#include "blocks.h"
#include "logger.h"
+int init_starfield(void);
+void draw_starfield(void);
+
static int init(void);
static void cleanup(void);
static void start(void);
static const float blkcolor[][4] = {
{1.0, 0.65, 0.0, 1},
- {0.16, 1.0, 0.0, 1},
+ {0.16, 1.0, 0.4, 1},
{0.65, 0.65, 1.0, 1},
- {1.0, 1.0, 0.0, 1},
+ {1.0, 0.9, 0.1, 1},
{0.0, 1.0, 1.0, 1},
{1.0, 0.5, 1.0, 1},
- {1.0, 0.25, 0.0, 1}
+ {1.0, 0.35, 0.2, 1},
+ {0.5, 0.5, 0.5, 1}
};
+#define GAMEOVER_FILL_RATE 50
+
static int init(void)
{
+ if(init_starfield() == -1) {
+ return -1;
+ }
+
if(!(blkmesh = cmesh_alloc()) || cmesh_load(blkmesh, "data/noisecube.obj") == -1) {
error_log("failed to load block mesh\n");
return -1;
static void cleanup(void)
{
cmesh_free(blkmesh);
+ cmesh_free(wellmesh);
+ glDeleteTextures(1, &tex_well);
}
static void start(void)
}
dt = time_msec - prev_tick;
- /*
if(gameover) {
int i, row = PF_ROWS - gameover;
- int *ptr;
+ unsigned int *ptr;
if(dt < GAMEOVER_FILL_RATE) {
return;
if(row >= 0) {
ptr = pfield + row * PF_COLS;
for(i=0; i<PF_COLS; i++) {
- *ptr++ = TILE_GAMEOVER;
+ *ptr++ = PF_VIS | PF_FULL | 7;
}
gameover++;
- prev_tick = msec;
+ prev_tick = time_msec;
}
return;
}
- */
if(num_complines) {
/* lines where completed, we're in blinking mode */
unsigned int *ptr = pfield + complines[i] * PF_COLS;
for(j=0; j<PF_COLS; j++) {
*ptr = (*ptr & ~PF_VIS) | ((blink & 1) << PF_VIS_SHIFT);
+ ptr++;
}
}
return;
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
+ draw_starfield();
+
glPushAttrib(GL_ENABLE_BIT);
glBindTexture(GL_TEXTURE_2D, tex_well);
glEnable(GL_TEXTURE_2D);
glPopMatrix();
}
-static const float blkspec[] = {1, 1, 1, 1};
+static const float blkspec[] = {0.85, 0.85, 0.85, 1};
static void draw_block(int block, const int *pos, int rot)
{
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
- if(val & PF_FULL) {
+ if((val & (PF_FULL | PF_VIS)) == (PF_FULL | PF_VIS)) {
glPushMatrix();
glTranslatef(j, -i, 0);
cmesh_draw(blkmesh);
--- /dev/null
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <cgmath/cgmath.h>
+#include <imago2.h>
+#include "opengl.h"
+#include "game.h"
+#include "logger.h"
+
+static unsigned int tex_bolt, tex_star;
+static float star_speed = 100.0f;
+static float star_depth = 1000.0f;
+static float star_size = 0.35f;
+
+#define STAR_ZOFFS 100.0f
+#define STAR_COUNT 4096
+static cgm_vec3 star[STAR_COUNT];
+static float star_lenxy[STAR_COUNT];
+
+int init_starfield(void)
+{
+ int i;
+ float width;
+
+ if(!(tex_star = img_gltexture_load("data/pimg.png"))) {
+ error_log("failed to load star texture\n");
+ return -1;
+ }
+ if(!(tex_bolt = img_gltexture_load("data/bolt.png"))) {
+ error_log("failed to load star tail texture\n");
+ return -1;
+ }
+
+ width = star_depth / 4.0f;
+ for(i=0; i<STAR_COUNT; i++) {
+ float x = (2.0f * rand() / RAND_MAX) - 1.0;
+ float y = (2.0f * rand() / RAND_MAX) - 1.0;
+ float z = (float)rand() / RAND_MAX;
+
+ cgm_vcons(star + i, x * width, y * width, z * star_depth);
+ star_lenxy[i] = sqrt(star[i].x * star[i].x + star[i].y * star[i].y);
+ }
+ return 0;
+}
+
+void draw_starfield(void)
+{
+ int i;
+ cgm_vec3 pos;
+ float x, y, z, t;
+ float x0, y0, x1, y1;
+ float theta, sz;
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_CULL_FACE);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, tex_bolt);
+
+ glBegin(GL_QUADS);
+ for(i=0; i<STAR_COUNT; i++) {
+ pos = star[i];
+ z = fmod(pos.z + time_msec * star_speed / 1000.0f, star_depth);
+ t = z / star_depth;
+ pos.z = z - star_depth + STAR_ZOFFS;
+
+ theta = atan2(pos.y / star_lenxy[i], pos.x / star_lenxy[i]);
+
+ y = -star_size;
+ x = 0;
+
+ x0 = x * cos(theta) - y * sin(theta);
+ y0 = x * sin(theta) + y * cos(theta);
+
+ y = star_size;
+
+ x1 = x * cos(theta) - y * sin(theta);
+ y1 = x * sin(theta) + y * cos(theta);
+
+ x0 += pos.x;
+ x1 += pos.x;
+ y0 += pos.y;
+ y1 += pos.y;
+
+ glColor4f(1, 1, 1, t);
+ glTexCoord2f(0, 1);
+ glVertex3f(x0, y0, pos.z);
+ glTexCoord2f(1, 1);
+ glVertex3f(x1, y1, pos.z);
+ glTexCoord2f(1, 0);
+ glVertex3f(x1, y1, pos.z - star_size * 16.0);
+ glTexCoord2f(0, 0);
+ glVertex3f(x0, y0, pos.z - star_size * 16.0);
+ }
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, tex_star);
+ sz = star_size * 4.0f;
+ glBegin(GL_QUADS);
+ for(i=0; i<STAR_COUNT; i++) {
+ pos = star[i];
+ z = fmod(pos.z + time_msec * star_speed / 1000.0f, star_depth);
+ t = z / star_depth;
+ pos.z = z - star_depth + STAR_ZOFFS;
+
+ glColor4f(1, 1, 1, t);
+ glTexCoord2f(0, 0);
+ glVertex3f(pos.x - sz, pos.y - sz, pos.z);
+ glTexCoord2f(1, 0);
+ glVertex3f(pos.x + sz, pos.y - sz, pos.z);
+ glTexCoord2f(1, 1);
+ glVertex3f(pos.x + sz, pos.y + sz, pos.z);
+ glTexCoord2f(0, 1);
+ glVertex3f(pos.x - sz, pos.y + sz, pos.z);
+ }
+ glEnd();
+
+ glPopAttrib();
+}