//======================================================================== // GameCodeStd.cpp : source file that includes just the standard includes // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "GameCodeStd.h" // // Colors are discussed in Chapter 13, page 453 // Color g_White( 1.0f, 1.0f, 1.0f, fOPAQUE ); Color g_Black( 0.0f, 0.0f, 0.0f, fOPAQUE ); Color g_Cyan( 0.0f, 1.0f, 1.0f, fOPAQUE ); Color g_Red( 1.0f, 0.0f, 0.0f, fOPAQUE ); Color g_Green( 0.0f, 1.0f, 0.0f, fOPAQUE ); Color g_Blue( 0.0f, 0.0f, 1.0f, fOPAQUE ); Color g_Yellow( 1.0f, 1.0f, 0.0f, fOPAQUE ); Color g_Gray40( 0.4f, 0.4f, 0.4f, fOPAQUE ); Color g_Gray25( 0.25f, 0.25f, 0.25f, fOPAQUE ); Color g_Gray65( 0.65f, 0.65f, 0.65f, fOPAQUE ); Color g_Transparent (1.0f, 0.0f, 1.0f, fTRANSPARENT ); // Note! If you change these direction vectors around to suit yourself // Make sure you change it so it retains a left handed // coordinate system glm::vec3 g_Right(1.0f, 0.0f, 0.0f); glm::vec3 g_Up(0.0f, 1.0f, 0.0f); glm::vec3 g_Forward(0.0f, 0.0f, 1.0f); glm::vec4 g_Up4(g_Up.x, g_Up.y, g_Up.z, 0.0f); glm::vec4 g_Right4(g_Right.x, g_Right.y, g_Right.z, 0.0f); glm::vec4 g_Forward4(g_Forward.x, g_Forward.y, g_Forward.z, 0.0f); const float fOPAQUE = 1.0f; const int iOPAQUE = 1; const float fTRANSPARENT = 0.0f; const int iTRANSPARENT = 0; const int MEGABYTE = 1024 * 1024; const float SIXTY_HERTZ = 16.66f; const int SCREEN_WIDTH = 800; const int SCREEN_HEIGHT = 600;