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1 #include "game.h"
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2 #include "opt.h"
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3 #include "opengl.h"
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4 #include "level.h"
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5 #include "renderer.h"
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6 #include "camera.h"
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7
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8 static void view_matrix(int eye);
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9 static void proj_matrix(int eye);
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10
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11 int win_xsz, win_ysz;
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12
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13 bool keystate[GAME_MAX_KEYS];
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14 bool bnstate[GAME_MAX_BUTTONS];
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15
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16 float stereo_focus_dist = 0.25;
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17 float stereo_eye_sep = stereo_focus_dist / 30.0;
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18
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19 static Level *level;
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20 static Renderer *rend;
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21 static FpsCamera cam;
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22
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23 static const float fog_color[] = {0.76, 0.64, 0.91, 1.0};
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24 static Vector3 gravity;
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25 #define DAMPING 0.95
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26
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27 bool game_init()
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28 {
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29 printf("initializing OpenGL state\n");
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30 glEnable(GL_CULL_FACE);
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31 glEnable(GL_DEPTH_TEST);
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32 glEnable(GL_LIGHTING);
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33 glEnable(GL_LIGHT0);
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34
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35 float lpos[] = {-1, 1, 1, 0};
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36 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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37
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38 printf("generating level\n");
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39 level = new Level;
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40 level->world_size = Vector3(8, 8, 4);
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41 level->generate();
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42
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43 printf("initializing renderer\n");
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44 rend = new Renderer;
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45 if(!rend->init(level)) {
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46 return false;
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47 }
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48
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49 cam.input_move(0, 2, 2);
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50 cam.input_rotate(0, M_PI / 5, 0);
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51
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52 glClearColor(fog_color[0], fog_color[1], fog_color[2], 1.0);
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53 glFogfv(GL_FOG_COLOR, fog_color);
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54
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55 gravity = Vector3(0, -0.5, 0);
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56
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57 return true;
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58 }
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59
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60 void game_shutdown()
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61 {
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62 delete rend;
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63 delete level;
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64 }
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65
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66 void game_iter(double dt)
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67 {
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68 float offs = 4.0 * dt;
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69 float dx = 0, dy = 0;
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70
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71 // handle key input
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72 if(keystate['w'] || keystate['W']) {
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73 dy -= offs;
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74 }
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75 if(keystate['s'] || keystate['S']) {
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76 dy += offs;
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77 }
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78 if(keystate['d'] || keystate['D']) {
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79 dx += offs;
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80 }
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81 if(keystate['a'] || keystate['A']) {
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82 dx -= offs;
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83 }
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84
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85 cam.input_move(dx, 0, dy);
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86
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87 for(size_t i=0; i<level->blobs.size(); i++) {
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88 Blob *b = &level->blobs[i];
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89
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90 b->velocity += gravity * dt;
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91 Vector3 npos = b->pos + b->velocity * dt;
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92
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93 Vector3 normal;
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94 if(level->collision(b->pos, npos, &npos, &normal)) {
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95 printf("%d: COLLISION (%.2f %.2f %.2f)\n", (int)i, npos.x, npos.y, npos.z);
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96 b->velocity = b->velocity.reflection(normal) * DAMPING;
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97 }
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98 b->pos = npos;
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99 }
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100 rend->prepare();
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101 }
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102
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103 void game_render()
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104 {
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105 rend->set_aspect((float)win_xsz / (float)win_ysz);
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106
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107 if(opt.stereo) {
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108 glDrawBuffer(GL_BACK_LEFT);
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109 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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110
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111 glMatrixMode(GL_PROJECTION);
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112 glLoadIdentity();
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113 proj_matrix(-1);
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114 glMatrixMode(GL_MODELVIEW);
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115 glLoadIdentity();
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116 view_matrix(-1);
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117
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118 rend->render();
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119
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120 glDrawBuffer(GL_BACK_RIGHT);
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121 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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122
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123 glMatrixMode(GL_PROJECTION);
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124 glLoadIdentity();
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125 proj_matrix(1);
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126 glMatrixMode(GL_MODELVIEW);
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127 glLoadIdentity();
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128 view_matrix(1);
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129
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130 rend->render();
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131 } else {
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132 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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133
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134 glMatrixMode(GL_PROJECTION);
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135 glLoadIdentity();
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136 proj_matrix(0);
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137 glMatrixMode(GL_MODELVIEW);
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138 glLoadIdentity();
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139 view_matrix(0);
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140
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141 rend->render();
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142 }
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143 }
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144
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145 void game_input_shoot(int bn)
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146 {
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147 }
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148
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149 void game_input_move(float x, float y, float z)
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150 {
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151 cam.input_move(x, y, z);
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152 }
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153
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154 void game_input_rot(float x, float y)
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155 {
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156 cam.input_rotate(x * 6.0, y * 6.0, 0);
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157 }
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158
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159
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160 static void view_matrix(int eye)
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161 {
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162 float offs = stereo_eye_sep * eye * 0.5;
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163 glTranslatef(-offs, 0, 0);
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164 cam.use();
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165 }
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166
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167 static void proj_matrix(int eye)
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168 {
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169 static const float fov = M_PI / 4.0;
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170 static const float near_clip = 0.1;
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171 static const float far_clip = 500.0;
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172
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173 float top = near_clip * tan(fov * 0.5);
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174 float right = top * (float)win_xsz / (float)win_ysz;
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175
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176 float frust_shift = -(float)eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
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177 glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
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178 }
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