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source: orxonox.OLD/orxonox/trunk/importer/framework.cc @ 3152

Last change on this file since 3152 was 3140, checked in by bensch, 20 years ago

orxonox/trunk: merged branches/images back into the trunk.
merged with command: svn merge bensches/images/ trunk/ -r 3084:HEAD

Conflicts in configure/.ac

resolved in favor of branches/images (newer)

Mayor differences:

  1. Image-Importing capability.
  2. configure remade for usage with sdl-image/jpeglib and so on.
  3. Absolutely no change in the trunk/src
File size: 6.0 KB
RevLine 
[3140]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
[2931]16#include "framework.h"
[2748]17
[3140]18int verbose = 2;
[2748]19
20void DrawGLScene()
21{
[2940]22  currFrame = SDL_GetTicks();
23  dt = currFrame - lastFrame; 
24  if (dt == 0)
25    dist += (zoomTo-dist)/500;
26  else 
27    dist += (zoomTo-dist)/500 *(float)dt;
[2939]28
[2940]29  rotatorP += rotatorV *(float)dt;
[2759]30 
[2952]31
[2748]32  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
33  glLoadIdentity(); // Reset the view
34 
[2794]35  glMatrixMode(GL_PROJECTION);
[2759]36  glLoadIdentity();     
[2933]37  gluPerspective(45.0f,500/375,0.1f,dist * 5.0f);
[2963]38    gluLookAt (0, dist , dist, 0,0,0, up.x,up.y,up.z);
[2794]39
[2963]40  glMatrixMode(GL_MODELVIEW);
41  glPushMatrix();
42  //  glRotatef (180, dir.x, dir.y, dir.z);
43  glMultMatrixf (*matQ);
[2748]44  obj->draw();
45
[2963]46  glPopMatrix();
47
[2748]48  SDL_GL_SwapBuffers(); // Swap the buffers
[2940]49  lastFrame = currFrame;
[2748]50}
51
52
53int main(int argc, char *argv[])
54{
55  Uint8* keys; // This variable will be used in the keyboard routine
56  int done=FALSE; // We aren't done yet, are we?
57
58  // Create a new OpenGL window with the title "Cone3D Basecode" at
59  // 640x480x32, fullscreen and check for errors along the way
[3140]60  if(wHandler.CreateGLWindow("Whandler Basecode", 800, 600, 32, FALSE) == FALSE)
[2748]61  {
62    // If an error is found, display a message, kill the GL and SDL screens (if they were created) and exit
63    printf("Could not initalize OpenGL :(\n\n");
64    wHandler.KillGLWindow();
65    return 0;
66  }
[2936]67 
68  printf ("%i, %i\n", wHandler.screen->w, wHandler.screen->h);
[2846]69  if (argc>=3)
[2837]70    obj = new Object (argv[1], atof(argv[2]));
[2846]71  else if (argc>=2)
[2837]72    obj = new Object(argv[1]);
[2848]73  else 
74    obj = new Object();
[2850]75 
[2952]76  M = Vector(wHandler.screen->w/2, wHandler.screen->h/2, 0); 
77  rotAxis = Vector (0.0,1.0,0.0);
78  rotAngle = 0;
[2963]79
80  matQ[0][0] = matQ[1][1] = matQ[2][2] = matQ[3][3] = 1;
[2952]81  rotQ = Quaternion (rotAngle, rotAxis);
[2963]82  rotQlast = rotQ;
[2952]83  dir = Vector (0.0, 0.0, 1.0);
[2963]84  up = Vector (0.0, 1.0, 0.0);
[2952]85
[2931]86  glEnable(GL_LIGHTING);
87  glEnable(GL_DEPTH_TEST);
88
89  GLfloat whiteLight[] = {1.0, 1.0, 1.0,1.0};
90  GLfloat light0Position[] = {10.0, 10.0, 10.0, 0.0};
91  GLfloat light1Position[] = {-10.0, -7.0, -6.0, 0.0};
[2780]92  GLfloat lmodelAmbient[] = {.1, .1, .1, 1.0};
[2931]93
94  glEnable(GL_LIGHT0);
95  glLightfv(GL_LIGHT0, GL_POSITION, light0Position);
[2780]96  glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight);
97  glLightfv(GL_LIGHT0, GL_SPECULAR, whiteLight);
[2931]98 
99  glEnable(GL_LIGHT1);
100  glLightfv(GL_LIGHT1, GL_POSITION, light1Position);
101  glLightfv(GL_LIGHT1, GL_DIFFUSE, whiteLight);
102  glLightfv(GL_LIGHT1, GL_SPECULAR, whiteLight);
103 
[3070]104
105  glEnable(GL_TEXTURE_2D);
[2931]106  rotatorP = .0;
107  rotatorV = .0;
[2933]108  dist = 5.0;
[2938]109  zoomTo = dist;
[2748]110  // Build the font from a TGA image font.tga in the data directory
111  // Hide the mouse cursor
[2931]112    SDL_ShowCursor(2);
[2952]113    mouse1Down = false;
[2748]114
115  // This is the main loop for the entire program and it will run until done==TRUE
116  while(!done)
117  {
118    // Draw the scene
119    DrawGLScene();
120    // And poll for events
121    SDL_Event event;
122    while ( SDL_PollEvent(&event) ) {
123      switch (event.type) {
