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authorSimon Robertshaw <simon@hardwired.org.uk>2012-07-06 15:06:26 (GMT)
committer Simon Robertshaw <simon@hardwired.org.uk>2012-07-06 15:06:26 (GMT)
commitadc9cc08167946927fa21f86d70ce0a0b9630baa (patch)
tree009ec84f4398cac18d89283bc6d80193085b39af /src/graphics/Renderer.cpp
parent94c9603d0ce7597cfe987bf211610ca7d325ddaa (diff)
downloadpowder-adc9cc08167946927fa21f86d70ce0a0b9630baa.zip
powder-adc9cc08167946927fa21f86d70ce0a0b9630baa.tar.gz
Move graphics into seperate folder
Diffstat (limited to 'src/graphics/Renderer.cpp')
-rw-r--r--src/graphics/Renderer.cpp2208
1 files changed, 2208 insertions, 0 deletions
diff --git a/src/graphics/Renderer.cpp b/src/graphics/Renderer.cpp
new file mode 100644
index 0000000..ef3b8aa
--- /dev/null
+++ b/src/graphics/Renderer.cpp
@@ -0,0 +1,2208 @@
+/*
+ * Renderer.cpp
+ *
+ * Created on: Jan 7, 2012
+ * Author: Simon
+ */
+#include <cmath>
+#include <iostream>
+#include <vector>
+#include <stdio.h>
+#include <stdlib.h>
+#include "Config.h"
+#include "Renderer.h"
+#include "Graphics.h"
+#include "simulation/Elements.h"
+#include "simulation/ElementGraphics.h"
+#include "simulation/Air.h"
+extern "C"
+{
+#include "hmap.h"
+#ifdef OGLR
+#include "Shaders.h"
+#endif
+}
+
+#ifndef OGLI
+#define VIDXRES XRES+BARSIZE
+#define VIDYRES YRES+MENUSIZE
+#else
+#define VIDXRES XRES
+#define VIDYRES YRES
+#endif
+
+#ifdef OGLR
+#define drawrect(args) g->drawrect(args)
+#endif
+
+void Renderer::clearScreen(float alpha)
+{
+#ifdef OGLR
+ GLint prevFbo;
+ if(alpha > 0.999f)
+ {
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
+ }
+ else
+ {
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glColor4f(1.0f, 1.0f, 1.0f, alpha);
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
+ glBegin(GL_QUADS);
+ glVertex2f(0, 0);
+ glVertex2f(XRES, 0);
+ glVertex2f(XRES, YRES);
+ glVertex2f(0, YRES);
+ glEnd();
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
+ glBlendEquation(GL_FUNC_ADD);
+ }
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+#endif
+#ifdef OGLI
+ std::fill(vid, vid+(VIDXRES*VIDYRES), 0);
+#endif
+}
+#ifdef OGLR
+void Renderer::checkShader(GLuint shader, char * shname)
+{
+ GLint status;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
+ if (status == GL_FALSE)
+ {
+ char errorBuf[ GL_INFO_LOG_LENGTH];
+ int errLen;
+ glGetShaderInfoLog(shader, GL_INFO_LOG_LENGTH, &errLen, errorBuf);
+ fprintf(stderr, "Failed to compile %s shader:\n%s\n", shname, errorBuf);
+ exit(1);
+ }
+}
+void Renderer::checkProgram(GLuint program, char * progname)
+{
+ GLint status;
+ glGetProgramiv(program, GL_LINK_STATUS, &status);
+ if (status == GL_FALSE)
+ {
+ char errorBuf[ GL_INFO_LOG_LENGTH];
+ int errLen;
+ glGetShaderInfoLog(program, GL_INFO_LOG_LENGTH, &errLen, errorBuf);
+ fprintf(stderr, "Failed to link %s program:\n%s\n", progname, errorBuf);
+ exit(1);
+ }
+}
+void Renderer::loadShaders()
+{
+ GLuint vertexShader, fragmentShader;
+
+ //Particle texture
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ glShaderSource( vertexShader, 1, &fireVertex, NULL);
+ glShaderSource( fragmentShader, 1, &fireFragment, NULL);
+
+ glCompileShader( vertexShader );
+ checkShader(vertexShader, "FV");
+ glCompileShader( fragmentShader );
+ checkShader(fragmentShader, "FF");
+
+ fireProg = glCreateProgram();
+ glAttachShader( fireProg, vertexShader );
+ glAttachShader( fireProg, fragmentShader );
+ glLinkProgram( fireProg );
+ checkProgram(fireProg, "F");
+
+ //Lensing
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ glShaderSource( vertexShader, 1, &lensVertex, NULL);
+ glShaderSource( fragmentShader, 1, &lensFragment, NULL);
+
+ glCompileShader( vertexShader );
+ checkShader(vertexShader, "LV");
+ glCompileShader( fragmentShader );
+ checkShader(fragmentShader, "LF");
+
+ lensProg = glCreateProgram();
+ glAttachShader( lensProg, vertexShader );
+ glAttachShader( lensProg, fragmentShader );
+ glLinkProgram( lensProg );
+ checkProgram(lensProg, "L");
+
+ //Air Velocity
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ glShaderSource( vertexShader, 1, &airVVertex, NULL);
+ glShaderSource( fragmentShader, 1, &airVFragment, NULL);
+
+ glCompileShader( vertexShader );
+ checkShader(vertexShader, "AVX");
+ glCompileShader( fragmentShader );
+ checkShader(fragmentShader, "AVF");
+
+ airProg_Velocity = glCreateProgram();
+ glAttachShader( airProg_Velocity, vertexShader );
+ glAttachShader( airProg_Velocity, fragmentShader );
+ glLinkProgram( airProg_Velocity );
+ checkProgram(airProg_Velocity, "AV");
+
+ //Air Pressure
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ glShaderSource( vertexShader, 1, &airPVertex, NULL);
+ glShaderSource( fragmentShader, 1, &airPFragment, NULL);
+
+ glCompileShader( vertexShader );
+ checkShader(vertexShader, "APV");
+ glCompileShader( fragmentShader );
+ checkShader(fragmentShader, "APF");
+
+ airProg_Pressure = glCreateProgram();
+ glAttachShader( airProg_Pressure, vertexShader );
+ glAttachShader( airProg_Pressure, fragmentShader );
+ glLinkProgram( airProg_Pressure );
+ checkProgram(airProg_Pressure, "AP");
+
+ //Air cracker
+ vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ glShaderSource( vertexShader, 1, &airCVertex, NULL);
+ glShaderSource( fragmentShader, 1, &airCFragment, NULL);
+
+ glCompileShader( vertexShader );
+ checkShader(vertexShader, "ACV");
+ glCompileShader( fragmentShader );
+ checkShader(fragmentShader, "ACF");
+
+ airProg_Cracker = glCreateProgram();
+ glAttachShader( airProg_Cracker, vertexShader );
+ glAttachShader( airProg_Cracker, fragmentShader );
+ glLinkProgram( airProg_Cracker );
+ checkProgram(airProg_Cracker, "AC");
+}
+#endif
+
+void Renderer::FinaliseParts()
+{
+#ifdef OGLR
+ glEnable( GL_TEXTURE_2D );
+ if(display_mode & DISPLAY_WARP)
+ {
+ float xres = XRES, yres = YRES;
+ glUseProgram(lensProg);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, partsFboTex);
+ glUniform1i(glGetUniformLocation(lensProg, "pTex"), 0);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, partsTFX);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_RED, GL_FLOAT, sim->gravx);
+ glUniform1i(glGetUniformLocation(lensProg, "tfX"), 1);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, partsTFY);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_GREEN, GL_FLOAT, sim->gravy);
+ glUniform1i(glGetUniformLocation(lensProg, "tfY"), 2);
+ glActiveTexture(GL_TEXTURE0);
+ glUniform1fv(glGetUniformLocation(lensProg, "xres"), 1, &xres);
+ glUniform1fv(glGetUniformLocation(lensProg, "yres"), 1, &yres);
+ }
+ else
+ {
+ glBindTexture(GL_TEXTURE_2D, partsFboTex);
+ glBlendFunc(GL_ONE, GL_ONE);
+ }
+
+ int sdl_scale = 1;
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glBegin(GL_QUADS);
+ glTexCoord2d(1, 0);
+ //glVertex3f(XRES*sdl_scale, (YRES+MENUSIZE)*sdl_scale, 1.0);
