added starfield
[vrtris] / src / gamescr.c
index 4fd0b2b..a55f432 100644 (file)
@@ -9,6 +9,9 @@
 #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);
@@ -82,9 +85,26 @@ static const long level_speed[NUM_LEVELS] = {
        167, 151, 134, 117, 107, 98, 88, 79, 69, 60, 50
 };
 
+static const float blkcolor[][4] = {
+       {1.0, 0.65, 0.0, 1},
+       {0.16, 1.0, 0.4, 1},
+       {0.65, 0.65, 1.0, 1},
+       {1.0, 0.9, 0.1, 1},
+       {0.0, 1.0, 1.0, 1},
+       {1.0, 0.5, 1.0, 1},
+       {1.0, 0.35, 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;
@@ -106,6 +126,8 @@ static int init(void)
 static void cleanup(void)
 {
        cmesh_free(blkmesh);
+       cmesh_free(wellmesh);
+       glDeleteTextures(1, &tex_well);
 }
 
 static void start(void)
@@ -139,10 +161,9 @@ static void update(float dtsec)
        }
        dt = time_msec - prev_tick;
 
-       /*
        if(gameover) {
                int i, row = PF_ROWS - gameover;
-               int *ptr;
+               unsigned int *ptr;
 
                if(dt < GAMEOVER_FILL_RATE) {
                        return;
@@ -151,15 +172,14 @@ static void update(float dtsec)
                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 */
@@ -175,6 +195,7 @@ static void update(float dtsec)
                        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;
@@ -207,10 +228,16 @@ static void update(float dtsec)
 
 static void draw(void)
 {
+       const float lpos[] = {-1, 1, 6, 1};
+
        glTranslatef(0, 0, -cam_dist);
        glRotatef(cam_phi, 1, 0, 0);
        glRotatef(cam_theta, 0, 1, 0);
 
+       glLightfv(GL_LIGHT0, GL_POSITION, lpos);
+
+       draw_starfield();
+
        glPushAttrib(GL_ENABLE_BIT);
        glBindTexture(GL_TEXTURE_2D, tex_well);
        glEnable(GL_TEXTURE_2D);
@@ -231,12 +258,16 @@ static void draw(void)
        glPopMatrix();
 }
 
+static const float blkspec[] = {0.85, 0.85, 0.85, 1};
+
 static void draw_block(int block, const int *pos, int rot)
 {
-       int i, pal;
+       int i;
        unsigned char *p = blocks[block][rot];
 
-       /*pal = FIRST_BLOCK_PAL + block;*/
+       glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blkcolor[block]);
+       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
+       glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
 
        for(i=0; i<4; i++) {
                int x = pos[1] + BLKX(*p);
@@ -260,7 +291,12 @@ static void drawpf(void)
        for(i=0; i<PF_ROWS; i++) {
                for(j=0; j<PF_COLS; j++) {
                        unsigned int val = *sptr++;
-                       if(val & PF_FULL) {
+
+                       glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blkcolor[val & 7]);
+                       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blkspec);
+                       glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50.0f);
+
+                       if((val & (PF_FULL | PF_VIS)) == (PF_FULL | PF_VIS)) {
                                glPushMatrix();
                                glTranslatef(j, -i, 0);
                                cmesh_draw(blkmesh);