conworlds

annotate src/game.cc @ 2:879194e4b1f0

fixed line-endings
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 25 Apr 2014 05:44:09 +0300
parents cd7755e4663a
children a797e426e309
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@2 5 //#include "OVR_CAPI_GL.h"
nuclear@2 6
nuclear@2 7 static void draw_scene();
nuclear@2 8
nuclear@2 9 static const float move_speed = 10.0f;
nuclear@2 10
nuclear@2 11 static int fb_width, fb_height;
nuclear@2 12 static FlyCamera cam;
nuclear@2 13 static Texture floor_tex;
nuclear@2 14 static bool keystate[256];
nuclear@2 15
nuclear@2 16 bool game_init()
nuclear@2 17 {
nuclear@2 18 glEnable(GL_DEPTH_TEST);
nuclear@2 19 glEnable(GL_CULL_FACE);
nuclear@2 20 glEnable(GL_LIGHTING);
nuclear@2 21 glEnable(GL_LIGHT0);
nuclear@2 22
nuclear@2 23 glClearColor(0.1, 0.1, 0.1, 1);
nuclear@2 24
nuclear@2 25 if(!floor_tex.load("data/tiles.png")) {
nuclear@2 26 return false;
nuclear@2 27 }
nuclear@2 28
nuclear@2 29 cam.input_move(0, 0, 5);
nuclear@2 30 return true;
nuclear@2 31 }
nuclear@2 32
nuclear@2 33 void game_cleanup()
nuclear@2 34 {
nuclear@2 35 floor_tex.destroy();
nuclear@2 36 }
nuclear@2 37
nuclear@2 38
nuclear@2 39 void game_update(unsigned int msec)
nuclear@2 40 {
nuclear@2 41 static unsigned int prev_msec;
nuclear@2 42 float dt = (msec - prev_msec) / 1000.0f;
nuclear@2 43 float offs = dt * move_speed;
nuclear@2 44 prev_msec = msec;
nuclear@2 45
nuclear@2 46 Vector3 move;
nuclear@2 47 float roll = 0.0f;
nuclear@2 48
nuclear@2 49 if(keystate['d'] || keystate['D']) {
nuclear@2 50 move.x += offs;
nuclear@2 51 }
nuclear@2 52 if(keystate['a'] || keystate['A']) {
nuclear@2 53 move.x -= offs;
nuclear@2 54 }
nuclear@2 55 if(keystate['s'] || keystate['S']) {
nuclear@2 56 move.z += offs;
nuclear@2 57 }
nuclear@2 58 if(keystate['w'] || keystate['W']) {
nuclear@2 59 move.z -= offs;
nuclear@2 60 }
nuclear@2 61 if(keystate['e'] || keystate['E']) {
nuclear@2 62 roll += dt;
nuclear@2 63 }
nuclear@2 64 if(keystate['q'] || keystate['Q']) {
nuclear@2 65 roll -= dt;
nuclear@2 66 }
nuclear@2 67
nuclear@2 68 cam.input_move(move.x, move.y, move.z);
nuclear@2 69 cam.input_rotate(0, 0, roll);
nuclear@2 70 }
nuclear@2 71
nuclear@2 72 void game_render(int eye)
nuclear@2 73 {
nuclear@2 74 Matrix4x4 view_matrix = cam.get_matrix().inverse();
nuclear@2 75
nuclear@2 76 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 77
nuclear@2 78 glMatrixMode(GL_PROJECTION);
nuclear@2 79 glLoadIdentity();
nuclear@2 80 gluPerspective(60.0, (float)fb_width / (float)fb_height, 0.5, 500.0);
nuclear@2 81
nuclear@2 82 glMatrixMode(GL_MODELVIEW);
nuclear@2 83 glLoadIdentity();
nuclear@2 84 glLoadTransposeMatrixf(view_matrix[0]);
nuclear@2 85
nuclear@2 86 draw_scene();
nuclear@2 87 }
nuclear@2 88
