ld33_umonster

diff src/game.cc @ 0:4a6683050e29

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 22 Aug 2015 07:15:00 +0300
parents
children 35349df5392d
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/game.cc	Sat Aug 22 07:15:00 2015 +0300
     1.3 @@ -0,0 +1,219 @@
     1.4 +#include <stdio.h>
     1.5 +#include <assert.h>
     1.6 +#include "opengl.h"
     1.7 +#include "game.h"
     1.8 +#include "sdr.h"
     1.9 +#include "shader.h"
    1.10 +#include "shadow.h"
    1.11 +#include "opt.h"
    1.12 +
    1.13 +static void draw_scene();
    1.14 +
    1.15 +int win_width, win_height;
    1.16 +unsigned long cur_time;
    1.17 +bool dbg_wireframe;
    1.18 +int dbg_int;
    1.19 +
    1.20 +unsigned int sdr_shadow, sdr_shadow_notex;
    1.21 +
    1.22 +static float cam_theta, cam_phi = 25, cam_dist = 8;
    1.23 +static bool bnstate[8];
    1.24 +static int prev_x, prev_y;
    1.25 +
    1.26 +static unsigned int modkeys;
    1.27 +
    1.28 +
    1.29 +bool game_init()
    1.30 +{
    1.31 +	if(init_opengl() == -1) {
    1.32 +		return false;
    1.33 +	}
    1.34 +
    1.35 +	glEnable(GL_DEPTH_TEST);
    1.36 +	glEnable(GL_CULL_FACE);
    1.37 +	glEnable(GL_NORMALIZE);
    1.38 +	glEnable(GL_LIGHTING);
    1.39 +	glEnable(GL_LIGHT0);
    1.40 +
    1.41 +	float amb[] = {0.3, 0.3, 0.3, 1.0};
    1.42 +	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
    1.43 +
    1.44 +	if(glcaps.sep_spec) {
    1.45 +		glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
    1.46 +	}
    1.47 +	glEnable(GL_MULTISAMPLE);
    1.48 +
    1.49 +	if(!init_shadow(4096)) {
    1.50 +		fprintf(stderr, "failed to initialize shadowmaps\n");
    1.51 +		return false;
    1.52 +	}
    1.53 +	if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
    1.54 +		return false;
    1.55 +	}
    1.56 +	set_uniform_int(sdr_shadow, "tex", 0);
    1.57 +	set_uniform_int(sdr_shadow, "shadowmap", 1);
    1.58 +
    1.59 +	if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
    1.60 +		return false;
    1.61 +	}
    1.62 +	set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
    1.63 +
    1.64 +
    1.65 +	assert(glGetError() == GL_NO_ERROR);
    1.66 +	return true;
    1.67 +}
    1.68 +
    1.69 +void game_cleanup()
    1.70 +{
    1.71 +}
    1.72 +
    1.73 +void game_update(unsigned long time_msec)
    1.74 +{
    1.75 +	cur_time = time_msec;
    1.76 +}
    1.77 +
    1.78 +void game_display()
    1.79 +{
    1.80 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    1.81 +
    1.82 +	glMatrixMode(GL_MODELVIEW);
    1.83 +	glLoadIdentity();
    1.84 +	glTranslatef(0, 0.1, -cam_dist);
    1.85 +	glRotatef(cam_phi, 1, 0, 0);
    1.86 +	glRotatef(cam_theta, 0, 1, 0);
    1.87 +
    1.88 +	float lpos[] = {-10, 20, 10, 1};
    1.89 +	glLightfv(GL_LIGHT0, GL_POSITION, lpos);
    1.90 +
    1.91 +	if(opt.shadows && sdr_shadow) {
    1.92 +		begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 5);
    1.93 +		draw_scene();
    1.94 +		end_shadow_pass();
    1.95 +
    1.96 +		glActiveTexture(GL_TEXTURE1);
    1.97 +		glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
    1.98 +
    1.99 +		glMatrixMode(GL_TEXTURE);
   1.100 +		Matrix4x4 shadow_matrix = get_shadow_matrix();
