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texture.cpp
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/***************************************************************************
Texture test. A cube should be visible in the middle of the screen.
The cube has a texture applied to it.
The arrow keys rotates the cube.
***************************************************************************/
#include <iostream>
#include "Private.h"
#include "Engine.h"
#include "Camera.h"
#include "Cube.h"
#include "KeyRotBehavior.h"
#include "KeyBehavior.h"
#include "Keyboard.h"
#include "TextureUtil.h"
#include "Light.h"
#include "Polygon.h"
/** Main */
int main(int argc, char *argv[]) {
cerr << "Simple emilia test." << endl;
if (argc < 2) {
cerr << "Usage: texture <image-file>" << endl;
return 0;
}
// Create the engine.
Engine* engine = new Engine(argc, argv);
engine->setLightning(0.5f, 0.1f);
// Add a camera. Move a bit.
Camera* camera = new Camera();
Group* groupCamera = new Group();
engine->add(groupCamera);
groupCamera->setCamera(camera);
groupCamera->setTranslation(0, 0, 3);
engine->setEngineCamera(groupCamera);
// Load a texture
EmTexture* texture = TextureUtil::getInstance()->loadTexture(argv[1]);
if (texture == NULL) {
cerr << "Error loading texture" << endl;
return -1;
}
// Add a cube.
Cube* cube1 = new Cube(1.0, texture);
Cube* cube2 = new Cube(1.0, texture);
Group* groupCube1 = new Group();
Group* groupCube2 = new Group();
engine->add(groupCube1);
engine->add(groupCube2);
groupCube1->addShape3D(cube1);
groupCube2->addShape3D(cube2);
cube1->setPolygonProperty(EM_POLY_TRANS);
cube1->setProperty(EM_SHAPE3D_USE_TRANS);
// Add a light
Light* lightR = new Light(1, 0, 0, 1, 0, 0);
Group* groupLightR = new Group();
engine->add(groupLightR);
groupLightR->setLight(lightR);
groupLightR->setTranslation(5, 0, 0);
engine->addLight(lightR);
// Add behaviors to the cubes
KeyRotBehavior* keyRBeh = new KeyRotBehavior();
groupCube1->setBehavior(keyRBeh);
KeyBehavior* keyBeh = new KeyBehavior();
groupCube2->setBehavior(keyBeh);
engine->resetTick();
while (!Keyboard::isKeyDown(SDLK_ESCAPE)) {
if (engine->nextTick()) {
engine->tick();
} else {
engine->render();
engine->swap();
}
}
engine->stopEngine();
return 0;
}
#if EM_USE_ALLEGRO
END_OF_MAIN();
#endif