ld33_umonster

annotate src/game.cc @ 7:92d662deb66e

capsule distance seems broken
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 25 Aug 2015 00:38:00 +0300
parents 3b4460b34d43
children
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@3 9 #include "mesh.h"
nuclear@0 10
nuclear@2 11 #include "room.h"
nuclear@6 12 #include "dragon.h"
nuclear@2 13
nuclear@0 14 static void draw_scene();
nuclear@0 15
nuclear@0 16 int win_width, win_height;
nuclear@0 17 unsigned long cur_time;
nuclear@0 18 bool dbg_wireframe;
nuclear@0 19 int dbg_int;
nuclear@0 20
nuclear@0 21 unsigned int sdr_shadow, sdr_shadow_notex;
nuclear@0 22
nuclear@6 23 static float cam_theta, cam_phi = 23, cam_dist = 26;
nuclear@6 24 static float cam_x, cam_y, cam_z = 9;
nuclear@0 25 static bool bnstate[8];
nuclear@0 26 static int prev_x, prev_y;
nuclear@6 27 static bool gamectl = false;
nuclear@0 28
nuclear@0 29 static unsigned int modkeys;
nuclear@0 30
nuclear@0 31
nuclear@7 32 static Dragon *dragon;
nuclear@6 33
nuclear@6 34
nuclear@0 35 bool game_init()
nuclear@0 36 {
nuclear@0 37 if(init_opengl() == -1) {
nuclear@0 38 return false;
nuclear@0 39 }
nuclear@0 40
nuclear@0 41 glEnable(GL_DEPTH_TEST);
nuclear@0 42 glEnable(GL_CULL_FACE);
nuclear@0 43 glEnable(GL_NORMALIZE);
nuclear@0 44 glEnable(GL_LIGHTING);
nuclear@0 45 glEnable(GL_LIGHT0);
nuclear@0 46
nuclear@2 47 float amb[] = {0.1, 0.1, 0.1, 1.0};
nuclear@0 48 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
nuclear@0 49
nuclear@0 50 if(glcaps.sep_spec) {
nuclear@0 51 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
nuclear@0 52 }
nuclear@0 53 glEnable(GL_MULTISAMPLE);
nuclear@0 54
nuclear@0 55 if(!init_shadow(4096)) {
nuclear@0 56 fprintf(stderr, "failed to initialize shadowmaps\n");
nuclear@0 57 return false;
nuclear@0 58 }
nuclear@0 59 if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
nuclear@0 60 return false;
nuclear@0 61 }
nuclear@0 62 set_uniform_int(sdr_shadow, "tex", 0);
nuclear@0 63 set_uniform_int(sdr_shadow, "shadowmap", 1);
nuclear@0 64
nuclear@0 65 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
nuclear@0 66 return false;
nuclear@0 67 }
nuclear@0 68 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
nuclear@0 69
nuclear@2 70 if(!init_room()) {
nuclear@2 71 return false;
nuclear@2 72 }
nuclear@0 73
nuclear@7 74 dragon = new Dragon;
nuclear@7 75 dragon->set_position(Vector3(0, 5, 20));
nuclear@7 76 dragon->set_direction(Vector3(0, 0, -1));
nuclear@7 77 dragon->set_target(Vector3(0, 3, 0));
nuclear@7 78 dragon->move_head(Vector3(0, 6, 10));
nuclear@7 79 dragon->set_head_limits(-ROOM_WIDTH * 0.2, ROOM_WIDTH * 0.2, 1, ROOM_HEIGHT - 3);
nuclear@6 80
nuclear@3 81 Mesh::use_custom_sdr_attr = false;
nuclear@3 82
nuclear@0 83 assert(glGetError() == GL_NO_ERROR);
nuclear@0 84 return true;
nuclear@0 85 }
nuclear@0 86
nuclear@0 87 void game_cleanup()
nuclear@0 88 {
nuclear@7 89 delete dragon;
nuclear@2 90 cleanup_room();
nuclear@0 91 }
nuclear@0 92
nuclear@0 93 void game_update(unsigned long time_msec)
nuclear@0 94 {
nuclear@0 95 cur_time = time_msec;
nuclear@6 96
nuclear@7 97 dragon->update();
nuclear@0 98 }
nuclear@0 99
nuclear@0 100 void game_display()
nuclear@0 101 {
nuclear@0 102 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 103
nuclear@0 104 glMatrixMode(GL_MODELVIEW);
nuclear@0 105 glLoadIdentity();
nuclear@0 106 glTranslatef(0, 0.1, -cam_dist);
nuclear@0 107 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 108 glRotatef(cam_theta, 0, 1, 0);
nuclear@6 109 glTranslatef(-cam_x, -cam_y, -cam_z);
nuclear@0 110
nuclear@6 111 float lpos[] = {0, 10, 24, 1};
nuclear@0 112 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 113
nuclear@0 114 if(opt.shadows && sdr_shadow) {
nuclear@6 115 begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 45);
nuclear@0 116 draw_scene();
nuclear@0 117 end_shadow_pass();
nuclear@0 118
nuclear@0 119 glActiveTexture(GL_TEXTURE1);
nuclear@0 120 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
nuclear@0 121
nuclear@0 122 glMatrixMode(GL_TEXTURE);
nuclear@0 123 Matrix4x4 shadow_matrix = get_shadow_matrix();
nuclear@0 124 glLoadTransposeMatrixf(shadow_matrix[0]);
nuclear@0 125
