#include <assert.h>
+#include "cgmath/cgmath.h"
#include "game.h"
#include "opengl.h"
+#include "level.h"
+#include "scenefile.h"
+#include "sdr.h"
+
+struct level lvl;
+struct scenefile scn;
+
+int win_width, win_height;
+float win_aspect;
+int mouse_x, mouse_y;
+int bnstate[8];
+
+float cam_theta, cam_phi, cam_dist = 10;
+float view_matrix[16], proj_matrix[16];
+
+unsigned int sdr_foo;
int game_init(void)
{
if(init_opengl() == -1) {
return -1;
}
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ if(!(sdr_foo = create_program_load("sdr/foo.v.glsl", "sdr/foo.p.glsl"))) {
+ return -1;
+ }
+ glBindAttribLocation(sdr_foo, MESH_ATTR_VERTEX, "apos");
+ glBindAttribLocation(sdr_foo, MESH_ATTR_NORMAL, "anorm");
+ glBindAttribLocation(sdr_foo, MESH_ATTR_TANGENT, "atang");
+ glBindAttribLocation(sdr_foo, MESH_ATTR_TEXCOORD, "atex");
+ link_program(sdr_foo);
+
+ if(load_level(&lvl, "data/test.lvl") == -1) {
+ return -1;
+ }
+
+ /* DBG */
+ if(load_scenefile(&scn, "data/dwall1.obj") == -1) {
+ return -1;
+ }
+
return 0;
}
void game_shutdown(void)
{
+ destroy_level(&lvl);
+ free_program(sdr_foo);
}
void game_display(void)
{
- glClearColor(1, 0, 0, 1);
+ struct mesh *mesh;
+
+ glClearColor(0.1, 0.1, 0.1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ cgm_midentity(proj_matrix);
+ cgm_mperspective(proj_matrix, cgm_deg_to_rad(50), win_aspect, 0.5, 500.0);
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(proj_matrix);
+
+ cgm_midentity(view_matrix);
+ cgm_mpretranslate(view_matrix, 0, 0, -cam_dist);
+ cgm_mprerotate(view_matrix, cam_phi, 1, 0, 0);
+ cgm_mprerotate(view_matrix, cam_theta, 0, 1, 0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix);
+
+ glUseProgram(sdr_foo);
+
+ mesh = scn.meshlist;
+ while(mesh) {
+ draw_mesh(mesh);
+ mesh = mesh->next;
+ }
+
+ glUseProgram(0);
+
game_swap_buffers();
assert(glGetError() == GL_NO_ERROR);
}
void game_reshape(int x, int y)
{
glViewport(0, 0, x, y);
+ win_width = x;
+ win_height = y;
+ win_aspect = (float)x / (float)y;
}
void game_keyboard(int key, int press)
void game_mbutton(int bn, int press, int x, int y)
{
+ bnstate[bn] = press;
+ mouse_x = x;
+ mouse_y = y;
}
void game_mmotion(int x, int y)
{
+ int dx = x - mouse_x;
+ int dy = y - mouse_y;
+ mouse_x = x;
+ mouse_y = y;
+
+ if(!(dx | dy)) return;
+
+ if(bnstate[0]) {
+ cam_theta += cgm_deg_to_rad(dx * 0.5f);
+ cam_phi += cgm_deg_to_rad(dy * 0.5f);
+ if(cam_phi < -M_PI/2) cam_phi = -M_PI/2;
+ if(cam_phi > M_PI/2) cam_phi = M_PI/2;
+ }
+ if(bnstate[2]) {
+ cam_dist += dy * 0.1;
+ if(cam_dist < 0) cam_dist = 0;
+ }
}