Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

109 Neutral

About Jode

  • Rank
  1. Excuse my idiotic questions, but what is that?
  2. Cutting straight to the chase, here is my Main.cpp: void drawObjs(std::map<unsigned int, Drawable*> drawList) { for (std::map<unsigned int, Drawable*>::iterator i = drawList.begin(); i != drawList.end(); ++i) { (reinterpret_cast<Cube*>(i->second))->draw(); } } void initGL() { //Sets the clear depth; 0 = Nothing Cleared, 1 = Everything Cleared glClearDepth(1.f); //When we clear the screen, clear it to black glClearColor(0.f, 0.f, 0.f, 0.f); //Allows for Z-Buffering; z-buffering, in a nutshell, is a method of hiding //Objects further away from objects closer to the camera: aka: hiding a close //Object behind a far object glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //Edit the Projection Matrix; The projection matrix defines the angle of view //(more commonly known as field of view), the aspect ratio (SizeOfWindowWidth/ //SizeOfWindowHeight), and the Clipping Ranges (how far can the camera see in //Any direction?) glMatrixMode(GL_PROJECTION); //Reset the Projection matrix to a blank slate glLoadIdentity(); gluPerspective(90.f, 1.f, 1.f, 500.f); //Uncomment for Wireframe mode //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); // Lighting set up glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHT0); glEnable(GL_SMOOTH); glEnable(GL_NORMALIZE); // Set lighting intensity and color GLfloat qaAmbientLight[] = {0.2, 0.2, 0.2, 1.0}; GLfloat qaDiffuseLight[] = {0.8, 0.8, 0.8, 1.0}; GLfloat qaSpecularLight[] = {1.0, 1.0, 1.0, 1.0}; glLightfv(GL_LIGHT0, GL_AMBIENT, qaAmbientLight); glLightfv(GL_LIGHT0, GL_DIFFUSE, qaDiffuseLight); glLightfv(GL_LIGHT0, GL_SPECULAR, qaSpecularLight); // Set the light position GLfloat qaLightPosition[] = {0.0, 0.0, 0.0, 1.0}; glLightfv(GL_LIGHT0, GL_POSITION, qaLightPosition); GLfloat ambientColor[] = {0.2f, 0.2f, 0.2f, 1.0f}; //Color (0.2, 0.2, 0.2) glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor); } int main() { // Create the main window sf::Window App(sf::VideoMode(800, 600, 32), "Traditio", sf::Style::Close); //Keyboard input class sf::Keyboard keyboard; App.setFramerateLimit(60); //Contains all the Drawable classes std::map<unsigned int, Drawable*> drawList; initGL(); //Make a new Cube drawList[1] = new Cube; drawList[0] = new Cube; //Make the camera Vector3 *camera = new Vector3(0.f, 0.f, -200.f); //Set the cubes properties; reinterpret_cast<Cube*> makes it a cube rather //Than a Drawable, so that it can be modified as if it were a Cube //(Because drawList is declared to have its second parameter be a Drawable, //not a cube) Vector3 tmp = Vector3(50,50,50); drawList[1]->setSize(tmp); reinterpret_cast<Cube*>(drawList[1])->setColor(Color(0.f, 100.f/255.f, 1.f)); tmp = Vector3(3,4,0); drawList[1]->setPosition(tmp); tmp = Vector3(0,45,0); drawList[1]->setRotation(tmp); tmp = Vector3(30,60,50); drawList[0]->setSize(tmp); tmp = Vector3(2,6,0); drawList[0]->setPosition(tmp); reinterpret_cast<Cube*>(drawList[0])->setColor(Color(1.f,0.f,0.f)); /*Positionable *last = 0; for (std::map<int, Drawable*>::iterator i = drawList.begin(); i != drawList.end(); ++i) { if (last != 0) { Vector3 tmp = (reinterpret_cast<Positionable*>(i->second)-> getPosition().project(last->getPosition())); std::cout << tmp << std::endl; std::cout << tmp.dot(last->getPosition()) << std::endl; } last = reinterpret_cast<Positionable*>(i->second); } last = 0;*/ //Make sure the Window is ready for drawing... App.setActive(); // Start game loop while (App.isOpen()) { // Process events sf::Event event; while (App.pollEvent(event)) { switch (event.type) { case sf::Event::Closed: //Window close request? App.close(); //Kill the window break; default: //Placeholder break; } } //Camera controls (temporary) if (keyboard.isKeyPressed(sf::Keyboard::W)) { camera->z++; } else if (keyboard.isKeyPressed(sf::Keyboard::S)) { camera->z--; } else if (keyboard.isKeyPressed(sf::Keyboard::A)) { camera->x++; } else if (keyboard.isKeyPressed(sf::Keyboard:)) { camera->x--; } //Clear the screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Define what matrix we are editing; in this case, the Model View Matrix //Model View Matrix defines where the camera is and where the object is //(Oversimplification) glMatrixMode(GL_MODELVIEW); //Reset the Model View matrix to a blank slate glLoadIdentity(); //Set the camera matrix (aka the Model View matrix) to the these coordinates glTranslatef(camera->x, camera->y, camera->z); //Draw everything drawObjs(drawList); //Vector3 tmp = *(drawList[0]->getRotation()) + 1; //drawList[0]->setRotation(tmp); //Place everything on the screen (aka "swap the buffers") App.display(); } //No memory leaks! for (std::map<unsigned int, Drawable*>::iterator i = drawList.begin(); i != drawList.end(); ++i) { delete i->second; i->second = 0; } delete camera; camera = 0; return 0; } I left out my #include's, because I don't think you really need to see them. The main problem lies in the initGL function, where lighting is initialized. No errors exist, but it acts like the lighting isn't even enabled. And yes, the code is messy, and at places hackish, but I plan to improve on that later when I actually get the basis of stuff working. The camera is temporary too, by the way. Tell me if you need to see any other classes or files.
  3. First of all, the code. bool Positionable::intersectsWith(Positionable other) const { if ((position.x + size.x >= other.getPosition().x) && (position.x <= other.getPosition().x + other.getSize().x) && (position.y + size.y >= other.getPosition().y) && (position.y <= other.getPosition().y + other.getPosition().y) && (position.z + size.z >= other.getPosition().z) && (position.z <= other.getPosition().z + other.getSize().z)) { return true; } else { return false; } } Positionable is a class that has a position, a size, and a rotation (all of which are of another class called Vector3). Questions: a) I've heard that when you start adding lots of objects, this method of collision detection will slow down the game drastically. Is that true? Does anyone have a better method? b) How would I have this account for the rotation as well? The rotation is stored as 3 angles, one for each axis. Thanks.
  4. Jode

