Initial commit

This commit is contained in:
Quentin BAZIN 2013-02-11 21:58:34 +01:00
commit 0543ad9a93
24 changed files with 1101 additions and 0 deletions

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.gitignore vendored Executable file
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build
*~
KubKraft

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KubKraft.vimproj Executable file
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KubKraft=/home/quentin/Bureau/KubKraft CD=. filter=".gitignore *.c *.h *.diff *.vim AUTHORS ChangeLog COPYING Makefile Notes TODO *.textile *.cpp" {
Makefile
include=include {
biome.h
config.h
cube.h
init.h
map.h
player.h
scene.h
types.h
}
source=source {
biome.cpp
cube.cpp
init.cpp
main.cpp
map.cpp
player.cpp
scene.cpp
}
}

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Makefile Executable file
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#---------------------------------------------------------------------------------
# Compiler executables
#---------------------------------------------------------------------------------
CC := gcc
CXX := g++
#---------------------------------------------------------------------------------
# Options for code generation
#---------------------------------------------------------------------------------
CFLAGS := -g -Wall
CXXFLAGS:= $(CFLAGS) --std=c++0x
LDFLAGS := -g -Wl
#---------------------------------------------------------------------------------
# Any extra libraries you wish to link with your project
#---------------------------------------------------------------------------------
LIBS := -lGL -lGLU -lSDL
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS :=
#---------------------------------------------------------------------------------
# Source folders and executable name
#---------------------------------------------------------------------------------
TARGET := $(shell basename $(CURDIR))
BUILD := build
SOURCES := source
INCLUDES:= source include
#---------------------------------------------------------------------------------
# Source files
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir))
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
#---------------------------------------------------------------------------------
# Use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir))
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
#---------------------------------------------------------------------------------
.PHONY: $(BUILD) clean install uninstall
#------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET)
#---------------------------------------------------------------------------------
install:
@cp -u $(TARGET) /usr/bin/$(TARGET)
@echo installed.
#---------------------------------------------------------------------------------
uninstall:
@rm -f /usr/bin/$(TARGET)
@echo uninstalled.
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
# Makefile targets
#---------------------------------------------------------------------------------
all: $(OUTPUT)
#---------------------------------------------------------------------------------
$(OUTPUT): $(OFILES)
@echo built ... $(notdir $@)
@$(LD) $(LDFLAGS) $(OFILES) $(LIBS) -o $@
#---------------------------------------------------------------------------------
%.o: %.c
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(CC) $(CFLAGS) $(INCLUDE) -c $< -o $@
#---------------------------------------------------------------------------------
%.o: %.cpp
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(CXX) $(CXXFLAGS) $(INCLUDE) -c $< -o $@
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

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#ifndef BIOME_H
#define BIOME_H
class Biome {
public:
Biome(float x, float y, float z, GLuint texture);
~Biome();
void draw();
private:
float m_x;
float m_y;
float m_z;
std::vector<Cube*> m_cubes;
};
#endif // BIOME_H

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#ifndef CONFIG_H
#define CONFIG_H
#define WIN_WIDTH 640
#define WIN_HEIGHT 480
#define APP_LABEL "Test OpenGL app"
#define NEAR 0.1
#define FAR 1000.0
#define VISION_ANGLE 70.0
#endif // CONFIG_H

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#ifndef CUBE_H
#define CUBE_H
class Cube {
public:
Cube(float x, float y, float z, GLuint texture, Map *map);
~Cube() {}
void draw(float x, float y, float z);
private:
float m_x;
float m_y;
float m_z;
GLuint m_texture;
Map *m_map;
};
#endif // CUBE_H

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#ifndef INIT_H
#define INIT_H
void initSDL();
void initOpenGL();
#endif // INIT_H

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#ifndef MAP_H
#define MAP_H
typedef struct {
u16 width;
u16 depth;
u16 height;
u16 *map;
} Map;
#endif // MAP_H

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#ifndef PLAYER_H
#define PLAYER_H
class Player {
public:
Player(float x, float y, float z, float angle);
void move(float distance, float direction);
void turnH(float angle);
void turnV(float angle);
void fly();
void land();
void watch();
private:
float m_x;
float m_y;
float m_z;
float m_angleH;
float m_angleV;
float m_eyeheight;
};
#endif // PLAYER_H

