コード例 #1
0
void DrawStuff(){
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glTranslatef(0, 0, -50);
	glRotatef(-45, 0, 1, 0);
	glRotatef(45, 1, 0, 0);
	glTranslatef(0, 0, 50);
	if (textured){
		if (image1){
			texData = tgaLoad("tardis.tga");
		}
		else {
			texData = tgaLoad("gmDoor.tga");
		}
		glGenTextures(1, &texName);
		glBindTexture(GL_TEXTURE_2D, texName);
		glTexImage2D(GL_TEXTURE_2D, 0, 3, texData->width, texData->height, 0, GL_RGB, GL_UNSIGNED_BYTE, texData->imageData);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	}
	glBegin(GL_QUADS);
	//Front
	glTexCoord2f(xMin, yMin); glVertex3f(-10.0, -10.0, -50.0);
	glTexCoord2f(xMax, yMin); glVertex3f(10.0, -10.0, -50.0);
	glTexCoord2f(xMax, yMax); glVertex3f(10.0, 10.0, -50.0);
	glTexCoord2f(xMin, yMax); glVertex3f(-10.0, 10.0, -50.0);
	//Right
	glTexCoord2f(xMin, yMin); glVertex3f(10.0, -10.0, -50.0);
	glTexCoord2f(xMax, yMin); glVertex3f(10.0, -10.0, -70.0);
	glTexCoord2f(xMax, yMax); glVertex3f(10.0, 10.0, -70.0);
	glTexCoord2f(xMin, yMax); glVertex3f(10.0, 10.0, -50.0);
	//Back
	glTexCoord2f(xMin, yMin); glVertex3f(10.0, -10.0, -70.0);
	glTexCoord2f(xMax, yMin); glVertex3f(-10.0, -10.0, -70.0);
	glTexCoord2f(xMax, yMax); glVertex3f(-10.0, 10.0, -70.0);
	glTexCoord2f(xMin, yMax); glVertex3f(10.0, 10.0, -70.0);
	//Left
	glTexCoord2f(xMin, yMin); glVertex3f(-10.0, -10.0, -70.0);
	glTexCoord2f(xMax, yMin); glVertex3f(-10.0, -10.0, -50.0);
	glTexCoord2f(xMax, yMax); glVertex3f(-10.0, 10.0, -50.0);
	glTexCoord2f(xMin, yMax); glVertex3f(-10.0, 10.0, -70.0);
	//Top
	glTexCoord2f(xMin, yMin); glVertex3f(-10.0, 10.0, -50.0);
	glTexCoord2f(xMax, yMin); glVertex3f(10.0, 10.0, -50.0);
	glTexCoord2f(xMax, yMax); glVertex3f(10.0, 10.0, -70.0);
	glTexCoord2f(xMin, yMax); glVertex3f(-10.0, 10.0, -70.0);
	//Bottom
	glTexCoord2f(xMin, yMin); glVertex3f(-10.0, -10.0, -50.0);
	glTexCoord2f(xMax, yMin); glVertex3f(-10.0, -10.0, -70.0);
	glTexCoord2f(xMax, yMax); glVertex3f(10.0, -10.0, -70.0);
	glTexCoord2f(xMin, yMax); glVertex3f(10.0, -10.0, -50.0);
	glEnd();

	glPopMatrix();
}
コード例 #2
0
void loadSkyboxTextures(void)
{
	char *impathfile[6] = { "textures/front.tga", "textures/back.tga", "textures/right.tga", "textures/left.tga", "textures/top.tga", "textures/bottom.tga" };
	int i;

	// Carrega as imagens de textura da skybox
	for (i = 0; i<6; i++)
	{
		im2[i] = tgaLoad(impathfile[i]);

		//printf("IMAGE INFO: %s\nstatus: %d\ntype: %d\npixelDepth: %d\nsize%d x %d\n", impathfile[i], im2[i]->status, im2[i]->type, im2[i]->pixelDepth, im2[i]->width, im2[i]->height); fflush(stdout);
	}

	for (i = 0; i<6; i++)
	{
		// Selecciona uma textura
		glBindTexture(GL_TEXTURE_2D, skyboxtextures[i]);

		// Impede a existência de "bordas" entre as texturas
		glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_CLAMP_TO_EDGE);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // MIPMAP
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

		// build our texture mipmaps
		gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, im2[i]->width, im2[i]->height, GL_RGB, GL_UNSIGNED_BYTE, im2[i]->imageData); // MIPMAP
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, im2[i]->width, im2[i]->height, 0, GL_RGB, GL_UNSIGNED_BYTE, im2[i]->imageData);

