dbf_amiga

annotate src/game.cc @ 0:87dfe0e10235

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 31 Aug 2015 07:38:37 +0300
parents
children
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <assert.h>
nuclear@0 3 #include "opengl.h"
nuclear@0 4 #include "game.h"
nuclear@0 5 #include "sdr.h"
nuclear@0 6 #include "shader.h"
nuclear@0 7 #include "shadow.h"
nuclear@0 8 #include "opt.h"
nuclear@0 9 #include "mesh.h"
nuclear@0 10 #include "scene.h"
nuclear@0 11
nuclear@0 12 static void draw_scene();
nuclear@0 13
nuclear@0 14 int win_width, win_height;
nuclear@0 15 unsigned long cur_time;
nuclear@0 16 bool dbg_wireframe;
nuclear@0 17 int dbg_int;
nuclear@0 18
nuclear@0 19 unsigned int sdr_shadow, sdr_shadow_notex;
nuclear@0 20
nuclear@0 21 static float cam_theta, cam_phi = 23, cam_dist = 10;
nuclear@0 22 static float cam_x, cam_y, cam_z;
nuclear@0 23 static bool bnstate[8];
nuclear@0 24 static int prev_x, prev_y;
nuclear@0 25
nuclear@0 26 static unsigned int modkeys;
nuclear@0 27
nuclear@0 28 static Scene *scn;
nuclear@0 29
nuclear@0 30
nuclear@0 31 bool game_init()
nuclear@0 32 {
nuclear@0 33 if(init_opengl() == -1) {
nuclear@0 34 return false;
nuclear@0 35 }
nuclear@0 36
nuclear@0 37 glEnable(GL_DEPTH_TEST);
nuclear@0 38 glEnable(GL_CULL_FACE);
nuclear@0 39 glEnable(GL_NORMALIZE);
nuclear@0 40 glEnable(GL_LIGHTING);
nuclear@0 41 glEnable(GL_LIGHT0);
nuclear@0 42
nuclear@0 43 float amb[] = {0.1, 0.1, 0.1, 1.0};
nuclear@0 44 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
nuclear@0 45
nuclear@0 46 if(glcaps.sep_spec) {
nuclear@0 47 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
nuclear@0 48 }
nuclear@0 49 glEnable(GL_MULTISAMPLE);
nuclear@0 50
nuclear@0 51 if(!init_shadow(4096)) {
nuclear@0 52 fprintf(stderr, "failed to initialize shadowmaps\n");
nuclear@0 53 return false;
nuclear@0 54 }
nuclear@0 55 if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
nuclear@0 56 return false;
nuclear@0 57 }
nuclear@0 58 set_uniform_int(sdr_shadow, "tex", 0);
nuclear@0 59 set_uniform_int(sdr_shadow, "shadowmap", 1);
nuclear@0 60
nuclear@0 61 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
nuclear@0 62 return false;
nuclear@0 63 }
nuclear@0 64 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
nuclear@0 65
nuclear@0 66 scn = new Scene;
nuclear@0 67 if(!scn->load("data/amiga.obj")) {
nuclear@0 68 return false;
nuclear@0 69 }
nuclear@0 70
nuclear@0 71 Mesh::use_custom_sdr_attr = false;
nuclear@0 72 assert(glGetError() == GL_NO_ERROR);
nuclear@0 73 return true;
nuclear@0 74 }
nuclear@0 75
nuclear@0 76 void game_cleanup()
nuclear@0 77 {
nuclear@0 78 delete scn;
nuclear@0 79 }
nuclear@0 80
nuclear@0 81 void game_update(unsigned long time_msec)
nuclear@0 82 {
nuclear@0 83 cur_time = time_msec;
nuclear@0 84 }
nuclear@0 85
nuclear@0 86 void game_display()
nuclear@0 87 {
nuclear@0 88 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 89
nuclear@0 90 glMatrixMode(GL_MODELVIEW);
nuclear@0 91 glLoadIdentity();
nuclear@0 92 glTranslatef(0, 0.1, -cam_dist);
nuclear@0 93 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 94 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 95 glTranslatef(-cam_x, -cam_y, -cam_z);
nuclear@0 96
nuclear@0 97 float lpos[] = {-5, 10, 5, 1};
nuclear@0 98 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 99
nuclear@0 100 if(opt.shadows && sdr_shadow) {
nuclear@0 101 begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 45);
nuclear@0 102 draw_scene();
nuclear@0 103 end_shadow_pass();
nuclear@0 104
nuclear@0 105 glActiveTexture(GL_TEXTURE1);
nuclear@0 106 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
nuclear@0 107
nuclear@0 108 glMatrixMode(GL_TEXTURE);
nuclear@0 109 Matrix4x4 shadow_matrix = get_shadow_matrix();
nuclear@0 110 glLoadTransposeMatrixf(shadow_matrix[0]);
nuclear@0 111
nuclear@0 112 glActiveTexture(GL_TEXTURE0);
nuclear@0 113 glMatrixMode(GL_MODELVIEW);
nuclear@0 114
nuclear@0 115 override_shader(sdr_shadow_notex);
nuclear@0 116 draw_scene();
nuclear@0 117 override_shader(0);
nuclear@0 118
nuclear@0 119 glActiveTexture(GL_TEXTURE1);
