Restore trunk to state before voxel was accidentily commited to trunk

This commit is contained in:
punkrockguy318 2013-11-19 15:38:15 +00:00
parent bafaa80ef2
commit 863976b0ec
8 changed files with 20 additions and 981 deletions

View File

@ -182,22 +182,6 @@ InitConfig()
config->addOption("SDL.SpecialFilter", 0); config->addOption("SDL.SpecialFilter", 0);
config->addOption("SDL.SpecialFX", 0); config->addOption("SDL.SpecialFX", 0);
config->addOption("SDL.Vsync", 1); config->addOption("SDL.Vsync", 1);
config->addOption("voxel", "SDL.VoxelEngine", 1);
// Voxel engine options
config->addOption("voxelXscale", "SDL.VoxelXScale", 1.0);
config->addOption("voxelYscale", "SDL.VoxelYScale", 1.0);
config->addOption("voxelZscale", "SDL.VoxelZScale", 1.0);
config->addOption("voxelTransparency", "SDL.VoxelTransparency", 1.0);
config->addOption("voxelXspace", "SDL.VoxelXSpace", 0.0);
config->addOption("voxelYspace", "SDL.VoxelYSpace", 0.0);
config->addOption("voxelBGCMethod", "SDL.VoxelBGCMethod", 0);
config->addOption("voxelXcoord", "SDL.VoxelXCoordBGC", 0);
config->addOption("voxelYcoord", "SDL.VoxelYCoordBGC", 0);
config->addOption("voxelWaves", "SDL.VoxelWaves", 0);
config->addOption("voxelWaveLength", "SDL.VoxelWavelength", 1.0);
config->addOption("voxelWaveFrequency", "SDL.VoxelWaveFrequency", 1.0);
config->addOption("voxelWaveAmplitude", "SDL.VoxelWaveAmplitude", 1.0);
// network play options - netplay is broken // network play options - netplay is broken
config->addOption("server", "SDL.NetworkIsServer", 0); config->addOption("server", "SDL.NetworkIsServer", 0);