	}

	// Destroi as imagens
	for (i = 0; i<6; i++) tgaDestroy(im2[i]);
}
コード例 #3
0
void init(void)
{
    glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
    glEnable ( GL_COLOR_MATERIAL );
    glColorMaterial ( GL_FRONT, GL_AMBIENT_AND_DIFFUSE );

    glEnable ( GL_TEXTURE_2D );
    glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 );
    glGenTextures (3, texture_id);

    image_t   temp_image;

    glBindTexture ( GL_TEXTURE_2D, texture_id [0] );
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
    tgaLoad  ( "CRATE.tga", &temp_image, TGA_FREE | TGA_LOW_QUALITY );

    glBindTexture ( GL_TEXTURE_2D, texture_id [1] );
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    tgaLoad  ( "CRATE.tga", &temp_image, TGA_FREE | TGA_LOW_QUALITY );

    glBindTexture ( GL_TEXTURE_2D, texture_id [2] );
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST );
    tgaLoad  ( "CRATE.tga", &temp_image, TGA_FREE | TGA_LOW_QUALITY );

    glEnable ( GL_CULL_FACE );

    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

    glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);		// Setup The Ambient Light
    glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);		// Setup The Diffuse Light
    glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);	// Position The Light
    glEnable(GL_LIGHT1);								// Enable Light One
}
コード例 #4
0
ファイル: Mesh.cpp プロジェクト: ecntrk/ILFcore
static bool checkForTexture(const string &pathName,
                            const string &fileName,
							image_t *texture)
{
    if (fileName.size())
	{
		string fullPath = string(pathName + fileName);
		tgaLoad(fullPath.c_str(), texture, TGA_DEFAULT);

		if (texture != NULL)
			return true;
    }

	return false;
}
コード例 #5
0
void CCTileMapAtlas::loadTGAfile(const char *file)
{
    CCAssert( file != NULL, "file must be non-nil");

    //    //Find the path of the file
    //    NSBundle *mainBndl = [CCDirector sharedDirector].loadingBundle;
    //    CCString *resourcePath = [mainBndl resourcePath];
    //    CCString * path = [resourcePath stringByAppendingPathComponent:file];

    m_pTGAInfo = tgaLoad( CCFileUtils::fullPathFromRelativePath(file) );
#if 1
    if( m_pTGAInfo->status != TGA_OK ) 
    {
        CCAssert(0, "TileMapAtlasLoadTGA : TileMapAtas cannot load TGA file");
    }
#endif
}
コード例 #6
0
void TileMapAtlas::loadTGAfile(const std::string& file)
{
    std::string fullPath = FileUtils::getInstance()->fullPathForFilename(file);

    //    //Find the path of the file
    //    NSBundle *mainBndl = [Director sharedDirector].loadingBundle;
    //    String *resourcePath = [mainBndl resourcePath];
    //    String * path = [resourcePath stringByAppendingPathComponent:file];

    _TGAInfo = tgaLoad( fullPath.c_str() );
#if 1
    if( _TGAInfo->status != TGA_OK ) 
    {
        CCASSERT(0, "TileMapAtlasLoadTGA : TileMapAtlas cannot load TGA file");
    }
#endif
}
コード例 #7
0
ファイル: gldemo.cpp プロジェクト: igotcarpet/softgl
void loadTex(char * pstrName)
{
	image_t   temp_image;
	tgaLoad  ( pstrName, &temp_image, TGA_DEFAULT);
	glGenTextures(1, &tex[demoId]);

	glBindTexture(GL_TEXTURE_2D, tex[demoId]);

	glTexImage2D(GL_TEXTURE_2D, 0, 4, temp_image.info.width, temp_image.info.height, 
		0, GL_RGB, GL_UNSIGNED_BYTE, temp_image.data);

	GLfloat color[4];
	color[0] = 1.0f, color[1] = 0.0f, color[2] = 1.0f, color[3] = 0.5f;
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
コード例 #8
0
void load_tga_image(std::string nome, GLuint texture, bool transparency)
{
	std::string impathfile = "textures/" + nome + ".tga";

	std::vector<char> writable(impathfile.begin(), impathfile.end());
	writable.push_back('\0');

	// Carrega a imagem de textura
	im = tgaLoad(&writable[0]);
	//printf("IMAGE INFO: %s\nstatus: %d\ntype: %d\npixelDepth: %d\nsize%d x %d\n", impathfile, im->status, im->type, im->pixelDepth, im->width, im->height);

