/*=============================================================================================== geometry.exe main.cpp Copyright (c), Firelight Technologies Pty, Ltd 2005-2016. Example to show occlusion ===============================================================================================*/ #include #include #include #include #include "../../api/inc/fmod.hpp" #include "../../api/inc/fmod_errors.h" #include "gl/glut.h" void ERRCHECK(FMOD_RESULT result) { if (result != FMOD_OK) { printf("FMOD error! (%d) %s\n", result, FMOD_ErrorString(result)); exit(-1); } } int INTERFACE_UPDATETIME = 17; // milliseconds // window size int width = 500; int height = 500; // mouse control bool doRotate = false; int xMouse = 0; int yMouse = 0; // listener orientation float xRotation = 0.0f; float yRotation = -90.0f; // listerer position float xListenerPos = 30.0f; float yListenerPos = 1.3f; float zListenerPos = 0.4f; // keyboard control bool moveForward = false; bool moveBackward = false; bool moveLeft = false; bool moveRight = false; bool moveUp = false; bool moveDown = false; const float PI = 3.14159265f; float accumulatedTime = 0.0f; GLuint texture; // sounds placement struct Object { float xPos; float yPos; float zPos; float intensity; int sound; FMOD::Channel *channel; }; const int NUM_OBJECTS = 7; Object objects[NUM_OBJECTS] = { { -11.0f, 1.0f, 0.0f, 1.0f, 0, 0}, { 12.0f, 2.0f, 0.0f, 1.0f, 1, 0}, { 45.0f, 1.0f, 0.0f, 1.0f, 3, 0}, { -30.0f, 1.0f, 21.0f, 1.0f, 2, 0}, { -30.0f, 1.0f, -21.0f, 1.0f, 3, 0}, { 12.0f, 1.0f, -27.0f, 1.0f, 0, 0}, { 4.0f, 1.0f, 16.0f, 1.0f, 0, 0}, }; // geometry structers for loading and drawing struct Polygon { int numVertices; int indicesOffset; float directOcclusion; float reverbOcclusion; FMOD_VECTOR normal; }; struct Mesh { int numVertices; FMOD_VECTOR *vertices; float (*texcoords)[2]; int numPolygons; Polygon* polygons; int numIndices; int *indices; FMOD::Geometry *geometry; }; class GlutCloseClass { public: GlutCloseClass() {}; ~GlutCloseClass(); }; GlutCloseClass gCloseObject; Mesh walls; Mesh rotatingMesh; Mesh doorList[4]; // fmod sounds structures FMOD::System *fmodSystem = 0; FMOD::Sound *sounds[4] = { 0, 0, 0, 0}; FMOD::Geometry *geometry = 0; void initGeometry(const char* szFileName, Mesh& mesh) { FMOD_RESULT result; FILE* file = fopen(szFileName, "rb"); if (file) { // read vertices fread(&mesh.numVertices, sizeof (mesh.numVertices), 1, file); mesh.vertices = new FMOD_VECTOR[mesh.numVertices]; mesh.texcoords = new float[mesh.numVertices][2]; fread(mesh.vertices, sizeof (float) * 3, mesh.numVertices, file); fread(mesh.texcoords, sizeof (float) * 2, mesh.numVertices, file); fread(&mesh.numIndices, sizeof (mesh.numIndices), 1, file); mesh.indices = new int[mesh.numIndices]; fread(mesh.indices, sizeof (int), mesh.numIndices, file); fread(&mesh.numPolygons, sizeof (mesh.numPolygons), 1, file); mesh.polygons = new Polygon[mesh.numPolygons]; // read polygons for (int poly = 0; poly < mesh.numPolygons; poly++) { Polygon* polygon = &mesh.polygons[poly]; fread(&polygon->numVertices, sizeof (polygon->numVertices), 1, file); fread(&polygon->indicesOffset, sizeof (polygon->indicesOffset), 1, file); fread(&polygon->directOcclusion, sizeof (polygon->directOcclusion), 1, file); fread(&polygon->reverbOcclusion, sizeof (polygon->reverbOcclusion), 1, file); int* indices = &mesh.indices[polygon->indicesOffset]; // calculate polygon normal float xN = 0.0f; float yN = 0.0f; float zN = 0.0f; // todo: return an error if a polygon has less then 3 vertices. for (int vertex = 0; vertex < polygon->numVertices - 2; vertex++) { float xA = mesh.vertices[indices[vertex + 1]].x -mesh.vertices[indices[0]].x; float yA = mesh.vertices[indices[vertex + 1]].y -mesh.vertices[indices[0]].y; float zA = mesh.vertices[indices[vertex + 1]].z -mesh.vertices[indices[0]].z; float xB = mesh.vertices[indices[vertex + 2]].x -mesh.vertices[indices[0]].x; float yB = mesh.vertices[indices[vertex + 2]].y -mesh.vertices[indices[0]].y; float zB = mesh.vertices[indices[vertex + 2]].z -mesh.vertices[indices[0]].z; // cross product xN += yA * zB - zA * yB; yN += zA * xB - xA * zB; zN += xA * yB - yA * xB; } float fMagnidued = (float)sqrt(xN * xN + yN * yN + zN * zN); if (fMagnidued > 0.0f) // a tollerance here might be called for { xN /= fMagnidued; yN /= fMagnidued; zN /= fMagnidued; } polygon->normal.x = xN; polygon->normal.y = yN; polygon->normal.z = zN; } fclose(file); } result = fmodSystem->createGeometry(mesh.numPolygons, mesh.numIndices, &mesh.geometry); ERRCHECK(result); for (int poly = 0; poly < mesh.numPolygons; poly++) { Polygon* polygon = &mesh.polygons[poly]; FMOD_VECTOR vertices[16]; int i; for (i = 0; i < polygon->numVertices; i++) { vertices[i] = mesh.vertices[mesh.indices[polygon->indicesOffset + i]]; } int polygonIndex = 0; result = mesh.geometry->addPolygon(polygon->directOcclusion, polygon->reverbOcclusion, false, // single sided polygon->numVertices, vertices, &polygonIndex); ERRCHECK(result); } } void freeGeometry(Mesh& mesh) { mesh.geometry->release(); delete [] mesh.vertices; delete [] mesh.texcoords; delete [] mesh.polygons; delete [] mesh.indices; } void drawGeometry(Mesh& mesh) { FMOD_RESULT result; FMOD_VECTOR pos; result = mesh.geometry->getPosition(&pos); ERRCHECK(result); glPushMatrix(); // create matrix and set gl transformation for geometry glTranslatef(pos.x, pos.y, pos.z); FMOD_VECTOR forward; FMOD_VECTOR up; result = mesh.geometry->getRotation(&forward, &up); ERRCHECK(result); float matrix[16] = { up.y * forward.z - up.z * forward.y, up.x, forward.x, 0.0f, up.z * forward.x - up.x * forward.z, up.y, forward.y, 0.0f, up.x * forward.y - up.y * forward.x, up.z, forward.z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; glMultMatrixf(matrix); // draw all polygons in object glEnable(GL_LIGHTING); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); for (int poly = 0; poly < mesh.numPolygons; poly++) { Polygon* polygon = &mesh.polygons[poly]; if (polygon->directOcclusion == 0.0f) { continue; // don't draw because it is an open door way } glBegin(GL_TRIANGLE_FAN); glNormal3fv(&polygon->normal.x); for (int i = 0; i < polygon->numVertices; i++) { int index = mesh.indices[polygon->indicesOffset + i]; glTexCoord2f(mesh.texcoords[index][0], mesh.texcoords[index][1]); glVertex3fv(&mesh.vertices[index].x); } glEnd(); } glPopMatrix(); } void initObjects() { FMOD_RESULT result; int i; for (i = 0; i < NUM_OBJECTS; i++) { // play object sounds FMOD_VECTOR pos = { objects[i].xPos, objects[i].yPos, objects[i].zPos }; FMOD_VECTOR vel = { 0.0f, 0.0f, 0.0f }; result = fmodSystem->playSound(FMOD_CHANNEL_FREE, sounds[objects[i].sound], true, &objects[i].channel); ERRCHECK(result); result = objects[i].channel->set3DAttributes(&pos, &vel); ERRCHECK(result); result = objects[i].channel->set3DSpread(40.0f); ERRCHECK(result); result = objects[i].channel->setPaused(false); ERRCHECK(result); } } void updateObjectSoundPos(Object* object) { FMOD_RESULT result; FMOD_VECTOR pos = { object->xPos, object->yPos, object->zPos }; FMOD_VECTOR oldPos; object->channel->get3DAttributes(&oldPos, 0); FMOD_VECTOR vel; vel.x = (pos.x - oldPos.x) * (1000.0f / (float)INTERFACE_UPDATETIME); vel.y = (pos.y - oldPos.y) * (1000.0f / (float)INTERFACE_UPDATETIME); vel.z = (pos.z - oldPos.z) * (1000.0f / (float)INTERFACE_UPDATETIME); result = object->channel->set3DAttributes(&pos, &vel); ERRCHECK(result); } void mouseFunc(int button, int state, int x, int y) { switch (button) { case GLUT_LEFT_BUTTON: if (state == GLUT_DOWN) { doRotate = true; xMouse = x; yMouse = y; } else if (state == GLUT_UP) { doRotate = false; } break; default: break; } } void motionFunc(int x, int y) { int dx = x - xMouse; int dy = y - yMouse; // view rotation about y-axis yRotation += (float)dx * 0.5f; if (yRotation > 180.0f) yRotation -= 360.0f; else if (yRotation < -180.0f) yRotation += 360.0f; // view rotation about x-axis const float xExtent = 88.0f; xRotation += (float)dy * 0.5f; if (xRotation > xExtent) xRotation = xExtent; else if (xRotation < -xExtent) xRotation = -xExtent; xMouse = x; yMouse = y; } void doGeometryMovement() { FMOD_RESULT result; // example of moving individual polygon vertices int xGeometryWarpPos = -30.0f; int zGeometryWarpPos = -21.0f; int dx = xListenerPos - xGeometryWarpPos; int dz = zListenerPos - zGeometryWarpPos; if (dx * dx + dz * dz < 30.0f * 30.0f) { if (sin(accumulatedTime * 1.0f) > 0.0f) { static FMOD_VECTOR lastOffset = { 0.0f, 0.0f, 0.0f }; FMOD_VECTOR offset = { sin(accumulatedTime * 2.0f), 0.0f, cos(accumulatedTime * 2.0f) }; for (int poly = 0; poly < walls.numPolygons; poly++) { Polygon* polygon = &walls.polygons[poly]; for (int i = 0; i < polygon->numVertices; i++) { FMOD_VECTOR& vertex = walls.vertices[walls.indices[polygon->indicesOffset + i]]; dx = vertex.x - xGeometryWarpPos; dz = vertex.z - zGeometryWarpPos; if (dx * dx + dz * dz > 90.0f) continue; vertex.x -= lastOffset.x; vertex.y -= lastOffset.y; vertex.z -= lastOffset.z; vertex.x += offset.x; vertex.y += offset.y; vertex.z += offset.z; result = walls.geometry->setPolygonVertex(poly, i, &vertex); ERRCHECK(result); } } lastOffset = offset; } } // example of rotation and a geometry object FMOD_VECTOR up = { 0.0f, 1.0f, 0.0f }; FMOD_VECTOR forward = { (float)sin(accumulatedTime * 0.5f), 0.0f, (float)cos(accumulatedTime * 0.5f) }; result = rotatingMesh.geometry->setRotation(&forward, &up); ERRCHECK(result); FMOD_VECTOR pos; pos.x = 12.0f; pos.y = (float)sin(accumulatedTime) * 0.4f + 0.1f; pos.z = 0.0f; result = rotatingMesh.geometry->setPosition(&pos); ERRCHECK(result); // example of moving doors // door 1 pos.x = 3.25f; pos.y = ((float)sin(accumulatedTime)) * 2.0f + 1.0f; if (pos.y < 0.0f) pos.y = 0; if (pos.y > 2.0f) pos.y = 2.0f; pos.z = 11.5f; result = doorList[0].geometry->setPosition(&pos); ERRCHECK(result); // door 2 pos.x = 0.75f; pos.y = ((float)sin(accumulatedTime)) * 2.0f + 1.0f; if (pos.y < 0.0f) pos.y = 0; if (pos.y > 2.0f) pos.y = 2.0f; pos.z = 14.75f; result = doorList[1].geometry->setPosition(&pos); ERRCHECK(result); // door 3 pos.x = 8.25f; pos.y = ((float)sin(accumulatedTime)) * 2.0f + 1.0f; if (pos.y < 0.0f) pos.y = 0; if (pos.y > 2.0f) pos.y = 2.0f; pos.z = 14.75f; result = doorList[2].geometry->setPosition(&pos); ERRCHECK(result); // door 4 pos.x = 33.0f; pos.y = ((float)sin(accumulatedTime)) * 2.0f + 1.0f; if (pos.y < 0.0f) pos.y = 0; if (pos.y > 2.0f) pos.y = 2.0f; pos.z = -0.75f; result = doorList[3].geometry->setPosition(&pos); ERRCHECK(result); } void doSoundMovement() { objects[0].zPos = 10.0f * sin(accumulatedTime); updateObjectSoundPos(&objects[0]); objects[5].zPos = -22 + 8.0f * sin(accumulatedTime); updateObjectSoundPos(&objects[5]); } void doListenerMovement() { // Update user movement const float MOVEMENT_SPEED = 0.1f; float forward = 0.0f; if (moveForward) forward += MOVEMENT_SPEED; if (moveBackward) forward -= MOVEMENT_SPEED; float