nuclear@2 89 void game_reshape(int x, int y)
nuclear@2 90 {
nuclear@2 91 glViewport(0, 0, x, y);
nuclear@2 92 fb_width = x;
nuclear@2 93 fb_height = y;
nuclear@2 94 }
nuclear@2 95
nuclear@2 96 void game_keyboard(int key, bool pressed, int x, int y)
nuclear@2 97 {
nuclear@2 98 if(pressed) {
nuclear@2 99 switch(key) {
nuclear@2 100 case 27:
nuclear@2 101 exit(0);
nuclear@2 102 }
nuclear@2 103 }
nuclear@2 104
nuclear@2 105 if(key < 256) {
nuclear@2 106 keystate[key] = pressed;
nuclear@2 107 }
nuclear@2 108 }
nuclear@2 109
nuclear@2 110 static int prev_x, prev_y;
nuclear@2 111 static bool bnstate[32];
nuclear@2 112
nuclear@2 113 void game_mouse(int bn, bool pressed, int x, int y)
nuclear@2 114 {
nuclear@2 115 bnstate[bn] = pressed;
nuclear@2 116 prev_x = x;
nuclear@2 117 prev_y = y;
nuclear@2 118 }
nuclear@2 119
nuclear@2 120 void game_motion(int x, int y)
nuclear@2 121 {
nuclear@2 122 int dx = x - prev_x;
nuclear@2 123 int dy = y - prev_y;
nuclear@2 124 prev_x = x;
nuclear@2 125 prev_y = y;
nuclear@2 126
nuclear@2 127 if(!dx && !dy) return;
nuclear@2 128
nuclear@2 129 if(bnstate[0]) {
nuclear@2 130 float xrot = dy * 0.5;
nuclear@2 131 float yrot = dx * 0.5;
nuclear@2 132 cam.input_rotate(DEG_TO_RAD(xrot), 0, 0);
nuclear@2 133 cam.input_rotate(0, DEG_TO_RAD(yrot), 0);
nuclear@2 134 }
nuclear@2 135 }
nuclear@2 136
nuclear@2 137 void game_6dof_move(float x, float y, float z)
nuclear@2 138 {
nuclear@2 139 cam.input_move(x, y, z);
nuclear@2 140 }
nuclear@2 141
nuclear@2 142 void game_6dof_rotate(float x, float y, float z)
nuclear@2 143 {
nuclear@2 144 cam.input_rotate(x, y, z);
nuclear@2 145 }
nuclear@2 146
nuclear@2 147 static void draw_scene()
nuclear@2 148 {
nuclear@2 149 glMatrixMode(GL_MODELVIEW);
nuclear@2 150 glTranslatef(0, -1.5, 0);
nuclear@2 151
nuclear@2 152 float lpos[] = {-20, 30, 10, 1};
nuclear@2 153 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@2 154
nuclear@2 155 glEnable(GL_TEXTURE_2D);
nuclear@2 156 floor_tex.bind();
nuclear@2 157
nuclear@2 158 glMatrixMode(GL_TEXTURE);
nuclear@2 159 glScalef(8, 8, 8);
nuclear@2 160
nuclear@2 161 glBegin(GL_QUADS);
nuclear@2 162 glNormal3f(0, 1, 0);
nuclear@2 163 glTexCoord2f(0, 0); glVertex3f(-25, 0, 25);
nuclear@2 164 glTexCoord2f(1, 0); glVertex3f(25, 0, 25);
nuclear@2 165 glTexCoord2f(1, 1); glVertex3f(25, 0, -25);
nuclear@2 166 glTexCoord2f(0, 1); glVertex3f(-25, 0, -25);
nuclear@2 167 glEnd();
nuclear@2 168 glDisable(GL_TEXTURE_2D);
nuclear@2 169 glLoadIdentity();
nuclear@2 170
nuclear@2 171 glMatrixMode(GL_MODELVIEW);
nuclear@2 172 glPushMatrix();
nuclear@2 173 glTranslatef(0, 0.75, 0);
nuclear@2 174
nuclear@2 175 glFrontFace(GL_CW);
nuclear@2 176 glutSolidTeapot(1.0);
nuclear@2 177 glFrontFace(GL_CCW);
nuclear@2 178
nuclear@2 179 glPopMatrix();
nuclear@2 180 }