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#ifndef SCENE_H
#define SCENE_H
class Scene {
public:
Scene();
~Scene();
void exec();
void manageEvents();
void animate();
void draw();
void display();
void loadTextures();
void drawField();
void lockMouse();
void unlockMouse();
private:
typedef std::map<std::string, GLuint> Textures;
bool m_cont;
Textures m_textures;
Player *m_player;
Biome *m_biome;
};
#endif // SCENE_H

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#ifndef SDLGLUTILS_H
#define SDLGLUTILS_H
#include <GL/gl.h>
#include <SDL/SDL.h>
#ifndef GL_CLAMP_TO_EDGE
#define GL_CLAMP_TO_EDGE 0x812F
#endif
GLuint loadTexture(const char * filename,bool useMipMap = true);
int takeScreenshot(const char * filename);
void drawAxis(double scale = 1);
int initFullScreen(unsigned int * width = NULL,unsigned int * height = NULL);
int XPMFromImage(const char * imagefile, const char * XPMfile);
SDL_Cursor * cursorFromXPM(const char * xpm[]);
#endif //SDLGLUTILS_H

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include/types.h Normal file
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#ifndef TYPES_H
#define TYPES_H
typedef unsigned char u8;
typedef signed char s8;
typedef unsigned short u16;
typedef signed short s16;
typedef unsigned long u32;
typedef signed long s32;
#endif // TYPES_H

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#include <iostream>
#include <vector>
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "types.h"
#include "map.h"
#include "cube.h"
#include "biome.h"
using namespace std;
u16 width = 3;
u16 depth = 3;
u16 height = 2;
u16 map[3 * 3 * 2] = {
1, 1, 1,
1, 1, 1,
1, 1, 1,
0, 0, 0,
0, 1, 0,
0, 0, 0
};
Map *m_map = new Map{width, depth, height, map};
Biome::Biome(float x, float y, float z, GLuint texture) {
m_x = x;
m_y = y;
m_z = z;
for(u16 z = 0 ; z < 2 ; z++) {
for(u16 y = 0 ; y < 3 ; y++) {
for(u16 x = 0 ; x < 3 ; x++) {
if(map[x + (y * m_map->depth) + (z * m_map->width * m_map->depth)] == 1) {
m_cubes.push_back(new Cube(x, y, z, texture, m_map));
}
}
}
}
}
Biome::~Biome() {
for(std::vector<Cube*>::iterator it = m_cubes.begin() ; it != m_cubes.end() ; it++) {
delete (*it);
}
m_cubes.clear();
delete m_map;
}
void Biome::draw() {
for(std::vector<Cube*>::iterator it = m_cubes.begin() ; it != m_cubes.end() ; it++) {
(*it)->draw(m_x, m_y, m_z);
}
}

