rev |
line source |
nuclear@15
|
1 #include <math.h>
|
nuclear@2
|
2 #include "game.h"
|
nuclear@13
|
3 #include "gameopt.h"
|
nuclear@2
|
4 #include "opengl.h"
|
nuclear@2
|
5 #include "camera.h"
|
nuclear@2
|
6 #include "texture.h"
|
nuclear@4
|
7 #include "vr/vr.h"
|
nuclear@2
|
8
|
nuclear@7
|
9 static void game_render_eye(int eye);
|
nuclear@2
|
10 static void draw_scene();
|
nuclear@6
|
11 static bool setup_rtarg(int x, int y);
|
nuclear@15
|
12 static void draw_box(float sz);
|
nuclear@15
|
13 static void draw_pyramid(float basesz, float height);
|
nuclear@15
|
14
|
nuclear@6
|
15
|
nuclear@7
|
16 static Texture *rtarg;
|
nuclear@6
|
17 static unsigned int fbo, rtarg_depth;
|
nuclear@7
|
18 static int rtwidth, rtheight;
|
nuclear@2
|
19
|
nuclear@2
|
20 static const float move_speed = 10.0f;
|
nuclear@2
|
21
|
nuclear@2
|
22 static int fb_width, fb_height;
|
nuclear@2
|
23 static FlyCamera cam;
|
nuclear@2
|
24 static Texture floor_tex;
|
nuclear@2
|
25 static bool keystate[256];
|
nuclear@13
|
26 static float player_height = 1.68;
|
nuclear@2
|
27
|
nuclear@2
|
28 bool game_init()
|
nuclear@2
|
29 {
|
nuclear@13
|
30 if(opt.vr) {
|
nuclear@13
|
31 vr_init();
|
nuclear@13
|
32 if(opt.vr_module) {
|
nuclear@13
|
33 vr_use_module_named(opt.vr_module);
|
nuclear@13
|
34 }
|
nuclear@13
|
35
|
nuclear@13
|
36 player_height = vr_get_optf(VR_OPT_EYE_HEIGHT);
|
nuclear@13
|
37 }
|
nuclear@4
|
38
|
nuclear@2
|
39 glEnable(GL_DEPTH_TEST);
|
nuclear@2
|
40 glEnable(GL_CULL_FACE);
|
nuclear@2
|
41 glEnable(GL_LIGHTING);
|
nuclear@2
|
42 glEnable(GL_LIGHT0);
|
nuclear@12
|
43 glEnable(GL_NORMALIZE);
|
nuclear@2
|
44
|
nuclear@2
|
45 glClearColor(0.1, 0.1, 0.1, 1);
|
nuclear@2
|
46
|
nuclear@6
|
47
|
nuclear@2
|
48 if(!floor_tex.load("data/tiles.png")) {
|
nuclear@2
|
49 return false;
|
nuclear@2
|
50 }
|
nuclear@2
|
51
|
nuclear@13
|
52 cam.input_move(0, player_height, 0);
|
nuclear@2
|
53 return true;
|
nuclear@2
|
54 }
|
nuclear@2
|
55
|
nuclear@2
|
56 void game_cleanup()
|
nuclear@2
|
57 {
|
nuclear@2
|
58 floor_tex.destroy();
|
nuclear@13
|
59 if(opt.vr) {
|
nuclear@13
|
60 vr_shutdown();
|
nuclear@13
|
61 }
|
nuclear@6
|
62
|
nuclear@6
|
63 if(fbo) {
|
nuclear@6
|
64 glDeleteFramebuffers(1, &fbo);
|
nuclear@6
|
65 glDeleteRenderbuffers(1, &rtarg_depth);
|
nuclear@7
|
66 delete rtarg;
|
nuclear@6
|
67 }
|
nuclear@2
|
68 }
|
nuclear@2
|
69
|
nuclear@2
|
70 void game_update(unsigned int msec)
|
nuclear@2
|
71 {
|
nuclear@2
|
72 static unsigned int prev_msec;
|
nuclear@2
|
73 float dt = (msec - prev_msec) / 1000.0f;
|
nuclear@2
|
74 float offs = dt * move_speed;
|
nuclear@2
|
75 prev_msec = msec;
|
nuclear@2
|
76
|
nuclear@2
|
77 Vector3 move;
|
nuclear@2
|
78 float roll = 0.0f;
|
nuclear@2
|
79
|
nuclear@2
|