View File

@ -869,15 +869,6 @@ void setDoubleBuffering(GtkWidget* w, gpointer p)
g_config->setOption("SDL.DoubleBuffering", 0); g_config->setOption("SDL.DoubleBuffering", 0);
g_config->save(); g_config->save();
} }
void setVoxel(GtkWidget* w, gpointer p)
{
if(gtk_toggle_button_get_active(GTK_TOGGLE_BUTTON(w)))
g_config->setOption("SDL.VoxelEngine", 1);
else
g_config->setOption("SDL.VoxelEngine", 0);
g_config->save();
}
#endif #endif
void openVideoConfig() void openVideoConfig()
@ -891,7 +882,6 @@ void openVideoConfig()
GtkWidget* glChk; GtkWidget* glChk;
GtkWidget* linearChk; GtkWidget* linearChk;
GtkWidget* dbChk; GtkWidget* dbChk;
GtkWidget* voxelChk;
GtkWidget* palChk; GtkWidget* palChk;
GtkWidget* ppuChk; GtkWidget* ppuChk;
GtkWidget* spriteLimitChk; GtkWidget* spriteLimitChk;
@ -972,19 +962,6 @@ void openVideoConfig()
gtk_toggle_button_set_active(GTK_TOGGLE_BUTTON(dbChk), 1); gtk_toggle_button_set_active(GTK_TOGGLE_BUTTON(dbChk), 1);
else else
gtk_toggle_button_set_active(GTK_TOGGLE_BUTTON(dbChk), 0); gtk_toggle_button_set_active(GTK_TOGGLE_BUTTON(dbChk), 0);
// Voxel check
voxelChk = gtk_check_button_new_with_label("Enable voxel engine");
g_signal_connect(voxelChk, "clicked", G_CALLBACK(setVoxel), NULL);
// sync with config
buf = 0;
g_config->getOption("SDL.VoxelEngine", &buf);
if(buf)
gtk_toggle_button_set_active(GTK_TOGGLE_BUTTON(voxelChk), 1);
else
gtk_toggle_button_set_active(GTK_TOGGLE_BUTTON(voxelChk), 0);
#endif #endif
@ -1092,7 +1069,6 @@ void openVideoConfig()
gtk_box_pack_start(GTK_BOX(vbox), glChk, FALSE, FALSE, 5); gtk_box_pack_start(GTK_BOX(vbox), glChk, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), linearChk, FALSE, FALSE, 5); gtk_box_pack_start(GTK_BOX(vbox), linearChk, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), dbChk, FALSE, FALSE, 5); gtk_box_pack_start(GTK_BOX(vbox), dbChk, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), voxelChk, FALSE, FALSE, 5);
#endif #endif
gtk_box_pack_start(GTK_BOX(vbox), palChk, FALSE, FALSE,5); gtk_box_pack_start(GTK_BOX(vbox), palChk, FALSE, FALSE,5);
gtk_box_pack_start(GTK_BOX(vbox), ppuChk, FALSE, FALSE, 5); gtk_box_pack_start(GTK_BOX(vbox), ppuChk, FALSE, FALSE, 5);
@ -1112,377 +1088,6 @@ void openVideoConfig()
return; return;
} }
#ifdef OPENGL
int setVoxelXscale(GtkWidget* w, gpointer p)
{
double v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelXScale", v);
g_config->save();
return 0;
}
int setVoxelYscale(GtkWidget* w, gpointer p)
{
double v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelYScale", v);
g_config->save();
return 0;
}
int setVoxelZscale(GtkWidget* w, gpointer p)
{
double v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelZScale", v);
g_config->save();
return 0;
}
int setTransparency(GtkWidget* w, gpointer p)
{
double v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelTransparency", v);
g_config->save();
return 0;
}
int setVoxelXspace(GtkWidget* w, gpointer p)
{
double v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelXSpace", v);
g_config->save();
return 0;
}
int setVoxelYspace(GtkWidget* w, gpointer p)
{
double v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelYSpace", v);
g_config->save();
return 0;
}
int setXcoordBGC(GtkWidget* w, gpointer p)
{
int v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelXCoordBGC", v);
g_config->save();
return 0;
}
int setYcoordBGC(GtkWidget* w, gpointer p)
{
int v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelYCoordBGC", v);
g_config->save();
return 0;
}
void toggleSystemBGC(GtkToggleButton *t, gpointer user_data)
{
g_config->setOption("SDL.VoxelBGCMethod", 0);
g_config->save();
}
void togglePrevalentBGC(GtkToggleButton *t, gpointer user_data)
{
g_config->setOption("SDL.VoxelBGCMethod", 1);
g_config->save();
}
void toggleCoordBGC(GtkToggleButton *t, gpointer user_data)
{
g_config->setOption("SDL.VoxelBGCMethod", 2);
g_config->save();
}
void setVoxelWaves(GtkWidget* w, gpointer p)
{
int x = gtk_combo_box_get_active(GTK_COMBO_BOX(w));
g_config->setOption("SDL.VoxelWaves", x);
g_config->save();
}
int setWavelength(GtkWidget* w, gpointer p)
{
double v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelWavelength", v);
g_config->save();
return 0;
}
int setAmplitude(GtkWidget* w, gpointer p)
{
double v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelWaveAmplitude", v);
g_config->save();
return 0;
}
int setFrequency(GtkWidget* w, gpointer p)
{
double v = gtk_spin_button_get_value(GTK_SPIN_BUTTON(w));
g_config->setOption("SDL.VoxelWaveFrequency", v);
g_config->save();
return 0;
}
void openVoxelConfig()
{
GtkWidget* win;
GtkWidget* vbox;
GtkWidget* disclaimer;
GtkWidget* scaleLbl;
GtkWidget* scaleHbox;
GtkWidget* xscaleSpin;
GtkWidget* yscaleSpin;
GtkWidget* xscaleLbl;
GtkWidget* yscaleLbl;
GtkWidget* depthHbox;
GtkWidget* depthLbl;
GtkWidget* depthSpin;
GtkWidget* transHbox;
GtkWidget* transLbl;
GtkWidget* transSpin;
GtkWidget* spaceLbl;
GtkWidget* spaceHbox;
GtkWidget* xspaceSpin;
GtkWidget* yspaceSpin;
GtkWidget* xspaceLbl;
GtkWidget* yspaceLbl;
GSList* groupBGC;
GtkWidget* systemBGC;
GtkWidget* prevalentBGC;
GtkWidget* coordBGC;
GtkWidget* coordHbox;
GtkWidget* xcoordBGC;
GtkWidget* ycoordBGC;
GtkWidget* xcoordLbl;
GtkWidget* ycoordLbl;
GtkWidget* waveHbox;
GtkWidget* waveLbl;
GtkWidget* waveCombo;
GtkWidget* wavelengthHbox;
GtkWidget* wavelengthLbl;
GtkWidget* wavelengthSpin;
GtkWidget* amplitudeHbox;
GtkWidget* amplitudeLbl;
GtkWidget* amplitudeSpin;
GtkWidget* frequencyHbox;
GtkWidget* frequencyLbl;
GtkWidget* frequencySpin;
GtkWidget* freqNoteLbl;
double f;
int i;
win = gtk_dialog_new_with_buttons("Voxel Configuration",
GTK_WINDOW(MainWindow),
(GtkDialogFlags)(GTK_DIALOG_DESTROY_WITH_PARENT),
GTK_STOCK_CLOSE, GTK_RESPONSE_OK, NULL);
gtk_window_set_icon_name(GTK_WINDOW(win), "voxels");
vbox = gtk_dialog_get_content_area(GTK_DIALOG(win));
disclaimer = gtk_label_new("Voxel engine is for experimentation\npurposes only, and will not work\nwell with every game that you try.");
// Scale of voxels
scaleLbl = gtk_label_new("Scale of voxels");
scaleHbox = gtk_hbox_new(FALSE, 5);
xscaleLbl = gtk_label_new("X:");
xscaleSpin = gtk_spin_button_new_with_range(0.1, 16.0, .1);
yscaleLbl = gtk_label_new("Y:");
yscaleSpin = gtk_spin_button_new_with_range(0.1, 16.0, .1);
