ld33_umonster

annotate src/game.cc @ 3:93ff21458a16

fixed stuff
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 23 Aug 2015 02:51:39 +0300
parents 35349df5392d
children 3b4460b34d43
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@2 12
nuclear@0 13 static void draw_scene();
nuclear@0 14
nuclear@0 15 int win_width, win_height;
nuclear@0 16 unsigned long cur_time;
nuclear@0 17 bool dbg_wireframe;
nuclear@0 18 int dbg_int;
nuclear@0 19
nuclear@0 20 unsigned int sdr_shadow, sdr_shadow_notex;
nuclear@0 21
nuclear@0 22 static float cam_theta, cam_phi = 25, cam_dist = 8;
nuclear@0 23 static bool bnstate[8];
nuclear@0 24 static int prev_x, prev_y;
nuclear@0 25
nuclear@0 26 static unsigned int modkeys;
nuclear@0 27
nuclear@0 28
nuclear@0 29 bool game_init()
nuclear@0 30 {
nuclear@0 31 if(init_opengl() == -1) {
nuclear@0 32 return false;
nuclear@0 33 }
nuclear@0 34
nuclear@0 35 glEnable(GL_DEPTH_TEST);
nuclear@0 36 glEnable(GL_CULL_FACE);
nuclear@0 37 glEnable(GL_NORMALIZE);
nuclear@0 38 glEnable(GL_LIGHTING);
nuclear@0 39 glEnable(GL_LIGHT0);
nuclear@0 40
nuclear@2 41 float amb[] = {0.1, 0.1, 0.1, 1.0};
nuclear@0 42 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
nuclear@0 43
nuclear@0 44 if(glcaps.sep_spec) {
nuclear@0 45 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
nuclear@0 46 }
nuclear@0 47 glEnable(GL_MULTISAMPLE);
nuclear@0 48
nuclear@0 49 if(!init_shadow(4096)) {
nuclear@0 50 fprintf(stderr, "failed to initialize shadowmaps\n");
nuclear@0 51 return false;
nuclear@0 52 }
nuclear@0 53 if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
nuclear@0 54 return false;
nuclear@0 55 }
nuclear@0 56 set_uniform_int(sdr_shadow, "tex", 0);
nuclear@0 57 set_uniform_int(sdr_shadow, "shadowmap", 1);
nuclear@0 58
nuclear@0 59 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
nuclear@0 60 return false;
nuclear@0 61 }
nuclear@0 62 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
nuclear@0 63
nuclear@2 64 if(!init_room()) {
nuclear@2 65 return false;
nuclear@2 66 }
nuclear@0 67
nuclear@3 68 Mesh::use_custom_sdr_attr = false;
nuclear@3 69
nuclear@0 70 assert(glGetError() == GL_NO_ERROR);
nuclear@0 71 return true;
nuclear@0 72 }
nuclear@0 73
nuclear@0 74 void game_cleanup()
nuclear@0 75 {
nuclear@2 76 cleanup_room();
nuclear@0 77 }
nuclear@0 78
nuclear@0 79 void game_update(unsigned long time_msec)
nuclear@0 80 {
nuclear@0 81 cur_time = time_msec;
nuclear@0 82 }
nuclear@0 83
nuclear@0 84 void game_display()
nuclear@0 85 {
nuclear@0 86 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 87
nuclear@0 88 glMatrixMode(GL_MODELVIEW);
nuclear@0 89 glLoadIdentity();
nuclear@0 90 glTranslatef(0, 0.1, -cam_dist);
nuclear@0 91 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 92 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 93
nuclear@3 94 float lpos[] = {-5, 15, 10, 1};
nuclear@0 95 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@0 96
nuclear@0 97 if(opt.shadows && sdr_shadow) {
nuclear@3 98 begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 10);
nuclear@0 99 draw_scene();
nuclear@0 100 end_shadow_pass();
nuclear@0 101
nuclear@0 102 glActiveTexture(GL_TEXTURE1);
nuclear@0 103 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
nuclear@0 104
nuclear@0 105 glMatrixMode(GL_TEXTURE);
nuclear@0 106 Matrix4x4 shadow_matrix = get_shadow_matrix();
