Changed: Renamed a few classes

Changed: Moved most sensible objects into the OpenArena namespace
~g2k
This commit is contained in:
2005-06-29 11:33:11 -04:00
parent f6a191d21d
commit c16a0dae6d
17 changed files with 1818 additions and 1781 deletions

View File

@@ -9,82 +9,82 @@
#include "mygl.h"
#include "screen.h"
class CameraClass
namespace OpenArena
{
public:
//Constructors
CameraClass(); //Default Constructor
//Purpose:
//
class Camera
{
public:
//Constructors
Camera(); //Default Constructor
//Purpose:
//
//CameraClass(const CameraClass&); //Copy Constructor
//Purpose:
//
//Camera(const Camera&); //Copy Constructor
//Purpose:
//
//Observer Accessors
Vec3f Position();
//Purpose:
//
//Observer Accessors
Vec3f Position();
//Purpose:
//
Vec3f View();
//Purpose:
//
Vec3f View();
//Purpose:
//
Vec3f UpVector();
//Purpose:
//
Vec3f UpVector();
//Purpose:
//
Vec3f Strafe();
//Purpose:
//
Vec3f Strafe();
//Purpose:
//
//Mutators
void PositionCamera(double xpos, double ypos, double zpos,
double xview, double yview, double zview,
double xup, double yup, double zup);
//Purpose:
//
//Mutators
void PositionCamera(double xpos, double ypos, double zpos,
double xview, double yview, double zview,
double xup, double yup, double zup);
//Purpose:
//
void PositionCamera(Vec3f pos, Vec3f view, Vec3f up);
//Purpose:
//
void PositionCamera(Vec3f pos, Vec3f view, Vec3f up);
//Purpose:
//
void RotateView(double angle, double X, double Y, double Z);
//Purpose:
//
void RotateView(double angle, double X, double Y, double Z);
//Purpose:
//
void SetViewByMouse(SCREEN g_Screen);
//Purpose:
//
void SetViewByMouse(Screen g_Screen);
//Purpose:
//
void RotateAroundPoint(Vec3f vCenter, double X, double Y, double Z);
//Purpose:
//
void RotateAroundPoint(Vec3f vCenter, double X, double Y, double Z);
//Purpose:
//
void StrafeCamera(double speed);
//Purpose:
//
void StrafeCamera(double speed);
//Purpose:
//
void MoveCamera(double speed);
//Purpose:
//
void MoveCamera(double speed);
//Purpose:
//
void Update();
//Purpose:
//
void Update();
//Purpose:
//
void Look();
//Purpose:
//
void Look();
//Purpose:
//
private:
Vec3f m_vPosition;
Vec3f m_vView;
Vec3f m_vUpVector;
Vec3f m_vStrafe;
private:
Vec3f m_vPosition;
Vec3f m_vView;
Vec3f m_vUpVector;
Vec3f m_vStrafe;
};
};
#endif

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@@ -1,16 +1,20 @@
#include "vector.h"
#include "myglTexture.h"
struct TRIANGLE
namespace OpenArena
{
GL_MY_TEXTURE texture;
uint32 texID;
Vec3f vertecies[3];
Vec2f texCoords[3];
Vec3f normal;
class Triangle
{
public:
Texture texture;
uint32 texID;
Vec3f vertecies[3];
Vec2f texCoords[3];
Vec3f normal;
};
};
class POSITION
/*//This class seems to never be used and I dont' remember why I made it.
class Position
{
public:
GLfloat xrot; // X rotation
@@ -21,7 +25,7 @@ public:
GLfloat ztrans; // Z translation
bool stepRight;
bool stepLeft;
POSITION()
Position()
{
xtrans = 0.0f;
ytrans = 0.0f;
@@ -33,3 +37,4 @@ public:
private:
};
*/

