bloboland

annotate src/game.cc @ 4:9021a906c5d3

lots of stuff
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 18 Dec 2012 06:13:09 +0200
parents a39c301cdcce
children 2f4406cc341e
rev   line source
nuclear@0 1 #include "game.h"
nuclear@2 2 #include "opt.h"
nuclear@0 3 #include "opengl.h"
nuclear@1 4 #include "level.h"
nuclear@1 5 #include "renderer.h"
nuclear@1 6 #include "camera.h"
nuclear@1 7
nuclear@2 8 static void view_matrix(int eye);
nuclear@2 9 static void proj_matrix(int eye);
nuclear@2 10
nuclear@2 11 int win_xsz, win_ysz;
nuclear@2 12
nuclear@2 13 bool keystate[GAME_MAX_KEYS];
nuclear@2 14 bool bnstate[GAME_MAX_BUTTONS];
nuclear@2 15
nuclear@2 16 float stereo_focus_dist = 0.25;
nuclear@2 17 float stereo_eye_sep = stereo_focus_dist / 30.0;
nuclear@1 18
nuclear@1 19 static Level *level;
nuclear@1 20 static Renderer *rend;
nuclear@1 21 static FpsCamera cam;
nuclear@0 22
nuclear@4 23 static const float fog_color[] = {0.76, 0.64, 0.91, 1.0};
nuclear@4 24 static Vector3 gravity;
nuclear@4 25
nuclear@0 26 bool game_init()
nuclear@0 27 {
nuclear@1 28 printf("initializing OpenGL state\n");
nuclear@1 29 glEnable(GL_CULL_FACE);
nuclear@1 30 glEnable(GL_DEPTH_TEST);
nuclear@1 31 glEnable(GL_LIGHTING);
nuclear@1 32 glEnable(GL_LIGHT0);
nuclear@1 33
nuclear@2 34 float lpos[] = {-1, 1, 1, 0};
nuclear@2 35 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@2 36
nuclear@1 37 printf("generating level\n");
nuclear@1 38 level = new Level;
nuclear@4 39 level->world_size = Vector3(8, 8, 4);
nuclear@1 40 level->generate();
nuclear@1 41
nuclear@3 42 printf("initializing renderer\n");
nuclear@3 43 rend = new Renderer;
nuclear@3 44 if(!rend->init(level)) {
nuclear@3 45 return false;
nuclear@3 46 }
nuclear@3 47
nuclear@1 48 cam.input_move(0, 2, 2);
nuclear@1 49 cam.input_rotate(0, M_PI / 5, 0);
nuclear@1 50
nuclear@4 51 glClearColor(fog_color[0], fog_color[1], fog_color[2], 1.0);
nuclear@4 52 glFogfv(GL_FOG_COLOR, fog_color);
nuclear@4 53
nuclear@4 54 gravity = Vector3(0, -0.01, 0);
nuclear@4 55
nuclear@0 56 return true;
nuclear@0 57 }
nuclear@0 58
nuclear@0 59 void game_shutdown()
nuclear@0 60 {
nuclear@1 61 delete rend;
nuclear@1 62 delete level;
nuclear@0 63 }
nuclear@0 64
nuclear@0 65 void game_iter(double dt)
nuclear@0 66 {
nuclear@2 67 float offs = 4.0 * dt;
nuclear@1 68 float dx = 0, dy = 0;
nuclear@1 69
nuclear@1 70 // handle key input
nuclear@1 71 if(keystate['w'] || keystate['W']) {
nuclear@1 72 dy -= offs;
nuclear@1 73 }
nuclear@1 74 if(keystate['s'] || keystate['S']) {
nuclear@1 75 dy += offs;
nuclear@1 76 }
nuclear@1 77 if(keystate['d'] || keystate['D']) {
nuclear@1 78 dx += offs;
nuclear@1 79 }
nuclear@1 80 if(keystate['a'] || keystate['A']) {
nuclear@1 81 dx -= offs;
nuclear@1 82 }
nuclear@1 83
nuclear@1 84 cam.input_move(dx, 0, dy);
nuclear@4 85
nuclear@4 86 for(size_t i=0; i<level->blobs.size(); i++) {
