float eye_rot = 0; cable_type = vid_check_cable (); if (cable_type == CT_VGA) vid_init (DM_640x480_VGA, PM_RGB565); else vid_init (DM_640x480_PAL_IL, PM_RGB565); init_pvr (); glKosInit (); sphere = mkspheredata (3, &nstrip, &stripl); glGenTextures (8, &texture[0]); #if 1 kmg_to_img ("/rd/sky1.kmg", &front_txr); texaddr = pvr_mem_malloc (front_txr.byte_count); pvr_txr_load_kimg (&front_txr, texaddr, PVR_TXRFMT_VQ_ENABLE); kos_img_free (&front_txr, 0); glBindTexture (GL_TEXTURE_2D, texture[0]); glKosTex2D (GL_RGB565_TWID | GL_VQ_ENABLE, front_txr.w, front_txr.h, texaddr); kmg_to_img ("/rd/sky2o.kmg", &back_txr); texaddr = pvr_mem_malloc (back_txr.byte_count); pvr_txr_load_kimg (&back_txr, texaddr, PVR_TXRFMT_VQ_ENABLE); kos_img_free (&back_txr, 0); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glBindTexture (GL_TEXTURE_2D, texture[1]); glKosTex2D (GL_ARGB4444_TWID | GL_VQ_ENABLE, back_txr.w, back_txr.h, texaddr); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glBindTexture (GL_TEXTURE_2D, texture[2]); kmg_to_img ("/rd/sky3.kmg", &tmp_img); texaddr = pvr_mem_malloc (tmp_img.byte_count); pvr_txr_load_kimg (&tmp_img, texaddr, PVR_TXRFMT_VQ_ENABLE); glKosTex2D (GL_RGB565_TWID | GL_VQ_ENABLE, tmp_img.w, tmp_img.h, texaddr); glBindTexture (GL_TEXTURE_2D, texture[3]); kmg_to_img ("/rd/sky4.kmg", &tmp_img); texaddr = pvr_mem_malloc (tmp_img.byte_count); pvr_txr_load_kimg (&tmp_img, texaddr, PVR_TXRFMT_VQ_ENABLE); glKosTex2D (GL_RGB565_TWID | GL_VQ_ENABLE, tmp_img.w, tmp_img.h, texaddr); glBindTexture (GL_TEXTURE_2D, texture[4]); kmg_to_img ("/rd/sky5.kmg", &tmp_img); texaddr = pvr_mem_malloc (tmp_img.byte_count); pvr_txr_load_kimg (&tmp_img, texaddr, PVR_TXRFMT_VQ_ENABLE); glKosTex2D (GL_RGB565_TWID | GL_VQ_ENABLE, tmp_img.w, tmp_img.h, texaddr); glBindTexture (GL_TEXTURE_2D, texture[5]); kmg_to_img ("/rd/sky6.kmg", &tmp_img); texaddr = pvr_mem_malloc (tmp_img.byte_count); pvr_txr_load_kimg (&tmp_img, texaddr, PVR_TXRFMT_VQ_ENABLE); glKosTex2D (GL_RGB565_TWID | GL_VQ_ENABLE, tmp_img.w, tmp_img.h, texaddr); glBindTexture (GL_TEXTURE_2D, texture[6]); kmg_to_img ("/rd/sky7.kmg", &tmp_img); texaddr = pvr_mem_malloc (tmp_img.byte_count); pvr_txr_load_kimg (&tmp_img, texaddr, PVR_TXRFMT_VQ_ENABLE); glKosTex2D (GL_RGB565_TWID | GL_VQ_ENABLE, tmp_img.w, tmp_img.h, texaddr); glBindTexture (GL_TEXTURE_2D, texture[7]); kmg_to_img ("/rd/sky8.kmg", &tmp_img); texaddr = pvr_mem_malloc (tmp_img.byte_count); pvr_txr_load_kimg (&tmp_img, texaddr, PVR_TXRFMT_VQ_ENABLE); glKosTex2D (GL_RGB565_TWID | GL_VQ_ENABLE, tmp_img.w, tmp_img.h, texaddr); #else png_to_img ("/rd/sky1.png", PNG_MASK_ALPHA, &front_txr); texaddr = pvr_mem_malloc (front_txr.w * front_txr.h * 2); pvr_txr_load_kimg (&front_txr, texaddr, PVR_TXRLOAD_INVERT_Y); kos_img_free (&front_txr, 0); glBindTexture (GL_TEXTURE_2D, texture[0]); glKosTex2D (GL_ARGB1555_TWID, front_txr.w, front_txr.h, texaddr); png_to_img ("/rd/sky2o.png", PNG_MASK_ALPHA, &back_txr); texaddr = pvr_mem_malloc (back_txr.w * back_txr.h * 2); pvr_txr_load_kimg (&back_txr, texaddr, PVR_TXRLOAD_INVERT_Y); kos_img_free (&back_txr, 0); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glBindTexture (GL_TEXTURE_2D, texture[1]); glKosTex2D (GL_ARGB1555_TWID, back_txr.w, back_txr.h, texaddr); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glBindTexture (GL_TEXTURE_2D, texture[2]); texaddr = pvr_mem_malloc (TEXSIZE * TEXSIZE * 2); png_to_texture ("/rd/sky3.png", texaddr, PNG_NO_ALPHA); glKosTex2D (GL_RGB565_TWID, TEXSIZE, TEXSIZE, texaddr); glBindTexture (GL_TEXTURE_2D, texture[3]); texaddr = pvr_mem_malloc (TEXSIZE * TEXSIZE * 2); png_to_texture ("/rd/sky4.png", texaddr, PNG_NO_ALPHA); glKosTex2D (GL_RGB565_TWID, TEXSIZE, TEXSIZE, texaddr); glBindTexture (GL_TEXTURE_2D, texture[4]); texaddr = pvr_mem_malloc (TEXSIZE * TEXSIZE * 2); png_to_texture ("/rd/sky5.png", texaddr, PNG_NO_ALPHA); glKosTex2D (GL_RGB565_TWID, TEXSIZE, TEXSIZE, texaddr); glBindTexture (GL_TEXTURE_2D, texture[5]); texaddr = pvr_mem_malloc (TEXSIZE * TEXSIZE * 2); png_to_texture ("/rd/sky6.png", texaddr, PNG_NO_ALPHA); glKosTex2D (GL_RGB565_TWID, TEXSIZE, TEXSIZE, texaddr); glBindTexture (GL_TEXTURE_2D, texture[6]); texaddr = pvr_mem_malloc (TEXSIZE * TEXSIZE * 2); png_to_texture ("/rd/sky7.png", texaddr, PNG_NO_ALPHA); glKosTex2D (GL_RGB565_TWID, TEXSIZE, TEXSIZE, texaddr); glBindTexture (GL_TEXTURE_2D, texture[7]); texaddr = pvr_mem_malloc (TEXSIZE * TEXSIZE * 2); png_to_texture ("/rd/sky8.png", texaddr, PNG_NO_ALPHA); glKosTex2D (GL_RGB565_TWID, TEXSIZE, TEXSIZE, texaddr); #endif glEnable (GL_DEPTH_TEST); glEnable (GL_CULL_FACE); glEnable (GL_TEXTURE_2D); glShadeModel (GL_SMOOTH); glClearDepth (1.0f); glDepthFunc (GL_LEQUAL); glMatrixMode (GL_PROJECTION); glLoadIdentity (); gluPerspective (60.0, /* Field of view in degrees. */ 640.0 / 480.0, /* Aspect ratio. */ 1.0, /* Z near. */ 50.0); /* Z far. */ glMatrixMode (GL_MODELVIEW); while (!quit) { MAPLE_FOREACH_BEGIN (MAPLE_FUNC_CONTROLLER, cont_state_t, st) { if (st->buttons & CONT_START) quit = 1; eye_pos[0] = st->joyx / 25.0; eye_pos[1] = st->joyy / 25.0; eye_pos[2] = 5 * sin (eye_rot); if (st->buttons & CONT_A) blendfunc = 0; else if (st->buttons & CONT_B) blendfunc = 1; else if (st->buttons & CONT_X) blendfunc = 2; } MAPLE_FOREACH_END () draw_vectors = 10; glLoadIdentity (); gluLookAt (eye_pos[0], eye_pos[1], eye_pos[2], /* Eye position. */ 0.0, 0.0, 0.0, /* Centre. */ 0.0, 1.0, 0.0); /* Up. */ glGetFloatv (GL_MODELVIEW_MATRIX, &camera[0][0]); invcamera[0][0] = camera[0][0]; invcamera[0][1] = camera[1][0]; invcamera[0][2] = camera[2][0]; invcamera[0][3] = 