gtk_box_pack_start(GTK_BOX(scaleHbox), xscaleLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(scaleHbox), xscaleSpin, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(scaleHbox), yscaleLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(scaleHbox), yscaleSpin, FALSE, FALSE, 2);
g_signal_connect(xscaleSpin, "value-changed", G_CALLBACK(setVoxelXscale), NULL);
g_signal_connect(yscaleSpin, "value-changed", G_CALLBACK(setVoxelYscale), NULL);
// sync with config
g_config->getOption("SDL.VoxelXScale", &f);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(xscaleSpin), f);
g_config->getOption("SDL.VoxelYScale", &f);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(yscaleSpin), f);
// Voxel depth
depthLbl = gtk_label_new("Voxel Thickness:");
depthHbox = gtk_hbox_new(FALSE, 5);
depthSpin = gtk_spin_button_new_with_range(0.1, 16.0, .1);
gtk_box_pack_start(GTK_BOX(depthHbox), depthLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(depthHbox), depthSpin, FALSE, FALSE, 2);
g_signal_connect(depthSpin, "value-changed", G_CALLBACK(setVoxelZscale), NULL);
g_config->getOption("SDL.VoxelZScale", &f);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(depthSpin), f);
// Voxel transparency
transLbl = gtk_label_new("Transparency:");
transHbox = gtk_hbox_new(FALSE, 5);
transSpin = gtk_spin_button_new_with_range(0.00, 1.00, .01);
gtk_box_pack_start(GTK_BOX(transHbox), transLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(transHbox), transSpin, FALSE, FALSE, 2);
g_signal_connect(transSpin, "value-changed", G_CALLBACK(setTransparency), NULL);
g_config->getOption("SDL.VoxelTransparency", &f);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(transSpin), f);
// Space between voxels
spaceLbl = gtk_label_new("Space between voxels");
spaceHbox = gtk_hbox_new(FALSE, 5);
xspaceLbl = gtk_label_new("X:");
xspaceSpin = gtk_spin_button_new_with_range(-10.0, 10.0, .1);
yspaceLbl = gtk_label_new("Y:");
yspaceSpin = gtk_spin_button_new_with_range(-10.0, 10.0, .1);
gtk_box_pack_start(GTK_BOX(spaceHbox), xspaceLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(spaceHbox), xspaceSpin, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(spaceHbox), yspaceLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(spaceHbox), yspaceSpin, FALSE, FALSE, 2);
g_signal_connect(xspaceSpin, "value-changed", G_CALLBACK(setVoxelXspace), NULL);
g_signal_connect(yspaceSpin, "value-changed", G_CALLBACK(setVoxelYspace), NULL);
// sync with config
g_config->getOption("SDL.VoxelXSpace", &f);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(xspaceSpin), f);
g_config->getOption("SDL.VoxelYSpace", &f);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(yspaceSpin), f);
// How to get the background color
systemBGC = gtk_radio_button_new_with_mnemonic (NULL, "Use system background color, or");
gtk_radio_button_set_group (GTK_RADIO_BUTTON (systemBGC), groupBGC);
groupBGC = g_slist_append (groupBGC, systemBGC);
prevalentBGC = gtk_radio_button_new_with_mnemonic (NULL, "Use frame's most prevalent color, or");
gtk_radio_button_set_group (GTK_RADIO_BUTTON (prevalentBGC), groupBGC);
groupBGC = g_slist_append (groupBGC, prevalentBGC);
coordBGC = gtk_radio_button_new_with_mnemonic (NULL, "Use coordinate background color:");
gtk_radio_button_set_group (GTK_RADIO_BUTTON (coordBGC), groupBGC);
groupBGC = g_slist_append (groupBGC, coordBGC);
coordHbox = gtk_hbox_new(FALSE, 5);
xcoordLbl = gtk_label_new("\tX:");
xcoordBGC = gtk_spin_button_new_with_range(0, 255, 1);
ycoordLbl = gtk_label_new("Y:");
ycoordBGC = gtk_spin_button_new_with_range(0, 255, 1);
gtk_box_pack_start(GTK_BOX(coordHbox), xcoordLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(coordHbox), xcoordBGC, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(coordHbox), ycoordLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(coordHbox), ycoordBGC, FALSE, FALSE, 2);
g_signal_connect(systemBGC, "toggled", G_CALLBACK(toggleSystemBGC), NULL);
g_signal_connect(prevalentBGC, "toggled", G_CALLBACK(togglePrevalentBGC), NULL);
g_signal_connect(coordBGC, "toggled", G_CALLBACK(toggleCoordBGC), NULL);
g_signal_connect(xcoordBGC, "value-changed", G_CALLBACK(setXcoordBGC), NULL);
g_signal_connect(ycoordBGC, "value-changed", G_CALLBACK(setYcoordBGC), NULL);
// sync with config
g_config->getOption("SDL.VoxelBGCMethod", &i);
switch (i)
{
case 0:
gtk_toggle_button_set_active (GTK_TOGGLE_BUTTON (systemBGC), TRUE);
break;
case 1:
gtk_toggle_button_set_active (GTK_TOGGLE_BUTTON (prevalentBGC), TRUE);
break;
case 2:
gtk_toggle_button_set_active (GTK_TOGGLE_BUTTON (coordBGC), TRUE);
break;
}
g_config->getOption("SDL.VoxelXCoordBGC", &i);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(xcoordBGC), i);
g_config->getOption("SDL.VoxelYCoordBGC", &i);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(ycoordBGC), i);
// wave widgets
waveHbox = gtk_hbox_new(FALSE, 3);
waveLbl = gtk_label_new("Waves: ");
waveCombo = gtk_combo_box_text_new();
// -Wave Types Tag-
gtk_combo_box_text_append_text(GTK_COMBO_BOX_TEXT(waveCombo), "disabled");
gtk_combo_box_text_append_text(GTK_COMBO_BOX_TEXT(waveCombo), "Horizontal");
gtk_combo_box_text_append_text(GTK_COMBO_BOX_TEXT(waveCombo), "Vertical");
gtk_combo_box_text_append_text(GTK_COMBO_BOX_TEXT(waveCombo), "Diagonal \\");
gtk_combo_box_text_append_text(GTK_COMBO_BOX_TEXT(waveCombo), "Diagonal /");
// sync with cfg
g_config->getOption("SDL.VoxelWaves", &i);
gtk_combo_box_set_active(GTK_COMBO_BOX(waveCombo), i);
g_signal_connect(waveCombo, "changed", G_CALLBACK(setVoxelWaves), NULL);
gtk_box_pack_start(GTK_BOX(waveHbox), waveLbl, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(waveHbox), waveCombo, FALSE, FALSE, 5);
// Wave settings
wavelengthLbl = gtk_label_new("\tWavelength:");
wavelengthHbox = gtk_hbox_new(FALSE, 5);
wavelengthSpin = gtk_spin_button_new_with_range(0.1, 10.0, .1);
gtk_box_pack_start(GTK_BOX(wavelengthHbox), wavelengthLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(wavelengthHbox), wavelengthSpin, FALSE, FALSE, 2);
amplitudeLbl = gtk_label_new("\tAmplitude:");
amplitudeHbox = gtk_hbox_new(FALSE, 5);
amplitudeSpin = gtk_spin_button_new_with_range(0.1, 10.0, .1);
gtk_box_pack_start(GTK_BOX(amplitudeHbox), amplitudeLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(amplitudeHbox), amplitudeSpin, FALSE, FALSE, 2);
frequencyLbl = gtk_label_new("\tFrequency:");
frequencyHbox = gtk_hbox_new(FALSE, 5);
frequencySpin = gtk_spin_button_new_with_range(-10.0, 10.0, .1);