nuclear@0 126 glActiveTexture(GL_TEXTURE0);
nuclear@0 127 glMatrixMode(GL_MODELVIEW);
nuclear@0 128
nuclear@2 129 override_shader(sdr_shadow_notex);
nuclear@0 130
nuclear@0 131 draw_scene();
nuclear@0 132
nuclear@0 133 glActiveTexture(GL_TEXTURE1);
nuclear@0 134 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@0 135 glActiveTexture(GL_TEXTURE0);
nuclear@0 136 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@0 137 } else {
nuclear@0 138 draw_scene();
nuclear@0 139 }
nuclear@0 140 }
nuclear@0 141
nuclear@0 142 static void glmaterial(float r, float g, float b, float spec, float shin)
nuclear@0 143 {
nuclear@0 144 float color[] = {r, g, b, 1};
nuclear@0 145 float scolor[] = {spec, spec, spec, 1};
nuclear@0 146 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
nuclear@0 147 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scolor);
nuclear@0 148 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@0 149 }
nuclear@0 150
nuclear@0 151 static void draw_scene()
nuclear@0 152 {
nuclear@2 153 draw_room();
nuclear@2 154
nuclear@0 155 glPushMatrix();
nuclear@2 156 glTranslatef(0, 0.75, 0);
nuclear@0 157
nuclear@3 158 glmaterial(1.0, 0.4, 0.3, 0.8, 60.0);
nuclear@0 159 draw_teapot();
nuclear@2 160
nuclear@2 161 glPopMatrix();
nuclear@6 162
nuclear@7 163 dragon->draw();
nuclear@0 164 }
nuclear@0 165
nuclear@0 166
nuclear@0 167 void game_reshape(int x, int y)
nuclear@0 168 {
nuclear@0 169 glMatrixMode(GL_PROJECTION);
nuclear@0 170 glLoadIdentity();
nuclear@0 171 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
nuclear@0 172
nuclear@0 173 glViewport(0, 0, x, y);
nuclear@0 174 }
nuclear@0 175
nuclear@0 176 void game_keyboard(int bn, bool press)
nuclear@0 177 {
nuclear@0 178 if(press) {
nuclear@0 179 switch(bn) {
nuclear@0 180 case 27:
nuclear@0 181 quit();
nuclear@0 182
nuclear@6 183 case ' ':
nuclear@6 184 gamectl = !gamectl;
nuclear@6 185 break;
nuclear@6 186
nuclear@0 187 case 'w':
nuclear@0 188 dbg_wireframe = !dbg_wireframe;
nuclear@0 189 redisplay();
nuclear@0 190 break;
nuclear@0 191
nuclear@0 192 case 's':
nuclear@0 193 opt.shadows = !opt.shadows;
nuclear@0 194 redisplay();
nuclear@0 195 break;
nuclear@6 196
nuclear@6 197 case 'p':
nuclear@6 198 printf("camera pos(%g %g %g) rot(%g %g) d(%g)\n",
nuclear@6 199 cam_x, cam_y, cam_z, cam_theta, cam_phi, cam_dist);
nuclear@6 200 break;
nuclear@0 201 }
nuclear@0 202 }
nuclear@0 203 }
nuclear@0 204
nuclear@0 205 void game_modifier_key(int key, bool press)
nuclear@0 206 {
nuclear@0 207 if(press) {
nuclear@0 208 modkeys |= (1 << key);
nuclear@0 209 } else {
nuclear@0 210 modkeys &= ~(1 << key);
nuclear@0 211 }
nuclear@0 212 }
nuclear@0 213
nuclear@0 214 void game_mbutton(int bn, bool press, int x, int y)
nuclear@0 215 {
nuclear@0 216 bnstate[bn] = press;
nuclear@0 217 prev_x = x;
nuclear@0 218 prev_y = y;
nuclear@0 219
nuclear@0 220 if(modkeys) {
nuclear@0 221 return;
nuclear@0 222 }
nuclear@0 223
nuclear@0 224 if(bn == 0) {
nuclear@0 225 }
nuclear@0 226 }
nuclear@0 227
nuclear@0 228 void game_mmotion(int x, int y)
nuclear@0 229 {
nuclear@0 230 int dx = x - prev_x;
nuclear@0 231 int dy = y - prev_y;
nuclear@0 232 prev_x = x;
nuclear@0 233 prev_y = y;
nuclear@0 234
nuclear@6 235 if(gamectl) {
nuclear@7 236 dragon->move_head(dx * 0.1, -dy * 0.1);
nuclear@6 237 }
nuclear@6 238
nuclear@0 239 if(modkeys) {
nuclear@0 240 if(bnstate[0]) {
nuclear@0 241 cam_theta += dx * 0.5;
nuclear@0 242 cam_phi += dy * 0.5;
nuclear@0 243
nuclear@0 244 if(cam_phi < -90) cam_phi = -90;
nuclear@0 245 if(cam_phi > 90) cam_phi = 90;
nuclear@0 246 }
nuclear@6 247 if(bnstate[1]) {
nuclear@6 248 float theta = DEG_TO_RAD(cam_theta);
nuclear@6 249
nuclear@6 250 float dxp = dx * 0.1;
nuclear@6 251 float dyp = dy * 0.1;
nuclear@6 252
nuclear@6 253 cam_x += cos(theta) * dxp - sin(theta) * dyp;
nuclear@6 254 if(modkeys & (1 << MOD_SHIFT)) {
nuclear@6 255 cam_y -= sin(theta) * dxp + cos(theta) * dyp;
nuclear@6 256 } else {
nuclear@6 257 cam_z += sin(theta) * dxp + cos(theta) * dyp;
nuclear@6 258 }
nuclear@6 259 }
nuclear@0 260 if(bnstate[2]) {
nuclear@0 261 cam_dist += dy * 0.1;
nuclear@0 262 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@0 263 }
nuclear@0 264 }
nuclear@0 265 }