dungeon_crawler

annotate prototype/src/main.cc @ 47:d52711f2b9a1

started writting audio code
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 16 Sep 2012 08:16:50 +0300
parents f3030df27110
children aa9e28670ae2
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@46 8 #include "texman.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@47 17 #include "audio.h"
nuclear@1 18
nuclear@17 19 bool init(int xsz, int ysz);
nuclear@5 20 void cleanup();
nuclear@7 21 void idle();
nuclear@1 22 void disp();
nuclear@15 23 void draw();
nuclear@18 24 void view_matrix(int eye);
nuclear@18 25 void proj_matrix(int eye);
nuclear@7 26 void update(unsigned long msec);
nuclear@1 27 void reshape(int x, int y);
nuclear@1 28 void keyb(unsigned char key, int x, int y);
nuclear@7 29 void key_release(unsigned char key, int x, int y);
nuclear@24 30 void keyb_con(unsigned char key, int x, int y);
nuclear@1 31 void mouse(int bn, int state, int x, int y);
nuclear@1 32 void motion(int x, int y);
nuclear@46 33 unsigned int load_psys_tex(const char *fname, void *cls);
nuclear@1 34
nuclear@5 35 static TileSet *tileset;
nuclear@1 36 static Level *level;
nuclear@7 37
nuclear@7 38 static FpsCamera cam;
nuclear@7 39 static bool keystate[256];
nuclear@1 40
nuclear@18 41 static float stereo_focus_dist = 0.25;
nuclear@18 42 static float stereo_eye_sep = stereo_focus_dist / 30.0;
nuclear@18 43
nuclear@24 44 static bool show_con;
nuclear@5 45
nuclear@1 46 int main(int argc, char **argv)
nuclear@1 47 {
nuclear@1 48 glutInit(&argc, argv);
nuclear@5 49
nuclear@18 50 if(!cfg.parse_args(argc, argv)) {
nuclear@18 51 return 1;
nuclear@5 52 }
nuclear@5 53
nuclear@18 54 glutInitWindowSize(cfg.width, cfg.height);
nuclear@18 55 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | (cfg.stereo ? GLUT_STEREO : 0));
nuclear@18 56 glutCreateWindow("dungeon crawler prototype");
nuclear@1 57
nuclear@7 58 glutIdleFunc(idle);
nuclear@1 59 glutDisplayFunc(disp);
nuclear@1 60 glutReshapeFunc(reshape);
nuclear@1 61 glutKeyboardFunc(keyb);
nuclear@7 62 glutKeyboardUpFunc(key_release);
nuclear@1 63 glutMouseFunc(mouse);
nuclear@1 64 glutMotionFunc(motion);
nuclear@1 65
nuclear@1 66 glewInit();
nuclear@1 67
nuclear@18 68 if(!init(cfg.width, cfg.height)) {
nuclear@5 69 return 1;
nuclear@5 70 }
nuclear@39 71 atexit(cleanup);
nuclear@5 72
nuclear@5 73 glutMainLoop();
nuclear@5 74 }
nuclear@5 75
nuclear@17 76 bool init(int xsz, int ysz)
nuclear@5 77 {
nuclear@41 78 // backup light for the forward crappy renderer
nuclear@1 79 glEnable(GL_LIGHTING);
nuclear@1 80 glEnable(GL_LIGHT0);
nuclear@41 81
nuclear@41 82 float ldir[] = {0, 0, -0.5, 1};
nuclear@1 83 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
nuclear@41 84 float lcol[] = {1, 1, 1, 1};
nuclear@41 85 glLightfv(GL_LIGHT0, GL_DIFFUSE, lcol);
nuclear@41 86 glLightfv(GL_LIGHT0, GL_SPECULAR, lcol);
nuclear@1 87
nuclear@1 88 glEnable(GL_DEPTH_TEST);
nuclear@1 89 glEnable(GL_CULL_FACE);
