Esempio n. 1
0
static void
myinit(void)
{
   InitValues();

   glEnable(GL_DEPTH_TEST);
   glDepthFunc(GL_LESS);
   glShadeModel(GL_FLAT);

   glTranslatef(0.0, 0.0, -3.6);

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   glGenTextures(1, &texImage);
   glBindTexture(GL_TEXTURE_2D, texImage);
   makeImages(1);
   glGenTextures(1, &texColor);
   glBindTexture(GL_TEXTURE_2D, texColor);
   makeImages(0);

   texCurrent = texImage;

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
   glEnable(GL_TEXTURE_2D);
}
Esempio n. 2
0
void texturemipmap::initializeGL()
{
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_FLAT);
    glTranslatef(0.0, 0.0, -3.6);
    makeImages();
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glGenTextures(1, &texName);
    glBindTexture(GL_TEXTURE_2D, texName);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
    GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
    GL_NEAREST_MIPMAP_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0,
    GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage32);
    glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 16, 16, 0,
    GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage16);
    glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 8, 8, 0,
    GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage8);
    glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 4, 4, 0,
    GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage4);
    glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA, 2, 2, 0,
    GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage2);
    glTexImage2D(GL_TEXTURE_2D, 5, GL_RGBA, 1, 1, 0,
    GL_RGBA, GL_UNSIGNED_BYTE, mipmapImage1);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
    glEnable(GL_TEXTURE_2D);
}
Esempio n. 3
0
static void myinit(void)
{
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glShadeModel(GL_FLAT);

    glTranslatef(0.0, 0.0, -3.6);
    makeImages();
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glTexImage2D(GL_TEXTURE_2D, 0, 3, 32, 32, 0,
		 GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage32[0][0][0]);
    glTexImage2D(GL_TEXTURE_2D, 1, 3, 16, 16, 0,
		 GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage16[0][0][0]);
    glTexImage2D(GL_TEXTURE_2D, 2, 3, 8, 8, 0,
		 GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage8[0][0][0]);
    glTexImage2D(GL_TEXTURE_2D, 3, 3, 4, 4, 0,
		 GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage4[0][0][0]);
    glTexImage2D(GL_TEXTURE_2D, 4, 3, 2, 2, 0,
		 GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage2[0][0][0]);
    glTexImage2D(GL_TEXTURE_2D, 5, 3, 1, 1, 0,
		 GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage1[0][0][0]);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
	GL_NEAREST_MIPMAP_NEAREST);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
    glEnable(GL_TEXTURE_2D);
}
Esempio n. 4
0
/*
 * buildView()
 */
static void buildView(bt_view_t *view, cityTile_t *tiles, uint32_t tagIndex)
{
	uint32_t	i;
	int32_t		x, y;
	uint8_t		imageCount;
	uint8_t		width;

	imageCount = str_read16le(dundata->buf) / 4;

	i = 0;
	while (tiles[i].depth) {
		x = quadXYmap[tiles[i].index].column;
		y = quadXYmap[tiles[i].index].row;

		if (x < 0) {
			if ((x + b44278[tiles[i].index]) < 0)
				width = 0;
			else
				width = x + b44278[tiles[i].index];
			x = 0;
		} else {
			if ((x + b44278[tiles[i].index]) > 56)
				width = 55 - x;
			else
				width = b44278[tiles[i].index];
		}

		xmkdir(mkImagePath("%s/%d%s",
			gfx_tags[tagIndex],
			tiles[i].depth,
			tiles[i].quad
			));

		makeImages(&tiles[i], tagIndex, width, imageCount);

		bt_view_new_facet(
			view,
			bts_sprintf("%d%s", tiles[i].depth, tiles[i].quad),
			bts_strcpy(tiles[i].facet),
			x << 2, y << 1, 0, 0
			);

		i++;
	}
}
Esempio n. 5
0
void init(void)
{
   GLfloat diffuse[4] = {1.0, 1.0, 1.0, 1.0};

   glClearColor (0.0, 0.0, 0.0, 0.0);
   glEnable(GL_DEPTH_TEST);
   glShadeModel(GL_SMOOTH);

