Example #1
0
void init(void)
{	
  dumpInfo();

	// GL inits
	glClearColor(1,1,1,0);;
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_CULL_FACE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	printError("GL inits");

  // Airplane
  Dynamics_Init(&forward, &up, &right, &position, &velocity);
  Airplane_Init(&thrust, &yawRate, &pitchRate, &rollRate, &firstPersonView, &resetFlag);
  
  // Camera
  Camera_Init(firstPersonView, &forward, &up, &position, velocity, &camera_position, &camera_look, camMatrix);
  
  // Terrain and skybox
  World_Init(&camera_position, &camera_look);

  // Init game
  Game_Init();
	
  // Projection matrix
  frustum(-0.1, 0.1, -0.1, 0.1, 0.2, 200.0, projMatrix);
	
  printError("init arrays");	
}
Example #2
0
int main(void)
{
//	unsigned long x, a, b, c, d;
//	char cool[5];
	//int i = 0;
	SysTick_Init();
	ADC_Init(1);
	PORTG_Init(1);
	PORTD_Init();
	PORTA_Init();
	PORTF_Init();
	PORTB_Init();
	PORTE_Init(1);
	PORTH_Init();
	
	LCD_Init();
	Touch_Init();
	Camera_Init();
/*	while(1)
	{
	x = ADC_In();
	a = x/1000;
	x -= a * 1000;
	b = x/100;
	x -= b * 100;
	c = x/10;
	x -= c * 10;
	d = x;

	cool[0] = (char)(a + 48);
	cool[1] = (char)(b + 48);
	cool[2] = (char)(c + 48);
	cool[3] = (char)(d + 48);
	cool[4] = 0;
	
	TFT_Fill(purple);
	TFT_Text(&cool[0], 50, 50, 16, black, purple);
	}
	*/
	
	while(1)
	{
		GPIO_PORTG_DATA_R ^= 0x04;
		if(ADC_In() != 1023)
		{
			TFT_Fill(yellow);
		} else {
			TFT_Fill(purple);
		}
	}
	
	//TFT_H_Line(50,150,50,black);
	
	
	
//	return 1;
}
Example #3
0
void Game_Init()
{
	InputHandler_Init();

	Shaders_Init(MAX_SHADERS);
	Model_Init(MAX_MODELS);
	Transform_Init(MAX_TRANSFORMS);
	Camera_Init(MAX_CAMERAS);

	game_object_list = (struct GameObject *)malloc(MAX_GAME_OBJECTS * sizeof(struct GameObject));
	camera_object_list = (struct CameraObject *)malloc(MAX_CAMERAS * sizeof(struct CameraObject));
	num_objects = 0;
	num_cams = 0;

	struct ShaderPair simple_shader_pair[2] = { [0].shader_source = "Shaders/vertex_shader.glsl", [0].shader_type = GL_VERTEX_SHADER, [1].shader_source = "Shaders/fragment_shader.glsl", [1].shader_type = GL_FRAGMENT_SHADER };
Example #4
0
Game *Game_Init(const char *title, const int width, const int height, int flags)
{
	Game *game = (Game *)malloc(sizeof(Game));
	assert(game != NULL);
	game->quit_flag = 1;

	game->window_context = WindowContext_Init(title, width, height, flags);
	game->input_handler = InputHandler_Init(game->window_context);
	game->shader = Shader_CreateProg("shaders/simple_vert.glslv", "shaders/simple_frag.glslf");
	game->camera = Camera_Init();
	game->directional_light = DirectionalLight_Init();

	game->moving_object[0] = GameObject_Init(SPHERE, "textures/blue.png", game->shader);
	vec3 up = { 0.0f, 1.0f, 0.0f };
	Transform_MoveDirection(game->moving_object[0]->transform, up, 0.5f);

	int i;
	for (i = 1; i < 5; ++i)
		game->moving_object[i] = GameObject_Init(CUBE, "textures/yellow.png", game->shader);
	vec3 forward = { 0.0f, 0.0f, -1.0f };
	vec3 back = { 0.0f, 0.0f, 1.0f };
	vec3 left = { -1.0f, 0.0f, 0.0f };
	vec3 right = { 1.0f, 0.0f, 0.0f };
	float disp = 5.0f;
	Transform_MoveDirection(game->moving_object[1]->transform, forward, disp);
	Transform_MoveDirection(game->moving_object[2]->transform, back, disp);
	Transform_MoveDirection(game->moving_object[3]->transform, left, disp);
	Transform_MoveDirection(game->moving_object[4]->transform, right, disp);

	Transform_MoveDirection(game->moving_object[0]->transform, left, disp);

	game->still_object = GameObject_Init(CUBE, "textures/grey.png", game->shader);
	vec3 scale = { 20.0f, 0.01f, 20.0f };
	Transform_Scale(game->still_object->transform, scale);
	GameObject_RenderUpdate(game->still_object);

	return game;
}