nuclear@1 90 glEnable(GL_MULTISAMPLE);
nuclear@1 91
nuclear@25 92 add_data_path(".");
nuclear@5 93 add_data_path("data");
nuclear@16 94 add_data_path("sdr");
nuclear@5 95
nuclear@41 96 rend = new DeferredRenderer();
nuclear@42 97 if(!cfg.use_deferred || !rend->init(xsz, ysz)) {
nuclear@41 98 printf("falling back to crappy renderer...\n");
nuclear@41 99
nuclear@41 100 rend = new FwdRenderer();
nuclear@41 101 if(!rend->init(xsz, ysz)) {
nuclear@41 102 fprintf(stderr, "failed to create renderer\n");
nuclear@41 103 return false;
nuclear@41 104 }
nuclear@15 105 }
nuclear@15 106
nuclear@26 107 if(!init_cmdcon()) {
nuclear@26 108 return false;
nuclear@26 109 }
nuclear@26 110
nuclear@46 111 psys_texture_loader(load_psys_tex, 0, 0);
nuclear@46 112
nuclear@5 113 // load a tileset
nuclear@5 114 tileset = new TileSet;
nuclear@18 115 printf("loading tileset: %s\n", cfg.tileset_file);
nuclear@18 116 if(!tileset->load(datafile_path(cfg.tileset_file))) {
nuclear@5 117 return false;
nuclear@5 118 }
nuclear@5 119 set_active_tileset(tileset);
nuclear@5 120
nuclear@1 121 level = new Level;
nuclear@18 122 printf("loading level: %s\n", cfg.level_file);
nuclear@18 123 if(!level->load(datafile_path(cfg.level_file))) {
nuclear@5 124 return false;
nuclear@1 125 }
nuclear@1 126
nuclear@7 127 cam.input_move(0, 0.5, 0);
nuclear@7 128
nuclear@47 129 if(cfg.sound && !init_audio()) {
nuclear@47 130 fprintf(stderr, "failed to initialize audio, continuing silently\n");
nuclear@47 131 cfg.sound = false;
nuclear@47 132 }
nuclear@47 133
nuclear@5 134 return true;
nuclear@1 135 }
nuclear@1 136
nuclear@15 137 void cleanup()
nuclear@15 138 {
nuclear@47 139 if(cfg.sound) {
nuclear@47 140 destroy_audio();
nuclear@47 141 }
nuclear@47 142
nuclear@15 143 delete level;
nuclear@15 144 delete tileset;
nuclear@41 145 delete rend;
nuclear@26 146
nuclear@26 147 cleanup_cmdcon();
nuclear@15 148 }
nuclear@15 149
nuclear@7 150 void idle()
nuclear@7 151 {
nuclear@7 152 glutPostRedisplay();
nuclear@7 153 }
nuclear@7 154
nuclear@1 155 void disp()
nuclear@1 156 {
nuclear@38 157 update(get_time_msec());
nuclear@7 158
nuclear@18 159 if(cfg.stereo) {
nuclear@18 160 glDrawBuffer(GL_BACK_LEFT);
nuclear@1 161
nuclear@18 162 glMatrixMode(GL_PROJECTION);
nuclear@18 163 glLoadIdentity();
nuclear@18 164 proj_matrix(-1);
nuclear@18 165 glMatrixMode(GL_MODELVIEW);
nuclear@18 166 glLoadIdentity();
nuclear@18 167 view_matrix(-1);
nuclear@1 168
nuclear@24 169 draw();
nuclear@18 170
nuclear@18 171 glDrawBuffer(GL_BACK_RIGHT);
nuclear@18 172
nuclear@18 173 glMatrixMode(GL_PROJECTION);
nuclear@18 174 glLoadIdentity();
nuclear@18 175 proj_matrix(1);
nuclear@18 176 glMatrixMode(GL_MODELVIEW);
nuclear@18 177 glLoadIdentity();
nuclear@18 178 view_matrix(1);
nuclear@18 179
nuclear@24 180 draw();
nuclear@18 181 } else {
nuclear@18 182 glMatrixMode(GL_PROJECTION);
nuclear@18 183 glLoadIdentity();
nuclear@18 184 proj_matrix(0);
