GameApi 28
Library used by GameApi Builder tool
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Effect.cc File Reference
#include "Effect.hh"
#include "Effect2.hh"
#include "VectorTools.hh"
#include "Bitmap.hh"
#include "Shader.hh"
#include "Event.hh"
#include "Graph.hh"
#include "GameApi_low.hh"
#include "GameApi.hh"
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Classes

struct  DisplayListPriv
class  VBOStatePriv
struct  VBOStatePriv::State
class  DeltaFloatBitmap
class  DeltaPosBitmap
class  CircleHeightMap
class  TrueBitmap
class  HeightMapPolygons
class  SumBitmap
struct  SDLArrayRenderImpl

Macros

#define NO_SDL_GLEXT
#define _SCL_SECURE_NO_WARNINGS
#define VAO   1
#define DISPLAY_LISTS

Functions

IMPORT void ProgressBar (int num, int val, int max, std::string label)
IMPORT void InstallProgress (int num, std::string label, int max=15)
std::ostream & operator<< (std::ostream &o, const ObjectData &od)
void AttachBoxes (const BoxCollection &c, const std::vector< Boxable * > &v)
void RenderOpenGl (const FaceCollection &col, const BoxCollection &b, Boxable &elem)
void RenderOpenGl (const FaceCollection &col, const BoxCollection &b, Boxable &elem, const TextureCoords &tex)
void RenderOpenGl (const FaceCollection &col, ElementCollection &nums)
void RenderOpenGl (const FaceCollection &col, ElementCollection &nums, const TextureCoords &tex)
void RenderOpenGlTextures (const FaceCollection &col)
void RenderOpenGl (const FaceCollection &col)
void RenderOpenGl (const LineCollection &col)
void RenderOpenGl (const PointCollection &col)
void RenderOpenGl (const FaceCollection &col, Function< int, bool > &removepolys)
void RenderOpenGlLines (const LineCollection &col, ElementCollection &nums)
void RenderOpenGlLines (const LineCollection &col, const BoxCollection &b, Boxable &elem)
void RenderOpenGlLines (const LineCollection &lines)
void RenderOpenGlPoly (const PointCollection &col)
void RenderOpenGl (const FaceCollection &col, const TextureCoords &coords)
void RenderOpenGlObjects (const BoxCollectionWithObject &coll, VBOState &vbostate, VBOUpdate u)
void RenderOpenGlObjects (const ObjectDataArray &arr, VBOState &vbostate, VBOUpdate u, ShaderUse *use)
float Solve (const Function< float, float > &func, float t_0, float t_1)
float SolveWithFailure (const Function< float, float > &func, float t_0, float t_1, bool &success)
void UpdateVBO (const FaceCollection &faces, VBOState &state, VBOUpdate u, const std::vector< Attrib > &attribs)
void UpdateVBO (const FaceCollectionVBO &faces, VBOState &state, VBOUpdate u, const std::vector< Attrib > &attribs)
void UpdateVBO (const FaceCollectionVBO &faces, int obj, VBOState &state, VBOUpdate u, const std::vector< Attrib > &attribs)
void DrawVBO (VBOState &state, VBOUpdate u, const std::vector< Attrib > &attribs)
void DrawVBO (int obj, VBOState &state, VBOUpdate u, const std::vector< Attrib > &attribs)
void PrecalcCmds (OpenGlCommands &cmds)
void RenderCmds (OpenGlCommands &cmds)
void PrecalcRenderCmds (OpenGlCommands &cmds)
void HeightMapEffect (FaceStore &s, float time, float repeat_length)
float Mult (float x)
void InterpolateFaceCollection (void(*fptr)(FaceStore &s, float time, float repeat_length), float value)
void PreCalcMesh (Mesh &mesh, ArrayRender &r, PrecalcStore &prestore)
void PreCalcFaceStore (void(*fptr)(FaceStore &s, float time, float repeat_length), float repeat_duration, int repeat_framecount, ArrayRender &r, PrecalcStore &prestore)
void ExecuteFaceStore (ArrayRender &r, PrecalcStore &prestore, int frame)
void TextureGeneration (FaceCollection &coll, FrameAnimPlugins &plugins)
int my_getline (LoadStream *stream, int index, std::string &line)

Variables

Color2 colors []
Low_GLfloat light_position1 [] = { 100.0, 1.0, 0.0, -200.0 }
Low_GLfloat light_position3 [] = { 1.0, 100.0, 0.0, -200.0 }
Low_GLfloat mat_ambient1 [] = { 0.8, 0.8, 0.8, 1.0 }
Low_GLfloat mat_diffuse1 [] = { 0.9, 0.7, 0.1, 1.0 }
Low_GLfloat mat_specular1 [] = { 1.0, 1.0, 1.0, 1.0 }
Low_GLfloat mat_shininess1 [] = { 50.0 }

Macro Definition Documentation

◆ _SCL_SECURE_NO_WARNINGS

#define _SCL_SECURE_NO_WARNINGS

◆ DISPLAY_LISTS

#define DISPLAY_LISTS

◆ NO_SDL_GLEXT

#define NO_SDL_GLEXT

◆ VAO

#define VAO   1

Function Documentation

◆ AttachBoxes()

void AttachBoxes ( const BoxCollection & c,
const std::vector< Boxable * > & v )

◆ DrawVBO() [1/2]

void DrawVBO ( int obj,
VBOState & state,
VBOUpdate u,
const std::vector< Attrib > & attribs )
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◆ DrawVBO() [2/2]

void DrawVBO ( VBOState & state,
VBOUpdate u,
const std::vector< Attrib > & attribs )
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◆ ExecuteFaceStore()

void ExecuteFaceStore ( ArrayRender & r,
PrecalcStore & prestore,
int frame )
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◆ HeightMapEffect()

void HeightMapEffect ( FaceStore & s,
float time,
float repeat_length )

