rev |
line source |
nuclear@2
|
1 #include "game.h"
|
nuclear@2
|
2 #include "opengl.h"
|
nuclear@2
|
3 #include "camera.h"
|
nuclear@2
|
4 #include "texture.h"
|
nuclear@4
|
5 #include "vr/vr.h"
|
nuclear@2
|
6
|
nuclear@7
|
7 static void game_render_eye(int eye);
|
nuclear@2
|
8 static void draw_scene();
|
nuclear@6
|
9 static bool setup_rtarg(int x, int y);
|
nuclear@6
|
10
|
nuclear@7
|
11 static Texture *rtarg;
|
nuclear@6
|
12 static unsigned int fbo, rtarg_depth;
|
nuclear@7
|
13 static int rtwidth, rtheight;
|
nuclear@2
|
14
|
nuclear@2
|
15 static const float move_speed = 10.0f;
|
nuclear@2
|
16
|
nuclear@2
|
17 static int fb_width, fb_height;
|
nuclear@2
|
18 static FlyCamera cam;
|
nuclear@2
|
19 static Texture floor_tex;
|
nuclear@2
|
20 static bool keystate[256];
|
nuclear@2
|
21
|
nuclear@2
|
22 bool game_init()
|
nuclear@2
|
23 {
|
nuclear@4
|
24 vr_init();
|
nuclear@12
|
25 //vr_use_module_named("null");
|
nuclear@4
|
26
|
nuclear@2
|
27 glEnable(GL_DEPTH_TEST);
|
nuclear@2
|
28 glEnable(GL_CULL_FACE);
|
nuclear@2
|
29 glEnable(GL_LIGHTING);
|
nuclear@2
|
30 glEnable(GL_LIGHT0);
|
nuclear@12
|
31 glEnable(GL_NORMALIZE);
|
nuclear@2
|
32
|
nuclear@2
|
33 glClearColor(0.1, 0.1, 0.1, 1);
|
nuclear@2
|
34
|
nuclear@6
|
35
|
nuclear@2
|
36 if(!floor_tex.load("data/tiles.png")) {
|
nuclear@2
|
37 return false;
|
nuclear@2
|
38 }
|
nuclear@2
|
39
|
nuclear@2
|
40 cam.input_move(0, 0, 5);
|
nuclear@2
|
41 return true;
|
nuclear@2
|
42 }
|
nuclear@2
|
43
|
nuclear@2
|
44 void game_cleanup()
|
nuclear@2
|
45 {
|
nuclear@2
|
46 floor_tex.destroy();
|
nuclear@4
|
47 vr_shutdown();
|
nuclear@6
|
48
|
nuclear@6
|
49 if(fbo) {
|
nuclear@6
|
50 glDeleteFramebuffers(1, &fbo);
|
nuclear@6
|
51 glDeleteRenderbuffers(1, &rtarg_depth);
|
nuclear@7
|
52 delete rtarg;
|
nuclear@6
|
53 }
|
nuclear@2
|
54 }
|
nuclear@2
|
55
|
nuclear@2
|
56 void game_update(unsigned int msec)
|
nuclear@2
|
57 {
|
nuclear@2
|
58 static unsigned int prev_msec;
|
nuclear@2
|
59 float dt = (msec - prev_msec) / 1000.0f;
|
nuclear@2
|
60 float offs = dt * move_speed;
|
nuclear@2
|
61 prev_msec = msec;
|
nuclear@2
|
62
|
nuclear@2
|
63 Vector3 move;
|
nuclear@2
|
64 float roll = 0.0f;
|
nuclear@2
|
65
|
nuclear@2
|
66 if(keystate['d'] || keystate['D']) {
|
nuclear@2
|
67 move.x += offs;
|
nuclear@2
|
68 }
|
nuclear@2
|
69 if(keystate['a'] || keystate['A']) {
|
nuclear@2
|
70 move.x -= offs;
|
nuclear@2
|
71 }
|
nuclear@2
|
72 if(keystate['s'] || keystate['S']) {
|
nuclear@2
|
73 move.z += offs;
|
nuclear@2
|
74 }
|
nuclear@2
|
75 if(keystate['w'] || keystate['W']) {
|
nuclear@2
|
76 move.z -= offs;
|
nuclear@2
|
77 }
|
nuclear@2
|
78 if(keystate['e'] || keystate['E']) {
|
nuclear@2
|
79 roll += dt;
|
nuclear@2
|
80 }
|
nuclear@2
|
81 if(keystate['q'] || keystate['Q']) {
