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@@ -81,16 +81,15 @@ float beat_angle = 0; // angle |
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float beat_value = 0; // value |
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float beat_speed = 2.0f; // speed |
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/* window variable */ |
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int window_m; // margin |
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ivec2 border; // margin |
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int window_vtx[8]; // vertex array |
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ivec2 ratio_2d(2,4); // 2d ratio |
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/* text variable */ |
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ivec2 ratio_2d(2,2); // 2d ratio |
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ivec2 map_size(256,256); // texture map size |
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ivec2 font_size(8,8); // font size |
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ivec2 text_size(80,25); // text size |
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ivec2 text_size(0,0); // text size |
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ivec2 blit_top(0,0); // text blit top position |
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ivec2 blit_bottom(0,0); // text blit bottom position |
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int shell_vtx[8]; // vertex array |
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float shell_tex[] = {1.0f, 0.96875f, 1.0f, 1.0f, 0.78125f, 1.0f, 0.78125f, 0.96875f}; |
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/* common variable */ |
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float value, angle, radius, scale, speed; |
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/* shader variable */ |
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@@ -232,11 +231,11 @@ int Render::InitDraw(void) |
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return true; |
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} |
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int Render::CreateGLWindow() |
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int Render::CreateGLWindow(caca_canvas_t *caca) |
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{ |
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screen_size = Video::GetSize(); |
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window_m = 12 * ratio_2d.x; |
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border = 12 * ratio_2d; |
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window_vtx[0] = font_size.x * ratio_2d.x / 2.0f; |
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window_vtx[1] = font_size.y * ratio_2d.y / 2.0f; |
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window_vtx[2] = font_size.x * ratio_2d.x / 2.0f; |
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@@ -245,19 +244,16 @@ int Render::CreateGLWindow() |
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window_vtx[5] = -font_size.y * ratio_2d.y / 2.0f; |
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window_vtx[6] = -font_size.x * ratio_2d.x / 2.0f; |
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window_vtx[7] = font_size.y * ratio_2d.y / 2.0f; |
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shell_vtx[0] = window_m + 58 * ratio_2d.x; |
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shell_vtx[1] = window_m + (font_size.y + 1) * ratio_2d.y; |
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shell_vtx[2] = window_m + 58 * ratio_2d.x; |
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shell_vtx[3] = window_m + ratio_2d.y; |
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shell_vtx[4] = window_m + 2 * ratio_2d.x; |
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shell_vtx[5] = window_m + ratio_2d.y; |
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shell_vtx[6] = window_m + 2 * ratio_2d.x; |
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shell_vtx[7] = window_m + (font_size.y + 1) * ratio_2d.y; |
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blit_top = ivec2(window_m, window_m + font_size.y * ratio_2d.y) + ratio_2d * 2; |
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blit_bottom = screen_size - ivec2(window_m * 2, window_m * 2 + font_size.y * ratio_2d.y) + ratio_2d * 2; |
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ivec2 current_size = (screen_size - border * 2); |
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text_size = current_size / (font_size * ratio_2d); |
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//caca_set_canvas_size(m_caca,20,10); |
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//border |
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blit_top = border; |
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blit_bottom = screen_size - border * 2; |
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caca_set_canvas_size(caca,text_size.x,text_size.y); |
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InitDraw(); |
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return true; |
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@@ -268,7 +264,7 @@ Render::Render(caca_canvas_t *caca) |
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m_ready(false), |
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m_pause(false), |
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m_polygon(true), |
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m_shader(true), |
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m_shader(false), |
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m_shader_blur(true), |
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m_shader_glow(true), |
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m_shader_fx(true), |
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@@ -314,7 +310,7 @@ void Render::TickDraw(float seconds) |
