dbf_amiga

diff 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
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/game.cc	Mon Aug 31 07:38:37 2015 +0300
     1.3 @@ -0,0 +1,254 @@
     1.4 +#include <stdio.h>
     1.5 +#include <assert.h>
     1.6 +#include "opengl.h"
     1.7 +#include "game.h"
     1.8 +#include "sdr.h"
     1.9 +#include "shader.h"
    1.10 +#include "shadow.h"
    1.11 +#include "opt.h"
    1.12 +#include "mesh.h"
    1.13 +#include "scene.h"
    1.14 +
    1.15 +static void draw_scene();
    1.16 +
    1.17 +int win_width, win_height;
    1.18 +unsigned long cur_time;
    1.19 +bool dbg_wireframe;
    1.20 +int dbg_int;
    1.21 +
    1.22 +unsigned int sdr_shadow, sdr_shadow_notex;
    1.23 +
    1.24 +static float cam_theta, cam_phi = 23, cam_dist = 10;
    1.25 +static float cam_x, cam_y, cam_z;
    1.26 +static bool bnstate[8];
    1.27 +static int prev_x, prev_y;
    1.28 +
    1.29 +static unsigned int modkeys;
    1.30 +
    1.31 +static Scene *scn;
    1.32 +
    1.33 +
    1.34 +bool game_init()
    1.35 +{
    1.36 +	if(init_opengl() == -1) {
    1.37 +		return false;
    1.38 +	}
    1.39 +
    1.40 +	glEnable(GL_DEPTH_TEST);
    1.41 +	glEnable(GL_CULL_FACE);
    1.42 +	glEnable(GL_NORMALIZE);
    1.43 +	glEnable(GL_LIGHTING);
    1.44 +	glEnable(GL_LIGHT0);
    1.45 +
    1.46 +	float amb[] = {0.1, 0.1, 0.1, 1.0};
    1.47 +	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
    1.48 +
    1.49 +	if(glcaps.sep_spec) {
    1.50 +		glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
    1.51 +	}
    1.52 +	glEnable(GL_MULTISAMPLE);
    1.53 +
    1.54 +	if(!init_shadow(4096)) {
    1.55 +		fprintf(stderr, "failed to initialize shadowmaps\n");
    1.56 +		return false;
    1.57 +	}
    1.58 +	if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
    1.59 +		return false;
    1.60 +	}
    1.61 +	set_uniform_int(sdr_shadow, "tex", 0);
    1.62 +	set_uniform_int(sdr_shadow, "shadowmap", 1);
    1.63 +
    1.64 +	if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
    1.65 +		return false;
    1.66 +	}
    1.67 +	set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
    1.68 +
    1.69 +	scn = new Scene;
    1.70 +	if(!scn->load("data/amiga.obj")) {
    1.71 +		return false;
    1.72 +	}
    1.73 +
    1.74 +	Mesh::use_custom_sdr_attr = false;
    1.75 +	assert(glGetError() == GL_NO_ERROR);
    1.76 +	return true;
    1.77 +}
    1.78 +
    1.79 +void game_cleanup()
    1.80 +{
    1.81 +	delete scn;
    1.82 +}
    1.83 +
    1.84 +void game_update(unsigned long time_msec)
    1.85 +{
    1.86 +	cur_time = time_msec;
    1.87 +}
    1.88 +
    1.89 +void game_display()
    1.90 +{
    1.91 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    1.92 +
    1.93 +	glMatrixMode(GL_MODELVIEW);
    1.94 +	glLoadIdentity();
    1.95 +	glTranslatef(0, 0.1, -cam_dist);
    1.96 +	glRotatef(cam_phi, 1, 0, 0);
    1.97 +	glRotatef(cam_theta, 0, 1, 0);
    1.98 +	glTranslatef(-cam_x, -cam_y, -cam_z);
    1.99 +
   1.100 +	float lpos[] = {-5, 10, 5, 1};
   1.101 +	glLightfv(GL_LIGHT0, GL_POSITION, lpos);
   1.102 +
   1.103 +	if(opt.shadows && sdr_shadow) {
   1.104 +		begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 45);
   1.105 +		draw_scene();
   1.106 +		end_shadow_pass();
   1.107 +
   1.108 +		glActiveTexture(GL_TEXTURE1);
   1.109 +		glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
   1.110 +
   1.111 +		glMatrixMode(GL_TEXTURE);
   1.112 +		Matrix4x4 shadow_matrix = get_shadow_matrix();
   1.113 +		glLoadTransposeMatrixf(shadow_matrix[0]);
   1.114 +
   1.115 +		glActiveTexture(GL_TEXTURE0);
   1.116 +		glMatrixMode(GL_MODELVIEW);
   1.117 +
   1.118 +		override_shader(sdr_shadow_notex);
   1.119 +		draw_scene();
