bloboland

annotate src/main.cc @ 2:1757973feaed

added stereoscopic rendering for no apparent reason
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 16 Dec 2012 00:37:35 +0200
parents cfe68befb7cc
children 9021a906c5d3
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@1 3 #include <assert.h>
nuclear@0 4 #include "opengl.h"
nuclear@0 5 #include "game.h"
nuclear@0 6 #include "opt.h"
nuclear@0 7
nuclear@0 8 static void disp();
nuclear@1 9 static void idle();
nuclear@0 10 static void reshape(int x, int y);
nuclear@0 11 static void keydown(unsigned char key, int x, int y);
nuclear@0 12 static void keyup(unsigned char key, int x, int y);
nuclear@0 13 static void skeydown(int key, int x, int y);
nuclear@0 14 static void skeyup(int key, int x, int y);
nuclear@0 15 static void mouse(int bn, int state, int x, int y);
nuclear@0 16 static void motion(int x, int y);
nuclear@0 17 static void spacemove(int x, int y, int z);
nuclear@0 18 static void spacerot(int x, int y, int z);
nuclear@0 19 static void spacebut(int bn, int state);
nuclear@0 20
nuclear@2 21 static int centerx, centery;
nuclear@1 22 static unsigned int prev_msec;
nuclear@1 23
nuclear@2 24 static bool stereo_shift_pressed;
nuclear@2 25
nuclear@0 26 int main(int argc, char **argv)
nuclear@0 27 {
nuclear@0 28 glutInit(&argc, argv);
nuclear@0 29
nuclear@0 30 if(!parse_opt(argc, argv)) {
nuclear@0 31 return 1;
nuclear@0 32 }
nuclear@0 33
nuclear@0 34 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | (opt.stereo ? GLUT_STEREO : 0));
nuclear@1 35 glutInitWindowSize(opt.xsz, opt.ysz);
nuclear@0 36 glutCreateWindow("bloboland");
nuclear@0 37
nuclear@0 38 glutDisplayFunc(disp);
nuclear@1 39 glutIdleFunc(idle);
nuclear@0 40 glutReshapeFunc(reshape);
nuclear@0 41 glutKeyboardFunc(keydown);
nuclear@0 42 glutKeyboardUpFunc(keyup);
nuclear@0 43 glutSpecialFunc(skeydown);
nuclear@0 44 glutSpecialUpFunc(skeyup);
nuclear@0 45 glutMouseFunc(mouse);
nuclear@0 46 glutMotionFunc(motion);
nuclear@0 47 glutSpaceballMotionFunc(spacemove);
nuclear@0 48 glutSpaceballRotateFunc(spacerot);
nuclear@0 49 glutSpaceballButtonFunc(spacebut);
nuclear@0 50
nuclear@0 51 glewInit();
nuclear@0 52
nuclear@0 53 if(!game_init()) {
nuclear@0 54 return 1;
nuclear@0 55 }
nuclear@0 56
nuclear@0 57 glutMainLoop();
nuclear@0 58 }
nuclear@0 59
nuclear@0 60 static void disp()
nuclear@0 61 {
nuclear@0 62 unsigned int msec = glutGet(GLUT_ELAPSED_TIME);
nuclear@0 63 game_iter((msec - prev_msec) / 1000.0);
nuclear@2 64 prev_msec = msec;
nuclear@0 65
nuclear@0 66
nuclear@1 67 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 68
nuclear@0 69 game_render();
nuclear@0 70
nuclear@0 71 glutSwapBuffers();
nuclear@1 72 assert(glGetError() == GL_NO_ERROR);
nuclear@1 73 }
nuclear@1 74
nuclear@1 75 static void idle()
nuclear@1 76 {
nuclear@1 77 glutPostRedisplay();
nuclear@0 78 }
nuclear@0 79
nuclear@0 80 static void reshape(int x, int y)
nuclear@0 81 {
nuclear@0 82 glViewport(0, 0, x, y);
nuclear@0 83
nuclear@0 84 glMatrixMode(GL_PROJECTION);
nuclear@0 85 glLoadIdentity();
nuclear@0 86 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
nuclear@1 87
nuclear@1 88 win_xsz = x;
