From 267bebfc227c94f543a39e2aa75fb101bc06932e Mon Sep 17 00:00:00 2001 From: Vegard Storheil Eriksen Date: Fri, 21 May 2010 19:24:51 +0200 Subject: Moved engine-sources to seperate subdirectory. --- SConstruct | 6 +- SDLMain.h | 11 -- SDLMain.m | 384 ----------------------------------------------- application.cpp | 336 ----------------------------------------- application.h | 45 ------ bulletpattern.cpp | 43 ------ bulletpattern.h | 17 --- config.h | 21 --- engine/SDLMain.h | 11 ++ engine/SDLMain.m | 384 +++++++++++++++++++++++++++++++++++++++++++++++ engine/application.cpp | 336 +++++++++++++++++++++++++++++++++++++++++ engine/application.h | 45 ++++++ engine/bulletpattern.cpp | 43 ++++++ engine/bulletpattern.h | 17 +++ engine/config.h | 21 +++ engine/player.cpp | 49 ++++++ engine/player.h | 17 +++ engine/shader.cpp | 91 +++++++++++ engine/shader.h | 56 +++++++ engine/texture.cpp | 29 ++++ engine/texture.h | 14 ++ engine/texturesdl.cpp | 17 +++ engine/texturesdl.h | 8 + engine/vector.cpp | 47 ++++++ engine/vector.h | 36 +++++ main.cpp | 2 +- player.cpp | 49 ------ player.h | 17 --- shader.cpp | 91 ----------- shader.h | 56 ------- texture.cpp | 29 ---- texture.h | 14 -- texturesdl.cpp | 17 --- texturesdl.h | 8 - vector.cpp | 47 ------ vector.h | 36 ----- 36 files changed, 1225 insertions(+), 1225 deletions(-) delete mode 100644 SDLMain.h delete mode 100644 SDLMain.m delete mode 100644 application.cpp delete mode 100644 application.h delete mode 100644 bulletpattern.cpp delete mode 100644 bulletpattern.h delete mode 100644 config.h create mode 100644 engine/SDLMain.h create mode 100644 engine/SDLMain.m create mode 100644 engine/application.cpp create mode 100644 engine/application.h create mode 100644 engine/bulletpattern.cpp create mode 100644 engine/bulletpattern.h create mode 100644 engine/config.h create mode 100644 engine/player.cpp create mode 100644 engine/player.h create mode 100644 engine/shader.cpp create mode 100644 engine/shader.h create mode 100644 engine/texture.cpp create mode 100644 engine/texture.h create mode 100644 engine/texturesdl.cpp create mode 100644 engine/texturesdl.h create mode 100644 engine/vector.cpp create mode 100644 engine/vector.h delete mode 100644 player.cpp delete mode 100644 player.h delete mode 100644 shader.cpp delete mode 100644 shader.h delete mode 100644 texture.cpp delete mode 100644 texture.h delete mode 100644 texturesdl.cpp delete mode 100644 texturesdl.h delete mode 100644 vector.cpp delete mode 100644 vector.h diff --git a/SConstruct b/SConstruct index 7cc4dc2..1e7e66e 100644 --- a/SConstruct +++ b/SConstruct @@ -4,7 +4,7 @@ env = Environment( ENV = os.environ, ) -common_sources = [] +engine = Glob('engine/*.cpp') AddOption('--release', action = 'store_true') @@ -15,7 +15,7 @@ if env['PLATFORM'] == 'darwin': env.Append(LIBS = ['ftgl']) env.Append(LIBPATH = ['/opt/local/lib']) env.Append(FRAMEWORKS = ['SDL', 'SDL_image', 'Cocoa', 'OpenGL', 'AppKit']) - common_sources.append('SDLMain.m') + engine.append('engine/SDLMain.m') else: env.Append(LIBS = ['GL', 'GLU', 'SDL', 'SDL_image']) env.ParseConfig('sdl-config --cflags --libs') @@ -24,6 +24,6 @@ else: if not GetOption('release'): env.Append(CPPFLAGS = ['-Wall', '-g']) -env.Program('foo', common_sources + Glob('*.cpp')) +env.Program('foo', ['main.cpp'] + engine) # vim: syn=python diff --git a/SDLMain.h b/SDLMain.h deleted file mode 100644 index 4683df5..0000000 --- a/SDLMain.h +++ /dev/null @@ -1,11 +0,0 @@ -/* SDLMain.m - main entry point for our Cocoa-ized SDL app - Initial Version: Darrell Walisser - Non-NIB-Code & other changes: Max Horn - - Feel free to customize this file to suit your needs -*/ - -#import - -@interface SDLMain : NSObject -@end diff --git a/SDLMain.m b/SDLMain.m deleted file mode 100644 index 122fcc8..0000000 --- a/SDLMain.m +++ /dev/null @@ -1,384 +0,0 @@ -/* SDLMain.m - main entry point for our Cocoa-ized SDL app - Initial Version: Darrell Walisser - Non-NIB-Code & other changes: Max Horn - - Feel free to customize this file to suit your needs -*/ - -#import -#import "SDLMain.h" -#import /* for MAXPATHLEN */ -#import - -/* For some reaon, Apple removed setAppleMenu from the headers in 10.4, - but the method still is there and works. To avoid warnings, we declare - it ourselves here. */ -@interface NSApplication(SDL_Missing_Methods) -- (void)setAppleMenu:(NSMenu *)menu; -@end - -/* Use this flag to determine whether we use SDLMain.nib or not */ -#define SDL_USE_NIB_FILE 0 - -/* Use this flag to determine whether we use CPS (docking) or not */ -#define SDL_USE_CPS 1 -#ifdef SDL_USE_CPS -/* Portions of CPS.h */ -typedef struct CPSProcessSerNum -{ - UInt32 lo; - UInt32 hi; -} CPSProcessSerNum; - -extern OSErr CPSGetCurrentProcess( CPSProcessSerNum *psn); -extern OSErr CPSEnableForegroundOperation( CPSProcessSerNum *psn, UInt32 _arg2, UInt32 _arg3, UInt32 _arg4, UInt32 _arg5); -extern OSErr CPSSetFrontProcess( CPSProcessSerNum *psn); - -#endif /* SDL_USE_CPS */ - -static int gArgc; -static char **gArgv; -static BOOL gFinderLaunch; -static BOOL gCalledAppMainline = FALSE; - -static NSString *getApplicationName(void) -{ - NSDictionary *dict; - NSString *appName = 0; - - /* Determine the application name */ - dict = (NSDictionary *)CFBundleGetInfoDictionary(CFBundleGetMainBundle()); - if (dict) - appName = [dict objectForKey: @"CFBundleName"]; - - if (![appName length]) - appName = [[NSProcessInfo processInfo] processName]; - - return appName; -} - -#if SDL_USE_NIB_FILE -/* A helper category for NSString */ -@interface NSString (ReplaceSubString) -- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString; -@end -#endif - -@interface SDLApplication : NSApplication -@end - -@implementation SDLApplication -/* Invoked from the Quit menu item */ -- (void)terminate:(id)sender -{ - /* Post a SDL_QUIT event */ - SDL_Event event; - event.type = SDL_QUIT; - SDL_PushEvent(&event); -} -@end - -/* The main class of the application, the application's delegate */ -@implementation SDLMain - -/* Set the working directory to the .app's parent directory */ -- (void) setupWorkingDirectory:(BOOL)shouldChdir -{ - if (shouldChdir) - { - char parentdir[MAXPATHLEN]; - CFURLRef url = CFBundleCopyBundleURL(CFBundleGetMainBundle()); - CFURLRef url2 = CFURLCreateCopyDeletingLastPathComponent(0, url); - if (CFURLGetFileSystemRepresentation(url2, true, (UInt8 *)parentdir, MAXPATHLEN)) { - assert ( chdir (parentdir) == 0 ); /* chdir to the binary app's parent */ - } - CFRelease(url); - CFRelease(url2); - } - -} - -#if SDL_USE_NIB_FILE - -/* Fix menu to contain the real app name instead of "SDL App" */ -- (void)fixMenu:(NSMenu *)aMenu withAppName:(NSString *)appName -{ - NSRange aRange; - NSEnumerator *enumerator; - NSMenuItem *menuItem; - - aRange = [[aMenu title] rangeOfString:@"SDL App"]; - if (aRange.length != 0) - [aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:appName]]; - - enumerator = [[aMenu itemArray] objectEnumerator]; - while ((menuItem = [enumerator nextObject])) - { - aRange = [[menuItem title] rangeOfString:@"SDL App"]; - if (aRange.length != 0) - [menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:appName]]; - if ([menuItem hasSubmenu]) - [self fixMenu:[menuItem submenu] withAppName:appName]; - } - [ aMenu sizeToFit ]; -} - -#else - -static void setApplicationMenu(void) -{ - /* warning: this code is very odd */ - NSMenu *appleMenu; - NSMenuItem *menuItem; - NSString *title; - NSString *appName; - - appName = getApplicationName(); - appleMenu = [[NSMenu alloc] initWithTitle:@""]; - - /* Add menu items */ - title = [@"About " stringByAppendingString:appName]; - [appleMenu addItemWithTitle:title action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@""]; - - [appleMenu addItem:[NSMenuItem separatorItem]]; - - title = [@"Hide " stringByAppendingString:appName]; - [appleMenu addItemWithTitle:title action:@selector(hide:) keyEquivalent:@"h"]; - - menuItem = (NSMenuItem *)[appleMenu addItemWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@"h"]; - [menuItem setKeyEquivalentModifierMask:(NSAlternateKeyMask|NSCommandKeyMask)]; - - [appleMenu addItemWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""]; - - [appleMenu addItem:[NSMenuItem separatorItem]]; - - title = [@"Quit " stringByAppendingString:appName]; - [appleMenu addItemWithTitle:title action:@selector(terminate:) keyEquivalent:@"q"]; - - - /* Put menu into the menubar */ - menuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""]; - [menuItem setSubmenu:appleMenu]; - [[NSApp mainMenu] addItem:menuItem]; - - /* Tell the application object that this is now the application menu */ - [NSApp setAppleMenu:appleMenu]; - - /* Finally give up our references to the objects */ - [appleMenu release]; - [menuItem release]; -} - -/* Create a window menu */ -static void setupWindowMenu(void) -{ - NSMenu *windowMenu; - NSMenuItem *windowMenuItem; - NSMenuItem *menuItem; - - windowMenu = [[NSMenu alloc] initWithTitle:@"Window"]; - - /* "Minimize" item */ - menuItem = [[NSMenuItem alloc] initWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m"]; - [windowMenu addItem:menuItem]; - [menuItem release]; - - /* Put menu into the menubar */ - windowMenuItem = [[NSMenuItem alloc] initWithTitle:@"Window" action:nil keyEquivalent:@""]; - [windowMenuItem setSubmenu:windowMenu]; - [[NSApp mainMenu] addItem:windowMenuItem]; - - /* Tell the application object that this is now the window menu */ - [NSApp setWindowsMenu:windowMenu]; - - /* Finally give up our references to the objects */ - [windowMenu release]; - [windowMenuItem release]; -} - -/* Replacement for NSApplicationMain */ -static void CustomApplicationMain (int argc, char **argv) -{ - NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; - SDLMain *sdlMain; - - /* Ensure the application object is initialised */ - [SDLApplication sharedApplication]; - -#ifdef SDL_USE_CPS - { - CPSProcessSerNum PSN; - /* Tell the dock about us */ - if (!CPSGetCurrentProcess(&PSN)) - if (!CPSEnableForegroundOperation(&PSN,0x03,0x3C,0x2C,0x1103)) - if (!CPSSetFrontProcess(&PSN)) - [SDLApplication sharedApplication]; - } -#endif /* SDL_USE_CPS */ - - /* Set up the menubar */ - [NSApp setMainMenu:[[NSMenu alloc] init]]; - setApplicationMenu(); - setupWindowMenu(); - - /* Create SDLMain and make it the app delegate */ - sdlMain = [[SDLMain alloc] init]; - [NSApp setDelegate:sdlMain]; - - /* Start the main event loop */ - [NSApp run]; - - [sdlMain release]; - [pool release]; -} - -#endif - - -/* - * Catch document open requests...this lets us notice files when the app - * was launched by double-clicking a document, or when a document was - * dragged/dropped on the app's icon. You need to have a - * CFBundleDocumentsType section in your Info.plist to get this message, - * apparently. - * - * Files are added to gArgv, so to the app, they'll look like command line - * arguments. Previously, apps launched from the finder had nothing but - * an argv[0]. - * - * This message may be received multiple times to open several docs on launch. - * - * This message is ignored once the app's mainline has been called. - */ -- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename -{ - const char *temparg; - size_t