    class members, stack or heap?

    When you are dealing with large amounts of data (like classes), you almost always want it on the heap. As previously mentioned, the stack is rather small, and putting a whole bunch of data on it could easily cause it to overflow. The heap, however, is much larger, and therefore better for classes, structs, etc. Just make sure you always deallocate: the stack does that for you, the heap does not. int main() { int x = new int; //Use the variable delete x; //Deallocate now that your done return 0; }
  5. So, I open pasted the OpenGL 1.1 test code from the website just to test that my SFML setup is working. Obviously, it is not, otherwise I wouldn't be here. My problem is, as the title states: the Window simply refuses to open. No errors. No nothing. Code: #include <SFML/Window.hpp> void initGL() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.f, 1.f, 1.f, 500.f); } int main() { //!!Problem area begins here!! // Create the main window sf::Window App(sf::VideoMode(800, 600, 32), "SFML Window"); initGL(); sf::Clock Clock; // Start game loop while (App.IsOpened()) { // Process events sf::Event Event; while (App.GetEvent(Event)) { switch (Event.Type) { case sf::Event::Closed: App.Close(); break; default: break; } } App.SetActive(); //!!Problem Area Ends Here!! glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.f, 0.f, -200.f); glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f); glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f); glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f); glBegin(GL_QUADS); glVertex3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, -50.f); glVertex3f( 50.f, -50.f, -50.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f( 50.f, 50.f, 50.f); glVertex3f( 50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(50.f, -50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, -50.f); glVertex3f( 50.f, -50.f, -50.f); glVertex3f( 50.f, -50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, 50.f); glEnd(); App.Display(); } return 0; } Did I do my project setup wrong? I'm using NetBeans, and I can post some pics of the setup if you'd like. EDIT: Oh god, I'm a moron. I see the problem. I just wasted days of my life trying to fix this. The App.Display() isn't in the game loop. -.- EDIT #2: Nevermind not the problem. :/ Edited the code, still broken. EDIT #3: Turns out SFML 1.6 doesn't support ATI graphics card. Upgrading to SFML 2.0 fixes it. Fixed. Lock this now.
  6. Jode

    Structure Vector in class

    Another note: I do not recommend putting using namespace std; on top like that. You are putting all that junk into the global namespace, which isn't good practice. I'd recommend putting it inside functions instead, or at least, only do stuff like this: using std::cout; using std::cin; using std::string; etc.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!