tavli

annotate src/game.cc @ 20:111c1a9bca29

moved the camera slightly higher
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 29 Jun 2015 21:55:36 +0300
parents 37dead56f01e
children c3fbf9616dbd
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@18 2 #include <assert.h>
nuclear@16 3 #include "opengl.h"
nuclear@0 4 #include "game.h"
nuclear@1 5 #include "board.h"
nuclear@14 6 #include "scenery.h"
nuclear@15 7 #include "sdr.h"
nuclear@18 8 #include "shadow.h"
nuclear@18 9 #include "opt.h"
nuclear@0 10
nuclear@18 11 static void draw_scene();
nuclear@0 12 static void draw_backdrop();
nuclear@0 13
nuclear@0 14 int win_width, win_height;
nuclear@17 15 unsigned long cur_time;
nuclear@15 16 unsigned int sdr_phong, sdr_phong_notex;
nuclear@18 17 unsigned int sdr_shadow, sdr_shadow_notex;
nuclear@19 18 unsigned int sdr_unlit;
nuclear@14 19 bool wireframe;
nuclear@0 20
nuclear@1 21 static Board board;
nuclear@1 22
nuclear@8 23 static float cam_theta, cam_phi = 45, cam_dist = 3;
nuclear@0 24 static bool bnstate[8];
nuclear@0 25 static int prev_x, prev_y;
nuclear@0 26
nuclear@19 27 static bool dbg_busyloop, dbg_show_shadowmap;
nuclear@0 28
nuclear@0 29 bool game_init()
nuclear@0 30 {
nuclear@16 31 if(init_opengl() == -1) {
nuclear@16 32 return false;
nuclear@16 33 }
nuclear@16 34
nuclear@0 35 glEnable(GL_DEPTH_TEST);
nuclear@0 36 glEnable(GL_CULL_FACE);
nuclear@11 37 glEnable(GL_NORMALIZE);
nuclear@0 38 glEnable(GL_LIGHTING);
nuclear@0 39 glEnable(GL_LIGHT0);
nuclear@0 40
nuclear@19 41 float amb[] = {0.3, 0.3, 0.3, 1.0};
nuclear@19 42 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
nuclear@19 43
nuclear@16 44 if(glcaps.sep_spec) {
nuclear@16 45 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
nuclear@16 46 }
nuclear@16 47
nuclear@16 48 if(glcaps.fsaa) {
nuclear@5 49 glEnable(GL_MULTISAMPLE);
nuclear@5 50 }
nuclear@5 51
nuclear@16 52 if(glcaps.shaders) {
nuclear@16 53 Mesh::use_custom_sdr_attr = false;
nuclear@16 54 if(!(sdr_phong = create_program_load("sdr/phong.v.glsl", "sdr/phong.p.glsl"))) {
nuclear@16 55 return false;
nuclear@16 56 }
nuclear@16 57 if(!(sdr_phong_notex = create_program_load("sdr/phong.v.glsl", "sdr/phong-notex.p.glsl"))) {
nuclear@16 58 return false;
nuclear@16 59 }
nuclear@18 60
nuclear@18 61 if(glcaps.fbo) {
nuclear@19 62 init_shadow(2048);
nuclear@18 63
nuclear@18 64 if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
nuclear@18 65 return false;
nuclear@18 66 }
nuclear@18 67 set_uniform_int(sdr_shadow, "tex", 0);
nuclear@18 68 set_uniform_int(sdr_shadow, "shadowmap", 1);
nuclear@18 69
nuclear@18 70 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
nuclear@18 71 return false;
nuclear@18 72 }
nuclear@19 73 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
nuclear@18 74 }
nuclear@15 75 }
nuclear@15 76
nuclear@1 77 if(!board.init()) {
nuclear@1 78 return false;
nuclear@1 79 }
nuclear@17 80 board.setup();
nuclear@1 81
nuclear@14 82 if(!init_scenery()) {
nuclear@14 83 return false;
nuclear@14 84 }
nuclear@14 85
nuclear@18 86 assert(glGetError() == GL_NO_ERROR);
nuclear@0 87 return true;
nuclear@0 88 }
nuclear@0 89
nuclear@0 90 void game_cleanup()
