/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY #include "hover.h" #include "weapons/weapon_manager.h" #include "weapons/test_gun.h" #include "weapons/turret.h" #include "weapons/cannon.h" #include "util/loading/factory.h" //#include "util/loading/resource_manager.h" #include "key_mapper.h" #include "state.h" #include "graphics_engine.h" #include "debug.h" #include "bsp_entity.h" #include "terrain.h" #include "state.h" #include "camera.h" ObjectListDefinition(Hover); CREATE_FACTORY(Hover); #include "script_class.h" CREATE_SCRIPTABLE_CLASS(Hover, addMethod("hasPlayer", Executor0ret(&Playable::hasPlayer)) //Coordinates ->addMethod("setAbsCoor", Executor3(&PNode::setAbsCoor)) ->addMethod("getAbsCoorX", Executor0ret(&PNode::getAbsCoorX)) ->addMethod("getAbsCoorY", Executor0ret(&PNode::getAbsCoorY)) ->addMethod("getAbsCoorZ", Executor0ret(&PNode::getAbsCoorZ)) ); /** * destructs the hover, deletes alocated memory */ Hover::~Hover () { this->setPlayer(NULL); //if (this->hoverBuffer != NULL) // ResourceManager::getInstance()->unload(this->hoverBuffer); } /** * loads a Hover information from a specified file. * @param fileName the name of the File to load the hover from (absolute path) */ Hover::Hover(const std::string& fileName) { this->init(); TiXmlDocument doc(fileName); if(!doc.LoadFile()) { PRINTF(2)("Loading file %s failed for Hover.\n", fileName.c_str()); return; } this->loadParams(doc.RootElement()); //load sound //if (this->hoverBuffer != NULL) // ResourceManager::getInstance()->unload(this->hoverBuffer); //this->hoverBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/engine/hover.wav", WAV); } /** * creates a new Spaceship from Xml Data * @param root the xml element containing spaceship data @todo add more parameters to load */ Hover::Hover(const TiXmlElement* root) { this->init(); if (root != NULL) this->loadParams(root); //weapons: Weapon* wpRight = new TestGun(0); wpRight->setName("testGun Right"); Weapon* wpLeft = new TestGun(1); wpLeft->setName("testGun Left"); Weapon* cannon = dynamic_cast(Factory::fabricate("Hyperblaster")); cannon->setName("BFG"); this->addWeapon(wpLeft, 1, 0); this->addWeapon(wpRight,1 ,1); this->addWeapon(cannon, 0, 2); this->getWeaponManager().changeWeaponConfig(1); dynamic_cast(this->getWeaponManager().getFixedTarget())->setVisibility( false); this->loadModel("models/ships/hoverglider_mainbody.obj"); } /** * initializes a Hover */ void Hover::init() { //this->hitEntity = NULL; //this->hoverBuffer = NULL; // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); this->registerObject(this, Hover::_objectList); this->toReflectionList(); this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3); this->loadModel("models/ships/hoverglider_rotor.obj", 1.0f, 4); this->loadModel("models/ships/rotor.obj", .45f, 5); bForward = bBackward = bLeft = bRight = bAscend = bDescend = false; mouseSensitivity = 0.005; this->rotorSpeed = 1000.0f; this->rotorCycle = 0.0f; this->cameraLook = 0.0f; this->rotation = 0.0f; this->acceleration = 15.0f; this->airFriction = 3.0f; // camera - issue this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT); this->cameraNode.setParent(this); // rotors this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT ); this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); this->wingNodeLeft.setParent(this); this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0); this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); this->rotorNodeLeft.setParent(&this->wingNodeLeft); this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3); this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); this->wingNodeRight.setParent(this); this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0); this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); this->rotorNodeRight.setParent(&this->wingNodeRight); this->rotorNodeRight.setRelCoor(0, 1.0, 2.3); dynamic_cast(this->getWeaponManager().getFixedTarget())->setVisibility( false); //add events to the