nuclear@4 87 Blob *b = &level->blobs[i];
nuclear@4 88
nuclear@4 89 b->velocity += gravity * dt;
nuclear@4 90 Vector3 npos = b->pos + b->velocity * dt;
nuclear@4 91
nuclear@4 92 Vector3 normal;
nuclear@4 93 if(level->collision(b->pos, npos, &npos, &normal)) {
nuclear@4 94 b->velocity = b->velocity.reflection(normal);
nuclear@4 95 }
nuclear@4 96 }
nuclear@0 97 }
nuclear@0 98
nuclear@0 99 void game_render()
nuclear@0 100 {
nuclear@3 101 rend->set_aspect((float)win_xsz / (float)win_ysz);
nuclear@3 102
nuclear@2 103 if(opt.stereo) {
nuclear@2 104 glDrawBuffer(GL_BACK_LEFT);
nuclear@4 105 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@1 106
nuclear@2 107 glMatrixMode(GL_PROJECTION);
nuclear@2 108 glLoadIdentity();
nuclear@2 109 proj_matrix(-1);
nuclear@2 110 glMatrixMode(GL_MODELVIEW);
nuclear@2 111 glLoadIdentity();
nuclear@2 112 view_matrix(-1);
nuclear@1 113
nuclear@3 114 rend->render();
nuclear@1 115
nuclear@2 116 glDrawBuffer(GL_BACK_RIGHT);
nuclear@4 117 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 118
nuclear@2 119 glMatrixMode(GL_PROJECTION);
nuclear@2 120 glLoadIdentity();
nuclear@2 121 proj_matrix(1);
nuclear@2 122 glMatrixMode(GL_MODELVIEW);
nuclear@2 123 glLoadIdentity();
nuclear@2 124 view_matrix(1);
nuclear@2 125
nuclear@3 126 rend->render();
nuclear@2 127 } else {
nuclear@4 128 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@4 129
nuclear@2 130 glMatrixMode(GL_PROJECTION);
nuclear@2 131 glLoadIdentity();
nuclear@2 132 proj_matrix(0);
nuclear@2 133 glMatrixMode(GL_MODELVIEW);
nuclear@2 134 glLoadIdentity();
nuclear@2 135 view_matrix(0);
nuclear@2 136
nuclear@3 137 rend->render();
nuclear@2 138 }
nuclear@0 139 }
nuclear@1 140
nuclear@1 141 void game_input_shoot(int bn)
nuclear@1 142 {
nuclear@1 143 }
nuclear@1 144
nuclear@1 145 void game_input_move(float x, float y, float z)
nuclear@1 146 {
nuclear@1 147 cam.input_move(x, y, z);
nuclear@1 148 }
nuclear@1 149
nuclear@1 150 void game_input_rot(float x, float y)
nuclear@1 151 {
nuclear@1 152 cam.input_rotate(x * 6.0, y * 6.0, 0);
nuclear@1 153 }
nuclear@2 154
nuclear@2 155
nuclear@2 156 static void view_matrix(int eye)
nuclear@2 157 {
nuclear@2 158 float offs = stereo_eye_sep * eye * 0.5;
nuclear@2 159 glTranslatef(-offs, 0, 0);
nuclear@3 160 cam.use();
nuclear@2 161 }
nuclear@2 162
nuclear@2 163 static void proj_matrix(int eye)
nuclear@2 164 {
nuclear@2 165 static const float fov = M_PI / 4.0;
nuclear@2 166 static const float near_clip = 0.1;
nuclear@2 167 static const float far_clip = 500.0;
nuclear@2 168
nuclear@2 169 float top = near_clip * tan(fov * 0.5);
nuclear@2 170 float right = top * (float)win_xsz / (float)win_ysz;
nuclear@2 171
nuclear@2 172 float frust_shift = -(float)eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
nuclear@2 173 glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
nuclear@2 174 }