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Author: ienze (posted 2012-10-13 22:41:51, viewed 136 times)

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/*----
  Main class:
  ----*/
public class AileDisplay {
    private static float[] lightPosition = {0f, 2f, 0f, 1f};

    private static ScenesManager sceneManager = new ScenesManager();
    
    public void init() {
       //TODO: better setup scene;
       sceneManager.setScene("res/scenes/scene1");
        setUpDisplay();
        sceneManager.getScene().generateDisplayLists();
        sceneManager.getScene().loadCam();
        setUpLighting();
        while (!Display.isCloseRequested()) {
            render();
            checkInput();
            Display.update();
            Display.sync(60);
        }
        cleanUp();
        System.exit(0);
    }

    private static void checkInput() {
        sceneManager.getScene().cam.processMouse(1, 80, -80);
        sceneManager.getScene().cam.processKeyboard(16, 1, 1, 1);
        GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, BufferTools.asFlippedFloatBuffer(lightPosition));
        if (Mouse.isButtonDown(0))
            Mouse.setGrabbed(true);
        else if (Mouse.isButtonDown(1))
            Mouse.setGrabbed(false);
    }

    private static void cleanUp() {
       for(Model m : sceneManager.getScene().models) {
          GL11.glDeleteLists(m.displayList, 1);
       }
        Display.destroy();
    }

    private static void render() {
       GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glLoadIdentity();
        sceneManager.getScene().cam.applyTranslations();
        for(Model m : sceneManager.getScene().models) {
           GL11.glCallList(m.displayList);
        }
    }

    private static void setUpLighting() {
       GL11.glShadeModel(GL11.GL_FLAT);
       GL11.glEnable(GL11.GL_DEPTH_TEST);
       GL11.glEnable(GL11.GL_LIGHTING);
       GL11.glEnable(GL11.GL_LIGHT0);
       GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, BufferTools.asFlippedFloatBuffer(new float[]{0.3f,
                0.3f, 0.3f, 1.0f}));
       GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION,
                BufferTools.asFlippedFloatBuffer(new float[]{0, 0, 0, 1}));
        GL11.glEnable(GL11.GL_CULL_FACE);
        GL11.glCullFace(GL11.GL_BACK);
        GL11.glEnable(GL11.GL_COLOR_MATERIAL);
        GL11.glColorMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE);
    }

    private static void setUpDisplay() {
        try {
            Display.setDisplayMode(new DisplayMode(800, 600));
            Display.setVSyncEnabled(true);
            Display.setTitle("Happy tester!");
            Display.create();
        } catch (LWJGLException e) {
            System.err.println("The display wasn't initialized correctly. :(");
            Display.destroy();
            System.exit(1);
        }
    }
}
/*----
  Creating display-list for rendering:
  ----*/
public static int createDisplayList(Model m) {
        int displayList = glGenLists(1);
        glNewList(displayList, GL_COMPILE);
        {
            glMaterialf(GL_FRONT, GL_SHININESS, 128.0f);
            glBegin(GL_TRIANGLES);
            
            String currentMaterial = null;
            
            for (Face face : m.faces) {
               //set color
               if(face.material != null) {
                  if(currentMaterial != face.material) {
                     FloatColor col = m.materials.get(face.material);
                     GL11.glColor3f(col.r, col.g, col.b);
                     currentMaterial = face.material;
                  }
               } else {
                  GL11.glColor3f(0.4f, 0.4f, 0.4f);
                  currentMaterial = null;
               }
               //draw face
                Vector3f v1 = m.vertices.get((int) face.vertex.x - 1);
                glVertex3f(v1.x, v1.y, v1.z);
                Vector3f v2 = m.vertices.get((int) face.vertex.y - 1);
                glVertex3f(v2.x, v2.y, v2.z);
                Vector3f v3 = m.vertices.get((int) face.vertex.z - 1);
                glVertex3f(v3.x, v3.y, v3.z);
            }
            glEnd();
        }
        glEndList();
        return displayList;
    }





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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars and Titan!

Add your game by posting it in the WIP section,
or publish it in Showcase.

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