dungeon_crawler

annotate prototype/src/main.cc @ 52:bcdea26c8f27

foo
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 18 Sep 2012 18:34:28 +0300
parents d57df51f6b50
children 4c427e28ca00
rev   line source
nuclear@1 1 #include <stdio.h>
nuclear@1 2 #include <stdlib.h>
nuclear@1 3 #include <assert.h>
nuclear@7 4 #include <unistd.h>
nuclear@1 5 #include "opengl.h"
nuclear@46 6 #include "psys/psys.h"
nuclear@1 7 #include "level.h"
nuclear@48 8 #include "texture.h"
nuclear@1 9 #include "camera.h"
nuclear@5 10 #include "datapath.h"
nuclear@5 11 #include "tileset.h"
nuclear@15 12 #include "renderer.h"
nuclear@41 13 #include "renderer_deferred.h"
nuclear@24 14 #include "cmdcon.h"
nuclear@18 15 #include "cfg.h"
nuclear@38 16 #include "timer.h"
nuclear@48 17 #include "audio/audio.h"
nuclear@48 18 #include "audio/source.h"
nuclear@1 19
nuclear@17 20 bool init(int xsz, int ysz);
nuclear@5 21 void cleanup();
nuclear@7 22 void idle();
nuclear@1 23 void disp();
nuclear@15 24 void draw();
nuclear@18 25 void view_matrix(int eye);
nuclear@18 26 void proj_matrix(int eye);
nuclear@7 27 void update(unsigned long msec);
nuclear@1 28 void reshape(int x, int y);
nuclear@1 29 void keyb(unsigned char key, int x, int y);
nuclear@7 30 void key_release(unsigned char key, int x, int y);
nuclear@24 31 void keyb_con(unsigned char key, int x, int y);
nuclear@1 32 void mouse(int bn, int state, int x, int y);
nuclear@1 33 void motion(int x, int y);
nuclear@46 34 unsigned int load_psys_tex(const char *fname, void *cls);
nuclear@1 35
nuclear@5 36 static TileSet *tileset;
nuclear@1 37 static Level *level;
nuclear@7 38
nuclear@7 39 static FpsCamera cam;
nuclear@7 40 static bool keystate[256];
nuclear@1 41
nuclear@18 42 static float stereo_focus_dist = 0.25;
nuclear@18 43 static float stereo_eye_sep = stereo_focus_dist / 30.0;
nuclear@18 44
nuclear@24 45 static bool show_con;
nuclear@5 46
nuclear@48 47 static AudioSource *move_sound;
nuclear@48 48
nuclear@1 49 int main(int argc, char **argv)
nuclear@1 50 {
nuclear@1 51 glutInit(&argc, argv);
nuclear@5 52
nuclear@18 53 if(!cfg.parse_args(argc, argv)) {
nuclear@18 54 return 1;
nuclear@5 55 }
nuclear@5 56
nuclear@18 57 glutInitWindowSize(cfg.width, cfg.height);
nuclear@18 58 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | (cfg.stereo ? GLUT_STEREO : 0));
nuclear@18 59 glutCreateWindow("dungeon crawler prototype");
nuclear@1 60
nuclear@7 61 glutIdleFunc(idle);
nuclear@1 62 glutDisplayFunc(disp);
nuclear@1 63 glutReshapeFunc(reshape);
nuclear@1 64 glutKeyboardFunc(keyb);
nuclear@7 65 glutKeyboardUpFunc(key_release);
nuclear@1 66 glutMouseFunc(mouse);
nuclear@1 67 glutMotionFunc(motion);
nuclear@1 68
nuclear@1 69 glewInit();
nuclear@1 70
nuclear@18 71 if(!init(cfg.width, cfg.height)) {
nuclear@5 72 return 1;
nuclear@5 73 }
nuclear@39 74 atexit(cleanup);
nuclear@5 75
nuclear@5 76 glutMainLoop();