View File

@@ -30,78 +30,81 @@
#include "keys.h"
using namespace std;
using OpenArena::Triangle;
const float piover180 = 0.0174532925f;
const string DEFAULT_TEXTURE_NAME = "oa/textures/default.bmp";
const unsigned int MAX_CONSOLE_LINES = 30; //The max number of lines to be displayed in the console
const unsigned int MAX_CONSOLE_HISTORY_LINES = MAX_CONSOLE_LINES + 20; //The max number of console lines to store in the history
const unsigned int MAX_CONSOLE_OUTPUT_LINES = MAX_CONSOLE_LINES;
const unsigned int MAX_OUTPUT_TEXT_LINES = 4; //The max number of output lines to be displayed on the screen
enum {GL_MY_TEXTURE_CONSOLEBACKGROUND=0, NUM_MENU_TEXTURES};
class LEVEL
namespace OpenArena
{
public:
LEVEL();
~LEVEL();
bool LoadMap(string mapname);
bool LoadMap();
void SaveMap(string mapname);
bool LoadConfig(string cfgname);
void LoadConfig();
void SaveConfig(string cfgname);
void Execute(string cmd);
void LoadGLTextures();
void Render();
void UnloadMap();
void UpdateConsole(char);
uint32 FPS();
void ParseCmds(const char*);
void Print(int x, int y, const char* string, unsigned int set);
const float piover180 = 0.0174532925f;
const string DEFAULT_TEXTURE_NAME = "oa/textures/default.bmp";
const unsigned int MAX_CONSOLE_LINES = 30; //The max number of lines to be displayed in the console
const unsigned int MAX_CONSOLE_HISTORY_LINES = MAX_CONSOLE_LINES + 20; //The max number of console lines to store in the history
const unsigned int MAX_CONSOLE_OUTPUT_LINES = MAX_CONSOLE_LINES;
const unsigned int MAX_OUTPUT_TEXT_LINES = 4; //The max number of output lines to be displayed on the screen
/*Not Yet Implemented
void PlayerConnect(); // implement later
void PlayerDisconnect(); // implement later
*/
SCREEN screen;
GLFontClass glFont;
string nextLevel;
PLAYER* defaultPlayer;
uint32 numTextures;
string* textureNames;
enum {GL_MY_TEXTURE_CONSOLEBACKGROUND=0, NUM_MENU_TEXTURES};
string bgm;
#ifdef WIN32
HSTREAM bgmStream;
#endif
unsigned char bgmCDA;
string gamedir;
float gravity;
bool mlook;
bool showFPS;
bool showConsole;
bool sound;
float turnSpeed;
float moveSpeed;
float mouseSpeed;
unsigned char maxFPS;
//Map
TRIANGLE* triangles;
uint32 numTriangles;
list<PLAYER> players;
list<ENTITY> ents;
//list<GL_MY_TEXTURE> textures;
GL_MY_TEXTURE* textures;
GL_MY_TEXTURE menuTextures[NUM_MENU_TEXTURES];
class Level
{
public:
Level();
~Level();
bool LoadMap(string mapname);
bool LoadMap();
void SaveMap(string mapname);
bool LoadConfig(string cfgname);
void LoadConfig();
void SaveConfig(string cfgname);
void Execute(string cmd);
void LoadGLTextures();
void Render();
void UnloadMap();
void UpdateConsole(char);
uint32 FPS();
void ParseCmds(const char*);
void Print(int x, int y, const char* string, unsigned int set);
/*Not Yet Implemented
void PlayerConnect(); // implement later
void PlayerDisconnect(); // implement later
*/
Screen screen;
Font glFont;
string nextLevel;
Player* defaultPlayer;
uint32 numTextures;
string* textureNames;
string bgm;
#ifdef WIN32
HSTREAM bgmStream;
#endif
unsigned char bgmCDA;
string gamedir;
float gravity;
bool mlook;
bool showFPS;
bool showConsole;
bool sound;
float turnSpeed;
float moveSpeed;
float mouseSpeed;
unsigned char maxFPS;
//Map
Triangle* triangles;
uint32 numTriangles;
list<Player> players;
list<ENTITY> ents;
//list<GL_MY_TEXTURE> textures;
Texture* textures;
Texture menuTextures[NUM_MENU_TEXTURES];
private:
void ConsolePrint(string);
string consoleHistory[MAX_CONSOLE_HISTORY_LINES];
string consoleOutput[MAX_CONSOLE_OUTPUT_LINES];
string outputText[MAX_OUTPUT_TEXT_LINES];
private:
void ConsolePrint(string);
string consoleHistory[MAX_CONSOLE_HISTORY_LINES];
string consoleOutput[MAX_CONSOLE_OUTPUT_LINES];
string outputText[MAX_OUTPUT_TEXT_LINES];
};
};
#endif

