X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrlugburz;a=blobdiff_plain;f=src%2Fgame.c;fp=src%2Fgame.c;h=e159ec2809d6f4ad237f18dabbb1749fdcf62170;hp=5a846ed124dd6389a421da082905b59c953d0d00;hb=5c66bff3dc3b2fdf8b57908de4ebcfc6da6e3597;hpb=f3d32774e0c196175d8143c21313097bcc8ff3a2 diff --git a/src/game.c b/src/game.c index 5a846ed..e159ec2 100644 --- a/src/game.c +++ b/src/game.c @@ -1,9 +1,23 @@ #include +#include "cgmath/cgmath.h" #include "game.h" #include "opengl.h" #include "level.h" +#include "scenefile.h" +#include "sdr.h" struct level lvl; +struct scenefile scn; + +int win_width, win_height; +float win_aspect; +int mouse_x, mouse_y; +int bnstate[8]; + +float cam_theta, cam_phi, cam_dist = 10; +float view_matrix[16], proj_matrix[16]; + +unsigned int sdr_foo; int game_init(void) { @@ -11,23 +25,65 @@ int game_init(void) 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; } + /* DBG */ + if(load_scenefile(&scn, "data/dwall1.obj") == -1) { + return -1; + } + return 0; } void game_shutdown(void) { destroy_level(&lvl); + free_program(sdr_foo); } void game_display(void) { - glClearColor(1, 0, 0, 1); + struct mesh *mesh; + + 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(50), win_aspect, 0.5, 500.0); + glMatrixMode(GL_PROJECTION); + glLoadMatrixf(proj_matrix); + + cgm_midentity(view_matrix); + cgm_mpretranslate(view_matrix, 0, 0, -cam_dist); + cgm_mprerotate(view_matrix, cam_phi, 1, 0, 0); + cgm_mprerotate(view_matrix, cam_theta, 0, 1, 0); + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(view_matrix); + + glUseProgram(sdr_foo); + + mesh = scn.meshlist; + while(mesh) { + draw_mesh(mesh); + mesh = mesh->next; + } + + glUseProgram(0); + game_swap_buffers(); assert(glGetError() == GL_NO_ERROR); } @@ -35,6 +91,9 @@ void game_display(void) 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) @@ -47,8 +106,28 @@ void game_keyboard(int key, int press) 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]) { + cam_theta += cgm_deg_to_rad(dx * 0.5f); + cam_phi += cgm_deg_to_rad(dy * 0.5f); + if(cam_phi < -M_PI/2) cam_phi = -M_PI/2; + if(cam_phi > M_PI/2) cam_phi = M_PI/2; + } + if(bnstate[2]) { + cam_dist += dy * 0.1; + if(cam_dist < 0) cam_dist = 0; + } }