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8 Commits

Author SHA1 Message Date
Martin Felis 316d9dbef8 fixed compiling in 2015 2015-06-11 13:54:53 +02:00
Martin Felis c05d85badb fixed stars drawing (were drawing above the UI widgets 2011-10-03 17:09:52 +02:00
Martin Felis 90ff61da00 added hires icon 2011-07-10 12:46:05 +02:00
Martin Felis 0d78fc5ece using othographic projection now 2011-06-20 22:06:35 +02:00
martin 419ebc8783 using now 3d asteroids 2011-06-13 19:21:39 +02:00
martin 5c58595f35 added OBJ loader 2011-06-13 19:05:04 +02:00
martin 509e569c64 added GLEW 2011-06-13 17:05:07 +02:00
Martin Felis 99f3a4dfff fixed compiler warnings 2011-06-13 13:46:19 +02:00
27 changed files with 2937 additions and 77 deletions

31
CMake/FindGLEW.cmake Normal file
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@ -0,0 +1,31 @@
# Tries to find GLEW
#
# Sets variables
# GLEW_FOUND
# GLEW_INCLUDE_DIR
# GLEW_LIBRARIES
#
SET (GLEW_FOUND FALSE)
FIND_PATH (GLEW_INCLUDE_DIR glew.h /usr/include/ /usr/local/include/ /usr/include/GL /usr/local/include/GL $ENV{GLEW_PATH}/include $ENV{GLEW_INCLUDE_PATH})
FIND_LIBRARY (GLEW_LIBRARIES NAMES GLEW PATHS /usr/lib /usr/local/lib $ENV{GLEW_PATH} $ENV{GLEW_PATH}/lib ENV{GLEW_LIBRARY_PATH})
IF (GLEW_INCLUDE_DIR AND GLEW_LIBRARIES)
SET (GLEW_FOUND TRUE)
ENDIF (GLEW_INCLUDE_DIR AND GLEW_LIBRARIES)
IF (GLEW_FOUND)
IF (NOT GLEW_FIND_QUIETLY)
MESSAGE(STATUS "Found GLEW: ${GLEW_LIBRARIES}")
ENDIF (NOT GLEW_FIND_QUIETLY)
ELSE (GLEW_FOUND)
IF (GLEW_FIND_REQUIRED)
MESSAGE(FATAL_ERROR "Could not find GLEW")
ENDIF (GLEW_FIND_REQUIRED)
ENDIF (GLEW_FOUND)
MARK_AS_ADVANCED (
GLEW_INCLUDE_DIR
GLEW_LIBRARIES
)

View File

@ -12,6 +12,7 @@ SET (CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE)
FIND_PACKAGE (SDL REQUIRED)
FIND_PACKAGE (SDL_net REQUIRED)
FIND_PACKAGE (GLEW REQUIRED)
INCLUDE_DIRECTORIES (
engine/
@ -21,6 +22,7 @@ INCLUDE_DIRECTORIES (
engine/libraries/coll2d/include
engine/libraries/oglft/liboglft
${FREETYPE2_INCLUDE_DIR}
${GLEW_INCLUDE_DIR}
)
ADD_SUBDIRECTORY ( engine )

View File

@ -168,7 +168,7 @@ unsigned int Model::InitLevelList () {
boost::filesystem::path level_dir(level_dir_name);
if (!boost::filesystem::exists(level_dir.file_string())) {
if (!boost::filesystem::exists(level_dir.string())) {
Engine::LogError ("Could not init level list: %s does not exist!", level_dir.filename().c_str());
}
@ -182,10 +182,10 @@ unsigned int Model::InitLevelList () {
++dir_iter) {
if (boost::filesystem::is_regular_file (dir_iter->status())) {
std::string level_relative_path (level_dir_name);
level_relative_path += dir_iter->path().filename();
level_relative_path += dir_iter->path().filename().string();
// check whether we found an official level
std::string map_name (dir_iter->filename());
std::string map_name (dir_iter->path().filename().string());
if (mLevelHashes.find(map_name) == mLevelHashes.end()) {
Engine::LogDebug ("Skipping unofficial level %s", std::string(level_relative_path).c_str());
@ -392,7 +392,7 @@ bool Model::PullGlobalHighscore(std::stringstream &highscore_stream) {
int bytes_sent;
bytes_sent = SDLNet_TCP_Send (server_socket, http_query_string.c_str(), http_query_string.size());
if (bytes_sent != http_query_string.size()) {
if (static_cast<unsigned int>(bytes_sent) != http_query_string.size()) {
Engine::LogError ("SDL_net tcp send: %s", SDLNet_GetError());
return false;
}
@ -501,7 +501,7 @@ bool Model::SubmitGlobalHigscoreEntry (std::string name, const unsigned int poin
int bytes_sent;
bytes_sent = SDLNet_TCP_Send (server_socket, http_query_string.c_str(), http_query_string.size());
if (bytes_sent != http_query_string.size()) {
if (static_cast<unsigned int>(bytes_sent) != http_query_string.size()) {
Engine::LogError ("SDL_net tcp send: %s", SDLNet_GetError());
return false;
}
@ -560,7 +560,7 @@ void Model::SubmitHighscoreEntry (const std::string &name, const unsigned int po
int Model::DoLoadLevel (const char* filename) {
// verify the hash of the map
std::string map_name (filename);
map_name = boost::filesystem::path(map_name).filename();
map_name = boost::filesystem::path(map_name).filename().string();
std::string map_hash = sha256_hash_file (filename);
if (map_hash != mLevelHashes[map_name]) {
Engine::LogMessage ("Map verification for file %s failed!", map_name.c_str());
@ -800,7 +800,6 @@ void Model::OnLevelComplete() {
// calculate the bonus points
float level_time = roundf(mLevelTimeSeconds);
float level_par_time = roundf(mLevelParTimeSeconds);
int bonus_points = 0;
if (level_time <= level_par_time) {
// secret time bonus formula

View File

@ -89,6 +89,7 @@ class Model : public Engine::ModelBase {
}
bool GetGameModified() { return mGameModified; }
protected:
/** \brief Initializes the system */
virtual int OnInit (int argc, char* argv[]);

