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1 #include "scr_game.h"
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2 #include "object.h"
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3 #include "game.h"
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4 #include "meshgen.h"
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5 #include "opengl.h"
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6 #include "unistate.h"
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7 #include "logger.h"
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8 #include "level.h"
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9
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10 static int win_width, win_height;
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11 static bool bnstate[32];
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12 static int prev_x, prev_y;
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13 static float cam_theta, cam_phi = 20, cam_dist = 10;
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14 static Object *floor_obj;
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15 static Level *level;
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16
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17 const char *GameScreen::get_name() const
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18 {
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19 return "game";
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20 }
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21
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22 bool GameScreen::init()
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23 {
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24 glEnable(GL_LIGHTING);
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25 glEnable(GL_LIGHT0);
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26
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27 floor_obj = new Object;
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28 floor_obj->set_mesh(new Mesh);
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29 gen_plane(floor_obj->get_mesh(), 10, 10, 4, 4);
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30 floor_obj->set_rotation(Quaternion(Vector3(1, 0, 0), -DEG_TO_RAD(90)));
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31
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32 level = new Level;
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33
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34 return true;
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35 }
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36
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37 void GameScreen::cleanup()
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38 {
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39 }
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40
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41 void GameScreen::update(unsigned long tmsec)
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42 {
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43 }
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44
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45 void GameScreen::display() const
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46 {
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47 Matrix4x4 matrix;
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48 matrix.translate(Vector3(0, 0, -cam_dist));
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49 matrix.rotate(Vector3(1, 0, 0), DEG_TO_RAD(cam_phi));
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50 matrix.rotate(Vector3(0, 1, 0), DEG_TO_RAD(cam_theta));
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51 set_view_matrix(matrix);
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52
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53 //glUseProgram(0);
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54
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55 bind_shader(defsdr);
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56 //floor_obj->draw();
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57
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58 level->draw();
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59 }
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60
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61 void GameScreen::reshape(int x, int y)
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62 {
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63 glViewport(0, 0, x, y);
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64
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65 win_width = x;
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66 win_height = y;
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67
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68 Matrix4x4 proj;
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69 proj.set_perspective(M_PI / 4.0, (float)x / (float)y, 0.5, 500.0);
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70 set_projection_matrix(proj);
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71 }
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72
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73 void GameScreen::button(int bn, bool pressed, int x, int y)
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74 {
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75 prev_x = x;
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76 prev_y = y;
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77 bnstate[bn] = pressed;
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78 }
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79
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80 void GameScreen::motion(int x, int y, bool pressed)
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81 {
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82 int dx = x - prev_x;
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83 int dy = y - prev_y;
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84 prev_x = x;
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85 prev_y = y;
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86
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87 if(!dx && !dy) return;
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88
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89 if(bnstate[0]) {
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90 cam_theta += dx * 0.5;
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91 cam_phi += dy * 0.5;
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92
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93 if(cam_phi > 90) cam_phi = 90;
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94 if(cam_phi < 0) cam_phi = 0;
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95 }
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96
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97 if(bnstate[2]) {
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98 cam_dist += dy * 0.1;
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99
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100 if(cam_dist < 0) cam_dist = 0;
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101 }
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102 }
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103
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104 long GameScreen::redisplay_interval() const
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105 {
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106 return 1;
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107 }
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