nuclear@0 91 {
nuclear@1 92 board.destroy();
nuclear@14 93 destroy_scenery();
nuclear@18 94 destroy_shadow();
nuclear@0 95 }
nuclear@0 96
nuclear@0 97 void game_update(unsigned long time_msec)
nuclear@0 98 {
nuclear@17 99 cur_time = time_msec;
nuclear@0 100 }
nuclear@0 101
nuclear@0 102 void game_display()
nuclear@0 103 {
nuclear@0 104 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 105
nuclear@0 106 glMatrixMode(GL_MODELVIEW);
nuclear@0 107 glLoadIdentity();
nuclear@20 108 glTranslatef(0, 0.1, -cam_dist);
nuclear@0 109 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 110 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 111
nuclear@19 112 float lpos[] = {-10, 20, 10, 1};
nuclear@19 113 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@6 114
nuclear@18 115 if(opt.shadows && sdr_shadow) {
nuclear@19 116 begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 4.5);
nuclear@18 117 draw_scene();
nuclear@18 118 end_shadow_pass();
nuclear@18 119
nuclear@18 120 glActiveTexture(GL_TEXTURE1);
nuclear@18 121 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
nuclear@18 122
nuclear@18 123 glMatrixMode(GL_TEXTURE);
nuclear@18 124 Matrix4x4 shadow_matrix = get_shadow_matrix();
nuclear@19 125 glLoadTransposeMatrixf(shadow_matrix[0]);
nuclear@18 126
nuclear@18 127 glActiveTexture(GL_TEXTURE0);
nuclear@18 128 glMatrixMode(GL_MODELVIEW);
nuclear@18 129
nuclear@18 130 draw_scene();
nuclear@18 131
nuclear@18 132 glActiveTexture(GL_TEXTURE1);
nuclear@18 133 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@18 134 glActiveTexture(GL_TEXTURE0);
nuclear@19 135 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@18 136 } else {
nuclear@18 137 draw_scene();
nuclear@18 138 }
nuclear@15 139
nuclear@19 140 if(dbg_show_shadowmap) {
nuclear@19 141 glMatrixMode(GL_PROJECTION);
nuclear@19 142 glPushMatrix();
nuclear@19 143 glLoadIdentity();
nuclear@19 144 glMatrixMode(GL_MODELVIEW);
nuclear@19 145 glPushMatrix();
nuclear@19 146 glLoadIdentity();
nuclear@19 147 glMatrixMode(GL_TEXTURE);
nuclear@19 148 glLoadIdentity();
nuclear@19 149
nuclear@19 150 glPushAttrib(GL_ENABLE_BIT);
nuclear@19 151 glUseProgram(0);
nuclear@19 152 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
nuclear@19 153 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
nuclear@19 154 glEnable(GL_TEXTURE_2D);
nuclear@19 155 glDisable(GL_DEPTH_TEST);
nuclear@19 156 glDisable(GL_LIGHTING);
nuclear@19 157 glDisable(GL_BLEND);
nuclear@19 158
nuclear@19 159 glBegin(GL_QUADS);
nuclear@19 160 glColor4f(1, 1, 1, 1);
nuclear@19 161 glTexCoord2f(0, 0); glVertex2f(-1, -1);
nuclear@19 162 glTexCoord2f(1, 0); glVertex2f(1, -1);
nuclear@19 163 glTexCoord2f(1, 1); glVertex2f(1, 1);
nuclear@19 164 glTexCoord2f(0, 1); glVertex2f(-1, 1);
nuclear@19 165 glEnd();
nuclear@19 166
nuclear@19 167 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
nuclear@19 168 glBindTexture(GL_TEXTURE_2D, 0);
nuclear@19 169
nuclear@19 170 glPopAttrib();
nuclear@19 171
nuclear@19 172 glMatrixMode(GL_PROJECTION);
nuclear@19 173 glPopMatrix();
nuclear@19 174 glMatrixMode(GL_MODELVIEW);
nuclear@19 175 glPopMatrix();
nuclear@19 176 }
