#include "application.h" #include "config.h" #include "texturesdl.h" #include #include #include #include #include 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); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); glClearColor(0, 0, 0, 0); glClearDepth(1); please_quit = false; } Application::~Application() { } void Application::run() { paused = false; font = new FTPixmapFont("fonts/VeraMono.ttf"); font->FaceSize(12); background = new TextureSDL("textures/background.png"); 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(); lasttick = tick; main_loop(tick); //SDL_Delay(10); } } void Application::main_loop(unsigned int tick) { if(!paused) { stage->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); if(tick - lastframes >= 1000) { fps = (float)frames * ((float)(tick - lastframes) / 1000.0f); frames = 1; lastframes = tick; } else { frames++; } glRasterPos2f(Config::fps_x, Config::fps_y); font->Render((boost::format("FPS: %.2f") % fps).str().c_str()); 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 = tick * 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(); stage->draw(); 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; } }