ld33_umonster

annotate src/game.cc @ 2:35349df5392d

wtf?
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 22 Aug 2015 23:55:21 +0300
parents 4a6683050e29
children 93ff21458a16
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <assert.h>
nuclear@0 3 #include "opengl.h"
nuclear@0 4 #include "game.h"
nuclear@0 5 #include "sdr.h"
nuclear@0 6 #include "shader.h"
nuclear@0 7 #include "shadow.h"
nuclear@0 8 #include "opt.h"
nuclear@0 9
nuclear@2 10 #include "room.h"
nuclear@2 11
nuclear@0 12 static void draw_scene();
nuclear@0 13
nuclear@0 14 int win_width, win_height;
nuclear@0 15 unsigned long cur_time;
nuclear@0 16 bool dbg_wireframe;
nuclear@0 17 int dbg_int;
nuclear@0 18
nuclear@0 19 unsigned int sdr_shadow, sdr_shadow_notex;
nuclear@0 20
nuclear@0 21 static float cam_theta, cam_phi = 25, cam_dist = 8;
nuclear@0 22 static bool bnstate[8];
nuclear@0 23 static int prev_x, prev_y;
nuclear@0 24
nuclear@0 25 static unsigned int modkeys;
nuclear@0 26
nuclear@0 27
nuclear@0 28 bool game_init()
nuclear@0 29 {
nuclear@0 30 if(init_opengl() == -1) {
nuclear@0 31 return false;
nuclear@0 32 }
nuclear@0 33
nuclear@0 34 glEnable(GL_DEPTH_TEST);
nuclear@0 35 glEnable(GL_CULL_FACE);
nuclear@0 36 glEnable(GL_NORMALIZE);
nuclear@0 37 glEnable(GL_LIGHTING);
nuclear@0 38 glEnable(GL_LIGHT0);
nuclear@0 39
nuclear@2 40 float amb[] = {0.1, 0.1, 0.1, 1.0};
nuclear@0 41 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
nuclear@0 42
nuclear@0 43 if(glcaps.sep_spec) {
nuclear@0 44 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
nuclear@0 45 }
nuclear@0 46 glEnable(GL_MULTISAMPLE);
nuclear@0 47
nuclear@0 48 if(!init_shadow(4096)) {
nuclear@0 49 fprintf(stderr, "failed to initialize shadowmaps\n");
nuclear@0 50 return false;
nuclear@0 51 }
nuclear@0 52 if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
nuclear@0 53 return false;
nuclear@0 54 }
nuclear@0 55 set_uniform_int(sdr_shadow, "tex", 0);
nuclear@0 56 set_uniform_int(sdr_shadow, "shadowmap", 1);
nuclear@0 57
nuclear@0 58 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
nuclear@0 59 return false;
nuclear@0 60 }
nuclear@0 61 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
nuclear@0 62
nuclear@2 63 if(!init_room()) {
nuclear@2 64 return false;
nuclear@2 65 }
nuclear@0 66
nuclear@0 67 assert(glGetError() == GL_NO_ERROR);
nuclear@0 68 return true;
nuclear@0 69 }
nuclear@0 70
nuclear@0 71 void game_cleanup()
nuclear@0 72 {
nuclear@2 73 cleanup_room();
nuclear@0 74 }
nuclear@0 75
nuclear@0 76 void game_update(unsigned long time_msec)
nuclear@0 77 {
nuclear@0 78 cur_time = time_msec;
nuclear@0 79 }
nuclear@0 80
nuclear@0 81 void game_display()
nuclear@0 82 {
nuclear@0 83 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 84
nuclear@0 85 glMatrixMode(GL_MODELVIEW);
nuclear@0 86 glLoadIdentity();
nuclear@0 87 glTranslatef(0, 0.1, -cam_dist);
nuclear@0 88 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 89 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 90
nuclear@2 91 float lpos[] = {-0, 0, 0, 1};
nuclear@0 92 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 93
nuclear@2 94 opt.shadows = false;
nuclear@0 95 if(opt.shadows && sdr_shadow) {
nuclear@0 96 begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 5);
nuclear@0 97 draw_scene();
nuclear@0 98 end_shadow_pass();
nuclear@0 99
nuclear@0 100 glActiveTexture(GL_TEXTURE1);
nuclear@0 101 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
nuclear@0 102
nuclear@0 103 glMatrixMode(GL_TEXTURE);