   1.101 +		glLoadTransposeMatrixf(shadow_matrix[0]);
   1.102 +
   1.103 +		glActiveTexture(GL_TEXTURE0);
   1.104 +		glMatrixMode(GL_MODELVIEW);
   1.105 +
   1.106 +		set_shader(sdr_shadow_notex);
   1.107 +
   1.108 +		draw_scene();
   1.109 +
   1.110 +		glActiveTexture(GL_TEXTURE1);
   1.111 +		glBindTexture(GL_TEXTURE_2D, 0);
   1.112 +		glActiveTexture(GL_TEXTURE0);
   1.113 +		glBindTexture(GL_TEXTURE_2D, 0);
   1.114 +	} else {
   1.115 +		draw_scene();
   1.116 +	}
   1.117 +}
   1.118 +
   1.119 +static void glmaterial(float r, float g, float b, float spec, float shin)
   1.120 +{
   1.121 +	float color[] = {r, g, b, 1};
   1.122 +	float scolor[] = {spec, spec, spec, 1};
   1.123 +	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
   1.124 +	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scolor);
   1.125 +	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
   1.126 +}
   1.127 +
   1.128 +static void draw_scene()
   1.129 +{
   1.130 +	glPushMatrix();
   1.131 +	glTranslatef(0, -1, 0);
   1.132 +
   1.133 +	glmaterial(0.5, 0.5, 0.5, 0.8, 40.0);
   1.134 +
   1.135 +	glBegin(GL_QUADS);
   1.136 +	glNormal3f(0, 1, 0);
   1.137 +	glVertex3f(-10, 0, 10);
   1.138 +	glVertex3f(10, 0, 10);
   1.139 +	glVertex3f(10, 0, -10);
   1.140 +	glVertex3f(-10, 0, -10);
   1.141 +	glEnd();
   1.142 +
   1.143 +	glPopMatrix();
   1.144 +
   1.145 +	glmaterial(0.2, 0.3, 1.0, 0.8, 60.0);
   1.146 +	draw_teapot();
   1.147 +}
   1.148 +
   1.149 +
   1.150 +void game_reshape(int x, int y)
   1.151 +{
   1.152 +	glMatrixMode(GL_PROJECTION);
   1.153 +	glLoadIdentity();
   1.154 +	gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
   1.155 +
   1.156 +	glViewport(0, 0, x, y);
   1.157 +}
   1.158 +
   1.159 +void game_keyboard(int bn, bool press)
   1.160 +{
   1.161 +	if(press) {
   1.162 +		switch(bn) {
   1.163 +		case 27:
   1.164 +			quit();
   1.165 +
   1.166 +		case 'w':
   1.167 +			dbg_wireframe = !dbg_wireframe;
   1.168 +			redisplay();
   1.169 +			break;
   1.170 +
   1.171 +		case 's':
   1.172 +			opt.shadows = !opt.shadows;
   1.173 +			redisplay();
   1.174 +			break;
   1.175 +		}
   1.176 +	}
   1.177 +}
   1.178 +
   1.179 +void game_modifier_key(int key, bool press)
   1.180 +{
   1.181 +	if(press) {
   1.182 +		modkeys |= (1 << key);
   1.183 +	} else {
   1.184 +		modkeys &= ~(1 << key);
   1.185 +	}
   1.186 +}
   1.187 +
   1.188 +void game_mbutton(int bn, bool press, int x, int y)
   1.189 +{
   1.190 +	bnstate[bn] = press;
   1.191 +	prev_x = x;
   1.192 +	prev_y = y;
   1.193 +
   1.194 +	if(modkeys) {
   1.195 +		return;
   1.196 +	}
   1.197 +
   1.198 +	if(bn == 0) {
   1.199 +	}
   1.200 +}
   1.201 +
   1.202 +void game_mmotion(int x, int y)
   1.203 +{
   1.204 +	int dx = x - prev_x;
   1.205 +	int dy = y - prev_y;
   1.206 +	prev_x = x;
   1.207 +	prev_y = y;
   1.208 +
   1.209 +	if(modkeys) {
   1.210 +		if(bnstate[0]) {
   1.211 +			cam_theta += dx * 0.5;
   1.212 +			cam_phi += dy * 0.5;
   1.213 +
   1.214 +			if(cam_phi < -90) cam_phi = -90;
   1.215 +			if(cam_phi > 90) cam_phi = 90;
   1.216 +		}
   1.217 +		if(bnstate[2]) {
   1.218 +			cam_dist += dy * 0.1;
   1.219 +			if(cam_dist < 0.0) cam_dist = 0.0;
   1.220 +		}
   1.221 +	}
   1.222 +}