tavli

view src/game.cc @ 21:c3fbf9616dbd

slot bounds, and ray testing
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 02 Jul 2015 00:01:39 +0300
parents 111c1a9bca29
children c2a2069a49ec
line source
1 #include <stdio.h>
2 #include <assert.h>
3 #include "opengl.h"
4 #include "game.h"
5 #include "board.h"
6 #include "scenery.h"
7 #include "sdr.h"
8 #include "shadow.h"
9 #include "opt.h"
11 static void draw_scene();
12 static void draw_backdrop();
14 int win_width, win_height;
15 unsigned long cur_time;
16 unsigned int sdr_phong, sdr_phong_notex;
17 unsigned int sdr_shadow, sdr_shadow_notex;
18 unsigned int sdr_unlit;
19 bool wireframe;
20 int dbg_int;
22 static Board board;
24 static float cam_theta, cam_phi = 45, cam_dist = 3;
25 static bool bnstate[8];
26 static int prev_x, prev_y;
28 static bool dbg_busyloop, dbg_show_shadowmap;
30 bool game_init()
31 {
32 if(init_opengl() == -1) {
33 return false;
34 }
36 glEnable(GL_DEPTH_TEST);
37 glEnable(GL_CULL_FACE);
38 glEnable(GL_NORMALIZE);
39 glEnable(GL_LIGHTING);
40 glEnable(GL_LIGHT0);
42 float amb[] = {0.3, 0.3, 0.3, 1.0};
43 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
45 if(glcaps.sep_spec) {
46 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
47 }
49 if(glcaps.fsaa) {
50 glEnable(GL_MULTISAMPLE);
51 }
53 if(glcaps.shaders) {
54 Mesh::use_custom_sdr_attr = false;
55 if(!(sdr_phong = create_program_load("sdr/phong.v.glsl", "sdr/phong.p.glsl"))) {
56 return false;
57 }
58 if(!(sdr_phong_notex = create_program_load("sdr/phong.v.glsl", "sdr/phong-notex.p.glsl"))) {
59 return false;
60 }
62 if(glcaps.fbo) {
63 init_shadow(2048);
65 if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
66 return false;
67 }
68 set_uniform_int(sdr_shadow, "tex", 0);
69 set_uniform_int(sdr_shadow, "shadowmap", 1);
71 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
72 return false;
73 }
74 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
75 }
76 }
78 if(!board.init()) {
79 return false;
80 }
81 board.setup();
83 if(!init_scenery()) {
84 return false;
85 }
87 assert(glGetError() == GL_NO_ERROR);
88 return true;
89 }
91 void game_cleanup()
92 {
93 board.destroy();
94 destroy_scenery();
95 destroy_shadow();
96 }
98 void game_update(unsigned long time_msec)
99 {
100 cur_time = time_msec;
101 }
103 void game_display()
104 {
105 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
107 glMatrixMode(GL_MODELVIEW);
108 glLoadIdentity();
109 glTranslatef(0, 0.1, -cam_dist);
110 glRotatef(cam_phi, 1, 0, 0);
111 glRotatef(cam_theta, 0, 1, 0);
113 float lpos[] = {-10, 20, 10, 1};
114 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
116 if(opt.shadows && sdr_shadow) {
117 begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 4.5);
118 draw_scene();
119 end_shadow_pass();
121 glActiveTexture(GL_TEXTURE1);
122 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
124 glMatrixMode(GL_TEXTURE);
125 Matrix4x4 shadow_matrix = get_shadow_matrix();
126 glLoadTransposeMatrixf(shadow_matrix[0]);
128 glActiveTexture(GL_TEXTURE0);
129 glMatrixMode(GL_MODELVIEW);
131 draw_scene();
133 glActiveTexture(GL_TEXTURE1);
134 glBindTexture(GL_TEXTURE_2D, 0);