|
nuclear@2
|
82 roll -= dt;
|
nuclear@2
|
83 }
|
nuclear@2
|
84
|
nuclear@2
|
85 cam.input_move(move.x, move.y, move.z);
|
nuclear@2
|
86 cam.input_rotate(0, 0, roll);
|
nuclear@2
|
87 }
|
nuclear@2
|
88
|
nuclear@7
|
89 void game_render()
|
nuclear@2
|
90 {
|
nuclear@7
|
91 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@7
|
92 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@6
|
93
|
nuclear@7
|
94 glViewport(0, 0, rtwidth / 2.0, rtheight);
|
nuclear@7
|
95 vr_begin(VR_EYE_LEFT);
|
nuclear@7
|
96 game_render_eye(-1);
|
nuclear@7
|
97 vr_end();
|
nuclear@7
|
98
|
nuclear@7
|
99 glViewport(rtwidth / 2, 0, rtwidth / 2.0, rtheight);
|
nuclear@7
|
100 vr_begin(VR_EYE_RIGHT);
|
nuclear@7
|
101 game_render_eye(1);
|
nuclear@7
|
102 vr_end();
|
nuclear@7
|
103
|
nuclear@7
|
104 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@8
|
105 glViewport(0, 0, fb_width, fb_height);
|
nuclear@8
|
106
|
nuclear@7
|
107 vr_output_texture(rtarg->get_texture_id(), 0, 0, (float)rtwidth / (float)rtarg->get_width(),
|
nuclear@7
|
108 (float)rtheight / (float)rtarg->get_height());
|
nuclear@9
|
109
|
nuclear@9
|
110 vr_swap_buffers();
|
nuclear@7
|
111 }
|
nuclear@7
|
112
|
nuclear@7
|
113 static void game_render_eye(int eye)
|
nuclear@7
|
114 {
|
nuclear@4
|
115 float mat[16];
|
nuclear@2
|
116 Matrix4x4 view_matrix = cam.get_matrix().inverse();
|
nuclear@2
|
117
|
nuclear@2
|
118 glMatrixMode(GL_PROJECTION);
|
nuclear@2
|
119 glLoadIdentity();
|
nuclear@11
|
120 if(eye == 0 || !vr_proj_matrix(eye < 0 ? 0 : 1, 0.5, 500.0, mat)) {
|
nuclear@4
|
121 gluPerspective(60.0, (float)fb_width / (float)fb_height, 0.5, 500.0);
|
nuclear@11
|
122 } else {
|
nuclear@7
|
123 glLoadMatrixf(mat);
|
nuclear@11
|
124 }
|
nuclear@2
|
125
|
nuclear@2
|
126 glMatrixMode(GL_MODELVIEW);
|
nuclear@11
|
127 if(eye == 0 || !vr_view_matrix(eye < 0 ? 0 : 1, mat)) {
|
nuclear@4
|
128 glLoadIdentity();
|
nuclear@11
|
129 } else {
|
nuclear@11
|
130 glLoadMatrixf(mat);
|
nuclear@11
|
131 }
|
nuclear@4
|
132 glMultTransposeMatrixf(view_matrix[0]);
|
nuclear@2
|
133
|
nuclear@2
|
134 draw_scene();
|
nuclear@2
|
135 }
|
nuclear@2
|
136
|
nuclear@2
|
137 void game_reshape(int x, int y)
|
nuclear@2
|
138 {
|
nuclear@2
|
139 glViewport(0, 0, x, y);
|
nuclear@2
|
140 fb_width = x;
|
nuclear@2
|
141 fb_height = y;
|
nuclear@6
|
142
|
nuclear@7
|
143 int lxres = vr_get_opti(VR_OPT_LEYE_XRES);
|
nuclear@7
|
144 if(lxres) {
|
nuclear@7
|
145 int lyres = vr_get_opti(VR_OPT_LEYE_YRES);
|
nuclear@7
|
146 int rxres = vr_get_opti(VR_OPT_REYE_XRES);
|
nuclear@7
|
147 int ryres = vr_get_opti(VR_OPT_REYE_YRES);
|
nuclear@7
|
148
|
nuclear@7
|
149 rtwidth = lxres + rxres;
|
nuclear@7
|
150 rtheight = lyres > ryres ? lyres : ryres;
|
nuclear@7
|
151 } else {
|
nuclear@7
|