	// Seleciona a textura atual
	glBindTexture(GL_TEXTURE_2D, texture);

	// set up quadric object and turn on FILL draw style for it
	mysolid = gluNewQuadric();
	gluQuadricDrawStyle(mysolid, GLU_FILL);

	// turn on texture coordinate generator for the quadric
	gluQuadricTexture(mysolid, GL_TRUE);

	// select modulate to mix texture with color for shading
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // MIPMAP
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	// build our texture mipmaps
	if (!transparency){
		gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, im->width, im->height, GL_RGB, GL_UNSIGNED_BYTE, im->imageData); // MIPMAP
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, im->width, im->height, 0, GL_RGB, GL_UNSIGNED_BYTE, im->imageData);
	}
	else{
		//Textura com transparência (anéis de saturno)
		gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, im->width, im->height, GL_RGB, GL_UNSIGNED_BYTE, im->imageData); // MIPMAP
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, im->width, im->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, im->imageData);
	}


	// Destroi a imagem
	tgaDestroy(im);
}
コード例 #9
0
void TileMapAtlas::loadTGAfile(const char *file)
{
    CCAssert( file != NULL, "file must be non-nil");

    std::string fullPath = FileUtils::sharedFileUtils()->fullPathForFilename(file);

    //    //Find the path of the file
    //    NSBundle *mainBndl = [Director sharedDirector].loadingBundle;
    //    String *resourcePath = [mainBndl resourcePath];
    //    String * path = [resourcePath stringByAppendingPathComponent:file];

    _TGAInfo = tgaLoad( fullPath.c_str() );
#if 1
    if( _TGAInfo->status != TGA_OK ) 
    {
        CCAssert(0, "TileMapAtlasLoadTGA : TileMapAtlas cannot load TGA file");
    }
#endif
}
コード例 #10
0
ファイル: image.cpp プロジェクト: TrevorDev/old-and-misc
Image::Image(string filename, int length, int width, int xPos, int yPos){
	glEnable(GL_DEPTH_TEST);
	glGenTextures(1, texName);
	pic = tgaLoad((char *)filename.c_str());
	glBindTexture(GL_TEXTURE_2D,texName[0]);
	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_LINEAR);
	
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pic->width, pic->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pic->imageData);

	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, 0);
	this->x=xPos;
	this->y=yPos;
	this->width=width;
	this->length=length;
}
コード例 #11
0
ファイル: main - backup.cpp プロジェクト: istinj/MedRob_Rob2
/*******************************************************************************
    Function:	textureLoadFromImage
    Usage:		extureLoadFromImage(char *filename, int normals)

---------------------------------------------------------------------------
Extracts the image data pixels

*******************************************************************************/
int pixelLoadFromImage(char *filename, int normals)
{
    int mode;
    float pointHeight;

// load the image, using the tgalib
    info = tgaLoad(filename);

// check to see if the image was properly loaded
// remember: only greyscale, RGB or RGBA noncompressed images
    mode = 1;

    if (info->status != TGA_OK)
    {
        printf("Error loading texture map \n");
        mode = 0;
    }

    return(mode);
}
コード例 #12
0
ファイル: tgaSupport.cpp プロジェクト: CouleeApps/BlazeBall
bool tgaReadImage(const std::string &file, U8 *&bitmap, glm::ivec2 &dims, BitmapTexture::Format &format) {
	tgaInfo *info = tgaLoad(file.c_str());

	if (info == NULL) {
		return false;
	}
	if (info->status != TGA_OK) {
		tgaDestroy(info);
		IO::printf("Error reading TGA: %d", info->status);
		return false;
	}

	dims.x = info->width;
	dims.y = info->height;
	format = (info->pixelDepth == 24 ? BitmapTexture::FormatRGB8 : BitmapTexture::FormatRGBA8);

	bitmap = new U8[info->width * info->height * (info->pixelDepth / 8)];
	memcpy(bitmap, info->imageData, info->width * info->height * (info->pixelDepth / 8));

	tgaDestroy(info);

	return true;
}
コード例 #13
0
ファイル: Main.cpp プロジェクト: erbuka/andrea
void LoadTextures() {
	image_t temp;
	glGenTextures(1, &texture);
	glBindTexture(GL_TEXTURE_2D,texture);
	tgaLoad("texture.tga", &temp, TGA_DEFAULT);
}
コード例 #14
0
ファイル: Objects.cpp プロジェクト: Stibbons/FourmiZZ
bool objects_init(Map_Settings mSettings)
{

