added wall,collision missing

This commit is contained in:
gmueller 2011-01-10 23:14:56 +01:00
parent 2b2d58e904
commit 90f4b64af8
2 changed files with 130 additions and 0 deletions

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data/wall.tga Normal file

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@ -536,6 +536,134 @@ void explosion_callback(double x, double y, double z) {
explosion.add(x, y, z); explosion.add(x, y, z);
} }
GLuint wallTex = 0;
void draw_box() {
glBindTexture(GL_TEXTURE_2D, wallTex);
glEnable( GL_TEXTURE_2D);
if (wallTex == 0) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/wall.tga", 0);
}
GLfloat red[] = { 0.1f, 0.2f, 0.3f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
// Enable/Disable features
glPushAttrib( GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
//glDisable( GL_DEPTH_TEST);
// glEnable( GL_LIGHTING);
// glDisable( GL_BLEND);
glMatrixMode( GL_MODELVIEW);
glPushMatrix();
glTranslated(2000.0, 0.0, 0.0);
//glScaled(5000.0f, 5000.0f, 5000.0f);
float s = 2500.0;
// Just in case we set all vertices to white.
glColor4f(1, 1, 1, 1);
// Render the front quad
// glBindTexture(GL_TEXTURE_2D, _skybox[0]);
glBegin( GL_QUADS);
glTexCoord2f(0, 0);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(s, -s, -s);
glTexCoord2f(0, 1);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(s, s, -s);
glTexCoord2f(1, 1);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(-s, s, -s);
glTexCoord2f(1, 0);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(-s, -s, -s);
glEnd();
// Render the left quad
// glBindTexture(GL_TEXTURE_2D, _skybox[1]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(s, -s, s);
glTexCoord2f(0, 1);
glVertex3f(s, s, s);
glTexCoord2f(1, 1);
glVertex3f(s, s, -s);
glTexCoord2f(1, 0);
glVertex3f(s, -s, -s);
glEnd();
// Render the back quad
// glBindTexture(GL_TEXTURE_2D, _skybox[2]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, s);
glTexCoord2f(0, 1);
glVertex3f(-s, s, s);
glTexCoord2f(1, 1);
glVertex3f(s, s, s);
glTexCoord2f(1, 0);
glVertex3f(s, -s, s);
glEnd();
// Render the right quad
// glBindTexture(GL_TEXTURE_2D, _skybox[3]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, -s);
glTexCoord2f(0, 1);
glVertex3f(-s, s, -s);
glTexCoord2f(1, 1);
glVertex3f(-s, s, s);
glTexCoord2f(1, 0);
glVertex3f(-s, -s, s);
glEnd();
// Render the top quad
//glBindTexture(GL_TEXTURE_2D, _skybox[4]);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex3f(-s, s, -s);
glTexCoord2f(1, 1);
glVertex3f(s, s, -s);
glTexCoord2f(1, 0);
glVertex3f(s, s, s);
glTexCoord2f(0, 0);
glVertex3f(-s, s, s);
glEnd();
// Render the bottom quad
//glBindTexture(GL_TEXTURE_2D, _skybox[5]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-s, -s, -s);
glTexCoord2f(0, 1);
glVertex3f(-s, -s, s);
glTexCoord2f(1, 1);
glVertex3f(s, -s, s);
glTexCoord2f(1, 0);
glVertex3f(s, -s, -s);
glEnd();
// Restore enable bits and matrix
glPopAttrib();
glPopMatrix();
}
class Application { class Application {
public: public:
void initialize(int argc, char ** argv); void initialize(int argc, char ** argv);
@ -728,6 +856,8 @@ void Application::update() {
for (size_t i = 0; i < GAME_POINT_COUNT; i++) for (size_t i = 0; i < GAME_POINT_COUNT; i++)
draw_point(&game.point[i]); draw_point(&game.point[i]);
draw_box();
glDisable(GL_LIGHT0); glDisable(GL_LIGHT0);
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);