+ glVertex3f(XRES*sdl_scale, YRES*sdl_scale, 1.0);
+ glTexCoord2d(0, 0);
+ //glVertex3f(0, (YRES+MENUSIZE)*sdl_scale, 1.0);
+ glVertex3f(0, YRES*sdl_scale, 1.0);
+ glTexCoord2d(0, 1);
+ //glVertex3f(0, MENUSIZE*sdl_scale, 1.0);
+ glVertex3f(0, 0, 1.0);
+ glTexCoord2d(1, 1);
+ //glVertex3f(XRES*sdl_scale, MENUSIZE*sdl_scale, 1.0);
+ glVertex3f(XRES*sdl_scale, 0, 1.0);
+ glEnd();
+
+ if(display_mode & DISPLAY_WARP)
+ {
+ glUseProgram(0);
+
+ }
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable( GL_TEXTURE_2D );
+#else
+ g->draw_image(vid, 0, 0, VIDXRES, VIDYRES, 255);
+#endif
+}
+
+void Renderer::RenderZoom()
+{
+ if(!zoomEnabled)
+ return;
+ #ifdef OGLR
+ int sdl_scale = 1;
+ int origBlendSrc, origBlendDst;
+ float zcx1, zcx0, zcy1, zcy0, yfactor, xfactor, i; //X-Factor is shit, btw
+ xfactor = 1.0f/(float)XRES;
+ yfactor = 1.0f/(float)YRES;
+ yfactor*=-1.0f;
+
+ zcx1 = (zoomScopePosition.X)*xfactor;
+ zcx0 = (zoomScopePosition.X+zoomScopeSize)*xfactor;
+ zcy1 = (zoomScopePosition.Y-1)*yfactor;
+ zcy0 = ((zoomScopePosition.Y-1+zoomScopeSize))*yfactor;
+
+ glGetIntegerv(GL_BLEND_SRC, &origBlendSrc);
+ glGetIntegerv(GL_BLEND_DST, &origBlendDst);
+ glBlendFunc(GL_ONE, GL_ZERO);
+
+ glEnable( GL_TEXTURE_2D );
+ //glReadBuffer(GL_AUX0);
+ glBindTexture(GL_TEXTURE_2D, partsFboTex);
+
+ //Draw zoomed texture
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glBegin(GL_QUADS);
+ glTexCoord2d(zcx1, zcy1);
+ glVertex2i(zoomWindowPosition.X, zoomWindowPosition.Y);
+ glTexCoord2d(zcx0, zcy1);
+ glVertex2i(zoomWindowPosition.X+(zoomScopeSize*ZFACTOR), zoomWindowPosition.Y);
+ glTexCoord2d(zcx0, zcy0);
+ glVertex2i(zoomWindowPosition.X+(zoomScopeSize*ZFACTOR), zoomWindowPosition.Y+(zoomScopeSize*ZFACTOR));
+ glTexCoord2d(zcx1, zcy0);
+ glVertex2i(zoomWindowPosition.X, zoomWindowPosition.Y+(zoomScopeSize*ZFACTOR));
+ glEnd();
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable( GL_TEXTURE_2D );
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ //Lines to make the pixels stand out
+ glLineWidth(sdl_scale);
+ //glEnable(GL_LINE_SMOOTH);
+ glBegin(GL_LINES);
+ glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
+ for(i = 0; i < zoomScopeSize; i++)
+ {
+ //Across
+ glVertex2i(zoomWindowPosition.X, zoomWindowPosition.Y+(i*ZFACTOR));
+ glVertex2i(zoomWindowPosition.X+(zoomScopeSize*ZFACTOR), zoomWindowPosition.Y+(i*ZFACTOR));
+
+ //Down
+ glVertex2i(zoomWindowPosition.X+(i*ZFACTOR), zoomWindowPosition.Y);
+ glVertex2i(zoomWindowPosition.X+(i*ZFACTOR), zoomWindowPosition.Y+(zoomScopeSize*ZFACTOR));
+ }
+ glEnd();
+
+ //Draw zoom window border
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glBegin(GL_LINE_LOOP);
+ glVertex2i(zoomWindowPosition.X, zoomWindowPosition.Y);
+ glVertex2i(zoomWindowPosition.X+(zoomScopeSize*ZFACTOR), zoomWindowPosition.Y);
+ glVertex2i(zoomWindowPosition.X+(zoomScopeSize*ZFACTOR), zoomWindowPosition.Y+(zoomScopeSize*ZFACTOR));
+ glVertex2i(zoomWindowPosition.X, zoomWindowPosition.Y+(zoomScopeSize*ZFACTOR));
+ glEnd();
+ //glDisable(GL_LINE_SMOOTH);
+
+ if(zoomEnabled)
+ {
+ glEnable(GL_COLOR_LOGIC_OP);
+ //glEnable(GL_LINE_SMOOTH);
+ glLogicOp(GL_XOR);
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glBegin(GL_LINE_LOOP);
+ glVertex2i(zoomScopePosition.X, zoomScopePosition.Y);
+ glVertex2i(zoomScopePosition.X+zoomScopeSize, zoomScopePosition.Y);
+ glVertex2i(zoomScopePosition.X+zoomScopeSize, zoomScopePosition.Y+zoomScopeSize);
+ glVertex2i(zoomScopePosition.X, zoomScopePosition.Y+zoomScopeSize);
+ /*glVertex3i((zoomScopePosition.X-1)*sdl_scale, (YRES+MENUSIZE-(zoomScopePosition.Y-1))*sdl_scale, 0);
+ glVertex3i((zoomScopePosition.X-1)*sdl_scale, (YRES+MENUSIZE-(zoomScopePosition.Y+zoomScopeSize))*sdl_scale, 0);
+ glVertex3i((zoomScopePosition.X+zoomScopeSize)*sdl_scale, (YRES+MENUSIZE-(zoomScopePosition.Y+zoomScopeSize))*sdl_scale, 0);
+ glVertex3i((zoomScopePosition.X+zoomScopeSize)*sdl_scale, (YRES+MENUSIZE-(zoomScopePosition.Y-1))*sdl_scale, 0);
+ glVertex3i((zoomScopePosition.X-1)*sdl_scale, (YRES+MENUSIZE-(zoomScopePosition.Y-1))*sdl_scale, 0);*/
+ glEnd();
+ glDisable(GL_COLOR_LOGIC_OP);
+ }
+ glLineWidth(1);
+ glBlendFunc(origBlendSrc, origBlendDst);
+ #else
+ int x, y, i, j;
+ pixel pix;
+ pixel * img = vid;
+ drawrect(zoomWindowPosition.X-2, zoomWindowPosition.Y-2, zoomScopeSize*ZFACTOR+2, zoomScopeSize*ZFACTOR+2, 192, 192, 192, 255);
+ drawrect(zoomWindowPosition.X-1, zoomWindowPosition.Y-1, zoomScopeSize*ZFACTOR, zoomScopeSize*ZFACTOR, 0, 0, 0, 255);
+ clearrect(zoomWindowPosition.X, zoomWindowPosition.Y, zoomScopeSize*ZFACTOR, zoomScopeSize*ZFACTOR);
+ for (j=0; j<zoomScopeSize; j++)
+ for (i=0; i<zoomScopeSize; i++)
+ {
+ pix = img[(j+zoomScopePosition.Y)*(VIDXRES)+(i+zoomScopePosition.X)];
+ for (y=0; y<ZFACTOR-1; y++)
+ for (x=0; x<ZFACTOR-1; x++)
+ img[(j*ZFACTOR+y+zoomWindowPosition.Y)*(VIDXRES)+(i*ZFACTOR+x+zoomWindowPosition.X)] = pix;
+ }
+ if (zoomEnabled)
+ {
+ for (j=-1; j<=zoomScopeSize; j++)
+ {
+ xor_pixel(zoomScopePosition.X+j, zoomScopePosition.Y-1);
+ xor_pixel(zoomScopePosition.X+j, zoomScopePosition.Y+zoomScopeSize);
+ }
+ for (j=0; j<zoomScopeSize; j++)
+ {
+ xor_pixel(zoomScopePosition.X-1, zoomScopePosition.Y+j);
+ xor_pixel(zoomScopePosition.X+zoomScopeSize, zoomScopePosition.Y+j);
+ }
+ }
+ #endif
+}
+
+void Renderer::DrawWalls()
+{
+#ifndef OGLR
+ int x, y, i, j, cr, cg, cb;
+ unsigned char wt;
+ pixel pc;
+ pixel gc;
+ unsigned char (*bmap)[XRES/CELL] = sim->bmap;
+ unsigned char (*emap)[XRES/CELL] = sim->emap;
+ wall_type *wtypes = sim->wtypes;
+ for (y=0; y<YRES/CELL; y++)
+ for (x=0; x<XRES/CELL; x++)
+ if (bmap[y][x])
+ {
+ wt = bmap[y][x];
+ if (wt<0 || wt>=UI_WALLCOUNT)
+ continue;
+ pc = wtypes[wt].colour;
+ gc = wtypes[wt].eglow;
+
+ // standard wall patterns
+ if (wtypes[wt].drawstyle==1)
+ {
+ for (j=0; j<CELL; j+=2)
+ for (i=(j>>1)&1; i<CELL; i+=2)
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = pc;
+ }
+ else if (wtypes[wt].drawstyle==2)
+ {
+ for (j=0; j<CELL; j+=2)
+ for (i=0; i<CELL; i+=2)
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = pc;
+ }
+ else if (wtypes[wt].drawstyle==3)
+ {
+ for (j=0; j<CELL; j++)
+ for (i=0; i<CELL; i++)
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = pc;
+ }
+ else if (wtypes[wt].drawstyle==4)
+ {
+ for (j=0; j<CELL; j++)
+ for (i=0; i<CELL; i++)
+ if(i == j)
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = pc;
+ else if (i == j+1 || (i == 0 && j == CELL-1))
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = gc;
+ else
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = PIXPACK(0x202020);
+ }
+
+ // special rendering for some walls
+ if (wt==WL_EWALL)
+ {
+ if (emap[y][x])
+ {
+ for (j=0; j<CELL; j++)
+ for (i=0; i<CELL; i++)
+ if (i&j&1)
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = pc;
