Changeset 588 for code/branches
- Timestamp:
- Dec 17, 2007, 6:38:36 PM (17 years ago)
- Location:
- code/branches/FICN
- Files:
-
- 28 added
- 30 deleted
- 8 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/FICN/Media/materials/scripts/Ogre.material
r337 r588 121 121 122 122 123 material Orxonox/SuperEgg124 {125 technique126 {127 pass128 {129 lighting off130 scene_blend alpha_blend131 depth_check off132 133 texture_unit134 {135 texture superegg.png136 }137 }138 }139 }140 141 material Orxonox/Shot142 {143 technique144 {145 pass146 {147 lighting off148 scene_blend alpha_blend149 depth_check off150 151 texture_unit152 {153 texture shot.png154 }155 }156 }157 }158 159 160 material Orxonox/Red161 {162 technique163 {164 pass165 {166 lighting off167 depth_check off168 scene_blend 0.5 0.5169 ambient 0 0 0 0.5170 171 texture_unit172 {173 texture OrxonoxRED.png174 }175 }176 }177 }178 179 180 material Orxonox/Black181 {182 technique183 {184 pass185 {186 lighting off187 depth_check off188 scene_blend 0.5 0.5189 ambient 0 0 0 0.5190 191 texture_unit192 {193 texture OrxonoxBlack.png194 }195 }196 }197 }198 199 200 material Orxonox/BackGround201 {202 technique203 {204 pass205 {206 207 lighting off208 scene_blend alpha_blend209 depth_check off210 texture_unit211 {212 texture backGround.png213 }214 }215 }216 }217 218 material Orxonox/EnergyBackground219 {220 technique221 {222 pass223 {224 225 lighting off226 scene_blend alpha_blend227 depth_check off228 texture_unit229 {230 texture EnergyBackground.png231 }232 }233 }234 }235 236 material Orxonox/Clock237 {238 technique239 {240 pass241 {242 lighting off243 scene_blend alpha_blend244 depth_check off245 246 texture_unit247 {248 texture clock.png249 }250 }251 }252 }253 254 material Orxonox/Gun255 {256 technique257 {258 pass259 {260 lighting off261 scene_blend alpha_blend262 depth_check off263 264 texture_unit265 {266 texture gun.png267 }268 }269 }270 }271 272 material Orxonox/Man273 {274 technique275 {276 pass277 {278 lighting off279 scene_blend alpha_blend280 depth_check off281 282 texture_unit283 {284 texture man.png285 }286 }287 }288 }289 290 material Orxonox/MapBackGround291 {292 technique293 {294 pass295 {296 lighting off297 scene_blend alpha_blend298 depth_check off299 300 texture_unit301 {302 texture MapBackGround.png303 }304 }305 }306 }307 308 material Orxonox/MyShip309 {310 technique311 {312 pass313 {314 lighting off315 scene_blend alpha_blend316 depth_check off317 318 texture_unit319 {320 texture MyShip.png321 }322 }323 }324 }325 326 material Orxonox/RacketBackground327 {328 technique329 {330 pass331 {332 lighting off333 scene_blend alpha_blend334 depth_check off335 336 texture_unit337 {338 texture RacketBackground.png339 }340 }341 }342 }343 344 345 material Orxonox/TargetBackground346 {347 technique348 {349 pass350 {351 lighting off352 scene_blend alpha_blend353 depth_check off354 355 texture_unit356 {357 texture TargetBackground.png358 }359 }360 }361 }362 363 material Orxonox/PrimarBackground364 {365 technique366 {367 pass368 {369 lighting off370 scene_blend alpha_blend371 depth_check off372 373 texture_unit374 {375 texture PrimarBackground.png376 }377 }378 }379 }380 381 material Orxonox/PrimarSample382 {383 technique384 {385 pass386 {387 lighting off388 scene_blend alpha_blend389 depth_check off390 391 texture_unit392 {393 texture PrimarSample.png394 }395 }396 }397 }398 399 material Orxonox/PrimarChoice400 {401 technique402 {403 pass404 {405 lighting off406 scene_blend alpha_blend407 depth_check off408 409 texture_unit410 {411 texture PrimarChoice.png412 }413 }414 }415 }416 417 material Orxonox/RedPoint418 {419 technique420 {421 pass422 {423 lighting off424 scene_blend alpha_blend425 depth_check off426 427 texture_unit428 {429 texture RedPoint.png430 }431 }432 }433 }434 435 material Orxonox/EnergyDistrBackground436 {437 technique438 {439 pass440 {441 lighting off442 scene_blend alpha_blend443 depth_check off444 445 texture_unit446 {447 texture EnergyDistrBackground.png448 }449 }450 }451 }452 453 material Orxonox/ShildLeftTop454 {455 technique456 {457 pass458 {459 lighting off460 scene_blend alpha_blend461 depth_check off462 463 texture_unit464 {465 texture ShildLeftTop.png466 }467 }468 }469 }470 471 material Orxonox/ShildRightTop472 {473 technique474 {475 pass476 {477 lighting off478 scene_blend alpha_blend479 depth_check off480 481 texture_unit482 {483 texture ShildRightTop.png484 }485 }486 }487 }488 489 material Orxonox/ShildLeftBottom490 {491 technique492 {493 pass494 {495 lighting off496 scene_blend alpha_blend497 depth_check off498 499 texture_unit500 {501 texture ShildLeftBottom.png502 }503 }504 }505 }506 507 material Orxonox/ShildRightBottom508 {509 technique510 {511 pass512 {513 lighting off514 scene_blend alpha_blend515 depth_check off516 517 texture_unit518 {519 texture ShildRightBottom.png520 }521 }522 }523 }524 525 material Orxonox/TimeBackground526 {527 technique528 {529 pass530 {531 lighting off532 scene_blend alpha_blend533 depth_check off534 535 texture_unit536 {537 texture TimeBackground.png538 }539 }540 }541 }542 -
code/branches/FICN/Media/materials/scripts/Orxonox.material
r578 r588 1 material Orxonox/StarSkyBox 2 { 3 technique 4 { 5 pass 6 { 7 lighting off 8 depth_write off 9 10 texture_unit 11 { 12 cubic_texture stars.jpg separateUV 13 tex_address_mode clamp 14 } 15 } 16 } 17 } 18 19 material Orxonox/BlueStarSkyBox 20 { 21 technique 22 { 23 pass 24 { 25 lighting off 26 depth_write off 27 28 texture_unit 29 { 30 cubic_texture bluestar.png separateUV 31 tex_address_mode clamp 32 } 33 } 34 } 35 } 36 37 material Orxonox/StarfieldSkyBox 38 { 39 technique 40 { 41 pass 42 { 43 lighting off 44 depth_write off 45 46 texture_unit 47 { 48 cubic_texture starfield.jpg separateUV 49 tex_address_mode clamp 50 } 51 } 52 } 53 } 54 55 material Orxonox/LoadingScreenSample 56 { 57 technique 58 { 59 pass 60 { 61 62 depth_writing off 63 64 texture_unit 65 { 66 texture sample_loading.jpg 67 } 68 } 69 } 70 } 1 2 3 material Orxonox/Shot 4 { 5 technique 6 { 7 pass 8 { 