eventlist registerEvent(KeyMapper::PEV_FORWARD); registerEvent(KeyMapper::PEV_BACKWARD); registerEvent(KeyMapper::PEV_LEFT); registerEvent(KeyMapper::PEV_RIGHT); registerEvent(KeyMapper::PEV_UP); registerEvent(KeyMapper::PEV_DOWN); registerEvent(KeyMapper::PEV_FIRE1); registerEvent(KeyMapper::PEV_NEXT_WEAPON); registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); registerEvent(EV_MOUSE_MOTION); // WEAPON_MANAGER configuration this->getWeaponManager().setSlotCount(5); this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft); this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight); this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003)); this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY); /// TODO: THESE ARE TOO MUCH this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652)); this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0))); this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652)); this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0))); this->cameraNode.setRelCoor(1,5,0); this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode); this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0); // NETWORK THINGS registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) ); registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) ); registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); //this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_FULL_WALK, BspEntity::staticClassID()); this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_FULL_WALK, WorldEntity::staticClassID()); } /** * loads the Settings of a Hover from an XML-element. * @param root the XML-element to load the Spaceship's properties from */ void Hover::loadParams(const TiXmlElement* root) { WorldEntity::loadParams(root); } void Hover::enter() { dynamic_cast(this->getWeaponManager().getFixedTarget())->setVisibility( true); State::getCameraNode()->setParentSoft(&this->cameraNode); State::getCameraNode()->setRelCoorSoft(-10, 0,0); State::getCameraTargetNode()->setParentSoft(&this->cameraNode); //this->soundSource.play(this->hoverBuffer, 0.3f, true); } void Hover::leave() { dynamic_cast(this->getWeaponManager().getFixedTarget())->setVisibility( false); this->detachCamera(); } /** * effect that occurs after the Hover is spawned */ void Hover::postSpawn () { //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); } /** * the action occuring if the hover left the game */ void Hover::leftWorld () {} /** * this function is called, when two entities collide * @param entity: the world entity with whom it collides * * Implement behaviour like damage application or other miscellaneous collision stuff in this function */ void Hover::collidesWith(WorldEntity* entity, const Vector& location) { Playable::collidesWith(entity, location); } /** * the function called for each passing timeSnap * @param time The timespan passed since last update */ void Hover::tick (float dt) { Playable::tick(dt); // spaceship controlled movement this->movement(dt); this->rotorCycle += this->rotorSpeed * dt; } /** * calculate the velocity * @param time the timeslice since the last frame */ void Hover::movement (float dt) { Vector accel(0.0, 0.0, 0.0); if( this->bForward ) { accel += Vector(this->acceleration, 0, 0); } if( this->bBackward ) { accel -= Vector(this->acceleration, 0, 0); } if( this->bLeft) { accel -= Vector(0, 0, this->acceleration); } if( this->bRight) { accel += Vector(0, 0, this->acceleration); } if (this->bAscend ) { accel += Vector(0, this->acceleration, 0); } if (this->bDescend ) { accel -= Vector(0, this->acceleration, 0); } Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration); // this is the air friction (necessary for a smooth control) Vector damping = (this->velocity * this->airFriction); this->velocity += (accelerationDir - damping)* dt; this->shiftCoor (this->velocity * dt); // limit the maximum rotation speed. if (this->rotation != 0.0f) { float maxRot = 10.0 * dt; if (unlikely(this->rotation > maxRot)) this->rotation = maxRot; if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot; this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0)); this->rotation = 0.0f; } this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5); this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5); this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .05+this->rotation + cameraLook, Vector(0,0,1)), 5); this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .03 +this->rotation, Vector(1,0,0)), 5); this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.05 -this->rotation + cameraLook, Vector(0,0,1)), 5); } void Hover::draw() const { Vector tmpRot; WorldEntity::draw(); glPushMatrix(); /// LEFT SIDE glTranslatef (this->wingNodeLeft.getAbsCoor ().x, this->wingNodeLeft.getAbsCoor ().y, this->wingNodeLeft.getAbsCoor ().z); tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis(); glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); this->getModel(3)->draw(); glPopMatrix (); glPushMatrix(); glTranslatef (this->rotorNodeLeft.getAbsCoor ().x, this->rotorNodeLeft.getAbsCoor ().y, this->rotorNodeLeft.getAbsCoor ().z); tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis(); glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); this->getModel(4)->draw(); glTranslatef(0,-1,0); glRotatef(this->rotorCycle, 0,1,0); this->getModel(5)->draw(); glPopMatrix (); /// RIGHT SIDE glPushMatrix(); glTranslatef (this->wingNodeRight.getAbsCoor ().x, this->wingNodeRight.getAbsCoor ().y, this->wingNodeRight.getAbsCoor ().z); tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis(); glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); glScalef(1,1,-1); this->getModel(3)->draw(); glPopMatrix (); glPushMatrix(); glTranslatef (this->rotorNodeRight.getAbsCoor ().x, this->rotorNodeRight.getAbsCoor ().y, this->rotorNodeRight.getAbsCoor ().z); tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis(); glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); glScalef(1,1,-1); this->getModel(4)->draw(); glTranslatef(0,-1,0); glRotatef(this->rotorCycle, 0,1,0); this->getModel(5)->draw(); glPopMatrix (); glPushMatrix(); glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y-2.0, this->getAbsCoor ().z); /* glBegin(GL_QUADS); glColor4f(0.9,0.9,0.2,0.33); glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up glTexCoord2f(0.0f, 1.0f); glVertex3f(-10.0f, - 2.0f, -1.00f); // Point 1 (Top) glTexCoord2f(0.0f, 0.0f); glVertex3f(-10.0f, -2.0f, 10.0f); // Point 2 (Top) glTexCoord2f(1.0f, 0.0f); glVertex3f( 10.0f, -2.0f, 10.0f); // Point 3 (Top) glTexCoord2f(1.0f, 1.0f); glVertex3f( 10.0f, -2.0f, -10.0f); // Point 4 (Top) glEnd(); */ //this->getModel(0)->draw(); // glMatrixMode(GL_MODELVIEW); // Vector tmpRot = this->getAbsDir().getSpacialAxis(); // glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); Vector a = Vector(0.0,0.0,-10.0); // drawDebugCube( &a); // Experiment glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT ); glDepthMask(GL_FALSE); //glClear( GL_STENCIL_BUFFER_BIT); glDisable(GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_2D); // drawDebugCube( &a); //glEnable(GL_CULL_FACE); glEnable(GL_STENCIL_TEST); //glEnable(GL_POLYGON_OFFSET_FILL); //glPolygonOffset(0.0f, 100.0f); //drawDebugCube( &a); glDisable( GL_LIGHTING ); // Turn Off Lighting glDepthMask( GL_FALSE ); // Turn Off Writing To The Depth-Buffer //glDepthFunc( GL_LEQUAL ); glEnable( GL_STENCIL_TEST ); // Turn On Stencil Buffer Testing //glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); // Don't Draw Into The Colour Buffer //glStencilFunc( GL_ALWAYS, 1, 0xFFFFFFFFL ); glColorMask(0, 0, 0, 0); glStencilFunc(GL_ALWAYS, 1, 0xffffffff); // First Pass. Increase Stencil Value In The Shadow glFrontFace( GL_CCW ); glStencilOp( GL_KEEP, GL_KEEP, GL_INCR ); //doShadowPass( object, lightPosition ); //drawDebugCube(&(State::getCamera()->getAbsCoor() + State::getCamera()->getAbsDirV()*3.0f) ); drawDebugCube( &a); this->getModel(0)->draw(); //WorldEntity::draw(); // Second