View File

@@ -22,8 +22,11 @@ using namespace std;
static HINSTANCE hInstance; // Application instance
#endif
extern OpenArena::Window g_Screen;
int InitGL(GLvoid);
bool LoadGLTexture(string , GLuint&, GLuint = GL_LINEAR, GLuint = GL_LINEAR);
void FreeGLTexture(GLuint&);
//This doesn't need to be here I think
//int InitGL(GLvoid);
namespace OpenArena
{
bool LoadGLTexture(string , GLuint&, GLuint = GL_LINEAR, GLuint = GL_LINEAR);
void FreeGLTexture(GLuint&);
};
#endif

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@@ -3,27 +3,29 @@
#include "mygl.h"
class GLFontClass
namespace OpenArena
{
private:
short screenWidth;
short screenHeight;
unsigned int base;
unsigned int texture;
bool status;
class Font
{
private:
short screenWidth;
short screenHeight;
unsigned int base;
unsigned int texture;
bool status;
public:
GLFontClass();
~GLFontClass();
bool BuildFont(const char*);
bool FreeFont();
void Print(int, int, const char*, unsigned int = 0);
bool Loaded();
void SetScreenDimensions(short, short);
void SetScreenWidth(short);
void SetScreenHeight(short);
short ScreenWidth();
short ScreenHeight();
public:
Font();
~Font();
bool BuildFont(const char*);
bool FreeFont();
void Print(int, int, const char*, unsigned int = 0);
bool Loaded();
void SetScreenDimensions(short, short);
void SetScreenWidth(short);
void SetScreenHeight(short);
short ScreenWidth();
short ScreenHeight();
};
};
#endif

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@@ -7,29 +7,31 @@
using namespace std;
class GL_MY_TEXTURE
namespace OpenArena
{
public:
GL_MY_TEXTURE();
~GL_MY_TEXTURE();
string Filename();
GLuint ID();
bool Load(string filename);
bool Load(string filename, GLuint min, GLuint mag);
void Free();
bool Loaded();
bool operator<(const GL_MY_TEXTURE&);
bool operator<=(const GL_MY_TEXTURE&);
bool operator==(const GL_MY_TEXTURE&);
bool operator!=(const GL_MY_TEXTURE&);
bool operator>=(const GL_MY_TEXTURE&);
bool operator>(const GL_MY_TEXTURE&);
class Texture
{
public:
Texture();
~Texture();
string Filename();
GLuint ID();
bool Load(string filename);
bool Load(string filename, GLuint min, GLuint mag);
void Free();
bool Loaded();
bool operator<(const Texture&);
bool operator<=(const Texture&);
bool operator==(const Texture&);
bool operator!=(const Texture&);
bool operator>=(const Texture&);
bool operator>(const Texture&);
private:
GLuint minFilter;
GLuint magFilter;
string filename;
GLuint id;
private:
GLuint minFilter;
GLuint magFilter;
string filename;
GLuint id;
};
};
#endif

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@@ -4,23 +4,25 @@
#include "camera.h"
#include "ctrls.h"
class PLAYER
namespace OpenArena
{
public:
void Load();
void Save();
void CreateCharacter();
//void FirePrimary(ENTITY& ent);
//void FireSecondary();
void AddItem(unsigned int item);
void RemoveItem(unsigned int item);
class Player
{
public:
void Load();
void Save();
void CreateCharacter();
//void FirePrimary(ENTITY& ent);
//void FireSecondary();
void AddItem(unsigned int item);
void RemoveItem(unsigned int item);
ControlSchemeClass controls;
CameraClass camera;
ControlSchemeClass controls;
Camera camera;
private:
private:
};
};
#endif

View File

@@ -3,26 +3,27 @@
#include <string>
using namespace std;
class SCREEN
namespace OpenArena
{
public:
SCREEN()
class Screen
{
width=640;
height=480;
bpp=16;
fullscreen=false;
name = "";
}
public:
Screen()
{
width=640;
height=480;
bpp=16;
fullscreen=false;
name = "";
}
short width;
short height;
char bpp;
bool fullscreen;
string name;
short width;
short height;
char bpp;
bool fullscreen;
string name;
};
};
#endif

View File

@@ -1,8 +1,9 @@
#ifndef __texture_h__
#define __texture_h__
struct TextureImage
class TextureImage
{
public:
unsigned char* data;
unsigned int bpp;
unsigned int sizeX;

