void TileOverlay::build( CityPtr city, const TilePos& pos ) { Tilemap &tilemap = city->getTilemap(); _d->city = city; _d->masterTile = &tilemap.at( pos ); for (int dj = 0; dj < _d->size.getWidth(); ++dj) { for (int di = 0; di < _d->size.getHeight(); ++di) { Tile& tile = tilemap.at( pos + TilePos( di, dj ) ); tile.setMasterTile( _d->masterTile ); tile.setPicture( &_d->picture ); if( tile.getOverlay().isValid() && tile.getOverlay() != this ) { tile.getOverlay()->deleteLater(); } tile.setOverlay( this ); initTerrain( tile ); } } }
void Init(){ glClearColor(0.5, 0.5, 0.5, 1); glClearDepth(1); glEnable(GL_DEPTH_TEST); for (size_t i = 0; i < 256; i++) { vecSpecialKeyPressed[i] = false; vecKeyPressed[i] = false; } initShaders(); initTextures(); initMouseMovements(); initVectors(); initCubeMap(); initTerrain(); initVegetation(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GLint MaxPatchVertices = 0; glGetIntegerv(GL_MAX_PATCH_VERTICES, &MaxPatchVertices); printf("Max supported patch vertices %d\n", MaxPatchVertices); }
TerrainEditTool::TerrainEditTool(EditScene *editScene, QObject *parent) : EditTool(editScene, parent), _item(0) { QAction *newPolygonAction = new QAction(this); newPolygonAction->setText(tr("New Polygon")); connect(newPolygonAction, SIGNAL(triggered()), this, SLOT(startNewPolygon())); _actions.append(newPolygonAction); initTerrain(editScene->getLevel()->getTerrain()); }
Terrain(const std::string &name, int sizeX, int sizeY, int factor, float smoothFactor = 1.f, int seed = 3): Geode(name, true, false), _sizeX(sizeX), _sizeY(sizeY), _smoothFactor(smoothFactor), _seed(seed), _factor(factor) { _nbVertex = (int)pow(2, factor) + 1; _randMod = _nbVertex * 10000; initTerrain(); initBuffers(); }
//## Initalization ## void Terrain::init() { glClearColor(0.0f, 1.0f, 0.0f, 0.0f); // clear to black glShadeModel(GL_SMOOTH); // use smooth shading glEnable(GL_DEPTH_TEST); // hidden surface removal glEnable(GL_CULL_FACE); // do not calculate inside of poly's glFrontFace(GL_CCW); // counter clock-wise polygons are out glEnable(GL_TEXTURE_2D); // enable 2D texturing imageData = loadBitmapFile("Terrain2.bmp", &bitmapInfoHeader); //Loads the source height map from which the terrain is generated //## Initialize the cubes //TODO: Modify cube constructor, moving these up to constructor startCube->setSize(MAP_SCALE*1.5); startCube->setColor(1.0f, 0.0f, 0.0f); startCube->setText("Start"); roiCube->setSize(MAP_SCALE*1.5); roiCube->setColor(1.0f, 0.0f, 1.0f); poiCube->setSize(MAP_SCALE*1.5); poiCube->setColor(1.0f, 1.0f, 0.0f); endCube->setSize(MAP_SCALE*1.5); endCube->setColor(0.0f, 0.0f, 1.0f); endCube->setText("End"); fingerCube->setSize(MAP_SCALE* 1.5f); fingerCube->setColor(1.0f, 1.0f, 0.0f); lightingCube->setSize(MAP_SCALE*1.5f); lightingCube->setColor(1.0f, 1.0f, 1.0f); // initialize the terrain data, load the textures, and set up clipping planes initTerrain(); loadTextures(); initClipPlanes(); }
void PTGScene::init() { for (int i = 0; i < 255; i++) keys[i] = false; mb.lb = 0; mb.rb = 0; pEng->init(); initCams(); initMaterias(); initTerrain(); initSky(); initTrees(); initBots(); INITBATMOBILE(); //!!!!!!!!!!! OLOLOL pPlayer = new PTGPlayer(this); dt = timeGetTime(); tt = dt; }
