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nuclear@0
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1 #include <stdio.h>
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2 #include <assert.h>
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3 #include "opengl.h"
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4 #include "game.h"
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5 #include "board.h"
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6 #include "scenery.h"
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7 #include "sdr.h"
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8 #include "shadow.h"
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9 #include "opt.h"
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10
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11 static void draw_scene();
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12 static void draw_backdrop();
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13
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14 int win_width, win_height;
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15 unsigned long cur_time;
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16 unsigned int sdr_phong, sdr_phong_notex;
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17 unsigned int sdr_shadow, sdr_shadow_notex;
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18 unsigned int sdr_unlit;
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19 bool wireframe;
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20 int dbg_int;
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21
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22 static Board board;
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23
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24 static float cam_theta, cam_phi = 45, cam_dist = 3;
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25 static bool bnstate[8];
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26 static int prev_x, prev_y;
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27
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28 static bool dbg_busyloop, dbg_show_shadowmap;
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29
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30 bool game_init()
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31 {
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32 if(init_opengl() == -1) {
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33 return false;
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34 }
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35
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36 glEnable(GL_DEPTH_TEST);
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37 glEnable(GL_CULL_FACE);
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38 glEnable(GL_NORMALIZE);
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39 glEnable(GL_LIGHTING);
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40 glEnable(GL_LIGHT0);
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41
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42 float amb[] = {0.3, 0.3, 0.3, 1.0};
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43 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
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44
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45 if(glcaps.sep_spec) {
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46 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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47 }
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48
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49 if(glcaps.fsaa) {
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50 glEnable(GL_MULTISAMPLE);
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51 }
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52
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53 if(glcaps.shaders) {
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54 Mesh::use_custom_sdr_attr = false;
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55 if(!(sdr_phong = create_program_load("sdr/phong.v.glsl", "sdr/phong.p.glsl"))) {
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56 return false;
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57 }
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58 if(!(sdr_phong_notex = create_program_load("sdr/phong.v.glsl", "sdr/phong-notex.p.glsl"))) {
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59 return false;
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60 }
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61
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62 if(glcaps.fbo) {
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63 init_shadow(2048);
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64
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65 if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
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66 return false;
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67 }
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68 set_uniform_int(sdr_shadow, "tex", 0);
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69 set_uniform_int(sdr_shadow, "shadowmap", 1);
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70
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71 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
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72 return false;
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73 }
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74 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
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75 }
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76 }
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77
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78 if(!board.init()) {
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79 return false;
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80 }
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81 board.setup();
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82
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83 if(!init_scenery()) {
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84 return false;
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85 }
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86
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87 assert(glGetError() == GL_NO_ERROR);
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88 return true;
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89 }
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90
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91 void game_cleanup()
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92 {
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93 board.destroy();
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94 destroy_scenery();
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95 destroy_shadow();
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96 }
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97
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98 void game_update(unsigned long time_msec)
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99 {
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100 cur_time = time_msec;
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101 }
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102
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103 void game_display()
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104 {
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105 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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106
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107 glMatrixMode(GL_MODELVIEW);
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108 glLoadIdentity();
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109 glTranslatef(0, 0.1, -cam_dist);
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110 glRotatef(cam_phi, 1, 0, 0);
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111 glRotatef(cam_theta, 0, 1, 0);
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112
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113 float lpos[] = {-10, 20, 10, 1};
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114 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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115
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116 if(opt.shadows && sdr_shadow) {
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117 begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 4.5);
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118 draw_scene();
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119 end_shadow_pass();
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120
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121 glActiveTexture(GL_TEXTURE1);
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122 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
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123
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124 glMatrixMode(GL_TEXTURE);
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125 Matrix4x4 shadow_matrix = get_shadow_matrix();
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126 glLoadTransposeMatrixf(shadow_matrix[0]);
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127
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128 glActiveTexture(GL_TEXTURE0);
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129 glMatrixMode(GL_MODELVIEW);
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130
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131 draw_scene();
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132
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133 glActiveTexture(GL_TEXTURE1);
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134 glBindTexture(GL_TEXTURE_2D, 0);
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135 glActiveTexture(GL_TEXTURE0);
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136 glBindTexture(GL_TEXTURE_2D, 0);
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137 } else {
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138 draw_scene();
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139 }
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140
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141 if(dbg_show_shadowmap) {
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142 glMatrixMode(GL_PROJECTION);
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143 glPushMatrix();
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144 glLoadIdentity();
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145 glMatrixMode(GL_MODELVIEW);
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146 glPushMatrix();
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147 glLoadIdentity();