80 if(keystate['d'] || keystate['D']) {
|
nuclear@2
|
81 move.x += offs;
|
nuclear@2
|
82 }
|
nuclear@2
|
83 if(keystate['a'] || keystate['A']) {
|
nuclear@2
|
84 move.x -= offs;
|
nuclear@2
|
85 }
|
nuclear@2
|
86 if(keystate['s'] || keystate['S']) {
|
nuclear@2
|
87 move.z += offs;
|
nuclear@2
|
88 }
|
nuclear@2
|
89 if(keystate['w'] || keystate['W']) {
|
nuclear@2
|
90 move.z -= offs;
|
nuclear@2
|
91 }
|
nuclear@2
|
92 if(keystate['e'] || keystate['E']) {
|
nuclear@2
|
93 roll += dt;
|
nuclear@2
|
94 }
|
nuclear@2
|
95 if(keystate['q'] || keystate['Q']) {
|
nuclear@2
|
96 roll -= dt;
|
nuclear@2
|
97 }
|
nuclear@2
|
98
|
nuclear@2
|
99 cam.input_move(move.x, move.y, move.z);
|
nuclear@2
|
100 cam.input_rotate(0, 0, roll);
|
nuclear@2
|
101 }
|
nuclear@2
|
102
|
nuclear@7
|
103 void game_render()
|
nuclear@2
|
104 {
|
nuclear@13
|
105 if(opt.vr) {
|
nuclear@13
|
106 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@13
|
107 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@6
|
108
|
nuclear@13
|
109 glViewport(0, 0, rtwidth / 2.0, rtheight);
|
nuclear@13
|
110 vr_begin(VR_EYE_LEFT);
|
nuclear@13
|
111 game_render_eye(-1);
|
nuclear@13
|
112 vr_end();
|
nuclear@7
|
113
|
nuclear@13
|
114 glViewport(rtwidth / 2, 0, rtwidth / 2.0, rtheight);
|
nuclear@13
|
115 vr_begin(VR_EYE_RIGHT);
|
nuclear@13
|
116 game_render_eye(1);
|
nuclear@13
|
117 vr_end();
|
nuclear@7
|
118
|
nuclear@13
|
119 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@13
|
120 glViewport(0, 0, fb_width, fb_height);
|
nuclear@8
|
121
|
nuclear@13
|
122 vr_output_texture(rtarg->get_texture_id(), 0, 0, (float)rtwidth / (float)rtarg->get_width(),
|
nuclear@13
|
123 (float)rtheight / (float)rtarg->get_height());
|
nuclear@13
|
124 } else {
|
nuclear@13
|
125 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@13
|
126
|
nuclear@13
|
127 game_render_eye(0);
|
nuclear@13
|
128 }
|
nuclear@9
|
129
|
nuclear@9
|
130 vr_swap_buffers();
|
nuclear@7
|
131 }
|
nuclear@7
|
132
|
nuclear@7
|
133 static void game_render_eye(int eye)
|
nuclear@7
|
134 {
|
nuclear@4
|
135 float mat[16];
|
nuclear@2
|
136 Matrix4x4 view_matrix = cam.get_matrix().inverse();
|
nuclear@2
|
137
|
nuclear@2
|
138 glMatrixMode(GL_PROJECTION);
|
nuclear@2
|
139 glLoadIdentity();
|
nuclear@11
|
140 if(eye == 0 || !vr_proj_matrix(eye < 0 ? 0 : 1, 0.5, 500.0, mat)) {
|
nuclear@4
|
141 gluPerspective(60.0, (float)fb_width / (float)fb_height, 0.5, 500.0);
|
nuclear@11
|
142 } else {
|
nuclear@7
|
143 glLoadMatrixf(mat);
|
nuclear@11
|
144 }
|
nuclear@2
|
145
|
nuclear@2
|
146 glMatrixMode(GL_MODELVIEW);
|
nuclear@11
|
147 if(eye == 0 || !vr_view_matrix(eye < 0 ? 0 : 1, mat)) {
|
nuclear@4
|
148 glLoadIdentity();
|
nuclear@11
|
149 } else {
|
nuclear@15
|
150 glLoadIdentity();
|
nuclear@15
|
