bloboland

annotate src/game.cc @ 3:a39c301cdcce

terrain raytracing pretty much done
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 16 Dec 2012 14:24:16 +0200
parents 1757973feaed
children 9021a906c5d3
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@0 23 bool game_init()
nuclear@0 24 {
nuclear@1 25 printf("initializing OpenGL state\n");
nuclear@1 26 glEnable(GL_CULL_FACE);
nuclear@1 27 glEnable(GL_DEPTH_TEST);
nuclear@1 28 glEnable(GL_LIGHTING);
nuclear@1 29 glEnable(GL_LIGHT0);
nuclear@1 30
nuclear@2 31 float lpos[] = {-1, 1, 1, 0};
nuclear@2 32 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@2 33
nuclear@1 34 printf("generating level\n");
nuclear@1 35 level = new Level;
nuclear@1 36 level->generate();
nuclear@1 37
nuclear@3 38 printf("initializing renderer\n");
nuclear@3 39 rend = new Renderer;
nuclear@3 40 if(!rend->init(level)) {
nuclear@3 41 return false;
nuclear@3 42 }
nuclear@3 43
nuclear@1 44 cam.input_move(0, 2, 2);
nuclear@1 45 cam.input_rotate(0, M_PI / 5, 0);
nuclear@1 46
nuclear@0 47 return true;
nuclear@0 48 }
nuclear@0 49
nuclear@0 50 void game_shutdown()
nuclear@0 51 {
nuclear@1 52 delete rend;
nuclear@1 53 delete level;
nuclear@0 54 }
nuclear@0 55
nuclear@0 56 void game_iter(double dt)
nuclear@0 57 {
nuclear@2 58 float offs = 4.0 * dt;
nuclear@1 59 float dx = 0, dy = 0;
nuclear@1 60
nuclear@1 61 // handle key input
nuclear@1 62 if(keystate['w'] || keystate['W']) {
nuclear@1 63 dy -= offs;
nuclear@1 64 }
nuclear@1 65 if(keystate['s'] || keystate['S']) {
nuclear@1 66 dy += offs;
nuclear@1 67 }
nuclear@1 68 if(keystate['d'] || keystate['D']) {
nuclear@1 69 dx += offs;
nuclear@1 70 }
nuclear@1 71 if(keystate['a'] || keystate['A']) {
nuclear@1 72 dx -= offs;
nuclear@1 73 }
nuclear@1 74
nuclear@1 75 cam.input_move(dx, 0, dy);
nuclear@0 76 }
nuclear@0 77
nuclear@0 78 void game_render()
nuclear@0 79 {
nuclear@3 80 rend->set_aspect((float)win_xsz / (float)win_ysz);
nuclear@3 81
nuclear@2 82 if(opt.stereo) {
nuclear@2 83 glDrawBuffer(GL_BACK_LEFT);
nuclear@1 84
nuclear@2 85 glMatrixMode(GL_PROJECTION);
nuclear@2 86 glLoadIdentity();
nuclear@2 87 proj_matrix(-1);
nuclear@2 88 glMatrixMode(GL_MODELVIEW);
nuclear@2 89 glLoadIdentity();
nuclear@2 90 view_matrix(-1);
nuclear@1 91
nuclear@3 92 rend->render();
nuclear@1 93
nuclear@2 94 glDrawBuffer(GL_BACK_RIGHT);
nuclear@2 95
nuclear@2 96 glMatrixMode(GL_PROJECTION);
nuclear@2 97 glLoadIdentity();
nuclear@2 98 proj_matrix(1);
nuclear@2 99 glMatrixMode(GL_MODELVIEW);
nuclear@2 100 glLoadIdentity();
nuclear@2 101 view_matrix(1);
nuclear@2 102
nuclear@3 103 rend->render();
nuclear@2 104 } else {
nuclear@2 105 glMatrixMode(GL_PROJECTION);
nuclear@2 106 glLoadIdentity();
nuclear@2 107 proj_matrix(0);
nuclear@2 108 glMatrixMode(GL_MODELVIEW);
nuclear@2 109 glLoadIdentity();
nuclear@2 110 view_matrix(0);
nuclear@2 111
nuclear@3 112 rend->render();
nuclear@2 113 }
nuclear@0 114 }
nuclear@1 115
nuclear@1 116 void game_input_shoot(int bn)
nuclear@1 117 {
nuclear@1 118 }
nuclear@1 119
nuclear@1 120 void game_input_move(float x, float y, float z)
nuclear@1 121 {
nuclear@1 122 cam.input_move(x, y, z);
nuclear@1 123 }
nuclear@1 124
nuclear@1 125 void game_input_rot(float x, float y)
nuclear@1 126 {
nuclear@1 127 cam.input_rotate(x * 6.0, y * 6.0, 0);
nuclear@1 128 }
nuclear@2 129
nuclear@2 130
nuclear@2 131 static void view_matrix(int eye)
nuclear@2 132 {
nuclear@2 133 float offs = stereo_eye_sep * eye * 0.5;
nuclear@2 134 glTranslatef(-offs, 0, 0);
nuclear@3 135 cam.use();
nuclear@2 136 }
nuclear@2 137
nuclear@2 138 static void proj_matrix(int eye)
nuclear@2 139 {
nuclear@2 140 static const float fov = M_PI / 4.0;
nuclear@2 141 static const float near_clip = 0.1;
nuclear@2 142 static const float far_clip = 500.0;
nuclear@2 143
nuclear@2 144 float top = near_clip * tan(fov * 0.5);
nuclear@2 145 float right = top * (float)win_xsz / (float)win_ysz;
nuclear@2 146
nuclear@2 147 float frust_shift = -(float)eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
nuclear@2 148 glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
nuclear@2 149 }