[2931]124      case SDL_MOUSEMOTION:
125        if (verbose >=3)
126          printf("Mouse motion about %d,%d Pixels to (%d,%d).\n", 
127                 event.motion.xrel, event.motion.yrel,
128                 event.motion.x, event.motion.y);
[2952]129        // TRACKBALL
130        if (mouse1Down)
131          {
[2963]132            int mX = event.button.x;
133            int mY = event.button.y;
134            int wH = wHandler.screen->h;
135            int wW = wHandler.screen->w;
136            Vector tmpV (mX, mY, sqrt ( (float) abs(wH * wH/4 - (wW/2-mX) * (wW/2-mX) - (wH/2-mY) * (wH/2-mY)) ));
137            //      printf ("tmpV: %f, %f, %f\n", tmpV.x, tmpV.y, tmpV.z);
[2952]138            p2 = tmpV-M;
[2966]139            p2.y = -p2.y;
[2952]140            rotAxis = p1.cross(p2);
[2963]141            //  printf ("rotAxis: %f, %f, %f\n", rotAxis.x, rotAxis.y, rotAxis.z);
[2952]142
[2963]143            // in case that there is no rotation-axis defined
144            if (rotAxis.x != 0 || rotAxis.y != 0 || rotAxis.z != 0)
145              {
146                rotAxis.normalize();
[2968]147                //              printf ("rotAxis: %f, %f, %f\n", rotAxis.x, rotAxis.y, rotAxis.z, rotAngle);
[2963]148                               
149                rotAngle = angle_rad (p1, p2);
150                rotQ = Quaternion (rotAngle, rotAxis);
151                rotQ = rotQ * rotQlast;
152                rotQ.matrix (matQ);
153                //      dir = rotQ.apply(dir);
154                //      dir.normalize();
[2966]155                //      printf ("rotAxis: %f, %f, %f, %f\n", dir.x, dir.y, dir.z, rotAngle);
[2963]156              }
157            rotQlast = rotQ;
[2952]158            p1 = p2;
[2963]159
[2952]160          }
[2931]161        break;
162      case SDL_MOUSEBUTTONDOWN:
[2932]163        if (event.button.button == 4)
[2933]164          {
165            printf("MouseWheel up\n");
[2938]166            zoomTo *= .5;
[2933]167          }
[2932]168        else if (event.button.button == 5)
[2933]169          {
170            printf("MouseWheel down\n");
[2940]171            zoomTo *= 2.0;
[2933]172          }
[2952]173        else if (event.button.button == 1)
174          {
175            mouse1Down = true;
[2963]176            int mX = event.button.x;
177            int mY = event.button.y;
178            int wH = wHandler.screen->h;
179            int wW = wHandler.screen->w;
180            Vector tmpV (mX, mY, sqrt ( (float) abs(wH * wH/4 - (wW/2-mX) * (wW/2-mX) - (wH/2-mY) * (wH/2-mY)) ));
[2952]181            p1 = tmpV-M;
[2966]182            p1.y = -p1.y;
[2952]183
184          }
[2932]185        else
186          {
187            printf("MouseButton %d pressed at (%d,%d).\n",
188                   event.button.button, event.button.x, event.button.y);
[2936]189            rotatorV = ( (float)wHandler.screen->w/2 -event.button.x) / (float)wHandler.screen->w / 100.0;
[2932]190          }
191           
[2931]192        break;
[2952]193      case SDL_MOUSEBUTTONUP:
194        if (event.button.button == 4);
195        else if (event.button.button == 5);
196        else if (event.button.button == 1)
197          mouse1Down =false;
198        else 
199            {
[2931]200        printf("MouseButton %d released at (%d,%d).\n",
201               event.button.button, event.button.x, event.button.y);
[2952]202            }
[2931]203        break;
[2952]204           
[2748]205        // If a quit event was recieved
[2863]206      case SDL_QUIT:
207        // then we're done and we'll end this program
[2748]208          done=TRUE;
209          break;
[2863]210      default:
[2748]211          break;
212      }
[2952]213
214
[2748]215    }
216
217    // Get the state of the keyboard keys
218    keys = SDL_GetKeyState(NULL);
219
220    // and check if ESCAPE has been pressed. If so then quit
221    if(keys[SDLK_ESCAPE]) done=TRUE;
222  }
223
224  // Kill the GL & SDL screens
[2848]225  delete obj;
[2748]226  wHandler.KillGLWindow();
227  // And quit
228  return 0;
229}
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