   1.120 +		override_shader(0);
   1.121 +
   1.122 +		glActiveTexture(GL_TEXTURE1);
   1.123 +		glBindTexture(GL_TEXTURE_2D, 0);
   1.124 +		glActiveTexture(GL_TEXTURE0);
   1.125 +		glBindTexture(GL_TEXTURE_2D, 0);
   1.126 +	} else {
   1.127 +		draw_scene();
   1.128 +	}
   1.129 +}
   1.130 +
   1.131 +static void glmaterial(float r, float g, float b, float spec, float shin)
   1.132 +{
   1.133 +	float color[] = {r, g, b, 1};
   1.134 +	float scolor[] = {spec, spec, spec, 1};
   1.135 +	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
   1.136 +	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scolor);
   1.137 +	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
   1.138 +}
   1.139 +
   1.140 +static void draw_scene()
   1.141 +{
   1.142 +	glmaterial(0.2, 0.2, 0.4, 0.0, 60.0);
   1.143 +	glBegin(GL_QUADS);
   1.144 +	glNormal3f(0, 1, 0);
   1.145 +	glVertex3f(-5, 0, 5);
   1.146 +	glVertex3f(5, 0, 5);
   1.147 +	glVertex3f(5, 0, -5);
   1.148 +	glVertex3f(-5, 0, -5);
   1.149 +	glEnd();
   1.150 +
   1.151 +	glPushMatrix();
   1.152 +	glTranslatef(0, 0.75, 0);
   1.153 +
   1.154 +	glmaterial(1.0, 0.4, 0.3, 0.8, 60.0);
   1.155 +	draw_teapot();
   1.156 +
   1.157 +	glPopMatrix();
   1.158 +
   1.159 +	scn->draw();
   1.160 +}
   1.161 +
   1.162 +
   1.163 +void game_reshape(int x, int y)
   1.164 +{
   1.165 +	glMatrixMode(GL_PROJECTION);
   1.166 +	glLoadIdentity();
   1.167 +	gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
   1.168 +
   1.169 +	glViewport(0, 0, x, y);
   1.170 +}
   1.171 +
   1.172 +void game_keyboard(int bn, bool press)
   1.173 +{
   1.174 +	if(press) {
   1.175 +		switch(bn) {
   1.176 +		case 27:
   1.177 +			quit();
   1.178 +
   1.179 +		case 'd':
   1.180 +			scn->dump(stdout);
   1.181 +			break;
   1.182 +
   1.183 +		case 'w':
   1.184 +			dbg_wireframe = !dbg_wireframe;
   1.185 +			redisplay();
   1.186 +			break;
   1.187 +
   1.188 +		case 's':
   1.189 +			opt.shadows = !opt.shadows;
   1.190 +			redisplay();
   1.191 +			break;
   1.192 +
   1.193 +		case 'p':
   1.194 +			printf("camera pos(%g %g %g) rot(%g %g) d(%g)\n",
   1.195 +					cam_x, cam_y, cam_z, cam_theta, cam_phi, cam_dist);
   1.196 +			break;
   1.197 +		}
   1.198 +	}
   1.199 +}
   1.200 +
   1.201 +void game_modifier_key(int key, bool press)
   1.202 +{
   1.203 +	if(press) {
   1.204 +		modkeys |= (1 << key);
   1.205 +	} else {
   1.206 +		modkeys &= ~(1 << key);
   1.207 +	}
   1.208 +}
   1.209 +
   1.210 +void game_mbutton(int bn, bool press, int x, int y)
   1.211 +{
   1.212 +	bnstate[bn] = press;
   1.213 +	prev_x = x;
   1.214 +	prev_y = y;
   1.215 +
   1.216 +	if(modkeys) {
   1.217 +		return;
   1.218 +	}
   1.219 +
   1.220 +	if(bn == 0) {
   1.221 +	}
   1.222 +}
   1.223 +
   1.224 +void game_mmotion(int x, int y)
   1.225 +{
   1.226 +	int dx = x - prev_x;
   1.227 +	int dy = y - prev_y;
   1.228 +	prev_x = x;
   1.229 +	prev_y = y;
   1.230 +
   1.231 +	if(modkeys) {
   1.232 +		if(bnstate[0]) {
   1.233 +			cam_theta += dx * 0.5;
   1.234 +			cam_phi += dy * 0.5;
   1.235 +
   1.236 +			if(cam_phi < -90) cam_phi = -90;
   1.237 +			if(cam_phi > 90) cam_phi = 90;
   1.238 +		}
   1.239 +		if(bnstate[1]) {
   1.240 +			float theta = DEG_TO_RAD(cam_theta);
   1.241 +
   1.242 +			float dxp = dx * 0.1;
   1.243 +			float dyp = dy * 0.1;
   1.244 +
   1.245 +			cam_x += cos(theta) * dxp - sin(theta) * dyp;
   1.246 +			if(modkeys & (1 << MOD_SHIFT)) {
   1.247 +				cam_y -= sin(theta) * dxp + cos(theta) * dyp;
   1.248 +			} else {
   1.249 +				cam_z += sin(theta) * dxp + cos(theta) * dyp;
   1.250 +			}
   1.251 +		}
   1.252 +		if(bnstate[2]) {
   1.253 +			cam_dist += dy * 0.1;
   1.254 +			if(cam_dist < 0.0) cam_dist = 0.0;
   1.255 +		}
   1.256 +	}
   1.257 +}