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148 glMatrixMode(GL_TEXTURE);
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149 glLoadIdentity();
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150
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151 glPushAttrib(GL_ENABLE_BIT);
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152 glUseProgram(0);
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153 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
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154 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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155 glEnable(GL_TEXTURE_2D);
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156 glDisable(GL_DEPTH_TEST);
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157 glDisable(GL_LIGHTING);
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158 glDisable(GL_BLEND);
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159
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160 glBegin(GL_QUADS);
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161 glColor4f(1, 1, 1, 1);
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162 glTexCoord2f(0, 0); glVertex2f(-1, -1);
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163 glTexCoord2f(1, 0); glVertex2f(1, -1);
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164 glTexCoord2f(1, 1); glVertex2f(1, 1);
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165 glTexCoord2f(0, 1); glVertex2f(-1, 1);
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166 glEnd();
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167
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168 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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169 glBindTexture(GL_TEXTURE_2D, 0);
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170
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171 glPopAttrib();
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172
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173 glMatrixMode(GL_PROJECTION);
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174 glPopMatrix();
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175 glMatrixMode(GL_MODELVIEW);
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176 glPopMatrix();
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177 }
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178
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179 if(dbg_busyloop) {
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180 redisplay();
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181 }
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182 }
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183
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184 static void draw_scene()
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185 {
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186 draw_backdrop();
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187 draw_scenery();
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188 board.draw();
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189 }
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190
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191 static void draw_backdrop()
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192 {
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193 glPushAttrib(GL_ENABLE_BIT);
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194 glDisable(GL_LIGHTING);
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195 glDisable(GL_DEPTH_TEST);
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196
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197 glMatrixMode(GL_PROJECTION);
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198 glPushMatrix();
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199 glLoadIdentity();
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200 glMatrixMode(GL_MODELVIEW);
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201 glPushMatrix();
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202 glLoadIdentity();
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203
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204 glBegin(GL_QUADS);
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205 glColor3f(0.9, 0.8, 0.6);
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206 glVertex2f(-1, -1);
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207 glVertex2f(1, -1);
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208 glColor3f(0.4, 0.5, 0.8);
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209 glVertex2f(1, 1);
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210 glVertex2f(-1, 1);
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211 glEnd();
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212
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213 glMatrixMode(GL_PROJECTION);
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214 glPopMatrix();
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215 glMatrixMode(GL_MODELVIEW);
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216 glPopMatrix();
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217
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218 glPopAttrib();
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219 }
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220
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221 void game_reshape(int x, int y)
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222 {
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223 glMatrixMode(GL_PROJECTION);
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224 glLoadIdentity();
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225 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
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226
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227 glViewport(0, 0, x, y);
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228 }
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229
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230 void game_keyboard(int bn, bool press)
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231 {
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232 if(press) {
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233 switch(bn) {
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234 case 27:
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235 quit();
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236
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237 case 'w':
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238 wireframe = !wireframe;
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239 redisplay();
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240 break;
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241
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242 case 'd':
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243 dbg_busyloop = !dbg_busyloop;
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244 redisplay();
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245 break;
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246
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247 case 'D':
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248 dbg_show_shadowmap = !dbg_show_shadowmap;
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249 redisplay();
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250 break;
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251
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252 case 's':
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253 opt.shadows = !opt.shadows;
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254 redisplay();
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255 break;
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256
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257 case '=':
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258 dbg_int++;
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259 printf("dbg_int: %d\n", dbg_int);
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260 redisplay();
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261 break;
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262
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263 case '-':
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264 dbg_int--;
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265 printf("dbg_int: %d\n", dbg_int);
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266 redisplay();
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267 break;
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268 }
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269 }
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270 }
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271
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272 void game_mbutton(int bn, bool press, int x, int y)
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273 {
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274 bnstate[bn] = press;
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275 prev_x = x;
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276 prev_y = y;
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277 }
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278
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279 void game_mmotion(int x, int y)
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280 {
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281 int dx = x - prev_x;
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282 int dy = y - prev_y;
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283 prev_x = x;
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284 prev_y = y;
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285
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286 if(bnstate[0]) {
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287 cam_theta += dx * 0.5;
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288 cam_phi += dy * 0.5;
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289
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290 if(cam_phi < -90) cam_phi = -90;
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291 if(cam_phi > 90) cam_phi = 90;
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292
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293 redisplay();
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294 }
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295 if(bnstate[2]) {
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296 cam_dist += dy * 0.1;
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297 if(cam_dist < 0.0) cam_dist = 0.0;
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298
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299 redisplay();
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300 }
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301 }
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