+ }
+ else
+ {
+ for (j=0; j<CELL; j++)
+ for (i=0; i<CELL; i++)
+ if (!(i&j&1))
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = pc;
+ }
+ }
+ else if (wt==WL_WALLELEC)
+ {
+ for (j=0; j<CELL; j++)
+ for (i=0; i<CELL; i++)
+ {
+ if (!((y*CELL+j)%2) && !((x*CELL+i)%2))
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = pc;
+ else
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = PIXPACK(0x808080);
+ }
+ }
+ else if (wt==WL_EHOLE)
+ {
+ if (emap[y][x])
+ {
+ for (j=0; j<CELL; j++)
+ for (i=0; i<CELL; i++)
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = PIXPACK(0x242424);
+ for (j=0; j<CELL; j+=2)
+ for (i=0; i<CELL; i+=2)
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = PIXPACK(0x000000);
+ }
+ else
+ {
+ for (j=0; j<CELL; j+=2)
+ for (i=0; i<CELL; i+=2)
+ vid[(y*CELL+j)*(VIDXRES)+(x*CELL+i)] = PIXPACK(0x242424);
+ }
+ }
+ if (wtypes[wt].eglow && emap[y][x])
+ {
+ // glow if electrified
+ pc = wtypes[wt].eglow;
+ cr = fire_r[y][x] + PIXR(pc);
+ if (cr > 255) cr = 255;
+ fire_r[y][x] = cr;
+ cg = fire_g[y][x] + PIXG(pc);
+ if (cg > 255) cg = 255;
+ fire_g[y][x] = cg;
+ cb = fire_b[y][x] + PIXB(pc);
+ if (cb > 255) cb = 255;
+ fire_b[y][x] = cb;
+
+ }
+ }
+#endif
+}
+
+void Renderer::DrawSigns()
+{
+ int i, j, x, y, w, h, dx, dy,mx,my,b=1,bq;
+ std::vector<sign> signs = sim->signs;
+#ifdef OGLR
+ GLint prevFbo;
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
+ glTranslated(0, MENUSIZE, 0);
+#endif
+ for (i=0; i < signs.size(); i++)
+ if (signs[i].text.length())
+ {
+ char buff[256]; //Buffer
+ sim->signs[i].pos(x, y, w, h);
+ clearrect(x, y, w, h);
+ drawrect(x, y, w, h, 192, 192, 192, 255);
+
+ //Displaying special information
+ if (signs[i].text == "{p}")
+ {
+ float pressure = 0.0f;
+ if (signs[i].x>=0 && signs[i].x<XRES && signs[i].y>=0 && signs[i].y<YRES)
+ pressure = sim->pv[signs[i].y/CELL][signs[i].x/CELL];
+ sprintf(buff, "Pressure: %3.2f", pressure); //...pressure
+ drawtext(x+3, y+3, buff, 255, 255, 255, 255);
+ }
+ else if (signs[i].text == "{t}")
+ {
+ if (signs[i].x>=0 && signs[i].x<XRES && signs[i].y>=0 && signs[i].y<YRES && sim->pmap[signs[i].y][signs[i].x])
+ sprintf(buff, "Temp: %4.2f", sim->parts[sim->pmap[signs[i].y][signs[i].x]>>8].temp-273.15); //...temperature
+ else
+ sprintf(buff, "Temp: 0.00"); //...temperature
+ drawtext(x+3, y+3, buff, 255, 255, 255, 255);
+ }
+ else if (sregexp(signs[i].text.c_str(), "^{c:[0-9]*|.*}$")==0)
+ {
+ int sldr, startm;
+ memset(buff, 0, sizeof(buff));
+ for (sldr=3; signs[i].text[sldr-1] != '|'; sldr++)
+ startm = sldr + 1;
+ sldr = startm;
+ while (signs[i].text[sldr] != '}')
+ {
+ buff[sldr - startm] = signs[i].text[sldr];
+ sldr++;
+ }
+ drawtext(x+3, y+3, buff, 0, 191, 255, 255);
+ }
+ else
+ {
+ drawtext(x+3, y+3, signs[i].text, 255, 255, 255, 255);
+ }
+
+ x = signs[i].x;
+ y = signs[i].y;
+ dx = 1 - signs[i].ju;
+ dy = (signs[i].y > 18) ? -1 : 1;
+#ifdef OGLR
+ glBegin(GL_LINES);
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glVertex2i(x, y);
+ glVertex2i(x+(dx*4), y+(dy*4));
+ glEnd();
+#else
+ for (j=0; j<4; j++)
+ {
+ blendpixel(x, y, 192, 192, 192, 255);
+ x+=dx;
+ y+=dy;
+ }
+#endif
+ /*if (MSIGN==i)
+ {
+ bq = b;
+ b = SDL_GetMouseState(&mx, &my);
+ mx /= sdl_scale;
+ my /= sdl_scale;
+ signs[i].x = mx;
+ signs[i].y = my;
+ }*/
+ }
+#ifdef OGLR
+ glTranslated(0, -MENUSIZE, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
+#endif
+}
+
+void Renderer::render_gravlensing()
+{
+#ifndef OGLR
+ int nx, ny, rx, ry, gx, gy, bx, by, co;
+ int r, g, b;
+ pixel t;
+ pixel *src = vid;
+ pixel *dst = vid;
+ for(nx = 0; nx < XRES; nx++)
+ {
+ for(ny = 0; ny < YRES; ny++)
+ {
+ co = (ny/CELL)*(XRES/CELL)+(nx/CELL);
+ rx = (int)(nx-sim->gravx[co]*0.75f+0.5f);
+ ry = (int)(ny-sim->gravy[co]*0.75f+0.5f);
+ gx = (int)(nx-sim->gravx[co]*0.875f+0.5f);
+ gy = (int)(ny-sim->gravy[co]*0.875f+0.5f);
+ bx = (int)(nx-sim->gravx[co]+0.5f);
+ by = (int)(ny-sim->gravy[co]+0.5f);
+ if(rx > 0 && rx < XRES && ry > 0 && ry < YRES && gx > 0 && gx < XRES && gy > 0 && gy < YRES && bx > 0 && bx < XRES && by > 0 && by < YRES)
+ {
+ t = dst[ny*(VIDXRES)+nx];
+ r = PIXR(src[ry*(VIDXRES)+rx]) + PIXR(t);
+ g = PIXG(src[gy*(VIDXRES)+gx]) + PIXG(t);
+ b = PIXB(src[by*(VIDXRES)+bx]) + PIXB(t);
+ if (r>255)
+ r = 255;
+ if (g>255)
+ g = 255;
+ if (b>255)
+ b = 255;
+ dst[ny*(VIDXRES)+nx] = PIXRGB(r,g,b);
+ }
+ }
+ }
+#endif
+}
+
+void Renderer::render_fire()
+{
+#ifndef OGLR
+ int i,j,x,y,r,g,b,nx,ny;
+ for (j=0; j<YRES/CELL; j++)
+ for (i=0; i<XRES/CELL; i++)
+ {
+ r = fire_r[j][i];
+ g = fire_g[j][i];
+ b = fire_b[j][i];
+ if (r || g || b)
+ for (y=-CELL; y<2*CELL; y++)
+ for (x=-CELL; x<2*CELL; x++)
+ addpixel(i*CELL+x, j*CELL+y, r, g, b, fire_alpha[y+CELL][x+CELL]);
+ r *= 8;
+ g *= 8;
+ b *= 8;
+ for (y=-1; y<2; y++)
+ for (x=-1; x<2; x++)
+ if ((x || y) && i+x>=0 && j+y>=0 && i+x<XRES/CELL && j+y<YRES/CELL)
+ {
+ r += fire_r[j+y][i+x];
+ g += fire_g[j+y][i+x];
+ b += fire_b[j+y][i+x];
+ }
+ r /= 16;
+ g /= 16;
+ b /= 16;
+ fire_r[j][i] = r>4 ? r-4 : 0;
+ fire_g[j][i] = g>4 ? g-4 : 0;
+ fire_b[j][i] = b>4 ? b-4 : 0;
+ }
+#endif
+}
+
+float temp[CELL*3][CELL*3];
+float fire_alphaf[CELL*3][CELL*3];
+float glow_alphaf[11][11];
+float blur_alphaf[7][7];
+void Renderer::prepare_alpha(int size, float intensity)
+{
+ //TODO: implement size
+ int x,y,i,j,c;
+ float multiplier = 255.0f*intensity;
+
+ memset(temp, 0, sizeof(temp));
+ for (x=0; x<CELL; x++)
+ for (y=0; y<CELL; y++)
+ for (i=-CELL; i<CELL; i++)
+ for (j=-CELL; j<CELL; j++)
+ temp[y+CELL+j][x+CELL+i] += expf(-0.1f*(i*i+j*j));
+ for (x=0; x<CELL*3; x++)
+ for (y=0; y<CELL*3; y++)
+ fire_alpha[y][x] = (int)(multiplier*temp[y][x]/(CELL*CELL));
+
+#ifdef OGLR
+ memset(fire_alphaf, 0, sizeof(fire_alphaf));
+ for (x=0; x<CELL*3; x++)
+ for (y=0; y<CELL*3; y++)
+ {
+ fire_alphaf[y][x] = intensity*temp[y][x]/((float)(CELL*CELL));
+ }
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, fireAlpha);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, CELL*3, CELL*3, GL_ALPHA, GL_FLOAT, fire_alphaf);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ memset(glow_alphaf, 0, sizeof(glow_alphaf));
+
+ c = 5;
+
+ glow_alphaf[c][c-1] = 0.4f;
+ glow_alphaf[c][c+1] = 0.4f;
+ glow_alphaf[c-1][c] = 0.4f;
+ glow_alphaf[c+1][c] = 0.4f;
+ for (x = 1; x < 6; x++) {
+ glow_alphaf[c][c-x] += 0.02f;
+ glow_alphaf[c][c+x] += 0.02f;
+ glow_alphaf[c-x][c] += 0.02f;
+ glow_alphaf[c+x][c] += 0.02f;
+ for (y = 1; y < 6; y++) {
+ if(x + y > 7)
+ continue;
+ glow_alphaf[c+x][c-y] += 0.02f;
+ glow_alphaf[c-x][c+y] += 0.02f;
+ glow_alphaf[c+x][c+y] += 0.02f;
+ glow_alphaf[c-x][c-y] += 0.02f;
+ }
+ }
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, glowAlpha);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 11, 11, GL_ALPHA, GL_FLOAT, glow_alphaf);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ c = 3;
