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author | Kyle K <kylek389@gmail.com> | 2010-10-15 01:02:52 -0500 |
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committer | Kamil Kaminski <kamilkss@gmail.com> | 2010-10-15 01:02:52 -0500 |
commit | bd79a6e0a38785f723f749608468b32e66e0f73b (patch) | |
tree | 46885841a1d21e3d21a5206c60ad050880c3d45f /sdl | |
parent | 9ac3e6642165d953cb376f3122f7aba69bce301f (diff) | |
download | GLPyramid-bd79a6e0a38785f723f749608468b32e66e0f73b.tar.gz GLPyramid-bd79a6e0a38785f723f749608468b32e66e0f73b.tar.bz2 GLPyramid-bd79a6e0a38785f723f749608468b32e66e0f73b.zip |
Rename more
Diffstat (limited to 'sdl')
-rw-r--r-- | sdl/glframe.c | 12 | ||||
-rw-r--r-- | sdl/glframe.h | 10 | ||||
-rw-r--r-- | sdl/pyramid.c | 39 |
3 files changed, 30 insertions, 31 deletions
diff --git a/sdl/glframe.c b/sdl/glframe.c index 668f8de..a86a393 100644 --- a/sdl/glframe.c +++ b/sdl/glframe.c @@ -10,7 +10,7 @@ #include "glframe.h" #include "math3d.h" -void reset_glframe(GLFrame *frame) +void glframe_reset(GLFrame *frame) { frame->v_location[0] = 0.0f; frame->v_location[1] = 0.0f; @@ -26,7 +26,7 @@ void reset_glframe(GLFrame *frame) } /* get a 4x4 transformation matrix that describes the ccamera orientation */ -void get_camera_orientation(GLFrame *frame, M3DMatrix44f m) +void glframe_get_camera_orientation(GLFrame *frame, M3DMatrix44f m) { M3DVector3f x, z; @@ -61,13 +61,13 @@ void get_camera_orientation(GLFrame *frame, M3DMatrix44f m) /* perform viewing or modeling transformations */ /* some of the code is unimplemented */ -void apply_camera_transform(GLFrame *frame) +void glframe_apply_camera_transform(GLFrame *frame) { /* XXX: rotation only, should passed in as a parameter */ int rot_only = 0; M3DMatrix44f m; - get_camera_orientation(frame, m); + glframe_get_camera_orientation(frame, m); glMultMatrixf(m); /* if Rotation only, then do not do the translation */ @@ -83,7 +83,7 @@ void apply_camera_transform(GLFrame *frame) #endif } -void move_forward(GLFrame *frame, float delta) +void glframe_move_forward(GLFrame *frame, float delta) { // Move along direction of front direction frame->v_location[0] += frame->v_forward[0] * delta; @@ -91,7 +91,7 @@ void move_forward(GLFrame *frame, float delta) frame->v_location[2] += frame->v_forward[2] * delta; } -void rotate_local_y(GLFrame *frame, float angle) +void glframe_rotate_local_y(GLFrame *frame, float angle) { M3DMatrix44f rotMat; diff --git a/sdl/glframe.h b/sdl/glframe.h index d83f9e4..3842d7a 100644 --- a/sdl/glframe.h +++ b/sdl/glframe.h @@ -11,11 +11,11 @@ typedef struct } GLFrame; /* function prototypes */ -void reset_glframe(GLFrame *); -void get_camera_orientation(GLFrame *, M3DMatrix44f); -void apply_camera_transform(GLFrame *); -void move_forward(GLFrame *, float); -void rotate_local_y(GLFrame *, float); +void glframe_reset(GLFrame *); +void glframe_get_camera_orientation(GLFrame *, M3DMatrix44f); +void glframe_apply_camera_transform(GLFrame *); +void glframe_move_forward(GLFrame *, float); +void glframe_rotate_local_y(GLFrame *, float); #endif diff --git a/sdl/pyramid.c b/sdl/pyramid.c index 5959e02..689e9dd 100644 --- a/sdl/pyramid.c +++ b/sdl/pyramid.c @@ -67,23 +67,20 @@ static void setup_opengl(void) GLenum