void vg_destroy_context(struct vg_context *ctx)
{
   struct pipe_resource **cbuf = &ctx->mask.cbuf;

   renderer_destroy(ctx->renderer);
   shaders_cache_destroy(ctx->sc);
   shader_destroy(ctx->shader);
   paint_destroy(ctx->default_paint);

   if (*cbuf)
      pipe_resource_reference(cbuf, NULL);

   if (ctx->mask.union_fs)
      vg_shader_destroy(ctx, ctx->mask.union_fs);
   if (ctx->mask.intersect_fs)
      vg_shader_destroy(ctx, ctx->mask.intersect_fs);
   if (ctx->mask.subtract_fs)
      vg_shader_destroy(ctx, ctx->mask.subtract_fs);
   if (ctx->mask.set_fs)
      vg_shader_destroy(ctx, ctx->mask.set_fs);

   cso_destroy_context(ctx->cso_context);

   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PAINT]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_IMAGE]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_MASK]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);

   api_destroy_dispatch(ctx->dispatch);

   FREE(ctx);
}
示例#2
0
void vg_destroy_context(struct vg_context *ctx)
{
   struct pipe_resource **cbuf = &ctx->mask.cbuf;
   struct pipe_resource **vsbuf = &ctx->vs_const_buffer;

   util_destroy_blit(ctx->blit);
   renderer_destroy(ctx->renderer);
   shaders_cache_destroy(ctx->sc);
   shader_destroy(ctx->shader);
   paint_destroy(ctx->default_paint);

   if (*cbuf)
      pipe_resource_reference(cbuf, NULL);

   if (*vsbuf)
      pipe_resource_reference(vsbuf, NULL);

   if (ctx->clear.fs) {
      cso_delete_fragment_shader(ctx->cso_context, ctx->clear.fs);
      ctx->clear.fs = NULL;
   }

   if (ctx->plain_vs) {
      vg_shader_destroy(ctx, ctx->plain_vs);
      ctx->plain_vs = NULL;
   }
   if (ctx->clear_vs) {
      vg_shader_destroy(ctx, ctx->clear_vs);
      ctx->clear_vs = NULL;
   }
   if (ctx->texture_vs) {
      vg_shader_destroy(ctx, ctx->texture_vs);
      ctx->texture_vs = NULL;
   }

   if (ctx->pass_through_depth_fs)
      vg_shader_destroy(ctx, ctx->pass_through_depth_fs);
   if (ctx->mask.union_fs)
      vg_shader_destroy(ctx, ctx->mask.union_fs);
   if (ctx->mask.intersect_fs)
      vg_shader_destroy(ctx, ctx->mask.intersect_fs);
   if (ctx->mask.subtract_fs)
      vg_shader_destroy(ctx, ctx->mask.subtract_fs);
   if (ctx->mask.set_fs)
      vg_shader_destroy(ctx, ctx->mask.set_fs);

   cso_release_all(ctx->cso_context);
   cso_destroy_context(ctx->cso_context);

   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PAINT]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_IMAGE]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_MASK]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);

   api_destroy_dispatch(ctx->dispatch);

   FREE(ctx);
}
示例#3
0
void engine_destroy_windows()
{
	// Destroy the renderer
	renderer_destroy(&engineInstance->renderer);

	glfwDestroyWindow(engineInstance->window);
	glfwTerminate();
}
示例#4
0
/**
 * free element
 */
void led_unregister_from_gui(NiftyconfLed * l)
{
        if(!l)
                return;

        /* destroy renderer of this tile */
        renderer_destroy(l->renderer);

        led_set_privdata(l->l, NULL);

        free(l);
}
示例#5
0
文件: main.c 项目: jtheoof/bina
void
bina_exit()
{
    renderer_destroy();

    if (m.window) {
        sdl_destroy_window(m.window);
    }

    log_d("exiting library");
    sdl_quit();
}
示例#6
0
int main(int argc, char* argv[])
{
	uint8_t input[FRAME_WIDTH * FRAME_HEIGHT];

	if (renderer_create(FRAME_WIDTH, FRAME_HEIGHT, RENDER_VISIBLE) < 0)
		return -1;

	stream_t* stream = stream_create();
	frames_t* frames = &(stream->frames);
	tiles_t* tiles = &(stream->tiles);
	size_t actual = 0;

	for (int index = FIRST_INDEX; index <= LAST_INDEX; ++index)
	{
		char path[256];
		sprintf(path, "images/image-%04d.raw", index);

		FILE* fp = fopen(path, "rb");
		if (!fp)
			break;

		if (fread(input, FRAME_WIDTH*FRAME_HEIGHT, 1, fp) < 1)
			break;

		fclose(fp);

		frame_t frame;
		tile_index_t* indices = frame.tiles;

		for (int y = 0; y < FRAME_HEIGHT; y += TILE_HEIGHT)
		{
			for (int x = 0; x < FRAME_WIDTH; x += TILE_WIDTH)
			{
				tile_t tile;