+
+ for (x=-3; x<4; x++)
+ {
+ for (y=-3; y<4; y++)
+ {
+ if (abs(x)+abs(y) <2 && !(abs(x)==2||abs(y)==2))
+ blur_alphaf[c+x][c-y] = 0.11f;
+ if (abs(x)+abs(y) <=3 && abs(x)+abs(y))
+ blur_alphaf[c+x][c-y] = 0.08f;
+ if (abs(x)+abs(y) == 2)
+ blur_alphaf[c+x][c-y] = 0.04f;
+ }
+ }
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, blurAlpha);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 7, 7, GL_ALPHA, GL_FLOAT, blur_alphaf);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+#endif
+}
+
+void Renderer::render_parts()
+{
+ int deca, decr, decg, decb, cola, colr, colg, colb, firea, firer, fireg, fireb, pixel_mode, q, i, t, nx, ny, x, y, caddress;
+ int orbd[4] = {0, 0, 0, 0}, orbl[4] = {0, 0, 0, 0};
+ float gradv, flicker, fnx, fny;
+ Particle * parts;
+ part_transition *ptransitions;
+ Element *elements;
+ if(!sim)
+ return;
+ parts = sim->parts;
+ elements = sim->elements;
+#ifdef OGLR
+ int cfireV = 0, cfireC = 0, cfire = 0;
+ int csmokeV = 0, csmokeC = 0, csmoke = 0;
+ int cblobV = 0, cblobC = 0, cblob = 0;
+ int cblurV = 0, cblurC = 0, cblur = 0;
+ int cglowV = 0, cglowC = 0, cglow = 0;
+ int cflatV = 0, cflatC = 0, cflat = 0;
+ int caddV = 0, caddC = 0, cadd = 0;
+ int clineV = 0, clineC = 0, cline = 0;
+ GLint origBlendSrc, origBlendDst, prevFbo;
+
+ glGetIntegerv(GL_BLEND_SRC, &origBlendSrc);
+ glGetIntegerv(GL_BLEND_DST, &origBlendDst);
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
+ //Render to the particle FBO
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
+ glTranslated(0, MENUSIZE, 0);
+#else
+ /*if (GRID_MODE)//draws the grid
+ {
+ for (ny=0; ny<YRES; ny++)
+ for (nx=0; nx<XRES; nx++)
+ {
+ if (ny%(4*GRID_MODE)==0)
+ blendpixel(nx, ny, 100, 100, 100, 80);
+ if (nx%(4*GRID_MODE)==0)
+ blendpixel(nx, ny, 100, 100, 100, 80);
+ }
+ }*/
+#endif
+ for(i = 0; i<=sim->parts_lastActiveIndex; i++) {
+ if (sim->parts[i].type) {
+ t = sim->parts[i].type;
+
+ nx = (int)(sim->parts[i].x+0.5f);
+ ny = (int)(sim->parts[i].y+0.5f);
+ fnx = sim->parts[i].x;
+ fny = sim->parts[i].y;
+
+ if((sim->photons[ny][nx]&0xFF) && !(sim->elements[t].Properties & TYPE_ENERGY) && t!=PT_STKM && t!=PT_STKM2 && t!=PT_FIGH)
+ continue;
+ if(nx >= XRES || nx < 0 || ny >= YRES || ny < 0)
+ continue;
+
+ //Defaults
+ pixel_mode = 0 | PMODE_FLAT;
+ cola = 255;
+ colr = PIXR(elements[t].Colour);
+ colg = PIXG(elements[t].Colour);
+ colb = PIXB(elements[t].Colour);
+ firea = 0;
+
+ deca = (sim->parts[i].dcolour>>24)&0xFF;
+ decr = (sim->parts[i].dcolour>>16)&0xFF;
+ decg = (sim->parts[i].dcolour>>8)&0xFF;
+ decb = (sim->parts[i].dcolour)&0xFF;
+
+ {
+ if (graphicscache[t].isready)
+ {
+ pixel_mode = graphicscache[t].pixel_mode;
+ cola = graphicscache[t].cola;
+ colr = graphicscache[t].colr;
+ colg = graphicscache[t].colg;
+ colb = graphicscache[t].colb;
+ firea = graphicscache[t].firea;
+ firer = graphicscache[t].firer;
+ fireg = graphicscache[t].fireg;
+ fireb = graphicscache[t].fireb;
+ }
+ else if(!(colour_mode & COLOUR_BASC))
+ {
+ if (elements[t].Graphics)
+ {
+ if ((*(elements[t].Graphics))(this, &(sim->parts[i]), nx, ny, &pixel_mode, &cola, &colr, &colg, &colb, &firea, &firer, &fireg, &fireb)) //That's a lot of args, a struct might be better
+ {
+ graphicscache[t].isready = 1;
+ graphicscache[t].pixel_mode = pixel_mode;
+ graphicscache[t].cola = cola;
+ graphicscache[t].colr = colr;
+ graphicscache[t].colg = colg;
+ graphicscache[t].colb = colb;
+ graphicscache[t].firea = firea;
+ graphicscache[t].firer = firer;
+ graphicscache[t].fireg = fireg;
+ graphicscache[t].fireb = fireb;
+ }
+ }
+ else
+ {
+ graphicscache[t].isready = 1;
+ graphicscache[t].pixel_mode = pixel_mode;
+ graphicscache[t].cola = cola;
+ graphicscache[t].colr = colr;
+ graphicscache[t].colg = colg;
+ graphicscache[t].colb = colb;
+ graphicscache[t].firea = firea;
+ graphicscache[t].firer = firer;
+ graphicscache[t].fireg = fireg;
+ graphicscache[t].fireb = fireb;
+ }
+ }
+ if((elements[t].Properties & PROP_HOT_GLOW) && sim->parts[i].temp>(elements[t].HighTemperature-800.0f))
+ {
+ gradv = 3.1415/(2*elements[t].HighTemperature-(elements[t].HighTemperature-800.0f));
+ caddress = (sim->parts[i].temp>elements[t].HighTemperature)?elements[t].HighTemperature-(elements[t].HighTemperature-800.0f):sim->parts[i].temp-(elements[t].HighTemperature-800.0f);
+ colr += sin(gradv*caddress) * 226;;
+ colg += sin(gradv*caddress*4.55 +3.14) * 34;
+ colb += sin(gradv*caddress*2.22 +3.14) * 64;
+ }
+
+ if((pixel_mode & FIRE_ADD) && !(render_mode & FIRE_ADD))
+ pixel_mode |= PMODE_GLOW;
+ if((pixel_mode & FIRE_BLEND) && !(render_mode & FIRE_BLEND))
+ pixel_mode |= PMODE_BLUR;
+ if((pixel_mode & PMODE_BLUR) && !(render_mode & PMODE_BLUR))
+ pixel_mode |= PMODE_FLAT;
+ if((pixel_mode & PMODE_GLOW) && !(render_mode & PMODE_GLOW))
+ pixel_mode |= PMODE_BLEND;
+ if (render_mode & PMODE_BLOB)
+ pixel_mode |= PMODE_BLOB;
+
+ pixel_mode &= render_mode;
+
+ //Alter colour based on display mode
+ if(colour_mode & COLOUR_HEAT)
+ {
+ caddress = restrict_flt((int)( restrict_flt((float)(sim->parts[i].temp+(-MIN_TEMP)), 0.0f, MAX_TEMP+(-MIN_TEMP)) / ((MAX_TEMP+(-MIN_TEMP))/1024) ) *3, 0.0f, (1024.0f*3)-3);
+ firea = 255;
+ firer = colr = (unsigned char)color_data[caddress];
+ fireg = colg = (unsigned char)color_data[caddress+1];
+ fireb = colb = (unsigned char)color_data[caddress+2];
+ cola = 255;
+ if(pixel_mode & (FIREMODE | PMODE_GLOW)) pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
+ }
+ else if(colour_mode & COLOUR_LIFE)
+ {
+ gradv = 0.4f;
+ if (!(sim->parts[i].life<5))
+ q = sqrt(sim->parts[i].life);
+ else
+ q = sim->parts[i].life;
+ colr = colg = colb = sin(gradv*q) * 100 + 128;
+ cola = 255;
+ if(pixel_mode & (FIREMODE | PMODE_GLOW)) pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
+ }
+ else if(colour_mode & COLOUR_BASC)
+ {
+ colr = PIXR(elements[t].Colour);
+ colg = PIXG(elements[t].Colour);
+ colb = PIXB(elements[t].Colour);
+ pixel_mode = PMODE_FLAT;
+ }
+
+ //Apply decoration colour
+ if(!(colour_mode & ~COLOUR_GRAD))
+ {
+ if(!(pixel_mode & NO_DECO) && decorations_enable)
+ {
+ colr = (deca*decr + (255-deca)*colr) >> 8;
+ colg = (deca*decg + (255-deca)*colg) >> 8;
+ colb = (deca*decb + (255-deca)*colb) >> 8;
+ }
+
+ if((pixel_mode & DECO_FIRE) && decorations_enable)
+ {
+ firer = (deca*decr + (255-deca)*firer) >> 8;
+ fireg = (deca*decg + (255-deca)*fireg) >> 8;
+ fireb = (deca*decb + (255-deca)*fireb) >> 8;
+ }
+ }
+
+ if (colour_mode & COLOUR_GRAD)
+ {
+ float frequency = 0.05;
+ int q = sim->parts[i].temp-40;
+ colr = sin(frequency*q) * 16 + colr;
+ colg = sin(frequency*q) * 16 + colg;
+ colb = sin(frequency*q) * 16 + colb;
+ if(pixel_mode & (FIREMODE | PMODE_GLOW)) pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
+ }
+
+ #ifndef OGLR
