voici un code utilisant des polygones (ma passion actuelle).
J'ai un problème avec le keyboard car je n'utilise pas d'openscreen.
J'utilise OpenWindow et OpenGLGadget.
la fonction ExamineKeyboard() fait donc une erreur.
Je suppose qu'il y a une soluce OpenGL ?
PS : Sup "Goto no"
Code : Tout sélectionner
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InitKeyboard()
InitSprite()
Global chemin$,sph_cmb,Dim sph_xx(1),Dim sph_yy(1),attente,attente_ok
Global numero,echelle_xf.f,echelle_yf.f,Resx,Resy,categorie$
Global Dim speedx.w(1,1),Dim speedy.w(1,1),pas
Global perso__x, perso__y, marcher__f.f, marcher__zoom.f
;EnableExplicit
;-CONSTANTS
Enumeration
#MainWindow
#OpenGLGadget
EndEnumeration
ExamineDesktops()
ddw=DesktopWidth(0)
ddh=DesktopHeight(0)
mix=ddw/2
miy=ddh/2
;********************* DPI *********************
echelle_xf.f=(1920/ddw)*DesktopResolutionX()
echelle_yf.f=(1080/ddh)*DesktopResolutionY()
;**********************************************
;-STRUCTURES
Structure Integer2
X.i
Y.i
EndStructure
Global.Integer2 WindowDim
WindowDim\X = ddw
WindowDim\Y = ddh
;-DEFINES
Define.i Event
Define.i WindowFlags = #PB_Window_ScreenCentered | #PB_Window_MinimizeGadget
;-DECLARES
Declare Render()
Declare Render2DQuad(OGLTexture.i, StartX.d, StartY.d, Width.i, Height.i, Z.d)
Declare SetupOpenGL()
Declare SetupGLTexture(ImageHandle.i)
;-MAIN WINDOW
win=OpenWindow(#MainWindow, 0, 0,ddw,ddh, "Lecteur_polygons",#PB_Window_Maximize|#PB_Window_BorderLess)
If win=0
; Beep_(500,250) : Delay(150) : Beep_(500,250)
MessageRequester("Erreur","OpenWindow() impossible")
End
EndIf
screenGL=OpenGLGadget(#OpenGLGadget,0,0,ddw,ddh)
If screenGL=0
; Beep_(500,250) : Delay(150) : Beep_(500,250)
MessageRequester("Erreur","OpenGLGadget() impossible")
End
EndIf
dpix.f=DesktopResolutionX()
dpiy.f=DesktopResolutionY()
SetupOpenGL()
AddKeyboardShortcut(0, #PB_Shortcut_Escape, 666) ; quitter
AddKeyboardShortcut(0, #PB_Shortcut_Right, 667) ; droite
AddKeyboardShortcut(0, #PB_Shortcut_Left, 668) ; gauche
glOrtho_(0,ddw,ddh,0,-1,1)
glMatrixMode_(#GL_MODELVIEW)
glLoadIdentity_()
glClear_(0)
;*********************************************************************************************************************************
;;;;;;;;;;;
SetGadgetAttribute(#OpenGLGadget, #PB_OpenGL_FlipBuffers, #True)
;{
Procedure.i OpenGLDrawText(Gadget.i, x.f, y.f, Text$, Textcolor=#White)
Protected Image.i, TextWidth.i, TextHeight.i, Result.i, tmpy.f
Image = CreateImage(#PB_Any, 1, 1)
If Image
If StartDrawing(ImageOutput(Image))
TextWidth = TextWidth(Text$)
TextHeight = TextHeight(Text$)
StopDrawing()
If ResizeImage(Image, TextWidth, TextHeight)
If StartDrawing(ImageOutput(Image))
DrawingMode(#PB_2DDrawing_Transparent)
DrawText(0, 0, Text$, Textcolor)
tmpy = y - (1 / GadgetHeight(Gadget) * TextHeight * 2)
glRasterPos2f_(x, tmpy)
glDrawPixels_(TextWidth, TextHeight, #GL_BGR_EXT, #GL_UNSIGNED_BYTE, DrawingBuffer())
Result = #True
StopDrawing()
EndIf
EndIf
EndIf
FreeImage(Image)
EndIf
ProcedureReturn Result
EndProcedure
Procedure Render()
;Clearing buffers and resetting clear color to remove old graphics from the last frame.
glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
; glClearColor_(0.2, 0.2, 0.2, 1.0)
glClearColor_(0,0,0,1)
;## DRAWING TEXTURES/IMAGES
;First enable the Texture system.
glEnable_(#GL_TEXTURE_2D)
;This procedure will create a quad and apply a texture to it.
;The Texture variable contains the texture created earlier using SetupGLTexture().