nuclear@18 185 glMatrixMode(GL_MODELVIEW);
nuclear@18 186 glLoadIdentity();
nuclear@18 187 view_matrix(0);
nuclear@18 188
nuclear@24 189 draw();
nuclear@18 190 }
nuclear@1 191
nuclear@1 192 glutSwapBuffers();
nuclear@1 193 assert(glGetError() == GL_NO_ERROR);
nuclear@7 194 }
nuclear@7 195
nuclear@24 196 void draw()
nuclear@24 197 {
nuclear@41 198 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@29 199
nuclear@41 200 rend->render(level);
nuclear@24 201
nuclear@24 202 if(show_con) {
nuclear@24 203 draw_cmdcon();
nuclear@24 204 }
nuclear@24 205 }
nuclear@24 206
nuclear@18 207 void view_matrix(int eye)
nuclear@18 208 {
nuclear@18 209 float offs = stereo_eye_sep * eye * 0.5;
nuclear@18 210 glTranslatef(-offs, 0, 0);
nuclear@18 211 cam.use_inverse();
nuclear@18 212 }
nuclear@18 213
nuclear@18 214 void proj_matrix(int eye)
nuclear@18 215 {
nuclear@18 216 static const float fov = M_PI / 4.0;
nuclear@18 217 static const float near_clip = 0.1;
nuclear@18 218 static const float far_clip = 100.0;
nuclear@18 219
nuclear@18 220 float top = near_clip * tan(fov * 0.5);
nuclear@18 221 float right = top * (float)cfg.width / (float)cfg.height;
nuclear@18 222
nuclear@18 223 float frust_shift = -(float)eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
nuclear@18 224 glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
nuclear@18 225 }
nuclear@18 226
nuclear@18 227
nuclear@7 228 void update(unsigned long msec)
nuclear@7 229 {
nuclear@7 230 static unsigned long last_upd;
nuclear@7 231
nuclear@7 232 if(last_upd == 0) {
nuclear@7 233 last_upd = msec;
nuclear@7 234 }
nuclear@7 235 float dt = (float)(msec - last_upd) / 1000.0;
nuclear@7 236
nuclear@9 237 float offs = 2.5 * dt;
nuclear@7 238 float dx = 0, dy = 0;
nuclear@7 239
nuclear@7 240 // handle key input
nuclear@7 241 if(keystate['w'] || keystate['W']) {
nuclear@7 242 dy -= offs;
nuclear@7 243 }
nuclear@7 244 if(keystate['s'] || keystate['S']) {
nuclear@7 245 dy += offs;
nuclear@7 246 }
nuclear@7 247 if(keystate['d'] || keystate['D']) {
nuclear@7 248 dx += offs;
nuclear@7 249 }
nuclear@7 250 if(keystate['a'] || keystate['A']) {
nuclear@7 251 dx -= offs;
nuclear@7 252 }
nuclear@7 253
nuclear@7 254 cam.input_move(dx, 0, dy);
nuclear@7 255
nuclear@46 256 tileset->update_tiles(msec);
nuclear@38 257 level->update(msec, dt);
nuclear@38 258
nuclear@7 259 last_upd = msec;
nuclear@1 260 }
nuclear@1 261
nuclear@1 262 void reshape(int x, int y)
nuclear@1 263 {
nuclear@1 264 glViewport(0, 0, x, y);
nuclear@18 265 cfg.width = x;
nuclear@18 266 cfg.height = y;
nuclear@30 267
nuclear@41 268 rend->resize(x, y);
nuclear@1 269 }
nuclear@1 270
nuclear@18 271 static bool stereo_shift_pressed;
nuclear@18 272
nuclear@1 273 void keyb(unsigned char key, int x, int y)
nuclear@1 274 {
nuclear@1 275 switch(key) {
nuclear@1 276 case 27:
nuclear@1 277 exit(0);
nuclear@18 278
nuclear@24 279 case '`':
nuclear@24 280 show_con = true;
nuclear@24 281 glutKeyboardFunc(keyb_con);