View File

@@ -19,7 +19,7 @@ namespace OpenArena
typedef void (*ResizeFunc)(GLsizei width, GLsizei height);
typedef int (*InitFunc)();
class Window: public SCREEN
class Window: public Screen
{
public:
Window();

View File

@@ -3,6 +3,6 @@
#include "level.h"
static LEVEL level;
static OpenArena::Level level;
#endif

View File

@@ -10,8 +10,8 @@
// To implement an OpenGL Camera
//
// Summary of Methods:
// CameraClass
// -CameraClass();
// Camera
// -Camera();
// Initalize PDM's. Sets position to 0,0,0 up to 0,1,0 and view to 0,0,-1
// -Vec3f Position();
// Returns a copy of the position vector.
@@ -29,7 +29,7 @@
// Sets the position, up, and view vectors to those passed in.
// -void RotateView(double angle, double X, double Y, double Z);
// Rotates the view angle degrees on the axis specified by X, Y, and Z.
// -void SetViewByMouse(SCREEN g_Screen);
// -void SetViewByMouse(Screen g_Screen);
// Rotates the pitch and yaw of the view based on the mouse.
// -void RotateAroundPoint(double angle, double X, double Y, double Z, Vec3f vCenter);
// Rotates the view angle degrees around a point vCenter on the axis specified by X, Y, Z.
@@ -46,148 +46,151 @@
#include "../include/camera.h"
CameraClass::CameraClass()
namespace OpenArena
{
m_vPosition = Vec3f(0,0,0);
m_vView = Vec3f(0,0,-1);
m_vUpVector = Vec3f(0,1,0);
}
void CameraClass::PositionCamera(double xpos, double ypos, double zpos,
double xview, double yview, double zview,
double xup, double yup, double zup)
{
m_vPosition = Vec3f(xpos, ypos, zpos);
m_vView = Vec3f(xview, yview, zview);
m_vUpVector = Vec3f(xup, yup, zup);
}
void CameraClass::PositionCamera(Vec3f pos, Vec3f view, Vec3f up)
{
m_vPosition = pos;
m_vView = view;
m_vUpVector = up;
}
void CameraClass::SetViewByMouse(SCREEN g_Screen)
{
//Most of this is sorta right for linux I think but since I don't know how yet it's currently windows only
#ifdef WIN32
static double currentRotX = 0.0f;
POINT mpos;
POINT middle;
double angleZ;
middle.x = g_Screen.width / 2;
middle.y = g_Screen.height / 2;
GetCursorPos(&mpos);
SetCursorPos(middle.x, middle.y);
if(mpos.x != middle.x || mpos.y != middle.y)
Camera::Camera()
{
angleZ = double(middle.y - mpos.y) / 1000.0f;
currentRotX -= angleZ;
if(currentRotX > 1.0f)
currentRotX = 1.0f;
else if(currentRotX < -1.0f)
currentRotX = -1.0f;
else
{
Vec3f axis = (m_vView - m_vPosition).cross(m_vUpVector);
axis.normalize();
RotateView(angleZ, axis.x, axis.y, axis.z);
//need to switch these two when I figure out stuff for flight
//till then I think the first is faster
RotateView(double(middle.x - mpos.x) / 1000.0f, 0, 1, 0);
//RotateView(double(middle.x - mpos.x) / 1000.0f, m_vUpVector.x, m_vUpVector.y, m_vUpVector.z);
}
m_vPosition = Vec3f(0,0,0);
m_vView = Vec3f(0,0,-1);
m_vUpVector = Vec3f(0,1,0);
}
#endif
}
void CameraClass::MoveCamera(double speed)
{
Vec3f heading = (m_vView - m_vPosition).normalized();
void Camera::PositionCamera(double xpos, double ypos, double zpos,
double xview, double yview, double zview,
double xup, double yup, double zup)
{
m_vPosition = Vec3f(xpos, ypos, zpos);
m_vView = Vec3f(xview, yview, zview);
m_vUpVector = Vec3f(xup, yup, zup);
}
m_vPosition.x += heading.x * speed;
m_vPosition.z += heading.z * speed;
m_vView.x += heading.x * speed;
m_vView.z += heading.z * speed;
}
void Camera::PositionCamera(Vec3f pos, Vec3f view, Vec3f up)
{
m_vPosition = pos;
m_vView = view;
m_vUpVector = up;
}
void CameraClass::RotateView(double angle, double x, double y, double z)
{
Vec3f nView;
Vec3f cView;
void Camera::SetViewByMouse(Screen g_Screen)
{
//Most of this is sorta right for linux I think but since I don't know how yet it's currently windows only
#ifdef WIN32
static double currentRotX = 0.0f;
POINT mpos;
POINT middle;
cView = m_vView - m_vPosition;
double angleZ;