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#include <string>
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "types.h"
#include "map.h"
#include "cube.h"
Cube::Cube(float x, float y, float z, GLuint texture, Map *map) {
m_x = x;
m_y = y;
m_z = z;
m_texture = texture;
m_map = map;
}
void Cube::draw(float x, float y, float z) {
m_x += x;
m_y += y;
m_z += z;
glBindTexture(GL_TEXTURE_2D, m_texture);
glBegin(GL_QUADS);
glColor3ub(255, 255, 255); // Front Right
glTexCoord2d(1, 0); glVertex3d(m_x + 1, m_y + 1, m_z + 1);
glTexCoord2d(0, 0); glVertex3d(m_x + 1, m_y + 1, m_z);
glTexCoord2d(0, 1); glVertex3d(m_x, m_y + 1, m_z);
glTexCoord2d(1, 1); glVertex3d(m_x, m_y + 1, m_z + 1);
glColor3ub(255, 255, 255); // Front left
glTexCoord2d(1, 0); glVertex3d(m_x + 1, m_y, m_z + 1);
glTexCoord2d(0, 0); glVertex3d(m_x + 1, m_y, m_z);
glTexCoord2d(0, 1); glVertex3d(m_x + 1, m_y + 1, m_z);
glTexCoord2d(1, 1); glVertex3d(m_x + 1, m_y + 1, m_z + 1);
glColor3ub(255, 255, 255); // Back left
glTexCoord2d(1, 0); glVertex3d(m_x, m_y, m_z + 1);
glTexCoord2d(0, 0); glVertex3d(m_x, m_y, m_z);
glTexCoord2d(0, 1); glVertex3d(m_x + 1, m_y, m_z);
glTexCoord2d(1, 1); glVertex3d(m_x + 1, m_y, m_z + 1);
glColor3ub(255, 255, 255); // Back right
glTexCoord2d(1, 0); glVertex3d(m_x, m_y + 1, m_z + 1);
glTexCoord2d(0, 0); glVertex3d(m_x, m_y + 1, m_z);
glTexCoord2d(0, 1); glVertex3d(m_x, m_y, m_z);
glTexCoord2d(1, 1); glVertex3d(m_x, m_y, m_z + 1);
glColor3ub(255, 255, 255); // Bottom
glTexCoord2d(1, 0); glVertex3d(m_x + 1, m_y + 1, m_z);
glTexCoord2d(0, 0); glVertex3d(m_x + 1, m_y, m_z);
glTexCoord2d(0, 1); glVertex3d(m_x, m_y, m_z);
glTexCoord2d(1, 1); glVertex3d(m_x, m_y, m_z);
glColor3ub(255, 255, 255); // Top
glTexCoord2d(0, 1); glVertex3d(m_x, m_y, m_z + 1);
glTexCoord2d(0, 0); glVertex3d(m_x + 1, m_y, m_z + 1);
glTexCoord2d(1, 0); glVertex3d(m_x + 1, m_y + 1, m_z + 1);
glTexCoord2d(1, 1); glVertex3d(m_x, m_y + 1, m_z + 1);
glEnd();
}

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#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "init.h"
#include "config.h"
void initSDL() {
// Start SDL with video module
if(SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf(stderr, "Error while initializing SDL: %s\n", SDL_GetError());
exit(EXIT_FAILURE);
}
// Creation of the window initialized to work with OpenGL
SDL_SetVideoMode(WIN_WIDTH, WIN_HEIGHT, 32, SDL_OPENGL);
// Label of application
SDL_WM_SetCaption(APP_LABEL, NULL);
}
void initOpenGL() {
glEnable(GL_CULL_FACE); // Turn on hidden face tagging
glCullFace(GL_BACK); // Hidden faces = back faces
glFrontFace(GL_CCW); // Front face = Trigo way
// Clean screen RGBa color
glClearColor(0.5, 0.5, 1.0, 0);
// Window definition
glViewport(0, 0, WIN_WIDTH, WIN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Visible area definition
gluPerspective(VISION_ANGLE, (GLdouble)WIN_WIDTH / (GLdouble)WIN_HEIGHT, NEAR, FAR);
}

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#include <string>
#include <map>
#include <vector>
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "sdlglutils.h"
#include "types.h"
#include "init.h"
#include "map.h"
#include "cube.h"
#include "biome.h"
#include "player.h"
#include "scene.h"
int main() {
// Init SDL and OpenGL
initSDL();
initOpenGL();
// Scene execution
Scene scene;
scene.exec();
// Stop SDL
SDL_Quit();
return 0;
}

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source/map.cpp Normal file
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#include <string>
#include <cmath>
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "types.h"
#include "player.h"
Player::Player(float x, float y, float z, float angle) {
m_x = x;
m_y = y;
m_z = z;
m_angleH = angle;
m_angleV = 0.0f;
m_eyeheight = 0.8;
}
void Player::move(float distance, float direction) {
direction += m_angleH;
m_y -= distance * sin(direction * M_PI / 180.0);
m_x -= distance * cos(direction * M_PI / 180.0);
}
void Player::turnH(float angle) {
m_angleH += angle;
while(m_angleH >= 180.0f) {
m_angleH -= 360.0f;
}
while(m_angleH < -180.0f) {
m_angleH += 360.0f;
}
}
void Player::turnV(float angle) {
m_angleV += angle;
if(45.0f < m_angleV) {
m_angleV = 45.0f;
}
else if(-45.0f > m_angleV) {
m_angleV = -45.0f;
}
}
void Player::fly() {
if(m_eyeheight < 20) m_eyeheight += 0.05;
}
void Player::land() {
if(m_eyeheight > 0.8) m_eyeheight -= 0.05;
}
void Player::watch() {
#define RADIANS_PER_DEGREES 0.0174532925199
gluLookAt(
// Eye position
m_x, m_y, m_eyeheight,
// Point targeted
m_x - cos(-m_angleH * RADIANS_PER_DEGREES),
m_y + sin(-m_angleH * RADIANS_PER_DEGREES),
m_eyeheight + tan(m_angleV * RADIANS_PER_DEGREES),
// z is the vertical
0, 0, 1);
}

