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#include <stdio.h> |
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#include <allegro.h> |
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#include <alleggl.h> |
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#include <GL/glu.h> |
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#include <vector> |
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#define GRID_SIZE 64 |
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#define M_PI 3.1415926535897932384626433832795 |
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#include "cube.h" |
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#include "xgl_vector.h" |
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#include "xgl_quat.h" |
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#define rad(d) ((M_PI * (d)) / 180.0) |
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#define deg(r) (((r) / M_PI) * 180.0) |
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GLuint Tex; |
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GLuint Slate; |
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/* Parameters controlling the camera and projection state */ |
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int viewport_w = 320; /* Viewport Width (pixels) */ |
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int viewport_h = 240; /* Viewport Height (pixels) */ |
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int fov = 48; /* Field of view (degrees) */ |
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float aspect = 1; /* Aspect ratio */ |
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void ViewOrtho(int x, int y) // Set Up An Ortho View |
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{ |
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glDisable(GL_DEPTH_TEST); |
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glDepthMask(GL_FALSE); |
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glMatrixMode(GL_PROJECTION); // Select Projection |
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// glPushMatrix(); // Push The Matrix |
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glLoadIdentity(); // Reset The Matrix |
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glOrtho( 0, x , y , 0, -1, 1 ); // Select Ortho Mode |
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glMatrixMode(GL_MODELVIEW); // Select Modelview Matrix |
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// glPushMatrix(); // Push The Matrix |
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glLoadIdentity(); // Reset The Matrix |
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} |
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void ViewPerspective(void) // Set Up A Perspective View |
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{ |
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glMatrixMode( GL_PROJECTION ); // Select Projection |
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// glPopMatrix(); // Pop The Matrix |
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glMatrixMode( GL_MODELVIEW ); // Select Modelview |
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// glPopMatrix(); // Pop The Matrix |
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glLoadIdentity(); |
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gluPerspective((float)fov, (double)SCREEN_W/(double)SCREEN_H, 1.0, 1000.0); |
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glEnable(GL_DEPTH_TEST); |
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glDepthMask(GL_TRUE); |
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} |
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class Thing { |
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public: |
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Thing() : x(0.0), y(0.0), z(0.0) {} |
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Thing(float _x, float _y, float _z, float _w, float _h) : x(_x), y(_y), z(_z), w(_w), h(_h) {}; |
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virtual ~Thing() {} |
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virtual void render(); |
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virtual void update(); |
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private: |
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float x, y, z; |
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float w, h; |
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}; |
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void Thing::render() |
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{ |
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ViewOrtho(SCREEN_W, SCREEN_H); |
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// glEnable(GL_BLEND); |
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// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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// glColor4i( 255, 255, 255, 100 ); |
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glBindTexture(GL_TEXTURE_2D, Slate); |
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// allegro_gl_printf_ex(font, 1, 1, -1, "Foo is a really long string that I'm trying to print so I can see something hopefully!"); |
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// glColor4i( 0, 0, 255, 100 ); |
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// glBlendFunc(GL_ONE_MINUS_SRC_ALPHA,GL_ONE_MINUS_SRC_COLOR); |
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// glBlendFunc (GL_ONE, GL_ONE); |
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR); |
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_COLOR); |
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glBindTexture(GL_TEXTURE_2D, Slate); |
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glBegin(GL_QUADS); |
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glColor4i( 0, 0, 255, 0 ); |
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glTexCoord2f( 0, 0 ); |
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glVertex2f( x, y ); |
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glTexCoord2f( 0, 1 ); |
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glVertex2f( x, y + h ); |
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glTexCoord2f( 1, 1 ); |
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glVertex2f( x + w, y + h ); |
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glTexCoord2f( 1, 0 ); |
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glVertex2f( x + w, y ); |
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// glColor4i( 100, 100, 100, 100 ); |
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glEnd(); |
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ViewPerspective(); |
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// glDisable(GL_BLEND); |
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} |
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void Thing::update() |
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{ |
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} |
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/* |
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class ModelLoader; |
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class Model { |
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friend class ModelLoader; |
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public: |
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Model(); |
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virtual ~Model(); |
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private: |
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int vertex_count; |
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double *vertex; |
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int normal_count; |
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double *normal; |
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int texcoord_count; |
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double *texcoord; |
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}; |
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class ModelLoader { |
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public: |
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Model |
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}; |
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*/ |
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class Camera { |
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public: |
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Vector position; |
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Quaternion orientation; |
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static Camera *Instance() |
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{ |
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if(!instance) { |
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instance = new Camera(); |
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} |
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return instance; |
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} |
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static Camera *Instance(Vector v) |
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{ |
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if(!instance) { |
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instance = new Camera(v); |
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} |
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return instance; |
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} |
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void setup(); |
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protected: |
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Camera():orientation(identity_quat),position(0,0,4) {} |
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Camera(Vector givpos):orientation(identity_quat),position(givpos) {} |
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private: |
