vrshoot

diff src/game.cc @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/game.cc	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,241 @@
     1.4 +#include <vector>
     1.5 +#include <assert.h>
     1.6 +
     1.7 +#include "opengl.h"
     1.8 +#include "game.h"
     1.9 +#include "input.h"
    1.10 +#include "datapath.h"
    1.11 +#include "shader.h"
    1.12 +#include "sdrman.h"
    1.13 +#include "unistate.h"
    1.14 +#include "scr_debug.h"
    1.15 +#include "scr_game.h"
    1.16 +#include "logger.h"
    1.17 +#include "mesh.h"
    1.18 +#include "audio/audio.h"
    1.19 +#include "timer.h"
    1.20 +
    1.21 +static void toggle_debug();
    1.22 +
    1.23 +static char *def_argv[] = { (char*)"game", 0 };
    1.24 +
    1.25 +static int argc = 1;
    1.26 +static char **argv = def_argv;
    1.27 +static int width, height;
    1.28 +
    1.29 +static std::vector<Screen*> screens;
    1.30 +static Screen *debug_screen;
    1.31 +
    1.32 +static void standard_state_uniforms();
    1.33 +static bool create_screens();
    1.34 +
    1.35 +ShaderProg *defsdr;
    1.36 +Timer timer;
    1.37 +
    1.38 +void game_set_args(int argc, char **argv)
    1.39 +{
    1.40 +	::argc = argc;
    1.41 +	::argv = argv;
    1.42 +}
    1.43 +
    1.44 +bool game_init()
    1.45 +{
    1.46 +	init_opengl();
    1.47 +	CHECKGLERR;
    1.48 +
    1.49 +	/*
    1.50 +#ifdef __GLEW_H__
    1.51 +	if(GLEW_ARB_multisample) {
    1.52 +		info_log("enabling multisampling\n");
    1.53 +		glEnable(GL_MULTISAMPLE);
    1.54 +	} else {
    1.55 +		info_log("no multisampling support, will try old-style smoothing\n");
    1.56 +		// line smoothing enabled when needed (mostly by tools)
    1.57 +	}
    1.58 +#endif
    1.59 +	*/
    1.60 +
    1.61 +	// The configuration file is expected to be on the root
    1.62 +	// of our data archive.
    1.63 +	add_data_path("data");
    1.64 +	add_data_path("sdr");
    1.65 +
    1.66 +	standard_state_uniforms();
    1.67 +
    1.68 +	if(!(defsdr = get_sdrprog("default.v.glsl", "default.p.glsl"))) {
    1.69 +		error_log("failed to load default shader, aborting\n");
    1.70 +		return false;
    1.71 +	}
    1.72 +
    1.73 +	glEnable(GL_DEPTH_TEST);
    1.74 +	glEnable(GL_CULL_FACE);
    1.75 +
    1.76 +	init_audio();
    1.77 +
    1.78 +	if(!create_screens()) {
    1.79 +		error_log("failed to create scenes\n");
    1.80 +		return false;
    1.81 +	}
    1.82 +#if defined(TARGET_IPHONE) && !defined(NDEBUG)
    1.83 +	//toggle_debug();
    1.84 +#endif
    1.85 +
    1.86 +	return true;
    1.87 +}
    1.88 +
    1.89 +void game_cleanup()
    1.90 +{
    1.91 +	destroy_audio();
    1.92 +
    1.93 +	delete defsdr;
    1.94 +
    1.95 +	// pop all screens
    1.96 +	while(current_screen()) {
    1.97 +		pop_screen();
    1.98 +	}
    1.99 +	// and then destroy them
   1.100 +	for(size_t i=0; i<screens.size(); i++) {
   1.101 +		delete screens[i];
   1.102 +	}
   1.103 +	delete debug_screen;
   1.104 +}
   1.105 +
   1.106 +void game_display()
   1.107 +{
   1.108 +	unsigned long msec = timer.get_msec();
   1.109 +
   1.110 +	// set current global time state uniform
   1.111 +	static int st_time_idx = -1;
   1.112 +	if(st_time_idx == -1) {
   1.113 +		st_time_idx = get_unistate_index("st_time");
   1.114 +	}
   1.115 +	set_unistate(st_time_idx, (float)msec / 1000.0f);
   1.116 +
   1.117 +	current_screen()->update(msec);
   1.118 +
   1.119 +	glClearColor(0, 0, 0, 1);
   1.120 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.121 +
   1.122 +	current_screen()->pre_draw();
   1.123 +	current_screen()->display();