eFormat; /* light values and coordinates */ - GLfloat whiteLight[] = { 0.05f, 0.05f, 0.05f, 1.0f }; + GLfloat whiteLight[] = { 0.05f, 0.05f, 0.05f, 1.0f }; GLfloat sourceLight[] = { 0.75f, 0.75f, 0.75f, 1.0f }; - GLfloat lightPos[] = { -10.f, 5.0f, 5.0f, 1.0f }; + GLfloat lightPos[] = { -10.f, 5.0f, 5.0f, 1.0f }; /* setup fog */ glEnable(GL_FOG); - glFogfv(GL_FOG_COLOR, fLowLight); /* set fog color to match background */ + glFogfv(GL_FOG_COLOR, fLowLight); /* set fog color to match background */ glFogf(GL_FOG_START, 4.0f); glFogf(GL_FOG_END, 20.0f); - glFogi(GL_FOG_MODE, GL_LINEAR); /* fog equation */ + glFogi(GL_FOG_MODE, GL_LINEAR); /* fog equation */ - glEnable(GL_DEPTH_TEST);/* hidden surface removal */ - glFrontFace(GL_CCW); /* counter clock-wise polygons face out */ - glEnable(GL_CULL_FACE); /* do not calculate inside of a pyramid */ - - /* enable lighting */ - glEnable(GL_LIGHTING); + glEnable(GL_DEPTH_TEST); /* hidden surface removal */ + glFrontFace(GL_CCW); /* counter clock-wise polygons face out */ + glEnable(GL_CULL_FACE); /* do not calculate inside of a pyramid */ /* setup and enable light 0 */ /* ambient RGBA intensity of the entire scene */ @@ -92,6 +89,8 @@ static void setup_opengl(void) glLightfv(GL_LIGHT0, GL_DIFFUSE, fBrightLight); glLightfv(GL_LIGHT0, GL_SPECULAR, fBrightLight); glLightfv(GL_LIGHT0, GL_POSITION, lightPos); + + /* enable lighting */ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); @@ -142,7 +141,7 @@ static void setup_opengl(void) glEnable(GL_TEXTURE_2D); /* set the camera to <0,0,0> */ - reset_glframe(&camera); + glframe_reset(&camera); /* multisampling for polygons, conflicts with anti-aliasing */ //glEnable(GL_MULTISAMPLE); @@ -162,10 +161,10 @@ static void keys(SDL_keysym *keysym, unsigned int *keys_held, int flag) case SDLK_s: xRot += 5.0f; break; case SDLK_a: yRot -= 5.0f; break; case SDLK_d: yRot += 5.0f; break; - case SDLK_UP: move_forward(&camera, 0.5f); break; - case SDLK_DOWN: move_forward(&camera, -0.5f); break; - case SDLK_LEFT: rotate_local_y(&camera, 0.1f); break; - case SDLK_RIGHT: rotate_local_y(&camera, -0.1f); break; + case SDLK_UP: glframe_move_forward(&camera, 0.5f); break; + case SDLK_DOWN: glframe_move_forward(&camera, -0.5f); break; + case SDLK_LEFT: glframe_rotate_local_y(&camera, 0.1f); break; + case SDLK_RIGHT: glframe_rotate_local_y(&camera, -0.1f); break; default: break; } } @@ -181,13 +180,13 @@ static void keys(SDL_keysym *keysym, unsigned int *keys_held, int flag) yRot += 5.0f; if (keys_held[SDLK_UP]) - move_forward(&camera, 0.05f); + glframe_move_forward(&camera, 0.05f); if (keys_held[SDLK_DOWN]) - move_forward(&camera, -0.05f); + glframe_move_forward(&camera, -0.05f); if (keys_held[SDLK_LEFT]) - rotate_local_y(&camera, 0.02f); + glframe_rotate_local_y(&camera, 0.02f); if (keys_held[SDLK_RIGHT]) - rotate_local_y(&camera, -0.02f); + glframe_rotate_local_y(&camera, -0.02f); } xRot = (GLfloat) ((const int) xRot % 360); @@ -246,7 +245,7 @@ static void render(void) /* save the matrix state and do the rotations */ glPushMatrix(); /* apply camera transform, and draw the ground */ - apply_camera_transform(&camera); + glframe_apply_camera_transform(&camera); glColor3ub(255, 0, 255); gltDrawGround(); |