151 //glLoadMatrixf(mat);
|
nuclear@11
|
152 }
|
nuclear@4
|
153 glMultTransposeMatrixf(view_matrix[0]);
|
nuclear@15
|
154 glMultMatrixf(mat);
|
nuclear@2
|
155
|
nuclear@2
|
156 draw_scene();
|
nuclear@2
|
157 }
|
nuclear@2
|
158
|
nuclear@2
|
159 void game_reshape(int x, int y)
|
nuclear@2
|
160 {
|
nuclear@2
|
161 glViewport(0, 0, x, y);
|
nuclear@2
|
162 fb_width = x;
|
nuclear@2
|
163 fb_height = y;
|
nuclear@6
|
164
|
nuclear@7
|
165 int lxres = vr_get_opti(VR_OPT_LEYE_XRES);
|
nuclear@7
|
166 if(lxres) {
|
nuclear@7
|
167 int lyres = vr_get_opti(VR_OPT_LEYE_YRES);
|
nuclear@7
|
168 int rxres = vr_get_opti(VR_OPT_REYE_XRES);
|
nuclear@7
|
169 int ryres = vr_get_opti(VR_OPT_REYE_YRES);
|
nuclear@7
|
170
|
nuclear@7
|
171 rtwidth = lxres + rxres;
|
nuclear@7
|
172 rtheight = lyres > ryres ? lyres : ryres;
|
nuclear@7
|
173 } else {
|
nuclear@7
|
174 rtwidth = x;
|
nuclear@7
|
175 rtheight = y;
|
nuclear@7
|
176 }
|
nuclear@7
|
177
|
nuclear@7
|
178 setup_rtarg(rtwidth, rtheight);
|
nuclear@2
|
179 }
|
nuclear@2
|
180
|
nuclear@2
|
181 void game_keyboard(int key, bool pressed, int x, int y)
|
nuclear@2
|
182 {
|
nuclear@2
|
183 if(pressed) {
|
nuclear@2
|
184 switch(key) {
|
nuclear@2
|
185 case 27:
|
nuclear@2
|
186 exit(0);
|
nuclear@9
|
187
|
nuclear@9
|
188 case ' ':
|
nuclear@9
|
189 vr_recenter();
|
nuclear@9
|
190 break;
|
nuclear@2
|
191 }
|
nuclear@2
|
192 }
|
nuclear@2
|
193
|
nuclear@2
|
194 if(key < 256) {
|
nuclear@2
|
195 keystate[key] = pressed;
|
nuclear@2
|
196 }
|
nuclear@2
|
197 }
|
nuclear@2
|
198
|
nuclear@2
|
199 static int prev_x, prev_y;
|
nuclear@2
|
200 static bool bnstate[32];
|
nuclear@2
|
201
|
nuclear@2
|
202 void game_mouse(int bn, bool pressed, int x, int y)
|
nuclear@2
|
203 {
|
nuclear@2
|
204 bnstate[bn] = pressed;
|
nuclear@2
|
205 prev_x = x;
|
nuclear@2
|
206 prev_y = y;
|
nuclear@2
|
207 }
|
nuclear@2
|
208
|
nuclear@2
|
209 void game_motion(int x, int y)
|
nuclear@2
|
210 {
|
nuclear@2
|
211 int dx = x - prev_x;
|
nuclear@2
|
212 int dy = y - prev_y;
|
nuclear@2
|
213 prev_x = x;
|
nuclear@2
|
214 prev_y = y;
|
nuclear@2
|
215
|
nuclear@2
|
216 if(!dx && !dy) return;
|
nuclear@2
|
217
|
nuclear@2
|
218 if(bnstate[0]) {
|
nuclear@2
|
219 float xrot = dy * 0.5;
|
nuclear@2
|
220 float yrot = dx * 0.5;
|
nuclear@2
|
221 cam.input_rotate(DEG_TO_RAD(xrot), 0, 0);
|
nuclear@2
|
222 cam.input_rotate(0, DEG_TO_RAD(yrot), 0);
|
nuclear@2
|
223 }
|
nuclear@2
|
224 }
|
nuclear@2
|
225
|
nuclear@3
|
226 void game_mwheel(int dir)
|
nuclear@3
|
227 {
|
nuclear@3
|
228 cam.input_move(0, dir * 0.1, 0);
|
nuclear@3
|
229 }
|
nuclear@3
|
230
|
nuclear@2
|
231 void game_6dof_move(float x, float y, float z)
|
nuclear@2
|
232 {
|
nuclear@2
|
233 cam.input_move(x, y, z);
|
nuclear@2
|
234 }
|
nuclear@2
