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1 #include <stdio.h>
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2 #include "opengl.h"
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3 #include "game.h"
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4 #include "board.h"
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5 #include "scenery.h"
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6 #include "sdr.h"
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7
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8 static void draw_backdrop();
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9
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10 int win_width, win_height;
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11 unsigned long cur_time;
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12 unsigned int sdr_phong, sdr_phong_notex;
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13 bool wireframe;
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14
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15 static Board board;
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16
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17 static float cam_theta, cam_phi = 45, cam_dist = 3;
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18 static bool bnstate[8];
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19 static int prev_x, prev_y;
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20
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21 static bool dbg_busyloop;
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22
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23 bool game_init()
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24 {
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25 if(init_opengl() == -1) {
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26 return false;
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27 }
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28
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29 glEnable(GL_DEPTH_TEST);
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30 glEnable(GL_CULL_FACE);
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31 glEnable(GL_NORMALIZE);
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32 glEnable(GL_LIGHTING);
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33 glEnable(GL_LIGHT0);
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34
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35 if(glcaps.sep_spec) {
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36 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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37 }
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38
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39 if(glcaps.fsaa) {
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40 glEnable(GL_MULTISAMPLE);
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41 }
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42
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43 if(glcaps.shaders) {
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44 Mesh::use_custom_sdr_attr = false;
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45 if(!(sdr_phong = create_program_load("sdr/phong.v.glsl", "sdr/phong.p.glsl"))) {
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46 return false;
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47 }
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48 if(!(sdr_phong_notex = create_program_load("sdr/phong.v.glsl", "sdr/phong-notex.p.glsl"))) {
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49 return false;
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50 }
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51 }
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52
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53 if(!board.init()) {
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54 return false;
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55 }
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56 board.setup();
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57
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58 if(!init_scenery()) {
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59 return false;
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60 }
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61
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62 return true;
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63 }
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64
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65 void game_cleanup()
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66 {
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67 board.destroy();
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68 destroy_scenery();
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69 }
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70
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71 void game_update(unsigned long time_msec)
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72 {
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73 cur_time = time_msec;
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74 }
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75
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76 void game_display()
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77 {
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78 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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79
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80 glMatrixMode(GL_MODELVIEW);
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81 glLoadIdentity();
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82 glTranslatef(0, 0, -cam_dist);
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83 glRotatef(cam_phi, 1, 0, 0);
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84 glRotatef(cam_theta, 0, 1, 0);
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85
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86 float ldir[] = {-10, 20, 10, 1};
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87 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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88
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89 draw_backdrop();
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90 draw_scenery();
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91 board.draw();
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92
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93 if(dbg_busyloop) {
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94 redisplay();
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95 }
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96 }
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97
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98 static void draw_backdrop()
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99 {
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100 glPushAttrib(GL_ENABLE_BIT);
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101 glDisable(GL_LIGHTING);
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102 glDisable(GL_DEPTH_TEST);
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103
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104 glMatrixMode(GL_PROJECTION);
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105 glPushMatrix();
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106 glLoadIdentity();
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107 glMatrixMode(GL_MODELVIEW);
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108 glPushMatrix();
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109 glLoadIdentity();
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110
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111 glBegin(GL_QUADS);
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112 glColor3f(0.9, 0.8, 0.6);
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113 glVertex2f(-1, -1);
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114 glVertex2f(1, -1);
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115 glColor3f(0.4, 0.5, 0.8);
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116 glVertex2f(1, 1);
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117 glVertex2f(-1, 1);
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118 glEnd();
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119
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120 glMatrixMode(GL_PROJECTION);
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121 glPopMatrix();
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122 glMatrixMode(GL_MODELVIEW);
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123 glPopMatrix();
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124
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125 glPopAttrib();
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126 }
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127
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128 void game_reshape(int x, int y)
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129 {
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130 glMatrixMode(GL_PROJECTION);
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131 glLoadIdentity();
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132 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
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133
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134 glViewport(0, 0, x, y);
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135 }
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136
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137 void game_keyboard(int bn, bool press)
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138 {
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139 if(press) {
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140 switch(bn) {
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141 case 27:
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142 quit();
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143
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144 case 'w':
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145 wireframe = !wireframe;
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146 redisplay();
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147 break;
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148
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149 case 'd':
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150 dbg_busyloop = !dbg_busyloop;
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151 redisplay();
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152 break;
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153 }
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154 }
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155 }
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156
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157 void game_mbutton(int bn, bool press, int x, int y)
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158 {
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159 bnstate[bn] = press;
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160 prev_x = x;
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161 prev_y = y;
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162 }
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163
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164 void game_mmotion(int x, int y)
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165 {
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166 int dx = x - prev_x;
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167 int dy = y - prev_y;
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168 prev_x = x;
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169 prev_y = y;
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170
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171 if(bnstate[0]) {
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172 cam_theta += dx * 0.5;
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173 cam_phi += dy * 0.5;
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174
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175 if(cam_phi < -90) cam_phi = -90;
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176 if(cam_phi > 90) cam_phi = 90;
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177
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178 redisplay();
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179 }
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180 if(bnstate[2]) {
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181 cam_dist += dy * 0.1;
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182 if(cam_dist < 0.0) cam_dist = 0.0;
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183
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184 redisplay();
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185 }
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186 }
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