dungeon_crawler

annotate prototype/src/main.cc @ 23:fa8f89d06f6f

progress with light rendering
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 23 Aug 2012 00:10:10 +0300
parents 5c41e6fcb300
children e122ba214ee1
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@1 6 #include "level.h"
nuclear@1 7 #include "camera.h"
nuclear@5 8 #include "datapath.h"
nuclear@5 9 #include "tileset.h"
nuclear@15 10 #include "renderer.h"
nuclear@18 11 #include "cfg.h"
nuclear@1 12
nuclear@17 13 bool init(int xsz, int ysz);
nuclear@5 14 void cleanup();
nuclear@7 15 void idle();
nuclear@1 16 void disp();
nuclear@15 17 void draw();
nuclear@18 18 void view_matrix(int eye);
nuclear@18 19 void proj_matrix(int eye);
nuclear@7 20 void update(unsigned long msec);
nuclear@1 21 void reshape(int x, int y);
nuclear@1 22 void keyb(unsigned char key, int x, int y);
nuclear@7 23 void key_release(unsigned char key, int x, int y);
nuclear@1 24 void mouse(int bn, int state, int x, int y);
nuclear@1 25 void motion(int x, int y);
nuclear@1 26
nuclear@5 27 static TileSet *tileset;
nuclear@1 28 static Level *level;
nuclear@7 29
nuclear@7 30 static FpsCamera cam;
nuclear@7 31 static bool keystate[256];
nuclear@1 32
nuclear@18 33 static float stereo_focus_dist = 0.25;
nuclear@18 34 static float stereo_eye_sep = stereo_focus_dist / 30.0;
nuclear@18 35
nuclear@5 36
nuclear@1 37 int main(int argc, char **argv)
nuclear@1 38 {
nuclear@1 39 glutInit(&argc, argv);
nuclear@5 40
nuclear@18 41 if(!cfg.parse_args(argc, argv)) {
nuclear@18 42 return 1;
nuclear@5 43 }
nuclear@5 44
nuclear@18 45 glutInitWindowSize(cfg.width, cfg.height);
nuclear@18 46 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | (cfg.stereo ? GLUT_STEREO : 0));
nuclear@18 47 glutCreateWindow("dungeon crawler prototype");
nuclear@1 48
nuclear@7 49 glutIdleFunc(idle);
nuclear@1 50 glutDisplayFunc(disp);
nuclear@1 51 glutReshapeFunc(reshape);
nuclear@1 52 glutKeyboardFunc(keyb);
nuclear@7 53 glutKeyboardUpFunc(key_release);
nuclear@1 54 glutMouseFunc(mouse);
nuclear@1 55 glutMotionFunc(motion);
nuclear@1 56
nuclear@1 57 glewInit();
nuclear@1 58
nuclear@18 59 if(!init(cfg.width, cfg.height)) {
nuclear@5 60 return 1;
nuclear@5 61 }
nuclear@5 62
nuclear@5 63 glutMainLoop();
nuclear@5 64 }
nuclear@5 65
nuclear@17 66 bool init(int xsz, int ysz)
nuclear@5 67 {
nuclear@1 68 glEnable(GL_LIGHTING);
nuclear@1 69 glEnable(GL_LIGHT0);
nuclear@1 70 float ldir[] = {-1, 1, 2, 0};
nuclear@1 71 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
nuclear@1 72 glEnable(GL_NORMALIZE);
nuclear@1 73
nuclear@1 74 glEnable(GL_DEPTH_TEST);
nuclear@1 75 glEnable(GL_CULL_FACE);
nuclear@1 76 glEnable(GL_MULTISAMPLE);
nuclear@1 77
nuclear@5 78 add_data_path("data");
nuclear@16 79 add_data_path("sdr");
nuclear@5 80
nuclear@17 81 if(!init_renderer(xsz, ysz)) {
nuclear@15 82 return false;
nuclear@15 83 }
nuclear@15 84
nuclear@5 85 // load a tileset
nuclear@5 86 tileset = new TileSet;
nuclear@18 87 printf("loading tileset: %s\n", cfg.tileset_file);
nuclear@18 88 if(!tileset->load(datafile_path(cfg.tileset_file))) {
nuclear@5 89 return false;
nuclear@5 90 }
