Changeset 3338 in orxonox.OLD for orxonox/branches/parenting
- Timestamp:
- Jan 5, 2005, 4:13:50 AM (20 years ago)
- Location:
- orxonox/branches/parenting/src
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/branches/parenting/src/campaign.cc
r3336 r3338 89 89 while( se != NULL && this->running) 90 90 { 91 //se->displayLoadScreen();91 se->displayLoadScreen(); 92 92 se->load(); 93 93 se->init(); 94 //se->releaseLoadScreen();94 se->releaseLoadScreen(); 95 95 se->start(); 96 96 se->destroy(); -
orxonox/branches/parenting/src/orxonox.cc
r3336 r3338 115 115 // Set video mode 116 116 // TO DO: parse arguments for settings 117 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); 118 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); 119 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); 120 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); 121 117 //SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); 118 //SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); 119 //SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); 120 //SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); 121 122 123 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); 124 SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16); 125 SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0); 126 SDL_GL_SetAttribute( SDL_GL_ACCUM_RED_SIZE, 0); 127 SDL_GL_SetAttribute( SDL_GL_ACCUM_GREEN_SIZE, 0); 128 SDL_GL_SetAttribute( SDL_GL_ACCUM_BLUE_SIZE, 0); 129 SDL_GL_SetAttribute( SDL_GL_ACCUM_ALPHA_SIZE, 0); 130 131 132 122 133 int bpp = 16; 123 134 int width = 640; … … 138 149 if( videoInfo->hw_available) 139 150 videoFlags |= SDL_HWSURFACE; 140 else 151 else 141 152 videoFlags |= SDL_SWSURFACE; 142 153 /* … … 153 164 154 165 // Set window labeling 155 SDL_WM_SetCaption ("Orxonox " PACKAGE_VERSION, "Orxonox " PACKAGE_VERSION);166 SDL_WM_SetCaption ("Orxonox " PACKAGE_VERSION, "Orxonox " PACKAGE_VERSION); 156 167 157 168 // TO DO: Create a cool icon and use it here … … 159 170 160 171 // OpenGL stuff 161 glClearColor (0.0, 0.0, 0.0, 0.0);162 glEnable (GL_DEPTH_TEST);172 glClearColor (0.0, 0.0, 0.0, 0.0); 173 glEnable (GL_DEPTH_TEST); 163 174 164 175 // LIGHTING … … 167 178 GLfloat lightPosition[] = {10.0, 10, 19.0, 0.0}; 168 179 169 glLightfv (GL_LIGHT0, GL_DIFFUSE, whiteLight);170 glLightfv (GL_LIGHT0, GL_SPECULAR, whiteLight);171 glEnable (GL_LIGHTING);172 glEnable (GL_LIGHT0);173 glEnable (GL_DEPTH_TEST);174 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition);175 glLightfv (GL_LIGHT0, GL_DIFFUSE, whiteLight);180 glLightfv (GL_LIGHT0, GL_DIFFUSE, whiteLight); 181 glLightfv (GL_LIGHT0, GL_SPECULAR, whiteLight); 182 glEnable (GL_LIGHTING); 183 glEnable (GL_LIGHT0); 184 glEnable (GL_DEPTH_TEST); 185 glLightfv (GL_LIGHT0, GL_POSITION, lightPosition); 186 glLightfv (GL_LIGHT0, GL_DIFFUSE, whiteLight); 176 187 188 glEnable (GL_TEXTURE_2D); 177 189 // glEnable(GL_COLOR); 178 190 // glShadeModel(GL_SMOOTH); -
orxonox/branches/parenting/src/stdincl.h
r3326 r3338 10 10 11 11 #define null 0 //!< null 12 13 typedef unsigned char byte; 12 14 13 15 // this includes the information from configure/makefiles -
orxonox/branches/parenting/src/world.cc
r3337 r3338 145 145 { 146 146 printf ("World::displayLoadScreen - start\n"); 147 SDL_Surface *screen;148 SDL_RWops *rwop;149 int i;150 151 //SDL_FreeSurface (Orxonox::getInstance()->getScreen ());152 153 /* load the image */154 rwop = SDL_RWFromFile("load_screen.png", "rb");155 this->loadImage = IMG_LoadPNG_RW (rwop);156 if( !this->loadImage)157 { 158 /* image failed to load */ 159 printf ("IMG_Load: %s\n", IMG_GetError());160 }161 printf("loaded %s: %dx%d %dbpp\n", "load_screen.png",162 this->loadImage->w, this->loadImage->h, this->loadImage->format->BitsPerPixel);163 164 165 // screen = SDL_SetVideoMode(this->loadImage->w, this->loadImage->h, this->loadImage->format->BitsPerPixel, SDL_ANYFORMAT);166 screen = Orxonox::getInstance()->getScreen ();167 if( !screen)168 {169 printf ("SDL_SetVideoMode: %s\n", SDL_GetError());170 SDL_FreeSurface (this->loadImage);147 148 int w = 680; 149 int h = 480; 150 151 glViewport(0,0,w,h); 152 153 glMatrixMode(GL_PROJECTION); 154 glLoadIdentity(); 155 gluPerspective(45.0f,(GLfloat)w/(GLfloat)h, .5f ,150.0f); 156 glMatrixMode(GL_MODELVIEW); 157 158 159 SDL_Surface *pBitmap[1]; 160 unsigned int textureArray[1]; 161 char *strFileName = "orx_tex.bmp"; 162 int textureID = 0; 163 164 pBitmap[0] = SDL_LoadBMP (strFileName); 165 if( pBitmap[0] == NULL) 166 return; 167 168 if(pBitmap[0] == NULL) // If we can't load the file, quit! 169 { 170 printf (" Failed loading %s\n", strFileName); 171 171 SDL_Quit (); 172 return; 173 } 174 175 /* print some info about the obtained screen */ 176 printf("screen is %dx%d %dbpp\n", screen->w, screen->h, screen->format->BitsPerPixel); 177 178 /* do the initial image display */ 179 SDL_BlitSurface (this->loadImage, 0, screen, 0); 180 181 if (SDL_Flip (screen) != 0) 182 printf("World::displayLoadScreen - couldn't filp buffers"); 183 184 //image = IMG_Load ("load_screen.png"); 185 printf ("World::displayLoadScreen - end\n"); 172 } 173 glGenTextures(1, &textureArray[textureID]); 174 /* Bind the texture to the texture arrays index and init the texture */ 175 glBindTexture(GL_TEXTURE_2D, textureArray[textureID]); 176 177 /* Rearrange the pixelData since openGL has a different pixel orientation */ 178 int width = pBitmap[0]->w; 179 int height = pBitmap[0]->h; 180 unsigned char * data = (unsigned char *)(pBitmap[0]->pixels); 181 unsigned char * newData = new unsigned char[width * height * 3]; 182 int channels = 3; /* RGB channel number*/ 183 184 int bytesPerPixel = pBitmap[0]->format->BytesPerPixel; 185 186 /* this is the real swapping algorithm */ 187 for( int i = 0 ; i < (height / 2) ; ++i ) 188 for( int j = 0 ; j < width * bytesPerPixel; j += bytesPerPixel ) 189 for(int k = 0; k < bytesPerPixel; ++k) 190 swap( data[ (i * width * bytesPerPixel) + j + k], data[ ( (height - i - 1) * width * bytesPerPixel ) + j + k]); 191 192 // the following lines extract R,G and B values from any bitmap 193 194 for(int i = 0; i < (width * height); ++i) 195 { 196 byte r,g,b; 197 Uint32 pixel_value = 0; 198 /* the following loop extracts the pixel (however wide it is 8,16,24 or 32) and 199 creates a long with all these bytes taken together. 200 */ 201 202 for(int j = bytesPerPixel - 1 ; j >= 0; --j) 203 { 204 pixel_value = pixel_value << 8; 205 pixel_value = pixel_value | data[ (i * bytesPerPixel) + j ]; 206 } 207 208 SDL_GetRGB(pixel_value, pBitmap[0]->format, (Uint8 *)&r, (Uint8 *)&g, (Uint8 *)&b); 209 210 newData[(i * channels) + 0] = r; 211 newData[(i * channels) + 1] = g; 212 newData[(i * channels) + 2] = b; 213 214 pixel_value = 0; 215 } 216 217 /* Build Mipmaps (builds different versions of the picture for distances - looks better) */ 218 gluBuild2DMipmaps (GL_TEXTURE_2D, 3, pBitmap[0]->w, pBitmap[0]->h, GL_RGB, GL_UNSIGNED_BYTE, newData); 219 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 220 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); 221 222 delete [] newData; 223 SDL_FreeSurface(pBitmap[0]); 224 225 226 /* ------------painten */ 227 228 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 229 glLoadIdentity(); 230 gluLookAt(0, 0, 6, 0, 0, 0, 0, 1, 0); 231 232 // Bind the texture stored at the zero index of g_Texture[] 233 //glBindTexture(GL_TEXTURE_2D, g_Texture[0]); 234 235 // Display a quad texture to the screen 236 glBegin(GL_QUADS); 237 238 // glTexCoord2f() takes the X and Y offset (or U and V) into the bitmap. 