freqNoteLbl = gtk_label_new("(Negative frequency reverses\ndirection. Zero freezes.)");
gtk_box_pack_start(GTK_BOX(frequencyHbox), frequencyLbl, FALSE, FALSE, 2);
gtk_box_pack_start(GTK_BOX(frequencyHbox), frequencySpin, FALSE, FALSE, 2);
g_signal_connect(wavelengthSpin, "value-changed", G_CALLBACK(setWavelength), NULL);
g_signal_connect(amplitudeSpin, "value-changed", G_CALLBACK(setAmplitude), NULL);
g_signal_connect(frequencySpin, "value-changed", G_CALLBACK(setFrequency), NULL);
// sync with config
g_config->getOption("SDL.VoxelWavelength", &f);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(wavelengthSpin), f);
g_config->getOption("SDL.VoxelWaveAmplitude", &f);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(amplitudeSpin), f);
g_config->getOption("SDL.VoxelWaveFrequency", &f);
gtk_spin_button_set_value(GTK_SPIN_BUTTON(frequencySpin), f);
gtk_box_pack_start(GTK_BOX(vbox), disclaimer, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), scaleLbl, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), scaleHbox, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), depthHbox, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), transHbox, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), spaceLbl, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), spaceHbox, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), systemBGC, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), prevalentBGC, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), coordBGC, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), coordHbox, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), waveHbox, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), wavelengthHbox, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), amplitudeHbox, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), frequencyHbox, FALSE, FALSE, 5);
gtk_box_pack_start(GTK_BOX(vbox), freqNoteLbl, FALSE, FALSE, 5);
g_signal_connect(win, "delete-event", G_CALLBACK(closeVideoWin), NULL);
g_signal_connect(win, "response", G_CALLBACK(closeVideoWin), NULL);
gtk_widget_show_all(win);
return;
}
#endif
const char* mixerStrings[6] = {"Volume", "Triangle", "Square1", "Square2", "Noise", "PCM"}; const char* mixerStrings[6] = {"Volume", "Triangle", "Square1", "Square2", "Noise", "PCM"};
int mixerChanged(GtkWidget* w, gpointer p) int mixerChanged(GtkWidget* w, gpointer p)
@ -2607,9 +2212,6 @@ static char* menuXml =
" <menuitem action='VideoConfigAction' />" " <menuitem action='VideoConfigAction' />"
" <menuitem action='PaletteConfigAction' />" " <menuitem action='PaletteConfigAction' />"
" <menuitem action='NetworkConfigAction' />" " <menuitem action='NetworkConfigAction' />"
#ifdef OPENGL
" <menuitem action='VoxelConfigAction' />"
#endif
" <menuitem action='AutoResumeAction' />" " <menuitem action='AutoResumeAction' />"
" <separator />" " <separator />"
" <menuitem action='FullscreenAction' />" " <menuitem action='FullscreenAction' />"
@ -2670,9 +2272,6 @@ static GtkActionEntry normal_entries[] = {
{"VideoConfigAction", "video-display", "_Video Config", NULL, NULL, G_CALLBACK(openVideoConfig)}, {"VideoConfigAction", "video-display", "_Video Config", NULL, NULL, G_CALLBACK(openVideoConfig)},
{"PaletteConfigAction", GTK_STOCK_SELECT_COLOR, "_Palette Config", NULL, NULL, G_CALLBACK(openPaletteConfig)}, {"PaletteConfigAction", GTK_STOCK_SELECT_COLOR, "_Palette Config", NULL, NULL, G_CALLBACK(openPaletteConfig)},
{"NetworkConfigAction", GTK_STOCK_NETWORK, "_Network Config", NULL, NULL, G_CALLBACK(openNetworkConfig)}, {"NetworkConfigAction", GTK_STOCK_NETWORK, "_Network Config", NULL, NULL, G_CALLBACK(openNetworkConfig)},
#ifdef OPENGL
{"VoxelConfigAction", "voxels", "_Voxel Config", NULL, NULL, G_CALLBACK(openVoxelConfig)},
#endif
{"FullscreenAction", GTK_STOCK_FULLSCREEN, "_Fullscreen", "<alt>Return", NULL, G_CALLBACK(enableFullscreen)}, {"FullscreenAction", GTK_STOCK_FULLSCREEN, "_Fullscreen", "<alt>Return", NULL, G_CALLBACK(enableFullscreen)},
{"EmulationMenuAction", NULL, "_Emulation"}, {"EmulationMenuAction", NULL, "_Emulation"},
{"PowerAction", NULL, "P_ower", NULL, NULL, G_CALLBACK(FCEUI_PowerNES)}, {"PowerAction", NULL, "P_ower", NULL, NULL, G_CALLBACK(FCEUI_PowerNES)},
@ -2810,36 +2409,6 @@ gint handleMouseClick(GtkWidget* widget, GdkEvent *event, gpointer callback_data
return 0; return 0;
} }
gint handleMouseMove(GtkWidget* widget, GdkEvent *event, gpointer callback_data)
{
GtkMouseData[0] = ((GdkEventMotion*)event)->x;
GtkMouseData[1] = ((GdkEventMotion*)event)->y;
return 0;
}
extern float cameraZ;
gint handleMouseScroll(GtkWidget* widget, GdkEvent *event, gpointer callback_data)
{
switch (((GdkEventScroll *)event)->direction)
{
case GDK_SCROLL_UP:
cameraZ -= 10.0f;
if (cameraZ < 100.0f)
cameraZ = 100.0f;
break;
case GDK_SCROLL_DOWN:
cameraZ += 10.0f;
if (cameraZ > 800.0f)
cameraZ = 800.0f;
break;
}
return 0;
}
// NES resolution = 256x240 // NES resolution = 256x240
const int NES_WIDTH=256; const int NES_WIDTH=256;
const int NES_HEIGHT=240; const int NES_HEIGHT=240;
@ -2926,10 +2495,6 @@ int InitGTKSubsystem(int argc, char** argv)
// prg - Bryan Cain, you are the man! // prg - Bryan Cain, you are the man!
evbox = gtk_event_box_new(); evbox = gtk_event_box_new();
// Absolutely necessary in order to poll data from mouse continuously:
gtk_widget_set_events(evbox, GDK_POINTER_MOTION_MASK);
gtk_box_pack_start (GTK_BOX(vbox), evbox, TRUE, TRUE, 0); gtk_box_pack_start (GTK_BOX(vbox), evbox, TRUE, TRUE, 0);
double xscale, yscale; double xscale, yscale;
@ -2951,9 +2516,6 @@ int InitGTKSubsystem(int argc, char** argv)
g_signal_connect(G_OBJECT(evbox), "button-press-event", G_CALLBACK(handleMouseClick), NULL); g_signal_connect(G_OBJECT(evbox), "button-press-event", G_CALLBACK(handleMouseClick), NULL);
g_signal_connect(G_OBJECT(evbox), "button-release-event", G_CALLBACK(handleMouseClick), NULL); g_signal_connect(G_OBJECT(evbox), "button-release-event", G_CALLBACK(handleMouseClick), NULL);
// Collect mouse motion and wheel scrolls for voxel camera.
g_signal_connect(G_OBJECT(evbox), "motion-notify-event", G_CALLBACK(handleMouseMove), NULL);
g_signal_connect(G_OBJECT(evbox), "scroll-event", G_CALLBACK(handleMouseScroll), NULL);
// signal handlers // signal handlers
g_signal_connect(MainWindow, "delete-event", quit, NULL); g_signal_connect(MainWindow, "delete-event", quit, NULL);

