3dphotoshoot

annotate src/game.cc @ 21:4ca4e3c5a754

port to C++ completed, shader programs now use the SdrProg class
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 11 Jun 2015 04:56:33 +0300
parents c14613d27a3a
children d7fe157c402d
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <math.h>
nuclear@11 4 #include <assert.h>
nuclear@0 5 #include "opengl.h"
nuclear@0 6 #include "game.h"
nuclear@7 7 #include "camera.h"
nuclear@11 8 #include "sanegl.h"
nuclear@17 9 #include "texture.h"
nuclear@21 10 #include "shader.h"
nuclear@7 11
nuclear@21 12 static void draw_quad(float hsz, float vsz);
nuclear@0 13
nuclear@0 14 static int win_width, win_height;
nuclear@9 15 static float win_aspect;
nuclear@9 16 static int video_width, video_height;
nuclear@9 17 static float video_aspect;
nuclear@17 18 static struct texture *test_tex;
nuclear@17 19
nuclear@21 20 static SdrProg *sdr_cam, *sdr_tex;
nuclear@0 21
nuclear@20 22 extern "C" int game_init(void)
nuclear@0 23 {
nuclear@17 24 unsigned int vsdr, psdr_cam, psdr_tex;
nuclear@10 25
nuclear@17 26 //glEnable(GL_DEPTH_TEST);
nuclear@0 27 glEnable(GL_CULL_FACE);
nuclear@0 28
nuclear@0 29 glClearColor(0.4, 0.4, 0.4, 1);
nuclear@8 30
nuclear@21 31 if(!(sdr_cam = get_sdrprog("sdr/vertex.glsl", "sdr/android_cam_preview.p.glsl"))) {
nuclear@10 32 return -1;
nuclear@10 33 }
nuclear@21 34 if(!(sdr_tex = get_sdrprog("sdr/vertex.glsl", "sdr/tex.p.glsl"))) {
nuclear@17 35 return -1;
nuclear@17 36 }
nuclear@17 37
nuclear@17 38 if(!(test_tex = get_texture("data/opengl.png"))) {
nuclear@17 39 return -1;
nuclear@17 40 }
nuclear@10 41
nuclear@8 42 cam_start_video();
nuclear@9 43 cam_video_size(&video_width, &video_height);
nuclear@9 44 if(video_height) {
nuclear@9 45 video_aspect = (float)video_width / (float)video_height;
nuclear@9 46 } else {
nuclear@9 47 video_aspect = 1.0;
nuclear@9 48 }
nuclear@9 49
nuclear@9 50 printf("started video %dx%d (aspect: %g)\n", video_width, video_height, video_aspect);
nuclear@0 51 return 0;
nuclear@0 52 }
nuclear@0 53
nuclear@20 54 extern "C" void game_shutdown(void)
nuclear@0 55 {
nuclear@8 56 cam_shutdown();
nuclear@21 57 delete sdr_cam;
nuclear@21 58 delete sdr_tex;
nuclear@0 59 }
nuclear@0 60
nuclear@20 61 extern "C" void game_display(unsigned long msec)
nuclear@0 62 {
nuclear@9 63 unsigned int tex;
nuclear@9 64 const float *tex_matrix;
nuclear@9 65 float xscale, yscale;
nuclear@9 66
nuclear@8 67 cam_update();
nuclear@9 68 tex = cam_texture();
nuclear@9 69 tex_matrix = cam_texture_matrix();
nuclear@7 70
nuclear@4 71 //float tsec = (float)msec / 1000.0f;
nuclear@0 72
nuclear@0 73 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 74
nuclear@11 75 gl_matrix_mode(GL_MODELVIEW);
nuclear@11 76 gl_load_identity();
nuclear@11 77 gl_matrix_mode(GL_TEXTURE);
nuclear@11 78 gl_load_matrixf(tex_matrix);
nuclear@11 79
nuclear@21 80 sdr_cam->bind();
nuclear@10 81 glBindTexture(GL_TEXTURE_EXTERNAL_OES, tex);
nuclear@7 82
nuclear@9 83 if(video_aspect > win_aspect) {
nuclear@9 84 xscale = 1.0;
nuclear@9 85 yscale = 1.0 / video_aspect;
nuclear@9 86 } else {
nuclear@9 87 xscale = video_aspect;
nuclear@9 88 yscale = 1.0;
nuclear@9 89 }
nuclear@21 90 draw_quad(xscale, yscale);
nuclear@17 91
nuclear@17 92 gl_matrix_mode(GL_TEXTURE);
nuclear@17 93 gl_load_identity();
nuclear@17 94 gl_translatef(0, 1, 0);
nuclear@17 95 gl_scalef(1, -1, 1);
nuclear@17 96 gl_matrix_mode(GL_MODELVIEW);
nuclear@17 97 gl_load_identity();
nuclear@17 98 gl_scalef((float)test_tex->width / (float)test_tex->height, 1, 1);
nuclear@17 99
nuclear@21 100 sdr_tex->bind();
nuclear@17 101 glBindTexture(GL_TEXTURE_2D, test_tex->texid);
