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nuclear@3
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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <math.h>
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4 #include "opengl.h"
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5 #include "game.h"
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6 #include "player.h"
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7 #include "level.h"
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8 #include "noise.h"
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9 #include "texture.h"
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10 #include "mesh.h"
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11
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12 #define PLAYER_EYE_HEIGHT 1.65
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13
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14 static void draw_scene(unsigned long msec);
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15
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16 static int win_width, win_height;
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17 static struct level level;
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18 static struct player player;
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19 static int mouselook, freelook = 1;
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20 static char keystate[256];
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21
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22 static struct mesh *monkey_mesh;
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23 static unsigned int envmap;
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24 static unsigned int win_tex;
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25
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26 static int game_won;
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27
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28 static float dbg_cam_dist = 0.0;
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29
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30
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31 int game_init(void)
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32 {
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33 glEnable(GL_DEPTH_TEST);
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34 glEnable(GL_CULL_FACE);
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35 glEnable(GL_LIGHTING);
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36 glEnable(GL_NORMALIZE);
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37
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38 glEnable(GL_LIGHT0);
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39 glEnable(GL_LIGHT1);
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40
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41 /* set a slightly bluish cold ambient light */
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42 {
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43 float ambient[] = {0.08, 0.1, 0.3, 1.0};
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44 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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45 }
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46
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47 level_init(&level);
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48 if(level_load(&level, "data/0.level") == -1) {
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49 fprintf(stderr, "level loading failed\n");
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50 return -1;
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51 }
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52
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53 if(!(level.wall_tex = load_texture("data/wall.ppm"))) {
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54 return -1;
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55 }
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56 if(!(level.floor_tex = load_texture("data/floor.ppm"))) {
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57 return -1;
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58 }
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59 level.floor_tex_scale = 1.0;
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60 if(!(level.ceil_tex = load_texture("data/ceil.ppm"))) {
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61 return -1;
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62 }
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63 level.ceil_tex_scale = 2.0;
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64
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65
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66 if(!(monkey_mesh = load_mesh("data/monkey.obj"))) {
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67 return -1;
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68 }
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69 if(!(envmap = load_texture("data/refmap.ppm"))) {
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70 return -1;
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71 }
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72
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73 if(!(win_tex = load_texture("data/done.ppm"))) {
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74 return -1;
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75 }
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76
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77 player_init(&player, &level);
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78 return 0;
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79 }
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80
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81 void game_shutdown(void)
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82 {
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83 }
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84
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85 static void update(unsigned long msec)
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86 {
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87 static unsigned long prev_upd;
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88 float dfwd = 0.0f;
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89 float dright = 0.0f;
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90 float walk_speed = 8.0;
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91
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92 float dt = (float)(msec - prev_upd) / 1000.0f;
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93 prev_upd = msec;
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94
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95 if(game_won) return;
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96
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97 if(freelook) {
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98 if(keystate['w'] || keystate['W']) {
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99 dfwd += walk_speed * dt;
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100 }
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101 if(keystate['s'] || keystate['S']) {
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102 dfwd -= walk_speed * dt;
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103 }
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104 if(keystate['d'] || keystate['D']) {
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105 dright += walk_speed * dt * 0.6;
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106 }
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107 if(keystate['a'] || keystate['A']) {
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108 dright -= walk_speed * dt * 0.6;
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109 }
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110
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111 player_move(&player, dfwd, dright);
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112 }
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113
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114 if(level_cell_at(&level, player.x, player.y) == 'x') {
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115 game_won = 1;
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116 }
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117 }
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118
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119 void game_display(unsigned long msec)
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120 {
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121 float flicker = 1.0f;