arglen; - char *arg; - char **newargv; - - if (!gFinderLaunch) /* MacOS is passing command line args. */ - return FALSE; - - if (gCalledAppMainline) /* app has started, ignore this document. */ - return FALSE; - - temparg = [filename UTF8String]; - arglen = SDL_strlen(temparg) + 1; - arg = (char *) SDL_malloc(arglen); - if (arg == NULL) - return FALSE; - - newargv = (char **) realloc(gArgv, sizeof (char *) * (gArgc + 2)); - if (newargv == NULL) - { - SDL_free(arg); - return FALSE; - } - gArgv = newargv; - - SDL_strlcpy(arg, temparg, arglen); - gArgv[gArgc++] = arg; - gArgv[gArgc] = NULL; - return TRUE; -} - - -/* Called when the internal event loop has just started running */ -- (void) applicationDidFinishLaunching: (NSNotification *) note -{ - int status; - - /* Set the working directory to the .app's parent directory */ - [self setupWorkingDirectory:gFinderLaunch]; - -#if SDL_USE_NIB_FILE - /* Set the main menu to contain the real app name instead of "SDL App" */ - [self fixMenu:[NSApp mainMenu] withAppName:getApplicationName()]; -#endif - - /* Hand off to main application code */ - gCalledAppMainline = TRUE; - status = SDL_main (gArgc, gArgv); - - /* We're done, thank you for playing */ - exit(status); -} -@end - - -@implementation NSString (ReplaceSubString) - -- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString -{ - unsigned int bufferSize; - unsigned int selfLen = [self length]; - unsigned int aStringLen = [aString length]; - unichar *buffer; - NSRange localRange; - NSString *result; - - bufferSize = selfLen + aStringLen - aRange.length; - buffer = NSAllocateMemoryPages(bufferSize*sizeof(unichar)); - - /* Get first part into buffer */ - localRange.location = 0; - localRange.length = aRange.location; - [self getCharacters:buffer range:localRange]; - - /* Get middle part into buffer */ - localRange.location = 0; - localRange.length = aStringLen; - [aString getCharacters:(buffer+aRange.location) range:localRange]; - - /* Get last part into buffer */ - localRange.location = aRange.location + aRange.length; - localRange.length = selfLen - localRange.location; - [self getCharacters:(buffer+aRange.location+aStringLen) range:localRange]; - - /* Build output string */ - result = [NSString stringWithCharacters:buffer length:bufferSize]; - - NSDeallocateMemoryPages(buffer, bufferSize); - - return result; -} - -@end - - - -#ifdef main -# undef main -#endif - - -/* Main entry point to executable - should *not* be SDL_main! */ -int main (int argc, char **argv) -{ - /* Copy the arguments into a global variable */ - /* This is passed if we are launched by double-clicking */ - if ( argc >= 2 && strncmp (argv[1], "-psn", 4) == 0 ) { - gArgv = (char **) SDL_malloc(sizeof (char *) * 2); - gArgv[0] = argv[0]; - gArgv[1] = NULL; - gArgc = 1; - gFinderLaunch = YES; - } else { - int i; - gArgc = argc; - gArgv = (char **) SDL_malloc(sizeof (char *) * (argc+1)); - for (i = 0; i <= argc; i++) - gArgv[i] = argv[i]; - gFinderLaunch = NO; - } - -#if SDL_USE_NIB_FILE - [SDLApplication poseAsClass:[NSApplication class]]; - NSApplicationMain (argc, argv); -#else - CustomApplicationMain (argc, argv); -#endif - return 0; -} - 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 - -#include -#include - -#include - -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::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::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; - } -} diff --git a/application.h b/application.h deleted file mode 100644 index 4bf9251..0000000 --- a/application.h +++ /dev/null @@ -1,45 +0,0 @@ -#ifndef APPLICATION_H -#define APPLICATION_H - -#include -#include -#include - -#include "bulletpattern.h" -#include "shader.h" -#include "texture.h" -#include "player.h" - -class Application { - private: - SDL_Surface *surface; - bool please_quit; - - bool paused; - unsigned int lasttick; - unsigned int elapsed; - unsigned int frames; - unsigned int lastframes; - float fps; - - FTFont* font; - Texture* background; - Texture* texture; - GLShaderProgram* shader; - Player *player; - - std::vector patterns; - - public: - Application(); - ~Application(); - void run(); - void quit(); - - protected: - virtual void event_keypress(SDLKey key); - - void main_loop(unsigned int tick, unsigned int step); -}; - -#endif diff --git a/bulletpattern.cpp b/bulletpattern.cpp deleted file mode 100644 index b4b5a31..0000000 --- a/bulletpattern.cpp +++ /dev/null @@ -1,43 +0,0 @@ -#ifndef __APPLE__ -#include -#else -#include -#endif -#include -#include "bulletpattern.h" - -BulletPattern::BulletPattern() { - num_bullets = stride = color_g = color_b = 0; - color_r = 1; - bullets = new float[2048]; - - int k = 0; - - for(float i = 0; i < M_PI * 16; i += 0.1) { - bullets[k++] = 0.5 + cosf(i) * 0.05; - bullets[k++] = 0.5 + sinf(i) * 0.05; - bullets[k++] = cosf(i) / 10000.0; - bullets[k++] = sinf(i) / 10000.0; - } -} - -void BulletPattern::update(unsigned int time, unsigned int step) { - while(num_bullets < 503 && num_bullets * 4 < time) { - num_bullets++; - } - 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; - } -} - -void BulletPattern::draw() { - glEnableClientState(GL_VERTEX_ARRAY); - - glVertexPointer(4, GL_FLOAT, 4 * sizeof(float) + stride, bullets); - - glDrawArrays(GL_POINTS, 0, num_bullets); - - glDisableClientState(GL_VERTEX_ARRAY); - -} diff --git a/bulletpattern.h b/bulletpattern.h deleted file mode 100644 index 092713e..0000000 --- a/bulletpattern.h +++ /dev/null @@ -1,17 +0,0 @@ -#ifndef BULLETPATTERN_H -#define BULLETPATTERN_H - -class BulletPattern { - protected: - float* bullets; - int num_bullets; - int