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/*
* render.c
*
* Render the scene
*
* (c) 2008 Thomas White <taw27@cam.ac.uk>
*
* thrust3d - a silly game
*
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#define GL_GLEXT_PROTOTYPES 1
#include <gl.h>
#include <glext.h>
#include <SDL.h>
#include <glu.h>
#include <math.h>
#include <stdio.h>
#include "model.h"
#include "game.h"
#include "render.h"
#include "texture.h"
#include "utils.h"
/* Utility function to load and compile a shader, checking the info log */
static GLhandleARB render_load_shader(const char *filename, GLenum type) {
GLhandleARB shader;
char text[4096];
size_t len;
FILE *fh;
int l;
GLint status;
fh = fopen(filename, "r");
if ( fh == NULL ) {
fprintf(stderr, "Couldn't load shader '%s'\n", filename);
return 0;
}
len = fread(text, 1, 4095, fh);
fclose(fh);
text[len] = '\0';
const GLcharARB *source = text;
shader = glCreateShaderObjectARB(type);
glShaderSourceARB(shader, 1, &source, NULL);
glCompileShaderARB(shader);
glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if ( status == GL_FALSE ) {
glGetInfoLogARB(shader, 4095, &l, text);
if ( l > 0 ) {
printf("%s\n", text); fflush(stdout);
}
}
return shader;
}
static void render_load_shaders(RenderContext *r) {
r->lighting_vert = render_load_shader(DATADIR"/shaders/lighting.vert", GL_VERTEX_SHADER_ARB);
r->lighting_frag = render_load_shader(DATADIR"/shaders/lighting.frag", GL_FRAGMENT_SHADER_ARB);
r->lighting_program = glCreateProgramObjectARB();
glAttachObjectARB(r->lighting_program, r->lighting_vert);
glAttachObjectARB(r->lighting_program, r->lighting_frag);
glLinkProgramARB(r->lighting_program);
}
static void render_delete_shaders(RenderContext *r) {
glDetachObjectARB(r->lighting_program, r->lighting_frag);
glDetachObjectARB(r->lighting_program, r->lighting_vert);
glDeleteObjectARB(r->lighting_vert);
glDeleteObjectARB(r->lighting_frag);
glDeleteObjectARB(r->lighting_program);
}
#define HEMI_ROUND_BITS 64
#define HEMI_UP_BITS 32
#define HEMI_NUM_VERTICES (4 * HEMI_ROUND_BITS * HEMI_UP_BITS)
#define ADD_VERTEX \
r->hemisphere_v[3*i + 0] = xv; \
r->hemisphere_v[3*i + 1] = yv; \
r->hemisphere_v[3*i + 2] = zv; \
r->hemisphere_n[3*i + 0] = xv; \
r->hemisphere_n[3*i + 1] = yv; \
r->hemisphere_n[3*i + 2] = zv; \
i++;
/* OpenGL initial setup */
RenderContext *render_setup(int width, int height) {
RenderContext *r;
r = malloc(sizeof(RenderContext));
if ( r == NULL ) return NULL;
r->width = width;
r->height = height;
r->aspect = (GLfloat)width/(GLfloat)height;
glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* Create a small FBO for rendering reflections with */
glGenFramebuffersEXT(1, &r->fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r->fbo);
/* Add a (texture) colour buffer to the FBO */
glGenTextures(1, &r->fbotex);
glBindTexture(GL_TEXTURE_2D, r->fbotex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, r->fbotex, 0);
/* Add a depth buffer to the FBO */
glGenRenderbuffersEXT(1, &r->fbodepth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, r->fbodepth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, 256, 256);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, r->fbodepth);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, r->fbodepth);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
/* Create coordinates for a hemisphere to reuse later */
r->hemisphere_v = malloc(3*HEMI_NUM_VERTICES*sizeof(GLfloat));
r->hemisphere_n = malloc(3*HEMI_NUM_VERTICES*sizeof(GLfloat));
double step_up = M_PI_2/(double)HEMI_UP_BITS;
double step_round = 2*M_PI/(double)HEMI_ROUND_BITS;
int is, js;
int i = 0;
for ( is=0; is<HEMI_ROUND_BITS; is++ ) {
for ( js=0; js<HEMI_UP_BITS; js++ ) {
double theta, phi;
GLfloat xv, yv, zv;
theta = (2*M_PI/(double)HEMI_ROUND_BITS) * (double)is;
phi = (M_PI_2/(double)HEMI_UP_BITS) * (double)js;
xv = cos(theta)*cos(phi);
yv = sin(theta)*cos(phi);
