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#include <cstdio>
/* Include the class SloxApplication which
* will be the base class for this */
#include "slox/SloxApplication.hpp"
#include "slox/SloxTextureFactory.hpp"
#include "slox/SloxRawEventHandler.hpp"
#include "slox/events/SloxFunctionQuitListener.hpp"
#include "glox/GloxViewport.hpp"
#include "glox/GloxCommon.hpp"
#include "glox/GloxFirstPersonPerspective.hpp"
#include "glox/objects/GloxTexturedCube.hpp"
#include "glox/GloxColor.hpp"
#include "glox/GloxLookAtPerspective.hpp"
using namespace slox;
using namespace glox;
using namespace std;
void exit( const SDL_QuitEvent& evt ) {
(void) evt;
exit( 0 );
}
class SonsOfSol : public SloxApplication, SloxRawEventHandler {
public:
void reshape( int width, int height ) {
m_viewport.setWidth( width );
m_viewport.setHeight( height );
m_viewport.render();
m_perspective.setAspectRatio( m_viewport.getAspectRatio() );
m_perspective.project();
}
void onEvent( const SDL_Event& event ) { SloxRawEventHandler::onEvent( event ); }
bool initialize( int argc, char** argv ) {
(void) argc;
(void) argv;
unsigned int tex = 0;
SDL_Init( SDL_INIT_VIDEO );
m_screen = SDL_SetVideoMode( 600, 600, 0, SDL_OPENGL|SDL_RESIZABLE|SDL_DOUBLEBUF );
m_perspective.setPosition( GloxPoint<>( 0, 0, 10 ) );
this->addQuitListener( new SloxFunctionQuitListener( exit ) );
if( ! m_screen ) {
/* If the screen could not be initialized, print
* a useful video message */
this->setError( "Cannot set SDL video mode\n" );
return false;
}
SDL_WM_SetCaption( "Sons Of Sol", "" );
reshape( m_screen->w, m_screen->h );
if( SloxTextureFactory::readBitmapFile( "stars.bmp", &tex ) ) {
/* Either there was a warning or an error, print out
* either */
fprintf( stderr, "%s\n", SloxTextureFactory::getMessage().c_str() );
if( tex == 0 ) {
/* If the texture hasn't changed, its an error, otherwise
* it's a warning, so continue */
this->setError( "Aborting: unable to load texture" );
return false;
}
}
m_sky_tex.setId( tex );
GloxTextureRepeat texrep( &m_sky_tex, 3, 3 );
m_sky = new GloxTexturedCube( 900.0f, GloxColor( 255, 255, 255 ),
texrep, texrep, texrep, texrep, texrep, texrep );
m_quit = false;
return true;
}
bool loop( uint32_t ticks ) {
(void) ticks;
/* Set some parameters */
GloxState::clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
GloxState::enable( GL_DEPTH_TEST );
GloxState::loadIdentity();
/* Translate to the this perspective */
m_perspective.render();
m_sky->draw();
GloxColor( 255,255,255 ).render();
GloxWith( GL_QUADS, {
GloxPoint<>( 0,0,0 ).plot();
GloxPoint<>( 0,5,0 ).plot();
GloxPoint<>( 5,5,0 ).plot();
GloxPoint<>( 5,0,0 ).plot();
} )
glFlush();
SDL_GL_SwapBuffers();
/* Slow down a little */
SDL_Delay( 5 );
return !m_quit;
}
~SonsOfSol() {
}
private:
GloxViewport m_viewport;
GloxLookAtPerspective m_perspective;
GloxTexturedCube* m_sky;
GloxTexture m_sky_tex;
SDL_Surface* m_screen;
bool m_quit;
};
int main ( int argc, char ** argv ) {
SonsOfSol game;
game.run( argc, argv );
}
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