+ //All colours are now set, check ranges
+ if(colr>255) colr = 255;
+ else if(colr<0) colr = 0;
+ if(colg>255) colg = 255;
+ else if(colg<0) colg = 0;
+ if(colb>255) colb = 255;
+ else if(colb<0) colb = 0;
+ if(cola>255) cola = 255;
+ else if(cola<0) cola = 0;
+
+ if(firer>255) firer = 255;
+ else if(firer<0) firer = 0;
+ if(fireg>255) fireg = 255;
+ else if(fireg<0) fireg = 0;
+ if(fireb>255) fireb = 255;
+ else if(fireb<0) fireb = 0;
+ if(firea>255) firea = 255;
+ else if(firea<0) firea = 0;
+ #endif
+
+ //Pixel rendering
+ if(pixel_mode & PSPEC_STICKMAN)
+ {
+ char buff[20]; //Buffer for HP
+ int s;
+ int legr, legg, legb;
+ playerst *cplayer;
+ if(t==PT_STKM)
+ cplayer = &sim->player;
+ else if(t==PT_STKM2)
+ cplayer = &sim->player2;
+ else if(t==PT_FIGH)
+ cplayer = &sim->fighters[(unsigned char)sim->parts[i].tmp];
+ else
+ continue;
+
+/* if (mousex>(nx-3) && mousex<(nx+3) && mousey<(ny+3) && mousey>(ny-3)) //If mous is in the head
+ {
+ sprintf(buff, "%3d", sim->parts[i].life); //Show HP
+ drawtext(mousex-8-2*(sim->parts[i].life<100)-2*(sim->parts[i].life<10), mousey-12, buff, 255, 255, 255, 255);
+ }*/
+
+ if (colour_mode!=COLOUR_HEAT)
+ {
+ if (cplayer->elem<PT_NUM)
+ {
+ colr = PIXR(elements[cplayer->elem].Colour);
+ colg = PIXG(elements[cplayer->elem].Colour);
+ colb = PIXB(elements[cplayer->elem].Colour);
+ }
+ else
+ {
+ colr = 0x80;
+ colg = 0x80;
+ colb = 0xFF;
+ }
+ }
+#ifdef OGLR
+ glColor4f(((float)colr)/255.0f, ((float)colg)/255.0f, ((float)colb)/255.0f, 1.0f);
+ glBegin(GL_LINE_STRIP);
+ if(t==PT_FIGH)
+ {
+ glVertex2f(fnx, fny+2);
+ glVertex2f(fnx+2, fny);
+ glVertex2f(fnx, fny-2);
+ glVertex2f(fnx-2, fny);
+ glVertex2f(fnx, fny+2);
+ }
+ else
+ {
+ glVertex2f(fnx-2, fny-2);
+ glVertex2f(fnx+2, fny-2);
+ glVertex2f(fnx+2, fny+2);
+ glVertex2f(fnx-2, fny+2);
+ glVertex2f(fnx-2, fny-2);
+ }
+ glEnd();
+ glBegin(GL_LINES);
+
+ if (colour_mode!=COLOUR_HEAT)
+ {
+ if (t==PT_STKM2)
+ glColor4f(100.0f/255.0f, 100.0f/255.0f, 1.0f, 1.0f);
+ else
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ }
+
+ glVertex2f(nx, ny+3);
+ glVertex2f(cplayer->legs[0], cplayer->legs[1]);
+
+ glVertex2f(cplayer->legs[0], cplayer->legs[1]);
+ glVertex2f(cplayer->legs[4], cplayer->legs[5]);
+
+ glVertex2f(nx, ny+3);
+ glVertex2f(cplayer->legs[8], cplayer->legs[9]);
+
+ glVertex2f(cplayer->legs[8], cplayer->legs[9]);
+ glVertex2f(cplayer->legs[12], cplayer->legs[13]);
+ glEnd();
+#else
+ s = VIDXRES;
+
+ if (t==PT_STKM2)
+ {
+ legr = 100;
+ legg = 100;
+ legb = 255;
+ }
+ else
+ {
+ legr = 255;
+ legg = 255;
+ legb = 255;
+ }
+
+ if (colour_mode==COLOUR_HEAT)
+ {
+ legr = colr;
+ legg = colg;
+ legb = colb;
+ }
+
+ //head
+ if(t==PT_FIGH)
+ {
+ draw_line(nx, ny+2, nx+2, ny, colr, colg, colb, s);
+ draw_line(nx+2, ny, nx, ny-2, colr, colg, colb, s);
+ draw_line(nx, ny-2, nx-2, ny, colr, colg, colb, s);
+ draw_line(nx-2, ny, nx, ny+2, colr, colg, colb, s);
+ }
+ else
+ {
+ draw_line(nx-2, ny+2, nx+2, ny+2, colr, colg, colb, s);
+ draw_line(nx-2, ny-2, nx+2, ny-2, colr, colg, colb, s);
+ draw_line(nx-2, ny-2, nx-2, ny+2, colr, colg, colb, s);
+ draw_line(nx+2, ny-2, nx+2, ny+2, colr, colg, colb, s);
+ }
+ //legs
+ draw_line(nx, ny+3, cplayer->legs[0], cplayer->legs[1], legr, legg, legb, s);
+ draw_line(cplayer->legs[0], cplayer->legs[1], cplayer->legs[4], cplayer->legs[5], legr, legg, legb, s);
+ draw_line(nx, ny+3, cplayer->legs[8], cplayer->legs[9], legr, legg, legb, s);
+ draw_line(cplayer->legs[8], cplayer->legs[9], cplayer->legs[12], cplayer->legs[13], legr, legg, legb, s);
+#endif
+ }
+ if(pixel_mode & PMODE_FLAT)
+ {
+#ifdef OGLR
+ flatV[cflatV++] = nx;
+ flatV[cflatV++] = ny;
+ flatC[cflatC++] = ((float)colr)/255.0f;
+ flatC[cflatC++] = ((float)colg)/255.0f;
+ flatC[cflatC++] = ((float)colb)/255.0f;
+ flatC[cflatC++] = 1.0f;
+ cflat++;
+#else
+ vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
+#endif
+ }
+ if(pixel_mode & PMODE_BLEND)
+ {
+#ifdef OGLR
+ flatV[cflatV++] = nx;
+ flatV[cflatV++] = ny;
+ flatC[cflatC++] = ((float)colr)/255.0f;
+ flatC[cflatC++] = ((float)colg)/255.0f;
+ flatC[cflatC++] = ((float)colb)/255.0f;
+ flatC[cflatC++] = ((float)cola)/255.0f;
+ cflat++;
+#else
+ blendpixel(nx, ny, colr, colg, colb, cola);
+#endif
+ }
+ if(pixel_mode & PMODE_ADD)
+ {
+#ifdef OGLR
+ addV[caddV++] = nx;
+ addV[caddV++] = ny;
+ addC[caddC++] = ((float)colr)/255.0f;
+ addC[caddC++] = ((float)colg)/255.0f;
+ addC[caddC++] = ((float)colb)/255.0f;
+ addC[caddC++] = ((float)cola)/255.0f;
+ cadd++;
+#else
+ addpixel(nx, ny, colr, colg, colb, cola);
+#endif
+ }
+ if(pixel_mode & PMODE_BLOB)
+ {
+#ifdef OGLR
+ blobV[cblobV++] = nx;
+ blobV[cblobV++] = ny;
+ blobC[cblobC++] = ((float)colr)/255.0f;
+ blobC[cblobC++] = ((float)colg)/255.0f;
+ blobC[cblobC++] = ((float)colb)/255.0f;
+ blobC[cblobC++] = 1.0f;
+ cblob++;
+#else
+ vid[ny*(VIDXRES)+nx] = PIXRGB(colr,colg,colb);
+
+ blendpixel(nx+1, ny, colr, colg, colb, 223);
+ blendpixel(nx-1, ny, colr, colg, colb, 223);
+ blendpixel(nx, ny+1, colr, colg, colb, 223);
+ blendpixel(nx, ny-1, colr, colg, colb, 223);
+
+ blendpixel(nx+1, ny-1, colr, colg, colb, 112);
+ blendpixel(nx-1, ny-1, colr, colg, colb, 112);
+ blendpixel(nx+1, ny+1, colr, colg, colb, 112);
+ blendpixel(nx-1, ny+1, colr, colg, colb, 112);
+#endif
+ }
+ if(pixel_mode & PMODE_GLOW)
+ {
+ int cola1 = (5*cola)/255;
+#ifdef OGLR
+ glowV[cglowV++] = nx;
+ glowV[cglowV++] = ny;
+ glowC[cglowC++] = ((float)colr)/255.0f;
+ glowC[cglowC++] = ((float)colg)/255.0f;
+ glowC[cglowC++] = ((float)colb)/255.0f;
+ glowC[cglowC++] = 1.0f;
+ cglow++;
+#else
+ addpixel(nx, ny, colr, colg, colb, (192*cola)/255);
+ addpixel(nx+1, ny, colr, colg, colb, (96*cola)/255);
+ addpixel(nx-1, ny, colr, colg, colb, (96*cola)/255);
+ addpixel(nx, ny+1, colr, colg, colb, (96*cola)/255);
+ addpixel(nx, ny-1, colr, colg, colb, (96*cola)/255);
+
+ for (x = 1; x < 6; x++) {
+ addpixel(nx, ny-x, colr, colg, colb, cola1);
+ addpixel(nx, ny+x, colr, colg, colb, cola1);
+ addpixel(nx-x, ny, colr, colg, colb, cola1);
+ addpixel(nx+x, ny, colr, colg, colb, cola1);
+ for (y = 1; y < 6; y++) {
+ if(x + y > 7)
+ continue;
+ addpixel(nx+x, ny-y, colr, colg, colb, cola1);
+ addpixel(nx-x, ny+y, colr, colg, colb, cola1);
+ addpixel(nx+x, ny+y, colr, colg, colb, cola1);
+ addpixel(nx-x, ny-y, colr, colg, colb, cola1);
+ }
+ }
+#endif
+ }
+ if(pixel_mode & PMODE_BLUR)
+ {
+#ifdef OGLR
+ blurV[cblurV++] = nx;
+ blurV[cblurV++] = ny;
+ blurC[cblurC++] = ((float)colr)/255.0f;
+ blurC[cblurC++] = ((float)colg)/255.0f;
+ blurC[cblurC++] = ((float)colb)/255.0f;
+ blurC[cblurC++] = 1.0f;
+ cblur++;
+#else
+ for (x=-3; x<4; x++)
+ {
+ for (y=-3; y<4; y++)
+ {
+ if (abs(x)+abs(y) <2 && !(abs(x)==2||abs(y)==2))
+ blendpixel(x+nx, y+ny, colr, colg, colb, 30);
+ if (abs(x)+abs(y) <=3 && abs(x)+abs(y))
+ blendpixel(x+nx, y+ny, colr, colg, colb, 20);
