static gboolean expose(GtkWidget* widget, GdkEventExpose* e, gpointer data) { struct program *p = (struct program *)data; GdkGLContext* context = gtk_widget_get_gl_context(widget); GdkGLDrawable* drawable = gtk_widget_get_gl_drawable(widget); (void)e; p->draw.width = widget->allocation.width; p->draw.height = widget->allocation.height; if (!gdk_gl_drawable_gl_begin(drawable, context)) return FALSE; if (p->viewed.type == TYPE_TEXTURE) texture_draw(p); else draw_tri(p); if (gdk_gl_drawable_is_double_buffered (drawable)) gdk_gl_drawable_swap_buffers(drawable); else glFlush(); gdk_gl_drawable_gl_end(drawable); return TRUE; }
void player_draw(void){ /* * this condition gets the actual state of the screen * * */ switch(SCR_Actual_State){ /* * * THIS state is when whe player is skiing down bot down left or down right * keeps pushing enemies on the screen in randomplaces every BOTTOM + 32 or LEFT + 32 or RIGHT + 32 * * and updates the coordenates of all enemies in actual position * * This event is intended to be called only when the player is skiing down */ case FSM_SCR_RENDER_OBJECT: break; /* this event is when the player is idle or walking to SIDE or LEFT (not down) */ case FSM_SCR_WAIT: break; } if (ski_player.actor == NULL){ DEBUG_PRINT("player_draw(): actor is NULL - FATAL ERROR"); exit(1); } texture_draw(ski_player.actor->sprite, &ski_player.actor->x, &ski_player.actor->y, 0); }
/* ...redraw main application window */ static void objdet_redraw(display_data_t *display, void *data) { app_data_t *app = data; window_data_t *window = app->window; GstBuffer *buffer; /* ...retrieve pending buffer from rendering queue */ while ((buffer = objdet_pop_buffer(app)) != NULL) { vsink_meta_t *vmeta = gst_buffer_get_vsink_meta(buffer); objdet_meta_t *ometa = gst_buffer_get_objdet_meta(buffer); texture_data_t *texture = vmeta->priv; float fps = window_frame_rate_update(window); cairo_t *cr; /* ...add some performance monitors here - tbd */ TRACE(INFO, _b("redraw frame: %u"), app->frame_num++); /* ...clear buffer before drawing anything */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); /* ...output buffer on screen */ texture_draw(texture, &app->view, NULL, 1.0); /* ...get cairo drawing context */ cr = window_get_cairo(window); /* ...set cairo transformation matrix for a given view-port - tbd */ cairo_save(cr); /* ...apply visualization matrix */ cairo_set_matrix(cr, &app->matrix); /* ...visualize detection data as required */ objdet_engine_ldw_draw(app->od, &ometa->scene, cr); /* ...restore transformation matrix */ cairo_restore(cr); /* ...output current vehicle status? - use unprocessed frame, maybe... */ if (app->flags & APP_FLAG_DEBUG) { /* ...output frame-rate in the upper-left corner */ cairo_set_source_rgba(cr, 1, 1, 1, 0.5); cairo_move_to(cr, 40, 80); draw_string(cr, "%.1f FPS", fps); } else { TRACE(DEBUG, _b("fps: %.2f"), fps); } /* ...output GUI graphics as needed */ gui_redraw(app->gui, cr); /* ...release cairo drawing context */ window_put_cairo(window, cr); /* ...submit window to composer */ window_draw(window); /* ...return buffer to the pool */ gst_buffer_unref(buffer); } TRACE(DEBUG, _b("frontal camera drawing complete..")); }
