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. --- engine/application.cpp | 336 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 336 insertions(+) create mode 100644 engine/application.cpp (limited to 'engine/application.cpp') 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; + } +} -- cgit v1.2.3