+ if (abs(x)+abs(y) == 2)
+ blendpixel(x+nx, y+ny, colr, colg, colb, 10);
+ }
+ }
+#endif
+ }
+ if(pixel_mode & PMODE_SPARK)
+ {
+ flicker = rand()%20;
+#ifdef OGLR
+ //Oh god, this is awful
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx-5;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 1.0f - ((float)flicker)/30;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx+5;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny-5;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 1.0f - ((float)flicker)/30;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny+5;
+ cline++;
+#else
+ gradv = 4*sim->parts[i].life + flicker;
+ for (x = 0; gradv>0.5; x++) {
+ addpixel(nx+x, ny, colr, colg, colb, gradv);
+ addpixel(nx-x, ny, colr, colg, colb, gradv);
+
+ addpixel(nx, ny+x, colr, colg, colb, gradv);
+ addpixel(nx, ny-x, colr, colg, colb, gradv);
+ gradv = gradv/1.5f;
+ }
+#endif
+ }
+ if(pixel_mode & PMODE_FLARE)
+ {
+ flicker = rand()%20;
+#ifdef OGLR
+ //Oh god, this is awful
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx-10;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 1.0f - ((float)flicker)/40;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx+10;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny-10;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 1.0f - ((float)flicker)/30;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny+10;
+ cline++;
+#else
+ gradv = flicker + fabs(parts[i].vx)*17 + fabs(sim->parts[i].vy)*17;
+ blendpixel(nx, ny, colr, colg, colb, (gradv*4)>255?255:(gradv*4) );
+ blendpixel(nx+1, ny, colr, colg, colb, (gradv*2)>255?255:(gradv*2) );
+ blendpixel(nx-1, ny, colr, colg, colb, (gradv*2)>255?255:(gradv*2) );
+ blendpixel(nx, ny+1, colr, colg, colb, (gradv*2)>255?255:(gradv*2) );
+ blendpixel(nx, ny-1, colr, colg, colb, (gradv*2)>255?255:(gradv*2) );
+ if (gradv>255) gradv=255;
+ blendpixel(nx+1, ny-1, colr, colg, colb, gradv);
+ blendpixel(nx-1, ny-1, colr, colg, colb, gradv);
+ blendpixel(nx+1, ny+1, colr, colg, colb, gradv);
+ blendpixel(nx-1, ny+1, colr, colg, colb, gradv);
+ for (x = 1; gradv>0.5; x++) {
+ addpixel(nx+x, ny, colr, colg, colb, gradv);
+ addpixel(nx-x, ny, colr, colg, colb, gradv);
+ addpixel(nx, ny+x, colr, colg, colb, gradv);
+ addpixel(nx, ny-x, colr, colg, colb, gradv);
+ gradv = gradv/1.2f;
+ }
+#endif
+ }
+ if(pixel_mode & PMODE_LFLARE)
+ {
+ flicker = rand()%20;
+#ifdef OGLR
+ //Oh god, this is awful
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx-70;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 1.0f - ((float)flicker)/30;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx+70;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny-70;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 1.0f - ((float)flicker)/50;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny;
+ cline++;
+
+ lineC[clineC++] = ((float)colr)/255.0f;
+ lineC[clineC++] = ((float)colg)/255.0f;
+ lineC[clineC++] = ((float)colb)/255.0f;
+ lineC[clineC++] = 0.0f;
+ lineV[clineV++] = fnx;
+ lineV[clineV++] = fny+70;
+ cline++;
+#else
+ gradv = flicker + fabs(parts[i].vx)*17 + fabs(parts[i].vy)*17;
+ blendpixel(nx, ny, colr, colg, colb, (gradv*4)>255?255:(gradv*4) );
+ blendpixel(nx+1, ny, colr, colg, colb, (gradv*2)>255?255:(gradv*2) );
+ blendpixel(nx-1, ny, colr, colg, colb, (gradv*2)>255?255:(gradv*2) );
+ blendpixel(nx, ny+1, colr, colg, colb, (gradv*2)>255?255:(gradv*2) );
+ blendpixel(nx, ny-1, colr, colg, colb, (gradv*2)>255?255:(gradv*2) );
+ if (gradv>255) gradv=255;
+ blendpixel(nx+1, ny-1, colr, colg, colb, gradv);
+ blendpixel(nx-1, ny-1, colr, colg, colb, gradv);
+ blendpixel(nx+1, ny+1, colr, colg, colb, gradv);
+ blendpixel(nx-1, ny+1, colr, colg, colb, gradv);
+ for (x = 1; gradv>0.5; x++) {
+ addpixel(nx+x, ny, colr, colg, colb, gradv);
+ addpixel(nx-x, ny, colr, colg, colb, gradv);
+ addpixel(nx, ny+x, colr, colg, colb, gradv);
+ addpixel(nx, ny-x, colr, colg, colb, gradv);
+ gradv = gradv/1.01f;
+ }
+#endif
+ }
+ if (pixel_mode & EFFECT_GRAVIN)
+ {
+ int nxo = 0;
+ int nyo = 0;
+ int r;
+ int fire_rv = 0;
+ float drad = 0.0f;
+ float ddist = 0.0f;
+ sim->orbitalparts_get(parts[i].life, parts[i].ctype, orbd, orbl);
+ for (r = 0; r < 4; r++) {
+ ddist = ((float)orbd[r])/16.0f;
+ drad = (M_PI * ((float)orbl[r]) / 180.0f)*1.41f;
+ nxo = ddist*cos(drad);
+ nyo = ddist*sin(drad);
+ if (ny+nyo>0 && ny+nyo<YRES && nx+nxo>0 && nx+nxo<XRES)
+ addpixel(nx+nxo, ny+nyo, colr, colg, colb, 255-orbd[r]);
+ }
+ }
+ if (pixel_mode & EFFECT_GRAVOUT)
+ {
+ int nxo = 0;
+ int nyo = 0;
+ int r;
+ int fire_bv = 0;
+ float drad = 0.0f;
+ float ddist = 0.0f;
+ sim->orbitalparts_get(parts[i].life, parts[i].ctype, orbd, orbl);
+ for (r = 0; r < 4; r++) {
+ ddist = ((float)orbd[r])/16.0f;
+ drad = (M_PI * ((float)orbl[r]) / 180.0f)*1.41f;
+ nxo = ddist*cos(drad);
+ nyo = ddist*sin(drad);
+ if (ny+nyo>0 && ny+nyo<YRES && nx+nxo>0 && nx+nxo<XRES)
+ addpixel(nx+nxo, ny+nyo, colr, colg, colb, 255-orbd[r]);
+ }
+ }
+ //Fire effects
+ if(firea && (pixel_mode & FIRE_BLEND))
+ {
+#ifdef OGLR
+ smokeV[csmokeV++] = nx;
+ smokeV[csmokeV++] = ny;
+ smokeC[csmokeC++] = ((float)firer)/255.0f;
+ smokeC[csmokeC++] = ((float)fireg)/255.0f;
+ smokeC[csmokeC++] = ((float)fireb)/255.0f;
+ smokeC[csmokeC++] = ((float)firea)/255.0f;
+ csmoke++;
+#else
+ firea /= 2;
+ fire_r[ny/CELL][nx/CELL] = (firea*firer + (255-firea)*fire_r[ny/CELL][nx/CELL]) >> 8;
+ fire_g[ny/CELL][nx/CELL] = (firea*fireg + (255-firea)*fire_g[ny/CELL][nx/CELL]) >> 8;
+ fire_b[ny/CELL][nx/CELL] = (firea*fireb + (255-firea)*fire_b[ny/CELL][nx/CELL]) >> 8;
+#endif
+ }
+ if(firea && (pixel_mode & FIRE_ADD))
+ {
+#ifdef OGLR
+ fireV[cfireV++] = nx;
+ fireV[cfireV++] = ny;
+ fireC[cfireC++] = ((float)firer)/255.0f;
+ fireC[cfireC++] = ((float)fireg)/255.0f;
+ fireC[cfireC++] = ((float)fireb)/255.0f;
+ fireC[cfireC++] = ((float)firea)/255.0f;
+ cfire++;
+#else
+ firea /= 8;
+ firer = ((firea*firer) >> 8) + fire_r[ny/CELL][nx/CELL];
+ fireg = ((firea*fireg) >> 8) + fire_g[ny/CELL][nx/CELL];
+ fireb = ((firea*fireb) >> 8) + fire_b[ny/CELL][nx/CELL];
+
+ if(firer>255)
+ firer = 255;
+ if(fireg>255)
+ fireg = 255;
+ if(fireb>255)
+ fireb = 255;
+
+ fire_r[ny/CELL][nx/CELL] = firer;
+ fire_g[ny/CELL][nx/CELL] = fireg;
+ fire_b[ny/CELL][nx/CELL] = fireb;
+#endif
+ }
+ }
+ }
+ }
+#ifdef OGLR
+
+ //Go into array mode
+ glEnableClientState(GL_COLOR_ARRAY);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ if(cflat)
+ {
+ // -- BEGIN FLAT -- //
+ //Set point size (size of fire texture)
+ glPointSize(1.0f);
+
+ glColorPointer(4, GL_FLOAT, 0, &flatC[0]);
+ glVertexPointer(2, GL_INT, 0, &flatV[0]);
+
+ glDrawArrays(GL_POINTS, 0, cflat);
+
+ //Clear some stuff we set
+ // -- END FLAT -- //
+ }
+
+ if(cblob)
+ {
+ // -- BEGIN BLOB -- //
+ glEnable( GL_POINT_SMOOTH ); //Blobs!