nuclear@5 91 set_active_tileset(tileset);
nuclear@5 92
nuclear@1 93 level = new Level;
nuclear@18 94 printf("loading level: %s\n", cfg.level_file);
nuclear@18 95 if(!level->load(datafile_path(cfg.level_file))) {
nuclear@5 96 return false;
nuclear@1 97 }
nuclear@1 98
nuclear@7 99 cam.input_move(0, 0.5, 0);
nuclear@7 100
nuclear@5 101 return true;
nuclear@1 102 }
nuclear@1 103
nuclear@15 104 void cleanup()
nuclear@15 105 {
nuclear@15 106 delete level;
nuclear@15 107 delete tileset;
nuclear@15 108
nuclear@15 109 destroy_renderer();
nuclear@15 110 }
nuclear@15 111
nuclear@7 112 void idle()
nuclear@7 113 {
nuclear@7 114 glutPostRedisplay();
nuclear@7 115 }
nuclear@7 116
nuclear@1 117 void disp()
nuclear@1 118 {
nuclear@7 119 update(glutGet(GLUT_ELAPSED_TIME));
nuclear@7 120
nuclear@18 121 if(cfg.stereo) {
nuclear@18 122 glDrawBuffer(GL_BACK_LEFT);
nuclear@1 123
nuclear@18 124 glMatrixMode(GL_PROJECTION);
nuclear@18 125 glLoadIdentity();
nuclear@18 126 proj_matrix(-1);
nuclear@18 127 glMatrixMode(GL_MODELVIEW);
nuclear@18 128 glLoadIdentity();
nuclear@18 129 view_matrix(-1);
nuclear@1 130
nuclear@23 131 render_deferred(level);
nuclear@18 132
nuclear@18 133 glDrawBuffer(GL_BACK_RIGHT);
nuclear@18 134
nuclear@18 135 glMatrixMode(GL_PROJECTION);
nuclear@18 136 glLoadIdentity();
nuclear@18 137 proj_matrix(1);
nuclear@18 138 glMatrixMode(GL_MODELVIEW);
nuclear@18 139 glLoadIdentity();
nuclear@18 140 view_matrix(1);
nuclear@18 141
nuclear@23 142 render_deferred(level);
nuclear@18 143
nuclear@18 144 } else {
nuclear@18 145 glMatrixMode(GL_PROJECTION);
nuclear@18 146 glLoadIdentity();
nuclear@18 147 proj_matrix(0);
nuclear@18 148 glMatrixMode(GL_MODELVIEW);
nuclear@18 149 glLoadIdentity();
nuclear@18 150 view_matrix(0);
nuclear@18 151
nuclear@23 152 render_deferred(level);
nuclear@18 153 }
nuclear@1 154
nuclear@1 155 glutSwapBuffers();
nuclear@1 156 assert(glGetError() == GL_NO_ERROR);
nuclear@7 157
nuclear@7 158 usleep(10000);
nuclear@7 159 }
nuclear@7 160
nuclear@18 161 void view_matrix(int eye)
nuclear@18 162 {
nuclear@18 163 float offs = stereo_eye_sep * eye * 0.5;
nuclear@18 164 glTranslatef(-offs, 0, 0);
nuclear@18 165 cam.use_inverse();
nuclear@18 166 }
nuclear@18 167
nuclear@18 168 void proj_matrix(int eye)
nuclear@18 169 {
nuclear@18 170 static const float fov = M_PI / 4.0;
nuclear@18 171 static const float near_clip = 0.1;
nuclear@18 172 static const float far_clip = 100.0;
nuclear@18 173
nuclear@18 174 float top = near_clip * tan(fov * 0.5);
nuclear@18 175 float right = top * (float)cfg.width / (float)cfg.height;
nuclear@18 176
nuclear@18 177 float frust_shift = -(float)eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
nuclear@18 178 glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
nuclear@18 179 }
nuclear@18 180
nuclear@18 181
nuclear@7 182 void update(unsigned long msec)
nuclear@7 183 {
nuclear@7 184 static unsigned long last_upd;
nuclear@7 185
nuclear@7 186 if(last_upd == 0) {
nuclear@7 187 last_upd = msec;
nuclear@7 188 }
nuclear@7 189 float dt = (float)(msec - last_upd) / 1000.0;
nuclear@7 190
nuclear@9 191 float offs = 2.5 * dt;
nuclear@7 192 float dx = 0, dy = 0;
nuclear@7 193