stride; - public: - float color_r, color_g, color_b; - - BulletPattern(); - virtual void update(unsigned int time, unsigned int step); - void draw(); -}; - -#endif diff --git a/config.h b/config.h deleted file mode 100644 index 6884b1a..0000000 --- a/config.h +++ /dev/null @@ -1,21 +0,0 @@ -#ifndef CONFIG_H -#define CONFIG_H - -namespace Config { - const unsigned int window_w = 1280; - const unsigned int window_h = 800; - - const float viewport_x = 15.0 / 1080.0; - const float viewport_y = 15.0 / 1080.0; - const float viewport_w = 900.0 / 1080.0; - const float viewport_h = 1050.0 / 1080.0; - - const unsigned int viewport_overscan = 10; - - const float viewport_aspect = float(viewport_h) / float(viewport_w); - - const float fps_x = 0.0; - const float fps_y = 0.0; -}; - -#endif diff --git a/engine/SDLMain.h b/engine/SDLMain.h new file mode 100644 index 0000000..4683df5 --- /dev/null +++ b/engine/SDLMain.h @@ -0,0 +1,11 @@ +/* SDLMain.m - main entry point for our Cocoa-ized SDL app + Initial Version: Darrell Walisser + Non-NIB-Code & other changes: Max Horn + + Feel free to customize this file to suit your needs +*/ + +#import + +@interface SDLMain : NSObject +@end diff --git a/engine/SDLMain.m b/engine/SDLMain.m new file mode 100644 index 0000000..122fcc8 --- /dev/null +++ b/engine/SDLMain.m @@ -0,0 +1,384 @@ +/* SDLMain.m - main entry point for our Cocoa-ized SDL app + Initial Version: Darrell Walisser + Non-NIB-Code & other changes: Max Horn + + Feel free to customize this file to suit your needs +*/ + +#import +#import "SDLMain.h" +#import /* for MAXPATHLEN */ +#import + +/* For some reaon, Apple removed setAppleMenu from the headers in 10.4, + but the method still is there and works. To avoid warnings, we declare + it ourselves here. */ +@interface NSApplication(SDL_Missing_Methods) +- (void)setAppleMenu:(NSMenu *)menu; +@end + +/* Use this flag to determine whether we use SDLMain.nib or not */ +#define SDL_USE_NIB_FILE 0 + +/* Use this flag to determine whether we use CPS (docking) or not */ +#define SDL_USE_CPS 1 +#ifdef SDL_USE_CPS +/* Portions of CPS.h */ +typedef struct CPSProcessSerNum +{ + UInt32 lo; + UInt32 hi; +} CPSProcessSerNum; + +extern OSErr CPSGetCurrentProcess( CPSProcessSerNum *psn); +extern OSErr CPSEnableForegroundOperation( CPSProcessSerNum *psn, UInt32 _arg2, UInt32 _arg3, UInt32 _arg4, UInt32 _arg5); +extern OSErr CPSSetFrontProcess( CPSProcessSerNum *psn); + +#endif /* SDL_USE_CPS */ + +static int gArgc; +static char **gArgv; +static BOOL gFinderLaunch; +static BOOL gCalledAppMainline = FALSE; + +static NSString *getApplicationName(void) +{ + NSDictionary *dict; + NSString *appName = 0; + + /* Determine the application name */ + dict = (NSDictionary *)CFBundleGetInfoDictionary(CFBundleGetMainBundle()); + if (dict) + appName = [dict objectForKey: @"CFBundleName"]; + + if (![appName length]) + appName = [[NSProcessInfo processInfo] processName]; + + return appName; +} + +#if SDL_USE_NIB_FILE +/* A helper category for NSString */ +@interface NSString (ReplaceSubString) +- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString; +@end +#endif + +@interface SDLApplication : NSApplication +@end + +@implementation SDLApplication +/* Invoked from the Quit menu item */ +- (void)terminate:(id)sender +{ + /* Post a SDL_QUIT event */ + SDL_Event event; + event.type = SDL_QUIT; + SDL_PushEvent(&event); +} +@end + +/* The main class of the application, the application's delegate */ +@implementation SDLMain + +/* Set the working directory to the .app's parent directory */ +- (void) setupWorkingDirectory:(BOOL)shouldChdir +{ + if (shouldChdir) + { + char parentdir[MAXPATHLEN]; + CFURLRef url = CFBundleCopyBundleURL(CFBundleGetMainBundle()); + CFURLRef url2 = CFURLCreateCopyDeletingLastPathComponent(0, url); + if (CFURLGetFileSystemRepresentation(url2, true, (UInt8 *)parentdir, MAXPATHLEN)) { + assert ( chdir (parentdir) == 0 ); /* chdir to the binary app's parent */ + } + CFRelease(url); + CFRelease(url2); + } + +} + +#if SDL_USE_NIB_FILE + +/* Fix menu to contain the real app name instead of "SDL App" */ +- (void)fixMenu:(NSMenu *)aMenu withAppName:(NSString *)appName +{ + NSRange aRange; + NSEnumerator *enumerator; + NSMenuItem *menuItem; + + aRange = [[aMenu title] rangeOfString:@"SDL App"]; + if (aRange.length != 0) + [aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:appName]]; + + enumerator = [[aMenu itemArray] objectEnumerator]; + while ((menuItem = [enumerator nextObject])) + { + aRange = [[menuItem title] rangeOfString:@"SDL App"]; + if (aRange.length != 0) + [menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:appName]]; + if ([menuItem hasSubmenu]) + [self fixMenu:[menuItem submenu] withAppName:appName]; + } + [ aMenu sizeToFit ]; +} + +#else + +static void setApplicationMenu(void) +{ + /* warning: this code is very odd */ + NSMenu *appleMenu; + NSMenuItem *menuItem; + NSString *title; + NSString *appName; + + appName = getApplicationName(); + appleMenu = [[NSMenu alloc] initWithTitle:@""]; + + /* Add menu items */ + title = [@"About " stringByAppendingString:appName]; + [appleMenu addItemWithTitle:title action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@""]; + + [appleMenu addItem:[NSMenuItem separatorItem]]; + + title = [@"Hide " stringByAppendingString:appName]; + [appleMenu addItemWithTitle:title action:@selector(hide:) keyEquivalent:@"h"]; + + menuItem = (NSMenuItem *)[appleMenu addItemWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@"h"]; + [menuItem setKeyEquivalentModifierMask:(NSAlternateKeyMask|NSCommandKeyMask)]; + + [appleMenu addItemWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""]; + + [appleMenu addItem:[NSMenuItem separatorItem]]; + + title = [@"Quit " stringByAppendingString:appName]; + [appleMenu addItemWithTitle:title action:@selector(terminate:) keyEquivalent:@"q"]; + + + /* Put menu into the menubar */ + menuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""]; + [menuItem setSubmenu:appleMenu]; + [[NSApp mainMenu] addItem:menuItem]; + + /* Tell the application object that this is now the application menu */ + [NSApp setAppleMenu:appleMenu]; + + /* Finally give up our references to the objects */ + [appleMenu release]; + [menuItem release]; +} + +/* Create a window menu */ +static void setupWindowMenu(void) +{ + NSMenu *windowMenu; + NSMenuItem *windowMenuItem; + NSMenuItem *menuItem; + + windowMenu = [[NSMenu alloc] initWithTitle:@"Window"]; + + /* "Minimize" item */ + menuItem = [[NSMenuItem alloc] initWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m"]; + [windowMenu addItem:menuItem]; + [menuItem release]; + + /* Put menu into the menubar */ + windowMenuItem = [[NSMenuItem alloc] initWithTitle:@"Window" action:nil keyEquivalent:@""]; + [windowMenuItem setSubmenu:windowMenu]; + [[NSApp mainMenu] addItem:windowMenuItem]; + + /* Tell the application object that this is now the window menu */ + [NSApp setWindowsMenu:windowMenu]; + + /* Finally give up our references to the objects */ + [windowMenu release]; + [windowMenuItem release]; +} + +/* Replacement for NSApplicationMain */ +static void CustomApplicationMain (int argc, char **argv) +{ + NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; + SDLMain *sdlMain; + + /* Ensure the application object is initialised */ + [SDLApplication sharedApplication]; + +#ifdef SDL_USE_CPS + { + CPSProcessSerNum PSN; + /* Tell the dock about us */ + if (!CPSGetCurrentProcess(&PSN)) + if (!CPSEnableForegroundOperation(&PSN,0x03,0x3C,0x2C,0x1103)) + if (!CPSSetFrontProcess(&PSN)) + [SDLApplication sharedApplication]; + } +#endif /* SDL_USE_CPS */ + + /* Set up the menubar */ + [NSApp setMainMenu:[[NSMenu alloc] init]]; + setApplicationMenu(); + setupWindowMenu(); + + /* Create SDLMain and make it the app delegate */ + sdlMain = [[SDLMain alloc] init]; + [NSApp setDelegate:sdlMain]; + + /* Start the main event loop */ + [NSApp run]; + + [sdlMain release]; + [pool release]; +} + +#endif + + +/* + * Catch document open requests...this lets us notice files when the app + * was launched by double-clicking a document, or when a document was + * dragged/dropped on the app's icon. You need to have a + * CFBundleDocumentsType section in your Info.plist to get this message, + * apparently. + * + * Files are added to gArgv, so to the app, they'll look like command line + * arguments. Previously, apps launched from the finder had nothing but + * an argv[0]. + * + * This message may be received multiple times to open several docs on launch. + * + * This message is ignored once the app's mainline has been called. + */ +- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename +{ + const char *temparg; + size_t arglen; + char *arg; + char **newargv; + + if (!gFinderLaunch) /* MacOS is passing command line args. */ + return FALSE; + + if (gCalledAppMainline) /* app has started, ignore this document. */ + return FALSE; + + temparg = [filename UTF8String]; + arglen = SDL_strlen(temparg) + 1; + arg = (char *) SDL_malloc(arglen); + if (arg == NULL) + return FALSE; + + newargv = (char **) realloc(gArgv, sizeof (char *) * (gArgc + 2)); + if (newargv == NULL) + { + SDL_free(arg); + return FALSE; + } + gArgv = newargv; + + SDL_strlcpy(arg, temparg, arglen); + gArgv[gArgc++] = arg; + gArgv[gArgc] = NULL; + return TRUE; +} + + +/* Called when the internal event loop has just started running */ +- (void) applicationDidFinishLaunching: (NSNotification *) note +{ + int status; + + /* Set the working directory to the .app's parent directory */ + [self setupWorkingDirectory:gFinderLaunch]; + +#if SDL_USE_NIB_FILE + /* Set the main menu to contain the real app name instead of "SDL App" */ + [self fixMenu:[NSApp mainMenu] withAppName:getApplicationName()]; +#endif + + /* Hand off to main application code */ + gCalledAppMainline = TRUE; + status = SDL_main (gArgc, gArgv); + + /* We're done, thank you for playing */ + exit(status); +} +@end + + +@implementation NSString (ReplaceSubString) + +- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString +{ + unsigned int bufferSize; + unsigned int selfLen = [self length]; + unsigned int aStringLen = [aString length]; + unichar *buffer; + NSRange localRange; + NSString *result; + + bufferSize = selfLen + aStringLen - aRange.length; + buffer = NSAllocateMemoryPages(bufferSize*sizeof(unichar)); + + /* Get first part into buffer */ + localRange.location = 0; + localRange.length = aRange.location; + [self getCharacters:buffer range:localRange]; + + /* Get middle part into buffer */ + localRange.location = 0; + localRange.length = aStringLen; + [aString getCharacters:(buffer+aRange.location) range:localRange]; + + /* Get last part into buffer */ + localRange.location = aRange.location + aRange.length; + localRange.length = selfLen - localRange.location; + [self getCharacters:(buffer+aRange.location+aStringLen) range:localRange]; + + /* Build output string */ + result = [NSString stringWithCharacters:buffer length:bufferSize]; + + NSDeallocateMemoryPages(buffer, bufferSize); + + return result; +} + +@end + + + +#ifdef main +# undef main +#endif + + +/* Main entry point to executable - should *not* be SDL_main! */ +int main (int argc, char **argv) +{ + /* Copy