Each module now includes its own header first. Removed sstream.h and the definition...
[crack-attack.git] / src / obj_sign.cxx
blob4f470fad0d0408ed61b02edfb9b2031c0e46c75b
1 /*
2 * sign.cxx
3 * Daniel Nelson - 9/14/0
5 * Copyright (C) 2000 Daniel Nelson
6 * Copyright (C) 2004 Andrew Sayman
7 *
8 * This program is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU General Public License
10 * as published by the Free Software Foundation; either version 2
11 * of the License, or (at your option) any later version.
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 * Daniel Nelson - aluminumangel.org
23 * 174 W. 18th Ave.
24 * Columbus, OH 43210
26 * Generates the display list and textures for the reward signs.
29 #include <GL/glut.h>
31 #include "glext.h"
33 #include "TextureLoader.h"
34 #include "Game.h"
35 #include "Displayer.h"
37 GLuint Displayer::sign_small_list;
38 GLuint Displayer::sign_large_list;
39 GLuint Displayer::sign_small_texture;
40 GLuint Displayer::sign_large_texture;
42 const char *sign_small_subtexture_files[DC_NUMBER_SMALL_SIGN_SUBTEXTURES]
43 = { GC_DATA_DIRECTORY("sign_4.tga"),
44 GC_DATA_DIRECTORY("sign_5.tga"),
45 GC_DATA_DIRECTORY("sign_6.tga"),
46 GC_DATA_DIRECTORY("sign_7.tga"),
47 GC_DATA_DIRECTORY("sign_8.tga"),
48 GC_DATA_DIRECTORY("sign_9.tga") };
50 const char *sign_large_subtexture_files[DC_NUMBER_LARGE_SIGN_SUBTEXTURES]
51 = { GC_DATA_DIRECTORY("sign_10.tga"),
52 GC_DATA_DIRECTORY("sign_11.tga"),
53 GC_DATA_DIRECTORY("sign_12.tga"),
54 GC_DATA_DIRECTORY("sign_x2.tga"),
55 GC_DATA_DIRECTORY("sign_x3.tga"),
56 GC_DATA_DIRECTORY("sign_x4.tga"),
57 GC_DATA_DIRECTORY("sign_x5.tga"),
58 GC_DATA_DIRECTORY("sign_x6.tga"),
59 GC_DATA_DIRECTORY("sign_x7.tga"),
60 GC_DATA_DIRECTORY("sign_x8.tga"),
61 GC_DATA_DIRECTORY("sign_x9.tga"),
62 GC_DATA_DIRECTORY("sign_x10.tga"),
63 GC_DATA_DIRECTORY("sign_x11.tga"),
64 GC_DATA_DIRECTORY("sign_x12.tga"),
65 GC_DATA_DIRECTORY("sign_bonus.tga") };
67 void Displayer::generateSignList ( )
69 GLubyte *subtextures[std::max(
70 DC_NUMBER_SMALL_SIGN_SUBTEXTURES,
71 DC_NUMBER_LARGE_SIGN_SUBTEXTURES)];
73 // load and pack the small sign textures
75 glGenTextures(1, &sign_small_texture);
77 glBindTexture(GL_TEXTURE_2D, sign_small_texture);
79 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
80 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
81 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
82 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
84 for (int n = DC_NUMBER_SMALL_SIGN_SUBTEXTURES; n--; )
85 subtextures[n] = TextureLoader::loadAlphaTGA(sign_small_subtexture_files[n],
86 DC_SIGN_SMALL_SUBTEX_LENGTH_S, DC_SIGN_SMALL_SUBTEX_LENGTH_T);
88 GLubyte small_texture[DC_SIGN_SMALL_TEX_LENGTH_S][DC_SIGN_SMALL_TEX_LENGTH_T];
90 for (int s = 0; s < DC_SIGN_SMALL_TEX_LENGTH_S; s++)
91 for (int t = 0; t < DC_SIGN_SMALL_TEX_LENGTH_T; t++) {
92 unsigned n = (s / DC_SIGN_SMALL_SUBTEX_LENGTH_S)
93 * DC_SIGN_SMALL_TEX_GRID_LENGTH_T + t / DC_SIGN_SMALL_SUBTEX_LENGTH_T;
95 if (n >= DC_NUMBER_SMALL_SIGN_SUBTEXTURES)
96 small_texture[s][t] = 0;
97 else
98 small_texture[s][t] = subtextures[n][s % DC_SIGN_SMALL_SUBTEX_LENGTH_S