View File

@ -916,20 +916,14 @@ GetMouseData (uint32 (&d)[3])
d[2] |= 0x2; d[2] |= 0x2;
} }
// get the mouse position from the SDL video driver // get the mouse position from the SDL video driver
t = PtoV (x, y); t = PtoV (x, y);
d[0] = t & 0xFFFF; d[0] = t & 0xFFFF;
d[1] = (t >> 16) & 0xFFFF; d[1] = (t >> 16) & 0xFFFF;
// debug print // debug print
// printf("mouse %d %d %d\n", d[0], d[1], d[2]); // printf("mouse %d %d %d\n", d[0], d[1], d[2]);
// Set these for the voxel camera.
GtkMouseData[0] = x;
GtkMouseData[1] = y;
} }
extern float cameraZ;
/** /**
* Handles outstanding SDL events. * Handles outstanding SDL events.
*/ */
@ -957,21 +951,6 @@ UpdatePhysicalInput ()
FCEU_printf ("Warning: unknown hotkey event %d\n", FCEU_printf ("Warning: unknown hotkey event %d\n",
event.user.code); event.user.code);
} }
case SDL_MOUSEBUTTONDOWN:
// Capture mouse scroll wheel for the voxel camera.
switch(event.button.button)
{
case SDL_BUTTON_WHEELUP:
cameraZ -= 10.0f;
if (cameraZ < 100.0f)
cameraZ = 100.0f;
break;
case SDL_BUTTON_WHEELDOWN:
cameraZ += 10.0f;
if (cameraZ > 800.0f)
cameraZ = 800.0f;
break;
}
default: default:
break; break;
} }

View File

@ -25,7 +25,7 @@ static GLuint textures[2]={0,0}; // Normal image, scanline overlay.
static int left,right,top,bottom; // right and bottom are not inclusive. static int left,right,top,bottom; // right and bottom are not inclusive.
static int scanlines; static int scanlines;
void *HiBuffer; static void *HiBuffer;
typedef void APIENTRY (*glColorTableEXT_Func)(GLenum target, typedef void APIENTRY (*glColorTableEXT_Func)(GLenum target,
GLenum internalformat, GLsizei width, GLenum format, GLenum type, GLenum internalformat, GLsizei width, GLenum format, GLenum type,