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#include <string>
#include <vector>
#include <map>
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "sdlglutils.h"
#include "config.h"
#include "types.h"
#include "player.h"
#include "map.h"
#include "cube.h"
#include "biome.h"
#include "scene.h"
Scene::Scene() {
m_player = new Player(2, 2, 0, -130);
loadTextures();
m_biome = new Biome(0, 0, 0, m_textures["brick"]);
}
Scene::~Scene() {
// Deleting loaded textures
for(Textures::iterator element = m_textures.begin() ; element != m_textures.end() ; element++) {
glDeleteTextures(1, &element->second);
element->second = 0;
}
delete m_biome;
delete m_player;
}
void Scene::exec() {
lockMouse();
m_cont = true;
while(m_cont) {
manageEvents();
animate();
draw();
display();
}
unlockMouse();
}
void Scene::manageEvents() {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT:
m_cont = false;
break;
case SDL_MOUSEMOTION:
if((WIN_WIDTH / 2) != event.motion.x || (WIN_HEIGHT / 2) != event.motion.y) {
m_player->turnH(-event.motion.xrel * 0.06);
m_player->turnV(-event.motion.yrel * 0.06);
SDL_WarpMouse((WIN_WIDTH / 2), (WIN_HEIGHT / 2));
}
break;
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_ESCAPE) {
m_cont = false;
}
break;
}
}
}
void Scene::animate() {
// Read keys state
u8 *keys = SDL_GetKeyState(NULL);
float direction = 0.0;
bool movement = false;
// Forward
if(keys[SDLK_z]) {
movement = true;
if(keys[SDLK_q]) direction = 45.0;
else if(keys[SDLK_d]) direction = -45.0;
else direction = 0.0;
}
// Back
else if(keys[SDLK_s]) {
movement = true;
if(keys[SDLK_q]) direction = 135.0;
else if(keys[SDLK_d]) direction = -135.0;
else direction = 180.0;
}
if(movement == false) {
// Left
if(keys[SDLK_q]) {
direction = 90.0;
movement = true;
}
// Right
else if(keys[SDLK_d]) {
direction = -90.0;
movement = true;
}
}
if(keys[SDLK_SPACE]) {
m_player->fly();
}
else if(keys[SDLK_LSHIFT]) {
m_player->land();
}
if(movement) {
#define MOVEMENT_SPEED (2.0f)
float distance = 20 * MOVEMENT_SPEED / 1000.0f;
m_player->move(distance, direction);
}
}
void Scene::draw() {
// Clean screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Put camera
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//gluLookAt(3, 4, 2, 0, 0, 0, 0, 0, 1);
m_player->watch();
// Drawing field
drawField();
}
void Scene::display() {
glFlush();
SDL_GL_SwapBuffers();
}
void Scene::loadTextures() {
// Load ground textures
m_textures["ground"] = loadTexture("textures/ground.bmp");
m_textures["brick"] = loadTexture("textures/brick.bmp");
}
void Scene::drawField() {
// Turn on textures
glEnable(GL_TEXTURE_2D);
// Select texture
glBindTexture(GL_TEXTURE_2D, m_textures["ground"]);
// Add texture to scene
glBegin(GL_QUADS);
glColor3ub(255, 255, 255);
glTexCoord2d(0, 1); glVertex3d(0, 0, 0);
glTexCoord2d(0, 0); glVertex3d(50, 0, 0);
glTexCoord2d(1, 0); glVertex3d(50, 50, 0);
glTexCoord2d(1, 1); glVertex3d(0, 50, 0);
glEnd();
m_biome->draw();
}
void Scene::lockMouse() {
SDL_WM_GrabInput(SDL_GRAB_ON);
SDL_WarpMouse((WIN_WIDTH / 2), (WIN_HEIGHT / 2));
SDL_ShowCursor(false);
}
void Scene::unlockMouse() {
SDL_WM_GrabInput(SDL_GRAB_OFF);
SDL_ShowCursor(true);
}