				*(indices++) = tiles_insert(tiles, input + x + y * FRAME_WIDTH, 200, FRAME_WIDTH);
				++ actual;
			}
		}

		frames_add(frames, &frame);

        if (index % 10 == 0)
        {
            if (renderer_update(FRAME_WIDTH, FRAME_HEIGHT, input, 0) < 0)
                return 0;
        }

		fprintf(stderr, "\rpath: %s, frames: %lu tiles: %lu/%lu blocks: %lu", path, buffer_count(&(frames->buffer)), buffer_count(&(tiles->buffer)), actual, buffer_count(&(tiles->blocks.buffer)));
	}

	renderer_destroy();

    fprintf(stderr, "\n");

    stream_optimize_blocks(stream, BLOCK_PASSES, MAX_BLOCK_ERROR);
    stream_optimize_tiles(stream, MAX_TILE_ERROR);
//    stream_optimize_frames(stream);

	fprintf(stderr, "\nsaving...\n");

	FILE* out = fopen("anim.bin", "wb");
	if (stream_save(stream, out) < 0)
	{
		fprintf(stderr, "failed to save stream\n");
		return -1;
	}
	fclose(out);

	stream_destroy(stream);

	return 0;
}
int main(int argc, char* argv[])
{
	// our demo variables
	World* demoworld = 0;
	Camera* democamera = 0;
	Tileset* demotileset = 0;
	Renderer* demorenderer = 0;

	// init SDL
	if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
	{
		fprintf(stderr, "SDL Library Initialization Failed!\n\tSDL Error: %s\n", SDL_GetError());
		exit(1);
	}
	atexit(SDL_Quit);

	// create the window
	if (!SDL_SetVideoMode(SCREEN_W, SCREEN_H, SCREEN_BPP, SDL_HWSURFACE | SDL_DOUBLEBUF))
	{
		fprintf(stderr, "SDL Screen Initialization Failed! %dx%d@%dbpp\nSDL Error: %s\n",
			SCREEN_W,
			SCREEN_H,
			SCREEN_BPP,
			SDL_GetError());
		exit(1);
	}

	// set the window caption
	SDL_WM_SetCaption("Basic SDL Map Editor Example Demo -- by Richard Marks <*****@*****.**>", 0);

	// create our keyboard handler
	Keyboard* keyboard = keyboard_create();

	// load the world
	demoworld = world_load("example_demo.map");
	if (!demoworld)
	{
		fprintf(stderr, "unable to load the world file!\n");
		exit(1);
	}

	// load the tileset
	demotileset = tileset_load("example_demo.png", 32, 32);
	if (!demotileset)
	{
		fprintf(stderr, "unable to load the tileset file!\n");
		exit(1);
	}

	// create the camera
	democamera = camera_create(
		// anchor position of the camera is at 32,32 on the screen
		32, 32,
		// the camera view is 30 x 22 tiles
		30, 22,
		// need to tell the camera the size of the tiles
		demotileset->width, demotileset->height);

	// create the renderer
	demorenderer = renderer_create(demoworld, demotileset, democamera);

	// pre-render the scene
	renderer_pre_render(demorenderer);

	fprintf(stderr, "\nstarting main loop...\n\n");
	// start the main loop
	SDL_Event event;
	bool running = true;
	int startticks = SDL_GetTicks();
	int mainlooptimer = SDL_GetTicks();
	while(running)
	{
		// check for our window being closed
		while(SDL_PollEvent(&event))
		{
			if (SDL_QUIT == event.type)
			{
				running = false;
			}
		}

		// update our keyboard handler
		keyboard_update(keyboard);

		// start timing our code
		startticks = SDL_GetTicks();

		// check for our controls

		// ESC and Q quits
		if (keyboard->key[SDLK_ESCAPE] || keyboard->key[SDLK_q])
		{
			running = false;
		}

		const unsigned int CAMERASPEED = 16;

		// W and up arrow
		if (keyboard->key[SDLK_w] || keyboard->key[SDLK_UP])
		{
			if (democamera->inpixels->y > 0)
			{
				democamera->inpixels->y -= CAMERASPEED;
			}
		}

		// S and down arrow
		if (keyboard->key[SDLK_s] || keyboard->key[SDLK_DOWN])
		{
			if (democamera->inpixels->y < demorenderer->scene->h - democamera->inpixels->h)
			{
				democamera->inpixels->y += CAMERASPEED;
			}
		}

		// A and left arrow
		if (keyboard->key[SDLK_a] || keyboard->key[SDLK_LEFT])
		{
			if (democamera->inpixels->x > 0)
			{
				democamera->inpixels->x -= CAMERASPEED;
			}
		}

		// D and right arrow
		if (keyboard->key[SDLK_d] || keyboard->key[SDLK_RIGHT])
		{
			if (democamera->inpixels->x < demorenderer->scene->w - democamera->inpixels->w)
			{
				democamera->inpixels->x += CAMERASPEED;
			}
		}

		// render our scene
		renderer_render(demorenderer);

		// flip our double buffer
		SDL_Flip(SDL_GetVideoSurface());

		// lock our framerate to roughly 30 FPS
		int tickdiff = SDL_GetTicks() - startticks;
		if (tickdiff < 33)
		{
			SDL_Delay(33 - tickdiff);
		}
	}

	int tickdiff = SDL_GetTicks() - mainlooptimer;

	fprintf(stderr, "finished after %d ticks!\n\n", tickdiff);

	// destroy our pointers
	tileset_destroy(demotileset);
	renderer_destroy(demorenderer);
	world_destroy(demoworld);
	camera_destroy(democamera);
	keyboard_destroy(keyboard);

	return 0;
}