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authorVegard Storheil Eriksen <zyp@jvnv.net>2010-05-21 19:24:51 +0200
committerVegard Storheil Eriksen <zyp@jvnv.net>2010-05-21 19:24:51 +0200
commit267bebfc227c94f543a39e2aa75fb101bc06932e (patch)
tree40ad8057634ba80aa19c61f57884982fd59f6b56 /application.cpp
parent88b1e9e505dad78fd2c3ff927495d322b11491ca (diff)
Moved engine-sources to seperate subdirectory.
Diffstat (limited to 'application.cpp')
-rw-r--r--application.cpp336
1 files changed, 0 insertions, 336 deletions
diff --git a/application.cpp b/application.cpp
deleted file mode 100644
index 2ef8e79..0000000
--- a/application.cpp
+++ /dev/null
@@ -1,336 +0,0 @@
-#include "application.h"
-
-#include "config.h"
-
-#include "texturesdl.h"
-
-#include <SDL/SDL_opengl.h>
-
-#include <iostream>
-#include <stdexcept>
-
-#include <cmath>
-
-class BulletPattern1 : public BulletPattern {
- unsigned int base;
- public:
- BulletPattern1(bool reverse, unsigned int base) {
- num_bullets = 0;
- color_r = 1;
- color_g = 0;
- color_b = 1;
- bullets = new float[128];
- this->base = base;
-
- int j = 0;
- for(float i = 0; i < M_PI; i += 0.1, j++) {
- bullets[j*4] = 0.5 + sinf(!reverse ? M_PI_2 + i : M_PI - i + M_PI_2) * 0.09;
- bullets[j*4 + 1] = 0.8 + cosf(M_PI_2 + i) * 0.1;
- bullets[j*4 + 2] = sinf(!reverse ? M_PI_2 + i : M_PI - i + M_PI_2) / 15000.0;
- bullets[j*4 + 3] = -0.0001;
- }
- };
- void update(unsigned int time, unsigned int step) {
- if(num_bullets < 32 && base + num_bullets * 10 < time) {
- num_bullets += time / 10 - num_bullets - base / 10;
- if(num_bullets > 32) num_bullets = 32;
- }
- for(int i = 0; i < num_bullets; i++) {
- bullets[i*4] += bullets[i*4 + 2] * step;
- bullets[i*4 + 1] += bullets[i*4 + 3] * step;
- }
- }
-};
-
-class BulletPattern2 : public BulletPattern {
- public:
- BulletPattern2(unsigned int base) {
- num_bullets = 0;
- color_r = 0;
- color_g = 1;
- color_b = 0;
- stride = sizeof(float);
- bullets = new float[8*32*5];
-
- int k = 0;
- for(int j = 0; j < 8; j++) {
- for(float i = 0; i < M_PI; i += 0.1, k++) {
- bullets[k*5] = 0.5 + sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) * 0.09;
- bullets[k*5 + 1] = 0.8 + cosf(M_PI_2 + i) * 0.1;
- bullets[k*5 + 2] = sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) / 15000;
- bullets[k*5 + 3] = -0.0001;
- bullets[k*5 + 4] = base + j * 400 + i * 100;
- }
- }
-
- };
- void update(unsigned int time, unsigned int step) {
- while(num_bullets < 256 && (unsigned int)(bullets[num_bullets*5 + 4]) < time) {
- num_bullets++;
- }
- for(int i = 0; i < num_bullets; i++) {
- bullets[i*5] += bullets[i*5 + 2] * step;
- bullets[i*5 + 1] += bullets[i*5 + 3] * step;
- }
- }
-};
-
-
-Application::Application() {
- // Initialize SDL
- if(SDL_Init(SDL_INIT_VIDEO)) {
- throw(std::runtime_error("SDL initialization failed"));
- }
- // Fetch the video info
- const SDL_VideoInfo *info = SDL_GetVideoInfo();
- if(!info) {
- throw(std::runtime_error("SDL info query failed"));
- }
- // The SDL mode-flags
- int flags = SDL_OPENGL; // OpenGL in SDL
- flags |= SDL_GL_DOUBLEBUFFER; // Double buffering
- flags |= SDL_HWPALETTE; // Hardware palette
- // Check for hardware surface aviability
- if(info->hw_available) {
- flags |= SDL_HWSURFACE;
- } else {
- flags |= SDL_SWSURFACE;
- }
- // Check for hardware blit ability
- if(info->blit_hw) {
- flags |= SDL_HWACCEL;
- }
- // Setup double buffering
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
-
- SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
-
- // Get our surface
- surface = SDL_SetVideoMode(Config::window_w, Config::window_h, 32, flags);
- if(!surface) {
- throw(std::runtime_error("Video mode set failed"));
- }
-
- // Texturing
- glEnable(GL_TEXTURE_2D);
- // Blending
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- // Smooth shading
- glShadeModel(GL_SMOOTH);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-
- glEnable(GL_POINT_SPRITE);
- glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
-
- glClearColor(0, 0, 0, 0);
- glClearDepth(1);
-
- please_quit = false;
-}
-
-Application::~Application() {
-
-}
-
-void Application::run() {
-
- elapsed = 0;
- paused = false;
-
- font = new FTPixmapFont("fonts/VeraMono.ttf");
- font->FaceSize(12);
