foo
[vrlugburz] / src / game.c
1 #include <stdio.h>
2 #include <assert.h>
3 #include "cgmath/cgmath.h"
4 #include "game.h"
5 #include "opengl.h"
6 #include "level.h"
7 #include "player.h"
8 #include "scenefile.h"
9 #include "sdr.h"
10
11 static void draw_level(void);
12
13 struct level lvl;
14 struct player player;
15
16 int win_width, win_height;
17 float win_aspect;
18 int mouse_x, mouse_y;
19 int bnstate[8];
20
21 float cam_dist;
22 float view_matrix[16], proj_matrix[16];
23
24 unsigned int sdr_foo;
25
26 static long prev_step, prev_turn;
27
28 int game_init(void)
29 {
30         if(init_opengl() == -1) {
31                 return -1;
32         }
33
34         glEnable(GL_DEPTH_TEST);
35         glEnable(GL_CULL_FACE);
36
37         if(!(sdr_foo = create_program_load("sdr/foo.v.glsl", "sdr/foo.p.glsl"))) {
38                 return -1;
39         }
40         glBindAttribLocation(sdr_foo, MESH_ATTR_VERTEX, "apos");
41         glBindAttribLocation(sdr_foo, MESH_ATTR_NORMAL, "anorm");
42         glBindAttribLocation(sdr_foo, MESH_ATTR_TANGENT, "atang");
43         glBindAttribLocation(sdr_foo, MESH_ATTR_TEXCOORD, "atex");
44         link_program(sdr_foo);
45
46         if(load_level(&lvl, "data/test.lvl") == -1) {
47                 return -1;
48         }
49
50         init_player(&player);
51         player.lvl = &lvl;
52         player.cx = lvl.px;
53         player.cy = lvl.py;
54
55         return 0;
56 }
57
58 void game_shutdown(void)
59 {
60         destroy_level(&lvl);
61         free_program(sdr_foo);
62 }
63
64 #define STEP_INTERVAL   250
65 #define TURN_INTERVAL   500
66
67 void update(float dt)
68 {
69         int fwd = 0, right = 0, turn = 0;
70
71         if(time_msec - prev_turn >= TURN_INTERVAL) {
72                 if(input_state[INP_LTURN]) turn--;
73                 if(input_state[INP_RTURN]) turn++;
74
75                 if(turn) {
76                         turn_player(&player, turn);
77                         prev_turn = time_msec;
78                 }
79         }
80
81         if(time_msec - prev_step >= STEP_INTERVAL) {
82                 if(input_state[INP_FWD]) fwd++;
83                 if(input_state[INP_BACK]) fwd--;
84                 if(input_state[INP_LEFT]) right--;
85                 if(input_state[INP_RIGHT]) right++;
86
87                 if(fwd | right) {
88                         move_player(&player, right, fwd);
89                         prev_step = time_msec;
90                 }
91         }
92
93         upd_player_xform(&player);
94 }
95
96 void game_display(void)
97 {
98         float dt;
99         static long prev_msec;
100
101         dt = (prev_msec - time_msec) / 1000.0f;
102         prev_msec = time_msec;
103
104         update(dt);
105
106         glClearColor(0.1, 0.1, 0.1, 1);
107         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
108
109         cgm_midentity(proj_matrix);
110         cgm_mperspective(proj_matrix, cgm_deg_to_rad(80), win_aspect, 0.5, 500.0);
111         glMatrixMode(GL_PROJECTION);
112         glLoadMatrixf(proj_matrix);
113
114         glMatrixMode(GL_MODELVIEW);
115         glLoadIdentity();
116         glTranslatef(0, 0, -cam_dist);
117         glMultMatrixf(player.view_xform);
118
119         draw_level();
120
121         game_swap_buffers();
122         assert(glGetError() == GL_NO_ERROR);
123 }
124
125 static void draw_level(void)
126 {
127         int i, j, k;
128         struct cell *cell;
129         float xform[16];
130
131         glUseProgram(sdr_foo);
132
133         cell = lvl.cells;
134         for(i=0; i<lvl.height; i++) {
135                 for(j=0; j<lvl.width; j++) {
136                         cgm_mtranslation(xform, j * lvl.cell_size, 0, -i * lvl.cell_size);
137
138                         glPushMatrix();
139                         glMultMatrixf(xform);
140
141                         if(cell->tile) {
142                                 cgm_mrotation_y(xform, cell->tilerot * M_PI / 2.0f);
143
144                                 glPushMatrix();
145                                 glMultMatrixf(xform);
146                                 draw_meshgroup(&cell->tile->mgrp);
147                                 glPopMatrix();
148                         }
149
150                         for(k=0; k<cell->num_mgrp; k++) {
151                                 draw_meshgroup(cell->mgrp + k);
152                         }
153                         cell++;
154
155                         glPopMatrix();
156                 }
157         }
158
159         glUseProgram(0);
160 }
161
162 void game_reshape(int x, int y)
163 {
164         glViewport(0, 0, x, y);
165         win_width = x;
166         win_height = y;
167         win_aspect = (float)x / (float)y;
168 }
169
170 void game_keyboard(int key, int press)
171 {
172         if(press && key == 27) {
173                 game_quit();
174                 return;
175         }
176
177         /* TODO key remapping */
178         switch(key) {
179         case 'w':
180                 input_state[INP_FWD] = press;
181                 if(press) {
182                         move_player(&player, 0, 1);
183                         prev_step = time_msec;
184                 }
185                 break;
186
187         case 'a':
188                 input_state[INP_LEFT] = press;
189                 if(press) {
190                         move_player(&player, -1, 0);
191                         prev_step = time_msec;
192                 }
193                 break;
194
195         case 's':
196                 input_state[INP_BACK] = press;
197                 if(press) {
198                         move_player(&player, 0, -1);
199                         prev_step = time_msec;
200                 }
201                 break;
202
203         case 'd':
204                 input_state[INP_RIGHT] = press;
205                 if(press) {
206                         move_player(&player, 1, 0);
207                         prev_step = time_msec;
208                 }
209                 break;
210
211         case 'q':
212                 input_state[INP_LTURN] = press;
213                 if(press) {
214                         turn_player(&player, -1);
215                         prev_turn = time_msec;
216                 }
217                 break;
218
219         case 'e':
220                 input_state[INP_RTURN] = press;
221                 if(press) {
222                         turn_player(&player, 1);
223                         prev_turn = time_msec;
224                 }
225                 break;
226         }
227 }
228
229 void game_mbutton(int bn, int press, int x, int y)
230 {
231         bnstate[bn] = press;
232         mouse_x = x;
233         mouse_y = y;
234 }
235
236 void game_mmotion(int x, int y)
237 {
238         int dx = x - mouse_x;
239         int dy = y - mouse_y;
240         mouse_x = x;
241         mouse_y = y;
242
243         if(!(dx | dy)) return;
244
245         if(bnstate[0]) {
246                 player.theta += cgm_deg_to_rad(dx * 0.5f);
247                 player.phi -= cgm_deg_to_rad(dy * 0.5f);
248                 if(player.phi < -M_PI/2) player.phi = -M_PI/2;
249                 if(player.phi > M_PI/2) player.phi = M_PI/2;
250         }
251         if(bnstate[2]) {
252                 cam_dist += dy * 0.1;
253                 if(cam_dist < 0) cam_dist = 0;
254         }
255 }