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