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graphics.c
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graphics.c
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#include "gltron.h"
void checkGLError(char *where) {
int error;
error = glGetError();
if(error != GL_NO_ERROR)
printf("[glError: %s] - %d\n", where, error);
}
void rasonly(gDisplay *d) {
/* do rasterising only (in local display d) */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, (GLfloat) d->vp_w, 0.0f, (GLfloat) d->vp_h, 0.0f, 1.0f);
checkGLError("rasonly");
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(d->vp_x, d->vp_y, d->vp_w, d->vp_h);
}
void drawFPS(gDisplay *d) {
#define FPS_HSIZE 20
/* draws FPS in upper left corner of Display d */
static int fps_h[FPS_HSIZE];
static int pos = -FPS_HSIZE;
static int fps_min = 0;
static int fps_avg = 0;
char tmp[20];
int diff;
rasonly(d);
diff = (dt > 0) ? dt : 1;
if(pos < 0) {
fps_avg = 1000 / diff;
fps_min = 1000 / diff;
fps_h[pos + FPS_HSIZE] = 1000 / diff;
pos++;
} else {
fps_h[pos] = 1000 / diff;
pos = (pos + 1) % FPS_HSIZE;
if(pos % 10 == 0) {
int i;
int sum = 0;
int min = 1000;
for(i = 0; i < FPS_HSIZE; i++) {
sum += fps_h[i];
if(fps_h[i] < min)
min = fps_h[i];
}
fps_min = min;
fps_avg = sum / FPS_HSIZE;
// printf("minimum FPS: %d - average FPS: %d\n", min, sum / FPS_HSIZE);
}
}
sprintf(tmp, "average FPS: %d", fps_avg);
glColor4f(1.0, 0.4, 0.2, 1.0);
drawText(d->vp_w - 180, d->vp_h - 20, 10, tmp);
sprintf(tmp, "minimum FPS: %d", fps_min);
drawText(d->vp_w - 180, d->vp_h - 35, 10, tmp);
}
void drawText(int x, int y, int size, char *text) {
/* int i; */
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
/* txfBindFontTexture(txf); */
glPushMatrix();
glTranslatef(x, y, 0);
glScalef(size, size, size);
ftxRenderString(ftx, text, strlen(text));
glPopMatrix();
glDisable(GL_TEXTURE_2D);
/*
glRasterPos2f(x, y);
for(i = 0; *(text + i) != 0; i++)
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, *(text + i));
*/
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
polycount += strlen(text);
}
int hsv2rgb(float h, float s, float v, float *r, float *g, float *b) {
float j, f, m, n, k;
int i;
if(s == 0)
if(h == -1)
*r = *g = *b = v;
else return 1;
else {
if(h >= 360) h = 0;
i = h / 60; /* integer */
j = h / 60;
f = j - i;
m = v * (1 - s);
n = v * (1 - s * f);
k = v * (1 - s * (1 - f));
switch(i) {
case 0: *r = v; *g = k; *b = m; break;
case 1: *r = n; *g = v; *b = m; break;
case 2: *r = m; *g = v; *b = k; break;
case 3: *r = m; *g = n; *b = v; break;
case 4: *r = k; *g = m; *b = v; break;
case 5: *r = v; *g = m; *b = n; break;
}
}
return 0;
}
void colorDisc() {
int h;
float r, g, b;
int shade_model;
glGetIntegerv(GL_SHADE_MODEL, &shade_model);
glShadeModel(GL_SMOOTH);
glBegin(GL_TRIANGLE_FAN);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(0, 0, 0);
for(h = 0; h <= 360; h += 10) {
hsv2rgb(h, 1, 1, &r, &g, &b);
glColor3f(r, g, b);
/* printf("%.2f %.2f %.2f\n", r, g, b); */
glVertex3f(cos(h * 2 * M_PI / 360), sin(h * 2 * M_PI / 360), 0);
}
glEnd();
glShadeModel(shade_model);
}