//  Load_Menu_Textures();
	SDL_ShowCursor(false);

  char szfm1path[256];
  char szobjpath[256];
  char sztexpath[256];
  
  /* chemins vers les objets 3D */
  strcpy(szobjpath, g_exepath);
  strcat(szobjpath, "objects"PATHDELIM_S);
  /* chemins vers les textures */
  strcpy(sztexpath, g_exepath);
  strcat(sztexpath, "textures"PATHDELIM_S);



  /* chargement d'un objet Graine */
  g_ObjsSeed = new C3DObjElements ;

  strcpy(szfm1path, g_exepath);
  strcat(szfm1path, "objects"PATHDELIM_S"seed.fm1");
  if (!C3DObjLoader::Load3d(szfm1path,&g_ObjsSeed->m_hiRes, AnimNameUID, ObjNameUID))
    return false;
  g_ObjsSeed->m_hiRes->Load(szobjpath, sztexpath, true, &g_textures_list, &g_objects_list, &g_matDefault);
  g_ObjsSeed->m_lowRes = 0 ;



  /* chargement d'un objet Fourmi Récolteuse générique */
  g_ObjsHarvester = new C3DObjElements;
  strcpy(szfm1path, g_exepath);
  strcat(szfm1path, "objects"PATHDELIM_S"minor.fm1");
  if (!C3DObjLoader::Load3d(szfm1patPATHDELIMh,&g_ObjsHarvester->m_hiRes, AnimNameUID, ObjNameUID))
    return false;
  g_ObjsHarvester->m_hiRes->Load(szobjpath, sztexpath, true, &g_textures_list, &g_objects_list, &g_matSeed);

    /* chargement d'un objet Fourmi Récolteuse générique */
  strcpy(szfm1path, g_exepath);
  strcat(szfm1path, "objects"PATHDELIM_S"minor-lowres.fm1");
  if (!C3DObjLoader::Load3d(szfm1path,&g_ObjsHarvester->m_lowRes, AnimNameUID, ObjNameUID))
    return false;
  g_ObjsHarvester->m_lowRes->Load(szobjpath, sztexpath, true, &g_textures_list, &g_objects_list, NULL);

  
    /* chargement d'un objet Herbe Type 1 */
  g_ObjsWeed1 = new C3DObjElements;
  strcpy(szfm1path, g_exepath);
  strcat(szfm1path, "objects"PATHDELIM_S"weed1.fm1");
  if (!C3DObjLoader::Load3d(szfm1path,&g_ObjsWeed1->m_hiRes, AnimNameUID, ObjNameUID))
    return false;
  g_ObjsWeed1->m_hiRes->Load(szobjpath, sztexpath, true, &g_textures_list, &g_objects_list, NULL);
  g_ObjsWeed1->m_lowRes = NULL;

      /* chargement d'un objet Herbe Type 2 */
  g_ObjsWeed2 = new C3DObjElements;
  strcpy(szfm1path, g_exepath);
  strcat(szfm1path, "objects"PATHDELIM_S"weed2.fm1");
  if (!C3DObjLoader::Load3d(szfm1path,&g_ObjsWeed2->m_hiRes, AnimNameUID, ObjNameUID))
    return false;
  g_ObjsWeed2->m_hiRes->Load(szobjpath, sztexpath, true, &g_textures_list, &g_objects_list, NULL);
  g_ObjsWeed2->m_lowRes = NULL;

      /* chargement d'un objet Champignon*/
  g_ObjsMushroom = new C3DObjElements;
  strcpy(szfm1path, g_exepath);
  strcat(szfm1path, "objects"PATHDELIM_S"mushroom.fm1");
  if (!C3DObjLoader::Load3d(szfm1path,&g_ObjsMushroom->m_hiRes, AnimNameUID, ObjNameUID))
    return false;
  g_ObjsMushroom->m_hiRes->Load(szobjpath, sztexpath, true, &g_textures_list, &g_objects_list, NULL);
  g_ObjsMushroom->m_lowRes = NULL;

      /* chargement d'un objet Fleur Rouge*/
  g_ObjsRedFlower = new C3DObjElements;
  strcpy(szfm1path, g_exepath);
  strcat(szfm1path, "objects"PATHDELIM_S"redflower.fm1");
  if (!C3DObjLoader::Load3d(szfm1path,&g_ObjsRedFlower->m_hiRes, AnimNameUID, ObjNameUID))
    return false;
  g_ObjsRedFlower->m_hiRes->Load(szobjpath, sztexpath, true, &g_textures_list, &g_objects_list, NULL);
  g_ObjsRedFlower->m_lowRes = NULL;