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if (!m_ready) |
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{ |
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CreateGLWindow(); |
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CreateGLWindow(m_caca); |
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text_render->Init(); |
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m_ready = true; |
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} |
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@@ -399,41 +395,10 @@ void Render::Draw2D() |
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glDisable(GL_TEXTURE_2D); |
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glDisable(GL_BLEND); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(window_m,window_m,screen_size.x-53*ratio_2d.x-window_m*2,(font_size.y+2)*ratio_2d.y); |
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rectangle(screen_size.x-51*ratio_2d.x-window_m,window_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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rectangle(screen_size.x-27*ratio_2d.x-window_m,window_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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rectangle(screen_size.x-3*ratio_2d.x-window_m,window_m,3*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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rectangle(window_m,window_m+(font_size.y+2)*ratio_2d.y,2*ratio_2d.x,screen_size.y-(font_size.y+2)*ratio_2d.y-window_m*2); |
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rectangle(screen_size.x-2*ratio_2d.x-window_m,window_m+(font_size.y+2)*ratio_2d.y,2*ratio_2d.x,screen_size.y-(font_size.y+2)*ratio_2d.y-window_m*2); |
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rectangle(window_m+2*ratio_2d.x,screen_size.y-ratio_2d.y-window_m,screen_size.x-4*ratio_2d.x-window_m*2,ratio_2d.y); |
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glColor3f(screen_color.x,screen_color.y,screen_color.z); |
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rectangle(window_m+2*ratio_2d.x,window_m+ratio_2d.y,56*ratio_2d.x,font_size.y*ratio_2d.y); |
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rectangle(window_m+60*ratio_2d.x,window_m+2*ratio_2d.y,screen_size.x-115*ratio_2d.x-window_m*2,2*ratio_2d.y); |
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rectangle(window_m+60*ratio_2d.x,window_m+6*ratio_2d.y,screen_size.x-115*ratio_2d.x-window_m*2,2*ratio_2d.y); |
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rectangle(screen_size.x-49*ratio_2d.x-window_m,window_m+ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(screen_size.x-47*ratio_2d.x-window_m,window_m+2*ratio_2d.y,10*ratio_2d.x,4*ratio_2d.y); |
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glColor3f(0,0,0); |
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rectangle(screen_size.x-45*ratio_2d.x-window_m,window_m+3*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
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rectangle(screen_size.x-25*ratio_2d.x-window_m,window_m+1*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
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glColor3f(screen_color.x,screen_color.y,screen_color.z); |
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rectangle(screen_size.x-21*ratio_2d.x-window_m,window_m+2*ratio_2d.y,14*ratio_2d.x,7*ratio_2d.y); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(screen_size.x-19*ratio_2d.x-window_m,window_m+3*ratio_2d.y,10*ratio_2d.x,5*ratio_2d.y); |
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rectangle(screen_size.x-16*ratio_2d.x-window_m,screen_size.y-9*ratio_2d.y-window_m,14*ratio_2d.x,8*ratio_2d.y); |
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glColor3f(screen_color.x,screen_color.y,screen_color.z); |
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rectangle(screen_size.x-14*ratio_2d.x-window_m,screen_size.y-8*ratio_2d.y-window_m,12*ratio_2d.x,7*ratio_2d.y); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(screen_size.x-8*ratio_2d.x-window_m,screen_size.y-8*ratio_2d.y-window_m,8*ratio_2d.x,2*ratio_2d.y); |
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rectangle(screen_size.x-14*ratio_2d.x-window_m,screen_size.y-5*ratio_2d.y-window_m,4*ratio_2d.x,5*ratio_2d.y); |
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rectangle(screen_size.x-12*ratio_2d.x-window_m,screen_size.y-7*ratio_2d.y-window_m,2*ratio_2d.x,1*ratio_2d.y); |
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rectangle(screen_size.x-8*ratio_2d.x-window_m,screen_size.y-5*ratio_2d.y-window_m,4*ratio_2d.x,3*ratio_2d.y); |
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glEnable(GL_BLEND); |
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if(m_polygon) glEnable(GL_TEXTURE_2D); |
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glBlendFunc(GL_ONE, GL_ONE); |
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glVertexPointer(2, GL_INT, 0, shell_vtx); |
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glTexCoordPointer(2, GL_FLOAT, 0, shell_tex); |
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glDrawArrays(GL_QUADS, 0, 4); |
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rectangle(border.x+ratio_2d.x,border.y,screen_size.x-2*ratio_2d.x-border.x*2,ratio_2d.y);//(font_size.y+2)*ratio_2d.y); |
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rectangle(border.x,border.y+ratio_2d.y,ratio_2d.x,screen_size.y-ratio_2d.y*2-border.y*2); |
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rectangle(screen_size.x-ratio_2d.x-border.x,border.y+ratio_2d.y,ratio_2d.x,screen_size.y-2*ratio_2d.y-border.y*2); |
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rectangle(border.x+ratio_2d.x,screen_size.y-ratio_2d.y-border.y,screen_size.x-2*ratio_2d.x-border.x*2,ratio_2d.y); |
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glEnable(GL_BLEND); |
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} |
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