int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int) { hge = hgeCreate(HGE_VERSION); hge->System_SetState(HGE_FRAMEFUNC, FrameFunc); hge->System_SetState(HGE_RENDERFUNC, RenderFunc); hge->System_SetState(HGE_USESOUND, false); hge->System_SetState(HGE_TITLE, "KW"); int w = 0; int h = 0; bool mode = false; std::ifstream f("options.cfg", std::ios::binary); if (f.is_open()) { f.read((char *)&w, sizeof(int)); f.read((char *)&h, sizeof(int)); f.read((char *)&mode, sizeof(bool)); f.close(); } if (w != 0 && h != 0) { SCREEN_WIDTH = w; SCREEN_HEIGHT = h; WINDOWED = mode; } hge->System_SetState(HGE_WINDOWED, WINDOWED); hge->System_SetState(HGE_SCREENWIDTH, SCREEN_WIDTH); hge->System_SetState(HGE_SCREENHEIGHT, SCREEN_HEIGHT); hge->System_SetState(HGE_SCREENBPP, 32); hge->System_SetState(HGE_LOGFILE, "debug.log"); hge->System_SetState(HGE_DONTSUSPEND, true); //hge->System_SetState(HGE_FPS, 40); if(hge->System_Initiate()) { resource_manager = CreateResourceManager(); resource_manager->ChangeScript("resource.rs"); mouse_cursor = resource_manager->GetSprite("target"); text = resource_manager->GetFont("font2"); hard = new hgeAnimation( *(resource_manager->GetAnimation( "hard" )) ); hard->Play(); InitiateGUI1(); world = InitiateWorld(); hge->System_Start(); } delete hard; delete world; delete mouse_cursor; delete gui; hge->System_Shutdown(); hge->Release(); HANDLE mutex; mutex = OpenMutex(MUTEX_ALL_ACCESS, FALSE, NAME_MUTEX1); CloseHandle(mutex); mutex = OpenMutex(MUTEX_ALL_ACCESS, FALSE, NAME_MUTEX2); CloseHandle(mutex); return 0; }
void RenderingEngine::Initialize(const vector<ISurface*>& surfaces) { vector<ISurface*>::const_iterator surface; for (surface = surfaces.begin(); surface != surfaces.end(); ++surface) { // Create the VBO for the vertices. vector<float> vertices; (*surface)->GenerateVertices(vertices, VertexFlagsNormals|VertexFlagsTexCoords); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertices[0]), &vertices[0], GL_STATIC_DRAW); // Create a new VBO for the indices if needed. int indexCount = (*surface)->GetTriangleIndexCount(); GLuint indexBuffer; if (!m_drawables.empty() && indexCount == m_drawables[0].IndexCount) { indexBuffer = m_drawables[0].IndexBuffer; } else { vector<GLushort> indices(indexCount); (*surface)->GenerateTriangleIndices(indices); glGenBuffers(1, &indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(GLushort), &indices[0], GL_STATIC_DRAW); } int lineIndexCount = (*surface)->GetLineIndexCount(); GLuint lineIndexBuffer; vector<GLushort> lineIndices(lineIndexCount); (*surface)->GenerateLineIndices(lineIndices); glGenBuffers(1, &lineIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lineIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lineIndexCount * sizeof(GLushort), &lineIndices[0], GL_STATIC_DRAW); Drawable drawable = { vertexBuffer, indexBuffer , indexCount}; m_drawables.push_back(drawable); } // Extract width and height. int width, height; glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); // Create a depth buffer that has the same size as the color buffer. glGenRenderbuffers(1, &m_depthRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_depthRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); // Create the framebuffer object. GLuint framebuffer; glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorRenderbuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_colorRenderbuffer); // Create the GLSL program. GLuint program = BuildProgram(SimpleVertexShader, SimpleFragmentShader); glUseProgram(program); // Extract the handles to attributes and uniforms. m_attributes.Position = glGetAttribLocation(program, "Position"); m_attributes.Normal = glGetAttribLocation(program, "Normal"); m_attributes.Diffuse = glGetAttribLocation(program, "DiffuseMaterial"); m_attributes.TextureCoord = glGetAttribLocation(program, "TextureCoord"); m_uniforms.Projection = glGetUniformLocation(program, "Projection"); m_uniforms.Modelview = glGetUniformLocation(program, "Modelview"); m_uniforms.NormalMatrix = glGetUniformLocation(program, "NormalMatrix"); m_uniforms.LightPosition = glGetUniformLocation(program, "LightPosition"); m_uniforms.AmbientMaterial = glGetUniformLocation(program, "AmbientMaterial"); m_uniforms.SpecularMaterial = glGetUniformLocation(program, "SpecularMaterial"); m_uniforms.Shininess = glGetUniformLocation(program, "Shininess"); // Set up some default material parameters. glUniform3f(m_uniforms.AmbientMaterial, 0.04f, 0.04f, 0.04f); glUniform3f(m_uniforms.SpecularMaterial, 0.5, 0.5, 0.5); glUniform1f(m_uniforms.Shininess, 50); // Set the active sampler to stage 0. Not really necessary since the uniform // defaults to zero anyway, but good practice. glActiveTexture(GL_TEXTURE0); glUniform1i(m_uniforms.Sampler, 0); // Load the texture. glGenTextures(1,&m_gridTexture); glBindTexture(GL_TEXTURE_2D, m_gridTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); m_resourceManager = CreateResourceManager(); m_resourceManager->LoadPngImage("Grid16.png"); void* pixels = m_resourceManager->GetImageData(); ivec2 size = m_resourceManager->GetImageSize(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); m_resourceManager->UnloadImage(); // Initialize various state. glEnableVertexAttribArray(m_attributes.Position); glEnableVertexAttribArray(m_attributes.Normal); glEnableVertexAttribArray(m_attributes.TextureCoord); glEnable(GL_DEPTH_TEST); // Set up transforms. m_translation = mat4::Translate(0, 0, -7); }