View File

@ -17,6 +17,8 @@
#include "AsteroidsEvents.h"
#include "RocketEntity.h"
#include "OBJModel.h"
#include <GL/gl.h>
#include <GL/glu.h>
@ -77,6 +79,8 @@ int View::OnInit (int argc, char* argv[]) {
mShipPartsSprite.LoadFromPNG (Engine::GetResourceFullPath("/data/textures/ship_parts.png"));
mShipPartsSprite.SetSubSpriteCount (10);
mAsteroidModel = LoadOBJModel (Engine::GetResourceFullPath("/data/models/asteroid/asteroid_model.obj"));
Engine::RegisterListener (this, EventAccelerateStart);
Engine::RegisterListener (this, EventAccelerateStop);
Engine::RegisterListener (this, EventShipExplode);
@ -179,6 +183,47 @@ bool View::OnReceiveEvent (const Engine::EventBasePtr &event) {
/*
* Module specific functions
*/
void View::Resize (int width, int height) {
if (height == 0)
height = 1;
mWindowWidth = static_cast<unsigned int> (width);
mWindowHeight = static_cast<unsigned int> (height);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float world_width, world_height;
world_width = GetModel()->GetWorldWidth ();
world_height = GetModel()->GetWorldHeight ();
Engine::LogMessage ("width %f height %f", world_width, world_height);
glOrtho (- world_width * 0.5, world_width * 0.5, -world_height * 0.5, world_height * 0.5, 0., 100.);
// gluPerspective(mCamera->GetFOVY (), float (width) / float (height), 0., 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
Engine::LogDebug ("Resize to: %d x %d", mWindowWidth,mWindowHeight);
/** \warning
* This call has to be made for SDL 1.2 for 1.3 there seems to be a
* workaround, however since I do not yet run SDL 1.3 I hold on to this.
* See http://lists.libsdl.org/pipermail/sdl-libsdl.org/2008-November/067306.html
*/
Uint32 video_flags = SDL_OPENGL;
if (mDrawFullscreen)
video_flags = video_flags | SDL_FULLSCREEN;
if( SDL_SetVideoMode( mWindowWidth, mWindowHeight, 16, video_flags) == 0 ) {
Engine::LogError ("Video mode set failed: %s", SDL_GetError ());
exit (-1);
}
}
void View::UpdateCamera () {
mCamera->SetEye (
0.,
@ -212,6 +257,7 @@ void View::DrawStars() {
glColor3f (1., 1., 1.);
glPointSize(2.);
glBegin(GL_POINTS);
float z_value;
for (i = 0; i < mBackgroundStars.size(); i++) {
// glPointSize (2. + 300. *mBackgroundStars.at(i).position[1]);
@ -219,7 +265,7 @@ void View::DrawStars() {
glColor3f (z_value, z_value, z_value);
glVertex3f (mBackgroundStars.at(i).position[0] * world_width,
-1.,
-10.,
mBackgroundStars.at(i).position[2] * world_height);
mBackgroundStars.at(i).position -= vector3d(Engine::GetFrameDuration() * 0.7 * mBackgroundStars.at(i).position[1] / world_width, 0., 0.);
@ -257,7 +303,9 @@ void View::Draw() {
unsigned int game_state = game_model->GetGameState();
unsigned int view_state = GetViewState();
glEnable (GL_DEPTH_TEST);
DrawStars ();
glDisable (GL_DEPTH_TEST);
if ( game_state == GameStateRunning
|| view_state == ViewStateLevelIntro
@ -410,6 +458,7 @@ void View::DrawUi () {
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
glTranslatef (0., 1., 0.);
unsigned int game_state = GetModel()->GetGameState();
@ -418,10 +467,10 @@ void View::DrawUi () {
ViewState current_view_state = GetViewState();
/*
stringstream fps_stream;
fps_stream << "fps: " << GetFrameRate();
SelectFont ("console.ttf size=12");
Engine::GUI::Label (99999, GetStringViewState(current_view_state), 8, 16);
*/
Engine::GUI::Label (99999, fps_stream.str().c_str(), 8, 48);
switch (current_view_state) {
case ViewStateMainMenu:
@ -589,8 +638,6 @@ void View::DrawUiGameOver() {
text_xpos,
text_ypos);
const static int value_width = 10;
text_ypos += 48;
// ----- New Score -----
@ -661,6 +708,9 @@ void View::DrawUiLevelIntro() {
GetModel()->SetPlayerLives(100);
}
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
stringstream level_info_stream;
level_info_stream << "Level " << GetModel()->GetCurrentLevelIndex() + 1;
@ -744,6 +794,8 @@ void View::DrawUiLevelIntro() {
level_author_dest_y - Engine::GetTimer("LevelIntroLevelAuthor") * level_author_delta_y
);
glDisable(GL_BLEND);
if (Engine::CheckTimer("LevelIntroLevelStart")) {
if(Engine::GUI::Button (1, "Start", (screen_right - button_width) * 0.5, screen_bottom * 0.5 + 180, button_width, button_height)) {
PopViewState();
@ -781,7 +833,6 @@ void View::DrawUiLevelComplete() {
if (GetModel()->GetGameModified()) {
SelectFont("console.ttf size=23 color=#cc0000");
float width, height;
std::string message ("* UNOFFICIAL GAME * UNOFFICIAL GAME * UNOFFICIAL GAME *");
float xpos = (screen_left) + 5;
@ -951,7 +1002,7 @@ void View::DrawUiPlayerDied() {
*/
void View::DrawHighscoreEntry (float x, float y, float entry_width, const std::string &name, unsigned int points) {
const float width_buffer = 30.;
float width, height;
float height;
float name_width, points_value_width;
// Measure and draw the name
@ -1646,8 +1697,25 @@ void View::DrawShip (ShipEntity *ship) {
}
void View::DrawAsteroid (AsteroidEntity *asteroid) {
mAsteroidSprite.SetScale (2. * asteroid->mPhysicState->mRadius / mAsteroidSprite.GetWidth());
mAsteroidSprite.DrawAt(0., 0., 0.);
// mAsteroidSprite.SetScale (2. * asteroid->mPhysicState->mRadius / mAsteroidSprite.GetWidth());
// mAsteroidSprite.DrawAt(0., 0., 0.);
glPushMatrix();
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glTranslatef (0., -1., 0.);
// glRotatef (90, 1., 0., 0.);
float scale = 1.8 * asteroid->mPhysicState->mRadius;
glScalef (scale, scale, scale);
DrawOBJModel (mAsteroidModel);
glDisable (GL_LIGHT0);
glDisable (GL_LIGHTING);
glPopMatrix();
#ifdef DRAW_BOUNDARIES
glColor3f (1., 1., 1.);

View File

@ -81,6 +81,7 @@ class View : public Engine::ViewBase {
/** \brief Updates the camera for further drawing */
virtual void UpdateCamera ();
virtual void Resize (int width, int height);
private:
void DrawUi();
@ -139,7 +140,9 @@ class View : public Engine::ViewBase {
Engine::Sprite mShipSprite;
Engine::Sprite mShipThrustSprite;
Engine::Sprite mShipPartsSprite;
Engine::OBJModelPtr mAsteroidModel;
float screen_left;
float screen_right;
float screen_top;

View File

@ -88,8 +88,8 @@ std::string find_game_data_dir () {
paths.push_back("/usr/local/share/fysxasteroids");
paths.push_back("/usr/share/fysxasteroids");
std::vector<std::string>::iterator iter = paths.begin();
for (iter; iter != paths.end(); iter++) {
std::vector<std::string>::iterator iter;
for (iter = paths.begin(); iter != paths.end(); iter++) {
std::string test_path = *iter;
if (!boost::filesystem::is_directory(test_path + "/data/fonts"))
@ -157,7 +157,6 @@ int main (int argc, char* argv[]) {
Engine::SetMusicVolume (0.);
// Load the icon
Uint32 colorkey;
SDL_Surface *image = NULL;
image = SDL_LoadBMP("./data/textures/icon.bmp");
if (!image)

View File

@ -122,8 +122,8 @@ int main (int argc, char* argv[]) {
// use the current path as default
boost::filesystem::path cpath = boost::filesystem::initial_path<boost::filesystem::path>();
user_path = boost::filesystem::path(cpath.string() + user_path).file_string();
game_data_path = boost::filesystem::path(cpath.string() + game_data_path).file_string();
user_path = boost::filesystem::path(cpath.string() + user_path).string();
game_data_path = boost::filesystem::path(cpath.string() + game_data_path).string();
#ifndef WIN32
// on linux et al we check more thoroughly at the possible directories
@ -135,7 +135,7 @@ int main (int argc, char* argv[]) {
std::string log_file_path = user_path;
log_file_path += "/game.log";
log_file_path = boost::filesystem::path (log_file_path).file_string();
log_file_path = boost::filesystem::path (log_file_path).string();
cout << "User Data Dir = " << user_path << endl;
engine.SetUserDataPath (user_path);
@ -163,14 +163,15 @@ int main (int argc, char* argv[]) {
version_string += FYSXASTEROIDS_VERSION;
SDL_WM_SetCaption(version_string.c_str(), version_string.c_str());
engine.GetView()->SetGridSize (8,8);
/// \todo get rid of the world settings in asteroids
dynamic_cast<asteroids::Physics*>(engine.GetPhysics())->SetWorldSize (26, 20);
engine.GetPhysics()->SetWorldBounds (vector3d (-13, 0, -10), vector3d (13, 0, 10));
engine.GetPhysics()->EnableWorldWarp(Engine::PhysicsBase::WorldWarpModeX);
engine.GetPhysics()->EnableWorldWarp(Engine::PhysicsBase::WorldWarpModeZ);
engine.GetView()->SetGridSize (8,8);
engine.GetView()->Resize (800, 600);
// run the default commands and load the configuration
Engine::RunCommand ("exec asteroids.rc");
Engine::RunCommand ("exec config.rc");

Binary file not shown.