zv = sin(phi);
ADD_VERTEX
xv = cos(theta+step_round)*cos(phi);
yv = sin(theta+step_round)*cos(phi);
zv = sin(phi);
ADD_VERTEX
xv = cos(theta+step_round)*cos(phi+step_up);
yv = sin(theta+step_round)*cos(phi+step_up);
zv = sin(phi+step_up);
ADD_VERTEX
xv = cos(theta)*cos(phi+step_up);
yv = sin(theta)*cos(phi+step_up);
zv = sin(phi+step_up);
ADD_VERTEX
}
}
render_load_shaders(r);
r->num_textures = 0;
/* Load misc texture bits */
texture_load(r, "radioactive");
texture_load(r, "fuel");
return r;
}
void render_shutdown(RenderContext *r) {
render_delete_shaders(r);
texture_free_all(r);
}
static GLenum render_gltype(PrimitiveType type) {
switch ( type ) {
case PRIMITIVE_QUADS : return GL_QUADS;
case PRIMITIVE_TRIANGLES : return GL_TRIANGLES;
default : break;
}
return GL_FALSE;
}
static int render_model_instance_draw(ModelInstance *instance, Uint32 t, RenderContext *r) {
int j;
Model *m;
GLfloat x, y, z;
GLfloat black[] = {0.0, 0.0, 0.0};
m = instance->model;
if ( m == NULL ) return 0; /* No model to draw */
x = instance->x;
y = instance->y;
z = instance->z;
for ( j=0; j<m->num_primitives; j++ ) {
Primitive *p;
p = m->primitives[j];
if ( p->attribs & ATTRIB_PULSE ) {
float s;
s = fabsf(cosf(t * 0.001));
GLfloat c[] = {s*p->col_r, s*p->col_g, s*p->col_b};
glMaterialfv(GL_FRONT, GL_EMISSION, c);
glColor3f(0.3, 0.3, 0.3);
} else if ( p->attribs & ATTRIB_COLOUR ) {
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glColor3f(p->col_r, p->col_g, p->col_b);
} else {
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glColor3f(1.0, 1.0, 1.0);
}
if ( p->attribs & ATTRIB_SHINY ) {
GLfloat white[] = {1.0, 1.0, 1.0};
glMaterialfv(GL_FRONT, GL_SPECULAR, white);
glMaterialf(GL_FRONT, GL_SHININESS, p->shininess);
} else {
glMaterialfv(GL_FRONT, GL_SPECULAR, black);
}
if ( p->type != PRIMITIVE_HEMISPHERE ) {
/* Location and orientation */
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(rad2deg(instance->yaw), 0.0, 0.0, -1.0); /* Minus sign defines +yaw as "right" */
/* Texture */
if ( p->texture != NULL ) {
Texture *texture;
texture = texture_lookup(r, p->texture);
if ( texture != NULL ) {
glBindTexture(GL_TEXTURE_2D, texture->texname);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
glVertexPointer(3, GL_FLOAT, 0, p->vertices);
glNormalPointer(GL_FLOAT, 0, p->normals);
glTexCoordPointer(2, GL_FLOAT, 0, p->texcoords);
glDrawArrays(render_gltype(p->type), 0, p->num_vertices);
} else {
glPushMatrix();
glTranslatef(x+p->vertices[0], y+p->vertices[1], z+p->vertices[2]);
glScalef(p->radius, p->radius, p->radius);
glEnable(GL_RESCALE_NORMAL);
glRotatef(rad2deg(instance->yaw), 0.0, 0.0, -1.0); /* Minus sign defines +yaw as "right" */
glVertexPointer(3, GL_FLOAT, 0, r->hemisphere_v);
glNormalPointer(GL_FLOAT, 0, r->hemisphere_n);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glBindTexture(GL_TEXTURE_2D, r->fbotex);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDrawArrays(GL_QUADS, 0, HEMI_NUM_VERTICES);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_RESCALE_NORMAL);
}
glPopMatrix();
glDisable(GL_TEXTURE_2D);
}
return 0;
}
static void render_draw_line(GLfloat x1, GLfloat y1, GLfloat z1, GLfloat x2, GLfloat y2, GLfloat z2) {
GLfloat red[] = {1.0, 0.0, 0.0, 1.0};
glMaterialfv(GL_FRONT, GL_EMISSION, red);
glColor3f(0.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x1, y1, z1);
glVertex3f(x2, y2, z2);
glEnd();
}
static void render_draw_stuff(Game *game, Uint32 t) {
int i;
glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
for ( i=0; i<game->num_rooms; i++ ) {
Room *room;
int j;
room = game->rooms[i];
if ( room == NULL ) return;
//render_setup_lighting(game, room);
for ( j=0; j<room->num_objects; j++ ) {
GLfloat x, y, z;
if ( room->objects[j] == NULL ) continue;
x = room->rx - game->cur_room_x;
y = room->ry - game->cur_room_y;
z = room->rz - game->cur_room_z;
glPushMatrix();
glTranslatef(10.0*x, 10.0*y, 10.0*z);