99 * DC_SIGN_SMALL_SUBTEX_LENGTH_T + t % DC_SIGN_SMALL_SUBTEX_LENGTH_T];
102 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DC_SIGN_SMALL_TEX_LENGTH_T,
103 DC_SIGN_SMALL_TEX_LENGTH_S, GL_FALSE, GL_ALPHA, GL_UNSIGNED_BYTE,
104 small_texture);
106 for (int n = DC_NUMBER_SMALL_SIGN_SUBTEXTURES; n--; )
107 if (subtextures[n] != null) {
108 delete [] subtextures[n];
109 subtextures[n] = null;
112 // load and pack the large sign textures
114 glGenTextures(1, &sign_large_texture);
116 glBindTexture(GL_TEXTURE_2D, sign_large_texture);
118 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
119 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
120 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
121 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
123 for (int n = DC_NUMBER_LARGE_SIGN_SUBTEXTURES; n--; )
124 subtextures[n] = TextureLoader::loadAlphaTGA(sign_large_subtexture_files[n],
125 DC_SIGN_LARGE_SUBTEX_LENGTH_S, DC_SIGN_LARGE_SUBTEX_LENGTH_T);
127 GLubyte large_texture[DC_SIGN_LARGE_TEX_LENGTH_S][DC_SIGN_LARGE_TEX_LENGTH_T];
129 for (int s = 0; s < DC_SIGN_LARGE_TEX_LENGTH_S; s++)
130 for (int t = 0; t < DC_SIGN_LARGE_TEX_LENGTH_T; t++) {
131 unsigned n = (s / DC_SIGN_LARGE_SUBTEX_LENGTH_S)
132 * DC_SIGN_LARGE_TEX_GRID_LENGTH_T + t / DC_SIGN_LARGE_SUBTEX_LENGTH_T;
134 if (n >= DC_NUMBER_LARGE_SIGN_SUBTEXTURES)
135 large_texture[s][t] = 0;
136 else
137 large_texture[s][t] = subtextures[n][s % DC_SIGN_LARGE_SUBTEX_LENGTH_S
138 * DC_SIGN_LARGE_SUBTEX_LENGTH_T + t % DC_SIGN_LARGE_SUBTEX_LENGTH_T];
141 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DC_SIGN_LARGE_TEX_LENGTH_T,
142 DC_SIGN_LARGE_TEX_LENGTH_S, GL_FALSE, GL_ALPHA, GL_UNSIGNED_BYTE,
143 large_texture);
145 for (int n = DC_NUMBER_LARGE_SIGN_SUBTEXTURES; n--; )
146 if (subtextures[n] != null) {
147 delete [] subtextures[n];
148 subtextures[n] = null;
151 // build the sign display lists
153 sign_small_list = glGenLists(1);
155 glNewList(sign_small_list, GL_COMPILE);
156 glBegin(GL_TRIANGLE_STRIP);
158 glTexCoord2f(0.0f, DC_SIGN_SMALL_SUBTEX_COORD_S);
159 glVertex3f(-DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
160 glTexCoord2f(DC_SIGN_SMALL_SUBTEX_COORD_T, DC_SIGN_SMALL_SUBTEX_COORD_S);
161 glVertex3f(DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
162 glTexCoord2f(0.0f, 0.0f);
163 glVertex3f(-DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
164 glTexCoord2f(DC_SIGN_SMALL_SUBTEX_COORD_T, 0.0f);
165 glVertex3f(DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
167 glEnd();
168 glEndList();
170 sign_large_list = glGenLists(1);
172 glNewList(sign_large_list, GL_COMPILE);
173 glBegin(GL_TRIANGLE_STRIP);
175 glTexCoord2f(0.0f, DC_SIGN_LARGE_SUBTEX_COORD_S);
176 glVertex3f(-2.0f * DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
177 glTexCoord2f(DC_SIGN_LARGE_SUBTEX_COORD_T, DC_SIGN_LARGE_SUBTEX_COORD_S);
178 glVertex3f(2.0f * DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
179 glTexCoord2f(0.0f, 0.0f);
180 glVertex3f(-2.0f * DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
181 glTexCoord2f(DC_SIGN_LARGE_SUBTEX_COORD_T, 0.0f);
182 glVertex3f(2.0f * DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
184 glEnd();
185 glEndList();