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@ -0,0 +1,12 @@
# Material Count: 1
newmtl asteroid_asteroid_texture_full
Ns 37.254902
Ka 0.069978 0.069978 0.069978
Kd 0.640000 0.640000 0.640000
Ks 0.600000 0.600000 0.600000
Ni 1.000000
d 1.000000
illum 2
#map_Kd asteroid_texture_full.png
map_Kd asteroid_texture_solid.png
map_bump asteroid_normals_uv.png

View File

@ -0,0 +1,377 @@
# Blender v2.55 (sub 0) OBJ File: 'asteroidfull.blend'
# www.blender.org
mtllib asteroid_model.mtl
o Asteroid_Icosphere
v -1.783176 3.157423 -2.187264
v -0.623617 3.419646 -2.279537
v -4.136988 -1.528819 1.175240
v 1.622063 -3.012534 -1.107284
v -2.764359 2.370088 -1.340167
v 0.011242 3.019686 2.574161
v -3.271742 2.084863 -0.140242
v -1.924542 3.110817 -0.535404
v -3.428460 0.084386 1.434556
v -1.127657 -3.141940 1.362692
v -3.526288 1.205355 -1.042213
v -3.326865 -1.851120 -2.151031
v 3.315345 2.078610 0.192092
v 1.677497 2.826964 1.998395
v -3.488970 -0.830072 -2.166265
v 2.454325 -1.478905 -2.751490
v 0.892076 -2.198434 3.836253
v -0.529430 -1.099092 -4.090514
v -1.530568 2.367935 2.067323
v -0.082300 -2.695156 3.227212
v -4.186931 -0.713751 0.795901
v -3.847708 0.187925 -0.543515
v 2.213019 2.683415 -2.315270
v -3.271944 1.840718 0.932036
v 0.112475 -1.622629 4.020147
v -1.052165 1.693250 -4.113129
v -1.423264 -0.272173 -4.052314
v -2.335668 2.112422 -2.554989
v 1.706754 -3.029854 0.171139
v -2.704852 0.116766 -2.710793
v 3.689623 1.837504 -1.209753
v -1.948996 -3.023728 0.875353
v 3.308379 -0.730487 -2.346540
v -0.899223 -1.466655 3.453547
v 3.176398 -0.164593 2.544505
v 1.450483 3.221935 0.923732
v -2.242297 -2.166627 2.063739
v -1.472705 -1.333648 -3.420503
v 3.871596 0.740806 1.546153
v 2.533928 1.975883 1.930760
v 0.492799 2.513122 -3.092595
v -0.349212 3.148993 -0.029523
v 3.267344 1.184023 2.241151
v -4.353748 -1.612557 -0.495422
v -1.930530 1.654793 2.510300
v 0.573979 -0.844695 -4.044802
v 0.528275 -3.143214 -1.789249
v 3.692719 -1.577900 -1.071348
v 1.168138 1.079678 3.139852
v 3.753358 -0.623585 -0.108652
v 3.379341 -1.003592 1.838246
v -1.351585 2.874982 -3.067893
v 1.766429 -1.157478 3.728364
v 3.667178 1.594924 1.024512
v -0.884260 1.836161 2.998022
v -1.073378 -3.132030 -1.461949
v -0.467529 3.159610 1.532913
v 3.709228 0.144063 -1.087636
v 3.605958 -1.445132 -1.878629
v 2.660886 3.124851 -0.854361
v -0.436671 0.126434 -4.552140
v -2.266935 -2.809002 -1.819118
v -2.916038 -0.990559 1.868705
v 0.627561 3.215132 -1.810096
v 2.894693 -2.446815 -1.574007
v 0.482250 2.215932 3.057291
v 2.681753 1.396219 -2.708434
v 0.310227 -2.120141 -3.148356
v 3.060341 -1.967882 0.490186
v 1.224500 -2.950663 1.059580
v 3.238048 2.395264 -1.831406
v 2.981815 0.133216 -2.548208
v 3.870637 0.807691 -0.134255
v 0.576682 -3.072934 2.294799
v -0.354720 0.674670 3.589938
v 1.886084 -2.119545 3.151299
v -3.599368 -2.470988 0.392379
v 0.714642 0.489363 -4.151877
vt 0.962265 0.728057
vt 0.899626 0.745931
vt 0.929662 0.684568
vt 0.750291 0.839492
vt 0.789824 0.780340
vt 0.836636 0.898960
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vt 0.388098 0.659674
vt 0.000000 0.475701
vt 0.041462 0.408852
vt 0.041403 0.513634
vt 0.489351 0.319046
vt 0.721592 0.319046
vt 0.354845 0.326581
vt 0.240882 0.751040
usemtl asteroid_asteroid_normals_uv.p
s 1
f 1/1 28/2 52/3
f 15/4 30/5 22/6
f 78/7 72/8 67/9
f 1/10 8/11 5/12
f 1/1 5/13 28/2
f 48/14 69/15 50/16
f 2/17 42/18 8/11
f 8/11 1/10 2/17
f 2/17 1/10 52/19
f 69/20 29/21 70/22
f 50/16 39/23 73/24
f 2/17 64/25 42/18
f 3/26 21/27 9/28
f 74/29 10/30 20/31
f 30/5 28/2 11/32
f 41/33 64/25 2/17
f 41/34 2/35 52/36
f 43/37 49/38 40/39
f 37/40 20/31 10/30
f 44/41 21/42 3/43
f 45/44 75/45 34/46
f 12/47 30/5 15/4
f 46/48 16/49 72/8
f 72/8 31/50 71/51
f 5/12 8/11 7/52
f 45/44 34/46 9/28
f 30/5 11/32 22/6
f 76/53 74/29 17/54
f 53/55 51/56 76/57
f 26/58 28/2 30/5
f 51/56 50/16 69/15
f 46/48 72/8 78/7
f 26/58 30/5 27/59
f 10/30 74/29 70/22
f 20/60 34/46 25/61
f 67/9 23/62 41/34
f 24/63 19/64 45/65
f 53/55 49/38 43/37
f 76/53 69/20 70/22
f 24/63 7/52 8/11
f 24/63 8/11 57/66
f 24/63 57/66 19/64
f 65/67 59/68 16/49
f 32/69 37/40 10/30
f 26/58 27/59 61/70
f 53/55 75/71 49/38
f 8/11 42/18 57/66
f 75/45 55/72 66/73
f 10/30 70/22 56/74
f 35/75 43/37 39/23
f 76/53 70/22 74/29
f 23/76 64/25 41/33
f 27/59 18/77 61/70
f 12/47 38/78 30/5
f 46/48 78/7 61/79
f 60/80 64/25 23/76
f 60/80 23/76 71/81
f 33/82 59/68 58/83
f 33/82 58/83 72/8
f 72/8 71/51 67/9
f 60/84 31/85 13/86
f 35/75 39/23 51/56
f 60/84 13/86 36/87
f 62/88 32/69 56/74
f 51/56 39/23 50/16
f 60/84 71/89 31/85
f 75/71 66/90 49/38
f 65/91 29/21 69/20
f 65/91 69/20 48/92
f 53/55 76/57 17/93
f 36/94 42/18 64/25
f 36/94 64/25 60/80
f 13/95 54/96 40/97
f 77/98 3/26 37/99
f 77/100 37/40 32/69
f 68/101 62/88 56/74
f 77/100 32/69 62/88
f 18/102 68/103 46/48
f 44/41 22/6 21/42
f 14/104 36/94 13/105
f 14/106 13/107 40/39
f 78/7 67/9 41/34
f 47/108 29/21 4/109
f 14/104 6/110 36/94
f 27/59 38/78 18/77
f 47/108 56/74 70/22
f 47/108 70/22 29/21
f 66/90 6/111 14/106
f 66/90 14/106 40/39
f 66/90 40/39 49/38
f 65/91 16/112 68/101
f 36/94 6/110 57/66
f 36/94 57/66 42/18
f 45/44 55/72 75/45
f 68/101 38/113 62/88
f 65/91 68/101 47/108
f 77/100 62/88 12/114
f 66/73 55/72 6/115
f 54/116 39/23 43/37
f 16/49 59/68 33/82
f 37/99 34/46 20/60
f 77/100 12/114 44/117
f 53/55 43/37 35/75
f 48/14 50/16 58/118
f 48/119 58/83 59/68
f 6/115 55/72 19/120
f 6/110 19/64 57/66
f 54/116 43/37 40/39
f 25/61 34/46 75/45
f 62/88 38/113 12/114
f 65/91 48/92 59/121
f 76/53 51/122 69/20
f 9/28 34/46 63/123
f 19/120 55/72 45/44
f 65/91 47/108 4/109
f 63/123 34/46 37/99
f 16/49 33/82 72/8
f 47/108 68/101 56/74
f 3/26 9/28 63/123
f 53/55 35/75 51/56
f 3/26 63/123 37/99
f 74/29 20/31 17/54
f 53/55 25/124 75/71
f 11/32 28/2 5/13
f 11/32 5/13 7/125
f 73/126 54/127 13/128
f 22/6 11/32 7/125
f 22/6 7/125 24/129
f 22/130 24/131 9/28
f 50/132 73/133 58/83
f 20/60 25/61 17/134
f 44/41 15/4 22/6
f 72/8 58/83 31/50
f 65/91 4/109 29/21
f 53/55 17/93 25/124
f 31/50 58/83 73/133
f 21/135 22/136 9/137
f 10/30 56/74 32/69
f 67/9 71/51 23/62
f 77/98 44/138 3/26
f 27/59 30/5 38/78
f 31/85 73/139 13/86
f 68/101 18/140 38/113
f 24/131 45/44 9/28
f 73/24 39/23 54/116
f 26/141 61/79 78/7
f 26/141 78/7 41/34
f 44/41 12/47 15/4
f 26/141 41/34 52/36
f 46/48 68/103 16/49
f 18/102 46/48 61/79
f 26/58 52/3 28/2