nuclear@0 104 Matrix4x4 shadow_matrix = get_shadow_matrix();
nuclear@0 105 glLoadTransposeMatrixf(shadow_matrix[0]);
nuclear@0 106
nuclear@0 107 glActiveTexture(GL_TEXTURE0);
nuclear@0 108 glMatrixMode(GL_MODELVIEW);
nuclear@0 109
nuclear@2 110 override_shader(sdr_shadow_notex);
nuclear@0 111
nuclear@0 112 draw_scene();
nuclear@0 113
nuclear@0 114 glActiveTexture(GL_TEXTURE1);
nuclear@0 115 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@0 116 glActiveTexture(GL_TEXTURE0);
nuclear@0 117 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@0 118 } else {
nuclear@2 119 override_shader(sdr_shadow_notex);
nuclear@0 120 draw_scene();
nuclear@0 121 }
nuclear@0 122 }
nuclear@0 123
nuclear@0 124 static void glmaterial(float r, float g, float b, float spec, float shin)
nuclear@0 125 {
nuclear@0 126 float color[] = {r, g, b, 1};
nuclear@0 127 float scolor[] = {spec, spec, spec, 1};
nuclear@0 128 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
nuclear@0 129 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scolor);
nuclear@0 130 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@0 131 }
nuclear@0 132
nuclear@0 133 static void draw_scene()
nuclear@0 134 {
nuclear@2 135 draw_room();
nuclear@2 136
nuclear@0 137 glPushMatrix();
nuclear@2 138 glTranslatef(0, 0.75, 0);
nuclear@0 139
nuclear@0 140 glmaterial(0.2, 0.3, 1.0, 0.8, 60.0);
nuclear@0 141 draw_teapot();
nuclear@2 142
nuclear@2 143 glPopMatrix();
nuclear@0 144 }
nuclear@0 145
nuclear@0 146
nuclear@0 147 void game_reshape(int x, int y)
nuclear@0 148 {
nuclear@0 149 glMatrixMode(GL_PROJECTION);
nuclear@0 150 glLoadIdentity();
nuclear@0 151 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
nuclear@0 152
nuclear@0 153 glViewport(0, 0, x, y);
nuclear@0 154 }
nuclear@0 155
nuclear@0 156 void game_keyboard(int bn, bool press)
nuclear@0 157 {
nuclear@0 158 if(press) {
nuclear@0 159 switch(bn) {
nuclear@0 160 case 27:
nuclear@0 161 quit();
nuclear@0 162
nuclear@0 163 case 'w':
nuclear@0 164 dbg_wireframe = !dbg_wireframe;
nuclear@0 165 redisplay();
nuclear@0 166 break;
nuclear@0 167
nuclear@0 168 case 's':
nuclear@0 169 opt.shadows = !opt.shadows;
nuclear@0 170 redisplay();
nuclear@0 171 break;
nuclear@0 172 }
nuclear@0 173 }
nuclear@0 174 }
nuclear@0 175
nuclear@0 176 void game_modifier_key(int key, bool press)
nuclear@0 177 {
nuclear@0 178 if(press) {
nuclear@0 179 modkeys |= (1 << key);
nuclear@0 180 } else {
nuclear@0 181 modkeys &= ~(1 << key);
nuclear@0 182 }
nuclear@0 183 }
nuclear@0 184
nuclear@0 185 void game_mbutton(int bn, bool press, int x, int y)
nuclear@0 186 {
nuclear@0 187 bnstate[bn] = press;
nuclear@0 188 prev_x = x;
nuclear@0 189 prev_y = y;
nuclear@0 190
nuclear@0 191 if(modkeys) {
nuclear@0 192 return;
nuclear@0 193 }
nuclear@0 194
nuclear@0 195 if(bn == 0) {
nuclear@0 196 }
nuclear@0 197 }
nuclear@0 198
nuclear@0 199 void game_mmotion(int x, int y)
nuclear@0 200 {
nuclear@0 201 int dx = x - prev_x;
nuclear@0 202 int dy = y - prev_y;
nuclear@0 203 prev_x = x;
nuclear@0 204 prev_y = y;
nuclear@0 205
nuclear@0 206 if(modkeys) {
nuclear@0 207 if(bnstate[0]) {
nuclear@0 208 cam_theta += dx * 0.5;
nuclear@0 209 cam_phi += dy * 0.5;
nuclear@0 210
nuclear@0 211 if(cam_phi < -90) cam_phi = -90;
nuclear@0 212 if(cam_phi > 90) cam_phi = 90;
nuclear@0 213 }
nuclear@0 214 if(bnstate[2]) {
nuclear@0 215 cam_dist += dy * 0.1;
nuclear@0 216 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@0 217 }
nuclear@0 218 }
nuclear@0 219 }