nuclear@5 77 }
nuclear@5 78
nuclear@17 79 bool init(int xsz, int ysz)
nuclear@5 80 {
nuclear@41 81 // backup light for the forward crappy renderer
nuclear@1 82 glEnable(GL_LIGHTING);
nuclear@1 83 glEnable(GL_LIGHT0);
nuclear@41 84
nuclear@41 85 float ldir[] = {0, 0, -0.5, 1};
nuclear@1 86 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
nuclear@41 87 float lcol[] = {1, 1, 1, 1};
nuclear@41 88 glLightfv(GL_LIGHT0, GL_DIFFUSE, lcol);
nuclear@41 89 glLightfv(GL_LIGHT0, GL_SPECULAR, lcol);
nuclear@1 90
nuclear@1 91 glEnable(GL_DEPTH_TEST);
nuclear@1 92 glEnable(GL_CULL_FACE);
nuclear@1 93 glEnable(GL_MULTISAMPLE);
nuclear@1 94
nuclear@25 95 add_data_path(".");
nuclear@5 96 add_data_path("data");
nuclear@48 97 add_data_path("data/audio");
nuclear@16 98 add_data_path("sdr");
nuclear@5 99
nuclear@48 100 if(cfg.sound && !init_audio()) {
nuclear@48 101 fprintf(stderr, "failed to initialize audio, continuing silently\n");
nuclear@48 102 cfg.sound = false;
nuclear@48 103 }
nuclear@48 104 if(cfg.sound) {
nuclear@48 105 move_sound = new AudioSource;
nuclear@52 106 move_sound->set_volume(0.4);
nuclear@48 107 }
nuclear@48 108
nuclear@41 109 rend = new DeferredRenderer();
nuclear@42 110 if(!cfg.use_deferred || !rend->init(xsz, ysz)) {
nuclear@41 111 printf("falling back to crappy renderer...\n");
nuclear@41 112
nuclear@41 113 rend = new FwdRenderer();
nuclear@41 114 if(!rend->init(xsz, ysz)) {
nuclear@41 115 fprintf(stderr, "failed to create renderer\n");
nuclear@41 116 return false;
nuclear@41 117 }
nuclear@15 118 }
nuclear@15 119
nuclear@26 120 if(!init_cmdcon()) {
nuclear@26 121 return false;
nuclear@26 122 }
nuclear@26 123
nuclear@46 124 psys_texture_loader(load_psys_tex, 0, 0);
nuclear@46 125
nuclear@5 126 // load a tileset
nuclear@5 127 tileset = new TileSet;
nuclear@18 128 printf("loading tileset: %s\n", cfg.tileset_file);
nuclear@18 129 if(!tileset->load(datafile_path(cfg.tileset_file))) {
nuclear@5 130 return false;
nuclear@5 131 }
nuclear@5 132 set_active_tileset(tileset);
nuclear@5 133
nuclear@1 134 level = new Level;
nuclear@18 135 printf("loading level: %s\n", cfg.level_file);
nuclear@18 136 if(!level->load(datafile_path(cfg.level_file))) {
nuclear@5 137 return false;
nuclear@1 138 }
nuclear@1 139
nuclear@7 140 cam.input_move(0, 0.5, 0);
nuclear@7 141
nuclear@5 142 return true;
nuclear@1 143 }
nuclear@1 144
nuclear@15 145 void cleanup()
nuclear@15 146 {
nuclear@15 147 delete level;
nuclear@15 148 delete tileset;
nuclear@41 149 delete rend;
nuclear@26 150
nuclear@26 151 cleanup_cmdcon();
nuclear@51 152
nuclear@51 153 if(cfg.sound) {
nuclear@51 154 delete move_sound;
nuclear@51 155 destroy_audio();
nuclear@51 156 }
nuclear@15 157 }
nuclear@15 158
nuclear@7 159 void idle()
nuclear@7 160 {
nuclear@7 161 glutPostRedisplay();
nuclear@7 162 }
nuclear@7 163
nuclear@1 164 void disp()
nuclear@1 165 {