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@ -0,0 +1,63 @@
Copyright (c) 2006-2007 dhpoware. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
-------------------------------------------------------------------------------
Per-fragment Blinn-Phong shader for a single directional light source.
[vert]
#version 110
varying vec3 normal;
void main()
{
normal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
[frag]
#version 110
uniform sampler2D colorMap;
uniform float materialAlpha;
varying vec3 normal;
void main()
{
vec3 n = normalize(normal);
float nDotL = max(0.0, dot(n, gl_LightSource[0].position.xyz));
float nDotH = max(0.0, dot(normal, vec3(gl_LightSource[0].halfVector)));
float power = (nDotL == 0.0) ? 0.0 : pow(nDotH, gl_FrontMaterial.shininess);
vec4 ambient = gl_FrontLightProduct[0].ambient;
vec4 diffuse = gl_FrontLightProduct[0].diffuse * nDotL;
vec4 specular = gl_FrontLightProduct[0].specular * power;
vec4 color = gl_FrontLightModelProduct.sceneColor + ambient + diffuse + specular;
gl_FragColor = color * texture2D(colorMap, gl_TexCoord[0].st);
gl_FragColor.a = materialAlpha;
}

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@ -0,0 +1,89 @@
Copyright (c) 2006-2007 dhpoware. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
-------------------------------------------------------------------------------
Tangent space normal mapping shader for a single directional light source.
The tangent vector is passed to the vertex shader in gl_MultiTexCoord1. The
tangent vector is assumed to be a four component vector. The tangent vector's
w component indicates the handedness of the local tangent space at this vertex.
The handedness is used to calculate the bitangent vector. The reason for the
inclusion of the handedness component is to allow for triangles with mirrored
texture mappings.
-------------------------------------------------------------------------------
[vert]
#version 110
varying vec3 lightDir;
varying vec3 halfVector;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
vec3 t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
vec3 b = cross(n, t) * gl_MultiTexCoord1.w;
mat3 tbnMatrix = mat3(t.x, b.x, n.x,
t.y, b.y, n.y,
t.z, b.z, n.z);
lightDir = gl_LightSource[0].position.xyz;
lightDir = tbnMatrix * lightDir;
halfVector = gl_LightSource[0].halfVector.xyz;
halfVector = tbnMatrix * halfVector;
}
[frag]
#version 110
uniform sampler2D colorMap;
uniform sampler2D normalMap;
uniform float materialAlpha;
varying vec3 lightDir;
varying vec3 halfVector;
void main()
{
vec3 n = normalize(texture2D(normalMap, gl_TexCoord[0].st).rgb * 2.0 - 1.0);
vec3 l = normalize(lightDir);
vec3 h = normalize(halfVector);
float nDotL = max(0.0, dot(n, l));
float nDotH = max(0.0, dot(n, h));
float power = (nDotL == 0.0) ? 0.0 : pow(nDotH, gl_FrontMaterial.shininess);
vec4 ambient = gl_FrontLightProduct[0].ambient;
vec4 diffuse = gl_FrontLightProduct[0].diffuse * nDotL;
vec4 specular = gl_FrontLightProduct[0].specular * power;
vec4 color = gl_FrontLightModelProduct.sceneColor + ambient + diffuse + specular;
gl_FragColor = color * texture2D(colorMap, gl_TexCoord[0].st);
gl_FragColor.a = materialAlpha;
}

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@ -6,9 +6,10 @@ FIND_PACKAGE (SDL REQUIRED)
FIND_PACKAGE (SDL_mixer REQUIRED)
FIND_PACKAGE (SDL_net REQUIRED)
FIND_PACKAGE (OpenGL REQUIRED)
FIND_PACKAGE (GLEW REQUIRED)
FIND_PACKAGE (PNG REQUIRED)
FIND_PACKAGE (FreeType2 REQUIRED)
FIND_PACKAGE (Boost COMPONENTS filesystem REQUIRED)
FIND_PACKAGE (Boost COMPONENTS filesystem system REQUIRED)
ADD_SUBDIRECTORY ( libraries )
@ -33,6 +34,7 @@ SET ( ENGINE_SRCS
VariablesCommands.cc
SimpleConsoleOverlay.cc
Sprite.cc
OBJModel.cc
IMGUIControls.cc
Engine.cc
@ -51,6 +53,7 @@ INCLUDE_DIRECTORIES (
libraries/oglft/liboglft
libraries/sha2/
${FREETYPE2_INCLUDE_DIR}
${GLEW_INCLUDE_DIR}
)
ADD_LIBRARY ( Engine STATIC ${ENGINE_SRCS} )
@ -60,6 +63,7 @@ TARGET_LINK_LIBRARIES ( Engine
${SDLMIXER_LIBRARY}
${SDLNET_LIBRARY}
${OPENGL_LIBRARIES}
${GLEW_LIBRARIES}
${PNG_LIBRARIES}
${Boost_LIBRARIES}
mathlib

View File

@ -186,7 +186,7 @@ void CommandSetErrorString (const std::string &error_str){
std::string CommandGetErrorString (){
if (!CommandsInitialized ())
return false;
return std::string("");
return CommandsInstance->GetErrorString();
}

View File

@ -19,11 +19,15 @@
#include <limits>
#include <boost/filesystem.hpp>
#include <boost/shared_ptr.hpp>
#include "Module.h"
#include "EngineEnums.h"
#include "Utils.h"
// Note: glew.h must be included before any other OpenGL include file!
#include <glew.h>
// Some ugly #defines
/** \brief Defines the number of keys that can be defined for an EntityController
@ -117,13 +121,13 @@ class Engine : public Module {
* \brief it
*/
std::string GetResourceFullPath (const std::string &resource) {
return boost::filesystem::path(mGameDataPath + resource).file_string();
return boost::filesystem::path(mGameDataPath + resource).string();
};
/** \brief Returns the path to a file by prepending the user data path to it
*/
std::string GetUserDirFullPath (const std::string &path) {
return boost::filesystem::path(mUserDataPath + path).file_string();
return boost::filesystem::path(mUserDataPath + path).string();
};
private:

View File

@ -34,7 +34,7 @@ bool regionhit (int x, int y, int w, int h) {
void DrawBlock (int x, int y, int w, int h) {
const float shading_dark = 0.5f;
const float shading_light = 1.3f;
// const float shading_light = 1.3f;
float color[4];
glGetFloatv (GL_CURRENT_COLOR, color);
@ -297,6 +297,8 @@ bool Button (int id, const char* caption, int x, int y, int w, int h) {
controller->uistate.kbditem = 0;
return true;
break;
default:
break;
}
}
@ -418,6 +420,8 @@ bool CheckButton (int id, const char* caption, bool checked, int x, int y, int w
return true;
break;
default:
break;
}
}
@ -541,7 +545,7 @@ bool LineEdit (int id, int x, int y, std::string &text_value, const int &maxleng
break;
default:
// The raw input processing
if (maxlength > 0 && text_value.size() < maxlength) {
if (maxlength > 0 && static_cast<int>(text_value.size()) < maxlength) {
if (controller->uistate.last_unicode) {
if ((controller->uistate.last_unicode & 0xFF80) == 0) {
// we do not want to add special characters such as backspaces
@ -681,7 +685,7 @@ bool LineEditMasked (int id, int x, int y, std::string &text_value, const int &m
break;
default:
// The raw input processing
if (maxlength > 0 && text_value.size() < maxlength) {
if (maxlength > 0 && static_cast<int>(text_value.size()) < maxlength) {
if (controller->uistate.last_unicode) {
if ((controller->uistate.last_unicode & 0xFF80) == 0) {
char c = controller->uistate.last_unicode & 0x7F;
@ -789,6 +793,8 @@ float VerticalSlider (int id, int x, int y, int w, int h, float min_value, float
controller->uistate.last_keysym = SDLK_CLEAR;
return true;
break;
default:
break;
}
}

