X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fgame.c;h=64c00dfa32a7ea48c7318814479808a386086808;hb=67b9bf8d28722bbc8c03c897c0a46d202286bd16;hp=6df460b9501f888533906f5d011d095952cb44f9;hpb=8823811bf3bc8d38b4ee10487d5d095427afed45;p=vrlugburz diff --git a/src/game.c b/src/game.c index 6df460b..64c00df 100644 --- a/src/game.c +++ b/src/game.c @@ -1,31 +1,170 @@ +#include #include +#include "cgmath/cgmath.h" #include "game.h" #include "opengl.h" +#include "level.h" +#include "player.h" +#include "scenefile.h" +#include "sdr.h" + +static void draw_level(void); + +struct level lvl; +struct player player; + +int win_width, win_height; +float win_aspect; +int mouse_x, mouse_y; +int bnstate[8]; + +float cam_dist; +float view_matrix[16], proj_matrix[16]; + +unsigned int sdr_foo; + +static long prev_step, prev_turn; 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; + } + + init_player(&player); + player.lvl = &lvl; + player.cx = lvl.px; + player.cy = lvl.py; + return 0; } void game_shutdown(void) { + destroy_level(&lvl); + free_program(sdr_foo); +} + +#define STEP_INTERVAL 250 +#define TURN_INTERVAL 500 + +void update(float dt) +{ + int fwd = 0, right = 0, turn = 0; + + if(time_msec - prev_turn >= TURN_INTERVAL) { + if(input_state[INP_LTURN]) turn--; + if(input_state[INP_RTURN]) turn++; + + if(turn) { + turn_player(&player, turn); + prev_turn = time_msec; + } + } + + if(time_msec - prev_step >= STEP_INTERVAL) { + if(input_state[INP_FWD]) fwd++; + if(input_state[INP_BACK]) fwd--; + if(input_state[INP_LEFT]) right--; + if(input_state[INP_RIGHT]) right++; + + if(fwd | right) { + move_player(&player, right, fwd); + prev_step = time_msec; + } + } + + upd_player_xform(&player); } void game_display(void) { - glClearColor(1, 0, 0, 1); + float dt; + static long prev_msec; + + dt = (prev_msec - time_msec) / 1000.0f; + prev_msec = time_msec; + + update(dt); + + 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(80), win_aspect, 0.5, 500.0); + glMatrixMode(GL_PROJECTION); + glLoadMatrixf(proj_matrix); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0, 0, -cam_dist); + glMultMatrixf(player.view_xform); + + draw_level(); + game_swap_buffers(); assert(glGetError() == GL_NO_ERROR); } +static void draw_level(void) +{ + int i, j, k; + struct cell *cell; + float xform[16]; + + glUseProgram(sdr_foo); + + cell = lvl.cells; + for(i=0; itile) { + cgm_mrotation_y(xform, cell->tilerot * M_PI / 2.0f); + + glPushMatrix(); + glMultMatrixf(xform); + draw_meshgroup(&cell->tile->mgrp); + glPopMatrix(); + } + + for(k=0; knum_mgrp; k++) { + draw_meshgroup(cell->mgrp + k); + } + cell++; + + glPopMatrix(); + } + } + + glUseProgram(0); +} + 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) @@ -34,12 +173,83 @@ void game_keyboard(int key, int press) game_quit(); return; } + + /* TODO key remapping */ + switch(key) { + case 'w': + input_state[INP_FWD] = press; + if(press) { + move_player(&player, 0, 1); + prev_step = time_msec; + } + break; + + case 'a': + input_state[INP_LEFT] = press; + if(press) { + move_player(&player, -1, 0); + prev_step = time_msec; + } + break; + + case 's': + input_state[INP_BACK] = press; + if(press) { + move_player(&player, 0, -1); + prev_step = time_msec; + } + break; + + case 'd': + input_state[INP_RIGHT] = press; + if(press) { + move_player(&player, 1, 0); + prev_step = time_msec; + } + break; + + case 'q': + input_state[INP_LTURN] = press; + if(press) { + turn_player(&player, -1); + prev_turn = time_msec; + } + break; + + case 'e': + input_state[INP_RTURN] = press; + if(press) { + turn_player(&player, 1); + prev_turn = time_msec; + } + break; + } } 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]) { + player.theta += cgm_deg_to_rad(dx * 0.5f); + player.phi -= cgm_deg_to_rad(dy * 0.5f); + if(player.phi < -M_PI/2) player.phi = -M_PI/2; + if(player.phi > M_PI/2) player.phi = M_PI/2; + } + if(bnstate[2]) { + cam_dist += dy * 0.1; + if(cam_dist < 0) cam_dist = 0; + } }