double cosTheta = cos(angle);
double sinTheta = sin(angle);
middle.x = g_Screen.width / 2;
middle.y = g_Screen.height / 2;
nView.x = (cosTheta + (1 - cosTheta) * x * x) * cView.x +
((1 - cosTheta) * x * y - z * sinTheta) * cView.y +
((1 - cosTheta) * x * z + y * sinTheta) * cView.z;
GetCursorPos(&mpos);
SetCursorPos(middle.x, middle.y);
nView.y = (cosTheta + (1 - cosTheta) * y * y) * cView.y +
((1- cosTheta) * x * y + z * sinTheta) * cView.x +
((1 - cosTheta) * y * z - x * sinTheta) * cView.z;
if(mpos.x != middle.x || mpos.y != middle.y)
{
angleZ = double(middle.y - mpos.y) / 1000.0f;
currentRotX -= angleZ;
nView.z = (cosTheta + (1 - cosTheta) * z * z) * cView.z+
((1 - cosTheta) * x * z - y * sinTheta) * cView.x +
((1 - cosTheta) * y * z + x * sinTheta) * cView.y;
if(currentRotX > 1.0f)
currentRotX = 1.0f;
else if(currentRotX < -1.0f)
currentRotX = -1.0f;
else
{
Vec3f axis = (m_vView - m_vPosition).cross(m_vUpVector);
axis.normalize();
m_vView.x = m_vPosition.x + nView.x;
m_vView.y = m_vPosition.y + nView.y;
m_vView.z = m_vPosition.z + nView.z;
}
RotateView(angleZ, axis.x, axis.y, axis.z);
void CameraClass::StrafeCamera(double speed)
{
m_vPosition.x += m_vStrafe.x * speed;
m_vPosition.z += m_vStrafe.z * speed;
m_vView.x += m_vStrafe.x * speed;
m_vView.z += m_vStrafe.z * speed;
}
//need to switch these two when I figure out stuff for flight
//till then I think the first is faster
RotateView(double(middle.x - mpos.x) / 1000.0f, 0, 1, 0);
//RotateView(double(middle.x - mpos.x) / 1000.0f, m_vUpVector.x, m_vUpVector.y, m_vUpVector.z);
}
}
#endif
}
void Camera::MoveCamera(double speed)
{
Vec3f heading = (m_vView - m_vPosition).normalized();
m_vPosition.x += heading.x * speed;
m_vPosition.z += heading.z * speed;
m_vView.x += heading.x * speed;
m_vView.z += heading.z * speed;
}
void Camera::RotateView(double angle, double x, double y, double z)
{
Vec3f nView;
Vec3f cView;
cView = m_vView - m_vPosition;
double cosTheta = cos(angle);
double sinTheta = sin(angle);
nView.x = (cosTheta + (1 - cosTheta) * x * x) * cView.x +
((1 - cosTheta) * x * y - z * sinTheta) * cView.y +
((1 - cosTheta) * x * z + y * sinTheta) * cView.z;
nView.y = (cosTheta + (1 - cosTheta) * y * y) * cView.y +
((1- cosTheta) * x * y + z * sinTheta) * cView.x +
((1 - cosTheta) * y * z - x * sinTheta) * cView.z;
nView.z = (cosTheta + (1 - cosTheta) * z * z) * cView.z+
((1 - cosTheta) * x * z - y * sinTheta) * cView.x +
((1 - cosTheta) * y * z + x * sinTheta) * cView.y;
m_vView.x = m_vPosition.x + nView.x;
m_vView.y = m_vPosition.y + nView.y;
m_vView.z = m_vPosition.z + nView.z;
}
void Camera::StrafeCamera(double speed)
{
m_vPosition.x += m_vStrafe.x * speed;
m_vPosition.z += m_vStrafe.z * speed;
m_vView.x += m_vStrafe.x * speed;
m_vView.z += m_vStrafe.z * speed;
}
void CameraClass::Update()
{
m_vStrafe =((m_vView - m_vPosition).cross(m_vUpVector)).normalized();
//SetViewByMouse(); //TODO take this whole function out asap
void Camera::Update()
{
m_vStrafe =((m_vView - m_vPosition).cross(m_vUpVector)).normalized();
//SetViewByMouse(); //TODO take this whole function out asap
}
}
void CameraClass::Look()
{
gluLookAt(m_vPosition.x, m_vPosition.y, m_vPosition.z,
m_vView.x, m_vView.y, m_vView.z,
m_vUpVector.x, m_vUpVector.y, m_vUpVector.z);
}
void Camera::Look()
{
gluLookAt(m_vPosition.x, m_vPosition.y, m_vPosition.z,
m_vView.x, m_vView.y, m_vView.z,
m_vUpVector.x, m_vUpVector.y, m_vUpVector.z);
}
Vec3f CameraClass::Position()
{
return m_vPosition;
}
Vec3f Camera::Position()
{
return m_vPosition;
}
Vec3f CameraClass::Strafe()
{
return m_vStrafe;
}
Vec3f Camera::Strafe()
{
return m_vStrafe;
}
Vec3f CameraClass::UpVector()
{
return m_vUpVector;
}
Vec3f Camera::UpVector()
{
return m_vUpVector;
}
Vec3f CameraClass::View()
{
return m_vView;
}
Vec3f Camera::View()
{
return m_vView;
}
};