135 glActiveTexture(GL_TEXTURE0);
136 glBindTexture(GL_TEXTURE_2D, 0);
137 } else {
138 draw_scene();
139 }
141 if(dbg_show_shadowmap) {
142 glMatrixMode(GL_PROJECTION);
143 glPushMatrix();
144 glLoadIdentity();
145 glMatrixMode(GL_MODELVIEW);
146 glPushMatrix();
147 glLoadIdentity();
148 glMatrixMode(GL_TEXTURE);
149 glLoadIdentity();
151 glPushAttrib(GL_ENABLE_BIT);
152 glUseProgram(0);
153 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
154 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
155 glEnable(GL_TEXTURE_2D);
156 glDisable(GL_DEPTH_TEST);
157 glDisable(GL_LIGHTING);
158 glDisable(GL_BLEND);
160 glBegin(GL_QUADS);
161 glColor4f(1, 1, 1, 1);
162 glTexCoord2f(0, 0); glVertex2f(-1, -1);
163 glTexCoord2f(1, 0); glVertex2f(1, -1);
164 glTexCoord2f(1, 1); glVertex2f(1, 1);
165 glTexCoord2f(0, 1); glVertex2f(-1, 1);
166 glEnd();
168 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
169 glBindTexture(GL_TEXTURE_2D, 0);
171 glPopAttrib();
173 glMatrixMode(GL_PROJECTION);
174 glPopMatrix();
175 glMatrixMode(GL_MODELVIEW);
176 glPopMatrix();
177 }
179 if(dbg_busyloop) {
180 redisplay();
181 }
182 }
184 static void draw_scene()
185 {
186 draw_backdrop();
187 draw_scenery();
188 board.draw();
189 }
191 static void draw_backdrop()
192 {
193 glPushAttrib(GL_ENABLE_BIT);
194 glDisable(GL_LIGHTING);
195 glDisable(GL_DEPTH_TEST);
197 glMatrixMode(GL_PROJECTION);
198 glPushMatrix();
199 glLoadIdentity();
200 glMatrixMode(GL_MODELVIEW);
201 glPushMatrix();
202 glLoadIdentity();
204 glBegin(GL_QUADS);
205 glColor3f(0.9, 0.8, 0.6);
206 glVertex2f(-1, -1);
207 glVertex2f(1, -1);
208 glColor3f(0.4, 0.5, 0.8);
209 glVertex2f(1, 1);
210 glVertex2f(-1, 1);
211 glEnd();
213 glMatrixMode(GL_PROJECTION);
214 glPopMatrix();
215 glMatrixMode(GL_MODELVIEW);
216 glPopMatrix();
218 glPopAttrib();
219 }
221 void game_reshape(int x, int y)
222 {
223 glMatrixMode(GL_PROJECTION);
224 glLoadIdentity();
225 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
227 glViewport(0, 0, x, y);
228 }
230 void game_keyboard(int bn, bool press)
231 {
232 if(press) {
233 switch(bn) {
234 case 27:
235 quit();
237 case 'w':
238 wireframe = !wireframe;
239 redisplay();
240 break;
242 case 'd':
243 dbg_busyloop = !dbg_busyloop;
244 redisplay();
245 break;
247 case 'D':
248 dbg_show_shadowmap = !dbg_show_shadowmap;
249 redisplay();
250 break;
252 case 's':
253 opt.shadows = !opt.shadows;
254 redisplay();
255 break;
257 case '=':
258 dbg_int++;
259 printf("dbg_int: %d\n", dbg_int);
260 redisplay();
261 break;
263 case '-':
264 dbg_int--;
265 printf("dbg_int: %d\n", dbg_int);
266 redisplay();
267 break;
268 }
269 }
270 }
272 void game_mbutton(int bn, bool press, int x, int y)
273 {
274 bnstate[bn] = press;
275 prev_x = x;
276 prev_y = y;
277 }
279 void game_mmotion(int x, int y)
280 {
281 int dx = x - prev_x;
282 int dy = y - prev_y;
283 prev_x = x;
284 prev_y = y;
286 if(bnstate[0]) {
287 cam_theta += dx * 0.5;
288 cam_phi += dy * 0.5;
290 if(cam_phi < -90) cam_phi = -90;
291 if(cam_phi > 90) cam_phi = 90;
293 redisplay();
294 }
295 if(bnstate[2]) {
296 cam_dist += dy * 0.1;
297 if(cam_dist < 0.0) cam_dist = 0.0;
299 redisplay();
300 }
301 }