the arguments into a global variable */ + /* This is passed if we are launched by double-clicking */ + if ( argc >= 2 && strncmp (argv[1], "-psn", 4) == 0 ) { + gArgv = (char **) SDL_malloc(sizeof (char *) * 2); + gArgv[0] = argv[0]; + gArgv[1] = NULL; + gArgc = 1; + gFinderLaunch = YES; + } else { + int i; + gArgc = argc; + gArgv = (char **) SDL_malloc(sizeof (char *) * (argc+1)); + for (i = 0; i <= argc; i++) + gArgv[i] = argv[i]; + gFinderLaunch = NO; + } + +#if SDL_USE_NIB_FILE + [SDLApplication poseAsClass:[NSApplication class]]; + NSApplicationMain (argc, argv); +#else + CustomApplicationMain (argc, argv); +#endif + return 0; +} + 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 + +#include +#include + +#include + +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::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::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; + } +} diff --git a/engine/application.h b/engine/application.h new file mode 100644 index 0000000..4bf9251 --- /dev/null +++ b/engine/application.h @@ -0,0 +1,45 @@ +#ifndef APPLICATION_H +#define APPLICATION_H + +#include +#include +#include + +#include "bulletpattern.h" +#include "shader.h" +#include "texture.h" +#include "player.h" + +class Application { + private: + SDL_Surface *surface; + bool please_quit; + + bool paused; + unsigned int lasttick; + unsigned int elapsed; + unsigned int frames; + unsigned int lastframes; + float fps; + + FTFont* font; + Texture* background; + Texture* texture; + GLShaderProgram* shader; + Player *player; + + std::vector patterns; + + public: + Application(); + ~Application(); + void run(); + void quit(); + + protected: + virtual void event_keypress(SDLKey key); + + void main_loop(unsigned int tick, unsigned int step); +}; + +#endif diff --git a/engine/bulletpattern.cpp b/engine/bulletpattern.cpp new file mode 100644 index 0000000..b4b5a31 --- /dev/null +++ b/engine/bulletpattern.cpp @@ -0,0 +1,43 @@ +#ifndef __APPLE__ +#include +#else +#include +#endif +#include +#include "bulletpattern.h" + +BulletPattern::BulletPattern() { + num_bullets = stride = color_g = color_b = 0; + color_r = 1; + bullets = new float[2048]; + + int k = 0; + + for(float i = 0; i < M_PI * 16; i += 0.1) { + bullets[k++] = 0.5 + cosf(i) * 0.05; + bullets[k++] = 0.5 + sinf(i) * 0.05; + bullets[k++] = cosf(i) / 10000.0; + bullets[k++] = sinf(i) / 10000.0; + } +} + +void BulletPattern::update(unsigned int time, unsigned int step) { + while(num_bullets < 503 && num_bullets * 4 < time) { + num_bullets++; + } + 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; + } +} + +void BulletPattern::draw() { + glEnableClientState(GL_VERTEX_ARRAY); + + glVertexPointer(4, GL_FLOAT, 4 * sizeof(float) + stride, bullets); + + glDrawArrays(GL_POINTS, 0, num_bullets); + + glDisableClientState(GL_VERTEX_ARRAY); + +} diff --git a/engine/bulletpattern.h b/engine/bulletpattern.h new file mode 100644 index 0000000..092713e --- /dev/null +++ b/engine/bulletpattern.h @@ -0,0 +1,17 @@ +#ifndef BULLETPATTERN_H +#define BULLETPATTERN_H + +class BulletPattern { + protected: + float* bullets; + int num_bullets; + int stride; + public: + float color_r, color_g, color_b; + + BulletPattern(); + virtual void update(unsigned int time, unsigned int step); + void draw(); +}; + +#endif diff --git a/engine/config.h b/engine/config.h new file mode 100644 index 0000000..6884b1a --- /dev/null +++ b/engine/config.h @@ -0,0 +1,21 @@ +#ifndef CONFIG_H +#define CONFIG_H + +namespace Config { + const unsigned int window_w = 1280; + const unsigned int window_h = 800; + + const float viewport_x = 15.0 / 1080.0; + const float viewport_y = 15.0 / 1080.0; + const float viewport_w = 900.0 / 1080.0; + const float viewport_h = 1050.0 / 1080.0; + + const unsigned int viewport_overscan = 10; + + const float viewport_aspect = float(viewport_h) / float(viewport_w); + + const float fps_x = 0.0; + const float fps_y = 0.0; +}; + +#endif diff --git a/engine/player.cpp b/engine/player.cpp new file mode 100644 index 0000000..4a159ca --- /dev/null +++ b/engine/player.cpp @@ -0,0 +1,49 @@ +#ifndef __APPLE__ +#include +#else +#include +#endif +#include +#include + +#include "player.h" +#include "texturesdl.h" +#include "config.h" + +Player::Player() { + x = 0.5; + y = 0.1; + move_factor = 0.005; + focus_factor = 0.5; + texture = new TextureSDL("textures/player.png"); +} + +void Player::draw() { + glPointSize(32.0); + + glColor4f(1, 1, 1, 1); + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, texture->tex()); + + glBegin(GL_POINTS); + glVertex2f(x, y); + glEnd(); + + glDisable(GL_TEXTURE_2D); +} + +void Player::update() { + Uint8 *keystate = SDL_GetKeyState(NULL); + float factor = move_factor * (SDL_GetModState() & KMOD_SHIFT ? focus_factor : 1); + + float x_speed = factor * keystate[SDLK_RIGHT] - factor * keystate[SDLK_LEFT]; + float y_speed = factor * keystate[SDLK_UP] - factor * keystate[SDLK_DOWN]; + + if(x_speed && y_speed) { + x_speed /= sqrtf(2); + y_speed /= sqrtf(2); + } + + x = fmaxf(fminf(x + x_speed, 1.0 - 0.018), 0.018); + y = fmaxf(fminf(y + y_speed, Config::viewport_aspect - 0.018), 0.018); +} diff --git a/engine/player.h b/engine/player.h new file mode 100644 index 0000000..41f1928 --- /dev/null +++ b/engine/player.h @@ -0,0 +1,17 @@ +#ifndef _PLAYER_H_ +#define _PLAYER_H_ + +#include "texture.h" + +class Player { + protected: + float x, y, move_factor, focus_factor; + Texture *texture; + + public: + Player(); + void draw(); + void update(); +}; + +#endif diff --git a/engine/shader.cpp b/engine/shader.cpp new file mode 100644 index 0000000..04aa031 --- /dev/null +++ b/engine/shader.cpp @@ -0,0 +1,91 @@ +#include +#include "shader.h" + +bool GLBaseShader::shader_source(const char *filename) { + std::ifstream inf(filename, std::ios_base::in); + if(!inf.is_open()) { + std::cerr << "Failed to load shader " << filename << std::endl; + return false; + } + inf.seekg(0, std::ios_base::end); + int length = inf.tellg(); + inf.seekg(0, std::ios_base::beg); + char *buffer = new char[length]; + inf.read(buffer, length); + inf.close(); + + glShaderSource(shader, 1, (const GLchar**)&buffer, &length); + print_check_ogl_error(); + delete[] buffer; + glCompileShader(shader); + print_check_ogl_error(); + int p; + glGetShaderiv(shader, GL_COMPILE_STATUS, &p); + if(p == 0) { + std::cerr << "Failed to compile shader:" << std::endl; + char log[0xffff]; + int size; + glGetShaderInfoLog(shader, 0xffff, &size, (GLchar*)&log); + std::cerr << log << std::endl; + } + return shader; +} + +bool GLBaseShader::shader_source(std::string& filename) { + return shader_source(filename.c_str()); +} + +GLBaseShader::GLBaseShader(GLenum type) { + shader = glCreateShader(type); +} + +GLShaderProgram::GLShaderProgram() { + program = glCreateProgram(); +} + +bool GLShaderProgram::attach(GLBaseShader& shader) { + glAttachShader(program, shader.shader); + return !print_check_ogl_error(); +} + +bool GLShaderProgram::detach(GLBaseShader& shader) { + glDetachShader(program, shader.shader); + return !print_check_ogl_error(); +} + +bool GLShaderProgram::link() { + glLinkProgram(program); + bool error = print_check_ogl_error(); + int p; + glGetProgramiv(program, GL_LINK_STATUS, &p); + if(p == 0) { + std::cerr << "Failed to link program:" << std::endl; + char log[0xffff]; + int size; + glGetProgramInfoLog(program, 0xffff, &size, (GLchar*)&log); + printf(log); + } + return !error && p; +} + +bool GLShaderProgram::use() { + if(!glIsProgram(program)) program = glCreateProgram(); + glUseProgram(program); + return !print_check_ogl_error(); +} + +void GLShaderProgram::remove() { + glDeleteProgram(program); +} + +void print_ogl_error(GLenum error) { + unsigned char *buf = (unsigned char*)gluErrorString(error); + std::cerr << "OpenGL: " << buf << std::endl; +} + +bool print_check_ogl_error() { + GLenum error = glGetError(); + if(error != GL_NO_ERROR) + print_ogl_error(error); + return error != GL_NO_ERROR; +} diff --git a/engine/shader.h b/engine/shader.h new file mode 100644 index 0000000..012165a --- /dev/null +++ b/engine/shader.h @@ -0,0 +1,56 @@ +#ifndef _SHADER_H_ +#define _SHADER_H_ + +#include +#include +#define GL_GLEXT_PROTOTYPES +#ifndef __APPLE__ +#include +#include +#else +#include +#include +#endif + +class GLBaseShader { + friend class GLShaderProgram; + + protected: + bool shader_source(const char *filename); + bool shader_source(std::string& filename); + unsigned int shader; + public: + GLBaseShader(GLenum); +}; + +class GLVertexShader : public GLBaseShader { + public: + GLVertexShader() : GLBaseShader(GL_VERTEX_SHADER) {}; + GLVertexShader(const char *s) : GLBaseShader(GL_VERTEX_SHADER) { shader_source(s); }; + GLVertexShader(std::string& s) : GLBaseShader(GL_VERTEX_SHADER) { shader_source(s); }; +}; + +class GLFragmentShader : public GLBaseShader { + public: + GLFragmentShader() : GLBaseShader(GL_FRAGMENT_SHADER) {}; + GLFragmentShader(const char *s) : GLBaseShader(GL_FRAGMENT_SHADER) { shader_source(s); }; + GLFragmentShader(std::string& s) : GLBaseShader(GL_FRAGMENT_SHADER) { shader_source(s); }; +}; + +class GLShaderProgram { + protected: + unsigned int program; + public: + GLShaderProgram(); + + bool attach(GLBaseShader&); + bool detach(GLBaseShader&); + bool link(); + bool use(); + void remove(); +}; + +void print_ogl_error(GLenum); +bool print_check_ogl_error(); + +#endif diff --git a/engine/texture.cpp b/engine/texture.cpp new file mode 100644 index 0000000..ca9d8e7 --- /dev/null +++ b/engine/texture.cpp @@ -0,0 +1,29 @@ +#ifndef __APPLE__ +#include +#include +#else +#include +#include +#endif +#include +#include "texture.h" +#include + +unsigned int Texture::tex() { + return texture; +} + +void Texture::build() { + if(!data) { + throw(std::runtime_error("No texture data")); + } + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + if(byte_per_pixel == 4) { + gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); + } else if(byte_per_pixel == 3) { + gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data); + } +} diff --git a/engine/texture.h b/engine/texture.h new file mode 100644 index 0000000..14e500f --- /dev/null +++ b/engine/texture.h @@ -0,0 +1,14 @@ +#ifndef _TEXTURE_H_ +#define _TEXTURE_H_ +class Texture { + public: + unsigned int tex(); + protected: + void build(); + unsigned char* data; + unsigned int width; + unsigned int height; + unsigned int byte_per_pixel; + unsigned int texture; +}; +#endif // _TEXTURE_H_ diff --git a/engine/texturesdl.cpp b/engine/texturesdl.cpp new file mode 100644 index 0000000..8e112ef --- /dev/null +++ b/engine/texturesdl.cpp @@ -0,0 +1,17 @@ +#include +#include +#include +#include "texturesdl.h" + +TextureSDL::TextureSDL(const char* filename) { + SDL_Surface* image = IMG_Load(filename); + + width = image->w; + height = image->h; + byte_per_pixel = image->format->BytesPerPixel; + data = (unsigned char*)image->pixels; + + build(); + + SDL_FreeSurface(image); +} diff --git a/engine/texturesdl.h b/engine/texturesdl.h new file mode 100644 index 0000000..6b2eff2 --- /dev/null +++ b/engine/texturesdl.h @@ -0,0 +1,8 @@ +#ifndef _TEXTURESDL_H_ +#define _TEXTURESDL_H_ +#include "texture.h" +class TextureSDL : public Texture { + public: + TextureSDL(const char* filename); +}; +#endif // _TEXTURESDL_H_ diff --git a/engine/vector.cpp b/engine/vector.cpp new file mode 100644 index 0000000..f2ce8d7 --- /dev/null +++ b/engine/vector.cpp @@ -0,0 +1,47 @@ +#include "vector.h" + +Vector3::Vector3() { + x = y = z = 0; +} + +Vector3::Vector3(float p1, float p2, float p3) { + x = p1; + y = p2; + z = p3; +} + +Vector3::Vector3(const Vector3& v) { + x = v.r; + y = v.y; + z = v.z; +} + +Vector3& Vector3::operator=(const Vector3& v) { + x = v.r; + y = v.y; + z = v.z; + return *this; +} + +Vector4::Vector4() : Vector3() { + w = 0; +} + +Vector4::Vector4(float p1, float p2, float p3, float p4) : Vector3(p1, p2, p3) { + w = p4; +} + +Vector4::Vector4(const Vector4& v) { + x = v.r; + y = v.y; + z = v.z; + w = v.w; +} + +Vector4& Vector4::operator=(const Vector4& v) { + x = v.r; + y = v.y; + z = v.z; + w = v.w; + return *this; +} diff --git a/engine/vector.h b/engine/vector.h new file mode 100644 index 0000000..3c590c3 --- /dev/null +++ b/engine/vector.h @@ -0,0 +1,36 @@ +#ifndef _VECTOR_H_ +#define _VECTOR_H_ + +class Vector3 { + public: + union { + float x, r; + }; + union { + float y, g; + }; + union { + float z, b; + }; + + Vector3(); + Vector3(float p1, float p2, float p3); + Vector3(const Vector3& v); + + Vector3& operator=(const Vector3& v); +}; + +class Vector4 : public Vector3 { + public: + union { + float w, a; + }; + + Vector4(); + Vector4(float p1, float p2, float p3, float p4); + Vector4(const Vector4& v); + + Vector4& operator=(const Vector4& v); +}; + +#endif diff --git a/main.cpp b/main.cpp index 19a4059..679b7eb 100644 --- a/main.cpp +++ b/main.cpp @@ -1,7 +1,7 @@ #include #include -#include "application.h" +#include "engine/application.h" int main(int, char**) { try { diff --git a/player.cpp b/player.cpp deleted file mode 100644 index 4a159ca..0000000 --- a/player.cpp +++ /dev/null @@ -1,49 +0,0 @@ -#ifndef __APPLE__ -#include -#else -#include -#endif -#include -#include - -#include "player.h" -#include "texturesdl.h" -#include "config.h" - -Player::Player() { - x = 0.5; - y = 0.1; - move_factor = 0.005; - focus_factor = 0.5; - texture = new TextureSDL("textures/player.png"); -} - -void Player::draw() { - glPointSize(32.0); - - glColor4f(1, 1, 1, 1); - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, texture->tex()); - - glBegin(GL_POINTS); - glVertex2f(x, y); - glEnd(); - - glDisable(GL_TEXTURE_2D); -} - -void Player::update() { - Uint8 *keystate = SDL_GetKeyState(NULL); - float factor = move_factor * (SDL_GetModState() & KMOD_SHIFT ? focus_factor : 1); - - float x_speed = factor * keystate[SDLK_RIGHT] - factor * keystate[SDLK_LEFT]; - float y_speed = factor * keystate[SDLK_UP] - factor * keystate[SDLK_DOWN]; - - if(x_speed && y_speed) { - x_speed /= sqrtf(2); - y_speed /= sqrtf(2); - } - - x = fmaxf(fminf(x + x_speed, 1.0 - 0.018), 0.018); - y = fmaxf(fminf(y + y_speed, Config::viewport_aspect - 0.018), 0.018); -} diff --git a/player.h b/player.h deleted file mode 100644 index 41f1928..0000000 --- a/player.h +++ /dev/null @@ -1,17 +0,0 @@ -#ifndef _PLAYER_H_ -#define _PLAYER_H_ - -#include "texture.h" - -class Player { - protected: - float x, y, move_factor, focus_factor; - Texture *texture; - - public: - Player(); - void draw(); - void update(); -}; - -#endif diff --git a/shader.cpp b/shader.cpp deleted file mode 100644 index 04aa031..0000000 --- a/shader.cpp +++ /dev/null @@ -1,91 +0,0 @@ -#include -#include "shader.h" - -bool GLBaseShader::shader_source(const char *filename) { - std::ifstream inf(filename, std::ios_base::in); - if(!inf.is_open()) { - std::cerr << "Failed to load shader " << filename << std::endl; - return false; - } - inf.seekg(0, std::ios_base::end); - int length = inf.tellg(); - inf.seekg(0, std::ios_base::beg); - char *buffer = new char[length]; - inf.read(buffer, length); - inf.close(); - - glShaderSource(shader, 1, (const GLchar**)&buffer, &length); - print_check_ogl_error(); - delete[] buffer; - glCompileShader(shader); - print_check_ogl_error(); - int p; - glGetShaderiv(shader, GL_COMPILE_STATUS, &p); - if(p == 0) { - std::cerr << "Failed to compile shader:" << std::endl; - char log[0xffff]; - int size; - glGetShaderInfoLog(shader, 0xffff, &size, (GLchar*)&log); - std::cerr << log << std::endl; - } - return shader; -} - -bool GLBaseShader::shader_source(std::string& filename) { - return shader_source(filename.c_str()); -} - -GLBaseShader::GLBaseShader(GLenum type) { - shader = glCreateShader(type); -} - -GLShaderProgram::GLShaderProgram() { - program = glCreateProgram(); -} - -bool GLShaderProgram::attach(GLBaseShader& shader) { - glAttachShader(program, shader.shader); - return !print_check_ogl_error(); -} - -bool GLShaderProgram::detach(GLBaseShader& shader) { - glDetachShader(program, shader.shader); - return !print_check_ogl_error(); -} - -bool GLShaderProgram::link() { - glLinkProgram(program); - bool error = print_check_ogl_error(); - int p; - glGetProgramiv(program, GL_LINK_STATUS, &p); - if(p == 0) { - std::cerr << "Failed to link program:" << std::endl; - char log[0xffff]; - int size; - glGetProgramInfoLog(program, 0xffff, &size, (GLchar*)&log); - printf(log); - } - return !error && p; -} - -bool GLShaderProgram::use() { - if(!glIsProgram(program)) program = glCreateProgram(); - glUseProgram(program); - return !print_check_ogl_error(); -} - -void GLShaderProgram::remove() { - glDeleteProgram(program); -} - -void print_ogl_error(GLenum error) { - unsigned char *buf = (unsigned char*)gluErrorString(error); - std::cerr << "OpenGL: " << buf << std::endl; -} - -bool print_check_ogl_error() { - GLenum e