File diff suppressed because it is too large Load Diff

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@@ -1,65 +1,67 @@
#include "../include/mygl.h"
void FreeGLTexture(GLuint& texture)
namespace OpenArena
{
glDeleteTextures(1, &texture);
}
bool LoadGLTexture(string fn, GLuint& texture, GLuint mag, GLuint min)
{
if(Right(tolower(fn), 4) == ".bmp")
void FreeGLTexture(GLuint& texture)
{
TextureImage* texImage = NULL;
if(texImage = LoadBMP(fn.c_str()))
{
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, texImage->sizeX, texImage->sizeY, 0, texImage->type, GL_UNSIGNED_BYTE, texImage->data);
glDeleteTextures(1, &texture);
}
if(texImage) //Just in case somehow the file was empty or unloadable
bool LoadGLTexture(string fn, GLuint& texture, GLuint mag, GLuint min)
{
if(Right(tolower(fn), 4) == ".bmp")
{
TextureImage* texImage = NULL;
if(texImage = LoadBMP(fn.c_str()))
{
if(texImage->data)
free(texImage->data);
free(texImage);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, texImage->sizeX, texImage->sizeY, 0, texImage->type, GL_UNSIGNED_BYTE, texImage->data);
if(texImage) //Just in case somehow the file was empty or unloadable
{
if(texImage->data)
free(texImage->data);
free(texImage);
}
return true;
}
else
{
return false;
}
}
else if(Right(tolower(fn), 4) == ".tga")
{
TextureImage* texImage = NULL;
if(texImage = LoadTGA(fn.c_str()))
{
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, texImage->sizeX, texImage->sizeY, 0, texImage->type, GL_UNSIGNED_BYTE, texImage->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(texImage) //Just in case somehow the file was empty or unloadable
{
if(texImage->data)
free(texImage->data);
free(texImage);
}
return true;
}
else
{
return false;
}
return true;
}
else
{
return false;
}
}
else if(Right(tolower(fn), 4) == ".tga")
{
TextureImage* texImage = NULL;
if(texImage = LoadTGA(fn.c_str()))
{
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, texImage->sizeX, texImage->sizeY, 0, texImage->type, GL_UNSIGNED_BYTE, texImage->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(texImage) //Just in case somehow the file was empty or unloadable
{
if(texImage->data)
free(texImage->data);
free(texImage);
}
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
};
OpenArena::Window g_Screen;