9 lighting off 10 scene_blend alpha_blend 11 depth_check off 12 13 texture_unit 14 { 15 texture shot.png 16 } 17 } 18 } 19 } 20 21 22 material Orxonox/Red 23 { 24 technique 25 { 26 pass 27 { 28 lighting off 29 depth_check off 30 scene_blend 0.5 0.5 31 ambient 0 0 0 0.5 32 33 texture_unit 34 { 35 texture OrxonoxRED.png 36 } 37 } 38 } 39 } 40 41 42 material Orxonox/Black 43 { 44 technique 45 { 46 pass 47 { 48 lighting off 49 depth_check off 50 scene_blend 0.5 0.5 51 ambient 0 0 0 0.5 52 53 texture_unit 54 { 55 texture OrxonoxBlack.png 56 } 57 } 58 } 59 } 60 61 62 material Orxonox/BackGround 63 { 64 technique 65 { 66 pass 67 { 68 69 lighting off 70 scene_blend alpha_blend 71 depth_check off 72 texture_unit 73 { 74 texture backGround.png 75 } 76 } 77 } 78 } 79 80 material Orxonox/EnergyBackground 81 { 82 technique 83 { 84 pass 85 { 86 87 lighting off 88 scene_blend alpha_blend 89 depth_check off 90 texture_unit 91 { 92 texture EnergyBackground.png 93 } 94 } 95 } 96 } 97 98 material Orxonox/Clock 99 { 100 technique 101 { 102 pass 103 { 104 lighting off 105 scene_blend alpha_blend 106 depth_check off 107 108 texture_unit 109 { 110 texture clock.png 111 } 112 } 113 } 114 } 115 116 material Orxonox/Gun 117 { 118 technique 119 { 120 pass 121 { 122 lighting off 123 scene_blend alpha_blend 124 depth_check off 125 126 texture_unit 127 { 128 texture gun.png 129 } 130 } 131 } 132 } 133 134 material Orxonox/Man 135 { 136 technique 137 { 138 pass 139 { 140 lighting off 141 scene_blend alpha_blend 142 depth_check off 143 144 texture_unit 145 { 146 texture man.png 147 } 148 } 149 } 150 } 151 152 material Orxonox/MapBackGround 153 { 154 technique 155 { 156 pass 157 { 158 lighting off 159 scene_blend alpha_blend 160 depth_check off 161 162 texture_unit 163 { 164 texture MapBackGround.png 165 } 166 } 167 } 168 } 169 170 material Orxonox/MyShip 171 { 172 technique 173 { 174 pass 175 { 176 lighting off 177 scene_blend alpha_blend 178 depth_check off 179 180 texture_unit 181 { 182 texture MyShip.png 183 } 184 } 185 } 186 } 187 188 material Orxonox/RacketBackground 189 { 190 technique 191 { 192 pass 193 { 194 lighting off 195 scene_blend alpha_blend 196 depth_check off 197 198 texture_unit 199 { 200 texture RacketBackground.png 201 } 202 } 203 } 204 } 205 206 207 material Orxonox/TargetBackground 208 { 209 technique 210 { 211 pass 212 { 213 lighting off 214 scene_blend alpha_blend 215 depth_check off 216 217 texture_unit 218 { 219 texture TargetBackground.png 220 } 221 } 222 } 223 } 224 225 material Orxonox/PrimarBackground 226 { 227 technique 228 { 229 pass 230 { 231 lighting off 232 scene_blend alpha_blend 233 depth_check off 234 235 texture_unit 236 { 237 texture PrimarBackground.png 238 } 239 } 240 } 241 } 242 243 material Orxonox/PrimarSample 244 { 245 technique 246 { 247 pass 248 { 249 lighting off 250 scene_blend alpha_blend 251 depth_check off 252 253 texture_unit 254 { 255 texture PrimarSample.png 256 } 257 } 258 } 259 } 260 261 material Orxonox/PrimarChoice 262 { 263 