2002-11-17 08:21:32 +00:00
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/*
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* This is a demonstration 3d object. I created this to give some basic
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* code that sets up normal 3d object rendering. (The Space code sets
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* up perspective and then renders 2d, which is different.) This actor
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* should be positioned just like any other actor, calling SetX and SetY
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* in the parent; that position will become the center of the frustum.
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*/
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#include "stdafx.h"
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#include "Sample3dObject.h"
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#include "RageDisplay.h"
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#include <math.h>
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#include "SDL.h"
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#include "SDL_opengl.h"
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Sample3dObject::Sample3dObject()
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{
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rot = 0;
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2002-11-19 22:55:51 +00:00
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2002-11-17 08:21:32 +00:00
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}
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2002-11-19 23:02:02 +00:00
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void Sample3dObject::Update( float fDeltaTime )
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2002-11-17 08:21:32 +00:00
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{
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rot += fDeltaTime * 360.f;
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rot = float(fmod(rot, 360.f));
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}
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/* One note about rendering: you get a 640x480 viewport to render in, centered
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* on the location the actor is set to. That means that if the center isn't
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* the center of the real screen, part of the view is offscreen and there's
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* a portion of the screen you can't render to. If you want to render things
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* like fullscreen background animations (characters), call SetX(CENTER_X) on
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* and SetY(CENTER_Y) on the object so it gets the whole screen.
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*/
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void Sample3dObject::DrawPrimitives()
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{
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/* If this is a sub-object (3d object within a 3d object), this won't
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* actually do anything: */
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DISPLAY->EnterPerspective(60);
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DISPLAY->SetTexture(NULL);
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DISPLAY->EnableZBuffer();
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glColor4f(1,1,1,1);
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glPushMatrix();
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/* By default, 0,0,0 is the center of the object, at the location the actor
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* is set to. We have to translate away from the viewpoint (negative Z)
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* to get away from the viewer (and in front of the near clip plane). */
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glTranslatef (0,0,-5);
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{ /* Standard ugly OpenGL lighting stuff. */
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GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat lm_ambient[] = { 0.3f, 0.3f, 0.3f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialf(GL_FRONT, GL_SHININESS, 100.0);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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}
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GLfloat sphere_diffuse[] = { 0.7f, 0.0f, 0.7f, 1.0f };
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glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
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GLUquadricObj *quadObj = gluNewQuadric();
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gluQuadricDrawStyle(quadObj, GLU_FILL);
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gluQuadricNormals(quadObj, GLU_SMOOTH);
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glRotatef (rot, 0.0, 1.0, 0.0);
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glPushMatrix();
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glTranslatef (1,0,0);
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gluSphere(quadObj, .25, 8, 16);
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glPopMatrix();
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glPushMatrix();
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glTranslatef (-1,0,0);
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gluSphere(quadObj, .35, 8, 16);
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glPopMatrix();
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gluDeleteQuadric(quadObj);
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glPopMatrix();
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DISPLAY->ExitPerspective();
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DISPLAY->DisableZBuffer();
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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}
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/*
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* Copyright (c) 2002 by the person(s) listed below. All rights reserved.
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*
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* Glenn Maynard
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*/
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2002-11-19 22:55:51 +00:00
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