nuclear@1 89 win_ysz = y;
nuclear@1 90
nuclear@1 91 centerx = x / 2;
nuclear@1 92 centery = y / 2;
nuclear@0 93 }
nuclear@0 94
nuclear@0 95 static void keydown(unsigned char key, int x, int y)
nuclear@0 96 {
nuclear@0 97 skeydown(key, x, y);
nuclear@0 98 }
nuclear@0 99
nuclear@0 100 static void keyup(unsigned char key, int x, int y)
nuclear@0 101 {
nuclear@0 102 skeyup(key, x, y);
nuclear@0 103 }
nuclear@0 104
nuclear@0 105 static void skeydown(int key, int x, int y)
nuclear@0 106 {
nuclear@2 107 switch(key) {
nuclear@2 108 case 27:
nuclear@0 109 exit(0);
nuclear@2 110
nuclear@2 111 case 'z':
nuclear@2 112 case 'Z':
nuclear@2 113 stereo_shift_pressed = true;
nuclear@2 114 break;
nuclear@0 115 }
nuclear@0 116
nuclear@1 117 if(key < GAME_MAX_KEYS) {
nuclear@0 118 keystate[key] = true;
nuclear@0 119 }
nuclear@0 120 }
nuclear@0 121
nuclear@0 122 static void skeyup(int key, int x, int y)
nuclear@0 123 {
nuclear@2 124 switch(key) {
nuclear@2 125 case 'z':
nuclear@2 126 case 'Z':
nuclear@2 127 stereo_shift_pressed = false;
nuclear@2 128 break;
nuclear@2 129 }
nuclear@2 130
nuclear@1 131 if(key < GAME_MAX_KEYS) {
nuclear@0 132 keystate[key] = false;
nuclear@0 133 }
nuclear@0 134 }
nuclear@0 135
nuclear@1 136
nuclear@1 137 static int prev_x, prev_y;
nuclear@1 138
nuclear@0 139 static void mouse(int bn, int state, int x, int y)
nuclear@0 140 {
nuclear@1 141 int idx = bn - GLUT_LEFT_BUTTON;
nuclear@1 142
nuclear@1 143 if(idx < GAME_MAX_BUTTONS) {
nuclear@1 144 bnstate[idx] = state == GLUT_DOWN;
nuclear@1 145
nuclear@1 146 if(state == GLUT_DOWN) {
nuclear@1 147 game_input_shoot(idx);
nuclear@1 148 }
nuclear@1 149 }
nuclear@1 150 prev_x = x;
nuclear@1 151 prev_y = y;
nuclear@0 152 }
nuclear@0 153
nuclear@1 154
nuclear@0 155 static void motion(int x, int y)
nuclear@0 156 {
nuclear@1 157 /*
nuclear@1 158 int dx = x - centerx;
nuclear@1 159 int dy = y - centery;
nuclear@1 160
nuclear@1 161 if(!dx && !dy) {
nuclear@1 162 return;
nuclear@1 163 }
nuclear@1 164 game_input_rot(dx * 0.5, dy * 0.5);
nuclear@1 165
nuclear@1 166 glutWarpPointer(centerx, centery);
nuclear@1 167 */
nuclear@1 168 int dx = x - prev_x;
nuclear@1 169 int dy = y - prev_y;
nuclear@1 170
nuclear@1 171 prev_x = x;
nuclear@1 172 prev_y = y;
nuclear@1 173
nuclear@2 174 if(stereo_shift_pressed) {
nuclear@2 175 if(dy != 0) {
nuclear@2 176 stereo_focus_dist += dy * 0.01;
nuclear@2 177 stereo_eye_sep = stereo_focus_dist / 30.0;
nuclear@2 178 printf("foc: %f, sep: %f\n", stereo_focus_dist, stereo_eye_sep);
nuclear@2 179 }
nuclear@2 180 return;
nuclear@2 181 }
nuclear@2 182
nuclear@1 183 if(bnstate[0]) {
nuclear@1 184 game_input_rot((float)dx / win_xsz, (float)dy / win_ysz);
nuclear@1 185 }
nuclear@0 186 }
nuclear@0 187
nuclear@0 188 static void spacemove(int x, int y, int z)
nuclear@0 189 {
nuclear@2 190 game_input_move(x * 0.0025, y * 0.0025, -z * 0.0025);
nuclear@0 191 }
nuclear@0 192
nuclear@0 193 static void spacerot(int x, int y, int z)
nuclear@0 194 {
nuclear@2 195 game_input_rot(-y * 0.0001, -x * 0.0001);
nuclear@0 196 }
nuclear@0 197
nuclear@0 198 static void spacebut(int bn, int state)
nuclear@0 199 {
nuclear@1 200 game_input_shoot(bn);
nuclear@0 201 }