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122
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123 update(msec);
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124
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125 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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126
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127 glMatrixMode(GL_MODELVIEW);
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128 glLoadIdentity();
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129 glTranslatef(0, 0, -dbg_cam_dist);
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130 /* set view matrix according to player pos/rot */
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131 player_setup_view_matrix(&player);
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132 glTranslatef(0, -PLAYER_EYE_HEIGHT, 0);
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133
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134 /* setup lights */
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135 flicker = fbm1((float)msec / 500.0f, 2) * 0.4 + 0.6;
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136 set_light_position(0, player.x, PLAYER_EYE_HEIGHT + 0.2, player.y);
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137 set_light_color(0, 1.0 * flicker, 0.6 * flicker, 0.3 * flicker);
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138 set_light_attenuation(0, 0.5, 0, 0.04);
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139
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140 set_light_position(1, level.goal_pos[0], 0.8, level.goal_pos[1]);
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141 set_light_color(1, 0.955, 0.75, 0.06);
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142 set_light_attenuation(1, 0.9, 0, 0.05);
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143
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144 /* draw the scene */
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145 draw_scene(msec);
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146 }
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147
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148 void game_reshape(int x, int y)
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149 {
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150 win_width = x;
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151 win_height = y;
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152 glViewport(0, 0, x, y);
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153 glMatrixMode(GL_PROJECTION);
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154 glLoadIdentity();
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155 gluPerspective(55.0, (float)x / (float)y, 0.5, 500.0);
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156 }
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157
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158
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159 static void draw_scene(unsigned long msec)
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160 {
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161 float x, y;
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162 float tsec = (float)msec / 1000.0f;
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163
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164 level_draw(&level);
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165
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166 /* draw the golden monkey */
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167 if(level_obj_pos(&level, 'x', &x, &y)) {
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168 /* TODO: GLES doesn't have tex-gen... recalc manually */
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169 #ifndef GL_MOBILE
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170 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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171 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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172 glEnable(GL_TEXTURE_GEN_S);
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173 glEnable(GL_TEXTURE_GEN_T);
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174
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175 glBindTexture(GL_TEXTURE_2D, envmap);
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176 glEnable(GL_TEXTURE_2D);
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177 #endif
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178
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179 set_mtl_diffuse(0.1, 0.1, 0.1, 1);
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180 set_mtl_specular(0.955, 0.75, 0.06);
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181 set_mtl_shininess(80.0);
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182 set_mtl_emission(0.955, 0.75 * 0.7, 0.06 * 0.1);
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183
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184 glMatrixMode(GL_MODELVIEW);
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185 glPushMatrix();
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186 glTranslatef(x, 0.8 + sin(tsec * 2.0) * 0.1, y);
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187 glRotatef(tsec * 100.0, 0, 1, 0);
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188 glRotatef(sin(tsec * 3.0) * 10.0, 1, 0, 0);
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189 glScalef(0.3, 0.3, 0.3);
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190
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191 render_mesh(monkey_mesh);
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192
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193 glPopMatrix();
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194
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195 set_mtl_emission(0, 0, 0);
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196
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197 #ifndef GL_MOBILE
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198 glDisable(GL_TEXTURE_2D);
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199
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200 glDisable(GL_TEXTURE_GEN_S);
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201 glDisable(GL_TEXTURE_GEN_T);
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202 #endif
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203 }
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204
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205 /* draw the win text */
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206 if(game_won) {
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207 glMatrixMode(GL_MODELVIEW);
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208 glPushMatrix();
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209 glLoadIdentity();
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210 glMatrixMode(GL_PROJECTION);
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211 glPushMatrix();
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212 glLoadIdentity();
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213 glScalef((float)win_height / (float)win_width, 1, 1);
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214
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215 glBindTexture(GL_TEXTURE_2D, win_tex);
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216 glEnable(GL_TEXTURE_2D);
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217
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218 glEnable(GL_BLEND);
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219 glBlendFunc(GL_ONE, GL_ONE);
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220 glDisable(GL_LIGHTING);
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221
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222 glBegin(GL_QUADS);
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223 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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224 glTexCoord2f(1, 1); glVertex2f(1, -1);
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225 glTexCoord2f(1, 0); glVertex2f(1, 1);
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226 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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227 glEnd();
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228
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229 glDisable(GL_BLEND);
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230 glDisable(GL_TEXTURE_2D);
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231 glEnable(GL_LIGHTING);
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232
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233 glPopMatrix();