nuclear@0 107 glLoadTransposeMatrixf(shadow_matrix[0]);
nuclear@0 108
nuclear@0 109 glActiveTexture(GL_TEXTURE0);
nuclear@0 110 glMatrixMode(GL_MODELVIEW);
nuclear@0 111
nuclear@2 112 override_shader(sdr_shadow_notex);
nuclear@0 113
nuclear@0 114 draw_scene();
nuclear@0 115
nuclear@0 116 glActiveTexture(GL_TEXTURE1);
nuclear@0 117 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@0 118 glActiveTexture(GL_TEXTURE0);
nuclear@0 119 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@0 120 } else {
nuclear@0 121 draw_scene();
nuclear@0 122 }
nuclear@0 123 }
nuclear@0 124
nuclear@0 125 static void glmaterial(float r, float g, float b, float spec, float shin)
nuclear@0 126 {
nuclear@0 127 float color[] = {r, g, b, 1};
nuclear@0 128 float scolor[] = {spec, spec, spec, 1};
nuclear@0 129 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
nuclear@0 130 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scolor);
nuclear@0 131 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@0 132 }
nuclear@0 133
nuclear@0 134 static void draw_scene()
nuclear@0 135 {
nuclear@2 136 draw_room();
nuclear@2 137
nuclear@0 138 glPushMatrix();
nuclear@2 139 glTranslatef(0, 0.75, 0);
nuclear@0 140
nuclear@3 141 glmaterial(1.0, 0.4, 0.3, 0.8, 60.0);
nuclear@0 142 draw_teapot();
nuclear@2 143
nuclear@2 144 glPopMatrix();
nuclear@0 145 }
nuclear@0 146
nuclear@0 147
nuclear@0 148 void game_reshape(int x, int y)
nuclear@0 149 {
nuclear@0 150 glMatrixMode(GL_PROJECTION);
nuclear@0 151 glLoadIdentity();
nuclear@0 152 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
nuclear@0 153
nuclear@0 154 glViewport(0, 0, x, y);
nuclear@0 155 }
nuclear@0 156
nuclear@0 157 void game_keyboard(int bn, bool press)
nuclear@0 158 {
nuclear@0 159 if(press) {
nuclear@0 160 switch(bn) {
nuclear@0 161 case 27:
nuclear@0 162 quit();
nuclear@0 163
nuclear@0 164 case 'w':
nuclear@0 165 dbg_wireframe = !dbg_wireframe;
nuclear@0 166 redisplay();
nuclear@0 167 break;
nuclear@0 168
nuclear@0 169 case 's':
nuclear@0 170 opt.shadows = !opt.shadows;
nuclear@0 171 redisplay();
nuclear@0 172 break;
nuclear@0 173 }
nuclear@0 174 }
nuclear@0 175 }
nuclear@0 176
nuclear@0 177 void game_modifier_key(int key, bool press)
nuclear@0 178 {
nuclear@0 179 if(press) {
nuclear@0 180 modkeys |= (1 << key);
nuclear@0 181 } else {
nuclear@0 182 modkeys &= ~(1 << key);
nuclear@0 183 }
nuclear@0 184 }
nuclear@0 185
nuclear@0 186 void game_mbutton(int bn, bool press, int x, int y)
nuclear@0 187 {
nuclear@0 188 bnstate[bn] = press;
nuclear@0 189 prev_x = x;
nuclear@0 190 prev_y = y;
nuclear@0 191
nuclear@0 192 if(modkeys) {
nuclear@0 193 return;
nuclear@0 194 }
nuclear@0 195
nuclear@0 196 if(bn == 0) {
nuclear@0 197 }
nuclear@0 198 }
nuclear@0 199
nuclear@0 200 void game_mmotion(int x, int y)
nuclear@0 201 {
nuclear@0 202 int dx = x - prev_x;
nuclear@0 203 int dy = y - prev_y;
nuclear@0 204 prev_x = x;
nuclear@0 205 prev_y = y;
nuclear@0 206
nuclear@0 207 if(modkeys) {
nuclear@0 208 if(bnstate[0]) {
nuclear@0 209 cam_theta += dx * 0.5;
nuclear@0 210 cam_phi += dy * 0.5;
nuclear@0 211
nuclear@0 212 if(cam_phi < -90) cam_phi = -90;
nuclear@0 213 if(cam_phi > 90) cam_phi = 90;
nuclear@0 214 }
nuclear@0 215 if(bnstate[2]) {
nuclear@0 216 cam_dist += dy * 0.1;
nuclear@0 217 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@0 218 }
nuclear@0 219 }
nuclear@0 220 }