Render2DQuad(Texture1, 0, 0, ImageWidth(Image1), ImageHeight(Image1), -2)
; Render2DQuad(Texture2, 0, 0, ImageWidth(Image2), ImageHeight(Image2), -1)
;After all the textures have been displayed disable the texture system.
;Otherwise it will conflict with the non texture graphics.
glDisable_(#GL_TEXTURE_2D)
EndProcedure
Procedure Render2DQuad(OGLTexture.i, StartX.d, StartY.d, Width.i, Height.i, Z.d)
;The texture is first bound which tells OpenGL to use this texture for any future rendering.
glBindTexture_(#GL_TEXTURE_2D, OGLTexture)
glBegin_(#GL_QUADS)
glColor4f_ (1,1,1,1)
glNormal3f_ (0,0,1.0)
glTexCoord2f_(1.0,1.0)
glVertex3f_ (StartX+Width,StartY,Z)
glTexCoord2f_(0.0,1.0)
glVertex3f_ (StartX,StartY,Z)
glTexCoord2f_(0.0,0.0)
glVertex3f_ (StartX,StartY+Height,Z)
glTexCoord2f_(1.0,0.0)
glVertex3f_ (StartX+Width,StartY+Height,Z)
glEnd_()
EndProcedure
Procedure SetupOpenGL()
glMatrixMode_(#GL_PROJECTION)
glOrtho_(0.0, WindowDim\X, WindowDim\Y, 0.0, -1000.0, 1000.0)
glMatrixMode_(#GL_MODELVIEW)
; glEnable_(#GL_DEPTH_TEST)
glEnable_(#GL_BLEND)
glBlendFunc_(#GL_SRC_ALPHA, #GL_ONE_MINUS_SRC_ALPHA)
EndProcedure
Procedure load_poly_data(categorie$,pol) ; ne jamais appeller un polygon "0.pol"
If attente_ok=0 Or attente_ok<>pol
attente_ok=pol
Dim sph_xx(574)
Dim sph_yy(574)
For i=1 To 574/2
Read.w sph_xx(i-1)
Read.w sph_yy(i-1)
Next
EndIf
EndProcedure
Procedure affiche_poly_old(xxx,yyy,angle.f,dkx,dky,zoom.f,alpha.f)
sph_cmb=sph_yy(0)
sph_la=0
Repeat
glBegin_(#GL_POLYGON)
glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE_MINUS_SRC_ALPHA)
glColor4f_(sph_xx(sph_la+1)/255,sph_yy(sph_la+1)/255,sph_xx(sph_la+2)/255,(sph_yy(sph_la+2)/255)*alpha)
;;;;;;
For i=3 To sph_cmb-1
sph_xxx.f=(sph_xx(sph_la+i)/echelle_xf)-xxx
sph_yyy.f=(sph_yy(sph_la+i)/echelle_yf)-yyy
sq.f=Sqr(sph_xxx*sph_xxx+sph_yyy*sph_yyy)
ff.f = ATan2(sph_xxx,sph_yyy)+angle ; par Nemerod (sans lui, je n'y serai pas arrivé)
centre_x=xxx+Cos(ff)*sq*zoom
centre_y=yyy+Sin(ff)*sq*zoom
glVertex2f_(centre_x+dkx,centre_y+dky);
Next
;;;;;;;
glEnd_() ;
sph_cmb=sph_yy(sph_la+i)
sph_la+i
Until sph_yy(sph_la)=0
;;;;;;;;;;;;;;;
EndProcedure
Procedure gestion()
Repeat
Event = WindowEvent()
Select Event
Case #PB_Event_Gadget
Select EventGadget()
Case 1
Resx = GetGadgetAttribute(1, #PB_OpenGL_MouseX)
Resy = GetGadgetAttribute(1, #PB_OpenGL_MouseY)
;;;;;;;
Select EventType()
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
EndSelect
EndSelect
Case #PB_Event_Menu
Select EventMenu()
Case 666
End
Case 667
pas+1
If pas>16
pas=1
EndIf
perso__x+marcher__f
Case 668
pas-1
If pas<1
pas=16
EndIf
perso__x-marcher__f
EndSelect
EndSelect
Until Event = 0
EndProcedure
;}
;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
tourne.f=0
move.f=0.005
load_poly_data("monstre",1)
;;;
;-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;#################**********************************************
Repeat
glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
gestion()
;;;;;;
;;;;;;
;;;;;;
Goto no ; a supprimer
ExamineKeyboard()
If KeyboardPushed(#PB_Key_Left)
move-0.0001
EndIf
If KeyboardPushed(#PB_Key_Right)
move+0.0001
EndIf
no:
;;;;;;
;;;;;;
;;;;;;
affiche_poly_old(mix,miy,tourne,0,0,1,1)
SetGadgetAttribute(#OpenGLGadget, #PB_OpenGL_FlipBuffers, #True)
tourne+move
ForEver
End
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