This commit is contained in:
Glenn Maynard
2002-11-19 23:57:10 +00:00
parent bd4b8875fc
commit 0aff47c6d9
2 changed files with 8 additions and 86 deletions
+6 -80
View File
@@ -33,82 +33,8 @@
ScreenSandbox::ScreenSandbox()
{
rot = 0;
tX = 0;
tY = 0;
tZ = 0;
}
void ScreenSandbox::Update( float fDeltaTime )
{
rot += fDeltaTime * 360.f;
rot = float(fmod(rot, 360.f));
}
void ScreenSandbox::DrawPrimitives()
{
DISPLAY->FlushQueue(); /* do this before rendering directly */
/* If this is a sub-object (3d object within a 3d object), this won't
* actually do anything: */
DISPLAY->EnterPerspective(60);
DISPLAY->SetTexture(NULL);
DISPLAY->EnableZBuffer();
glColor4f(1,1,1,1);
glPushMatrix();
SetX(CENTER_X);
SetY(CENTER_Y);
/* By default, 0,0,0 is the center of the object, at the location the actor
* is set to. We have to translate away from the viewpoint (negative Z)
* to get away from the viewer (and in front of the near clip plane). */
glTranslatef (0,0,-5);
{ /* Standard ugly OpenGL lighting stuff. */
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat lm_ambient[] = { 0.3f, 0.3f, 0.3f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 100.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
GLfloat sphere_diffuse[] = { 0.7f, 0.0f, 0.7f, 1.0f };
glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
GLUquadricObj *quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_FILL);
gluQuadricNormals(quadObj, GLU_SMOOTH);
glRotatef (rot, 0.0, 1.0, 0.0);
glPushMatrix();
glTranslatef (1,0,0);
gluSphere(quadObj, (tX+.25), (tY+8), (tZ+16));
glPopMatrix();
glPushMatrix();
glTranslatef (-1,0,0);
gluSphere(quadObj, (tX+.35), (tY+8), (tZ+16));
glPopMatrix();
gluDeleteQuadric(quadObj);
glPopMatrix();
DISPLAY->ExitPerspective();
DISPLAY->DisableZBuffer();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
obj.SetXY(CENTER_X, CENTER_Y);
this->AddChild(&obj);
}
void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
@@ -122,16 +48,16 @@ void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type
switch( DeviceI.button )
{
case DIK_LEFT:
glTranslatef ((tX-.1),0,0);
obj.SetX(obj.GetX() - 10);
break;
case DIK_RIGHT:
glTranslatef ((tX+.1),0,0);
obj.SetX(obj.GetX() + 10);
break;
case DIK_UP:
glTranslatef (0,(tY-.1),0);
obj.SetY(obj.GetY() - 10);
break;
case DIK_DOWN:
glTranslatef (0,(tY+.1),0);
obj.SetY(obj.GetY() + 10);
break;
case DIK_T:
{