tavli

annotate src/game.cc @ 4:b41ceead1708

procedural playing field texture mask
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 25 Jun 2015 05:58:35 +0300
parents 52e0dd47753b
children e48b40a3c82a
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@0 12 static float cam_theta, cam_phi = 25, cam_dist = 6;
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@1 25 if(!board.init()) {
nuclear@1 26 return false;
nuclear@1 27 }
nuclear@1 28
nuclear@0 29 return true;
nuclear@0 30 }
nuclear@0 31
nuclear@0 32 void game_cleanup()
nuclear@0 33 {
nuclear@1 34 board.destroy();
nuclear@0 35 }
nuclear@0 36
nuclear@0 37 void game_update(unsigned long time_msec)
nuclear@0 38 {
nuclear@0 39 }
nuclear@0 40
nuclear@0 41 void game_display()
nuclear@0 42 {
nuclear@0 43 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 44
nuclear@0 45 glMatrixMode(GL_MODELVIEW);
nuclear@0 46 glLoadIdentity();
nuclear@0 47 glTranslatef(0, 0, -cam_dist);
nuclear@0 48 glRotatef(cam_phi, 1, 0, 0);
nuclear@0 49 glRotatef(cam_theta, 0, 1, 0);
nuclear@0 50
nuclear@0 51 draw_backdrop();
nuclear@0 52
nuclear@1 53 board.draw();
nuclear@1 54
nuclear@1 55 /*
nuclear@0 56 glBegin(GL_QUADS);
nuclear@0 57 glNormal3f(0, 1, 0);
nuclear@0 58 glVertex3f(-1, 0, 1);
nuclear@0 59 glVertex3f(1, 0, 1);
nuclear@0 60 glVertex3f(1, 0, -1);
nuclear@0 61 glVertex3f(-1, 0, -1);
nuclear@1 62 glEnd();*/
nuclear@0 63 }
nuclear@0 64
nuclear@0 65 static void draw_backdrop()
nuclear@0 66 {
nuclear@0 67 glPushAttrib(GL_ENABLE_BIT);
nuclear@0 68 glDisable(GL_LIGHTING);
nuclear@0 69 glDisable(GL_DEPTH_TEST);
nuclear@0 70
nuclear@0 71 glMatrixMode(GL_PROJECTION);
nuclear@0 72 glPushMatrix();
nuclear@0 73 glLoadIdentity();
nuclear@0 74 glMatrixMode(GL_MODELVIEW);
nuclear@0 75 glPushMatrix();
nuclear@0 76 glLoadIdentity();
nuclear@0 77
nuclear@0 78 glBegin(GL_QUADS);
nuclear@0 79 glColor3f(0.9, 0.8, 0.6);
nuclear@0 80 glVertex2f(-1, -1);
nuclear@0 81 glVertex2f(1, -1);
nuclear@0 82 glColor3f(0.4, 0.5, 0.8);
nuclear@0 83 glVertex2f(1, 1);
nuclear@0 84 glVertex2f(-1, 1);
nuclear@0 85 glEnd();
nuclear@0 86
nuclear@0 87 glMatrixMode(GL_PROJECTION);
nuclear@0 88 glPopMatrix();
nuclear@0 89 glMatrixMode(GL_MODELVIEW);
nuclear@0 90 glPopMatrix();
nuclear@0 91
nuclear@0 92 glPopAttrib();
nuclear@0 93 }
nuclear@0 94
nuclear@0 95 void game_reshape(int x, int y)
nuclear@0 96 {
nuclear@0 97 glMatrixMode(GL_PROJECTION);
nuclear@0 98 glLoadIdentity();
nuclear@1 99 gluPerspective(50, (float)x / (float)y, 0.2, 200.0);
nuclear@0 100
nuclear@0 101 glViewport(0, 0, x, y);
nuclear@0 102 }
nuclear@0 103
nuclear@0 104 void game_keyboard(int bn, bool press)
nuclear@0 105 {
nuclear@0 106 if(press) {
nuclear@0 107 switch(bn) {
nuclear@0 108 case 27:
nuclear@0 109 quit();
nuclear@0 110 }
nuclear@0 111 }
nuclear@0 112 }
nuclear@0 113
nuclear@0 114 void game_mbutton(int bn, bool press, int x, int y)
nuclear@0 115 {
nuclear@0 116 bnstate[bn] = press;
nuclear@0 117 prev_x = x;
nuclear@0 118 prev_y = y;
nuclear@0 119 }
nuclear@0 120
nuclear@0 121 void game_mmotion(int x, int y)
nuclear@0 122 {
nuclear@0 123 int dx = x - prev_x;
nuclear@0 124 int dy = y - prev_y;
nuclear@0 125 prev_x = x;
nuclear@0 126 prev_y = y;
nuclear@0 127
nuclear@0 128 if(bnstate[0]) {
nuclear@0 129 cam_theta += dx * 0.5;
nuclear@0 130 cam_phi += dy * 0.5;
nuclear@0 131
nuclear@0 132 if(cam_phi < -90) cam_phi = -90;
nuclear@0 133 if(cam_phi > 90) cam_phi = 90;
nuclear@0 134
nuclear@0 135 redisplay();
nuclear@0 136 }
nuclear@0 137 if(bnstate[2]) {
nuclear@0 138 cam_dist += dy * 0.1;
nuclear@0 139 if(cam_dist < 0.0) cam_dist = 0.0;
nuclear@0 140
nuclear@0 141 redisplay();
nuclear@0 142 }
nuclear@0 143 }