+#include <vector>
+#include <gmath/gmath.h>
#include "game.h"
#include "screen.h"
#include "opengl.h"
+#include "texture.h"
+
+/* NOTES:
+ * - whistle hhgg music
+ * - colliding particles merge
+ * - select objects and center camera on them
+ */
+
+struct Particle {
+ float mass;
+ Vec2 pos;
+ Vec2 vel;
+};
+
+struct Emitter {
+ Vec2 pos;
+ float mass;
+ float rate, chunk;
+ float angle, spread;
+};
+
+
+#define SIM_DT 0.016
+
+#define GRID_SIZE 4096
+#define GRID_BITS 12
+#define GRID_X(idx) (((idx) >> GRID_BITS) & (GRID_SIZE - 1))
+#define GRID_Y(idx) ((idx) & (GRID_SIZE - 1))
+
+#define FIELD_SIZE 2048
+#define MIN_CAM_DIST 1.0f
+#define MAX_CAM_DIST 350.0f
+
+static int pos_to_grid(float x, float y);
+
+static float grid[GRID_SIZE * GRID_SIZE];
+static Particle grid_part[GRID_SIZE * GRID_SIZE];
+
+static std::vector<Emitter> emitters;
+
+static Texture *grid_tex;
+
+static float cam_theta;
+static float cam_dist = 100.0f;
+static Vec2 *targ_pos;
+static Mat4 view_matrix, proj_matrix;
+
bool GameScreen::init()
{
+ grid_tex = new Texture;
+ if(!grid_tex->load("data/purple_grid.png")) {
+ return false;
+ }
+ grid_tex->set_anisotropy(glcaps.max_aniso);
+
return true;
}
void GameScreen::destroy()
{
+ delete grid_tex;
+}
+
+static void simstep()
+{
}
+static void update()
+{
+ static float interval;
+
+ interval += frame_dt;
+ if(interval >= SIM_DT) {
+ interval -= SIM_DT;
+ simstep();
+ }
+
+ // update projection matrix
+ proj_matrix.perspective(deg_to_rad(60.0f), win_aspect, 0.5, 5000.0);
+
+ // update view matrix
+ Vec3 targ;
+ if(targ_pos) {
+ targ.x = targ_pos->x;
+ targ.z = targ_pos->y;
+ }
+
+ float theta = -deg_to_rad(cam_theta);
+ Vec3 camdir = Vec3(sin(theta) * cam_dist, pow(cam_dist * 0.1, 2.0) + 0.5, cos(theta) * cam_dist);
+ Vec3 campos = targ + camdir;
+
+ view_matrix.inv_lookat(campos, targ, Vec3(0, 1, 0));
+}
void GameScreen::draw()
{
- glClearColor(1, 0, 0, 1);
+ update();
+
+ glClearColor(0.01, 0.01, 0.01, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(proj_matrix[0]);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix[0]);
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_CULL_FACE);
+
+ glEnable(GL_TEXTURE_2D);
+ bind_texture(grid_tex);
+
+ float maxu = FIELD_SIZE / 32.0f;
+ float maxv = FIELD_SIZE / 32.0f;
+ float hsz = FIELD_SIZE * 0.5f;
+
+ glBegin(GL_QUADS);
+ glColor3f(1, 1, 1);
+ glTexCoord2f(0, 0);
+ glVertex3f(-hsz, 0, -hsz);
+ glTexCoord2f(maxu, 0);
+ glVertex3f(hsz, 0, -hsz);
+ glTexCoord2f(maxu, maxv);
+ glVertex3f(hsz, 0, hsz);
+ glTexCoord2f(0, maxv);
+ glVertex3f(-hsz, 0, hsz);
+ glEnd();
+
+ glPopAttrib();
+}
+
+void GameScreen::reshape(int x, int y)
+{
}
+
void GameScreen::keyboard(int key, bool pressed)
{
if(pressed) {
}
}
+static int prev_x, prev_y;
+
void GameScreen::mbutton(int bn, bool pressed, int x, int y)
{
+ prev_x = x;
+ prev_y = y;
}
void GameScreen::mmotion(int x, int y)
{
+ int dx = x - prev_x;
+ int dy = y - prev_y;
+ prev_x = x;
+ prev_y = y;
+
+ if(game_bnstate(2)) {
+ cam_theta += dx * 0.5;
+ }
}
void GameScreen::mwheel(int dir, int x, int y)
{
+ cam_dist -= dir * cam_dist * 0.05f;
+ if(cam_dist <= MIN_CAM_DIST) cam_dist = MIN_CAM_DIST;
+ if(cam_dist > MAX_CAM_DIST) cam_dist = MAX_CAM_DIST;
}