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1 #include <stdio.h>
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2 #include "opengl.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 if(init_opengl() == -1) {
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25 return false;
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26 }
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27
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28 glEnable(GL_DEPTH_TEST);
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29 glEnable(GL_CULL_FACE);
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30 glEnable(GL_NORMALIZE);
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31 glEnable(GL_LIGHTING);
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32 glEnable(GL_LIGHT0);
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33
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34 if(glcaps.sep_spec) {
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35 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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36 }
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37
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38 if(glcaps.fsaa) {
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39 glEnable(GL_MULTISAMPLE);
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40 }
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41
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42 if(glcaps.shaders) {
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43 Mesh::use_custom_sdr_attr = false;
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44 if(!(sdr_phong = create_program_load("sdr/phong.v.glsl", "sdr/phong.p.glsl"))) {
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45 return false;
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46 }
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47 if(!(sdr_phong_notex = create_program_load("sdr/phong.v.glsl", "sdr/phong-notex.p.glsl"))) {
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48 return false;
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49 }
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50 }
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51
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52 if(!board.init()) {
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53 return false;
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54 }
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55
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56 if(!init_scenery()) {
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57 return false;
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58 }
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59
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60 return true;
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61 }
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62
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63 void game_cleanup()
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64 {
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65 board.destroy();
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66 destroy_scenery();
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67 }
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68
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69 void game_update(unsigned long time_msec)
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70 {
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71 }
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72
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73 void game_display()
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74 {
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75 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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76
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77 glMatrixMode(GL_MODELVIEW);
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78 glLoadIdentity();
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79 glTranslatef(0, 0, -cam_dist);
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80 glRotatef(cam_phi, 1, 0, 0);
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81 glRotatef(cam_theta, 0, 1, 0);
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82
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83 float ldir[] = {-10, 20, 10, 1};
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84 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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85
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86 draw_backdrop();
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87 draw_scenery();
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88 board.draw();
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89
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90 if(dbg_busyloop) {
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91 redisplay();
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92 }
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93 }
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94
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95 static void draw_backdrop()
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96 {
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97 glPushAttrib(GL_ENABLE_BIT);
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98 glDisable(GL_LIGHTING);
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99 glDisable(GL_DEPTH_TEST);
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100
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101 glMatrixMode(GL_PROJECTION);
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102 glPushMatrix();
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103 glLoadIdentity();
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104 glMatrixMode(GL_MODELVIEW);
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105 glPushMatrix();
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106 glLoadIdentity();
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107
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108 glBegin(GL_QUADS);
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109 glColor3f(0.9, 0.8, 0.6);
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110 glVertex2f(-1, -1);
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111 glVertex2f(1, -1);
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112 glColor3f(0.4, 0.5, 0.8);
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113 glVertex2f(1, 1);
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114 glVertex2f(-1, 1);
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115 glEnd();
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116
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117 glMatrixMode(GL_PROJECTION);
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118 glPopMatrix();
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119 glMatrixMode(GL_MODELVIEW);
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120 glPopMatrix();
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121
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122 glPopAttrib();
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123 }
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124
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125 void game_reshape(int x, int y)
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126 {
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127 glMatrixMode(GL_PROJECTION);
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128 glLoadIdentity();
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129 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
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130
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131 glViewport(0, 0, x, y);
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132 }
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133
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134 void game_keyboard(int bn, bool press)
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135 {
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136 if(press) {
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137 switch(bn) {
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138 case 27:
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139 quit();
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140
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141 case 'w':
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142 wireframe = !wireframe;
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143 redisplay();
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144 break;
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145
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146 case 'd':
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147 dbg_busyloop = !dbg_busyloop;
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148 redisplay();
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149 break;
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150 }
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151 }
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152 }
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153
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154 void game_mbutton(int bn, bool press, int x, int y)
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155 {
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156 bnstate[bn] = press;
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157 prev_x = x;
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158 prev_y = y;
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159 }
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160
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161 void game_mmotion(int x, int y)
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162 {
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163 int dx = x - prev_x;
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164 int dy = y - prev_y;
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165 prev_x = x;
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166 prev_y = y;
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167
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168 if(bnstate[0]) {
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169 cam_theta += dx * 0.5;
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170 cam_phi += dy * 0.5;
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171
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172 if(cam_phi < -90) cam_phi = -90;
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173 if(cam_phi > 90) cam_phi = 90;
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174
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175 redisplay();
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176 }
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177 if(bnstate[2]) {
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178 cam_dist += dy * 0.1;
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179 if(cam_dist < 0.0) cam_dist = 0.0;
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180
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181 redisplay();
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182 }
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183 }
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