View File

@ -23,7 +23,6 @@
#include "sdl.h" #include "sdl.h"
#include "sdl-opengl.h" #include "sdl-opengl.h"
#include "sdl-voxel.h"
#include "../common/vidblit.h" #include "../common/vidblit.h"
#include "../../fceu.h" #include "../../fceu.h"
#include "../../version.h" #include "../../version.h"
@ -66,7 +65,6 @@ static int s_inited;
#ifdef OPENGL #ifdef OPENGL
static int s_useOpenGL; static int s_useOpenGL;
static int s_voxelEngine;
#endif #endif
static double s_exs, s_eys; static double s_exs, s_eys;
static int s_eefx; static int s_eefx;
@ -177,7 +175,6 @@ InitVideo(FCEUGI *gi)
g_config->getOption("SDL.DoubleBuffering", &doublebuf); g_config->getOption("SDL.DoubleBuffering", &doublebuf);
#ifdef OPENGL #ifdef OPENGL
g_config->getOption("SDL.OpenGL", &s_useOpenGL); g_config->getOption("SDL.OpenGL", &s_useOpenGL);
g_config->getOption("SDL.VoxelEngine", &s_voxelEngine);
#endif #endif
g_config->getOption("SDL.SpecialFilter", &s_sponge); g_config->getOption("SDL.SpecialFilter", &s_sponge);
g_config->getOption("SDL.XStretch", &xstretch); g_config->getOption("SDL.XStretch", &xstretch);
@ -489,16 +486,10 @@ InitVideo(FCEUGI *gi)
#ifdef OPENGL #ifdef OPENGL
if(s_useOpenGL) if(s_useOpenGL)
{ {
int openGLip, voxelEngine; int openGLip;
g_config->getOption("SDL.OpenGLip", &openGLip); g_config->getOption("SDL.OpenGLip", &openGLip);
if(s_voxelEngine) if(!InitOpenGL(NOFFSET, 256 - (s_clipSides ? 8 : 0),
{
initVoxelGL(NOFFSET, 256 - (s_clipSides ? 8 : 0),
s_srendline, s_erendline + 1,
s_screen, s_eefx);
}
else if(!InitOpenGL(NOFFSET, 256 - (s_clipSides ? 8 : 0),
s_srendline, s_erendline + 1, s_srendline, s_erendline + 1,
s_exs, s_eys, s_eefx, s_exs, s_eys, s_eefx,
openGLip, xstretch, ystretch, s_screen)) openGLip, xstretch, ystretch, s_screen))
@ -638,14 +629,7 @@ BlitScreen(uint8 *XBuf)
#ifdef OPENGL #ifdef OPENGL
// OpenGL is handled separately // OpenGL is handled separately
if(s_useOpenGL) { if(s_useOpenGL) {
if (s_voxelEngine)
{
drawVoxelScene(XBuf);
}
else
{
BlitOpenGL(XBuf); BlitOpenGL(XBuf);
}
return; return;
} }
#endif #endif