      /* chargement d'un objet Araignée*/
  g_ObjsSpider = new C3DObjElements;
  strcpy(szfm1path, g_exepath);
  strcat(szfm1path, "objects"PATHDELIM_S"spider.fm1");
  if (!C3DObjLoader::Load3d(szfm1path,&g_ObjsSpider->m_hiRes, AnimNameUID, ObjNameUID))
    return false;
  g_ObjsSpider->m_hiRes->Load(szobjpath, sztexpath, true, &g_textures_list, &g_objects_list, NULL);
  g_ObjsSpider->m_lowRes = NULL;

      /* chargement d'un objet Major*/
  g_ObjsMajor = new C3DObjElements;
  strcpy(szfm1path, g_exepath);
  strcat(szfm1path, "objects"PATHDELIM_S"major.fm1");
  if (!C3DObjLoader::Load3d(szfm1path,&g_ObjsMajor->m_hiRes, AnimNameUID, ObjNameUID))
    return false;
  g_ObjsMajor->m_hiRes->Load(szobjpath, sztexpath, true, &g_textures_list, &g_objects_list, NULL);
  g_ObjsMajor->m_lowRes = NULL;
  //g_ObjsMajor->m_hiRes->SelectDefaultAnimation(ANIMATION_WALK_UID);
  //g_ObjsMajor->m_hiRes->ChangeFrameRateRatio(4);
/*  CVector3f grav (0,-0.8f,0);
  CVector3f randplan  (0.0f, 0.0f, 0.0f);
  CVector3f randspeed (0.3f, 0.8f, 0.4f);*/
/*g_ObjsMajor->m_hiRes->InitParticleSystem(OBJECT_SHOOTPARTICLE_UID, 
                               20.0f, 20, 5.0f, 1.0f,
                               0.3f, 1.0f, 0.3f, 0.8f,
                               false,0, 0.5f,0.5f, grav, 
                               randplan, randspeed, NULL,NULL);
  g_ObjsMajor->m_hiRes->Reset();*/
//g_ObjsMajor->m_hiRes->StartParticleSystem();



  init_world(world,"AI_test.wld", mSettings);

//  minor.load3d();
 
  /* initialisation des objets par copie */
  
/*
  g_ObjGraine = new C3DObjElement;
  *(g_ObjGraine) = *(ObjGraine);
  g_ObjGraine->ChangeFrameRateRatio(10.0);
  


  g_ObjFourmi1 = new C3DObjElement;
  *(g_ObjFourmi1) = *(ObjOuvriere);
  g_ObjFourmi1->ChangeFrameRateRatio(40.0);
  g_ObjFourmi1->SelectDefaultAnimation(ANIMATION_STAY_UID);
  g_ObjFourmi1->RandomAnimationStart(ANIMATION_STAY_UID);

  
  g_ObjFourmi2 = new C3DObjElement;
  *(g_ObjFourmi2) = *(ObjOuvriere);
  g_ObjFourmi2->ChangeFrameRateRatio(10.0);
  g_ObjFourmi2->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi2->RandomAnimationStart(ANIMATION_WALK_UID);

  
  g_ObjFourmi3 = new C3DObjElement;
  *(g_ObjFourmi3) = *(ObjOuvriere);
  g_ObjFourmi3->ChangeFrameRateRatio(10.0);
  g_ObjFourmi3->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi3->RandomAnimationStart(ANIMATION_WALK_UID);

  
  g_ObjFourmi4 = new C3DObjElement;
  *(g_ObjFourmi4) = *(ObjOuvriere);
  g_ObjFourmi4->ChangeFrameRateRatio(10.0);
  g_ObjFourmi4->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi4->RandomAnimationStart(ANIMATION_WALK_UID);


  g_ObjFourmi5 = new C3DObjElement;
  *(g_ObjFourmi5) = *(ObjOuvriere);
  g_ObjFourmi5->ChangeFrameRateRatio(10.0);
  g_ObjFourmi5->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi5->RandomAnimationStart(ANIMATION_WALK_UID);


  g_ObjFourmi6 = new C3DObjElement;
  *(g_ObjFourmi6) = *(ObjOuvriere);
  g_ObjFourmi6->ChangeFrameRateRatio(10.0);
  g_ObjFourmi6->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi6->RandomAnimationStart(ANIMATION_WALK_UID);


