예제 #1
0
//##############################################################################################
int main(int argc, char* argv[]) {

    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(800, 600);
    glutInitContextVersion(3, 3);
    glutInitContextProfile(GLUT_CORE_PROFILE);
    glutCreateWindow("Warbird Simulation");

    // initialize and verify glew
    glewExperimental = GL_TRUE;  // needed my home system 
    GLenum err = glewInit();
    if (GLEW_OK != err)
        printf("GLEW Error: %s \n", glewGetErrorString(err));
    else {
        printf("Using GLEW %s \n", glewGetString(GLEW_VERSION));
        printf("OpenGL %s, GLSL %s\n",
            glGetString(GL_VERSION),
            glGetString(GL_SHADING_LANGUAGE_VERSION));
    }


    // initialize objects
    initObjects();

    // initialize cameras
    initCameras();

    // initialize scene
    init();

    // initialize animation speeds
    initAnimationSpeeds();
    
    // set glut callback functions
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutSpecialFunc(specialKeyEvent);
    glutIdleFunc(display);  // start with intervalTimer
    glutTimerFunc(animationSpeeds[currentSpeed]->getSpeed(), intervalTimer, 1);
    glutMainLoop();


    //Unallocate everything
    cleanUp();


    printf("done\n");
    return 0;
}
예제 #2
0
// **************************************************************
void MainScene::init()
{
	// Enables vector normalization
	glEnable(GL_NORMALIZE);

	initGlobals();
	initCameras();
	initLights();

	unsigned long updatePeriod = 50;
	setUpdatePeriod(updatePeriod);

	display();
}
예제 #3
0
void TestScene::init() {
	initCameras();
	initScene();
}
예제 #4
0
CGFscene::CGFscene() {
	iface=NULL;
	lastUpdate=CGFapplication::getTime();
	setUpdatePeriod(0);
	initCameras();
}
예제 #5
0
파일: new 1.c 프로젝트: ndelanou/PCWorms
int mainFenetre()
{
	unsigned int frame_max = SDL_GetTicks() + FRAME_RATE, temps = 0;
	Input * pInput = NULL; //structure contenant les informations relatives aux inputs clavier
	SDL_Texture * pTextureDisplay = NULL;	//Texture globale
	SDL_Rect camera = initRect(0, 0, 0, 0); // rect(x,y,w,h)
	Worms** wormsTab = NULL;
	char mapName[100];
	Jeu* jeu = NULL;

	//init SDL + fenetre + renderer
	if (initSWR())
	{
		//Initialisation des inputs
		pInput = initInput();
		if (pInput == NULL)
		{
			fprintf(logFile, "mainFenetre : FAILURE, initInput.\n");
			cleanUp(&pInput, &pTextureDisplay);
			return -1;
		}

		//InitSounds 
		if (!initSDLMixer()){
			fprintf(logFile, "initSDLMixer : FAILURE, init.\n");
			cleanUp(&pInput, &pTextureDisplay);
			return -1;
			
		}

		strcpy(mapName, cMAP);
		/*Initialisation SDL_TTF*/
		if (TTF_Init() == -1)
		{
			fprintf(logFile, "mainFenetre : FAILURE, initialisation de TTF_Init : %s.\n\n", TTF_GetError());
			cleanUp(&pInput, &pTextureDisplay);
			return -1;
		}

		if (mainMenu(pInput, mapName) < 0)
		{
			fprintf(logFile, "mainFenetre : FAILURE, mainMenu .\n\n");
			cleanUp(&pInput, &pTextureDisplay);
			return -1;
		}
		if (!pInput->quit)
		{
			if (mainInit() < 0)	//set le nombre d'équipe et le nombre de worms par équipe
			{
				fprintf(logFile, "mainInit : FAILURE.\n");
				cleanUp(&pInput, &pTextureDisplay);
				return -1;
			}

			/*Init game*/
			jeu = nouveauJeu(mapName);
			if (jeu == NULL)
			{
				fprintf(logFile, "nouveauJeu : FAILURE.\n");
				cleanUp(&pInput, &pTextureDisplay);
				return -1;
			}

			/*Init map*/
			if (initialisionTerrain(&jeu->pMapTerrain, "../assets/pictures/FondMap1.png", jeu->nomMap) < 0)
			{
				fprintf(logFile, "mainFenetre : FAILURE, initialisationTerrain.\n");
				cleanUp(&pInput, &pTextureDisplay);
				return -1;
			}

			/*Init global texture*/
			pTextureDisplay = my_createTextureFromSurface(jeu->pMapTerrain->globalMapSurface);
			if (pTextureDisplay == NULL)
			{
				fprintf(logFile, "mainFenetre : FAILURE, createGlobalTexture.\n");
				destroyMap(&jeu->pMapTerrain);
				cleanUp(&pInput, &pTextureDisplay);
				return -1;
			}

			/*Init sounds*/
			if (loadSounds(BipExplo, 0) < 0)
			{
				fprintf(logFile, "mainFenetre : FAILURE, loadSounds.\n");
				cleanUp(&pInput, &pTextureDisplay);
				return -1;
			}

			/*Init camera*/
			initCameras(jeu->pMapTerrain, &camera, NULL);

			/*Initialisation du tableau global de worms*/
			wormsTab = initWormsTab(jeu->equipes);
			if (wormsTab == NULL)
			{
				destroyMap(&jeu->pMapTerrain);
				cleanUp(&pInput, &pTextureDisplay);
				fprintf(logFile, "mainFenetre : FAILURE, allocating memory to the global array of worms pointer.\n\n");
				return -1;
			}

			/*Init Display*/
			initDisplay(jeu->pMapTerrain, pTextureDisplay);

			/*Initialisation des worms*/
			while (!KaamInitGame(wormsTab, jeu->pMapTerrain->collisionMapSurface))
				renderScreen(2, 0, jeu->pMapTerrain, 1, pTextureDisplay, &camera, NULL);
		}
		while (!(pInput->quit))
		{
			//Récupération des inputs
			getInput(pInput);

			//Gestion des inputs
			if (!gestInput(pInput, jeu->pMapTerrain, pTextureDisplay, &camera, wormsTab))
			{
				fprintf(logFile, "mainFenetre : FAILURE, gestInput.\n");
			}

			//Update de l'écran
			if (pInput->raffraichissement)
			{
				renderScreen(2, 0, jeu->pMapTerrain, 1, pTextureDisplay, &camera, NULL);
				pInput->raffraichissement = 0;
			}

			updateTeamLife(jeu->equipes);
			isGameEnd(jeu->equipes);

			//Gestion du frame Rate
			frameRate(frame_max);
			frame_max = SDL_GetTicks() + FRAME_RATE;
			if ((SDL_GetTicks() - temps) >= 1000)
			{
				temps = SDL_GetTicks();
				jeu->temps -= 1;
			}
		}


		endDisplay();
		cleanSounds();
		Mix_CloseAudio();
		fprintf(logFile, "||| END OF THE GAME |||\n");
		if (jeu != NULL)
			destroyMap(&jeu->pMapTerrain);
		destroyPolice();
		if (wormsTab != NULL)
			free(wormsTab);
		wormsTab = NULL;
	}
	cleanUp(&pInput, &pTextureDisplay);
	fprintf(logFile, "mainFenetre : SUCCESS.\n");
	if (jeu != NULL)
	{
		saveGame(jeu);
		destroyJeu(&jeu);
	}
	{
		time_t t1 = time(NULL);
		fprintf(logFile, "\n\nEnd of Session : %s", ctime(&t1));
		fclose(logFile);
	};
	return 0;
}