View File

@ -1,460 +0,0 @@
/**********************************************************
* *** Emulation Voxel Engine *** *
* Original concept and implementation by *
* Scott Jacobi, 2013 *
* *
* The purpose of this code is to take the video output *
* buffer of an emulator, and render it in 3D using *
* voxels. To provide a greater sense of depth, one *
* color is designated as the background color. That *
* color is used to fill the screen each frame, and any *
* pixels in the buffer that match that color are *
* ignored. *
* *
* Various methods may be used to determine what the *
* background color should be. One way is to ask the *
* emulated system for its notion of a background clear *
* color, if the system supports that. Another method is *
* to poll the color of a particular coordinate on the *
* screen. *
* *
* Additional features have been implemented, including *
* the ability to render the resulting three-dimensional *
* image with ripples or waves. Various aspects of the *
* waves are under the control of the user, including the *
* direction, wavelength, amplitude, and frequency. *
* Another feature is the ability to size and space the *
* voxels according to the users wishes. *
* *
* Control over the camera is provided through the *
* manipulation of the mouse. The camera can be moved to *
* various locations in order to customize the angle and *
* perspective from which the player views the screen. *
* The mouse wheel may be used to zoom in and out from *
* the scene. *
* *
* This code is freely distributable, and may be used for *
* any non-commercial purpose. Please do not incorporate *
* this code into any product that is intended for sale *
* or profit. Collaborations to improve upon this code *
* are highly encouraged. Please share your knowledge *
* and improvements with the emulation community. *
**********************************************************/
#define GL_GLEXT_LEGACY
#include "sdl.h"
#include "sdl-opengl.h"
#include "gui.h"
#include "math.h"
#include "../common/vidblit.h"
#include "../../utils/memory.h"
#ifdef APPLEOPENGL
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <OpenGL/glext.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#endif
#include <cstring>
#include <cstdlib>
#ifndef APIENTRY
#define APIENTRY
#endif
/* Ambient Light Values ( NEW ) */
GLfloat lmodel_ambient[] = { 0.3, 0.3, 0.3, 1.0 };
/* Diffuse Light Values ( NEW ) */
GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
/* Light Position ( NEW ) */
GLfloat LightPosition[] = { 0.0f, 0.0f, 0.0f, 1.0f };
float wave[] = {0.0f, 3.0f, 6.0f, 8.0f, 9.0f, 9.5f, 10.0f, 9.5f, 9.0f, 8.0f, 6.0f, 3.0f,
0.0f, -3.0f, -6.0f, -8.0f, -9.0f, -9.5f, -10.0f, -9.5f, -9.0f, -8.0f, -6.0f, -3.0f };
static int left,right,top,bottom; // right and bottom are not inclusive.
GLfloat vWidth = 0.5f;
GLfloat vHeight = 0.5f;
GLfloat vDepth = 0.5f;
GLfloat clearColor[4];
// Settings
double xScale, yScale, zScale, transparency, xSpace, ySpace;
int bgcMethod, sampleXcoord, sampleYcoord;
double waveLength, waveAmp, waveFreq;
int halfWidth, halfHeight;
float cameraZ;
extern void *HiBuffer;
extern Config *g_config;
extern uint8 PALRAM[0x20];
enum waveTypes
{
wtDisabled = 0,
wtHorizontal,
wtVertical,
wtDiagonal1,
wtDiagonal2
};
waveTypes waves;
GLuint voxel; // Storage For The Display List
GLvoid voxelList()
{
GLfloat voxW = vWidth * (float)xScale;
GLfloat voxH = vHeight * (float)yScale;
GLfloat voxD = vDepth * (float)zScale;
voxel=glGenLists(1);
glNewList(voxel, GL_COMPILE);
glBegin(GL_QUADS); // Start Drawing Quads
// Bottom Face
glNormal3f( 0.0f, -1.0f, 0.0f);
glVertex3f(-voxW, -voxH, -voxD); // Top Right Of The Quad
glVertex3f( voxW, -voxH, -voxD); // Top Left Of The Quad
glVertex3f( voxW, -voxH, voxD); // Bottom Left Of The Quad
glVertex3f(-voxW, -voxH, voxD); // Bottom Right Of The Quad
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f);
glVertex3f(-voxW, -voxH, voxD); // Bottom Left Of The Quad
glVertex3f( voxW, -voxH, voxD); // Bottom Right Of The Quad
glVertex3f( voxW, voxH, voxD); // Top Right Of The Quad
glVertex3f(-voxW, voxH, voxD); // Top Left Of The Quad
// Back Face
// glNormal3f( 0.0f, 0.0f, -1.0f);
// glVertex3f(-voxW, -voxH, -voxD); // Bottom Right Of and Quad
// glVertex3f(-voxW, voxH, -voxD); // Top Right Of The Quad
// glVertex3f( voxW, voxH, -voxD); // Top Left Of The Quad
// glVertex3f( voxW, -voxH, -voxD); // Bottom Left Of The Quad
// Right face
glNormal3f( 1.0f, 0.0f, 0.0f);
glVertex3f( voxW, -voxH, -voxD); // Bottom Right Of The Quad
glVertex3f( voxW, voxH, -voxD); // Top Right Of The Quad
glVertex3f( voxW, voxH, voxD); // Top Left Of The Quad
glVertex3f( voxW, -voxH, voxD); // Bottom Left Of The Quad
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-voxW, -voxH, -voxD); // Bottom Left Of The Quad
glVertex3f(-voxW, -voxH, voxD); // Bottom Right Of The Quad
glVertex3f(-voxW, voxH, voxD); // Top Right Of The Quad
glVertex3f(-voxW, voxH, -voxD); // Top Left Of The Quad
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f);
glVertex3f(-voxW, voxH, -voxD); // Top Left Of The Quad
glVertex3f(-voxW, voxH, voxD); // Bottom Left Of The Quad
glVertex3f( voxW, voxH, voxD); // Bottom Right Of The Quad
glVertex3f( voxW, voxH, -voxD); // Top Right Of The Quad
glEnd(); // Done Drawing Quads
glEndList( );
}
int initVoxelGL(int l,
int r,
int t,
int b,
SDL_Surface *screen,
int efx)
{
left=l;
right=r;
top=t;
bottom=b;
HiBuffer=FCEU_malloc(4*256*256);
memset(HiBuffer,0x00,4*256*256);
#ifndef LSB_FIRST
InitBlitToHigh(4,0xFF000000,0xFF0000,0xFF00,efx&2,0,0);
#else
InitBlitToHigh(4,0xFF,0xFF00,0xFF0000,efx&2,0,0);
#endif
g_config->getOption("SDL.VoxelXScale", &xScale);
g_config->getOption("SDL.VoxelYScale", &yScale);
g_config->getOption("SDL.VoxelZScale", &zScale);
g_config->getOption("SDL.VoxelTransparency", &transparency);
g_config->getOption("SDL.VoxelXSpace", &xSpace);
g_config->getOption("SDL.VoxelYSpace", &ySpace);
g_config->getOption("SDL.VoxelBGCMethod", &bgcMethod);
g_config->getOption("SDL.VoxelXCoordBGC", &sampleXcoord);
g_config->getOption("SDL.VoxelYCoordBGC", &sampleYcoord);
int waveType;
g_config->getOption("SDL.VoxelWaves", &waveType);
waves = (waveTypes)waveType;
g_config->getOption("SDL.VoxelWavelength", &waveLength);
g_config->getOption("SDL.VoxelWaveAmplitude", &waveAmp);
g_config->getOption("SDL.VoxelWaveFrequency", &waveFreq);
cameraZ = 360.0f;
/* Build our display lists */
voxelList();
/* Enable Texture Mapping ( NEW ) */
glEnable( GL_TEXTURE_2D );
/* Enable smooth shading */