- background = new TextureSDL("textures/background.png");
- texture = new TextureSDL("textures/shot1.png");
- shader = new GLShaderProgram();
- player = new Player();
-
- patterns.push_back(new BulletPattern());
- for(int i = 0; i < 8; i++) {
- patterns.push_back(new BulletPattern1(i % 2 == 1, 5000 + i * 400));
- }
- patterns.push_back(new BulletPattern2(9000));
-
- GLFragmentShader shader1("shaders/bullet_fragment.glsl");
- GLVertexShader shader2("shaders/bullet_vertex.glsl");
- shader->attach(shader1);
- shader->attach(shader2);
- shader->link();
-
- lasttick = SDL_GetTicks();
-
- while(1) {
- SDL_Event event;
- while(SDL_PollEvent(&event)) {
- if(event.type == SDL_QUIT) {
- break;
- } else if(event.type == SDL_KEYDOWN) {
- event_keypress(event.key.keysym.sym);
- }
- }
-
- if(please_quit) {
- return;
- }
-
- unsigned int tick = SDL_GetTicks();
- unsigned int step = tick - lasttick;
- lasttick = tick;
-
- main_loop(tick, step);
-
- //SDL_Delay(10);
- }
-}
-
-void Application::main_loop(unsigned int tick, unsigned int step) {
- if(!paused) {
- elapsed += step;
- for(std::vector<BulletPattern*>::iterator it = patterns.begin(); it < patterns.end(); it++) {
- (*it)->update(elapsed, step);
- }
-
- player->update();
- }
-
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glViewport(0, 0, Config::window_w, Config::window_h);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- float xo = float(Config::window_w)/float(Config::window_h)/2.5 - 0.5;
- glOrtho(-xo, 1 + xo, 0, 0.8, 0, 10);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glBindTexture(GL_TEXTURE_2D, background->tex());
- glBegin(GL_QUADS);
- glTexCoord2f(0, 1);
- glVertex2f(-1.9/9.0, 0);
- glTexCoord2f(0, 0);
- glVertex2f(-1.9/9.0, 0.8);
- glTexCoord2f(1, 0);
- glVertex2f(10.9/9.0, 0.8);
- glTexCoord2f(1, 1);
- glVertex2f(10.9/9.0, 0);
- glEnd();
-
- glDisable(GL_TEXTURE_2D);
- glColor4f(1, 1, 0, 1);
-
- char s[0xff];
-
- if(tick - lastframes >= 1000) {
- fps = (float)frames * ((float)(tick - lastframes) / 1000.0f);
- frames = 1;
- lastframes = tick;
- } else {
- frames++;
- }
- snprintf(s, 0xff, "FPS: %.2f", fps);
- glRasterPos2f(Config::fps_x, Config::fps_y);
- font->Render(s);
-
- float v_x = Config::window_w * (Config::viewport_x + xo) / (1 + 2 * xo);
- float v_y = Config::window_h * Config::viewport_y;
- float v_w = Config::window_h * Config::viewport_w;
- float v_h = Config::window_h * Config::viewport_h;
-
- glViewport(
- v_x - Config::viewport_overscan,
- v_y - Config::viewport_overscan,
- v_w + Config::viewport_overscan * 2,
- v_h + Config::viewport_overscan * 2);
- glScissor(v_x, v_y, v_w, v_h);
- glEnable(GL_SCISSOR_TEST);
-
- glClearColor(0.2, 0.2, 0.2, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(45, (float)660 / (float)740, 1, 100);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- float f = elapsed * 0.0005;
-
- gluLookAt(
- 5 * sinf(f), 1, 5 * cosf(f),
- 0, 0, 0,
- 5 * sinf(f), 2, 5 * cosf(f));
-
- glBegin(GL_LINES);
- for(int i = -10; i < 11; i++) {
- if(i % 5 == 0)
- glColor3f(1, 1, 1);
- else
- glColor3f(.5, .5, .5);
- glVertex3f(i, 0, -10);
- glVertex3f(i, 0, 10);
- glVertex3f(-10, 0, i);
- glVertex3f(10, 0, i);
- }
- glEnd();
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(
- -float(Config::viewport_overscan) / float(v_w),
- 1.0 + float(Config::viewport_overscan) / float(v_w),
- -float(Config::viewport_overscan) / float(v_w),
- Config::viewport_aspect + float(Config::viewport_overscan) / float(v_w),
- 0, 10);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
-
- player->draw();
-
- shader->use();
- glPointSize(32.0);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, texture->tex());
-
- glColor4f(1, 0, 0, 1);
-
- for(std::vector<BulletPattern*>::iterator it = patterns.begin(); it < patterns.end(); it++) {
- BulletPattern *bp = (*it);
- glColor3f(bp->color_r, bp->color_g, bp->color_b);
- bp->draw();
- }
-
- glUseProgram(0);
-
- glDisable(GL_SCISSOR_TEST);
-
- SDL_GL_SwapBuffers();
-}
-
-void Application::quit() {
- please_quit = true;
-}
-
-void Application::event_keypress(SDLKey key) {
- switch(key) {
- case SDLK_ESCAPE:
- quit();
- break;
- case SDLK_SPACE:
- paused = !paused;
- lasttick = SDL_GetTicks();
- break;
- default:
- break;
- }
-}