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@ -0,0 +1,244 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2007 dhpoware. All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _OBJMODEL_H
#define _OBJMODEL_H
#include <map>
#include <string>
#include <vector>
//-----------------------------------------------------------------------------
// Alias|Wavefront OBJ file loader.
//
// This OBJ file loader contains the following restrictions:
// 1. Group information is ignored. Faces are grouped based on the material
// that each face uses.
// 2. Object information is ignored. This loader will merge everything into a
// single object.
// 3. The MTL file must be located in the same directory as the OBJ file. If
// it isn't then the MTL file will fail to load and a default material is
// used instead.
// 4. This loader triangulates all polygonal faces during importing.
//-----------------------------------------------------------------------------
namespace Engine {
class OBJModel
{
public:
struct Material
{
float ambient[4];
float diffuse[4];
float specular[4];
float shininess; // [0 = min shininess, 1 = max shininess]
float alpha; // [0 = fully transparent, 1 = fully opaque]
std::string name;
std::string colorMapFilename;
std::string bumpMapFilename;
};
struct Vertex
{
float position[3];
float texCoord[2];
float normal[3];
float tangent[4];
float bitangent[3];
};
struct Mesh
{
int startIndex;
int triangleCount;
const Material *pMaterial;
};
OBJModel();
~OBJModel();
void destroy();
bool import(const char *pszFilename, bool rebuildNormals = false);
void normalize(float scaleTo = 1.0f, bool center = true);
void reverseWinding();
// Getter methods.
void getCenter(float &x, float &y, float &z) const;
float getWidth() const;
float getHeight() const;
float getLength() const;
float getRadius() const;
const int *getIndexBuffer() const;
int getIndexSize() const;
const Material &getMaterial(int i) const;
const Mesh &getMesh(int i) const;
int getNumberOfIndices() const;
int getNumberOfMaterials() const;
int getNumberOfMeshes() const;
int getNumberOfTriangles() const;
int getNumberOfVertices() const;
const std::string &getPath() const;
const Vertex &getVertex(int i) const;
const Vertex *getVertexBuffer() const;
int getVertexSize() const;
bool hasNormals() const;
bool hasPositions() const;
bool hasTangents() const;
bool hasTextureCoords() const;
private:
void addTrianglePos(int index, int material,
int v0, int v1, int v2);
void addTrianglePosNormal(int index, int material,
int v0, int v1, int v2,
int vn0, int vn1, int vn2);
void addTrianglePosTexCoord(int index, int material,
int v0, int v1, int v2,
int vt0, int vt1, int vt2);
void addTrianglePosTexCoordNormal(int index, int material,
int v0, int v1, int v2,
int vt0, int vt1, int vt2,
int vn0, int vn1, int vn2);
int addVertex(int hash, const Vertex *pVertex);
void bounds(float center[3], float &width, float &height,
float &length, float &radius) const;
void buildMeshes();
void generateNormals();
void generateTangents();
void importGeometryFirstPass(FILE *pFile);
void importGeometrySecondPass(FILE *pFile);
bool importMaterials(const char *pszFilename);
void scale(float scaleFactor, float offset[3]);
bool m_hasPositions;
bool m_hasTextureCoords;
bool m_hasNormals;
bool m_hasTangents;
int m_numberOfVertexCoords;
int m_numberOfTextureCoords;
int m_numberOfNormals;
int m_numberOfTriangles;
int m_numberOfMaterials;
int m_numberOfMeshes;
float m_center[3];
float m_width;
float m_height;
float m_length;
float m_radius;
std::string m_directoryPath;
std::vector<Mesh> m_meshes;
std::vector<Material> m_materials;
std::vector<Vertex> m_vertexBuffer;
std::vector<int> m_indexBuffer;
std::vector<int> m_attributeBuffer;
std::vector<float> m_vertexCoords;
std::vector<float> m_textureCoords;
std::vector<float> m_normals;
std::map<std::string, int> m_materialCache;
std::map<int, std::vector<int> > m_vertexCache;
};
//-----------------------------------------------------------------------------
inline void OBJModel::getCenter(float &x, float &y, float &z) const
{ x = m_center[0]; y = m_center[1]; z = m_center[2]; }
inline float OBJModel::getWidth() const
{ return m_width; }
inline float OBJModel::getHeight() const
{ return m_height; }
inline float OBJModel::getLength() const
{ return m_length; }
inline float OBJModel::getRadius() const
{ return m_radius; }
inline const int *OBJModel::getIndexBuffer() const
{ return &m_indexBuffer[0]; }
inline int OBJModel::getIndexSize() const
{ return static_cast<int>(sizeof(int)); }
inline const OBJModel::Material &OBJModel::getMaterial(int i) const
{ return m_materials[i]; }
inline const OBJModel::Mesh &OBJModel::getMesh(int i) const
{ return m_meshes[i]; }
inline int OBJModel::getNumberOfIndices() const
{ return m_numberOfTriangles * 3; }
inline int OBJModel::getNumberOfMaterials() const
{ return m_numberOfMaterials; }
inline int OBJModel::getNumberOfMeshes() const
{ return m_numberOfMeshes; }
inline int OBJModel::getNumberOfTriangles() const
{ return m_numberOfTriangles; }
inline int OBJModel::getNumberOfVertices() const
{ return static_cast<int>(m_vertexBuffer.size()); }
inline const std::string &OBJModel::getPath() const
{ return m_directoryPath; }
inline const OBJModel::Vertex &OBJModel::getVertex(int i) const
{ return m_vertexBuffer[i]; }
inline const OBJModel::Vertex *OBJModel::getVertexBuffer() const
{ return &m_vertexBuffer[0]; }
inline int OBJModel::getVertexSize() const
{ return static_cast<int>(sizeof(Vertex)); }
inline bool OBJModel::hasNormals() const
{ return m_hasNormals; }
inline bool OBJModel::hasPositions() const
{ return m_hasPositions; }
inline bool OBJModel::hasTangents() const
{ return m_hasTangents; }
inline bool OBJModel::hasTextureCoords() const
{ return m_hasTextureCoords; }
}
#endif

View File

@ -11,8 +11,8 @@ class Module;
class SoundSample {
public:
SoundSample() :
mMixChunk (NULL),
mChannel (-1) {
mChannel (-1),
mMixChunk (NULL) {
}
~SoundSample();