+ glPointSize(2.5f);
+
+ glColorPointer(4, GL_FLOAT, 0, &blobC[0]);
+ glVertexPointer(2, GL_INT, 0, &blobV[0]);
+
+ glDrawArrays(GL_POINTS, 0, cblob);
+
+ //Clear some stuff we set
+ glDisable( GL_POINT_SMOOTH );
+ // -- END BLOB -- //
+ }
+
+ if(cglow || cblur)
+ {
+ // -- BEGIN GLOW -- //
+ //Start and prepare fire program
+ glEnable(GL_TEXTURE_2D);
+ glUseProgram(fireProg);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, glowAlpha);
+ glUniform1i(glGetUniformLocation(fireProg, "fireAlpha"), 0);
+
+ glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
+
+ //Make sure we can use texture coords on points
+ glEnable(GL_POINT_SPRITE);
+ glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
+
+ //Set point size (size of fire texture)
+ glPointSize(11.0f);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+
+ if(cglow)
+ {
+ glColorPointer(4, GL_FLOAT, 0, &glowC[0]);
+ glVertexPointer(2, GL_INT, 0, &glowV[0]);
+
+ glDrawArrays(GL_POINTS, 0, cglow);
+ }
+
+ glPointSize(7.0f);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ if(cblur)
+ {
+ glBindTexture(GL_TEXTURE_2D, blurAlpha);
+
+ glColorPointer(4, GL_FLOAT, 0, &blurC[0]);
+ glVertexPointer(2, GL_INT, 0, &blurV[0]);
+
+ glDrawArrays(GL_POINTS, 0, cblur);
+ }
+
+ //Clear some stuff we set
+ glDisable(GL_POINT_SPRITE);
+ glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ glUseProgram(0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+ // -- END GLOW -- //
+ }
+
+ if(cadd)
+ {
+ // -- BEGIN ADD -- //
+ //Set point size (size of fire texture)
+ glPointSize(1.0f);
+
+ glColorPointer(4, GL_FLOAT, 0, &addC[0]);
+ glVertexPointer(2, GL_INT, 0, &addV[0]);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glDrawArrays(GL_POINTS, 0, cadd);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ //Clear some stuff we set
+ // -- END ADD -- //
+ }
+
+ if(cline)
+ {
+ // -- BEGIN LINES -- //
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glEnable( GL_LINE_SMOOTH );
+ glColorPointer(4, GL_FLOAT, 0, &lineC[0]);
+ glVertexPointer(2, GL_FLOAT, 0, &lineV[0]);
+
+ glDrawArrays(GL_LINE_STRIP, 0, cline);
+
+ //Clear some stuff we set
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_LINE_SMOOTH);
+ // -- END LINES -- //
+ }
+
+ if(cfire || csmoke)
+ {
+ // -- BEGIN FIRE -- //
+ //Start and prepare fire program
+ glEnable(GL_TEXTURE_2D);
+ glUseProgram(fireProg);
+ //glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, fireAlpha);
+ glUniform1i(glGetUniformLocation(fireProg, "fireAlpha"), 0);
+
+ //Make sure we can use texture coords on points
+ glEnable(GL_POINT_SPRITE);
+ glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
+
+ //Set point size (size of fire texture)
+ glPointSize(CELL*3);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+
+ if(cfire)
+ {
+ glColorPointer(4, GL_FLOAT, 0, &fireC[0]);
+ glVertexPointer(2, GL_INT, 0, &fireV[0]);
+
+ glDrawArrays(GL_POINTS, 0, cfire);
+ }
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ if(csmoke)
+ {
+ glColorPointer(4, GL_FLOAT, 0, &smokeC[0]);
+ glVertexPointer(2, GL_INT, 0, &smokeV[0]);
+
+ glDrawArrays(GL_POINTS, 0, csmoke);
+ }
+
+ //Clear some stuff we set
+ glDisable(GL_POINT_SPRITE);
+ glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ glUseProgram(0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+ // -- END FIRE -- //
+ }
+
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+
+ //Reset FBO
+ glTranslated(0, -MENUSIZE, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
+
+ glBlendFunc(origBlendSrc, origBlendDst);
+#endif
+}
+
+void Renderer::draw_other() // EMP effect
+{
+ int i, j;
+ //if (emp_decor>0 && !sys_pause) emp_decor-=emp_decor/25+2; TODO: Render should render only, do not change simulation state
+ if (emp_decor>40) emp_decor=40;
+ if (emp_decor<0) emp_decor = 0;
+ if (!(display_mode & DISPLAY_EFFE)) // no in nothing mode
+ return;
+ if (emp_decor>0)
+ {
+#ifdef OGLR
+ GLint prevFbo;
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
+ glTranslated(0, MENUSIZE, 0);
+ float femp_decor = ((float)emp_decor)/255.0f;
+ /*int r=emp_decor*2.5, g=100+emp_decor*1.5, b=255;
+ int a=(1.0*emp_decor/110)*255;
+ if (r>255) r=255;
+ if (g>255) g=255;
+ if (b>255) g=255;
+ if (a>255) a=255;*/
+ glBegin(GL_QUADS);
+ glColor4f(femp_decor*2.5f, 0.4f+femp_decor*1.5f, 1.0f+femp_decor*1.5f, femp_decor/0.44f);
+ glVertex2f(0, MENUSIZE);
+ glVertex2f(XRES, MENUSIZE);
+ glVertex2f(XRES, YRES+MENUSIZE);
+ glVertex2f(0, YRES+MENUSIZE);
+ glEnd();
+ glTranslated(0, -MENUSIZE, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
+#else
+ int r=emp_decor*2.5, g=100+emp_decor*1.5, b=255;
+ int a=(1.0*emp_decor/110)*255;
+ if (r>255) r=255;
+ if (g>255) g=255;
+ if (b>255) g=255;
+ if (a>255) a=255;
+ for (j=0; j<YRES; j++)
+ for (i=0; i<XRES; i++)
+ {
+ blendpixel(i, j, r, g, b, a);
+ }
+#endif
+ }
+}
+
+void Renderer::draw_grav()
+{
+ int x, y, i, ca;
+ float nx, ny, dist;
+
+ for (y=0; y<YRES/CELL; y++)
+ {
+ for (x=0; x<XRES/CELL; x++)
+ {
+ ca = y*(XRES/CELL)+x;
+ if(fabsf(sim->gravx[ca]) <= 0.001f && fabsf(sim->gravy[ca]) <= 0.001f)
+ continue;
+ nx = x*CELL;
+ ny = y*CELL;
+ dist = fabsf(sim->gravy[ca])+fabsf(sim->gravx[ca]);
+ for(i = 0; i < 4; i++)
+ {
+ nx -= sim->gravx[ca]*0.5f;
+ ny -= sim->gravy[ca]*0.5f;
+ addpixel((int)(nx+0.5f), (int)(ny+0.5f), 255, 255, 255, (int)(dist*20.0f));
+ }
+ }
+ }
+}
+
+void Renderer::draw_air()
+{
+#ifndef OGLR
+ if(!(display_mode & DISPLAY_AIR))
+ return;
+ int x, y, i, j;
+ float (*pv)[XRES/CELL] = sim->air->pv;
+ float (*hv)[XRES/CELL] = sim->air->hv;
+ float (*vx)[XRES/CELL] = sim->air->vx;
+ float (*vy)[XRES/CELL] = sim->air->vy;
+ pixel c;
+ for (y=0; y<YRES/CELL; y++)
+ for (x=0; x<XRES/CELL; x++)
+ {
+ if (display_mode & DISPLAY_AIRP)
+ {
+ if (pv[y][x] > 0.0f)
+ c = PIXRGB(clamp_flt(pv[y][x], 0.0f, 8.0f), 0, 0);//positive pressure is red!
+ else
+ c = PIXRGB(0, 0, clamp_flt(-pv[y][x], 0.0f, 8.0f));//negative pressure is blue!
+ }
+ else if (display_mode & DISPLAY_AIRV)
+ {
+ c = PIXRGB(clamp_flt(fabsf(vx[y][x]), 0.0f, 8.0f),//vx adds red
+ clamp_flt(pv[y][x], 0.0f, 8.0f),//pressure adds green
+ clamp_flt(fabsf(vy[y][x]), 0.0f, 8.0f));//vy adds blue
+ }
+ else if (display_mode & DISPLAY_AIRH)
+ {
+ float ttemp = hv[y][x]+(-MIN_TEMP);
+ int caddress = restrict_flt((int)( restrict_flt(ttemp, 0.0f, MAX_TEMP+(-MIN_TEMP)) / ((MAX_TEMP+(-MIN_TEMP))/1024) ) *3, 0.0f, (1024.0f*3)-3);
+ c = PIXRGB((int)((unsigned char)color_data[caddress]*0.7f), (int)((unsigned char)color_data[caddress+1]*0.7f), (int)((unsigned char)color_data[caddress+2]*0.7f));
+ //c = PIXRGB(clamp_flt(fabsf(vx[y][x]), 0.0f, 8.0f),//vx adds red
+ // clamp_flt(hv[y][x], 0.0f, 1600.0f),//heat adds green
+ // clamp_flt(fabsf(vy[y][x]), 0.0f, 8.0f));//vy adds blue
+ }
+ else if (display_mode & DISPLAY_AIRC)
+ {
+ int r;
+ int g;
+ int b;
+ // velocity adds grey
+ r = clamp_flt(fabsf(vx[y][x]), 0.0f, 24.0f) + clamp_flt(fabsf(vy[y][x]), 0.0f, 20.0f);
+ g = clamp_flt(fabsf(vx[y][x]), 0.0f, 20.0f) + clamp_flt(fabsf(vy[y][x]), 0.0f, 24.0f);
+ b = clamp_flt(fabsf(vx[y][x]), 0.0f, 24.0f) + clamp_flt(fabsf(vy[y][x]), 0.0f, 20.0f);
+ if (pv[y][x] > 0.0f)
+ {
+ r += clamp_flt(pv[y][x], 0.0f, 16.0f);//pressure adds red!
+ if (r>255)
+ r=255;
+ if (g>255)
+ g=255;
+ if (b>255)
+ b=255;
+ c = PIXRGB(r, g, b);
+ }
+ else
+ {
+ b += clamp_flt(-pv[y][x], 0.0f, 16.0f);//pressure adds blue!