void game_textout_adv(rs_texture_t *dest, int x, int y, int font_index, int draw_mode, char* s) { //void game_textout(int x, int y, int font_index, char* s) { int i = 0; while (*s) { if (*s != ' ') { texture_draw(&game.framebuffer, &game.tex_font[ 64*font_index + ((*s - 48) % 64) ], x+i*game.tex_font[64*font_index+0].w, y, draw_mode); }; s++; i++; }; // for (i = 0; i < 8; i++) { // texture_draw(&game.framebuffer, &game.tex_font[i], 40+8+game.tx+i*game.tex_font[i].w, 80+game.ty, DRAW_MODE_ALPHA); // } // //char *s = "12345_QUICK_BROWN_FOX_JUMPS_OVER_A_LAZY_DOG"; // // float w = 2.0*h/3.0; // int len = strlen(s); // // x -= (float) align * 0.5 * len * w; // // float sx = 0.0; // float sy = 0.0; // // // // int i; // for (i = 0; i < len; i++) { // unsigned char c = s[i]; // // if (c == '\n') { // sx = 0.0; // sy += h; // continue; // }; // // if (c == ' ') { // sx += w; // continue; // }; // // c = (c-48)%64; // float tx = 1.0 / 8.0 * (c % 8); // float ty = 1.0 / 8.0 * (c / 8); // // glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*0]) ); // black shadow // glrsDrawRect_full(sx + x + h/12, // sy + y-h/2 + h/12, // sx + x + w + h/12, // sy + y+h/2 + h/12, // tx, ty, tx+1.0/8.0, ty+1.0/8.0, // game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID], // 0.0, 0.0, 0.0 ); // // glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*color]) ); //// glUniform3f( game.text_shader[RS_SH_TIME_ID], 1.0, 1.0, 0.0 ); // glrsDrawRect_full(sx + x, // sy + y-h/2, // sx + x + w, // sy + y+h/2, // tx, ty, tx+1.0/8.0, ty+1.0/8.0, // game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID], // 0.0, 0.0, 0.0 ); // sx += w; // } };
void game_draw() { int w = 320; int h = 180; int kk = 20; // (rskos_get_time()/1) % 160; texture_clear(&game.framebuffer, game.bg_color ); game.bg_color = COLOR_BLACK; int i, c, c2, c3; for (i = 0; i < 100; i++) { c = (0.5+0.45*rs_noise(kk+150, kk+i))*255; c2 = c + 0.05*rs_noise(kk+150, kk+i)*255; c3 = c2; // (0.5+0.49*rs_noise(kk+150, kk+i+2))*255; texture_set_pixel(&game.framebuffer, (0.5+0.49*rs_noise(kk+1100, kk+i))*GAME_WIDTH, (0.5+0.49*rs_noise(kk+1200, kk+i+1300))*GAME_HEIGHT, c + (c2<<8) + (c3<<16) + 0xFF000000); }; texture_clear(&game.tex_ground, COLOR_TRANSPARENT); rs_perlin_configure(47, 4, 0.5, 1000, 256); for (i = 0; i < game.tex_ground.w; i++) { texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25, 2, 0xFF113300); texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25 + 2, 999, 0xFF000000); }; if (game.status == STATUS_MENU) { char **title = menu_titles[game.menu_index]; int y = (game.menu_index == MENU_MAIN) ? 80 : 50; texture_draw(&game.framebuffer, &game.tex_gui_line, 0, y+15*game.menu_item_index, DRAW_MODE_ALPHA); while (*title) { game_textout(20, y, (*(title))[0]==' ' ? 3 : 0 , (*(title))+1 ); // first (zero) char defines action, title starts from second (1st) char title++; y+=15; }; if (game.menu_index == MENU_MAIN) { for (i = 0; i < 3; i++) { texture_draw(&game.framebuffer, &game.tex_rocks[i], 250+80*rs_noise(i,150), 60+60*rs_noise(i,1110), DRAW_MODE_ADDITIVE ); }; game_textout( GAME_WIDTH/2 - 100, 40, 1, "HELI0THRYX"); // game_textout( GAME_WIDTH/2 - 8, 58, 3, "TECHDEM0"); game_textout( 2, GAME_HEIGHT-10, 2, L_BOTTOM_LINE_DEVELOPER_INFO); }; } else { int i, j; game_obj_t *obj; for (i = 0; i < game.objs_count; i++) { obj = &(game.objs[i]); if (obj->obj_type == OBJ_BULLET) { texture_set_pixel(&game.framebuffer, obj->x-4, obj->y, 0xFF00BB00); texture_set_pixel(&game.framebuffer, obj->x-3, obj->y, 0xFF00CC00); texture_set_pixel(&game.framebuffer, obj->x-2, obj->y, 0xFF00DD00); texture_set_pixel(&game.framebuffer, obj->x-1, obj->y, 0xFF00EE00); texture_set_pixel(&game.framebuffer, obj->x-0, obj->y, 0xFF00FF00); } else if (obj->obj_type == OBJ_RED_BULLET) { texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000); texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-1, 0xFFFF6600); texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000); texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-1, 0xFFFF0000); texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-0, 0xFFFF6600); texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-1, 