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#include "sdlglutils.h"
#include <SDL/SDL.h>
#include <GL/glu.h>
SDL_Surface * flipSurface(SDL_Surface * surface);
GLuint loadTexture(const char * filename,bool useMipMap)
{
GLuint glID;
SDL_Surface * picture_surface = NULL;
SDL_Surface *gl_surface = NULL;
SDL_Surface * gl_fliped_surface = NULL;
Uint32 rmask, gmask, bmask, amask;
picture_surface = SDL_LoadBMP(filename);
if (picture_surface == NULL)
return 0;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
#endif
SDL_PixelFormat format = *(picture_surface->format);
format.BitsPerPixel = 32;
format.BytesPerPixel = 4;
format.Rmask = rmask;
format.Gmask = gmask;
format.Bmask = bmask;
format.Amask = amask;
gl_surface = SDL_ConvertSurface(picture_surface,&format,SDL_SWSURFACE);
gl_fliped_surface = flipSurface(gl_surface);
glGenTextures(1, &glID);
glBindTexture(GL_TEXTURE_2D, glID);
if (useMipMap)
{
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, gl_fliped_surface->w,
gl_fliped_surface->h, GL_RGBA,GL_UNSIGNED_BYTE,
gl_fliped_surface->pixels);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, 4, gl_fliped_surface->w,
gl_fliped_surface->h, 0, GL_RGBA,GL_UNSIGNED_BYTE,
gl_fliped_surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
SDL_FreeSurface(gl_fliped_surface);
SDL_FreeSurface(gl_surface);
SDL_FreeSurface(picture_surface);
return glID;
}
int takeScreenshot(const char * filename)
{
GLint viewport[4];
Uint32 rmask, gmask, bmask, amask;
SDL_Surface * picture, * finalpicture;
glGetIntegerv(GL_VIEWPORT, viewport);
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
#endif
picture = SDL_CreateRGBSurface(SDL_SWSURFACE,viewport[2],viewport[3], 32,
rmask, gmask, bmask, amask);
SDL_LockSurface(picture);
glReadPixels(viewport[0],viewport[1],viewport[2],viewport[3],GL_RGBA,
GL_UNSIGNED_BYTE,picture->pixels);
SDL_UnlockSurface(picture);
finalpicture = flipSurface(picture);
if (SDL_SaveBMP(finalpicture, filename))
{
return -1;
}
SDL_FreeSurface(finalpicture);
SDL_FreeSurface(picture);
return 0;
}
SDL_Surface * flipSurface(SDL_Surface * surface)
{
int current_line,pitch;
SDL_Surface * fliped_surface = SDL_CreateRGBSurface(SDL_SWSURFACE,
surface->w,surface->h,
surface->format->BitsPerPixel,
surface->format->Rmask,
surface->format->Gmask,
surface->format->Bmask,
surface->format->Amask);
SDL_LockSurface(surface);
SDL_LockSurface(fliped_surface);
pitch = surface->pitch;
for (current_line = 0; current_line < surface->h; current_line ++)
{
memcpy(&((unsigned char* )fliped_surface->pixels)[current_line*pitch],
&((unsigned char* )surface->pixels)[(surface->h - 1 -
current_line)*pitch],
pitch);
}
SDL_UnlockSurface(fliped_surface);
SDL_UnlockSurface(surface);
return fliped_surface;
}
void drawAxis(double scale)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glLineWidth(2);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glScaled(scale,scale,scale);
glBegin(GL_LINES);
glColor3ub(255,0,0);
glVertex3i(0,0,0);
glVertex3i(1,0,0);
glColor3ub(0,255,0);
glVertex3i(0,0,0);
glVertex3i(0,1,0);
glColor3ub(0,0,255);