Pass. Decrease Stencil Value In The Shadow glFrontFace( GL_CW ); glStencilOp( GL_KEEP, GL_KEEP, GL_DECR ); //doShadowPass( object, lightPosition ); //drawDebugCube(&(State::getCamera()->getAbsCoor() ) ); drawDebugCube( &a); this->getModel(0)->draw(); //WorldEntity::draw(); glFrontFace( GL_CCW ); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glColor4f( 0.0f, 0.9f, 0.0f, 0.4f ); glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); //glEnable( GL_BLEND ); //glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); //glStencilFunc( GL_NOTEQUAL, 0, 0xffffffff ); //glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); ////glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glPushMatrix(); glLoadIdentity(); glBegin( GL_TRIANGLE_STRIP ); glVertex3f( -1.1f, 1.1f, -5.5f ); glVertex3f( -1.1f, -1.1f, -5.5f ); glVertex3f( 1.1f, 1.1f, -5.5f ); glVertex3f( 1.1f, -1.1f, -5.5f ); glEnd(); glPopMatrix (); /* glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, 1, 1, 0, 0, 1); glColor4f(0.0f, 0.0f, 0.0f, 0.4f); glBegin(GL_QUADS); glVertex2i(0, 0); glVertex2i(0, 1); glVertex2i(1, 1); glVertex2i(1, 0); glEnd(); glEnable(GL_DEPTH_TEST); glPopMatrix(); glMatrixMode(GL_MODELVIEW); */ glPopAttrib(); glPopMatrix (); } /** * @todo switch statement ?? */ void Hover::process(const Event &event) { Playable::process(event); if( event.type == KeyMapper::PEV_LEFT) this->bLeft = event.bPressed; else if( event.type == KeyMapper::PEV_RIGHT) this->bRight = event.bPressed; else if( event.type == KeyMapper::PEV_UP) this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); else if( event.type == KeyMapper::PEV_DOWN) this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); else if( event.type == KeyMapper::PEV_FORWARD) this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); else if( event.type == KeyMapper::PEV_BACKWARD) this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); else if( event.type == EV_MOUSE_MOTION) { float xMouse, yMouse; xMouse = event.xRel*mouseSensitivity; yMouse = event.yRel*mouseSensitivity; // rotate the Player around the y-axis this->rotation += xMouse; this->cameraLook += yMouse; // rotate the Camera around the z-axis if (cameraLook > M_PI_4) cameraLook = M_PI_4; else if (cameraLook < -M_PI_4) cameraLook = -M_PI_4; //this->cameraNode.setRelDirSoft(this->direction,10); } } void drawDebugCube(const Vector* cam) { glBegin(GL_QUADS); // Front Face glNormal3f( 0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -10.0f, 1.0f); // Point 1 (Front) glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -10.0f, 1.0f); // Point 2 (Front) glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 10.0f, 1.0f); // Point 3 (Front) glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 10.0f, 1.0f); // Point 4 (Front) // Back Face glNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -10.0f, -1.0f); // Point 1 (Back) glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 10.0f, -1.0f); // Point 2 (Back) glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 10.0f, -1.0f); // Point 3 (Back) glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -10.0f, -1.0f); // Point 4 (Back) // Top Face glNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 10.0f, -1.0f); // Point 1 (Top) glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 10.0f, 1.0f); // Point 2 (Top) glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 10.0f, 1.0f); // Point 3 (Top) glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 10.0f, -1.0f); // Point 4 (Top) // Bottom Face glNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -10.0f, -1.0f); // Point 1 (Bottom) glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -10.0f, -1.0f); // Point 2 (Bottom) glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -10.0f, 1.0f); // Point 3 (Bottom) glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -10.0f, 1.0f); // Point 4 (Bottom) // Right face glNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -10.0f, -1.0f); // Point 1 (Right) glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 10.0f, -1.0f); // Point 2 (Right) glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 10.0f, 1.0f); // Point 3 (Right) glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -10.0f, 1.0f); // Point 4 (Right) // Left Face glNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -10.0f, -1.0f); // Point 1 (Left) glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -10.0f, 1.0f); // Point 2 (Left) glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 10.0f, 1.0f); // Point 3 (Left) glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 10.0f, -1.0f); // Point 4 (Left) glEnd(); // Done Drawing Quads glBegin(GL_QUADS); return; // Bottom Face. Red, 75% opaque, magnified texture //glNormal3f( 0.0f, -1.0f, 0.0f); // Needed for lighting // glColor4f(0.9,0.2,0.2,.75); // Basic polygon color //glTexCoord2f(0.800f, 0.800f); glVertex3f(cam->x-5.0f, cam->y-100.0f,cam->z -5.0f); // glTexCoord2f(0.200f, 0.800f); glVertex3f(cam->x+5.0f, cam->y-100.0f,cam->z -5.0f); //glTexCoord2f(0.200f, 0.200f); glVertex3f(cam->x+ 5.0f,cam->y -100.0f,cam->z + 5.0f); //glTexCoord2f(0.800f, 0.200f); glVertex3f(cam->x-5.0f, cam->y-100.0f, cam->z + 5.0f); //OK // Top face; offset. White, 50% opaque. // glNormal3f( 0.0f, 5.0f, 0.0f); glColor4f(0.5,0.5,0.5,.5); //glTexCoord2f(0.005f, 5.995f); glVertex3f(cam->x-5.0f, cam->y+ 100.0f, cam->z -5.0f); //glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-5.0f, cam->y+ 100.0f, cam->z +5.0f); //glTexCoord2f(5.995f, 0.005f); glVertex3f(cam->x+ 5.0f, cam->y+100.0f, cam->z +5.0f); //glTexCoord2f(5.995f, 5.995f); glVertex3f(cam->x+ 5.0f, cam->y+ 100.0f, cam->z -5.0f); //OKQUAD_STRI // Far face. Green, 50% opaque, non-uniform texture cooridinates. //glNormal3f( 0.0f, 0.0f,-5.0f); glColor4f(0.2,0.9,0.2,.5); // glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-5.0f, cam->y-100.0f, cam->z -5.0f); // glTexCoord2f(2.995f, 2.995f); glVertex3f(cam->x-5.0f, cam->y+ 100.0f, cam->z -5.0f); // glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 5.0f,cam->y+ 100.0f, cam->z -5.0f); //glTexCoord2f(0.005f, 0.005f); glVertex3f( cam->x+5.0f,cam->y -100.0f, cam->z -5.0f); // Right face. Blue; 25% opaque // glNormal3f( 5.0f, 0.0f, 0.0f); glColor4f(0.2,0.2,0.9,.25); // glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x+ 5.0f, cam->y -100.0f, cam->z -5.0f); // glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x+ 5.0f, cam->y+ 100.0f, cam->z -5.0f); // glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 5.0f, cam->y+ 100.0f, cam->z + 5.0f); // glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x+ 5.0f, cam->y-100.0f, cam->z +5.0f); // Front face; offset. Multi-colored, 50% opaque. // glNormal3f( 0.0f, 0.0f, 5.0f); // glColor4f( 0.9f, 0.2f, 0.2f, 0.5f); // glTexCoord2f( 0.005f, 0.005f); glVertex3f(cam->x-5.0f, cam->y-100.0f, cam->z +5.0f); // glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); // glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 5.0f, cam->y-100.0f, cam->z +5.0f); // glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); // glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+5.0f, cam->y+100.0f, cam->z +5.0f); // glColor4f( 0.5f, 0.5f, 0.5f, 0.5f); // glTexCoord2f( 0.005f, 0.995f); g glVertex3f(cam->x-5.0f, cam->y+ 100.0f, cam->z +5.0f); // Left Face; offset. Yellow, varying levels of opaque. // glNormal3f(-5.0f, 0.0f, 0.0f); // glColor4f(0.9,0.9,0.2,0.0); // glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-5.0f, cam->y-100.0f, cam->z -5.0f); //glColor4f(0.9,0.9,0.2,0.66); // glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-5.0f,cam->y -100.0f, cam->z +5.0f); // glColor4f(0.9,0.9,0.2,5.0); // glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-5.0f, cam->y+ 100.0f, cam->z +5.0f); // glColor4f(0.9,0.9,0.2,0.33); // glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-5.0f, cam->y+ 100.0f, cam->z -5.0f); glEnd(); }