nuclear@7 194 // handle key input
nuclear@7 195 if(keystate['w'] || keystate['W']) {
nuclear@7 196 dy -= offs;
nuclear@7 197 }
nuclear@7 198 if(keystate['s'] || keystate['S']) {
nuclear@7 199 dy += offs;
nuclear@7 200 }
nuclear@7 201 if(keystate['d'] || keystate['D']) {
nuclear@7 202 dx += offs;
nuclear@7 203 }
nuclear@7 204 if(keystate['a'] || keystate['A']) {
nuclear@7 205 dx -= offs;
nuclear@7 206 }
nuclear@7 207
nuclear@7 208 cam.input_move(dx, 0, dy);
nuclear@7 209
nuclear@7 210 last_upd = msec;
nuclear@1 211 }
nuclear@1 212
nuclear@1 213 void reshape(int x, int y)
nuclear@1 214 {
nuclear@1 215 glViewport(0, 0, x, y);
nuclear@18 216 cfg.width = x;
nuclear@18 217 cfg.height = y;
nuclear@1 218 }
nuclear@1 219
nuclear@18 220 static bool stereo_shift_pressed;
nuclear@18 221
nuclear@1 222 void keyb(unsigned char key, int x, int y)
nuclear@1 223 {
nuclear@1 224 switch(key) {
nuclear@1 225 case 27:
nuclear@1 226 exit(0);
nuclear@18 227
nuclear@18 228 case 'z':
nuclear@18 229 stereo_shift_pressed = true;
nuclear@18 230 break;
nuclear@18 231
nuclear@18 232 case '\n':
nuclear@18 233 case '\r':
nuclear@18 234 {
nuclear@18 235 static bool fullscr;
nuclear@18 236 if(glutGetModifiers() & GLUT_ACTIVE_ALT) {
nuclear@18 237 fullscr = !fullscr;
nuclear@18 238 if(fullscr) {
nuclear@18 239 glutFullScreen();
nuclear@18 240 } else {
nuclear@18 241 glutPositionWindow(20, 20);
nuclear@18 242 }
nuclear@18 243 }
nuclear@18 244 }
nuclear@18 245 break;
nuclear@18 246
nuclear@18 247 default:
nuclear@18 248 break;
nuclear@1 249 }
nuclear@7 250
nuclear@7 251 keystate[key] = true;
nuclear@7 252 }
nuclear@7 253
nuclear@7 254 void key_release(unsigned char key, int x, int y)
nuclear@7 255 {
nuclear@18 256 switch(key) {
nuclear@18 257 case 'z':
nuclear@18 258 stereo_shift_pressed = false;
nuclear@18 259 break;
nuclear@18 260
nuclear@18 261 default:
nuclear@18 262 break;
nuclear@18 263 }
nuclear@18 264
nuclear@7 265 keystate[key] = false;
nuclear@1 266 }
nuclear@1 267
nuclear@1 268 static int prev_x, prev_y;
nuclear@1 269 static bool bnstate[32];
nuclear@1 270
nuclear@1 271 void mouse(int bn, int state, int x, int y)
nuclear@1 272 {
nuclear@1 273 prev_x = x;
nuclear@1 274 prev_y = y;
nuclear@1 275 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
nuclear@1 276 }
nuclear@1 277
nuclear@1 278 void motion(int x, int y)
nuclear@1 279 {
nuclear@1 280 int dx = x - prev_x;
nuclear@1 281 int dy = y - prev_y;
nuclear@1 282 prev_x = x;
nuclear@1 283 prev_y = y;
nuclear@1 284
nuclear@18 285 if(stereo_shift_pressed) {
nuclear@18 286 if(dy != 0) {
nuclear@18 287 stereo_focus_dist += dy * 0.01;
nuclear@18 288 stereo_eye_sep = stereo_focus_dist / 30.0;
nuclear@18 289 printf("foc: %f, sep: %f\n", stereo_focus_dist, stereo_eye_sep);
nuclear@18 290 glutPostRedisplay();
nuclear@18 291 }
nuclear@18 292 return;
nuclear@18 293 }
nuclear@18 294
nuclear@1 295 if(bnstate[0]) {
nuclear@7 296 cam.input_rotate(dy * 0.01, dx * 0.01, 0);
nuclear@1 297 glutPostRedisplay();
nuclear@1 298 }
nuclear@1 299 if(bnstate[2]) {
nuclear@1 300 cam.input_zoom(dy * 0.1);
nuclear@1 301 glutPostRedisplay();
nuclear@1 302 }
nuclear@1 303 }