summaryrefslogtreecommitdiff
path: root/engine/application.cpp
blob: 65b5cb14807ac841fa83a1f230525dff709ba9d6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
#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;
	}
}