0xFFFF0000); texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-0, 0xFFFF6600); } else if (obj->obj_type == OBJ_EXPLOSION) { texture_draw( &game.framebuffer, &game.tex_explosions[ obj->t ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA ); } else if (obj->obj_type == OBJ_HUGE_EXPLOSION) { texture_draw( &game.framebuffer, &game.tex_huge_explosions[ obj->t ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA ); } else if (obj->obj_type == OBJ_ROCK) { texture_draw( &game.framebuffer, &game.tex_rocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA ); } else if (obj->obj_type == OBJ_MINIROCK) { texture_draw( &game.framebuffer, &game.tex_minirocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA ); } else if (obj->obj_type == OBJ_TURRET) { texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA ); texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ADDITIVE ); for (j = 0; j < 1 + (obj->tag)/6; j++) { texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 0, obj->y - obj->radius - 16, 8, 0xFF993333 ); texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 1, obj->y - obj->radius - 16, 8, 0xFF993333 ); texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 2, obj->y - obj->radius - 16, 8, 0xFF993333 ); }; } }; texture_draw(&game.framebuffer, &game.tex_ship[0], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA); texture_draw(&game.framebuffer, &game.tex_ship[1], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA); texture_draw(&game.framebuffer, &game.tex_ship[2], game.player_x, game.player_y-4, DRAW_MODE_ALPHA); texture_draw(&game.framebuffer, &game.tex_ship[3], game.player_x, game.player_y-4, DRAW_MODE_ALPHA); if ( game.stage == 0 ) { int stage_label_y = GAME_HEIGHT/3 - (game.stage_timer - 25)*(game.stage_timer - 25)*(game.stage_timer - 25)/100; //game_textout_at_center( 0, GAME_HEIGHT + 50 - game.stage_timer*(GAME_HEIGHT+50)/50, 1, "LEVEL 1" ); char stage_str[] = "5TAGE xx"; char *stage_num = &stage_str[6]; if ( (game.stage_level+1) > 9 ) { stage_num[0] = '0' + (game.stage_level+1)/10; stage_num[1] = '0' + (game.stage_level+1)%10; } else { stage_num[0] = '0' + (game.stage_level+1)%10; stage_num[1] = 0; }; game_textout_at_center( -10, stage_label_y, 1, stage_str ); if ( IS_BIT_CLEARED ( game.flags, GAME_FLAG_INSTRUCTIONS_PASSED ) ) { game_textout_at_center( 0, GAME_HEIGHT*3/4, 2, L_TECHDEMO_LINE1 ); }; } char s_score[] = "0000"; s_score[0] += (game.score / 1000) % 10; s_score[1] += (game.score / 100) % 10; s_score[2] += (game.score / 10) % 10; s_score[3] += (game.score / 1) % 10; game_textout_at_center(0, 10, 3, s_score); char s_health[] = "HEALTH: 0 "; char s_ammo[] = "AMM0: 00 "; s_health[8] += game.health; s_ammo[6] += game.ammo / 10; s_ammo[7] += game.ammo % 10; game_textout(8, 8, 2, s_health); game_textout(GAME_WIDTH - 12 - GAME_AMMO_MAX*2 - 1, 8, 2, s_ammo); for (i = 0; i < game.ammo; i++) { texture_draw_vline(&game.framebuffer, GAME_WIDTH - 12 - GAME_AMMO_MAX*2 + i*2, 20, 8, 0xFF3366FF ); }; int health_color = 0xFF339933; if (game.health < 5) { health_color = 0xFF808010; }; if (game.health < 3) { health_color = 0xFFFF3300; }; for (i = 0; i < game.health; i++) { texture_draw_vline(&game.framebuffer, 8 + i*4 + 0, 20, 8, health_color ); texture_draw_vline(&game.framebuffer, 8 + i*4 + 1, 20, 8, health_color ); texture_draw_vline(&game.framebuffer, 8 + i*4 + 2, 20, 8, health_color ); }; }; texture_draw(&game.tex_ground, &game.tex_clouds, game.tz, 0, /* game.tx, game.ty, */ DRAW_MODE_ADDITIVE | DRAW_TILED_FLAG ); texture_draw(&game.framebuffer, &game.tex_ground, 0, GAME_HEIGHT-50, DRAW_MODE_ALPHA); rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer); };