nuclear@38 166 update(get_time_msec());
nuclear@7 167
nuclear@18 168 if(cfg.stereo) {
nuclear@18 169 glDrawBuffer(GL_BACK_LEFT);
nuclear@1 170
nuclear@18 171 glMatrixMode(GL_PROJECTION);
nuclear@18 172 glLoadIdentity();
nuclear@18 173 proj_matrix(-1);
nuclear@18 174 glMatrixMode(GL_MODELVIEW);
nuclear@18 175 glLoadIdentity();
nuclear@18 176 view_matrix(-1);
nuclear@1 177
nuclear@24 178 draw();
nuclear@18 179
nuclear@18 180 glDrawBuffer(GL_BACK_RIGHT);
nuclear@18 181
nuclear@18 182 glMatrixMode(GL_PROJECTION);
nuclear@18 183 glLoadIdentity();
nuclear@18 184 proj_matrix(1);
nuclear@18 185 glMatrixMode(GL_MODELVIEW);
nuclear@18 186 glLoadIdentity();
nuclear@18 187 view_matrix(1);
nuclear@18 188
nuclear@24 189 draw();
nuclear@18 190 } else {
nuclear@18 191 glMatrixMode(GL_PROJECTION);
nuclear@18 192 glLoadIdentity();
nuclear@18 193 proj_matrix(0);
nuclear@18 194 glMatrixMode(GL_MODELVIEW);
nuclear@18 195 glLoadIdentity();
nuclear@18 196 view_matrix(0);
nuclear@18 197
nuclear@24 198 draw();
nuclear@18 199 }
nuclear@1 200
nuclear@1 201 glutSwapBuffers();
nuclear@1 202 assert(glGetError() == GL_NO_ERROR);
nuclear@7 203 }
nuclear@7 204
nuclear@24 205 void draw()
nuclear@24 206 {
nuclear@41 207 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@29 208
nuclear@41 209 rend->render(level);
nuclear@24 210
nuclear@24 211 if(show_con) {
nuclear@24 212 draw_cmdcon();
nuclear@24 213 }
nuclear@24 214 }
nuclear@24 215
nuclear@18 216 void view_matrix(int eye)
nuclear@18 217 {
nuclear@18 218 float offs = stereo_eye_sep * eye * 0.5;
nuclear@18 219 glTranslatef(-offs, 0, 0);
nuclear@18 220 cam.use_inverse();
nuclear@18 221 }
nuclear@18 222
nuclear@18 223 void proj_matrix(int eye)
nuclear@18 224 {
nuclear@18 225 static const float fov = M_PI / 4.0;
nuclear@18 226 static const float near_clip = 0.1;
nuclear@18 227 static const float far_clip = 100.0;
nuclear@18 228
nuclear@18 229 float top = near_clip * tan(fov * 0.5);
nuclear@18 230 float right = top * (float)cfg.width / (float)cfg.height;
nuclear@18 231
nuclear@18 232 float frust_shift = -(float)eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
nuclear@18 233 glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
nuclear@18 234 }
nuclear@18 235
nuclear@18 236
nuclear@7 237 void update(unsigned long msec)
nuclear@7 238 {
nuclear@7 239 static unsigned long last_upd;
nuclear@7 240
nuclear@7 241 if(last_upd == 0) {
nuclear@7 242 last_upd = msec;
nuclear@7 243 }
nuclear@7 244 float dt = (float)(msec - last_upd) / 1000.0;
nuclear@7 245
nuclear@9 246 float offs = 2.5 * dt;
nuclear@7 247 float dx = 0, dy = 0;
nuclear@7 248
nuclear@7 249 // handle key input
nuclear@48 250 bool did_move = false;
nuclear@7 251 if(keystate['w'] || keystate['W']) {
nuclear@7 252 dy -= offs;
nuclear@48 253 did_move = true;
nuclear@7 254 }
nuclear@7 255 if(keystate['s'] || keystate['S']) {
nuclear@7 256 dy += offs;