nuclear@24 282 glutKeyboardUpFunc(0);
nuclear@24 283 glutPostRedisplay();
nuclear@24 284 break;
nuclear@24 285
nuclear@18 286 case 'z':
nuclear@18 287 stereo_shift_pressed = true;
nuclear@18 288 break;
nuclear@18 289
nuclear@18 290 case '\n':
nuclear@18 291 case '\r':
nuclear@18 292 {
nuclear@18 293 static bool fullscr;
nuclear@18 294 if(glutGetModifiers() & GLUT_ACTIVE_ALT) {
nuclear@18 295 fullscr = !fullscr;
nuclear@18 296 if(fullscr) {
nuclear@18 297 glutFullScreen();
nuclear@18 298 } else {
nuclear@18 299 glutPositionWindow(20, 20);
nuclear@18 300 }
nuclear@18 301 }
nuclear@18 302 }
nuclear@18 303 break;
nuclear@18 304
nuclear@18 305 default:
nuclear@18 306 break;
nuclear@1 307 }
nuclear@7 308
nuclear@7 309 keystate[key] = true;
nuclear@7 310 }
nuclear@7 311
nuclear@7 312 void key_release(unsigned char key, int x, int y)
nuclear@7 313 {
nuclear@18 314 switch(key) {
nuclear@18 315 case 'z':
nuclear@18 316 stereo_shift_pressed = false;
nuclear@18 317 break;
nuclear@18 318
nuclear@18 319 default:
nuclear@18 320 break;
nuclear@18 321 }
nuclear@18 322
nuclear@7 323 keystate[key] = false;
nuclear@1 324 }
nuclear@1 325
nuclear@24 326 void keyb_con(unsigned char key, int x, int y)
nuclear@24 327 {
nuclear@24 328 if(key == '`' || key == 27) {
nuclear@24 329 show_con = false;
nuclear@24 330 glutKeyboardFunc(keyb);
nuclear@24 331 glutKeyboardUpFunc(key_release);
nuclear@24 332 glutPostRedisplay();
nuclear@24 333 } else {
nuclear@24 334 cmdcon_keypress(key);
nuclear@24 335 }
nuclear@24 336 }
nuclear@24 337
nuclear@1 338 static int prev_x, prev_y;
nuclear@1 339 static bool bnstate[32];
nuclear@1 340
nuclear@1 341 void mouse(int bn, int state, int x, int y)
nuclear@1 342 {
nuclear@1 343 prev_x = x;
nuclear@1 344 prev_y = y;
nuclear@1 345 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
nuclear@1 346 }
nuclear@1 347
nuclear@1 348 void motion(int x, int y)
nuclear@1 349 {
nuclear@1 350 int dx = x - prev_x;
nuclear@1 351 int dy = y - prev_y;
nuclear@1 352 prev_x = x;
nuclear@1 353 prev_y = y;
nuclear@1 354
nuclear@18 355 if(stereo_shift_pressed) {
nuclear@18 356 if(dy != 0) {
nuclear@18 357 stereo_focus_dist += dy * 0.01;
nuclear@18 358 stereo_eye_sep = stereo_focus_dist / 30.0;
nuclear@18 359 printf("foc: %f, sep: %f\n", stereo_focus_dist, stereo_eye_sep);
nuclear@18 360 glutPostRedisplay();
nuclear@18 361 }
nuclear@18 362 return;
nuclear@18 363 }
nuclear@18 364
nuclear@1 365 if(bnstate[0]) {
nuclear@7 366 cam.input_rotate(dy * 0.01, dx * 0.01, 0);
nuclear@1 367 glutPostRedisplay();
nuclear@1 368 }
nuclear@1 369 if(bnstate[2]) {
nuclear@1 370 cam.input_zoom(dy * 0.1);
nuclear@1 371 glutPostRedisplay();
nuclear@1 372 }
nuclear@1 373 }
nuclear@46 374
nuclear@46 375 unsigned int load_psys_tex(const char *fname, void *cls)
nuclear@46 376 {
nuclear@46 377 TextureSet *texset = tileset->get_textures();
nuclear@46 378 return texset->get_texture(fname);
nuclear@46 379 }