nuclear@17 102
nuclear@17 103 glEnable(GL_BLEND);
nuclear@17 104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
nuclear@17 105
nuclear@21 106 draw_quad(0.5, 0.5);
nuclear@17 107
nuclear@17 108 glDisable(GL_BLEND);
nuclear@7 109 }
nuclear@7 110
nuclear@21 111 static void draw_quad(float hsz, float vsz)
nuclear@7 112 {
nuclear@7 113 static const float varr[] = {-1, -1, 1, -1, 1, 1, -1, 1};
nuclear@9 114 static const float tcarr[] = {0, 0, 1, 0, 1, 1, 0, 1};
nuclear@7 115
nuclear@11 116 gl_matrix_mode(GL_MODELVIEW);
nuclear@11 117 gl_push_matrix();
nuclear@11 118 gl_scalef(hsz, vsz, 1);
nuclear@11 119
nuclear@21 120 if(SdrProg::active) {
nuclear@21 121 gl_apply_xform(SdrProg::active->get_globj());
nuclear@21 122 }
nuclear@7 123
nuclear@21 124 glEnableVertexAttribArray(SDR_ATTR_VERTEX);
nuclear@21 125 glEnableVertexAttribArray(SDR_ATTR_TEXCOORD);
nuclear@21 126 glVertexAttribPointer(SDR_ATTR_VERTEX, 2, GL_FLOAT, 0, 0, varr);
nuclear@21 127 glVertexAttribPointer(SDR_ATTR_TEXCOORD, 2, GL_FLOAT, 0, 0, tcarr);
nuclear@7 128
nuclear@8 129 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
nuclear@7 130
nuclear@21 131 glDisableVertexAttribArray(SDR_ATTR_VERTEX);
nuclear@21 132 glDisableVertexAttribArray(SDR_ATTR_TEXCOORD);
nuclear@11 133
nuclear@11 134 gl_pop_matrix();
nuclear@0 135 }
nuclear@0 136
nuclear@20 137 extern "C" void game_reshape(int x, int y)
nuclear@0 138 {
nuclear@0 139 win_width = x;
nuclear@0 140 win_height = y;
nuclear@9 141 win_aspect = y ? (float)x / (float)y : 1.0;
nuclear@0 142 glViewport(0, 0, x, y);
nuclear@0 143
nuclear@11 144 gl_matrix_mode(GL_PROJECTION);
nuclear@11 145 gl_load_identity();
nuclear@11 146 gl_scalef((float)win_height / (float)win_width, 1, 1);
nuclear@0 147 }
nuclear@0 148
nuclear@20 149 extern "C" void game_keyboard(int key, int pressed)
nuclear@0 150 {
nuclear@0 151 if(!pressed) return;
nuclear@0 152
nuclear@0 153 switch(key) {
nuclear@0 154 case 27:
nuclear@0 155 exit(0);
nuclear@0 156
nuclear@0 157 default:
nuclear@0 158 break;
nuclear@0 159 }
nuclear@0 160 }
nuclear@0 161
nuclear@0 162 #define MAX_TOUCH_IDS 16
nuclear@0 163 static struct {
nuclear@0 164 int bnstate[8];
nuclear@0 165 int prev_x, prev_y;
nuclear@0 166 } mstate[MAX_TOUCH_IDS];
nuclear@0 167
nuclear@20 168 extern "C" void game_mouse_button(int id, int bn, int pressed, int x, int y)
nuclear@0 169 {
nuclear@0 170 if(id >= MAX_TOUCH_IDS) return;
nuclear@0 171
nuclear@0 172 mstate[id].prev_x = x;
nuclear@0 173 mstate[id].prev_y = y;
nuclear@0 174 mstate[id].bnstate[bn] = pressed;
nuclear@0 175 }
nuclear@0 176
nuclear@20 177 extern "C" void game_mouse_motion(int id, int x, int y)
nuclear@0 178 {
nuclear@0 179 /*
nuclear@0 180 int dx, dy, cx, cy;
nuclear@0 181
nuclear@0 182 if(id >= MAX_TOUCH_IDS) return;
nuclear@0 183
nuclear@0 184 cx = win_width / 2;
nuclear@0 185 cy = win_height / 2;
nuclear@0 186
nuclear@0 187 dx = x - mstate[id].prev_x;
nuclear@0 188 dy = y - mstate[id].prev_y;
nuclear@0 189 mstate[id].prev_x = x;
nuclear@0 190 mstate[id].prev_y = y;
nuclear@0 191
nuclear@0 192 if(!dx && !dy) return;
nuclear@0 193
nuclear@0 194 if(mouselook || mstate[id].bnstate[0]) {
nuclear@0 195 player_turn(&player, dx * 0.5, dy * 0.5);
nuclear@0 196 }
nuclear@0 197 if(mstate[id].bnstate[2]) {
nuclear@0 198 dbg_cam_dist += 0.1 * dy;
nuclear@0 199 if(dbg_cam_dist < 0.0) dbg_cam_dist = 0.0;
nuclear@0 200 }
nuclear@0 201
nuclear@0 202 if(mouselook) {
nuclear@0 203 warping_mouse = 1;
nuclear@0 204 set_mouse_pos(cx, cy);
nuclear@0 205 mstate[id].prev_x = cx;
nuclear@0 206 mstate[id].prev_y = cy;
nuclear@0 207 }
nuclear@0 208 */
nuclear@0 209 }
nuclear@0 210