  g_ObjFourmi7 = new C3DObjElement;
  *(g_ObjFourmi7) = *(ObjOuvriere);
  g_ObjFourmi7->ChangeFrameRateRatio(10.0);
  g_ObjFourmi7->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi7->RandomAnimationStart(ANIMATION_WALK_UID);

  
  g_ObjFourmi8 = new C3DObjElement;
  *(g_ObjFourmi8) = *(ObjOuvriere);
  g_ObjFourmi8->ChangeFrameRateRatio(10.0);
  g_ObjFourmi8->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi8->RandomAnimationStart(ANIMATION_WALK_UID);

  g_ObjFourmi9 = new C3DObjElement;
  *(g_ObjFourmi9) = *(ObjOuvriere);
  g_ObjFourmi9->ChangeFrameRateRatio(10.0);
  g_ObjFourmi9->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi9->RandomAnimationStart(ANIMATION_WALK_UID);


  g_ObjFourmi10 = new C3DObjElement;
  *(g_ObjFourmi10) = *(ObjOuvriere);
  g_ObjFourmi10->ChangeFrameRateRatio(10.0);
  g_ObjFourmi10->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi10->RandomAnimationStart(ANIMATION_WALK_UID);


  g_ObjFourmi11 = new C3DObjElement;
  *(g_ObjFourmi11) = *(ObjOuvriere);
  g_ObjFourmi11->ChangeFrameRateRatio(10.0);
  g_ObjFourmi11->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi11->RandomAnimationStart(ANIMATION_WALK_UID);

  g_ObjFourmi12 = new C3DObjElement;
  *(g_ObjFourmi12) = *(ObjOuvriere);
  g_ObjFourmi12->ChangeFrameRateRatio(10.0);
  g_ObjFourmi12->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi12->RandomAnimationStart(ANIMATION_WALK_UID);


  g_ObjFourmi13 = new C3DObjElement;
  *(g_ObjFourmi13) = *(ObjOuvriere);
  g_ObjFourmi13->ChangeFrameRateRatio(10.0);
  g_ObjFourmi13->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi13->RandomAnimationStart(ANIMATION_WALK_UID);


  g_ObjFourmi14 = new C3DObjElement;
  *(g_ObjFourmi14) = *(ObjOuvriere);
  g_ObjFourmi14->ChangeFrameRateRatio(10.0);
  g_ObjFourmi14->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi14->RandomAnimationStart(ANIMATION_WALK_UID);

  
  g_ObjFourmi15 = new C3DObjElement;
  *(g_ObjFourmi15) = *(ObjOuvriere);
  g_ObjFourmi15->ChangeFrameRateRatio(10.0);
  g_ObjFourmi15->SelectDefaultAnimation(ANIMATION_WALK_UID);
  g_ObjFourmi15->RandomAnimationStart(ANIMATION_WALK_UID);

  */

  CVector3f PositionInitiale( 600,400,600 );
  CVector3f VitesseInitiale( 5.,-180.,0 );
  CVector3f Force( 0.f,-9.81f*80.f,-500.f );

  CVector3f RandomPlan( 1200,0.0,1200 );
  CVector3f RandomSpeed( 0, -40, 0 );
  
  strcpy(g_sztextureparticule, g_exepath);
  strcat(g_sztextureparticule, "textures"PATHDELIM_S"particle.tga");
  GLuint texuid;
  glGenTextures(1, &texuid);	// Create The Texture
  tgaLoad(g_sztextureparticule,texuid);
  g_ParticleSystem.Init(1000, 5, 10, 
                        0.8f, 1.0f, 1.0f, 0.25f,
                        true, texuid, 10.,13.,
                        PositionInitiale, VitesseInitiale, Force,
                        RandomPlan, RandomSpeed,&create_particle_callback,
                        NULL);
  g_ParticleChrono.Reset();

  return true;
}
コード例 #15
0
ファイル: 7.cpp プロジェクト: Shanni/OpenGL_Projects
void init()
{
  glClearColor(0.0, 0.0, 0.0, 1.0);

  glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
  glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);

  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);

  glMaterialfv(GL_LIGHT0, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialf(GL_LIGHT0, GL_SHININESS, mat_shininess);
  glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);

  glShadeModel(GL_SMOOTH);  /* enable smooth shading */
  glEnable(GL_LIGHTING);    /* enable lighting */
  glEnable(GL_LIGHT0);      /* enable light 0 */

  glEnable(GL_DEPTH_TEST);