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static Camera *instance; |
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}; |
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Camera *Camera::instance = 0; |
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void Camera::setup() |
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{ |
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glViewport(0, 0, SCREEN_W, SCREEN_H); |
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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gluPerspective((float)fov, (double)SCREEN_W/(double)SCREEN_H, 1.0, 1000.0); |
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glMatrixMode(GL_MODELVIEW); |
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glLoadIdentity(); |
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float theta = deg(2 * acos(orientation.w)); |
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if (orientation.w < 1.0f && orientation.w > -1.0f) { |
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glRotatef(theta, orientation.x, orientation.y, orientation.z); |
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} |
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glTranslatef(-(position.x), -(position.y), -(position.z)); |
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} |
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void draw_cube(double x, double y, double z, double size) |
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{ |
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Cube cube(x, y, z, size); |
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cube.Render(); |
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} |
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void draw_field() |
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{ |
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// glPushMatrix(); |
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draw_cube(2, -2, -4, 2); |
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draw_cube(-2, 2, -4, 2); |
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draw_cube(-2, -2, -4, 2); |
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draw_cube(2, 2, -4, 2); |
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// glPopMatrix(); |
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} |
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int do_keyboard() |
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{ |
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Camera *cam = Camera::Instance(); |
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QUAT q; |
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if (key[KEY_LEFT]) { |
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get_y_rotate_quat(&q, -0.1); |
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cam->orientation*=q; //*= order is different from * order |
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} |
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if (key[KEY_RIGHT]) { |
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get_y_rotate_quat(&q, 0.1); |
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cam->orientation*=q; //*= order is different from * order |
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} |
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if(key[KEY_DOWN]) { |
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cam->position-=(cam->orientation+Vector(0,0,-0.1))/10; |
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} |
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if(key[KEY_UP]) { |
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cam->position+=(cam->orientation+Vector(0,0,-0.1))/10; |
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} |
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if(key[KEY_W]) { |
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cam->position-=(cam->orientation+Vector(0,-0.1,0))/10; |
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} |
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if(key[KEY_S]) { |
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cam->position+=(cam->orientation+Vector(0,-0.1,0))/10; |
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} |
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if(key[KEY_A]) { |
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cam->position-=(cam->orientation+Vector(-0.1,0,0))/10; |
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} |
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if(key[KEY_D]) { |
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cam->position+=(cam->orientation+Vector(-0.1,0,0))/10; |
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} |
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if (key[KEY_1]) { |
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); |
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} |
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if(key[KEY_2]) |
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{ |
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); |
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} |
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return 0; |
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} |
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int main () |
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{ |
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BITMAP* temp_bmp = NULL; |
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allegro_init(); |
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install_allegro_gl(); |
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allegro_gl_clear_settings(); |
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allegro_gl_set (AGL_COLOR_DEPTH, 32); |
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allegro_gl_set (AGL_Z_DEPTH, 24); |
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allegro_gl_set (AGL_WINDOWED, TRUE); |
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allegro_gl_set (AGL_DOUBLEBUFFER, 1); |
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allegro_gl_set (AGL_SUGGEST, AGL_COLOR_DEPTH | AGL_Z_DEPTH | AGL_DOUBLEBUFFER | AGL_WINDOWED); |
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if (set_gfx_mode(GFX_OPENGL, 640, 480, 0, 0) < 0) { |
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allegro_message ("Error setting OpenGL graphics mode:\n%s\n" |
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"Allegro GL error : %s\n", |
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allegro_error, allegro_gl_error); |
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return -1; |
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} |
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install_keyboard(); |
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install_timer(); |
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glEnable(GL_TEXTURE_2D); |
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allegro_gl_set_texture_format(GL_RGBA8); |
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temp_bmp = load_bitmap("slate.bmp", 0); |
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Slate = allegro_gl_make_texture(temp_bmp); |
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// Load the texture |
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temp_bmp = load_bitmap("wall-texture.bmp", 0); |
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Tex = allegro_gl_make_texture(temp_bmp); |
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glBindTexture(GL_TEXTURE_2D, Tex); |
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destroy_bitmap(temp_bmp); |
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Camera::Instance()->setup(); |
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
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glClearDepth(1.0f); |
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glEnable(GL_DEPTH_TEST); |
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glDepthFunc(GL_LESS); |
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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// glEnable(GL_BLEND); |
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// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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Thing thing(100, 100, 0, 100, 100); |
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Thing thing2(150, 150, 1, 100, 100); |
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font = allegro_gl_convert_allegro_font_ex(font, AGL_FONT_TYPE_DONT_CARE, 2.0, -1); |
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Camera::Instance(Vector(0,0,4)); |
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while(!key[KEY_ESC]) { |
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glClearColor(0.5f, 0.2f, 0.5f, 0.0f); |
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glClearDepth(1.0f); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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// glBlendFunc (GL_ONE, GL_ONE); |
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do_keyboard(); |
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Camera::Instance()->setup(); |
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glBindTexture(GL_TEXTURE_2D, Tex); |
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draw_field(); |
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glBindTexture(GL_TEXTURE_2D, Slate); |
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thing.render(); |
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thing2.render(); |
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glFlush(); |
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allegro_gl_flip(); |
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} |
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set_gfx_mode (GFX_TEXT, 0, 0, 0, 0); |
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return 0; |
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} |
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END_OF_MAIN(); |