0.0; invcamera[1][0] = camera[0][1]; invcamera[1][1] = camera[1][1]; invcamera[1][2] = camera[2][1]; invcamera[1][3] = 0.0; invcamera[2][0] = camera[0][2]; invcamera[2][1] = camera[1][2]; invcamera[2][2] = camera[2][2]; invcamera[2][3] = 0.0; invcamera[3][0] = 0.0; invcamera[3][1] = 0.0; invcamera[3][2] = 0.0; invcamera[3][3] = 1.0; /*dbgio_printf ("inverted camera orthogonality: %f %f %f\n", (double) vec_dot (invcamera[0], invcamera[1]), (double) vec_dot (invcamera[1], invcamera[2]), (double) vec_dot (invcamera[2], invcamera[0]));*/ /*dbgio_printf ("Inverted camera matrix:\n"); for (i = 0; i < 4; i++) { dbgio_printf ("[ %f %f %f %f ]\n", (double) invcamera[0][i], (double) invcamera[1][i], (double) invcamera[2][i], (double) invcamera[3][i]); }*/ glKosBeginFrame (); /*glPushMatrix (); glTranslatef (-camera[3][0], -camera[3][1], -camera[3][2]);*/ render_cube (&texture[2]); /*glPopMatrix ();*/ glPushMatrix (); #if 1 glRotatef (rot1, 0.0, 1.0, 0.0); rot1 += 0.7; glRotatef (rot2, 1.0, 0.0, 0.0); rot2 += 0.29; #else glRotatef (rot1, 0.0, 0.0, 1.0); rot1 += 0.7; #endif if (rot1 >= 360) rot1 -= 360; if (rot2 >= 360) rot2 -= 360; eye_rot += 0.05; if (eye_rot >= 2 * M_PI) eye_rot -= 2 * M_PI; blob_phase += 0.05; if (blob_phase >= 24 * M_PI) blob_phase -= 24 * M_PI; /* Render front. */ glBindTexture (GL_TEXTURE_2D, texture[0]); glTexEnvi (GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); #if 1 render_blob (sphere, nstrip, stripl, 1); #else render_torus (1.0, 0.6, 1); #endif glPushMatrix (); glRotatef (rot3, 1.0, 0.0, 0.0); glTranslatef (2.9, 0.0, 0.0); render_torus (0.8, 0.5, 1); glPopMatrix (); glPushMatrix (); glRotatef (-rot3, 1.0, 0.0, 0.0); glTranslatef (-2.9, 0.0, 0.0); render_torus (0.8, 0.5, 1); glPopMatrix (); glKosFinishList (); /* Render back. */ glBindTexture (GL_TEXTURE_2D, texture[1]); glTexEnvi (GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (blendfunc == 0) glBlendFunc (GL_SRC_ALPHA, GL_ZERO); else if (blendfunc == 1) glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); else glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #if 1 //glDisable (GL_TEXTURE_2D); render_blob (sphere, nstrip, stripl, 0); //glEnable (GL_TEXTURE_2D); #else render_torus (1.0, 0.6, 0); #endif glPushMatrix (); glRotatef (rot3, 1.0, 0.0, 0.0); glTranslatef (2.9, 0.0, 0.0); render_torus (0.8, 0.5, 0); glPopMatrix (); glPushMatrix (); glRotatef (-rot3, 1.0, 0.0, 0.0); glTranslatef (-2.9, 0.0, 0.0); render_torus (0.8, 0.5, 0); glPopMatrix (); rot3 += 1; if (rot3 >= 360) rot3 -= 360; glPopMatrix (); glKosFinishFrame (); } glKosShutdown (); pvr_shutdown (); vid_shutdown (); /* Make dc-load look nicer. */ vid_init (DM_640x480_PAL_IL, PM_RGB565); return 0; }
static void initialize_env_texture(void) { if (!env_texture_id) env_texture_id = png_to_texture("envmap.png"); }
