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