right = 0.0f; if (moveLeft) right -= MOVEMENT_SPEED; if (moveRight) right += MOVEMENT_SPEED; float up = 0.0f; if (moveUp) up += MOVEMENT_SPEED; if (moveDown) up -= MOVEMENT_SPEED; float xRight = (float)cos(yRotation * (PI / 180.0f)); float yRight = 0.0f; float zRight = (float)sin(yRotation * (PI / 180.0f)); xListenerPos += xRight * right; yListenerPos += yRight * right; zListenerPos += zRight * right; float xForward = (float)sin(yRotation * (PI / 180.0f)) * cos(xRotation * (PI / 180.0f)); float yForward = -(float)sin(xRotation * (PI / 180.0f)); float zForward = -(float)cos(yRotation * (PI / 180.0f)) * cos(xRotation * (PI / 180.0f)); xListenerPos += xForward * forward; yListenerPos += yForward * forward; zListenerPos += zForward * forward; yListenerPos += up; if (yListenerPos < 1.0f) { yListenerPos = 1.0f; } // cross product float xUp = yRight * zForward - zRight * yForward; float yUp = zRight * xForward - xRight * zForward; float zUp = xRight * yForward - yRight * xForward; // Update listener { FMOD_VECTOR listenerVector; listenerVector.x = xListenerPos; listenerVector.y = yListenerPos; listenerVector.z = zListenerPos; static FMOD_VECTOR lastpos = { 0.0f, 0.0f, 0.0f }; static bool bFirst = true; FMOD_VECTOR forward; FMOD_VECTOR up; FMOD_VECTOR vel; forward.x = xForward; forward.y = yForward; forward.z = zForward; up.x = xUp; up.y = yUp; up.z = zUp; // ********* NOTE ******* READ NEXT COMMENT!!!!! // vel = how far we moved last FRAME (m/f), then time compensate it to SECONDS (m/s). vel.x = (listenerVector.x - lastpos.x) * (1000.0f / (float)INTERFACE_UPDATETIME); vel.y = (listenerVector.y - lastpos.y) * (1000.0f / (float)INTERFACE_UPDATETIME); vel.z = (listenerVector.z - lastpos.z) * (1000.0f / (float)INTERFACE_UPDATETIME); if (bFirst) { bFirst = false; vel.x = 0; vel.y = 0; vel.z = 0; } static FMOD_VECTOR lastVel = { 0.0f, 0.0f, 0.0f }; // store pos for next time lastpos = listenerVector; lastVel = vel; FMOD_RESULT result = fmodSystem->set3DListenerAttributes(0, &listenerVector, &vel, &forward, &up); ERRCHECK(result); } } void timerFunc(int nValue) { FMOD_RESULT result; doGeometryMovement(); doSoundMovement(); doListenerMovement(); result = fmodSystem->update(); ERRCHECK(result); accumulatedTime += (float)INTERFACE_UPDATETIME / 1000.0f; glutPostRedisplay(); glutTimerFunc(INTERFACE_UPDATETIME, timerFunc, 0); if (0) { float dsp, stream, geom, update, total; int chansplaying; fmodSystem->getCPUUsage(&dsp, &stream, &geom, &update, &total); fmodSystem->getChannelsPlaying(&chansplaying); printf("chans %d : cpu : dsp = %.02f stream = %.02f geometry = %.02f update = %.02f total = %.02f\n", chansplaying, dsp, stream, geometry, update, total); } } void keyboardFunc(unsigned char key, int x, int y) { switch (key) { case 'w': moveForward = true; break; case 's': moveBackward = true; break; case 'a': moveLeft = true; break; case 'd': moveRight = true; break; case ' ': moveUp = true; break; case 'c': moveDown = true; break; } } void keyboardUpFunc(unsigned char key, int x, int y) { switch (key) { case 'w': moveForward = false; break; case 's': moveBackward = false; break; case 'a': moveLeft = false; break; case 'd': moveRight = false; break; case ' ': moveUp = false; break; case 'c': moveDown = false; break; } } void outputText(int x, int y, char *string) { int len, i; glRasterPos2f(x, y); len = (int) strlen(string); for (i = 0; i < len; i++) { glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, string[i]); } } void display(void) { // update view glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 60.0, // fov (float)width / (float)height, // aspect 0.1, // near 500.0 // far ); glRotatef(xRotation, 1.0f, 0.0f, 0.0f); glRotatef(yRotation, 0.0f, 1.0f, 0.0f); glTranslatef(-xListenerPos, -yListenerPos, -zListenerPos); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // clear glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(0.4, 0.6f, 1.0f, 0.0f); glEnable(GL_TEXTURE_2D); glBindTexture( GL_TEXTURE_2D, texture ); // draw geometry drawGeometry(walls); drawGeometry(rotatingMesh); drawGeometry(doorList[0]); drawGeometry(doorList[1]); drawGeometry(doorList[2]); drawGeometry(doorList[3]); glDisable(GL_TEXTURE_2D); // draw sound objects int object; for (object = 0; object < NUM_OBJECTS; object++) { float directOcclusion = 1.0f; float reverbOcclusion = 1.0f; // set colour baced on direct occlusion objects[object].channel->get3DOcclusion(&directOcclusion, &reverbOcclusion); float intensity = 1.0f - directOcclusion; glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPushMatrix(); glTranslatef(objects[object].xPos, objects[object].yPos, objects[object].zPos); glPushAttrib(GL_LIGHTING_BIT); intensity *= 0.75f; float color[4] = { intensity, intensity, 0.0f, 0.0f }; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color); intensity *= 0.5f; float ambient[4] = { intensity, intensity, 0.0f, 0.0f }; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient); glRotatef(accumulatedTime * 200.0f, 0.0f, 1.0f, 0.0f); glutSolidTorus(0.15f, 0.6f, 8, 16); glPopAttrib(); glPopMatrix(); } // finish glutSwapBuffers(); } void reshapeFunc(int w, int h) { width = w; height = h; glViewport(0, 0, (GLsizei)w, (GLsizei)h); } GLuint loadTexture(const char * filename) { GLuint texture; int width; int height; unsigned char *data; FILE *file; // open texture data file = fopen( filename, "rb" ); if ( file == NULL ) return 0; width = 128; height = 128; data = (unsigned char*)malloc(width * height * 3); fread(data, width * height * 3, 1, file ); fclose(file); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST ); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data); free(data); return texture; } void init(void) { FMOD_RESULT result; bool listenerflag = true; FMOD_VECTOR listenerpos = { 0.0f, 0.0f, 0.0f }; unsigned int version; FMOD_SPEAKERMODE speakermode; FMOD_CAPS caps; char name[256]; int numdrivers; printf("==================================================================\n"); printf("Geometry example. Copyright (c) Firelight Technologies 2004-2016.\n"); printf("==================================================================\n\n"); /* Create a System object and initialize. */ result = FMOD::System_Create(&fmodSystem); ERRCHECK(result); result = fmodSystem->getVersion(&version); ERRCHECK(result); if (version < FMOD_VERSION) { printf("Error! You are using an old version of FMOD %08x. This program requires %08x\n", version, FMOD_VERSION); exit(-1); } result = fmodSystem->getNumDrivers(&numdrivers); ERRCHECK(result); if (numdrivers == 0) { result = fmodSystem->setOutput(FMOD_OUTPUTTYPE_NOSOUND); ERRCHECK(result); } else { result = fmodSystem->getDriverCaps(0, &caps, 0, &speakermode); ERRCHECK(result); result = fmodSystem->setSpeakerMode(speakermode); /* Set the user selected speaker mode. */ ERRCHECK(result); if (caps & FMOD_CAPS_HARDWARE_EMULATED) /* The user has the 'Acceleration' slider set to off! This is really bad for latency!. */ { /* You might want to warn the user about this. */ result = fmodSystem->setDSPBufferSize(1024, 10); ERRCHECK(result); } result = fmodSystem->getDriverInfo(0, name, 256, 0); ERRCHECK(result); if (strstr(name, "SigmaTel")) /* Sigmatel sound devices crackle for some reason if the format is PCM 16bit. PCM floating point