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234 glMatrixMode(GL_MODELVIEW);
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235 glPopMatrix();
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236 }
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237 }
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238
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239 static int warping_mouse;
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240
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241 void game_keyboard(int key, int pressed)
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242 {
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243 keystate[key] = pressed;
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244
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245 if(!pressed) return;
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246
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247 switch(key) {
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248 case 27:
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249 exit(0);
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250
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251 case 'a':
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252 if(!freelook && !game_won) {
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253 player_turn(&player, -90, 0);
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254 }
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255 break;
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256
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257 case 'd':
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258 if(!freelook && !game_won) {
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259 player_turn(&player, 90, 0);
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260 }
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261 break;
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262
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263 case 'w':
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264 case 's':
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265 if(!freelook && !game_won) {
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266 float prev_x = player.x;
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267 float prev_y = player.y;
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268 float sign = key == 'w' ? 1.0 : -1.0;
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269
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270 if(!player_move(&player, level.cell_size * sign, 0)) {
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271 player.x = prev_x;
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272 player.y = prev_y;
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273 }
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274 }
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275 break;
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276
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277 case '`':
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278 case '~':
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279 mouselook = !mouselook;
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280 if(mouselook) {
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281 warping_mouse = 1;
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282 set_mouse_pos(win_width / 2, win_height / 2);
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283 set_mouse_cursor(0);
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284 } else {
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285 set_mouse_cursor(1);
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286 }
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287 break;
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288
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289 case 'b':
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290 case 'B':
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291 freelook = !freelook;
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292 break;
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293
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294 case 'r':
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295 case 'R':
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296 game_won = 0;
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297 player_init(&player, &level);
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298 break;
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299
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300 default:
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301 break;
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302 }
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303 }
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304
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305 #define MAX_TOUCH_IDS 16
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306 static struct {
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307 int bnstate[8];
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308 int prev_x, prev_y;
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309 } mstate[MAX_TOUCH_IDS];
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310
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311 void game_mouse_button(int id, int bn, int pressed, int x, int y)
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312 {
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313 if(id >= MAX_TOUCH_IDS) return;
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314
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315 mstate[id].prev_x = x;
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316 mstate[id].prev_y = y;
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317 mstate[id].bnstate[bn] = pressed;
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318 }
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319
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320 void game_mouse_motion(int id, int x, int y)
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321 {
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322 int dx, dy, cx, cy;
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323
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324 if(id >= MAX_TOUCH_IDS) return;
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325
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326 cx = win_width / 2;
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327 cy = win_height / 2;
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328
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329 if(warping_mouse) {
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330 warping_mouse = 0;
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331 return;
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332 }
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333
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334 dx = x - (mouselook ? cx : mstate[id].prev_x);
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335 dy = y - (mouselook ? cy : mstate[id].prev_y);
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336 mstate[id].prev_x = x;
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337 mstate[id].prev_y = y;
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338
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339 if(!dx && !dy) return;
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340
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341 if(mouselook || mstate[id].bnstate[0]) {
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342 player_turn(&player, dx * 0.5, dy * 0.5);
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343 }
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344 if(mstate[id].bnstate[2]) {
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345 dbg_cam_dist += 0.1 * dy;
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346 if(dbg_cam_dist < 0.0) dbg_cam_dist = 0.0;
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347 }
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348
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349 if(mouselook) {
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350 warping_mouse = 1;
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351 set_mouse_pos(cx, cy);
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352 mstate[id].prev_x = cx;
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353 mstate[id].prev_y = cy;
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354 }
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355 }
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356
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