// following are texture mapping part
 // glClearColor(0.0f, 0.0f, 0.0f, 0.5f);        // Black Background
  glEnable ( GL_COLOR_MATERIAL );
  glColorMaterial ( GL_LIGHT0, GL_AMBIENT_AND_DIFFUSE );


  glEnable ( GL_TEXTURE_2D );
  glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 );
 // glGenTextures (1, texture_id);

  image_t   temp_image;


  glBindTexture ( GL_TEXTURE_2D, texture_id[MOUNTAIN_TEXTURE] );
  tgaLoad  ( "mountains-hero.tga", &temp_image, TGA_FREE | TGA_LOW_QUALITY );


//try to load a second picture

  glPixelStorei ( GL_UNPACK_ALIGNMENT, 2);
 // glGenTextures (2, texture_id);

  image_t   temp_image2;

  glBindTexture ( GL_TEXTURE_2D, texture_id[CLOUD_TEXTURE] );
  tgaLoad  ( "atmosphere_clouds.tga", &temp_image2, TGA_FREE | TGA_LOW_QUALITY );

  //try to load a third texture
  glPixelStorei ( GL_UNPACK_ALIGNMENT, 3 );
  glGenTextures (3, texture_id);

  image_t   temp_image3;


  glBindTexture ( GL_TEXTURE_2D, texture_id[CHECKBOARD_TEXTURE] );
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                                           GL_LINEAR_MIPMAP_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

   glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
  tgaLoad  ( "color_checkboard.tga", &temp_image3, TGA_FREE | TGA_LOW_QUALITY );


// a flat image
   glShadeModel(GL_FLAT);

   makeCheckImage();
   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

   glGenTextures(4, &texture_id[3]);
   glBindTexture(GL_TEXTURE_2D, texture_id[3]);

   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);
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, 
                checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 
                checkImage);

   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glEnable(GL_TEXTURE_2D);
   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
   glBindTexture(GL_TEXTURE_2D, texture_id[3]);

 

  glEnable ( GL_CULL_FACE );


  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
コード例 #16
0
ファイル: terrain.cpp プロジェクト: consultit/tg
int terrainLoadFromImage(char *filename, int normals) {

	tgaInfo *info;
	int mode;
	float pointHeight;

/* if a terrain already exists, destroy it. */
	if (terrainHeights != NULL)
		terrainDestroy();
		
/* load the image, using the tgalib */
	info = tgaLoad(filename);

/* check to see if the image was properly loaded
   remember: only greyscale, RGB or RGBA noncompressed images */
	if (info->status != TGA_OK)
		return(TERRAIN_ERROR_LOADING_IMAGE);

/* if the image is RGB, convert it to greyscale
   mode will store the image's number of components */
	mode = info->pixelDepth / 8;
	if (mode == 3) {
		tgaRGBtoGreyscale(info);
		mode = 1;
	}
	
/* set the width and height of the terrain */
	terrainGridWidth = info->width;
	terrainGridLength = info->height;

/* alocate memory for the terrain, and check for errors */
	terrainHeights = (float *)malloc(terrainGridWidth * terrainGridLength * sizeof(float));
	if (terrainHeights == NULL)
		return(TERRAIN_ERROR_MEMORY_PROBLEM);

/* allocate memory for the normals, and check for errors */
	if (normals) {
		terrainNormals = (float *)malloc(terrainGridWidth * terrainGridLength * sizeof(float) * 3);
		if (terrainNormals == NULL)
			return(TERRAIN_ERROR_MEMORY_PROBLEM);
	}
	else
			terrainNormals = NULL;

/* if mode = RGBA then allocate memory for colors, and check for errors */
	if (mode == 4) {
		terrainColors = (float *)malloc(terrainGridWidth * terrainGridLength * sizeof(float)*3);
		if (terrainColors == NULL)
			return(TERRAIN_ERROR_MEMORY_PROBLEM);
	}
	else
		terrainColors = NULL;

/* fill arrays */
	for (int i = 0 ; i < terrainGridLength; i++)
		for (int j = 0;j < terrainGridWidth; j++) {