output seems to solve it. */ { result = fmodSystem->setSoftwareFormat(48000, FMOD_SOUND_FORMAT_PCMFLOAT, 0,0, FMOD_DSP_RESAMPLER_LINEAR); ERRCHECK(result); } } result = fmodSystem->init(100, FMOD_INIT_3D_RIGHTHANDED | FMOD_INIT_OCCLUSION_LOWPASS | FMOD_INIT_HRTF_LOWPASS | FMOD_INIT_GEOMETRY_USECLOSEST, 0); if (result == FMOD_ERR_OUTPUT_CREATEBUFFER) /* Ok, the speaker mode selected isn't supported by this soundcard. Switch it back to stereo... */ { result = fmodSystem->setSpeakerMode(FMOD_SPEAKERMODE_STEREO); ERRCHECK(result); result = fmodSystem->init(100, FMOD_INIT_3D_RIGHTHANDED | FMOD_INIT_OCCLUSION_LOWPASS | FMOD_INIT_HRTF_LOWPASS | FMOD_INIT_GEOMETRY_USECLOSEST, 0);/* ... and re-init. */ ERRCHECK(result); }; // Load sounds result = fmodSystem->createSound("../media/drumloop.wav", FMOD_SOFTWARE | FMOD_3D, 0, &sounds[0]); ERRCHECK(result); result = sounds[0]->set3DMinMaxDistance(1.0f, 10000.0f); ERRCHECK(result); result = sounds[0]->setMode(FMOD_LOOP_NORMAL); ERRCHECK(result); result = fmodSystem->createSound("../media/wave.mp3", FMOD_SOFTWARE | FMOD_CREATECOMPRESSEDSAMPLE | FMOD_3D, 0, &sounds[1]); ERRCHECK(result); result = sounds[1]->set3DMinMaxDistance(1.0f, 10000.0f); ERRCHECK(result); result = sounds[1]->setMode(FMOD_LOOP_NORMAL); ERRCHECK(result); result = fmodSystem->createSound("../media/jaguar.wav", FMOD_SOFTWARE | FMOD_3D, 0, &sounds[2]); ERRCHECK(result); result = sounds[2]->set3DMinMaxDistance(1.0f, 10000.0f); ERRCHECK(result); result = sounds[2]->setMode(FMOD_LOOP_NORMAL); ERRCHECK(result); result = fmodSystem->createSound("../media/swish.wav", FMOD_SOFTWARE | FMOD_3D, 0, &sounds[3]); ERRCHECK(result); result = sounds[3]->set3DMinMaxDistance(1.0f, 10000.0f); ERRCHECK(result); result = sounds[3]->setMode(FMOD_LOOP_NORMAL); ERRCHECK(result); initObjects(); result = fmodSystem->setGeometrySettings(200.0f); ERRCHECK(result); // load objects initGeometry("../media/walls.bin", walls); initGeometry("../media/center.bin", rotatingMesh); initGeometry("../media/door.bin", doorList[0]); initGeometry("../media/door.bin", doorList[1]); initGeometry("../media/door.bin", doorList[2]); initGeometry("../media/door.bin", doorList[3]); // place doors in desired orientatins FMOD_VECTOR up = { 0.0f, 1.0f, 0.0f }; FMOD_VECTOR forward = { 1.0f, 0.0f, 0.0f }; result = doorList[1].geometry->setRotation(&forward, &up); ERRCHECK(result); result = doorList[2].geometry->setRotation(&forward, &up); ERRCHECK(result); result = doorList[3].geometry->setRotation(&forward, &up); ERRCHECK(result); texture = loadTexture("../media/texture.img"); // setup lighting GLfloat lightDiffuse[] = {1.0, 1.0, 1.0, 1.0}; GLfloat lightPosition[] = {300.0, 1000.0, 400.0, 0.0}; GLfloat lightAmbiant[] = {1.25, 1.25, 1.25, 1.0}; glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbiant); glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1.0f); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } GlutCloseClass::~GlutCloseClass() { glDeleteTextures( 1, &texture ); freeGeometry(walls); freeGeometry(rotatingMesh); freeGeometry(doorList[0]); freeGeometry(doorList[1]); freeGeometry(doorList[2]); freeGeometry(doorList[3]); sounds[0]->release(); sounds[1]->release(); sounds[2]->release(); sounds[3]->release(); fmodSystem->release(); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(width, height); glutCreateWindow("FMOD Geometry example."); glutDisplayFunc(display); glutReshapeFunc(reshapeFunc); glutMouseFunc(mouseFunc); glutMotionFunc(motionFunc); glutKeyboardFunc(keyboardFunc); glutKeyboardUpFunc(keyboardUpFunc); glutTimerFunc(INTERFACE_UPDATETIME, timerFunc, 0); init(); glutMainLoop(); return 0; }