nuclear@48 257 did_move = true;
nuclear@7 258 }
nuclear@7 259 if(keystate['d'] || keystate['D']) {
nuclear@7 260 dx += offs;
nuclear@48 261 did_move = true;
nuclear@7 262 }
nuclear@7 263 if(keystate['a'] || keystate['A']) {
nuclear@7 264 dx -= offs;
nuclear@48 265 did_move = true;
nuclear@7 266 }
nuclear@7 267
nuclear@7 268 cam.input_move(dx, 0, dy);
nuclear@7 269
nuclear@46 270 tileset->update_tiles(msec);
nuclear@49 271
nuclear@49 272 level->set_player_position(cam.get_position());
nuclear@38 273 level->update(msec, dt);
nuclear@38 274
nuclear@49 275 if(cfg.sound) {
nuclear@50 276 // set the listener matrix
nuclear@50 277 set_audio_listener(cam.matrix());
nuclear@50 278
nuclear@50 279 // play the walking sound if we're walking
nuclear@49 280 int cellx, celly;
nuclear@49 281 level->get_cell_coords_at(cam.get_position(), &cellx, &celly);
nuclear@48 282
nuclear@49 283 const AudioSample *move_sample;
nuclear@49 284 if(did_move && (move_sample = level->get_sample(cellx, celly, TILE_SAMPLE_WALK))) {
nuclear@49 285 if(move_sample != move_sound->get_sample()) {
nuclear@49 286 move_sound->stop();
nuclear@49 287 move_sound->set_sample(move_sample);
nuclear@49 288 move_sound->play();
nuclear@49 289 }
nuclear@49 290 } else {
nuclear@49 291 if(move_sound->get_sample()) {
nuclear@49 292 move_sound->stop();
nuclear@49 293 move_sound->set_sample(0);
nuclear@49 294 }
nuclear@48 295 }
nuclear@48 296 }
nuclear@48 297
nuclear@7 298 last_upd = msec;
nuclear@1 299 }
nuclear@1 300
nuclear@1 301 void reshape(int x, int y)
nuclear@1 302 {
nuclear@1 303 glViewport(0, 0, x, y);
nuclear@18 304 cfg.width = x;
nuclear@18 305 cfg.height = y;
nuclear@30 306
nuclear@41 307 rend->resize(x, y);
nuclear@1 308 }
nuclear@1 309
nuclear@18 310 static bool stereo_shift_pressed;
nuclear@18 311
nuclear@1 312 void keyb(unsigned char key, int x, int y)
nuclear@1 313 {
nuclear@1 314 switch(key) {
nuclear@1 315 case 27:
nuclear@1 316 exit(0);
nuclear@18 317
nuclear@24 318 case '`':
nuclear@24 319 show_con = true;
nuclear@24 320 glutKeyboardFunc(keyb_con);
nuclear@24 321 glutKeyboardUpFunc(0);
nuclear@24 322 glutPostRedisplay();
nuclear@24 323 break;
nuclear@24 324
nuclear@18 325 case 'z':
nuclear@18 326 stereo_shift_pressed = true;
nuclear@18 327 break;
nuclear@18 328
nuclear@48 329 case 'p':
nuclear@48 330 {
nuclear@48 331 Vector3 pos = cam.get_position();
nuclear@48 332 int cell_x, cell_y;
nuclear@48 333 level->get_cell_coords_at(pos, &cell_x, &cell_y);
nuclear@48 334 printf("Current position: [%.2f %.2f %.2f] cell: [%d %d]\n", pos.x, pos.y, pos.z,
nuclear@48 335 cell_x, cell_y);
nuclear@48 336 }
nuclear@48 337 break;
nuclear@48 338
nuclear@48 339 case 'P':
nuclear@48 340 {
nuclear@48 341 Vector3 pos = cam.get_position();
nuclear@48 342 int cell_x, cell_y;
nuclear@48 343 level->get_cell_coords_at(pos, &cell_x, &cell_y);
