rev |
line source |
nuclear@0
|
1 #include <stdio.h>
|
nuclear@0
|
2 #include <GL/glew.h>
|
nuclear@0
|
3 #include "game.h"
|
nuclear@1
|
4 #include "board.h"
|
nuclear@0
|
5
|
nuclear@0
|
6 static void draw_backdrop();
|
nuclear@0
|
7
|
nuclear@0
|
8 int win_width, win_height;
|
nuclear@0
|
9
|
nuclear@1
|
10 static Board board;
|
nuclear@1
|
11
|
nuclear@5
|
12 static float cam_theta, cam_phi = 25, cam_dist = 3;
|
nuclear@0
|
13 static bool bnstate[8];
|
nuclear@0
|
14 static int prev_x, prev_y;
|
nuclear@0
|
15
|
nuclear@0
|
16
|
nuclear@0
|
17 bool game_init()
|
nuclear@0
|
18 {
|
nuclear@0
|
19 glEnable(GL_DEPTH_TEST);
|
nuclear@0
|
20 glEnable(GL_CULL_FACE);
|
nuclear@0
|
21
|
nuclear@0
|
22 glEnable(GL_LIGHTING);
|
nuclear@0
|
23 glEnable(GL_LIGHT0);
|
nuclear@0
|
24
|
nuclear@5
|
25 if(GLEW_ARB_multisample) {
|
nuclear@5
|
26 glEnable(GL_MULTISAMPLE);
|
nuclear@5
|
27 }
|
nuclear@5
|
28
|
nuclear@1
|
29 if(!board.init()) {
|
nuclear@1
|
30 return false;
|
nuclear@1
|
31 }
|
nuclear@1
|
32
|
nuclear@0
|
33 return true;
|
nuclear@0
|
34 }
|
nuclear@0
|
35
|
nuclear@0
|
36 void game_cleanup()
|
nuclear@0
|
37 {
|
nuclear@1
|
38 board.destroy();
|
nuclear@0
|
39 }
|
nuclear@0
|
40
|
nuclear@0
|
41 void game_update(unsigned long time_msec)
|
nuclear@0
|
42 {
|
nuclear@0
|
43 }
|
nuclear@0
|
44
|
nuclear@0
|
45 void game_display()
|
nuclear@0
|
46 {
|
nuclear@0
|
47 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@0
|
48
|
nuclear@0
|
49 glMatrixMode(GL_MODELVIEW);
|
nuclear@0
|
50 glLoadIdentity();
|
nuclear@0
|
51 glTranslatef(0, 0, -cam_dist);
|
nuclear@0
|
52 glRotatef(cam_phi, 1, 0, 0);
|
nuclear@0
|
53 glRotatef(cam_theta, 0, 1, 0);
|
nuclear@0
|
54
|
nuclear@6
|
55 float ldir[] = {-1, 2, 1, 0};
|
nuclear@6
|
56 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
|
nuclear@6
|
57
|
nuclear@0
|
58 draw_backdrop();
|
nuclear@1
|
59 board.draw();
|
nuclear@0
|
60 }
|
nuclear@0
|
61
|
nuclear@0
|
62 static void draw_backdrop()
|
nuclear@0
|
63 {
|
nuclear@0
|
64 glPushAttrib(GL_ENABLE_BIT);
|
nuclear@0
|
65 glDisable(GL_LIGHTING);
|
nuclear@0
|
66 glDisable(GL_DEPTH_TEST);
|
nuclear@0
|
67
|
nuclear@0
|
68 glMatrixMode(GL_PROJECTION);
|
nuclear@0
|
69 glPushMatrix();
|
nuclear@0
|
70 glLoadIdentity();
|
nuclear@0
|
71 glMatrixMode(GL_MODELVIEW);
|
nuclear@0
|
72 glPushMatrix();
|
nuclear@0
|
73 glLoadIdentity();
|
nuclear@0
|
74
|
nuclear@0
|
75 glBegin(GL_QUADS);
|
nuclear@0
|
76 glColor3f(0.9, 0.8, 0.6);
|
nuclear@0
|
77 glVertex2f(-1, -1);
|
nuclear@0
|
78 glVertex2f(1, -1);
|
nuclear@0
|
79 glColor3f(0.4, 0.5, 0.8);
|
nuclear@0
|
80 glVertex2f(1, 1);
|
nuclear@0
|
81 glVertex2f(-1, 1);
|
nuclear@0
|
82 glEnd();
|
nuclear@0
|
83
|
nuclear@0
|
84 glMatrixMode(GL_PROJECTION);
|
nuclear@0
|
85 glPopMatrix();
|
nuclear@0
|
86 glMatrixMode(GL_MODELVIEW);
|
nuclear@0
|
87 glPopMatrix();
|
nuclear@0
|
88
|
nuclear@0
|
89 glPopAttrib();
|
nuclear@0
|
90 }
|
nuclear@0
|
91
|
nuclear@0
|
92 void game_reshape(int x, int y)
|
nuclear@0
|
93 {
|
nuclear@0
|
94 glMatrixMode(GL_PROJECTION);
|
nuclear@0
|
95 glLoadIdentity();
|
nuclear@5
|
96 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
|
nuclear@0
|
97
|
nuclear@0
|
98 glViewport(0, 0, x, y);
|
nuclear@0
|
99 }
|
nuclear@0
|
100
|
nuclear@0
|
101 void game_keyboard(int bn, bool press)
|
nuclear@0
|
102 {
|
nuclear@0
|
103 if(press) {
|
nuclear@0
|
104 switch(bn) {
|
nuclear@0
|
105 case 27:
|
nuclear@0
|
106 quit();
|
nuclear@0
|
107 }
|
nuclear@0
|
108 }
|
nuclear@0
|
109 }
|
nuclear@0
|
110
|
nuclear@0
|
111 void game_mbutton(int bn, bool press, int x, int y)
|
nuclear@0
|
112 {
|
nuclear@0
|
113 bnstate[bn] = press;
|
nuclear@0
|
114 prev_x = x;
|
nuclear@0
|
115 prev_y = y;
|
nuclear@0
|
116 }
|
nuclear@0
|
117
|
nuclear@0
|
118 void game_mmotion(int x, int y)
|
nuclear@0
|
119 {
|
nuclear@0
|
120 int dx = x - prev_x;
|
nuclear@0
|
121 int dy = y - prev_y;
|
nuclear@0
|
122 prev_x = x;
|
nuclear@0
|
123 prev_y = y;
|
nuclear@0
|
124
|
nuclear@0
|
125 if(bnstate[0]) {
|
nuclear@0
|
126 cam_theta += dx * 0.5;
|
nuclear@0
|
127 cam_phi += dy * 0.5;
|
nuclear@0
|
128
|
nuclear@0
|
129 if(cam_phi < -90) cam_phi = -90;
|
nuclear@0
|
130 if(cam_phi > 90) cam_phi = 90;
|
nuclear@0
|
131
|
nuclear@0
|
132 redisplay();
|
nuclear@0
|
133 }
|
nuclear@0
|
134 if(bnstate[2]) {
|
nuclear@0
|
135 cam_dist += dy * 0.1;
|
nuclear@0
|
136 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@0
|
137
|
nuclear@0
|
138 redisplay();
|
nuclear@0
|
139 }
|
nuclear@0
|
140 }
|