152 rtwidth = x;
|
nuclear@7
|
153 rtheight = y;
|
nuclear@7
|
154 }
|
nuclear@7
|
155
|
nuclear@7
|
156 setup_rtarg(rtwidth, rtheight);
|
nuclear@2
|
157 }
|
nuclear@2
|
158
|
nuclear@2
|
159 void game_keyboard(int key, bool pressed, int x, int y)
|
nuclear@2
|
160 {
|
nuclear@2
|
161 if(pressed) {
|
nuclear@2
|
162 switch(key) {
|
nuclear@2
|
163 case 27:
|
nuclear@2
|
164 exit(0);
|
nuclear@9
|
165
|
nuclear@9
|
166 case ' ':
|
nuclear@9
|
167 vr_recenter();
|
nuclear@9
|
168 break;
|
nuclear@2
|
169 }
|
nuclear@2
|
170 }
|
nuclear@2
|
171
|
nuclear@2
|
172 if(key < 256) {
|
nuclear@2
|
173 keystate[key] = pressed;
|
nuclear@2
|
174 }
|
nuclear@2
|
175 }
|
nuclear@2
|
176
|
nuclear@2
|
177 static int prev_x, prev_y;
|
nuclear@2
|
178 static bool bnstate[32];
|
nuclear@2
|
179
|
nuclear@2
|
180 void game_mouse(int bn, bool pressed, int x, int y)
|
nuclear@2
|
181 {
|
nuclear@2
|
182 bnstate[bn] = pressed;
|
nuclear@2
|
183 prev_x = x;
|
nuclear@2
|
184 prev_y = y;
|
nuclear@2
|
185 }
|
nuclear@2
|
186
|
nuclear@2
|
187 void game_motion(int x, int y)
|
nuclear@2
|
188 {
|
nuclear@2
|
189 int dx = x - prev_x;
|
nuclear@2
|
190 int dy = y - prev_y;
|
nuclear@2
|
191 prev_x = x;
|
nuclear@2
|
192 prev_y = y;
|
nuclear@2
|
193
|
nuclear@2
|
194 if(!dx && !dy) return;
|
nuclear@2
|
195
|
nuclear@2
|
196 if(bnstate[0]) {
|
nuclear@2
|
197 float xrot = dy * 0.5;
|
nuclear@2
|
198 float yrot = dx * 0.5;
|
nuclear@2
|
199 cam.input_rotate(DEG_TO_RAD(xrot), 0, 0);
|
nuclear@2
|
200 cam.input_rotate(0, DEG_TO_RAD(yrot), 0);
|
nuclear@2
|
201 }
|
nuclear@2
|
202 }
|
nuclear@2
|
203
|
nuclear@3
|
204 void game_mwheel(int dir)
|
nuclear@3
|
205 {
|
nuclear@3
|
206 cam.input_move(0, dir * 0.1, 0);
|
nuclear@3
|
207 }
|
nuclear@3
|
208
|
nuclear@2
|
209 void game_6dof_move(float x, float y, float z)
|
nuclear@2
|
210 {
|
nuclear@2
|
211 cam.input_move(x, y, z);
|
nuclear@2
|
212 }
|
nuclear@2
|
213
|
nuclear@2
|
214 void game_6dof_rotate(float x, float y, float z)
|
nuclear@2
|
215 {
|
nuclear@2
|
216 cam.input_rotate(x, y, z);
|
nuclear@2
|
217 }
|
nuclear@2
|
218
|
nuclear@2
|
219 static void draw_scene()
|
nuclear@2
|
220 {
|
nuclear@2
|
221 glMatrixMode(GL_MODELVIEW);
|
nuclear@2
|
222 glTranslatef(0, -1.5, 0);
|
nuclear@2
|
223
|
nuclear@2
|
224 float lpos[] = {-20, 30, 10, 1};
|
nuclear@2
|
225 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
|
nuclear@2
|
226
|
nuclear@2
|
227 glEnable(GL_TEXTURE_2D);
|
nuclear@2
|
228 floor_tex.bind();
|
nuclear@2
|
229
|
nuclear@2
|
230 glMatrixMode(GL_TEXTURE);
|
nuclear@2
|
231 glScalef(8, 8, 8);
|
nuclear@2
|
232
|
nuclear@2
|
233 glBegin(GL_QUADS);
|
nuclear@2
|
234 glNormal3f(0, 1, 0);
|
nuclear@2
|
235 glTexCoord2f(0, 0); glVertex3f(-25, 0, 25);
|
nuclear@2
|
236 glTexCoord2f(1, 0); glVertex3f(25, 0, 25);