◆ InstallProgress()

IMPORT void InstallProgress ( int num,
std::string label,
int max = 15 )

◆ InterpolateFaceCollection()

void InterpolateFaceCollection ( void(* fptr )(FaceStore &s, float time, float repeat_length),
float value )

◆ Mult()

float Mult ( float x)
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◆ my_getline()

int my_getline ( LoadStream * stream,
int index,
std::string & line )
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◆ operator<<()

std::ostream & operator<< ( std::ostream & o,
const ObjectData & od )

◆ PrecalcCmds()

void PrecalcCmds ( OpenGlCommands & cmds)
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◆ PreCalcFaceStore()

void PreCalcFaceStore ( void(* fptr )(FaceStore &s, float time, float repeat_length),
float repeat_duration,
int repeat_framecount,
ArrayRender & r,
PrecalcStore & prestore )
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◆ PreCalcMesh()

void PreCalcMesh ( Mesh & mesh,
ArrayRender & r,
PrecalcStore & prestore )
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◆ PrecalcRenderCmds()

void PrecalcRenderCmds ( OpenGlCommands & cmds)

◆ ProgressBar()

IMPORT void ProgressBar ( int num,
int val,
int max,
std::string label )

std::cout << "ProgressBar: '" << num << " " << label << " " << val << " " << max << "'" << std::endl;

◆ RenderCmds()

void RenderCmds ( OpenGlCommands & cmds)
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◆ RenderOpenGl() [1/9]

void RenderOpenGl ( const FaceCollection & col)
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◆ RenderOpenGl() [2/9]

void RenderOpenGl ( const FaceCollection & col,
const BoxCollection & b,
Boxable & elem )
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◆ RenderOpenGl() [3/9]

void RenderOpenGl ( const FaceCollection & col,
const BoxCollection & b,
Boxable & elem,
const TextureCoords & tex )

◆ RenderOpenGl() [4/9]

void RenderOpenGl ( const FaceCollection & col,
const TextureCoords & coords )

◆ RenderOpenGl() [5/9]

void RenderOpenGl ( const FaceCollection & col,
ElementCollection & nums )

◆ RenderOpenGl() [6/9]

void RenderOpenGl ( const FaceCollection & col,
ElementCollection & nums,
const TextureCoords & tex )

◆ RenderOpenGl() [7/9]

void RenderOpenGl ( const FaceCollection & col,
Function< int, bool > & removepolys )

◆ RenderOpenGl() [8/9]

void RenderOpenGl ( const LineCollection & col)

◆ RenderOpenGl() [9/9]

void RenderOpenGl ( const PointCollection & col)

◆ RenderOpenGlLines() [1/3]

void RenderOpenGlLines ( const LineCollection & col,
const BoxCollection & b,
Boxable & elem )

◆ RenderOpenGlLines() [2/3]

void RenderOpenGlLines ( const LineCollection & col,
ElementCollection & nums )
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◆ RenderOpenGlLines() [3/3]

void RenderOpenGlLines ( const LineCollection & lines)
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◆ RenderOpenGlObjects() [1/2]

void RenderOpenGlObjects ( const BoxCollectionWithObject & coll,
VBOState & vbostate,
VBOUpdate u )
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◆ RenderOpenGlObjects() [2/2]

void RenderOpenGlObjects ( const ObjectDataArray & arr,
VBOState & vbostate,
VBOUpdate u,
ShaderUse * use )

◆ RenderOpenGlPoly()

void RenderOpenGlPoly ( const PointCollection & col)
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◆ RenderOpenGlTextures()

void RenderOpenGlTextures ( const FaceCollection & col)
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◆ Solve()

float Solve ( const Function< float, float > & func,
float t_0,
float t_1 )
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◆ SolveWithFailure()

float SolveWithFailure ( const Function< float, float > & func,
float t_0,
float t_1,
bool & success )
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◆ TextureGeneration()

void TextureGeneration ( FaceCollection & coll,
FrameAnimPlugins & plugins )
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◆ UpdateVBO() [1/3]

void UpdateVBO ( const FaceCollection & faces,
VBOState & state,
VBOUpdate u,
const std::vector< Attrib > & attribs )
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◆ UpdateVBO() [2/3]

void UpdateVBO ( const FaceCollectionVBO & faces,
int obj,
VBOState & state,
VBOUpdate u,
const std::vector< Attrib > & attribs )
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◆ UpdateVBO() [3/3]

void UpdateVBO ( const FaceCollectionVBO & faces,
VBOState & state,
VBOUpdate u,
const std::vector< Attrib > & attribs )

Variable Documentation

◆ colors

Color2 colors[]

◆ light_position1

Low_GLfloat light_position1[] = { 100.0, 1.0, 0.0, -200.0 }

◆ light_position3

Low_GLfloat light_position3[] = { 1.0, 100.0, 0.0, -200.0 }

◆ mat_ambient1

Low_GLfloat mat_ambient1[] = { 0.8, 0.8, 0.8, 1.0 }

◆ mat_diffuse1

Low_GLfloat mat_diffuse1[] = { 0.9, 0.7, 0.1, 1.0 }

◆ mat_shininess1

Low_GLfloat mat_shininess1[] = { 50.0 }

◆ mat_specular1

Low_GLfloat mat_specular1[] = { 1.0, 1.0, 1.0, 1.0 }