technique 264 { 265 pass 266 { 267 lighting off 268 scene_blend alpha_blend 269 depth_check off 270 271 texture_unit 272 { 273 texture PrimarChoice.png 274 } 275 } 276 } 277 } 278 279 material Orxonox/RedPoint 280 { 281 technique 282 { 283 pass 284 { 285 lighting off 286 scene_blend alpha_blend 287 depth_check off 288 289 texture_unit 290 { 291 texture RedPoint.png 292 } 293 } 294 } 295 } 296 297 material Orxonox/EnergyDistrBackground 298 { 299 technique 300 { 301 pass 302 { 303 lighting off 304 scene_blend alpha_blend 305 depth_check off 306 307 texture_unit 308 { 309 texture EnergyDistrBackground.png 310 } 311 } 312 } 313 } 314 315 material Orxonox/shieldLeftTop 316 { 317 technique 318 { 319 pass 320 { 321 lighting off 322 scene_blend alpha_blend 323 depth_check off 324 325 texture_unit 326 { 327 texture ShieldLeftTop.png 328 } 329 } 330 } 331 } 332 333 material Orxonox/shieldRightTop 334 { 335 technique 336 { 337 pass 338 { 339 lighting off 340 scene_blend alpha_blend 341 depth_check off 342 343 texture_unit 344 { 345 texture ShieldRightTop.png 346 } 347 } 348 } 349 } 350 351 material Orxonox/shieldLeftBottom 352 { 353 technique 354 { 355 pass 356 { 357 lighting off 358 scene_blend alpha_blend 359 depth_check off 360 361 texture_unit 362 { 363 texture ShieldLeftBottom.png 364 } 365 } 366 } 367 } 368 369 material Orxonox/shieldRightBottom 370 { 371 technique 372 { 373 pass 374 { 375 lighting off 376 scene_blend alpha_blend 377 depth_check off 378 379 texture_unit 380 { 381 texture ShieldRightBottom.png 382 } 383 } 384 } 385 } 386 387 material Orxonox/TimeBackground 388 { 389 technique 390 { 391 pass 392 { 393 lighting off 394 scene_blend alpha_blend 395 depth_check off 396 397 texture_unit 398 { 399 texture TimeBackground.png 400 } 401 } 402 } 403 } 404 -
code/branches/FICN/Media/overlay/OrxonoxHUD1.2.overlay
r337 r588 32 32 material Orxonox/MyShip 33 33 34 container Panel(Orxonox/HUD1.2/ ShildLeftTop)34 container Panel(Orxonox/HUD1.2/shieldLeftTop) 35 35 { 36 36 metrics_mode pixels … … 39 39 width 30 40 40 height 30 41 material Orxonox/ ShildLeftTop42 } 43 44 container Panel(Orxonox/HUD1.2/ ShildRightTop)41 material Orxonox/shieldLeftTop 42 } 43 44 container Panel(Orxonox/HUD1.2/shieldRightTop) 45 45 { 46 46 metrics_mode pixels … … 50 50 width 30 51 51 height 30 52 material Orxonox/ ShildRightTop53 } 54 55 container Panel(Orxonox/HUD1.2/ ShildLeftBottom)52 material Orxonox/shieldRightTop 53 } 54 55 container Panel(Orxonox/HUD1.2/shieldLeftBottom) 56 56 { 57 57 metrics_mode pixels … … 61 61 width 30 62 62 height 30 63 material Orxonox/ ShildLeftBottom64 } 65 66 container Panel(Orxonox/HUD1.2/ ShildRightBottom)63 material Orxonox/shieldLeftBottom 64 } 65 66 container Panel(Orxonox/HUD1.2/shieldRightBottom) 67 67 { 68 68 metrics_mode pixels … … 73 73 width 30 74 74 height 30 75 material Orxonox/ ShildRightBottom75 material Orxonox/shieldRightBottom 76 76 } 77 77 -
code/branches/FICN/bin/levels/sample.oxw