View File

@@ -25,118 +25,121 @@
#include "../include/myglFont.h"
GLFontClass::GLFontClass()
namespace OpenArena
{
status = 0;
base = 0;
texture = 0;
screenWidth = 1;
screenHeight = 1;
}
GLFontClass::~GLFontClass()
{
FreeFont();
}
bool GLFontClass::BuildFont(const char* texName)
{
FreeFont();
if(LoadGLTexture(texName, texture, GL_NEAREST, GL_NEAREST))
Font::Font()
{
float x, y;
base = glGenLists(256);
glBindTexture(GL_TEXTURE_2D, texture);
for(short i = 0; i<256; i++)
status = 0;
base = 0;
texture = 0;
screenWidth = 1;
screenHeight = 1;
}
Font::~Font()
{
FreeFont();
}
bool Font::BuildFont(const char* texName)
{
FreeFont();
if(LoadGLTexture(texName, texture, GL_NEAREST, GL_NEAREST))
{
x = i%16/16.0f;
y = i/16/16.0f;
glNewList(base+i, GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(x, 1-y-0.0625f);
glVertex2i(0,0);
glTexCoord2f(x+0.0625f, 1-y-0.0625f);
glVertex2i(16,0);
glTexCoord2f(x+0.0625f, 1-y);
glVertex2i(16,16);
glTexCoord2f(x, 1-y);
glVertex2i(0,16);
glEnd();
glTranslated(16,0,0);
glEndList();
float x, y;
base = glGenLists(256);
glBindTexture(GL_TEXTURE_2D, texture);
for(short i = 0; i<256; i++)
{
x = i%16/16.0f;
y = i/16/16.0f;
glNewList(base+i, GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(x, 1-y-0.0625f);
glVertex2i(0,0);
glTexCoord2f(x+0.0625f, 1-y-0.0625f);
glVertex2i(16,0);
glTexCoord2f(x+0.0625f, 1-y);
glVertex2i(16,16);
glTexCoord2f(x, 1-y);
glVertex2i(0,16);
glEnd();
glTranslated(16,0,0);
glEndList();
}
status = true;
}
status = true;
return status;
}
return status;
}
bool GLFontClass::FreeFont()
{
if(status)
bool Font::FreeFont()
{
glDeleteLists(base, 256);
status = false;
if(status)
{
glDeleteLists(base, 256);
status = false;
}
return status;
}
return status;
}
void GLFontClass::Print(int x, int y, const char* str, unsigned int set)
{
if(status)
void Font::Print(int x, int y, const char* str, unsigned int set)
{
if(set>1)
set = 1;
if(status)
{
if(set>1)
set = 1;
glBindTexture(GL_TEXTURE_2D, texture);
//glDisable(GL_DEPTH_TEST);
//glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0,screenWidth,0,screenHeight,-1,1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslated(x, y, 0);
glListBase(base-32+(128*set));
glCallLists(strlen(str), GL_BYTE, str);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
//glDisable(GL_BLEND);
//glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, texture);
//glDisable(GL_DEPTH_TEST);
//glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0,screenWidth,0,screenHeight,-1,1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslated(x, y, 0);
glListBase(base-32+(128*set));
glCallLists(strlen(str), GL_BYTE, str);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
//glDisable(GL_BLEND);
//glEnable(GL_DEPTH_TEST);
}
}
}
bool GLFontClass::Loaded()
{
return status;
}
bool Font::Loaded()
{
return status;
}
void GLFontClass::SetScreenDimensions(short x, short y)
{
screenWidth = x;
screenHeight = y;
}
void Font::SetScreenDimensions(short x, short y)
{
screenWidth = x;
screenHeight = y;
}
void GLFontClass::SetScreenWidth(short x)
{
screenWidth = x;
}
void Font::SetScreenWidth(short x)
{
screenWidth = x;
}
void GLFontClass::SetScreenHeight(short y)
{
screenHeight = y;
}
void Font::SetScreenHeight(short y)
{
screenHeight = y;
}
short GLFontClass::ScreenWidth()
{
return screenWidth;
}
short Font::ScreenWidth()
{
return screenWidth;
}
short GLFontClass::ScreenHeight()
{
return screenHeight;
}
short Font::ScreenHeight()
{
return screenHeight;
}
};