glVertex3i(0,0,0);
glVertex3i(0,0,1);
glEnd();
glPopMatrix();
glPopAttrib();
}
int initFullScreen(unsigned int * width,unsigned int * height)
{
SDL_Rect ** modes;
modes = SDL_ListModes(NULL,SDL_FULLSCREEN|SDL_OPENGL);
if ((modes == (SDL_Rect **)0)||(modes == (SDL_Rect **)-1))
return 0;
if (width != NULL)
*width = modes[0]->w;
if (height != NULL)
*height = modes[0]->h;
if (SDL_SetVideoMode(modes[0]->w,
modes[0]->h,
SDL_GetVideoInfo()->vfmt->BitsPerPixel,
SDL_FULLSCREEN|SDL_OPENGL) == NULL)
return -1;
else
{
return 0;
}
}
int XPMFromImage(const char * imagefile, const char * XPMfile)
{
SDL_Surface * image,*image32bits;
FILE * xpm;
Uint32 pixel;
Uint8 r,g,b,a;
int x,y;
unsigned int w;
char * xpm_name;
Uint32 rmask, gmask, bmask, amask;
image = SDL_LoadBMP(imagefile);
if (image == NULL)
return -1;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
#endif
image32bits = SDL_CreateRGBSurface(SDL_SWSURFACE,
image->w,image->h,
32,rmask, gmask, bmask, amask);
SDL_BlitSurface(image,NULL,image32bits,NULL);
SDL_FreeSurface(image);
xpm = fopen(XPMfile,"w");
xpm_name = (char*)malloc(strlen(imagefile)*sizeof(char));
strcpy(xpm_name,imagefile);
if (strchr(xpm_name,'.') != NULL)
*strchr(xpm_name,'.') = '\0';
fprintf(xpm,"const char *%s[] =\n",xpm_name);
free(xpm_name);
fprintf(xpm,"\t{\n");
fprintf(xpm,"\t\t/* width height num_colors chars_per_pixel */\n");
w = ((image->w%8) == 0)?image32bits->w:8*(image32bits->w/8+1);
fprintf(xpm,"\t\t\" %d %d 3 1 \",\n",w,image32bits->h);
fprintf(xpm,"\t\t/* colors */\n");
fprintf(xpm,"\t\t\"X c #000000\",\n");
fprintf(xpm,"\t\t\". c #ffffff\",\n");
fprintf(xpm,"\t\t\" c None\",\n");
fprintf(xpm,"\t\t/* pixels */\n");
SDL_LockSurface(image32bits);
for (y = 0; y < image32bits->h; y ++)
{
fprintf(xpm,"\t\t\"");
for (x = 0; x < image32bits->w ; x ++)
{
pixel = ((Uint32*)image32bits->pixels)[x+y*image32bits->pitch/4];
SDL_GetRGBA(pixel,image32bits->format,&r,&g,&b,&a);
if (a < 128)
fprintf(xpm," ");
else if ((r >= 128)||(g >= 128)||(b >= 128))
fprintf(xpm,".");
else
fprintf(xpm,"X");
}
for (x = image32bits->w ; (unsigned int)x < w ; x ++)
fprintf(xpm," ");
fprintf(xpm,"\",\n");
}
SDL_UnlockSurface(image32bits);
SDL_FreeSurface(image32bits);
fprintf(xpm,"\t\t\"0,0\"\n");
fprintf(xpm,"\t};\n");
return 0;
}
SDL_Cursor * cursorFromXPM(const char * xpm[])
{
int i, row, col;
int width, height;
Uint8 * data;
Uint8 * mask;
int hot_x, hot_y;
SDL_Cursor * cursor = NULL;
sscanf(xpm[0], "%d %d", &width, &height);
data = (Uint8*)calloc(width/8*height,sizeof(Uint8));
mask = (Uint8*)calloc(width/8*height,sizeof(Uint8));
i = -1;
for ( row=0; row<height; ++row )
{
for ( col=0; col<width; ++col )
{
if ( col % 8 )
{
data[i] <<= 1;
mask[i] <<= 1;
}
else
{
++i;
data[i] = mask[i] = 0;
}
switch (xpm[4+row][col])
{
case 'X':
data[i] |= 0x01;
mask[i] |= 0x01;
break;
case '.':
mask[i] |= 0x01;
break;
case ' ':
break;
}
}
}
sscanf(xpm[4+row], "%d,%d", &hot_x, &hot_y);
cursor = SDL_CreateCursor(data, mask, width, height, hot_x, hot_y);
free(data);
free(mask);
return cursor;
}

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