static void preinit_skybox (void) { static int initialised = 0; kos_img_t txr; if (initialised) return; printf ("Loading sky box texture"); fflush (stdout); #if 0 skytex[0] = pvr_mem_malloc (512 * 512 * 2); png_to_texture ("/rd/sky23.png", skytex[0], PNG_NO_ALPHA); putchar ('.'); fflush (stdout); skytex[1] = pvr_mem_malloc (512 * 512 * 2); png_to_texture ("/rd/sky24.png", skytex[1], PNG_NO_ALPHA); putchar ('.'); fflush (stdout); skytex[2] = pvr_mem_malloc (512 * 512 * 2); png_to_texture ("/rd/sky27.png", skytex[2], PNG_NO_ALPHA); putchar ('.'); fflush (stdout); skytex[3] = pvr_mem_malloc (512 * 512 * 2); png_to_texture ("/rd/sky28.png", skytex[3], PNG_NO_ALPHA); putchar ('.'); fflush (stdout); skytex[4] = pvr_mem_malloc (512 * 512 * 2); png_to_texture ("/rd/sky25.png", skytex[4], PNG_NO_ALPHA); putchar ('.'); fflush (stdout); skytex[5] = pvr_mem_malloc (512 * 512 * 2); png_to_texture ("/rd/sky26.png", skytex[5], PNG_NO_ALPHA); putchar ('.'); #elif 0 skytex[0] = pvr_mem_malloc (512 * 512 * 2); jpeg_to_texture ("/rd/sky23.jpg", skytex[0], 512, 1); putchar ('.'); fflush (stdout); skytex[1] = pvr_mem_malloc (512 * 512 * 2); jpeg_to_texture ("/rd/sky24.jpg", skytex[1], 512, 1); putchar ('.'); fflush (stdout); skytex[2] = pvr_mem_malloc (512 * 512 * 2); jpeg_to_texture ("/rd/sky27.jpg", skytex[2], 512, 1); putchar ('.'); fflush (stdout); skytex[3] = pvr_mem_malloc (512 * 512 * 2); jpeg_to_texture ("/rd/sky28.jpg", skytex[3], 512, 1); putchar ('.'); fflush (stdout); skytex[4] = pvr_mem_malloc (512 * 512 * 2); jpeg_to_texture ("/rd/sky25.jpg", skytex[4], 512, 1); putchar ('.'); fflush (stdout); skytex[5] = pvr_mem_malloc (512 * 512 * 2); jpeg_to_texture ("/rd/sky26.jpg", skytex[5], 512, 1); putchar ('.'); #else kmg_to_img ("/rd/sky23.kmg", &txr); skytex[0] = pvr_mem_malloc (txr.byte_count); pvr_txr_load_kimg (&txr, skytex[0], PVR_TXRLOAD_SQ); kos_img_free (&txr, 0); kmg_to_img ("/rd/sky24.kmg", &txr); skytex[1] = pvr_mem_malloc (txr.byte_count); pvr_txr_load_kimg (&txr, skytex[1], PVR_TXRLOAD_SQ); kos_img_free (&txr, 0); kmg_to_img ("/rd/sky27.kmg", &txr); skytex[2] = pvr_mem_malloc (txr.byte_count); pvr_txr_load_kimg (&txr, skytex[2], PVR_TXRLOAD_SQ); kos_img_free (&txr, 0); kmg_to_img ("/rd/sky28.kmg", &txr); skytex[3] = pvr_mem_malloc (txr.byte_count); pvr_txr_load_kimg (&txr, skytex[3], PVR_TXRLOAD_SQ); kos_img_free (&txr, 0); kmg_to_img ("/rd/sky25.kmg", &txr); skytex[4] = pvr_mem_malloc (txr.byte_count); pvr_txr_load_kimg (&txr, skytex[4], PVR_TXRLOAD_SQ); kos_img_free (&txr, 0); kmg_to_img ("/rd/sky26.kmg", &txr); skytex[5] = pvr_mem_malloc (txr.byte_count); pvr_txr_load_kimg (&txr, skytex[5], PVR_TXRLOAD_SQ); kos_img_free (&txr, 0); #endif putchar ('\n'); skybox = create_skybox (200, skytex, 512, 512, PVR_TXRFMT_RGB565 | PVR_TXRFMT_TWIDDLED | PVR_TXRFMT_VQ_ENABLE); initialised = 1; }