   makeImages();
   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_R, GL_REPEAT);
   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT, 0, GL_RGBA, imageSize, 
                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
   glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT, 0, GL_RGBA, imageSize, 
                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image4);
   glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT, 0, GL_RGBA, imageSize,
                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image2);
   glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT, 0, GL_RGBA, imageSize,
                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image5);
   glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT, 0, GL_RGBA, imageSize,
                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image3);
   glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT, 0, GL_RGBA, imageSize,
                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image6);
   glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
   glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
   glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT); 
   glEnable(GL_TEXTURE_GEN_S);
   glEnable(GL_TEXTURE_GEN_T);
   glEnable(GL_TEXTURE_GEN_R);

   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

   glEnable(GL_TEXTURE_CUBE_MAP_EXT);   
   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT0);
   glEnable(GL_AUTO_NORMAL);
   glEnable(GL_NORMALIZE);
   glMaterialfv (GL_FRONT, GL_DIFFUSE, diffuse);
}
Esempio n. 6
0
BOOL CDlgMakeTChartImage::OnInitDialog()
{
	CDialog::OnInitDialog();

	// TODO:  ¿©±â¿¡ Ãß°¡ ÃʱâÈ­ ÀÛ¾÷À» Ãß°¡ÇÕ´Ï´Ù.
	layoutCtrls();

	CString fname;
	fname.Format("%s%s", this->m_strSubjectFolder, this->m_pTI->m_chFileName);
	loadData(fname);

	makeImages();


	


	OnOK();

	return TRUE;  // return TRUE unless you set the focus to a control
	// ¿¹¿Ü: OCX ¼Ó¼º ÆäÀÌÁö´Â FALSE¸¦ ¹ÝȯÇØ¾ß ÇÕ´Ï´Ù.
}
Esempio n. 7
0
int
main (int argc, char **argv)
{
	int i;
	double now;

	feenableexcept(FE_INVALID|FE_DIVBYZERO|FE_OVERFLOW);

	init_sdl_gl_flags (WIDTH, HEIGHT, 0);

	srandom (time (NULL));

	init_gl (&argc, argv);

	glEnable (GL_LIGHTING);
	glEnable (GL_DEPTH_TEST);
	glEnable (GL_AUTO_NORMAL);
	glEnable (GL_NORMALIZE);

	glClearDepth (1);
	
	glViewport (0, 0, WIDTH, HEIGHT);
	glMatrixMode (GL_PROJECTION);
	glLoadIdentity ();
	gluPerspective (60, (GLfloat) WIDTH/(GLfloat) HEIGHT, .1, 1000);
	glClearColor (0, 0, 0, 0);
	glMatrixMode (GL_MODELVIEW);

	SDL_ShowCursor (1);

	makeImages ();

	glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
	glGenTextures (1, texName);
	
	makeTexture (texName[0], groundtexture.texturesize,
		     (GLubyte ***) groundtexture.tex);

	glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
	glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);

	glBlendFunc (GL_SRC_ALPHA, GL_ONE);

	gndcounter = 1;
	read_terrain ();

	player.p.x = 0;
	player.p.y = 0;
	player.p.z = ground_height (&player.p);

	player.loc = detect_plane (&player.p);

	player.movtype = GROUNDED;

	player.speed = 100;
	player.mass = 1;

	vset (&player.vel, 0, 0, 0);

	player.turnspeed = DTOR (180);
	player.theta = DTOR (0);
	player.camdist = 15;

	player.lasttime = get_secs ();
	player.moving = NO;

	playercamera.phi = DTOR (0);
	playercamera.theta_difference = 0;
	
	while (1) {
		process_input ();
		
		if (mousebutton[1] == 0
		    && mousebutton[2] == 0
		    && mousebutton[3] == 0) {
			SDL_ShowCursor (1);
		} else {
			SDL_ShowCursor (0);
		}

		movement ();
		if (paused == NO) {
			for (i = 0; i < 1; i++) {
				moving ();
				now = get_secs ();
				player.lasttime = now;
			}
		}

		process_mouse ();

		draw ();
		
		now = get_secs ();
		
		player.lasttime = now;

		SDL_Delay (10);
	}

	return (0);
}