|
nuclear@2
|
237 glTexCoord2f(1, 1); glVertex3f(25, 0, -25);
|
nuclear@2
|
238 glTexCoord2f(0, 1); glVertex3f(-25, 0, -25);
|
nuclear@2
|
239 glEnd();
|
nuclear@2
|
240 glDisable(GL_TEXTURE_2D);
|
nuclear@2
|
241 glLoadIdentity();
|
nuclear@2
|
242
|
nuclear@2
|
243 glMatrixMode(GL_MODELVIEW);
|
nuclear@2
|
244
|
nuclear@12
|
245 for(int i=0; i<4; i++) {
|
nuclear@12
|
246 glPushMatrix();
|
nuclear@12
|
247 glTranslatef(i & 1 ? -10 : 10, 0, i & 2 ? -10 : 10);
|
nuclear@12
|
248 glScalef(2.0, 2.0, 2.0);
|
nuclear@2
|
249
|
nuclear@12
|
250 glBegin(GL_TRIANGLES);
|
nuclear@12
|
251 glNormal3f(0, 1, 1);
|
nuclear@12
|
252 glVertex3f(-1, 0, 1);
|
nuclear@12
|
253 glVertex3f(1, 0, 1);
|
nuclear@12
|
254 glVertex3f(0, 1.2, 0);
|
nuclear@12
|
255 glNormal3f(1, 1, 0);
|
nuclear@12
|
256 glVertex3f(1, 0, 1);
|
nuclear@12
|
257 glVertex3f(1, 0, -1);
|
nuclear@12
|
258 glVertex3f(0, 1.2, 0);
|
nuclear@12
|
259 glNormal3f(0, 1, -1);
|
nuclear@12
|
260 glVertex3f(1, 0, -1);
|
nuclear@12
|
261 glVertex3f(-1, 0, -1);
|
nuclear@12
|
262 glVertex3f(0, 1.2, 0);
|
nuclear@12
|
263 glNormal3f(-1, 1, 0);
|
nuclear@12
|
264 glVertex3f(-1, 0, -1);
|
nuclear@12
|
265 glVertex3f(-1, 0, 1);
|
nuclear@12
|
266 glVertex3f(0, 1.2, 0);
|
nuclear@12
|
267 glEnd();
|
nuclear@12
|
268
|
nuclear@12
|
269 glPopMatrix();
|
nuclear@12
|
270 }
|
nuclear@2
|
271 }
|
nuclear@6
|
272
|
nuclear@6
|
273 static bool setup_rtarg(int x, int y)
|
nuclear@6
|
274 {
|
nuclear@6
|
275 int tex_width = next_pow2(x);
|
nuclear@6
|
276 int tex_height = next_pow2(y);
|
nuclear@6
|
277
|
nuclear@6
|
278 /* create render targets for each eye */
|
nuclear@6
|
279 if(!fbo) {
|
nuclear@6
|
280 glGenFramebuffers(1, &fbo);
|
nuclear@6
|
281 glGenRenderbuffers(1, &rtarg_depth);
|
nuclear@7
|
282 rtarg = new Texture;
|
nuclear@6
|
283 }
|
nuclear@6
|
284
|
nuclear@6
|
285 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@6
|
286
|
nuclear@6
|
287 glBindRenderbuffer(GL_RENDERBUFFER, rtarg_depth);
|
nuclear@6
|
288 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_width, tex_height);
|
nuclear@6
|
289 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rtarg_depth);
|
nuclear@6
|
290
|
nuclear@7
|
291 rtarg->create2d(tex_width, tex_height);
|
nuclear@7
|
292 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
nuclear@7
|
293 rtarg->get_texture_id(), 0);
|
nuclear@6
|
294
|
nuclear@6
|
295 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@6
|
296 fprintf(stderr, "incomplete framebuffer!\n");
|
nuclear@6
|
297 return false;
|
nuclear@6
|
298 }
|
nuclear@6
|
299 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@7
|
300
|
nuclear@7
|
301 printf("created render target %dx%d (texture: %dx%d)\n", x, y, tex_width, tex_height);
|
nuclear@6
|
302 return true;
|
nuclear@6
|
303 }
|