X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=ld42_outofspace;a=blobdiff_plain;f=src%2Fgamescr.cc;h=26afe4224d8ef1453fa1a79c7ee2f395e810b7cc;hp=0ae16723bd9bb638e30803ecc69d2ff282146e1b;hb=b8200afc389ccca3e86463eb48c0563c0e093552;hpb=cf0e9a55d004e5339adc265b7ea6f41bae5c3cfe diff --git a/src/gamescr.cc b/src/gamescr.cc index 0ae1672..26afe42 100644 --- a/src/gamescr.cc +++ b/src/gamescr.cc @@ -1,24 +1,147 @@ +#include +#include #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 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) { @@ -33,14 +156,29 @@ void GameScreen::keyboard(int key, bool 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; }