View File

@ -125,8 +125,8 @@ bool Sprite::LoadFromPNG (const std::string &filename) {
png_read_image(png_ptr, row_pointers);
//Now generate the OpenGL texture object
glGenTextures(1, &mGlTextureName);
glBindTexture(GL_TEXTURE_2D, mGlTextureName);
glGenTextures(1, &mGLTextureName);
glBindTexture(GL_TEXTURE_2D, mGLTextureName);
bool mipmap = false;
@ -151,6 +151,25 @@ bool Sprite::LoadFromPNG (const std::string &filename) {
return true;
}
void draw_sprite_helper (float u_start, float u_end, float width, float height) {
/*
// debug drawing with colors
glBegin(GL_QUADS);
glTexCoord2f (u_start, 0.f); glColor3f (1.f, 0.f, 0.f); glVertex3f (0.f, 0.f, 0.f);
glTexCoord2f (u_end, 0.f); glColor3f (0.f, 1.f, 0.f); glVertex3f (0.f, 0.f, height);
glTexCoord2f (u_end, 1.f); glColor3f (0.f, 0.f, 1.f); glVertex3f (width, 0.f, height);
glTexCoord2f (u_start, 1.f); glColor3f (1.f, 0.f, 1.f); glVertex3f (width, 0.f,0.f);
glEnd();
*/
glBegin(GL_QUADS);
glTexCoord2f (u_start, 0.f); glVertex3f (0.f, 0.f, 0.f);
glTexCoord2f (u_end, 0.f); glVertex3f (0.f, 0.f, height);
glTexCoord2f (u_end, 1.f); glVertex3f (width, 0.f, height);
glTexCoord2f (u_start, 1.f); glVertex3f (width, 0.f,0.f);
glEnd();
}
void Sprite::DrawAt (float xpos, float ypos, float zpos) {
float u_start = 0., u_end = 1.;
if (mAnimation) {
@ -167,14 +186,9 @@ void Sprite::DrawAt (float xpos, float ypos, float zpos) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture (GL_TEXTURE_2D, mGlTextureName);
glBindTexture (GL_TEXTURE_2D, mGLTextureName);
glBegin(GL_QUADS);
glTexCoord2f (u_start, 0.); glVertex3f (0., 0., 0.);
glTexCoord2f (u_end, 0.); glVertex3f (0., 0., mHeight);
glTexCoord2f (u_end, 1.); glVertex3f (mWidth, 0., mHeight);
glTexCoord2f (u_start, 1.); glVertex3f (mWidth, 0.,0.);
glEnd();
draw_sprite_helper (u_start, u_end, mWidth, mHeight);
glPopMatrix();
@ -200,15 +214,13 @@ void Sprite::DrawAt2D (float xpos, float ypos) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture (GL_TEXTURE_2D, mGlTextureName);
glBegin(GL_QUADS);
glBindTexture (GL_TEXTURE_2D, mGLTextureName);
glBegin (GL_QUADS);
glTexCoord2f (u_start, 0.); glVertex2f (0., 0.);
glTexCoord2f (u_end, 0.); glVertex2f (0., mHeight);
glTexCoord2f (u_end, 1.); glVertex2f (mWidth, mHeight);
glTexCoord2f (u_start, 1.); glVertex2f (mWidth,0.);
glEnd();
glEnd ();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
@ -229,14 +241,9 @@ void Sprite::DrawSubAt (unsigned int index, float xpos, float ypos, float zpos)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture (GL_TEXTURE_2D, mGlTextureName);
glBindTexture (GL_TEXTURE_2D, mGLTextureName);
glBegin(GL_QUADS);
glTexCoord2f (u_start, 0.); glVertex3f (0., 0., 0.);
glTexCoord2f (u_end, 0.); glVertex3f (0., 0., mHeight);
glTexCoord2f (u_end, 1.); glVertex3f (mWidth, 0., mHeight);
glTexCoord2f (u_start, 1.); glVertex3f (mWidth, 0.,0.);
glEnd();
draw_sprite_helper (u_start, u_end, mWidth, mHeight);
glPopMatrix();

View File

@ -2,29 +2,70 @@
#define SPRITE_H
#include <cmath>
#include <boost/shared_ptr.hpp>
namespace Engine {
/** \brief A simple sprite class that allows animations and multiple sprites in one image
*
* Sprites are drawn aligned with the XZ-plane and the Y-axis pointing up.
*
*/
class Sprite {
public:
Sprite() {
mScale = 1.;
mWidth = 0;
mHeight = 0;
mGlTextureName = 0;
Sprite() :
mScale (1.f),
mWidth (0),
mHeight (0),
mGLTextureName (0),
mSubSpriteCount (1),
mAnimation (false),
mAnimationFrameCount(1),
mAnimationTimer(0.f),
mAnimationFrameRate(0.f)
{ }
Sprite (const Sprite &othersprite) :
mScale (othersprite.mScale),
mWidth (othersprite.mWidth),
mHeight (othersprite.mHeight),
mGLTextureName (othersprite.mGLTextureName),
mSubSpriteCount (othersprite.mSubSpriteCount),
mAnimation (othersprite.mAnimation),
mAnimationFrameCount(othersprite.mAnimationFrameCount),
mAnimationTimer(othersprite.mAnimationTimer),
mAnimationFrameRate(othersprite.mAnimationFrameRate)
{}
Sprite& operator= (const Sprite &othersprite) {
if (this != &othersprite) {
mScale = othersprite.mScale;
mWidth = othersprite.mWidth;
mHeight = othersprite.mHeight;
mGLTextureName = othersprite.mGLTextureName;
mSubSpriteCount = othersprite.mSubSpriteCount;
mAnimation = othersprite.mAnimation;
mAnimationFrameCount= othersprite.mAnimationFrameCount;
mAnimationTimer= othersprite.mAnimationTimer;
mAnimationFrameRate= othersprite.mAnimationFrameRate;
}
mAnimation = false;
mSubSpriteCount = 1;
return *this;
}
/** \brief Loads a Sprite from a .png file */
bool LoadFromPNG (const std::string &filename);
/** \brief Draws a sprite with the center at the given position */
void DrawAt (float xpos, float ypos, float zpos);
void DrawAt2D (float xpos, float ypos);
unsigned int GetWidth() { return mWidth; };
unsigned int GetHeight() { return mHeight; };
void SetSize (unsigned int width, unsigned int height) {
mWidth = width;
mHeight = height;
}
void SetScale (float scale) { mScale = scale; };
/** \brief Marks the sprite as an animation and initializes its animation values */
void SetAnimation (int frame_count, float frame_rate) {
mAnimation = true;
mAnimationFrameCount = frame_count;
@ -42,6 +83,18 @@ class Sprite {
}
}
void SetGLTextureName (GLuint texture_name) {
mGLTextureName = texture_name;
}
GLuint GetGLTextureName () {
return mGLTextureName;
}
/** \brief Marks the Sprite as a collection of sprites
*
* All sprites have to be aligned in a row and the SubSprite
* functionality eases retrieval and drawing of individual sprites
*/
void SetSubSpriteCount (const unsigned int count) {
mSubSpriteCount = count;
mWidth = static_cast<unsigned int>(ceil (static_cast<float> (mWidth / mSubSpriteCount)));
@ -56,7 +109,7 @@ class Sprite {
unsigned int mWidth;
unsigned int mHeight;
unsigned int mGlTextureName;
GLuint mGLTextureName;
unsigned int mSubSpriteCount;
@ -66,6 +119,8 @@ class Sprite {
float mAnimationFrameRate;
};
typedef boost::shared_ptr<Sprite> SpritePtr;
}
#endif /* SPRITE_H */

