| [2748] | 1 | #include "windowHandler.h" // Include the Whandler Basecode |
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| 2 | #include "object.h" |
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| 3 | |
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| [2808] | 4 | int verbose = 1; |
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| [2748] | 5 | WindowHandler wHandler; // Create an instance of the whandler basecode class |
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| 6 | Object* obj; |
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| [2759] | 7 | float rotator = 0.0; |
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| [2780] | 8 | GLfloat whiteLight[] = {1.0, 1.0, 0.0,1.0}; |
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| [2748] | 9 | |
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| 10 | void DrawGLScene() |
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| 11 | { |
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| [2768] | 12 | rotator +=.001; |
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| [2759] | 13 | |
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| [2748] | 14 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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| 15 | glLoadIdentity(); // Reset the view |
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| 16 | |
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| [2794] | 17 | glMatrixMode(GL_PROJECTION); |
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| [2759] | 18 | glLoadIdentity(); |
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| 19 | gluPerspective(45.0f,500/375,0.1f,100.0f); |
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| [2768] | 20 | gluLookAt (5*sin(rotator),7.5,5*cos(rotator), 0,0,0, 0,1,0); |
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| [2780] | 21 | whiteLight[1] = .5+.5*sin(rotator*10); |
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| 22 | whiteLight[2] = .5+.5*sin(rotator*10); |
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| [2794] | 23 | |
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| 24 | GLfloat lightPosition[] = {10.0*sin(rotator*10), 10, 19.0, 0.0}; |
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| 25 | glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); |
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| 26 | |
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| [2780] | 27 | glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight); |
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| [2748] | 28 | obj->draw(); |
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| 29 | |
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| 30 | SDL_GL_SwapBuffers(); // Swap the buffers |
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| 31 | } |
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| 32 | |
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| 33 | |
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| 34 | int main(int argc, char *argv[]) |
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| 35 | { |
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| 36 | Uint8* keys; // This variable will be used in the keyboard routine |
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| 37 | int done=FALSE; // We aren't done yet, are we? |
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| 38 | |
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| 39 | // Create a new OpenGL window with the title "Cone3D Basecode" at |
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| 40 | // 640x480x32, fullscreen and check for errors along the way |
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| 41 | if(wHandler.CreateGLWindow("Whandler Basecode", 500, 375, 32, FALSE) == FALSE) |
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| 42 | { |
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| 43 | // If an error is found, display a message, kill the GL and SDL screens (if they were created) and exit |
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| 44 | printf("Could not initalize OpenGL :(\n\n"); |
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| 45 | wHandler.KillGLWindow(); |
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| 46 | return 0; |
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| 47 | } |
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| 48 | |
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| 49 | |
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| [2773] | 50 | obj = new Object (argv[1]); |
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| [2748] | 51 | |
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| [2780] | 52 | GLfloat lmodelAmbient[] = {.1, .1, .1, 1.0}; |
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| 53 | glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteLight); |
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| 54 | glLightfv(GL_LIGHT0, GL_SPECULAR, whiteLight); |
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| 55 | glEnable(GL_LIGHTING); |
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| 56 | glEnable(GL_LIGHT0); |
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| 57 | glEnable(GL_DEPTH_TEST); |
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| 58 | |
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| [2748] | 59 | // Build the font from a TGA image font.tga in the data directory |
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| 60 | // Hide the mouse cursor |
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| 61 | SDL_ShowCursor(0); |
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| 62 | |
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| 63 | // This is the main loop for the entire program and it will run until done==TRUE |
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| 64 | while(!done) |
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| 65 | { |
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| 66 | // Draw the scene |
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| 67 | DrawGLScene(); |
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| 68 | // And poll for events |
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| 69 | SDL_Event event; |
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| 70 | while ( SDL_PollEvent(&event) ) { |
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| 71 | switch (event.type) { |
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| 72 | // If a quit event was recieved |
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| 73 | case SDL_QUIT: |
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| 74 | // then we're done and we'll end this program |
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| 75 | done=TRUE; |
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| 76 | break; |
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| 77 | default: |
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| 78 | break; |
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| 79 | } |
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| 80 | } |
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| 81 | |
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| 82 | // Get the state of the keyboard keys |
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| 83 | keys = SDL_GetKeyState(NULL); |
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| 84 | |
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| 85 | // and check if ESCAPE has been pressed. If so then quit |
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| 86 | if(keys[SDLK_ESCAPE]) done=TRUE; |
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| 87 | } |
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| 88 | |
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| 89 | // Kill the GL & SDL screens |
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| 90 | wHandler.KillGLWindow(); |
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| 91 | // And quit |
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| 92 | return 0; |
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| 93 | } |
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