nuclear@19 177
nuclear@15 178 if(dbg_busyloop) {
nuclear@15 179 redisplay();
nuclear@15 180 }
nuclear@0 181 }
nuclear@0 182
nuclear@18 183 static void draw_scene()
nuclear@18 184 {
nuclear@18 185 draw_backdrop();
nuclear@18 186 draw_scenery();
nuclear@18 187 board.draw();
nuclear@18 188 }
nuclear@18 189
nuclear@0 190 static void draw_backdrop()
nuclear@0 191 {
nuclear@0 192 glPushAttrib(GL_ENABLE_BIT);
nuclear@0 193 glDisable(GL_LIGHTING);
nuclear@0 194 glDisable(GL_DEPTH_TEST);
nuclear@0 195
nuclear@0 196 glMatrixMode(GL_PROJECTION);
nuclear@0 197 glPushMatrix();
nuclear@0 198 glLoadIdentity();
nuclear@0 199 glMatrixMode(GL_MODELVIEW);
nuclear@0 200 glPushMatrix();
nuclear@0 201 glLoadIdentity();
nuclear@0 202
nuclear@0 203 glBegin(GL_QUADS);
nuclear@0 204 glColor3f(0.9, 0.8, 0.6);
nuclear@0 205 glVertex2f(-1, -1);
nuclear@0 206 glVertex2f(1, -1);
nuclear@0 207 glColor3f(0.4, 0.5, 0.8);
nuclear@0 208 glVertex2f(1, 1);
nuclear@0 209 glVertex2f(-1, 1);
nuclear@0 210 glEnd();
nuclear@0 211
nuclear@0 212 glMatrixMode(GL_PROJECTION);
nuclear@0 213 glPopMatrix();
nuclear@0 214 glMatrixMode(GL_MODELVIEW);
nuclear@0 215 glPopMatrix();
nuclear@0 216
nuclear@0 217 glPopAttrib();
nuclear@0 218 }
nuclear@0 219
nuclear@0 220 void game_reshape(int x, int y)
nuclear@0 221 {
nuclear@0 222 glMatrixMode(GL_PROJECTION);
nuclear@0 223 glLoadIdentity();
nuclear@5 224 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
nuclear@0 225
nuclear@0 226 glViewport(0, 0, x, y);
nuclear@0 227 }
nuclear@0 228
nuclear@0 229 void game_keyboard(int bn, bool press)
nuclear@0 230 {
nuclear@0 231 if(press) {
nuclear@0 232 switch(bn) {
nuclear@0 233 case 27:
nuclear@0 234 quit();
nuclear@14 235
nuclear@14 236 case 'w':
nuclear@14 237 wireframe = !wireframe;
nuclear@14 238 redisplay();
nuclear@14 239 break;
nuclear@15 240
nuclear@15 241 case 'd':
nuclear@15 242 dbg_busyloop = !dbg_busyloop;
nuclear@15 243 redisplay();
nuclear@15 244 break;
nuclear@18 245
nuclear@19 246 case 'D':
nuclear@19 247 dbg_show_shadowmap = !dbg_show_shadowmap;
nuclear@19 248 redisplay();
nuclear@19 249 break;
nuclear@19 250
nuclear@18 251 case 's':
nuclear@18 252 opt.shadows = !opt.shadows;
nuclear@18 253 redisplay();
nuclear@18 254 break;
nuclear@0 255 }
nuclear@0 256 }
nuclear@0 257 }
nuclear@0 258
nuclear@0 259 void game_mbutton(int bn, bool press, int x, int y)
nuclear@0 260 {
nuclear@0 261 bnstate[bn] = press;
nuclear@0 262 prev_x = x;
nuclear@0 263 prev_y = y;
nuclear@0 264 }
nuclear@0 265
nuclear@0 266 void game_mmotion(int x, int y)
nuclear@0 267 {
nuclear@0 268 int dx = x - prev_x;
nuclear@0 269 int dy = y - prev_y;
nuclear@0 270 prev_x = x;
nuclear@0 271 prev_y = y;
nuclear@0 272
nuclear@0 273 if(bnstate[0]) {
nuclear@0 274 cam_theta += dx * 0.5;
nuclear@0 275 cam_phi += dy * 0.5;
nuclear@0 276
nuclear@0 277 if(cam_phi < -90) cam_phi = -90;
nuclear@0 278 if(cam_phi > 90) cam_phi = 90;
nuclear@0 279
nuclear@0 280 redisplay();
nuclear@0 281 }
nuclear@0 282 if(bnstate[2]) {
nuclear@0 283 cam_dist += dy * 0.1;
nuclear@0 284 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@0 285
nuclear@0 286 redisplay();
nuclear@0 287 }
nuclear@0 288 }