Esempio n. 1
0
int main ()
{
  printf ("Results of sprite1_test:\n");
  
  try
  {
    Test test (L"Sprite 1", true);

    RenderManager render_manager = test.RenderManager ();
        
    render_manager.LoadResource ("data/sprites.rfx");    
    render_manager.LoadResource ("data/bottom.jpg");
    render_manager.LoadResource ("data/sprites.xmtl");
    
    Entity     entity    = render_manager.CreateEntity ();
    Primitive  primitive = render_manager.CreatePrimitive ();
//    SpriteList sprites   = primitive.AddStandaloneSpriteList (SpriteMode_Oriented, math::vec3f (0, 1.0f, 0));
//    SpriteList sprites   = primitive.AddStandaloneSpriteList (SpriteMode_Billboard, math::vec3f (0, 1.0f, 0));
//    SpriteList sprites   = primitive.AddBatchingSpriteList (SpriteMode_Oriented, math::vec3f (0, 1.0f, 0));
    SpriteList sprites   = primitive.AddBatchingSpriteList (SpriteMode_Oriented, math::vec3f (0, 1.0f, 0));
    Sprite     sprite;

    primitive.Buffers ().ReserveDynamicBuffers (8192, 8192);

    entity.SetWorldScissor (Box (math::vec3f (0.0f), math::vec3f (1.0f)));
    entity.EnableScissor ();

    sprite.position   = math::vec3f (0.0f);
    sprite.size       = math::vec2f (1.0f);
    sprite.color      = math::vec4f (1.0f);
    sprite.tex_offset = math::vec2f (0.0f);
    sprite.tex_size   = math::vec2f (1.0f);
    sprite.normal     = math::vec3f (0, 0, 1.0f);
    sprite.rotation   = math::anglef ();

    sprites.SetMaterial ("sprite");
    sprites.Add (1, &sprite);

    entity.SetPrimitive (primitive);

    entity.SetWorldMatrix (math::rotate (math::degree (45.0f), math::vec3f (0, 0, 1)));
    
    Frame frame = render_manager.CreateFrame ();

    frame.DisableAutoCleanup ();
    frame.SetRenderTarget ("main_color_target", test.Window ().ColorBuffer ());
    frame.SetRenderTarget ("main_depth_stencil_target", test.Window ().DepthStencilBuffer ());
    frame.SetEffect ("main");
    frame.SetClearColor (math::vec4f (0.0f, 0.0f, 1.0f, 1.0f));
    frame.SetEntityDrawHandler (&update_entity_frame_transformations);

    common::PropertyMap entity_dependent_properties;

    frame.SetEntityDependentProperties (entity_dependent_properties);

    entity_dependent_properties.SetProperty ("myObjectMatrix", math::mat4f (1.0f));
    
    common::PropertyMap frame_properties = frame.Properties ();
    common::PropertyMap entity_properties = entity.Properties ();
    
    frame_properties.SetProperty ("myProjMatrix", get_ortho_proj (-2, 2, -2, 2, -15, 15));
    frame_properties.SetProperty ("myViewMatrix", inverse (math::lookat (math::vec3f (0, 0, 10), math::vec3f (0.0f), math::vec3f (0, 1, 0))));

    frame.SetViewProjectionMatrix (frame_properties.GetMatrix ("myProjMatrix") * frame_properties.GetMatrix ("myViewMatrix"));
    
    frame.AddEntity (entity); 
    
    test.ShowWindow ();
    
    syslib::Application::RegisterEventHandler (syslib::ApplicationEvent_OnIdle, xtl::bind (&idle, xtl::ref (test), xtl::ref (entity), xtl::ref (frame)));
            
    return test.Run ();
  }
  catch (std::exception& e)
  {
    printf ("%s\n", e.what ());
  }

  return 0;
}
Esempio n. 2
0
Level::Level( int which ) {
	Starfield starfield( 350 );
	Hud hud;
	Timer *timer = Timer::Instance();
	Video *video = Video::Instance();
	SpriteList *spriteList = SpriteList::Instance();
	Ship *player = new Ship(); // the player sprite
	bool quit = false;
	SDL_Event event;

	camera = Camera::Instance();

	camera->Follow( player );

	player->UseAI( false );
	player->IsPlayer( true );

	player->SetThrust( 5. );
	
	// add player
	spriteList->Add( player );

	Ship *test = new Ship( 15, 15 );
	
	spriteList->Add( test );

	if( SDL_Init( SDL_INIT_JOYSTICK ) != 0 )
		cout << "massive joystick error" << endl; // move to an input class

	timer->Reset();
	
	hud.Message( HUD_MSG_COMMAND, "Good morning, pilot." );
	
	while( !quit ) {
		// erase
		video->Blank();

		// update
		// get user input
		while( SDL_PollEvent( &event ) ) {
			switch( event.type ) {
				case SDL_QUIT:
					quit = true;
					break;
				case SDL_JOYAXISMOTION:
					cout << "joystick motion!" << endl;
					if(event.jaxis.which == 0)
						player->Turn( (float)-20 * 0.15f );
					break;
				case SDL_KEYDOWN:
					switch( event.key.keysym.sym ) {
						case SDLK_ESCAPE:
							quit = true;
							break;
						case SDLK_w:
							player->ThrottleUp();
							break;
						case SDLK_s:
							player->ThrottleDown();
							break;
						default:
							break;
					}
					break;
				case SDL_MOUSEMOTION:
					if(( event.motion.xrel ) && ( event.motion.xrel != 160 )) {
						if( abs(event.motion.xrel) > 20 )
							if(event.motion.xrel < 0)
								player->Turn( (float)-20 * 0.15f );
							else
								player->Turn( (float)20 * 0.15f );
						else
							player->Turn( (float)event.motion.xrel * 0.15f );
					}
					break;
				case SDL_MOUSEBUTTONDOWN:
					if( event.button.button == 1) player->Fire();
					if( event.button.button == 4) player->ThrottleUp();
					if( event.button.button == 5) player->ThrottleDown();
					break;
				default:
					break;
			}
		}

		for( int n = timer->GetLoops(); n ; --n ) {
			// update various systems
			camera->Update();
			starfield.Update();
			spriteList->Update();
			hud.Update();
		}

		// draw
		starfield.Draw();
		spriteList->Draw();
		hud.Draw();

		video->Update();

		timer->Delay();
	}
}