3dphotoshoot

diff src/game.c @ 0:a4bf2687e406

3d photoshoot initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 12 May 2015 05:31:21 +0300
parents
children 38377f54527a
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/game.c	Tue May 12 05:31:21 2015 +0300
     1.3 @@ -0,0 +1,107 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <math.h>
     1.7 +#include "opengl.h"
     1.8 +#include "game.h"
     1.9 +
    1.10 +static int win_width, win_height;
    1.11 +
    1.12 +
    1.13 +int game_init(void)
    1.14 +{
    1.15 +	glEnable(GL_DEPTH_TEST);
    1.16 +	glEnable(GL_CULL_FACE);
    1.17 +	glEnable(GL_LIGHTING);
    1.18 +
    1.19 +	glClearColor(0.4, 0.4, 0.4, 1);
    1.20 +	return 0;
    1.21 +}
    1.22 +
    1.23 +void game_shutdown(void)
    1.24 +{
    1.25 +}
    1.26 +
    1.27 +void game_display(unsigned long msec)
    1.28 +{
    1.29 +	float tsec = (float)msec / 1000.0f;
    1.30 +
    1.31 +	glClearColor(sin(tsec * 10.0), cos(tsec * 10.0), -sin(tsec * 10.0), 1.0);
    1.32 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    1.33 +
    1.34 +	glMatrixMode(GL_MODELVIEW);
    1.35 +	glLoadIdentity();
    1.36 +}
    1.37 +
    1.38 +void game_reshape(int x, int y)
    1.39 +{
    1.40 +	win_width = x;
    1.41 +	win_height = y;
    1.42 +	glViewport(0, 0, x, y);
    1.43 +
    1.44 +	glMatrixMode(GL_PROJECTION);
    1.45 +	glLoadIdentity();
    1.46 +	glScalef((float)win_height / (float)win_width, 1.0, 1.0);
    1.47 +}
    1.48 +
    1.49 +void game_keyboard(int key, int pressed)
    1.50 +{
    1.51 +	if(!pressed) return;
    1.52 +
    1.53 +	switch(key) {
    1.54 +	case 27:
    1.55 +		exit(0);
    1.56 +
    1.57 +	default:
    1.58 +		break;
    1.59 +	}
    1.60 +}
    1.61 +
    1.62 +#define MAX_TOUCH_IDS	16
    1.63 +static struct {
    1.64 +	int bnstate[8];
    1.65 +	int prev_x, prev_y;
    1.66 +} mstate[MAX_TOUCH_IDS];
    1.67 +
    1.68 +void game_mouse_button(int id, int bn, int pressed, int x, int y)
    1.69 +{
    1.70 +	if(id >= MAX_TOUCH_IDS) return;
    1.71 +
    1.72 +	mstate[id].prev_x = x;
    1.73 +	mstate[id].prev_y = y;
    1.74 +	mstate[id].bnstate[bn] = pressed;
    1.75 +}
    1.76 +
    1.77 +void game_mouse_motion(int id, int x, int y)
    1.78 +{
    1.79 +	/*
    1.80 +	int dx, dy, cx, cy;
    1.81 +
    1.82 +	if(id >= MAX_TOUCH_IDS) return;
    1.83 +
    1.84 +	cx = win_width / 2;
    1.85 +	cy = win_height / 2;
    1.86 +
    1.87 +	dx = x - mstate[id].prev_x;
    1.88 +	dy = y - mstate[id].prev_y;
    1.89 +	mstate[id].prev_x = x;
    1.90 +	mstate[id].prev_y = y;
    1.91 +
    1.92 +	if(!dx && !dy) return;
    1.93 +
    1.94 +	if(mouselook || mstate[id].bnstate[0]) {
    1.95 +		player_turn(&player, dx * 0.5, dy * 0.5);
    1.96 +	}
    1.97 +	if(mstate[id].bnstate[2]) {
    1.98 +		dbg_cam_dist += 0.1 * dy;
    1.99 +		if(dbg_cam_dist < 0.0) dbg_cam_dist = 0.0;
   1.100 +	}
   1.101 +
   1.102 +	if(mouselook) {
   1.103 +		warping_mouse = 1;
   1.104 +		set_mouse_pos(cx, cy);
   1.105 +		mstate[id].prev_x = cx;
   1.106 +		mstate[id].prev_y = cy;
   1.107 +	}
   1.108 +	*/
   1.109 +}
   1.110 +