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#include "application.h"
#include "config.h"
#include "texturesdl.h"
#include <SDL/SDL_opengl.h>
#include <iostream>
#include <stdexcept>
#include <cmath>
#include <boost/format.hpp>
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;
}
}
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