View File

@ -11,6 +11,8 @@
#include <GL/gl.h>
#include <GL/glu.h>
#include "OBJModel.h"
#include "DrawingsGL.h"
using namespace std;
@ -60,7 +62,76 @@ int ViewBase::OnInit (int argc, char* argv[]) {
InitGL ();
Resize (mWindowWidth, mWindowHeight);
// Initialize GLEW and check for anything we need
GLenum err = glewInit();
if (GLEW_OK != err) {
LogError ("Could not init GLEW properly: %s", glewGetErrorString(err));
}
LogDebug ("Using GLEW version %s", glewGetString(GLEW_VERSION));
if (glewIsExtensionSupported("GL_ARB_vertex_buffer_object")) {
} else {
LogError ("VBOs are not supported!");
}
// read OpenGL version
std::string gl_version (reinterpret_cast<const char*>(glGetString(GL_VERSION)));
if (gl_version.size() == 0)
LogError ("Could not retrieve GL version!");
std::string major_number_str = gl_version.substr(0, gl_version.find('.'));
std::string minor_number_str = gl_version.substr(major_number_str.size() + 1, gl_version.find_first_of(". ", major_number_str.size()));
mGLVersionInfo.GLMajor = atoi (major_number_str.c_str());
mGLVersionInfo.GLMinor = atoi (minor_number_str.c_str());
// read GLSL version
std::string glsl_version (reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION)));
if (glsl_version.size() == 0)
LogError ("Could not retrieve GLSL version!");
major_number_str = glsl_version.substr(0, glsl_version.find('.'));
minor_number_str = glsl_version.substr(major_number_str.size() + 1, glsl_version.find_first_of(". ", major_number_str.size()));
mGLVersionInfo.GLSLMajor = atoi (major_number_str.c_str());
mGLVersionInfo.GLSLMinor = atoi (minor_number_str.c_str());
LogMessage ("GL Version = %s, gl_major = %d, gl_minor = %d", gl_version.c_str(), mGLVersionInfo.GLMajor, mGLVersionInfo.GLMinor);
LogMessage ("GLSL Version = %s, gl_major = %d, gl_minor = %d", gl_version.c_str(), mGLVersionInfo.GLSLMajor, mGLVersionInfo.GLSLMinor);
if (mGLVersionInfo.GLMajor >= 2 && mGLVersionInfo.GLMinor >= 0)
mUseShaders = true;
else
mUseShaders = false;
// load the shaders if possible
if (mUseShaders) {
mBlinnPhongShader = LoadShaderProgram (GetResourceFullPath("/data/shaders/blinn_phong.glsl"));
mNormalMappingShader = LoadShaderProgram (GetResourceFullPath("/data/shaders/normal_mapping.glsl"));
} else {
mBlinnPhongShader = 0;
mNormalMappingShader = 0;
}
// Create a null texture that can be used for objects without textures
// taken from http://www.dhpoware.com/demos/glslNormalMapping.html
int pitch = ((2 * 32 + 31) & ~31) >> 3; // align to 4-byte boundaries
std::vector<GLubyte> pixels(pitch * 2, 255);
mNullTexture = 0;
glGenTextures(1, &mNullTexture);
glBindTexture(GL_TEXTURE_2D, mNullTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_BGRA,
GL_UNSIGNED_BYTE, &pixels[0]);
// Load fonts etc.
LoadFont ("console.ttf");
mCurrentFont = mFonts["console.ttf"];
@ -381,6 +452,510 @@ void ViewBase::DrawGLStringMeasure (const char* str, float *width, float *height
// LogDebug ("measure bbox '%s' = %f,%f %f,%f",str, bbox.x_min_, bbox.y_min_, bbox.x_max_, bbox.y_max_);
}
GLuint ViewBase::LoadTextureFromPNG (const std::string &filename) {
std::map<std::string, GLuint>::iterator texture_iterator = mGLTextures.find(filename);
if (texture_iterator != mGLTextures.end()) {
return texture_iterator->second;
}
Sprite temp_sprite;
temp_sprite.LoadFromPNG (filename.c_str());
// register the texture in the View
mGLTextures[filename] = temp_sprite.GetGLTextureName();
return temp_sprite.GetGLTextureName();
}
/*
* OBJModel loading and drawing
*/
OBJModelPtr ViewBase::LoadOBJModel (const std::string &model_filename) {
LogDebug ("Loading OBJ model %s", model_filename.c_str());
OBJModelPtr result_model (new OBJModel);
if(!result_model->import (model_filename.c_str(), true)) {
LogError("Could not load model %s", model_filename.c_str());
return result_model;
}
result_model->normalize();
result_model->reverseWinding();
// Load any associated textures.
// Note the path where the textures are assumed to be located.
const OBJModel::Material *pMaterial = 0;
GLuint textureId = 0;
std::string::size_type offset = 0;
std::string filename;
for (int i = 0; i < result_model->getNumberOfMaterials(); ++i)
{
pMaterial = &result_model->getMaterial(i);
// Look for and load any diffuse color map textures.
if (!pMaterial->colorMapFilename.empty()) {
// Try load the texture using the path in the .MTL file.
textureId = LoadTextureFromPNG(pMaterial->colorMapFilename.c_str());
if (!textureId)
{
offset = pMaterial->colorMapFilename.find_last_of('\\');
if (offset != std::string::npos)
filename = pMaterial->colorMapFilename.substr(++offset);
else
filename = pMaterial->colorMapFilename;
// Try loading the texture from the same directory as the OBJ file.
textureId = LoadTextureFromPNG((filename).c_str());
}
} else {
LogMessage ("No diffuse color map found!");
}
// Look for and load any normal map textures.
if (!pMaterial->bumpMapFilename.empty()) {
// Try load the texture using the path in the .MTL file.
textureId = LoadTextureFromPNG((pMaterial->bumpMapFilename).c_str());
if (!textureId)
{
offset = pMaterial->bumpMapFilename.find_last_of('\\');
if (offset != std::string::npos)
filename = pMaterial->bumpMapFilename.substr(++offset);
else
filename = pMaterial->bumpMapFilename;
// Try loading the texture from the same directory as the OBJ file.
textureId = LoadTextureFromPNG((result_model->getPath() + filename).c_str());
}
} else {
LogMessage ("Material has no bumpmap!");
continue;
}
}
// Update the window caption.
LogMessage ("Loaded model %s successful, dimensions (whl): %f, %f, %f meshes %d vertices %d triangles: %d",
model_filename.c_str(),
result_model->getWidth(),
result_model->getHeight(),
result_model->getLength(),
result_model->getNumberOfMeshes(),
result_model->getNumberOfVertices(),
result_model->getNumberOfTriangles()
);
return result_model;
}
void ViewBase::DrawOBJModel (OBJModelPtr obj_model) {
if (mUseShaders) {
DrawOBJModelShaded(obj_model);
} else {
DrawOBJModelSolid (obj_model);
}
}
void ViewBase::DrawOBJModelSolid (OBJModelPtr obj_model) {
const OBJModel::Mesh *pMesh = 0;
const OBJModel::Material *pMaterial = 0;
const OBJModel::Vertex *pVertices = 0;
std::map<std::string, GLuint>::const_iterator iter;
for (int i = 0; i < obj_model->getNumberOfMeshes(); ++i)
{
pMesh = &obj_model->getMesh(i);
pMaterial = pMesh->pMaterial;
pVertices = obj_model->getVertexBuffer();
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f);
if (pMaterial->colorMapFilename.size() > 0)
{
iter = mGLTextures.find(pMaterial->colorMapFilename);
if (iter == mGLTextures.end())
{
LogError ("Could not find required colormap '%s'", pMaterial->colorMapFilename.c_str());
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, iter->second);
}
}
else
{
glDisable(GL_TEXTURE_2D);
}
if (obj_model->hasPositions())
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->position);
}
if (obj_model->hasTextureCoords())
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->texCoord);
}
if (obj_model->hasNormals())
{
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->normal);
}
glDrawElements(GL_TRIANGLES, pMesh->triangleCount * 3, GL_UNSIGNED_INT,
obj_model->getIndexBuffer() + pMesh->startIndex);
if (obj_model->hasNormals())
glDisableClientState(GL_NORMAL_ARRAY);
if (obj_model->hasTextureCoords())
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (obj_model->hasPositions())
glDisableClientState(GL_VERTEX_ARRAY);
// disable texture drawing if active
if (pMaterial->colorMapFilename.size() > 0)
glDisable(GL_TEXTURE_2D);
}
}
void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
const OBJModel::Mesh *pMesh = 0;
const OBJModel::Material *pMaterial = 0;
const OBJModel::Vertex *pVertices = 0;
std::map<std::string, GLuint>::const_iterator iter;
GLuint texture = 0;
for (int i = 0; i < obj_model->getNumberOfMeshes(); ++i)
{
pMesh = &obj_model->getMesh(i);
pMaterial = pMesh->pMaterial;
pVertices = obj_model->getVertexBuffer();
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f);
// if there is no bumpmap we will simply use a blinn phong shader and draw
// the color map onto our model
if (pMaterial->bumpMapFilename.empty())
{
// LogMessage ("using Blinn Phong shader");
// Per fragment Blinn-Phong code path.
glUseProgram(mBlinnPhongShader);
// Bind the color map texture.
texture = mNullTexture;
if (pMaterial->colorMapFilename.size() > 0) {
iter = mGLTextures.find(pMaterial->colorMapFilename);
if (iter != mGLTextures.end())
texture = iter->second;
} else {
// LogMessage ("Disabling textures");
}
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// Update shader parameters.
assert (glIsProgram (mBlinnPhongShader) == GL_TRUE);
assert (glGetUniformLocation(mBlinnPhongShader, "materialAlpha") != -1);
assert (glGetUniformLocation(mBlinnPhongShader, "colorMap") != -1);
glUniform1i(glGetUniformLocation(
mBlinnPhongShader, "colorMap"), 0);
glUniform1f(glGetUniformLocation(
mBlinnPhongShader, "materialAlpha"), pMaterial->alpha);
}
else
{
// if there is a bumpmap we use both the bump map and the color map and
// apply it on our model
// LogMessage ("using Normal Mapping Shader");
// Normal mapping code path.
glUseProgram(mNormalMappingShader);
// Bind the normal map texture.
iter = mGLTextures.find(pMaterial->bumpMapFilename);
if (iter != mGLTextures.end()) {
texture = iter->second;
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
} else {
LogError ("bumpmap %s not found", pMaterial->bumpMapFilename.c_str());
}
// Bind the color map texture.
texture = mNullTexture;
if (pMaterial->colorMapFilename.size() > 0)
{
iter = mGLTextures.find(pMaterial->colorMapFilename);
if (iter != mGLTextures.end()) {
texture = iter->second;
} else {
LogError ("color map %s not found", pMaterial->colorMapFilename.c_str());
}
}
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// Update shader parameters.
assert (glGetUniformLocation(mNormalMappingShader, "colorMap") != -1);
assert (glGetUniformLocation(mNormalMappingShader, "normalMap") != -1);
assert (glGetUniformLocation(mNormalMappingShader, "materialAlpha") != -1);
glUniform1i(glGetUniformLocation(
mNormalMappingShader, "colorMap"), 0);
glUniform1i(glGetUniformLocation(
mNormalMappingShader, "normalMap"), 1);
glUniform1f(glGetUniformLocation(
mNormalMappingShader, "materialAlpha"), pMaterial->alpha);
}
// Render mesh.
if (obj_model->hasPositions())
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->position);
}
if (obj_model->hasTextureCoords())
{
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->texCoord);
}
if (obj_model->hasNormals())
{
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->normal);
}
if (obj_model->hasTangents())
{
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->tangent);
}
glDrawElements(GL_TRIANGLES, pMesh->triangleCount * 3, GL_UNSIGNED_INT,
obj_model->getIndexBuffer() + pMesh->startIndex);
if (obj_model->hasTangents())
{
glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (obj_model->hasNormals())
glDisableClientState(GL_NORMAL_ARRAY);
if (obj_model->hasTextureCoords())
{
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (obj_model->hasPositions())
glDisableClientState(GL_VERTEX_ARRAY);
}
// as we might be using multiple textures (at least for the normal mapping
// case) we have to disable both textures
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
}
/*
* Shader loading, compiling, linking
*/
/** Compiles a shader program
*
* This function contains code mainly taken from dhpowares excellent
* objviewer example (see http://www.dhpoware.com/demos/gl3NormalMapping.html ).
*/
GLuint ViewBase::CompileShader (GLenum type, const GLchar *source, GLint length) {
GLuint shader = glCreateShader(type);
if (shader) {
GLint compiled = 0;
glShaderSource (shader, 1, &source, &length);
glCompileShader(shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLsizei info_log_size = 0;
std::string info_log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_size);
info_log.resize (info_log_size);
glGetShaderInfoLog (shader, info_log_size, &info_log_size, &info_log[0]);
LogError ("Error compiling shader: %s", info_log.c_str());
}
}
return shader;
}
/** Links the given shader programs
*
* This function contains code mainly taken from dhpowares excellent
* objviewer example (see http://www.dhpoware.com/demos/gl3NormalMapping.html ).
*/
GLuint ViewBase::LinkShaders (GLuint vertex_shader, GLuint fragment_shader) {
GLuint program = glCreateProgram();
if (program) {
GLint linked = 0;
if (vertex_shader)
glAttachShader (program, vertex_shader);
if (fragment_shader)
glAttachShader (program, fragment_shader);
glLinkProgram (program);
glGetProgramiv (program, GL_LINK_STATUS, &linked);
if (!linked) {
GLsizei info_log_size = 0;
std::string info_log;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_size);
info_log.resize (info_log_size);
glGetProgramInfoLog (program, info_log_size, &info_log_size, &info_log[0]);
LogError ("Error linking shaders vert: %d, frag: %d", vertex_shader, fragment_shader);
}
if (vertex_shader)
glDeleteShader (vertex_shader);
if (fragment_shader)
glDeleteShader (fragment_shader);
}
return program;
}
/** Loads a vertex or fragment shader program
*
* This function contains code mainly taken from dhpowares excellent
* objviewer example (see http://www.dhpoware.com/demos/gl3NormalMapping.html ).
*/
GLuint ViewBase::LoadShaderProgram (const std::string &filename) {
LogDebug ("Loading shader program %s", filename.c_str());
std::ifstream program_file (filename.c_str());
if (!program_file) {
LogError ("Could not open file '%s' while loading shader program", filename.c_str());
}
// read the whole file into a string
std::string shader_program ((std::istreambuf_iterator<char>(program_file)), std::istreambuf_iterator<char>());
program_file.close();
GLuint program = 0;
if (shader_program.size() > 0) {
const GLchar *source;
GLint length = 0;
GLuint vertex_shader = 0;
GLuint fragment_shader = 0;
std::string::size_type vertex_shader_offset = shader_program.find("[vert]");
std::string::size_type fragment_shader_offset = shader_program.find("[frag]");
if (vertex_shader_offset != std::string::npos) {
// skip over the [vert] tag
vertex_shader_offset += 6;
source = reinterpret_cast<const GLchar *> (&shader_program[vertex_shader_offset]);
length = static_cast<GLint>(fragment_shader_offset - vertex_shader_offset);
vertex_shader = CompileShader (GL_VERTEX_SHADER, source, length);
LogMessage ("Compiled vertex shader with id %d", vertex_shader);
}
if (fragment_shader_offset != std::string::npos) {
// skip over the [vert] tag
fragment_shader_offset += 6;
source = reinterpret_cast<const GLchar *> (&shader_program[fragment_shader_offset]);
length = static_cast<GLint>(shader_program.length() - fragment_shader_offset - 1);
fragment_shader = CompileShader (GL_FRAGMENT_SHADER, source, length);
LogMessage ("Compiled fragment shader with id %d", fragment_shader);
}
program = LinkShaders (vertex_shader, fragment_shader);
LogMessage ("Successfully linked shaders vert: %d frag: %d from file %s into program %d", vertex_shader, fragment_shader, filename.c_str(), program);
}
mShaderPrograms[filename] = program;
return program;
}
/*
* Camera and other auxillary functions
*/
void ViewBase::GetCamereEye (float *eye_out) {
assert (mCamera);
mCamera->GetEye (eye_out);
@ -428,7 +1003,7 @@ void ViewBase::Resize (int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(mCamera->GetFOVY (), float (width) / float (height), 0.1, 100);
gluPerspective(mCamera->GetFOVY (), float (width) / float (height), 0., 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();