r585 r588 10 10 </loading> 11 11 12 < audio>12 <!-- <audio> 13 13 <ambient> 14 14 <ogg src="allgorythm-lift_up" /> … … 18 18 <ogg src="tha_silent_partner_-_void" /> 19 19 </ambient> 20 </audio> 20 </audio> --> 21 21 22 22 <!-- Keep a minimum distance of >100 to the object, otherwise the camara thinks it's in the object --> -
code/branches/FICN/src/orxonox/hud/HUD.cc
r587 r588 2 2 #include <Ogre.h> 3 3 #include <OIS/OIS.h> 4 #include <CEGUI/CEGUI.h>5 #include <CEGUIRenderer.h>4 //#include <CEGUI/CEGUI.h> 5 //#include <CEGUIRenderer.h> 6 6 7 7 -
code/branches/FICN/src/orxonox/orxonox.cc
r584 r588 64 64 65 65 #include "particle/ParticleInterface.h" 66 67 #include "hud/HUD.h" 66 68 67 69 //network stuff … … 402 404 void Orxonox::setupRenderSystem() 403 405 { 404 if ( /*!root_->restoreConfig() &&*/!root_->showConfigDialog())406 if (!root_->restoreConfig() && !root_->showConfigDialog()) 405 407 throw Exception(52, "User canceled the config dialog!", "OrxApplication::setupRenderSystem()"); 406 408 } … … 430 432 loader_->loadLevel(); 431 433 432 auMan_->ambientStart(); 434 Overlay* hudOverlay = OverlayManager::getSingleton().getByName("Orxonox/HUD1.2"); 435 hud::HUD* orxonoxHud; 436 orxonoxHud = new hud::HUD(); 437 orxonoxHud->setEnergyValue(20); 438 orxonoxHud->setEnergyDistr(20,20,60); 439 hudOverlay->show(); 440 441 442 /* 443 auMan_->ambientAdd("a1"); 444 auMan_->ambientAdd("a2"); 445 auMan_->ambientAdd("a3"); 446 //auMan->ambientAdd("ambient1"); 447 auMan_->ambientStart();*/ 433 448 } 434 449 -
code/branches/FICN/src/orxonox/run_manager.cc
r513 r588 54 54 #include "weapon/base_weapon.h" 55 55 56 #include "hud/hud_overlay.h" 57 #include "hud/test_overlay.h" 56 //#include "hud/hud_overlay.h" 57 //#include "hud/test_overlay.h" 58 #include "hud/HUD.h" 58 59 59 60 #include "run_manager.h" … … 142 143 143 144 // create HUD 144 hud_ = new hud::TestOverlay(window_); 145 hud_->show(); 145 //hud_ = new hud::TestOverlay(window_); 146 //hud_->show(); 147 /*hud_ = new hud::HUD(); 148 hud_->show();*/ 146 149 147 150 … … 206 209 if (bulletManager_) 207 210 delete bulletManager_; 208 if (hud_)209 delete hud_; 211 /*if (hud_) 212 delete hud_;*/ 210 213 } 211 214 … … 241 244 + " | Ammo stock = " 242 245 + StringConverter::toString(playerShip_->getAmmoStock()); 243 hud_->setDebugText(tempStr);244 245 hud_->tick(time, deltaTime);246 //hud_->setDebugText(tempStr); 247 248 //hud_->tick(time, deltaTime); 246 249 247 250 // update the bullet positions … … 444 447 void RunManager::showDebugOverlay(bool show) 445 448 { 446 if (hud_)449 /*if (hud_) 447 450 { 448 451 if (show) … … 450 453 else 451 454 hud_->hide(); 452 } 455 }*/ 453 456 } 454 457 -
code/branches/FICN/src/orxonox/run_manager.h
r342 r588 47 47 public: 48 48 virtual ~RunManager(); 49 49 50 50 void initialise(OgreControl*); 51 51 … … 109 109 OrxonoxScene *backgroundScene_; 110 110 OrxonoxShip *playerShip_; 111 hud::TestOverlay *hud_; 111 //hud::TestOverlay *hud_; 112 //hud::HUD *hud_; 112 113 113 114 // Bullet manager
Note: See TracChangeset
for help on using the changeset viewer.