glShadeModel( GL_SMOOTH );
/* Set the background black */
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
/* Depth buffer setup */
glClearDepth( 1.0f );
/* Enables Depth Testing */
glEnable( GL_DEPTH_TEST );
/* The Type Of Depth Test To Do */
glDepthFunc( GL_LEQUAL );
/* Alpha blending for transparency */
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* Really Nice Perspective Calculations */
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
/* Material settings */
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 50.0 };
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
/* Setup The Ambient Light */
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
/* Setup The Diffuse Light */
glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiffuse );
/* Position The Light */
glLightfv( GL_LIGHT1, GL_POSITION, LightPosition );
/* Enable Light One */
glEnable( GL_LIGHTING ); /* Enable Lighting */
glEnable( GL_LIGHT1 );
glEnable( GL_COLOR_MATERIAL ); /* Enable Material Coloring */
/* Height / width ration */
GLfloat ratio;
int width = screen->w;
int height = screen->h;
halfWidth = width/2;
halfHeight = height/2;
ratio = ( GLfloat )width / ( GLfloat )height;
/* Setup our viewport. */
glViewport( 0, 0, ( GLint )width, ( GLint )height );
/* change to the projection matrix and set our viewing volume. */
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
/* Set our perspective */
gluPerspective( 45.0f, ratio, 0.1f, 1000.0f );
/* Make sure we're chaning the model view and not the projection */
glMatrixMode( GL_MODELVIEW );
/* Reset The View */
glLoadIdentity( );
return 1;
}
uint16 arrayColors[256], maxColorCount;
uint8 maxColorIx;
/* Here goes our drawing code */
void drawVoxelScene(uint8 *Xbuf)
{
int paletteIx;
Blit8ToHigh(Xbuf, (uint8*)HiBuffer, 256, 240, 256*4, 1, 1);
if (bgcMethod == 1) // Color prominence
{
maxColorIx = 0;
maxColorCount = arrayColors[0];
for (paletteIx = 1; paletteIx < 256; paletteIx++)
{
if (arrayColors[paletteIx] > maxColorCount)
{
maxColorIx = paletteIx;
maxColorCount = arrayColors[paletteIx];
}
}
memset (arrayColors, 0, 256*sizeof(short));
}
/* These are to calculate our fps */
static GLint T0 = 0;
static GLint Frames = 0;
static GLint totalFrames = 0;
GLfloat Depth = cameraZ;
GLfloat Zoom = cameraZ/4.0f;
GLfloat voxelDepth;
int length, freq, waveState;
/* Select Our Texture */
// glBindTexture( GL_TEXTURE_2D, texture[0] );
uint8* buf = (uint8*)HiBuffer;
GLfloat pixcol[4];
uint8 r, g, b;
switch (bgcMethod)
{
case 0: // Get the clear color from the system pallet.
FCEUD_GetPalette(0x80 | PALRAM[0], &r, &g, &b);
pixcol[0] = (GLfloat)r / 256.0f;
pixcol[1] = (GLfloat)g / 256.0f;
pixcol[2] = (GLfloat)b / 256.0f;
break;
case 1: // Get the clear color from the previous frame's color count
FCEUD_GetPalette(maxColorIx, &r, &g, &b);
pixcol[0] = (GLfloat)r / 256.0f;
pixcol[1] = (GLfloat)g / 256.0f;
pixcol[2] = (GLfloat)b / 256.0f;
break;
case 2: // Get the clear color from the sample coordinate.
pixcol[0] = (GLfloat)(buf[sampleYcoord*256*4 + sampleXcoord*4 ]) / 256.0f;
pixcol[1] = (GLfloat)(buf[sampleYcoord*256*4 + sampleXcoord*4 + 1]) / 256.0f;
pixcol[2] = (GLfloat)(buf[sampleYcoord*256*4 + sampleXcoord*4 + 2]) / 256.0f;
}
// Voxel transparency
pixcol[3] = transparency;
// Check if the clear color has changed since the previous frame.
if (!(clearColor[0] == pixcol[0] &&
clearColor[1] == pixcol[1] &&
clearColor[2] == pixcol[2] ))
{
clearColor[0] = pixcol[0];
clearColor[1] = pixcol[1];
clearColor[2] = pixcol[2];
glClearColor(clearColor[0], clearColor[1], clearColor[2], 0.0f);
}
/* Clear The Screen And The Depth Buffer */
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
GLfloat cameraPos[3];
cameraPos[0] = (float)(-halfWidth + GtkMouseData[0]);
cameraPos[1] = (float)(halfHeight - GtkMouseData[1]);
cameraPos[2] = Depth -
((fabs(cameraPos[0])/(float)halfWidth) * Zoom) -
((fabs(cameraPos[1])/(float)halfHeight) * Zoom);
/* Reset the view */
glLoadIdentity( );
gluLookAt(cameraPos[0], cameraPos[1], cameraPos[2],
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
GLint xloop; /* Loop For X Axis */
GLint yloop; /* Loop For Y Axis */
// Calculate the positional space that each voxel needs to be relative to one another.
float xPos = (float)xScale + (float)xSpace;
float yPos = (float)yScale + (float)ySpace;
for ( yloop = top; yloop < bottom; yloop++ )
{
for ( xloop = left; xloop < right; xloop++ )
{
if (bgcMethod == 1)
arrayColors[Xbuf[yloop*256 + xloop]]++;
pixcol[0] = (GLfloat)(buf[yloop*256*4 + xloop*4] ) / 256.0f;
pixcol[1] = (GLfloat)(buf[yloop*256*4 + xloop*4 + 1]) / 256.0f;
pixcol[2] = (GLfloat)(buf[yloop*256*4 + xloop*4 + 2]) / 256.0f;
if (!(pixcol[0] == clearColor[0] && pixcol[1] == clearColor[1] && pixcol[2] == clearColor[2]))
{
// Determine the length of the waves across the buffer.
switch (waves)
{
case wtHorizontal:
length = (int)((float)xloop / waveLength);
break;
case wtVertical:
length = (int)((float)yloop / waveLength);
break;
case wtDiagonal1:
length = (int)((float)(yloop - xloop) / waveLength);
break;
case wtDiagonal2:
length = (int)((float)(yloop + xloop) / waveLength);
break;
}
if (waves)
{
// Frequency of waves is driven by the number of frames.
freq = (int)((float)totalFrames * waveFreq);
waveState = (length + freq) % 24;
if (waveState < 0)
waveState += 24;
// Amplitude is determined by multiplying the result.
voxelDepth = wave[waveState] * waveAmp;
}
else
{
voxelDepth = 0;
}
glPushMatrix();
/* Position The Cubes On The Screen */
glTranslatef( (-128.0 + ( float )xloop) * xPos,
(128.0 - ( float )yloop) * yPos,
voxelDepth );
glColor4fv( pixcol ); /* Select A Box Color */
glCallList( voxel ); /* Draw the box */
glPopMatrix();
}
}
}
/* Draw it to the screen */
SDL_GL_SwapBuffers( );
/* Gather our frames per second */
Frames++;
{
GLint t = SDL_GetTicks();
if (t - T0 >= 5000)
{
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
T0 = t;
Frames = 0;
}
}
totalFrames++;
}

View File

@ -1,9 +0,0 @@
int initVoxelGL(int l,
int r,
int t,
int b,
SDL_Surface *screen,
int efx);
void drawVoxelScene(uint8 *Xbuf);

View File

@ -184,13 +184,12 @@ static void UpdateZapper(int w, void *data, int arg)
{ {
ZD[w].bogo=5; ZD[w].bogo=5;
ZD[w].mzb=ptr[2]; ZD[w].mzb=ptr[2];
}
// Keep this outside of the above if block to keep the crosshairs updated
ZD[w].mzx=ptr[0]; ZD[w].mzx=ptr[0];
ZD[w].mzy=ptr[1]; ZD[w].mzy=ptr[1];
} }
}
static void LogZapper(int w, MovieRecord* mr) static void LogZapper(int w, MovieRecord* mr)
{ {
mr->zappers[w].x = ZD[w].mzx; mr->zappers[w].x = ZD[w].mzx;