How to create a simple Vega Application

 

Vega Code Example

 

 

 

 

 

 
 

This example illustrates how to :

  • Shows a basic Vega application
  • How to use vgGetProp
  • How to use vgProp
  • How to get keyboard input with vgGetWinKey
  • How load an ADf file with vgDefineSys
  • How to get a pointers to vgClasses
  • How to change the time of day
  • How to display statistics
  • How to toggle texture on and off
  • How to toggle Fog on and off
  • How to toggle Wireframe mode on and off

Keyboard Controls :

  • '<'  Decrease the Time of day
  • '<'  Increase the Time of day
  • 's'  Display and cycle statistics
  • 'f'   Toggle Fog on and off
  • 't'   Toggle texturing on and off
  • 'w'  Toggle wire frame mode on and off

  •  This example does  require a simple ADF, such as simple.adf , esprit.adf etc.)
 
   
 

 

 
 
 
 
            
#include <stdlib.h>       //  definition of exit                                
#include "vg.h"           //  main include file for Vega    
#include "assert.h"       //  definition of assert    
 
#define UNTIL_THE_COWS_COME_HOME 1
 
vgPicker    *picker    = NULL;
vgObserver  *mainObs   = NULL;
vgChannel   *mainChan  = NULL;
vgEnv       *mainEnv   = NULL;
vgWindow    *mainWin   = NULL;
vgGfx       *mainGfx   = NULL;
vgScene     *mainScn   = NULL;
 
 
void setSystemPointers();
void userUpdates();
void updateGFX( vgGfx *gfx, int what );
 
 
void
setSystemPointers(){
//  ####################################################
//  # Local Function  
//  #    
//  # Set soem convinience pointers to the Vage sytems 
//  # components defined in the ADF this function must 
//  # be called after vgConfigSys() has been called       
//  #    
//  ####################################################
 
 
    mainWin = vgGetWin( 0 );
    assert(mainWin);
 
    mainObs = vgGetObserv( 0 );        
    assert(mainObs  );
 
    mainChan = vgGetObservChan( mainObs, 0 );
    assert(mainChan);
 
    mainGfx = vgGetObservGfx( mainObs );   
    assert(mainEnv);
 
    mainEnv = vgGetEnv( 0 );   
    assert(mainEnv);
 
    mainScn = vgGetScene(0);
    assert(mainScn);
 
 
} // setSystemPointers()
 
 
void
updateGFX( vgGfx *gfx, int what ){
//  ############################################ 
//  # Local Function                           
//  #    
//  #   Simply toggle the GFX passed property 
//  #    
//  ############################################
int state = 0;
    
 
    // 
    // Sanity check 
    // 
    if( gfx == NULL )
         return;
 
 
    state = (int)vgGetProp( gfx,  what );
 
    if( state )
        vgProp( gfx, what, VG_OFF );
    else
        vgProp( gfx, what, VG_ON );
 
} // updateGFX()
 
 
void
userUpdates( ) {
//  ############################################ 
//  # Local Function                           
//  #    
//  #   To process user keyboard input        
//  #    
//  ############################################ 
int          key   = 0;
static int   stats = 0;
static float tod   = 1.0;
static float first = 1;
   
 
    // 
    // First time through we need to 
                        // retrieve the current time of day
    // 
    if (first) {
        first = 0;
        tod = vgGetProp( mainEnv, VGENV_TOD ); 
        }
    
 
    // 
    // Note that in windows the Queue is
    // contains only one character
    // 
    while( ( key = vgGetWinKey( mainWin )) != 0 ) {
        
        switch( key ) {
                                            
            case '<':
                tod -= 0.01f;
                if( tod < 0.0 )
                    tod = 0.0;
                vgProp( mainEnv, VGENV_TOD, tod );
                break;      
                
            case '>':
                tod += 0.01f;
                if( tod > 1.0 )
                    tod = 1.0;
                vgProp( mainEnv, VGENV_TOD, tod );
                break;      
                
                            
            case 's':
                stats += 1;
                if( stats > VGCHAN_FILL + 1 )
                    stats = VGCHAN_STATSOFF;
                vgProp( mainChan, VGCHAN_STATSSEL, stats );
                break;      
                
            case 'f': updateGFX( mainGfx, VGGFX_FOG );       break;     
  
            case 't': updateGFX( mainGfx, VGGFX_TEXTURE );   break;                     
 
            case 'w': updateGFX( mainGfx, VGGFX_WIREFRAME ); break;     
 
                        
            default: break;                 
 
            } //  switch
        } //  while 
 
} // userUpdates()
 
 
 
int
main(int argc, char* argv[]) {
 
 
 
    // 
    // This simple example requires that ADF configuration 
    // is passed on the command line
    // 
    if( argc < 2 ) {
        printf ( "usage: %s <ADF config file>\n", argv[0] );
        exit ( -1 );
        }
 
    // 
    // Vega must be first initialise
    //  
    vgInitSys();
 
     //
    // Next we defined the major Vega class instances by 
     // passing the name of an ADF file from the command line
     //
    vgDefineSys( argv[1] );
 
     //
    // Now create the class instance defined in the ADF
    // 
    vgConfigSys(); 
 
    
    // 
    // Grab some pointers to the classes created
    //  
    setSystemPointers();
 
    // 
    // Keep drawing until the default exit
    // key is pressed (ESC) or the windo closed
    // 
    while( true ) {
 
        vgSyncFrame();
 
        vgFrame();
   
                 userUpdates();
        }
 
 
return 0;
}
 
 
 

 

 

© Copyright 2004 Gordon Tomlinson  All Rights Reserved.

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