|
235
|
nuclear@2
|
236 void game_6dof_rotate(float x, float y, float z)
|
nuclear@2
|
237 {
|
nuclear@2
|
238 cam.input_rotate(x, y, z);
|
nuclear@2
|
239 }
|
nuclear@2
|
240
|
nuclear@2
|
241 static void draw_scene()
|
nuclear@2
|
242 {
|
nuclear@2
|
243 float lpos[] = {-20, 30, 10, 1};
|
nuclear@2
|
244 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
|
nuclear@2
|
245
|
nuclear@2
|
246 glEnable(GL_TEXTURE_2D);
|
nuclear@13
|
247 bind_texture(&floor_tex);
|
nuclear@2
|
248
|
nuclear@2
|
249 glMatrixMode(GL_TEXTURE);
|
nuclear@2
|
250 glScalef(8, 8, 8);
|
nuclear@2
|
251
|
nuclear@2
|
252 glBegin(GL_QUADS);
|
nuclear@2
|
253 glNormal3f(0, 1, 0);
|
nuclear@2
|
254 glTexCoord2f(0, 0); glVertex3f(-25, 0, 25);
|
nuclear@2
|
255 glTexCoord2f(1, 0); glVertex3f(25, 0, 25);
|
nuclear@2
|
256 glTexCoord2f(1, 1); glVertex3f(25, 0, -25);
|
nuclear@2
|
257 glTexCoord2f(0, 1); glVertex3f(-25, 0, -25);
|
nuclear@2
|
258 glEnd();
|
nuclear@2
|
259 glDisable(GL_TEXTURE_2D);
|
nuclear@2
|
260 glLoadIdentity();
|
nuclear@2
|
261
|
nuclear@2
|
262 glMatrixMode(GL_MODELVIEW);
|
nuclear@2
|
263
|
nuclear@12
|
264 for(int i=0; i<4; i++) {
|
nuclear@12
|
265 glPushMatrix();
|
nuclear@12
|
266 glTranslatef(i & 1 ? -10 : 10, 0, i & 2 ? -10 : 10);
|
nuclear@15
|
267 draw_pyramid(2.0, 2.0);
|
nuclear@12
|
268 glPopMatrix();
|
nuclear@12
|
269 }
|
nuclear@2
|
270 }
|
nuclear@6
|
271
|
nuclear@6
|
272 static bool setup_rtarg(int x, int y)
|
nuclear@6
|
273 {
|
nuclear@6
|
274 int tex_width = next_pow2(x);
|
nuclear@6
|
275 int tex_height = next_pow2(y);
|
nuclear@6
|
276
|
nuclear@6
|
277 /* create render targets for each eye */
|
nuclear@6
|
278 if(!fbo) {
|
nuclear@6
|
279 glGenFramebuffers(1, &fbo);
|
nuclear@6
|
280 glGenRenderbuffers(1, &rtarg_depth);
|
nuclear@7
|
281 rtarg = new Texture;
|
nuclear@6
|
282 }
|
nuclear@6
|
283
|
nuclear@6
|
284 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@6
|
285
|
nuclear@6
|
286 glBindRenderbuffer(GL_RENDERBUFFER, rtarg_depth);
|
nuclear@6
|
287 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_width, tex_height);
|
nuclear@6
|
288 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rtarg_depth);
|
nuclear@6
|
289
|
nuclear@7
|
290 rtarg->create2d(tex_width, tex_height);
|
nuclear@7
|
291 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
|
nuclear@7
|
292 rtarg->get_texture_id(), 0);
|
nuclear@6
|
293
|
nuclear@6
|
294 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@6
|
295 fprintf(stderr, "incomplete framebuffer!\n");
|
nuclear@6
|
296 return false;
|
nuclear@6
|
297 }
|
nuclear@6
|
298 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@7
|
299
|
nuclear@7
|
300 printf("created render target %dx%d (texture: %dx%d)\n", x, y, tex_width, tex_height);
|
nuclear@6
|