/* compute the height as a value between 0.0 and 1.0 */
			pointHeight = info->imageData[mode*(i*terrainGridWidth + j)+(mode-1)] / 255.0;
			terrainHeights[i*terrainGridWidth + j] = pointHeight;
/* if mode = RGBA then fill the colors array as well */
			if (mode==4) {
				terrainColors[3*(i*terrainGridWidth + j)]   = (info->imageData[mode*(i*terrainGridWidth + j)])/255.0;
				terrainColors[3*(i*terrainGridWidth + j)+1] = (info->imageData[mode*(i*terrainGridWidth + j)+1])/255.0;
				terrainColors[3*(i*terrainGridWidth + j)+2] = (info->imageData[mode*(i*terrainGridWidth + j)+2])/255.0;
			}
		}
/* if we want normals then compute them		*/
	if (normals)
		terrainComputeNormals();
/* free the image's memory  */
	tgaDestroy(info);
	
	return(TERRAIN_OK); 
}
コード例 #17
0
ファイル: Objects.cpp プロジェクト: Stibbons/FourmiZZ
bool objects_recreate_displaylists()
{
  menu_main= new menu(TempSettings,"Menu.ini");
  menu_map = new menu(TempSettings,"Mapmenu.ini");
  g_textures_list.m_textures_number=0;
  // TODO : mettre tous les types d'objets ici pour recharger leur displaylist


  // ResetTextures reset les textures des particules.
  GLuint texuid;
  glGenTextures(1, &texuid);	// Create The Texture
  tgaLoad(g_sztextureparticule,texuid);
  g_ParticleSystem.ResetTextures(texuid);

  // et maintenant c'est le tour de la police.
  uint tex,mask;
	glGenTextures(1, &tex);
  tgaLoad("textures"PATHDELIM_S"font.tga",tex);
	glGenTextures(1, &mask);
  tgaLoad("textures"PATHDELIM_S"fontmask.tga",mask);
  fontBuild(tex, mask);
  fontResize(TAILLEX, TAILLEY);

  // TODO: reset des textures des phéromones

  if (world)
  {
    glGenTextures(1,&(world->g_world_->token_texture_id_));
    tgaLoad("textures"PATHDELIM_S"token.tga",world->g_world_->token_texture_id_);
    world->map_->Switch_to_fullscreen();

    if (g_ObjsHarvester)
    {
      g_ObjsHarvester->m_hiRes->RebuilDisplayLists();
  
    // c'est magique, il suffit pour les fourmis texturées de ne le faire qu'une
    // fois (la texture va être en fait simplement recréé avec le même ID 
    // qu'avant, donc les autres n'y voient que du feu
      g_ObjsHarvester->m_hiRes->Load(NULL, NULL, true,&g_textures_list, &g_objects_list, &g_matDefault);
    // l'objet étant déjà en mémoire (3DS), il ne sera pas recharger sur le 
    // disque dur, donc pas la peine de donner le dossier où sont stocker les
    // fichiers
    }

    if (g_ObjsHarvester->m_lowRes)
    {
      g_ObjsHarvester->m_lowRes->RebuilDisplayLists();
      g_ObjsHarvester->m_lowRes->Load(NULL, NULL, true,&g_textures_list, &g_objects_list, &g_matDefault);
    }
    if (g_ObjsSeed)
    {
      g_ObjsSeed->m_hiRes->RebuilDisplayLists();
      g_ObjsSeed->m_hiRes->Load(NULL, NULL, true,&g_textures_list, &g_objects_list, NULL);
    }
    if (g_ObjsWeed1)
    {
      g_ObjsWeed1->m_hiRes->RebuilDisplayLists();
      g_ObjsWeed1->m_hiRes->Load(NULL, NULL, true,&g_textures_list, &g_objects_list, NULL);
    }
    if (g_ObjsWeed2)
    {
      g_ObjsWeed2->m_hiRes->RebuilDisplayLists();
      g_ObjsWeed2->m_hiRes->Load(NULL, NULL, true,&g_textures_list, &g_objects_list, NULL);
    }
    if (g_ObjsMushroom)
    {
      g_ObjsMushroom->m_hiRes->RebuilDisplayLists();
      g_ObjsMushroom->m_hiRes->Load(NULL, NULL, true,&g_textures_list, &g_objects_list, NULL);
    }
    if (g_ObjsRedFlower)
    {
      g_ObjsRedFlower->m_hiRes->RebuilDisplayLists();
      g_ObjsRedFlower->m_hiRes->Load(NULL, NULL, true,&g_textures_list, &g_objects_list, NULL);
    }
    if (g_ObjsSpider)
    {
      g_ObjsSpider->m_hiRes->RebuilDisplayLists();
      g_ObjsSpider->m_hiRes->Load(NULL, NULL, true,&g_textures_list, &g_objects_list, NULL);
    }

  }

  return true;
}