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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 /engine/application.cpp
parent88b1e9e505dad78fd2c3ff927495d322b11491ca (diff)
Moved engine-sources to seperate subdirectory.
Diffstat (limited to 'engine/application.cpp')
-rw-r--r--engine/application.cpp336
1 files changed, 336 insertions, 0 deletions
diff --git a/engine/application.cpp b/engine/application.cpp
new file mode 100644
index 0000000..2ef8e79
--- /dev/null
+++ b/engine/application.cpp
@@ -0,0 +1,336 @@
+#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;
+ }
+}