voom
This commit is contained in:
@@ -33,82 +33,8 @@
|
|||||||
|
|
||||||
ScreenSandbox::ScreenSandbox()
|
ScreenSandbox::ScreenSandbox()
|
||||||
{
|
{
|
||||||
rot = 0;
|
obj.SetXY(CENTER_X, CENTER_Y);
|
||||||
tX = 0;
|
this->AddChild(&obj);
|
||||||
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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
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 )
|
switch( DeviceI.button )
|
||||||
{
|
{
|
||||||
case DIK_LEFT:
|
case DIK_LEFT:
|
||||||
glTranslatef ((tX-.1),0,0);
|
obj.SetX(obj.GetX() - 10);
|
||||||
break;
|
break;
|
||||||
case DIK_RIGHT:
|
case DIK_RIGHT:
|
||||||
glTranslatef ((tX+.1),0,0);
|
obj.SetX(obj.GetX() + 10);
|
||||||
break;
|
break;
|
||||||
case DIK_UP:
|
case DIK_UP:
|
||||||
glTranslatef (0,(tY-.1),0);
|
obj.SetY(obj.GetY() - 10);
|
||||||
break;
|
break;
|
||||||
case DIK_DOWN:
|
case DIK_DOWN:
|
||||||
glTranslatef (0,(tY+.1),0);
|
obj.SetY(obj.GetY() + 10);
|
||||||
break;
|
break;
|
||||||
case DIK_T:
|
case DIK_T:
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -19,23 +19,19 @@
|
|||||||
#include "MenuElements.h"
|
#include "MenuElements.h"
|
||||||
#include "TipDisplay.h"
|
#include "TipDisplay.h"
|
||||||
#include "RageSoundStream.h"
|
#include "RageSoundStream.h"
|
||||||
|
#include "Sample3dObject.h"
|
||||||
|
|
||||||
|
|
||||||
class ScreenSandbox : public Screen
|
class ScreenSandbox : public Screen
|
||||||
{
|
{
|
||||||
float rot;
|
|
||||||
float tX;
|
|
||||||
float tY;
|
|
||||||
float tZ;
|
|
||||||
public:
|
public:
|
||||||
ScreenSandbox();
|
ScreenSandbox();
|
||||||
|
|
||||||
virtual void Update( float fDeltaTime );
|
|
||||||
virtual void DrawPrimitives();
|
|
||||||
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
|
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
|
||||||
virtual void HandleScreenMessage( const ScreenMessage SM );
|
virtual void HandleScreenMessage( const ScreenMessage SM );
|
||||||
|
|
||||||
Sprite m_sprite;
|
Sprite m_sprite;
|
||||||
|
Sample3dObject obj;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user