int main(int argc, char**argv) { srand(0); glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH); glutInitWindowSize(500,500); glutInitWindowPosition(100,100); glutCreateWindow("Terrain"); //Initialize GLEW GLenum glewError = glewInit(); if( glewError != GLEW_OK ) { printf( "Error initializing GLEW! %s\n", glewGetErrorString( glewError ) ); while (1); } if (!GL_EXT_framebuffer_object ) { printf("Framebuffer not implimented\n"); while(1); } glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable ( GL_COLOR_MATERIAL ) ; glEnable( GL_TEXTURE_2D ); glEnable( GL_BLEND ); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glAlphaFunc ( GL_GREATER, (GLclampf)0.1 ) ; glEnable ( GL_ALPHA_TEST ) ; glShadeModel(GL_SMOOTH); glutDisplayFunc(display); glutIdleFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyPressed); glutKeyboardUpFunc(keyUp); initTerrain(); camera = new CCamera(); camera->SetX(WORLD_SIZE/2.0); camera->SetZ(WORLD_SIZE/2.0); //camera->SetY(800); //camera->RotateY(-90); //camera->RotateX(-90); for (int i = 0;i<256;i++) keyStates[i] = false; Island = new World(WORLD_SIZE); glFogi(GL_FOG_MODE,GL_LINEAR); glFogfv(GL_FOG_COLOR,skyColor); glFogf(GL_FOG_DENSITY,0.05f); glHint(GL_FOG_HINT, GL_DONT_CARE); // Fog Hint Value glFogf(GL_FOG_START, 300.f); // Fog Start Depth glFogf(GL_FOG_END, 500.0f); glEnable(GL_FOG); glutMainLoop(); }
int main() { arr = (unsigned int**)malloc(4377 * sizeof(unsigned int)); psController ps; int velocity = 0; int angle = 0; long ii = 0; int** collisionMatrix; int ee; int numfiles; char * filenames[MAXFILES]; //init_VGA_Pixel(); initVGA(); //pixel init_VGA_Char(); av_config_setup(); numfiles = init_sd(filenames); init_wav(arr); printf("timing audio\n"); //time_of_sound = time_audio(arr); printf("looping audio\n"); audio_isr_k = 0; alt_irq_register(AUDIO_IRQ, NULL, &audio_isr); alt_up_audio_enable_write_interrupt(audio); //====INITIALIZE AND DRAW TERRAIN USING BMP ===========================// short int fd; terrain background; fd = alt_up_sd_card_fopen("bg.bmp", false); initTerrain(fd, &background); drawBackground(background); alt_up_sd_card_fclose(fd); terrain terrain; fd = alt_up_sd_card_fopen("tr.bmp", false); initTerrain(fd, &terrain); drawTerrain(terrain); alt_up_sd_card_fclose(fd); //====INITIALIZE AND DRAW USER TANK USING BMP ===========================// fd = alt_up_sd_card_fopen("tank.bmp", false); tank user; initUserTank(&user, fd); drawTank(&user, background); alt_up_sd_card_fclose(fd); //====INITIALIZE AND DRAW ENEMY TANK USING BMP ===========================// tank enemy; fd = alt_up_sd_card_fopen("tk.bmp", false); initEnemyTank1(&enemy, fd); drawTank(&enemy,background); alt_up_sd_card_fclose(fd); //====SWAP BUFFERS =======================================================// updateVGA(); drawBackground(background); drawTerrain(terrain); drawTank(&enemy, background); for(ee=0;ee < 20;ee++) { moveTank(&user, RIGHT, 1); drawTank(&user,background); updateVGA(); drawTank(&user,background); //delay(); } //for(ii = 0; ii < 300000; ii++); collisionMatrix = init_CollisionMatrix(XMAXSCREEN_RESOLUTION + 1, XMAXSCREEN_RESOLUTION + 1); //alt_up_pixel_buffer_dma_draw_box(pixel_buffer, 0, 120, 340, 240, 0x7E0 , 0); //draw terrain set_CollisionAtRectArea(collisionMatrix, 0 , 0, 340, 240, EMPTY); set_CollisionAtRectArea(collisionMatrix, 0 , 161, 340, 240, TERRAIN_COLOR);//set the rectangular area drawn by terrain to filled with terrain while(1){ //angle = 0; velocity = 0; set_UserTank(&angle, &velocity, ps, &user, &enemy, background); //reads controller to set angle, power, and shoot shoot_Missile(angle, velocity,( user.x + user.t_VGA.width) - 1 , (240 - user.y + user.t_VGA.height) - 7, collisionMatrix, background); } clean_audio(arr); return 0; }
void setFactor(int f) {_factor = f; _nbVertex = (int)pow(2, f) + 1; initTerrain(); initBuffers();}
/** * Hier findet die komplette Initialisierung des kompletten SPIEeles statt. * Inklusive der Datenhaltung und des SPIEelfeldes. */ void initGame () { initCameraPosition(); initTerrain(); initWater(); }