239 // Then, the next point sent to be rendered attaches that part of the bitmap 240 // to itself. The (U, V) coordinates range from (0, 0) being the top left corner 241 // of the bitmap, to (1, 1) being the bottom left corner of the bitmap. 242 // You can go above 1 but it just is wrapped around back to zero and repeats the texture. 243 // Try setting the 1's to 2's and see what it does, then try setting them to 0.5's. 244 // The higher the number, the more instances of the texture will appear on the square, 245 // Where the lower the number, it stretches the incomplete texture over the surface of the square. 246 // For every vertice we need a U V coordinate, as shown below. You might have to play 247 // around with the values to make it texture correctly, otherwise it will be flipped, upside down, 248 // or skewed. It also depends on where you are looking at it. We are looking down the -Z axis. 249 250 // Display the top left vertice 251 glTexCoord2f(0.0f, 1.0f); 252 glVertex3f(-2.5, 2.5, 0); 253 254 // Display the bottom left vertice 255 glTexCoord2f(0.0f, 0.0f); 256 glVertex3f(-2.5, -2.5, 0); 257 258 // Display the bottom right vertice 259 glTexCoord2f(1.0f, 0.0f); 260 glVertex3f(2.5, -2.5, 0); 261 262 // Display the top right vertice 263 glTexCoord2f(1.0f, 1.0f); 264 glVertex3f(2.5, 2.5, 0); 265 266 glEnd(); 267 268 SDL_GL_SwapBuffers(); 269 270 glDisable (GL_TEXTURE_2D); 271 glDeleteTextures (1, &textureArray[textureID]); 272 SDL_Delay (5000); 273 printf ("World::displayLoadScreen - end\n"); 186 274 } 187 275 … … 191 279 printf ("World::releaseLoadScreen - start\n"); 192 280 193 //if( SDL_Flip (Orxonox::getInstance()->getScreen ()) != 0)194 // printf("World::displayLoadScreen - culdn't filp buffers");195 196 SDL_Delay (1000);197 198 SDL_FreeSurface (this->loadImage);199 SDL_FreeSurface (Orxonox::getInstance()->getScreen ());200 201 SDL_Flip (Orxonox::getInstance()->getScreen ());202 203 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);204 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);205 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);206 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);207 208 int bpp = 16;209 int width = 640;210 int height = 480;211 Uint32 flags = SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER;212 213 SDL_Surface* screen = SDL_SetVideoMode (width, height, bpp, flags);214 215 // OpenGL stuff216 glClearColor(0.0, 0.0, 0.0, 0.0);217 glEnable(GL_DEPTH_TEST);218 219 // LIGHTING220 GLfloat lmodelAmbient[] = {.1, .1, .1, 1.0};221 GLfloat whiteLight[] = {1.0, 1.0, 1.0,1.0};222 GLfloat lightPosition[] = {10.0, 10, 19.0, 0.0};223 224 glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight);225 glLightfv(GL_LIGHT0, GL_SPECULAR, whiteLight);226 glEnable(GL_LIGHTING);227 glEnable(GL_LIGHT0);228 glEnable(GL_DEPTH_TEST);229 glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);230 glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight);231 232 //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();233 234 //SDL_Flip (screen);235 281 236 282 … … 825 871 this->display (); 826 872 827 for( int i = 0; i < 10000000; i++) {} 873 for( int i = 0; i < 5000000; i++) {} 874 /* \todo this is to slow down the program for openGl Software emulator computers, reimplement*/ 828 875 } 829 876 printf("World::mainLoop() - Exiting the main loop\n"); … … 975 1022 } 976 1023 1024 1025 1026 1027 void World::swap (unsigned char &a, unsigned char &b) 1028 { 1029 unsigned char temp; 1030 temp = a; 1031 a = b; 1032 b = temp; 1033 } -
orxonox/branches/parenting/src/world.h
r3336 r3338 93 93 void display (); 94 94 void debug (); 95 96 void swap (unsigned char &a, unsigned char &b); /* \todo: this function doesn't belong here, this should be part of a image class*/ 95 97 }; 96 98
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