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To start with we first take the code of tutorial one
and remove the code that creates geometry and initializes
the default camera position. In addition we add a new LoadMap()
function. This results in the following for `simpmap.h':
#ifndef __SIMPMAP_H__ #define __SIMPMAP_H__ #include <stdarg.h> struct iEngine; struct iLoader; struct iGraphics3D; struct iKeyboardDriver; struct iVirtualClock; struct iObjectRegistry; struct iEvent; struct iSector; struct iView; class Simple { private: iObjectRegistry* object_reg; csRef<iEngine> engine; csRef<iLoader> loader; csRef<iGraphics3D> g3d; csRef<iKeyboardDriver> kbd; csRef<iVirtualClock> vc; iSector* room; csRef<iView> view; static bool SimpleEventHandler (iEvent& ev); bool HandleEvent (iEvent& ev); void SetupFrame (); void FinishFrame (); bool LoadMap (); public: Simple (iObjectRegistry* object_reg); ~Simple (); bool Initialize (); void Start (); }; #endif // __SIMPMAP_H__ |
Similarly for `simple.cpp':
#include "cssysdef.h" #include "cssys/sysfunc.h" #include "iutil/vfs.h" #include "csutil/cscolor.h" #include "cstool/csview.h" #include "cstool/initapp.h" #include "simpmap.h" #include "iutil/eventq.h" #include "iutil/event.h" #include "iutil/objreg.h" #include "iutil/csinput.h" #include "iutil/virtclk.h" #include "iengine/sector.h" #include "iengine/engine.h" #include "iengine/camera.h" #include "iengine/light.h" #include "iengine/statlght.h" #include "iengine/texture.h" #include "iengine/mesh.h" #include "iengine/movable.h" #include "iengine/material.h" #include "imesh/thing/polygon.h" #include "imesh/thing/thing.h" #include "imesh/object.h" #include "ivideo/graph3d.h" #include "ivideo/graph2d.h" #include "ivideo/txtmgr.h" #include "ivideo/texture.h" #include "ivideo/material.h" #include "ivideo/fontserv.h" #include "igraphic/imageio.h" #include "imap/parser.h" #include "ivaria/reporter.h" #include "ivaria/stdrep.h" #include "csutil/cmdhelp.h" CS_IMPLEMENT_APPLICATION // The global pointer to simple Simple *simple; Simple::Simple (iObjectRegistry* object_reg) { Simple::object_reg = object_reg; } Simple::~Simple () { } void Simple::SetupFrame () { // First get elapsed time from the virtual clock. csTicks elapsed_time = vc->GetElapsedTicks (); // Now rotate the camera according to keyboard state float speed = (elapsed_time / 1000.0) * (0.03 * 20); iCamera* c = view->GetCamera(); if (kbd->GetKeyState (CSKEY_RIGHT)) c->GetTransform ().RotateThis (CS_VEC_ROT_RIGHT, speed); if (kbd->GetKeyState (CSKEY_LEFT)) c->GetTransform ().RotateThis (CS_VEC_ROT_LEFT, speed); if (kbd->GetKeyState (CSKEY_PGUP)) c->GetTransform ().RotateThis (CS_VEC_TILT_UP, speed); if (kbd->GetKeyState (CSKEY_PGDN)) c->GetTransform ().RotateThis (CS_VEC_TILT_DOWN, speed); if (kbd->GetKeyState (CSKEY_UP)) c->Move (CS_VEC_FORWARD * 4 * speed); if (kbd->GetKeyState (CSKEY_DOWN)) c->Move (CS_VEC_BACKWARD * 4 * speed); // Tell 3D driver we're going to display 3D things. if (!g3d->BeginDraw( engine->GetBeginDrawFlags() | CSDRAW_3DGRAPHICS)) return; // Tell the camera to render into the frame buffer. view->Draw (); } void Simple::FinishFrame () { g3d->FinishDraw (); g3d->Print (0); } bool Simple::HandleEvent (iEvent& ev) { if (ev.Type == csevBroadcast && ev.Command.Code == cscmdProcess) { simple->SetupFrame (); return true; } else if (ev.Type == csevBroadcast && ev.Command.Code == cscmdFinalProcess) { simple->FinishFrame (); return true; } else if (ev.Type == csevKeyDown && ev.Key.Code == CSKEY_ESC) { csRef<iEventQueue> q = CS_QUERY_REGISTRY (object_reg, iEventQueue); if (q) { q->GetEventOutlet()->Broadcast (cscmdQuit); } return true; } return false; } bool Simple::SimpleEventHandler (iEvent& ev) { return simple->HandleEvent (ev); } bool Simple::Initialize () { if (!csInitializer::RequestPlugins (object_reg, CS_REQUEST_VFS, CS_REQUEST_SOFTWARE3D, CS_REQUEST_ENGINE, CS_REQUEST_FONTSERVER, CS_REQUEST_IMAGELOADER, CS_REQUEST_LEVELLOADER, CS_REQUEST_REPORTER, CS_REQUEST_REPORTERLISTENER, CS_REQUEST_END)) { csReport (object_reg, CS_REPORTER_SEVERITY_ERROR, "crystalspace.application.simple", "Can't initialize plugins!"); return false; } if (!csInitializer::SetupEventHandler( object_reg, SimpleEventHandler)) { csReport (object_reg, CS_REPORTER_SEVERITY_ERROR, "crystalspace.application.simple", "Can't initialize event handler!"); return false; } // Check for commandline help. if (csCommandLineHelper::CheckHelp (object_reg)) { csCommandLineHelper::Help (object_reg); return false; } // The virtual clock. vc = CS_QUERY_REGISTRY (object_reg, iVirtualClock); if (!vc) { csReport (object_reg, CS_REPORTER_SEVERITY_ERROR, "crystalspace.application.simple", "Can't find the virtual clock!"); return false; } // Find the pointer to engine plugin engine = CS_QUERY_REGISTRY (object_reg, iEngine); if (!engine) { csReport (object_reg, CS_REPORTER_SEVERITY_ERROR, "crystalspace.application.simple", "No iEngine plugin!"); return false; } loader = CS_QUERY_REGISTRY (object_reg, iLoader); if (!loader) { csReport (object_reg, CS_REPORTER_SEVERITY_ERROR, "crystalspace.application.simple", "No iLoader plugin!"); return false; } g3d = CS_QUERY_REGISTRY (object_reg, iGraphics3D); if (!g3d) { csReport (object_reg, CS_REPORTER_SEVERITY_ERROR, "crystalspace.application.simple", "No iGraphics3D plugin!"); return false; } kbd = CS_QUERY_REGISTRY (object_reg, iKeyboardDriver); if (!kbd) { csReport (object_reg, CS_REPORTER_SEVERITY_ERROR, "crystalspace.application.simple", "No iKeyboardDriver plugin!"); return false; } // Open the main system. This will open all the previously // loaded plug-ins. if (!csInitializer::OpenApplication (object_reg)) { csReport (object_reg, CS_REPORTER_SEVERITY_ERROR, "crystalspace.application.simple", "Error opening system!"); return false; } view = csPtr<iView> (new csView (engine, g3d)); iGraphics2D* g2d = g3d->GetDriver2D (); view->SetRectangle (0, 0, g2d->GetWidth (), g2d->GetHeight ()); return true; } void Simple::Start () { csDefaultRunLoop (object_reg); } /*---------------* * Main function *---------------*/ int main (int argc, char* argv[]) { iObjectRegistry* object_reg = csInitializer::CreateEnvironment (argc, argv); if (!object_reg) return -1; simple = new Simple (object_reg); if (simple->Initialize ()) simple->Start (); delete simple; csInitializer::DestroyApplication (object_reg); return 0; } |
One important note in the code above: we removed the following line:
engine->SetLightingCacheMode (0); |
That's because when we are loading from map file we actually want the lighting information to be read from the cache (if present). That's because relighting a map can be a time-consuming process.
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