View File

@ -4,6 +4,7 @@
#include "Engine.h"
#include "EngineEnums.h"
#include "OverlayBase.h"
#include "Sprite.h"
// forward declarations for the OGLFT fonts
namespace OGLFT {
@ -15,6 +16,9 @@ namespace Engine {
class Module;
class ModelBase;
class CameraBase;
class OBJModel;
typedef boost::shared_ptr<OBJModel> OBJModelPtr;
/** \brief Performs the actual drawing based on Camera and Model
*/
@ -25,7 +29,7 @@ class ViewBase : public Module{
virtual ~ViewBase() {};
/** \brief Resizes the View */
void Resize (int width, int height);
virtual void Resize (int width, int height);
/** \brief Switches to fullscreen */
void SetFullscreen (bool fullscreen);
bool GetIsFullscreen () { return mDrawFullscreen; };
@ -76,16 +80,6 @@ class ViewBase : public Module{
bool GetDrawGrid () { return mDrawGrid; };
void SetGridSize (int x, int z) { mGridSizeX = x; mGridSizeZ = z; }
// void AddOverlay (OverlayBasePtr overlay) { mOverlays.push_back (overlay); };
/* Input forwarding for the overlays */
/*
bool SendKeyDown (const SDL_keysym &keysym);
bool SendKeyUp (const SDL_keysym &keysym);
bool SendMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos);
bool SendMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos);
*/
private:
protected:
/** \brief Initializes the system */
@ -138,6 +132,38 @@ class ViewBase : public Module{
/** \brief Contains all the fonts that are to be used */
std::map<std::string, OGLFT::Monochrome*> mFonts;
GLuint LoadTextureFromPNG (const std::string &filename);
/** \brief All loaded textures */
std::map<std::string, GLuint> mGLTextures;
OBJModelPtr LoadOBJModel (const std::string &model_filename);
void DrawOBJModel (OBJModelPtr mesh);
void DrawOBJModelSolid (OBJModelPtr mesh);
void DrawOBJModelShaded (OBJModelPtr mesh);
std::map<std::string, OBJModelPtr> mOBJModeles;
/** \brief Whether we can use shader programs */
bool mUseShaders;
GLuint CompileShader (GLenum type, const GLchar *source, GLint length);
GLuint LinkShaders (GLuint vertex_shader, GLuint fragment_shader);
GLuint LoadShaderProgram (const std::string &filename);
std::map<std::string, GLuint> mShaderPrograms;
GLuint mBlinnPhongShader;
GLuint mNormalMappingShader;
struct OpenGLVersionInfo {
int GLMajor;
int GLMinor;
int GLSLMajor;
int GLSLMinor;
} mGLVersionInfo;
GLuint mNullTexture;
friend class Engine;
friend class ControllerBase;
};