nuclear@48 344 AudioSample *sample = level->get_sample(cell_x, cell_y, TILE_SAMPLE_WALK);
nuclear@48 345 printf("walk sample: %p\n", (void*)sample);
nuclear@48 346 }
nuclear@48 347 break;
nuclear@48 348
nuclear@48 349
nuclear@18 350 case '\n':
nuclear@18 351 case '\r':
nuclear@18 352 {
nuclear@18 353 static bool fullscr;
nuclear@18 354 if(glutGetModifiers() & GLUT_ACTIVE_ALT) {
nuclear@18 355 fullscr = !fullscr;
nuclear@18 356 if(fullscr) {
nuclear@18 357 glutFullScreen();
nuclear@18 358 } else {
nuclear@18 359 glutPositionWindow(20, 20);
nuclear@18 360 }
nuclear@18 361 }
nuclear@18 362 }
nuclear@18 363 break;
nuclear@18 364
nuclear@18 365 default:
nuclear@18 366 break;
nuclear@1 367 }
nuclear@7 368
nuclear@7 369 keystate[key] = true;
nuclear@7 370 }
nuclear@7 371
nuclear@7 372 void key_release(unsigned char key, int x, int y)
nuclear@7 373 {
nuclear@18 374 switch(key) {
nuclear@18 375 case 'z':
nuclear@18 376 stereo_shift_pressed = false;
nuclear@18 377 break;
nuclear@18 378
nuclear@18 379 default:
nuclear@18 380 break;
nuclear@18 381 }
nuclear@18 382
nuclear@7 383 keystate[key] = false;
nuclear@1 384 }
nuclear@1 385
nuclear@24 386 void keyb_con(unsigned char key, int x, int y)
nuclear@24 387 {
nuclear@24 388 if(key == '`' || key == 27) {
nuclear@24 389 show_con = false;
nuclear@24 390 glutKeyboardFunc(keyb);
nuclear@24 391 glutKeyboardUpFunc(key_release);
nuclear@24 392 glutPostRedisplay();
nuclear@24 393 } else {
nuclear@24 394 cmdcon_keypress(key);
nuclear@24 395 }
nuclear@24 396 }
nuclear@24 397
nuclear@1 398 static int prev_x, prev_y;
nuclear@1 399 static bool bnstate[32];
nuclear@1 400
nuclear@1 401 void mouse(int bn, int state, int x, int y)
nuclear@1 402 {
nuclear@1 403 prev_x = x;
nuclear@1 404 prev_y = y;
nuclear@1 405 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
nuclear@1 406 }
nuclear@1 407
nuclear@1 408 void motion(int x, int y)
nuclear@1 409 {
nuclear@1 410 int dx = x - prev_x;
nuclear@1 411 int dy = y - prev_y;
nuclear@1 412 prev_x = x;
nuclear@1 413 prev_y = y;
nuclear@1 414
nuclear@18 415 if(stereo_shift_pressed) {
nuclear@18 416 if(dy != 0) {
nuclear@18 417 stereo_focus_dist += dy * 0.01;
nuclear@18 418 stereo_eye_sep = stereo_focus_dist / 30.0;
nuclear@18 419 printf("foc: %f, sep: %f\n", stereo_focus_dist, stereo_eye_sep);
nuclear@18 420 glutPostRedisplay();
nuclear@18 421 }
nuclear@18 422 return;
nuclear@18 423 }
nuclear@18 424
nuclear@1 425 if(bnstate[0]) {
nuclear@7 426 cam.input_rotate(dy * 0.01, dx * 0.01, 0);
nuclear@1 427 glutPostRedisplay();
nuclear@1 428 }
nuclear@1 429 if(bnstate[2]) {
nuclear@1 430 cam.input_zoom(dy * 0.1);
nuclear@1 431 glutPostRedisplay();
nuclear@1 432 }
nuclear@1 433 }
nuclear@46 434
nuclear@46 435 unsigned int load_psys_tex(const char *fname, void *cls)
nuclear@46 436 {
nuclear@46 437 TextureSet *texset = tileset->get_textures();
nuclear@48 438 return texset->get(fname);
nuclear@46 439 }