nuclear@0 120 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@0 121 glActiveTexture(GL_TEXTURE0);
nuclear@0 122 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@0 123 } else {
nuclear@0 124 draw_scene();
nuclear@0 125 }
nuclear@0 126 }
nuclear@0 127
nuclear@0 128 static void glmaterial(float r, float g, float b, float spec, float shin)
nuclear@0 129 {
nuclear@0 130 float color[] = {r, g, b, 1};
nuclear@0 131 float scolor[] = {spec, spec, spec, 1};
nuclear@0 132 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
nuclear@0 133 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scolor);
nuclear@0 134 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@0 135 }
nuclear@0 136
nuclear@0 137 static void draw_scene()
nuclear@0 138 {
nuclear@0 139 glmaterial(0.2, 0.2, 0.4, 0.0, 60.0);
nuclear@0 140 glBegin(GL_QUADS);
nuclear@0 141 glNormal3f(0, 1, 0);
nuclear@0 142 glVertex3f(-5, 0, 5);
nuclear@0 143 glVertex3f(5, 0, 5);
nuclear@0 144 glVertex3f(5, 0, -5);
nuclear@0 145 glVertex3f(-5, 0, -5);
nuclear@0 146 glEnd();
nuclear@0 147
nuclear@0 148 glPushMatrix();
nuclear@0 149 glTranslatef(0, 0.75, 0);
nuclear@0 150
nuclear@0 151 glmaterial(1.0, 0.4, 0.3, 0.8, 60.0);
nuclear@0 152 draw_teapot();
nuclear@0 153
nuclear@0 154 glPopMatrix();
nuclear@0 155
nuclear@0 156 scn->draw();
nuclear@0 157 }
nuclear@0 158
nuclear@0 159
nuclear@0 160 void game_reshape(int x, int y)
nuclear@0 161 {
nuclear@0 162 glMatrixMode(GL_PROJECTION);
nuclear@0 163 glLoadIdentity();
nuclear@0 164 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
nuclear@0 165
nuclear@0 166 glViewport(0, 0, x, y);
nuclear@0 167 }
nuclear@0 168
nuclear@0 169 void game_keyboard(int bn, bool press)
nuclear@0 170 {
nuclear@0 171 if(press) {
nuclear@0 172 switch(bn) {
nuclear@0 173 case 27:
nuclear@0 174 quit();
nuclear@0 175
nuclear@0 176 case 'd':
nuclear@0 177 scn->dump(stdout);
nuclear@0 178 break;
nuclear@0 179
nuclear@0 180 case 'w':
nuclear@0 181 dbg_wireframe = !dbg_wireframe;
nuclear@0 182 redisplay();
nuclear@0 183 break;
nuclear@0 184
nuclear@0 185 case 's':
nuclear@0 186 opt.shadows = !opt.shadows;
nuclear@0 187 redisplay();
nuclear@0 188 break;
nuclear@0 189
nuclear@0 190 case 'p':
nuclear@0 191 printf("camera pos(%g %g %g) rot(%g %g) d(%g)\n",
nuclear@0 192 cam_x, cam_y, cam_z, cam_theta, cam_phi, cam_dist);
nuclear@0 193 break;
nuclear@0 194 }
nuclear@0 195 }
nuclear@0 196 }
nuclear@0 197
nuclear@0 198 void game_modifier_key(int key, bool press)
nuclear@0 199 {
nuclear@0 200 if(press) {
nuclear@0 201 modkeys |= (1 << key);
nuclear@0 202 } else {
nuclear@0 203 modkeys &= ~(1 << key);
nuclear@0 204 }
nuclear@0 205 }
nuclear@0 206
nuclear@0 207 void game_mbutton(int bn, bool press, int x, int y)
nuclear@0 208 {
nuclear@0 209 bnstate[bn] = press;
nuclear@0 210 prev_x = x;
nuclear@0 211 prev_y = y;
nuclear@0 212
nuclear@0 213 if(modkeys) {
nuclear@0 214 return;
nuclear@0 215 }
nuclear@0 216
nuclear@0 217 if(bn == 0) {
nuclear@0 218 }
nuclear@0 219 }
nuclear@0 220
nuclear@0 221 void game_mmotion(int x, int y)
nuclear@0 222 {
nuclear@0 223 int dx = x - prev_x;
nuclear@0 224 int dy = y - prev_y;
nuclear@0 225 prev_x = x;
nuclear@0 226 prev_y = y;
nuclear@0 227
nuclear@0 228 if(modkeys) {
nuclear@0 229 if(bnstate[0]) {
nuclear@0 230 cam_theta += dx * 0.5;
nuclear@0 231 cam_phi += dy * 0.5;
nuclear@0 232
nuclear@0 233 if(cam_phi < -90) cam_phi = -90;
nuclear@0 234 if(cam_phi > 90) cam_phi = 90;
nuclear@0 235 }
nuclear@0 236 if(bnstate[1]) {
nuclear@0 237 float theta = DEG_TO_RAD(cam_theta);
nuclear@0 238
nuclear@0 239 float dxp = dx * 0.1;
nuclear@0 240 float dyp = dy * 0.1;
nuclear@0 241
nuclear@0 242 cam_x += cos(theta) * dxp - sin(theta) * dyp;
nuclear@0 243 if(modkeys & (1 << MOD_SHIFT)) {
nuclear@0 244 cam_y -= sin(theta) * dxp + cos(theta) * dyp;
nuclear@0 245 } else {
nuclear@0 246 cam_z += sin(theta) * dxp + cos(theta) * dyp;
nuclear@0 247 }
nuclear@0 248 }
nuclear@0 249 if(bnstate[2]) {
nuclear@0 250 cam_dist += dy * 0.1;
nuclear@0 251 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@0 252 }
nuclear@0 253 }
nuclear@0 254 }