   1.124 +	current_screen()->post_draw();
   1.125 +
   1.126 +	swap_buffers();
   1.127 +	CHECKGLERR;
   1.128 +}
   1.129 +
   1.130 +void game_reshape(int x, int y)
   1.131 +{
   1.132 +	width = x;
   1.133 +	height = y;
   1.134 +
   1.135 +	// set framebuffer size uniform
   1.136 +	static int st_fbsize_idx = -1;
   1.137 +	if(st_fbsize_idx == -1) {
   1.138 +		st_fbsize_idx = get_unistate_index("st_fbsize");
   1.139 +	}
   1.140 +	set_unistate(st_fbsize_idx, Vector2(x, y));
   1.141 +
   1.142 +	glViewport(0, 0, x, y);
   1.143 +	current_screen()->reshape(x, y);
   1.144 +}
   1.145 +
   1.146 +void game_key(int key, bool pressed)
   1.147 +{
   1.148 +	// special key processing
   1.149 +	if(pressed) {
   1.150 +		switch(key) {
   1.151 +		case 27:
   1.152 +			exit(0);
   1.153 +
   1.154 +		case '`':
   1.155 +			toggle_debug();
   1.156 +			break;
   1.157 +
   1.158 +		default:
   1.159 +			break;
   1.160 +		}
   1.161 +	}
   1.162 +	set_key_state(key, pressed);
   1.163 +	current_screen()->keyboard(key, pressed);
   1.164 +}
   1.165 +
   1.166 +
   1.167 +int get_screen_width()
   1.168 +{
   1.169 +	return width;
   1.170 +}
   1.171 +
   1.172 +int get_screen_height()
   1.173 +{
   1.174 +	return height;
   1.175 +}
   1.176 +
   1.177 +
   1.178 +
   1.179 +static void standard_state_uniforms()
   1.180 +{
   1.181 +	// setup all the standard state uniforms
   1.182 +	add_unistate("st_world_matrix", ST_MATRIX4);
   1.183 +	add_unistate("st_world_matrix_transpose", ST_MATRIX4);
   1.184 +	//add_unistate("st_world_matrix_inverse", ST_MATRIX4);
   1.185 +	add_unistate("st_world_matrix3", ST_MATRIX3);
   1.186 +
   1.187 +	add_unistate("st_view_matrix", ST_MATRIX4);
   1.188 +	add_unistate("st_view_matrix_transpose", ST_MATRIX4);
   1.189 +	//add_unistate("st_view_matrix_inverse", ST_MATRIX4);
   1.190 +	add_unistate("st_view_matrix3", ST_MATRIX3);
   1.191 +
   1.192 +	add_unistate("st_proj_matrix", ST_MATRIX4);
   1.193 +	//add_unistate("st_proj_matrix_inverse", ST_MATRIX4);
   1.194 +
   1.195 +	add_unistate("st_tex_matrix", ST_MATRIX4);
   1.196 +	//add_unistate("st_tex_matrix_inverse", ST_MATRIX4);
   1.197 +
   1.198 +	//add_unistate("st_mvp_matrix", ST_MATRIX4);
   1.199 +	//add_unistate("st_mvp_matrix_inverse", ST_MATRIX4);
   1.200 +
   1.201 +	add_unistate("st_fbsize", ST_FLOAT2);
   1.202 +
   1.203 +	add_unistate("st_time", ST_FLOAT);
   1.204 +
   1.205 +	add_unistate("st_light_pos", ST_FLOAT3);
   1.206 +	add_unistate("st_light_color", ST_FLOAT3);
   1.207 +	add_unistate("st_light_radius", ST_FLOAT);
   1.208 +
   1.209 +	add_unistate("st_mtl_diffuse", ST_FLOAT3);
   1.210 +	add_unistate("st_mtl_specular", ST_FLOAT3);
   1.211 +	add_unistate("st_mtl_shininess", ST_FLOAT);
   1.212 +	add_unistate("st_mtl_alpha", ST_FLOAT);
   1.213 +}
   1.214 +
   1.215 +static bool create_screens()
   1.216 +{
   1.217 +	Screen *scr;
   1.218 +
   1.219 +	// create the debug overlay screen
   1.220 +	debug_screen = new DebugScreen;
   1.221 +	if(!debug_screen->init()) {
   1.222 +		return false;
   1.223 +	}
   1.224 +
   1.225 +	// create the starting screen last
   1.226 +	scr = new GameScreen;
   1.227 +	if(!scr->init()) {
   1.228 +		return false;
   1.229 +	}
   1.230 +	screens.push_back(scr);
   1.231 +
   1.232 +	info_log("start-screen: %s\n", scr->get_name());
   1.233 +	push_screen(scr);
   1.234 +	return true;
   1.235 +}
   1.236 +
   1.237 +static void toggle_debug()
   1.238 +{
   1.239 +	if(dynamic_cast<DebugScreen*>(current_screen())) {
   1.240 +		pop_screen();
   1.241 +	} else {
   1.242 +		push_screen(debug_screen);
   1.243 +	}
   1.244 +}