+ if (r>255)
+ r=255;
+ if (g>255)
+ g=255;
+ if (b>255)
+ b=255;
+ c = PIXRGB(r, g, b);
+ }
+ }
+ for (j=0; j<CELL; j++)//draws the colors
+ for (i=0; i<CELL; i++)
+ vid[(x*CELL+i) + (y*CELL+j)*(VIDXRES)] = c;
+ }
+#else
+ int sdl_scale = 1;
+ GLuint airProg;
+ GLint prevFbo;
+ if(display_mode & DISPLAY_AIRC)
+ {
+ airProg = airProg_Cracker;
+ }
+ else if(display_mode & DISPLAY_AIRV)
+ {
+ airProg = airProg_Velocity;
+ }
+ else if(display_mode & DISPLAY_AIRP)
+ {
+ airProg = airProg_Pressure;
+ }
+ else
+ {
+ return;
+ }
+
+ glEnable( GL_TEXTURE_2D );
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
+ glTranslated(0, MENUSIZE, 0);
+
+ glUseProgram(airProg);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, airVX);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_RED, GL_FLOAT, sim->air->vx);
+ glUniform1i(glGetUniformLocation(airProg, "airX"), 0);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, airVY);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_GREEN, GL_FLOAT, sim->air->vy);
+ glUniform1i(glGetUniformLocation(airProg, "airY"), 1);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, airPV);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_BLUE, GL_FLOAT, sim->air->pv);
+ glUniform1i(glGetUniformLocation(airProg, "airP"), 2);
+ glActiveTexture(GL_TEXTURE0);
+
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glBegin(GL_QUADS);
+ glTexCoord2d(1, 1);
+ glVertex3f(XRES*sdl_scale, YRES*sdl_scale, 1.0);
+ glTexCoord2d(0, 1);
+ glVertex3f(0, YRES*sdl_scale, 1.0);
+ glTexCoord2d(0, 0);
+ glVertex3f(0, 0, 1.0);
+ glTexCoord2d(1, 0);
+ glVertex3f(XRES*sdl_scale, 0, 1.0);
+ glEnd();
+
+ glUseProgram(0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glTranslated(0, -MENUSIZE, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prevFbo);
+ glDisable( GL_TEXTURE_2D );
+#endif
+}
+
+void Renderer::draw_grav_zones()
+{
+ int x, y, i, j;
+ for (y=0; y<YRES/CELL; y++)
+ {
+ for (x=0; x<XRES/CELL; x++)
+ {
+ //if(sim->gravmask[y*(XRES/CELL)+x])
+ {
+ for (j=0; j<CELL; j++)//draws the colors
+ for (i=0; i<CELL; i++)
+ if(i == j)
+ blendpixel(x*CELL+i, y*CELL+j, 255, 200, 0, 120);
+ else
+ blendpixel(x*CELL+i, y*CELL+j, 32, 32, 32, 120);
+ }
+ }
+ }
+}
+
+void Renderer::drawblob(int x, int y, unsigned char cr, unsigned char cg, unsigned char cb)
+{
+ blendpixel(x+1, y, cr, cg, cb, 112);
+ blendpixel(x-1, y, cr, cg, cb, 112);
+ blendpixel(x, y+1, cr, cg, cb, 112);
+ blendpixel(x, y-1, cr, cg, cb, 112);
+
+ blendpixel(x+1, y-1, cr, cg, cb, 64);
+ blendpixel(x-1, y-1, cr, cg, cb, 64);
+ blendpixel(x+1, y+1, cr, cg, cb, 64);
+ blendpixel(x-1, y+1, cr, cg, cb, 64);
+}
+
+Renderer::Renderer(Graphics * g, Simulation * sim):
+ sim(NULL),
+ g(NULL),
+ zoomWindowPosition(0, 0),
+ zoomScopePosition(0, 0),
+ zoomScopeSize(10),
+ ZFACTOR(8),
+ zoomEnabled(false),
+ decorations_enable(1)
+{
+ this->g = g;
+ this->sim = sim;
+#if !defined(OGLR)
+#if defined(OGLI)
+ vid = new pixel[VIDXRES*VIDYRES];
+#else
+ vid = g->vid;
+#endif
+#endif
+
+ memset(fire_r, 0, sizeof(fire_r));
+ memset(fire_g, 0, sizeof(fire_g));
+ memset(fire_b, 0, sizeof(fire_b));
+
+ //Set defauly display modes
+ SetColourMode(COLOUR_DEFAULT);
+ AddRenderMode(RENDER_BASC);
+ AddRenderMode(RENDER_FIRE);
+
+ //Prepare the graphics cache
+ graphicscache = (gcache_item *)malloc(sizeof(gcache_item)*PT_NUM);
+ memset(graphicscache, 0, sizeof(gcache_item)*PT_NUM);
+
+ int fireColoursCount = 4;
+ pixel fireColours[] = {PIXPACK(0xAF9F0F), PIXPACK(0xDFBF6F), PIXPACK(0x60300F), PIXPACK(0x000000)};
+ float fireColoursPoints[] = {1.0f, 0.9f, 0.5f, 0.0f};
+
+ int plasmaColoursCount = 5;
+ pixel plasmaColours[] = {PIXPACK(0xAFFFFF), PIXPACK(0xAFFFFF), PIXPACK(0x301060), PIXPACK(0x301040), PIXPACK(0x000000)};
+ float plasmaColoursPoints[] = {1.0f, 0.9f, 0.5f, 0.25, 0.0f};
+
+ flm_data = Graphics::GenerateGradient(fireColours, fireColoursPoints, fireColoursCount, 200);
+ plasma_data = Graphics::GenerateGradient(plasmaColours, plasmaColoursPoints, plasmaColoursCount, 200);
+
+#ifdef OGLR
+ //FBO Texture
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &partsFboTex);
+ glBindTexture(GL_TEXTURE_2D, partsFboTex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, XRES, YRES, 0, GL_RGBA, GL_FLOAT, NULL);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ //FBO
+ glGenFramebuffers(1, &partsFbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
+ glEnable(GL_BLEND);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, partsFboTex, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Reset framebuffer binding
+ glDisable(GL_TEXTURE_2D);
+
+ //Texture for air to be drawn
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &airBuf);
+ glBindTexture(GL_TEXTURE_2D, airBuf);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ //Zoom texture
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &zoomTex);
+ glBindTexture(GL_TEXTURE_2D, zoomTex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ //Texture for velocity maps for gravity
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &partsTFX);
+ glBindTexture(GL_TEXTURE_2D, partsTFX);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glGenTextures(1, &partsTFY);
+ glBindTexture(GL_TEXTURE_2D, partsTFY);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ //Texture for velocity maps for air
+ //TODO: Combine all air maps into 3D array or structs
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &airVX);
+ glBindTexture(GL_TEXTURE_2D, airVX);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glGenTextures(1, &airVY);
+ glBindTexture(GL_TEXTURE_2D, airVY);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glGenTextures(1, &airPV);
+ glBindTexture(GL_TEXTURE_2D, airPV);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, XRES/CELL, YRES/CELL, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ //Fire alpha texture
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &fireAlpha);
+ glBindTexture(GL_TEXTURE_2D, fireAlpha);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, CELL*3, CELL*3, 0, GL_ALPHA, GL_FLOAT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ //Glow alpha texture
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &glowAlpha);
+ glBindTexture(GL_TEXTURE_2D, glowAlpha);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 11, 11, 0, GL_ALPHA, GL_FLOAT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+
+ //Blur Alpha texture
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &blurAlpha);
+ glBindTexture(GL_TEXTURE_2D, blurAlpha);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 7, 7, 0, GL_ALPHA, GL_FLOAT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ loadShaders();
+#endif
+ prepare_alpha(CELL, 1.0f);
+}
+
+void Renderer::CompileRenderMode()
+{
+ render_mode = 0;
+ for(int i = 0; i < render_modes.size(); i++)
+ render_mode |= render_modes[i];
+}
+
+void Renderer::AddRenderMode(unsigned int mode)
+{
+ for(int i = 0; i < render_modes.size(); i++)
+ {
+ if(render_modes[i] == mode)
+ {
+ return;
+ }
+ }
+ render_modes.push_back(mode);
+ CompileRenderMode();
+}
+
+void Renderer::RemoveRenderMode(unsigned int mode)
+{
+ for(int i = 0; i < render_modes.size(); i++)
+ {
+ if(render_modes[i] == mode)
+ {
+ render_modes.erase(render_modes.begin() + i);
+ i = 0;
+ }
+ }
+ CompileRenderMode();
+}
+
+void Renderer::SetRenderMode(std::vector<unsigned int> render)
+{
+ render_modes = render;
+ CompileRenderMode();
+}
+
+std::vector<unsigned int> Renderer::GetRenderMode()
+{
+ return render_modes;
+}
+
+void Renderer::CompileDisplayMode()
+{
+ display_mode = 0;
+ for(int i = 0; i < display_modes.size(); i++)
+ display_mode |= display_modes[i];
+}
+
+void Renderer::AddDisplayMode(unsigned int mode)
+{
+ for(int i = 0; i < display_modes.size(); i++)
+ {
+ if(display_modes[i] == mode)
+ {
+ return;
+ }
+ }
+ display_modes.push_back(mode);
+ CompileDisplayMode();
+}
+
+void Renderer::RemoveDisplayMode(unsigned int mode)
+{
+ for(int i = 0; i < display_modes.size(); i++)
+ {
+ if(display_modes[i] == mode)
+ {
+ display_modes.erase(display_modes.begin() + i);
+ i = 0;
+ }
+ }
+ CompileDisplayMode();
+}
+
+void Renderer::SetDisplayMode(std::vector<unsigned int> display)
+{
+ display_modes = display;
+ CompileDisplayMode();
+}
+
+std::vector<unsigned int> Renderer::GetDisplayMode()
+{
+ return display_modes;
+}
+
+void Renderer::SetColourMode(unsigned int mode)
+{
+ colour_mode = mode;
+}
+
+unsigned int Renderer::GetColourMode()
+{
+ return colour_mode;
+}
+
+Renderer::~Renderer()
+{
+ free(graphicscache);
+ free(flm_data);
+ free(plasma_data);
+}
+
+#define PIXELMETHODS_CLASS Renderer
+
+#ifdef OGLR
+#include "OpenGLDrawMethods.inc"
+#else
+#include "RasterDrawMethods.inc"
+#endif
+
+#undef PIXELMETHODS_CLASS
+