View File

@@ -1,107 +1,111 @@
#include "../include/myglTexture.h"
using namespace OpenArena;
GL_MY_TEXTURE::GL_MY_TEXTURE()
namespace OpenArena
{
id=0xFFFFFFFF;
filename = "";
minFilter = GL_LINEAR;
magFilter = GL_LINEAR;
}
GL_MY_TEXTURE::~GL_MY_TEXTURE()
{
Free();
}
string GL_MY_TEXTURE::Filename()
{
return filename;
}
GLuint GL_MY_TEXTURE::ID()
{
return id;
}
bool GL_MY_TEXTURE::Loaded()
{
return filename != "";
}
bool GL_MY_TEXTURE::Load(string fn)
{
if(Loaded())
Free();
if(LoadGLTexture(fn.c_str(), id, minFilter, magFilter))
{
filename = fn;
return true;
}
else
Texture::Texture()
{
id=0xFFFFFFFF;
return false;
}
}
bool GL_MY_TEXTURE::Load(string fn, GLuint min, GLuint mag)
{
if(Loaded())
Free();
if(LoadGLTexture(fn.c_str(), id, min, mag))
{
filename = fn;
minFilter = min;
magFilter = mag;
return true;
}
else
{
id=0xFFFFFFFF;
return false;
}
}
void GL_MY_TEXTURE::Free()
{
if(Loaded())
{
FreeGLTexture(id);
filename = "";
minFilter = GL_LINEAR;
magFilter = GL_LINEAR;
filename = "";
id = 0xFFFFFFFF;
}
}
bool GL_MY_TEXTURE::operator<(const GL_MY_TEXTURE& rtOp)
{
return id<rtOp.id;
}
Texture::~Texture()
{
Free();
}
bool GL_MY_TEXTURE::operator<=(const GL_MY_TEXTURE& rtOp)
{
return id<=rtOp.id;
}
string Texture::Filename()
{
return filename;
}
bool GL_MY_TEXTURE::operator==(const GL_MY_TEXTURE& rtOp)
{
return id==rtOp.id;
}
GLuint Texture::ID()
{
return id;
}
bool GL_MY_TEXTURE::operator!=(const GL_MY_TEXTURE& rtOp)
{
return id!=rtOp.id;
}
bool Texture::Loaded()
{
return filename != "";
}
bool GL_MY_TEXTURE::operator>=(const GL_MY_TEXTURE& rtOp)
{
return id>=rtOp.id;
}
bool Texture::Load(string fn)
{
if(Loaded())
Free();
bool GL_MY_TEXTURE::operator>(const GL_MY_TEXTURE& rtOp)
{
return id>rtOp.id;
}
if(LoadGLTexture(fn.c_str(), id, minFilter, magFilter))
{
filename = fn;
return true;
}
else
{
id=0xFFFFFFFF;
return false;
}
}
bool Texture::Load(string fn, GLuint min, GLuint mag)
{
if(Loaded())
Free();
if(LoadGLTexture(fn.c_str(), id, min, mag))
{
filename = fn;
minFilter = min;
magFilter = mag;
return true;
}
else
{
id=0xFFFFFFFF;
return false;
}
}
void Texture::Free()
{
if(Loaded())
{
FreeGLTexture(id);
minFilter = GL_LINEAR;
magFilter = GL_LINEAR;
filename = "";
id = 0xFFFFFFFF;
}
}
bool Texture::operator<(const Texture& rtOp)
{
return id<rtOp.id;
}
bool Texture::operator<=(const Texture& rtOp)
{
return id<=rtOp.id;
}
bool Texture::operator==(const Texture& rtOp)
{
return id==rtOp.id;
}
bool Texture::operator!=(const Texture& rtOp)
{
return id!=rtOp.id;
}
bool Texture::operator>=(const Texture& rtOp)
{
return id>=rtOp.id;
}
bool Texture::operator>(const Texture& rtOp)
{
return id>rtOp.id;
}
};

View File

@@ -1,23 +1,26 @@
#include "../include/player.h"
void PLAYER::Load()
namespace OpenArena
{
}
void Player::Load()
{
}
void PLAYER::Save()
{
}
void Player::Save()
{
}
void PLAYER::AddItem(unsigned int item)
{
// inventory = inventory | item;
}
void Player::AddItem(unsigned int item)
{
// inventory = inventory | item;
}
void PLAYER::RemoveItem(unsigned int item)
{
// inventory = inventory & ~item;
}
void Player::RemoveItem(unsigned int item)
{
// inventory = inventory & ~item;
}
void PLAYER::CreateCharacter()
{
}
void Player::CreateCharacter()
{
}
};