301 return true;
|
nuclear@6
|
302 }
|
nuclear@15
|
303
|
nuclear@15
|
304 static void draw_box(float sz)
|
nuclear@15
|
305 {
|
nuclear@15
|
306 float hsz = sz / 2.0;
|
nuclear@15
|
307
|
nuclear@15
|
308 glBegin(GL_QUADS);
|
nuclear@15
|
309 glNormal3f(0, 0, 1);
|
nuclear@15
|
310 glVertex3f(-hsz, -hsz, hsz);
|
nuclear@15
|
311 glVertex3f(hsz, -hsz, hsz);
|
nuclear@15
|
312 glVertex3f(hsz, hsz, hsz);
|
nuclear@15
|
313 glVertex3f(-hsz, hsz, hsz);
|
nuclear@15
|
314 glNormal3f(1, 0, 0);
|
nuclear@15
|
315 glVertex3f(hsz, -hsz, hsz);
|
nuclear@15
|
316 glVertex3f(hsz, -hsz, -hsz);
|
nuclear@15
|
317 glVertex3f(hsz, hsz, -hsz);
|
nuclear@15
|
318 glVertex3f(hsz, hsz, hsz);
|
nuclear@15
|
319 glNormal3f(0, 0, -1);
|
nuclear@15
|
320 glVertex3f(hsz, -hsz, -hsz);
|
nuclear@15
|
321 glVertex3f(-hsz, -hsz, -hsz);
|
nuclear@15
|
322 glVertex3f(-hsz, hsz, -hsz);
|
nuclear@15
|
323 glVertex3f(hsz, hsz, -hsz);
|
nuclear@15
|
324 glNormal3f(-1, 0, 0);
|
nuclear@15
|
325 glVertex3f(-hsz, -hsz, -hsz);
|
nuclear@15
|
326 glVertex3f(-hsz, -hsz, hsz);
|
nuclear@15
|
327 glVertex3f(-hsz, hsz, hsz);
|
nuclear@15
|
328 glVertex3f(-hsz, hsz, -hsz);
|
nuclear@15
|
329 glNormal3f(0, 1, 0);
|
nuclear@15
|
330 glVertex3f(-hsz, hsz, hsz);
|
nuclear@15
|
331 glVertex3f(hsz, hsz, hsz);
|
nuclear@15
|
332 glVertex3f(hsz, hsz, -hsz);
|
nuclear@15
|
333 glVertex3f(-hsz, hsz, -hsz);
|
nuclear@15
|
334 glNormal3f(0, -1, 0);
|
nuclear@15
|
335 glVertex3f(-hsz, -hsz, -hsz);
|
nuclear@15
|
336 glVertex3f(hsz, -hsz, -hsz);
|
nuclear@15
|
337 glVertex3f(hsz, -hsz, hsz);
|
nuclear@15
|
338 glVertex3f(-hsz, -hsz, hsz);
|
nuclear@15
|
339 glEnd();
|
nuclear@15
|
340 }
|
nuclear@15
|
341
|
nuclear@15
|
342 static void draw_pyramid(float basesz, float height)
|
nuclear@16
|
343 {
|
nuclear@16
|
344 float hsz = basesz / 2.0;
|
nuclear@16
|
345 float theta = atan(hsz / height);
|
nuclear@16
|
346 float nx = cos(theta);
|
nuclear@16
|
347 float ny = sin(theta);
|
nuclear@16
|
348
|
nuclear@15
|
349 glBegin(GL_TRIANGLES);
|
nuclear@15
|
350 glNormal3f(0, ny, nx);
|
nuclear@15
|
351 glVertex3f(-hsz, 0, hsz);
|
nuclear@15
|
352 glVertex3f(hsz, 0, hsz);
|
nuclear@15
|
353 glVertex3f(0, height, 0);
|
nuclear@15
|
354 glNormal3f(nx, ny, 0);
|
nuclear@15
|
355 glVertex3f(hsz, 0, hsz);
|
nuclear@15
|
356 glVertex3f(hsz, 0, -hsz);
|
nuclear@15
|
357 glVertex3f(0, height, 0);
|
nuclear@15
|
358 glNormal3f(0, ny, -nx);
|
nuclear@15
|
359 glVertex3f(hsz, 0, -hsz);
|
nuclear@15
|
360 glVertex3f(-hsz, 0, -hsz);
|
nuclear@15
|
361 glVertex3f(0, height, 0);
|
nuclear@15
|
362 glNormal3f(-nx, ny, 0);
|
nuclear@15
|
363 glVertex3f(-hsz, 0, -hsz);
|
nuclear@15
|
364 glVertex3f(-hsz, 0, hsz);
|
nuclear@15
|
365 glVertex3f(0, height, 0);
|
nuclear@15
|
366 glEnd();
|
nuclear@16
|
367 }
|