vrchess
diff src/game.cc @ 0:b326d53321f7
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Fri, 25 Apr 2014 05:20:53 +0300 |
parents | |
children | cd7755e4663a |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/src/game.cc Fri Apr 25 05:20:53 2014 +0300 1.3 @@ -0,0 +1,180 @@ 1.4 +#include "game.h" 1.5 +#include "opengl.h" 1.6 +#include "camera.h" 1.7 +#include "texture.h" 1.8 +#include "OVR_CAPI_GL.h" 1.9 + 1.10 +static void draw_scene(); 1.11 + 1.12 +static const float move_speed = 10.0f; 1.13 + 1.14 +static int fb_width, fb_height; 1.15 +static FlyCamera cam; 1.16 +static Texture floor_tex; 1.17 +static bool keystate[256]; 1.18 + 1.19 +bool game_init() 1.20 +{ 1.21 + glEnable(GL_DEPTH_TEST); 1.22 + glEnable(GL_CULL_FACE); 1.23 + glEnable(GL_LIGHTING); 1.24 + glEnable(GL_LIGHT0); 1.25 + 1.26 + glClearColor(0.1, 0.1, 0.1, 1); 1.27 + 1.28 + if(!floor_tex.load("data/tiles.png")) { 1.29 + return false; 1.30 + } 1.31 + 1.32 + cam.input_move(0, 0, 5); 1.33 + return true; 1.34 +} 1.35 + 1.36 +void game_cleanup() 1.37 +{ 1.38 + floor_tex.destroy(); 1.39 +} 1.40 + 1.41 + 1.42 +void game_update(unsigned int msec) 1.43 +{ 1.44 + static unsigned int prev_msec; 1.45 + float dt = (msec - prev_msec) / 1000.0f; 1.46 + float offs = dt * move_speed; 1.47 + prev_msec = msec; 1.48 + 1.49 + Vector3 move; 1.50 + float roll = 0.0f; 1.51 + 1.52 + if(keystate['d'] || keystate['D']) { 1.53 + move.x += offs; 1.54 + } 1.55 + if(keystate['a'] || keystate['A']) { 1.56 + move.x -= offs; 1.57 + } 1.58 + if(keystate['s'] || keystate['S']) { 1.59 + move.z += offs; 1.60 + } 1.61 + if(keystate['w'] || keystate['W']) { 1.62 + move.z -= offs; 1.63 + } 1.64 + if(keystate['e'] || keystate['E']) { 1.65 + roll += dt; 1.66 + } 1.67 + if(keystate['q'] || keystate['Q']) { 1.68 + roll -= dt; 1.69 + } 1.70 + 1.71 + cam.input_move(move.x, move.y, move.z); 1.72 + cam.input_rotate(0, 0, roll); 1.73 +} 1.74 + 1.75 +void game_render(int eye) 1.76 +{ 1.77 + Matrix4x4 view_matrix = cam.get_matrix().inverse(); 1.78 + 1.79 + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 1.80 + 1.81 + glMatrixMode(GL_PROJECTION); 1.82 + glLoadIdentity(); 1.83 + gluPerspective(60.0, (float)fb_width / (float)fb_height, 0.5, 500.0); 1.84 + 1.85 + glMatrixMode(GL_MODELVIEW); 1.86 + glLoadIdentity(); 1.87 + glLoadTransposeMatrixf(view_matrix[0]); 1.88 + 1.89 + draw_scene(); 1.90 +} 1.91 + 1.92 +void game_reshape(int x, int y) 1.93 +{ 1.94 + glViewport(0, 0, x, y); 1.95 + fb_width = x; 1.96 + fb_height = y; 1.97 +} 1.98 + 1.99 +void game_keyboard(int key, bool pressed, int x, int y) 1.100 +{ 1.101 + if(pressed) { 1.102 + switch(key) { 1.103 + case 27: 1.104 + exit(0); 1.105 + } 1.106 + } 1.107 + 1.108 + if(key < 256) { 1.109 + keystate[key] = pressed; 1.110 + } 1.111 +} 1.112 + 1.113 +static int prev_x, prev_y; 1.114 +static bool bnstate[32]; 1.115 + 1.116 +void game_mouse(int bn, bool pressed, int x, int y) 1.117 +{ 1.118 + bnstate[bn] = pressed; 1.119 + prev_x = x; 1.120 + prev_y = y; 1.121 +} 1.122 + 1.123 +void game_motion(int x, int y) 1.124 +{ 1.125 + int dx = x - prev_x; 1.126 + int dy = y - prev_y; 1.127 + prev_x = x; 1.128 + prev_y = y; 1.129 + 1.130 + if(!dx && !dy) return; 1.131 + 1.132 + if(bnstate[0]) { 1.133 + float xrot = dy * 0.5; 1.134 + float yrot = dx * 0.5; 1.135 + cam.input_rotate(DEG_TO_RAD(xrot), 0, 0); 1.136 + cam.input_rotate(0, DEG_TO_RAD(yrot), 0); 1.137 + } 1.138 +} 1.139 + 1.140 +void game_6dof_move(float x, float y, float z) 1.141 +{ 1.142 + cam.input_move(x, y, z); 1.143 +} 1.144 + 1.145 +void game_6dof_rotate(float x, float y, float z) 1.146 +{ 1.147 + cam.input_rotate(x, y, z); 1.148 +} 1.149 + 1.150 +static void draw_scene() 1.151 +{ 1.152 + glMatrixMode(GL_MODELVIEW); 1.153 + glTranslatef(0, -1.5, 0); 1.154 + 1.155 + float lpos[] = {-20, 30, 10, 1}; 1.156 + glLightfv(GL_LIGHT0, GL_POSITION, lpos); 1.157 + 1.158 + glEnable(GL_TEXTURE_2D); 1.159 + floor_tex.bind(); 1.160 + 1.161 + glMatrixMode(GL_TEXTURE); 1.162 + glScalef(8, 8, 8); 1.163 + 1.164 + glBegin(GL_QUADS); 1.165 + glNormal3f(0, 1, 0); 1.166 + glTexCoord2f(0, 0); glVertex3f(-25, 0, 25); 1.167 + glTexCoord2f(1, 0); glVertex3f(25, 0, 25); 1.168 + glTexCoord2f(1, 1); glVertex3f(25, 0, -25); 1.169 + glTexCoord2f(0, 1); glVertex3f(-25, 0, -25); 1.170 + glEnd(); 1.171 + glDisable(GL_TEXTURE_2D); 1.172 + glLoadIdentity(); 1.173 + 1.174 + glMatrixMode(GL_MODELVIEW); 1.175 + glPushMatrix(); 1.176 + glTranslatef(0, 0.75, 0); 1.177 + 1.178 + glFrontFace(GL_CW); 1.179 + glutSolidTeapot(1.0); 1.180 + glFrontFace(GL_CCW); 1.181 + 1.182 + glPopMatrix(); 1.183 +} 1.184 \ No newline at end of file