diff options
Diffstat (limited to 'application.cpp')
-rw-r--r-- | application.cpp | 286 |
1 files changed, 286 insertions, 0 deletions
diff --git a/application.cpp b/application.cpp new file mode 100644 index 0000000..072c7a8 --- /dev/null +++ b/application.cpp @@ -0,0 +1,286 @@ +#include "application.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] = 50.0 + sinf(!reverse ? M_PI_2 + i : M_PI - i + M_PI_2) * 9; + bullets[j*4 + 1] = 80 + cosf(M_PI_2 + i) * 10; + bullets[j*4 + 2] = sinf(!reverse ? M_PI_2 + i : M_PI - i + M_PI_2) / 150.0; + bullets[j*4 + 3] = -0.01; + } + }; + 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] = 50.0 + sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) * 9; + bullets[k*5 + 1] = 80 + cosf(M_PI_2 + i) * 10; + bullets[k*5 + 2] = sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) / 150.0; + bullets[k*5 + 3] = -0.01; + 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); + + // Get our surface + surface = SDL_SetVideoMode(1280, 720, 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; + + font = new FTPixmapFont("VeraMono.ttf"); + font->FaceSize(12); + texture = new TextureSDL("foo4.png"); + shader = new GLShaderProgram(); + + 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("bullet_fragment.glsl"); + GLVertexShader shader2("bullet_vertex.glsl"); + shader->attach(shader1); + shader->attach(shader2); + shader->link(); + + unsigned int lasttick = SDL_GetTicks(); + + while(1) { + SDL_Event event; + 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) { + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glViewport(-10, -10, 660, 740); + glScissor(0, 0, 640, 720); + glEnable(GL_SCISSOR_TEST); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(45, (float)660 / (float)740, 1, 100); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + if(!paused) { + elapsed += step; + for(std::vector<BulletPattern*>::iterator it = patterns.begin(); it < patterns.end(); it++) { + (*it)->update(elapsed, step); + } + } + + 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(-10, 110, -10, 110, 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); + shader->use(); + glPointSize(16.0); + 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(); + } + + glDisable(GL_TEXTURE_2D); + glUseProgram(0); + + glDisable(GL_SCISSOR_TEST); + glViewport(640, 0, 640, 720); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0, 100, 0, 100, 0, 10); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + glColor4f(1, 1, 1, 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(1, 1); + font->Render(s); + + SDL_GL_SwapBuffers(); +} + +void Application::quit() { + please_quit = true; +} + +void Application::event_keypress(SDLKey key) { + switch(key) { + case SDLK_ESCAPE: + quit(); + break; + default: + break; + } +} |