tavli

annotate src/game.cc @ 0:52e0dd47753b

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 21 Jun 2015 06:30:39 +0300
parents
children 3fcd7b4d631f
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <GL/glew.h>
nuclear@0 3 #include "game.h"
nuclear@0 4
nuclear@0 5 static void draw_backdrop();
nuclear@0 6
nuclear@0 7 int win_width, win_height;
nuclear@0 8
nuclear@0 9 static float cam_theta, cam_phi = 25, cam_dist = 6;
nuclear@0 10 static bool bnstate[8];
nuclear@0 11 static int prev_x, prev_y;
nuclear@0 12
nuclear@0 13
nuclear@0 14 bool game_init()
nuclear@0 15 {
nuclear@0 16 glEnable(GL_DEPTH_TEST);
nuclear@0 17 glEnable(GL_CULL_FACE);
nuclear@0 18
nuclear@0 19 glEnable(GL_LIGHTING);
nuclear@0 20 glEnable(GL_LIGHT0);
nuclear@0 21
nuclear@0 22 return true;
nuclear@0 23 }
nuclear@0 24
nuclear@0 25 void game_cleanup()
nuclear@0 26 {
nuclear@0 27 }
nuclear@0 28
nuclear@0 29 void game_update(unsigned long time_msec)
nuclear@0 30 {
nuclear@0 31 }
nuclear@0 32
nuclear@0 33 void game_display()
nuclear@0 34 {
nuclear@0 35 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 36
nuclear@0 37 glMatrixMode(GL_MODELVIEW);
nuclear@0 38 glLoadIdentity();
nuclear@0 39 glTranslatef(0, 0, -cam_dist);
nuclear@0 40 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 41 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 42
nuclear@0 43 draw_backdrop();
nuclear@0 44
nuclear@0 45 glBegin(GL_QUADS);
nuclear@0 46 glNormal3f(0, 1, 0);
nuclear@0 47 glVertex3f(-1, 0, 1);
nuclear@0 48 glVertex3f(1, 0, 1);
nuclear@0 49 glVertex3f(1, 0, -1);
nuclear@0 50 glVertex3f(-1, 0, -1);
nuclear@0 51 glEnd();
nuclear@0 52 }
nuclear@0 53
nuclear@0 54 static void draw_backdrop()
nuclear@0 55 {
nuclear@0 56 glPushAttrib(GL_ENABLE_BIT);
nuclear@0 57 glDisable(GL_LIGHTING);
nuclear@0 58 glDisable(GL_DEPTH_TEST);
nuclear@0 59
nuclear@0 60 glMatrixMode(GL_PROJECTION);
nuclear@0 61 glPushMatrix();
nuclear@0 62 glLoadIdentity();
nuclear@0 63 glMatrixMode(GL_MODELVIEW);
nuclear@0 64 glPushMatrix();
nuclear@0 65 glLoadIdentity();
nuclear@0 66
nuclear@0 67 glBegin(GL_QUADS);
nuclear@0 68 glColor3f(0.9, 0.8, 0.6);
nuclear@0 69 glVertex2f(-1, -1);
nuclear@0 70 glVertex2f(1, -1);
nuclear@0 71 glColor3f(0.4, 0.5, 0.8);
nuclear@0 72 glVertex2f(1, 1);
nuclear@0 73 glVertex2f(-1, 1);
nuclear@0 74 glEnd();
nuclear@0 75
nuclear@0 76 glMatrixMode(GL_PROJECTION);
nuclear@0 77 glPopMatrix();
nuclear@0 78 glMatrixMode(GL_MODELVIEW);
nuclear@0 79 glPopMatrix();
nuclear@0 80
nuclear@0 81 glPopAttrib();
nuclear@0 82 }
nuclear@0 83
nuclear@0 84 void game_reshape(int x, int y)
nuclear@0 85 {
nuclear@0 86 glMatrixMode(GL_PROJECTION);
nuclear@0 87 glLoadIdentity();
nuclear@0 88 gluPerspective(50, (float)x / (float)y, 0.5, 500.0);
nuclear@0 89
nuclear@0 90 glViewport(0, 0, x, y);
nuclear@0 91 }
nuclear@0 92
nuclear@0 93 void game_keyboard(int bn, bool press)
nuclear@0 94 {
nuclear@0 95 if(press) {
nuclear@0 96 switch(bn) {
nuclear@0 97 case 27:
nuclear@0 98 quit();
nuclear@0 99 }
nuclear@0 100 }
nuclear@0 101 }
nuclear@0 102
nuclear@0 103 void game_mbutton(int bn, bool press, int x, int y)
nuclear@0 104 {
nuclear@0 105 bnstate[bn] = press;
nuclear@0 106 prev_x = x;
nuclear@0 107 prev_y = y;
nuclear@0 108 }
nuclear@0 109
nuclear@0 110 void game_mmotion(int x, int y)
nuclear@0 111 {
nuclear@0 112 int dx = x - prev_x;
nuclear@0 113 int dy = y - prev_y;
nuclear@0 114 prev_x = x;
nuclear@0 115 prev_y = y;
nuclear@0 116
nuclear@0 117 if(bnstate[0]) {
nuclear@0 118 cam_theta += dx * 0.5;
nuclear@0 119 cam_phi += dy * 0.5;
nuclear@0 120
nuclear@0 121 if(cam_phi < -90) cam_phi = -90;
nuclear@0 122 if(cam_phi > 90) cam_phi = 90;
nuclear@0 123
nuclear@0 124 redisplay();
nuclear@0 125 }
nuclear@0 126 if(bnstate[2]) {
nuclear@0 127 cam_dist += dy * 0.1;
nuclear@0 128 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@0 129
nuclear@0 130 redisplay();
nuclear@0 131 }
nuclear@0 132 }