render_model_instance_draw(room->objects[j], t, game->render);
glPopMatrix();
}
}
glPopClientAttrib();
}
static void render_setup_lighting(Game *game) {
GLfloat pos[] = {-1.0, -0.8, 1.3, 0.0};
GLfloat ambient[4];
GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
glEnable(GL_LIGHTING);
ambient[0] = 0.3; ambient[1] = 0.3; ambient[2] = 0.3; ambient[3] = 1.0;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glEnable(GL_LIGHT0);
}
static void render_draw_2d(RenderContext *r, Game *game) {
Texture *texture;
GLfloat cr, cg, cb;
/* Set up transforms for 2D rendering */
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(0.95, 0.95, 1.0);
/* Radiation symbol */
texture = texture_lookup(r, "radioactive");
if ( texture != NULL ) {
glBindTexture(GL_TEXTURE_2D, texture->texname);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glColor4f(1.0, 1.0, 1.0, 0.5);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2f(-1.0, -1.0); /* Bottom left */
glTexCoord2f(1.0, 0.0);
glVertex2f(-0.9, -1.0); /* Bottom right */
glTexCoord2f(1.0, 1.0);
glVertex2f(-0.9, -1.0+0.1*r->aspect); /* Top right */
glTexCoord2f(0.0, 1.0);
glVertex2f(-1.0, -1.0+0.1*r->aspect); /* Top left */
glEnd();
glDisable(GL_TEXTURE_2D);
/* Radiation meter */
cg = 1.0 - game->radiation;
glBegin(GL_QUADS);
glColor4f(1.0, 1.0, 0.0, 0.5);
glVertex2f(-1.0, -0.8); /* Bottom left */
glVertex2f(-0.9, -0.8); /* Bottom right */
glColor4f(0.8, cg, 0.0, 0.5+0.5*game->radiation);
glVertex2f(-0.9, -0.8+(1.8*game->radiation)); /* Top right */
glVertex2f(-1.0, -0.8+(1.8*game->radiation)); /* Top left */
glEnd();
/* Fuel symbol */
texture = texture_lookup(r, "fuel");
if ( texture != NULL ) {
glBindTexture(GL_TEXTURE_2D, texture->texname);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glColor4f(1.0, 1.0, 1.0, 0.5);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2f(0.9, -1.0); /* Bottom left */
glTexCoord2f(1.0, 0.0);
glVertex2f(1.0, -1.0); /* Bottom right */
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0, -1.0+0.1*r->aspect); /* Top right */
glTexCoord2f(0.0, 1.0);
glVertex2f(0.9, -1.0+0.1*r->aspect); /* Top left */
glEnd();
glDisable(GL_TEXTURE_2D);
/* Fuel meter */
cr = 1.0 - game->fuel;
cg = game->fuel;
cb = 0.2 + 0.1*game->fuel;
glBegin(GL_QUADS);
glColor4f(1.0, 0.0, 0.2, 0.5);
glVertex2f(0.9, -0.8); /* Bottom left */
glVertex2f(1.0, -0.8); /* Bottom right */
glColor4f(cr, cg, cb, 0.5);
glVertex2f(1.0, -0.8+(1.8*game->fuel)); /* Top right */
glVertex2f(0.9, -0.8+(1.8*game->fuel)); /* Top left */
glEnd();
}
void render_draw(Game *game, Uint32 t) {
RenderContext *r;
r = game->render;
/* First pass: Looking upwards */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r->fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 256, 256);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70.0, 1.0, 0.1, 180.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(game->lander->x, game->lander->y, game->lander->z,
game->lander->x, game->lander->y, game->lander->z+10.0,
sqrtf(2.0)*sinf(game->lander->yaw), sqrtf(2.0)*cosf(game->lander->yaw), 0.0);
render_setup_lighting(game);
render_draw_stuff(game, t);
/* Second pass: Main view */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, r->width, r->height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, (GLfloat)r->width/(GLfloat)r->height, 0.1, 100.0); /* Depth buffer 10cm to 100m */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(game->lander->x-(game->view_dist*sinf(game->lander->yaw)*cosf(game->view_angle)),
game->lander->y-(game->view_dist*cosf(game->lander->yaw)*cosf(game->view_angle)),
game->lander->z+(game->view_dist*sinf(game->view_angle)),
game->lander->x, game->lander->y, game->lander->z,
sqrtf(2.0)*sinf(game->lander->yaw)*sinf(game->view_angle),
sqrtf(2.0)*cosf(game->lander->yaw)*sinf(game->view_angle), sqrtf(2.0)*cosf(game->view_angle));
render_setup_lighting(game);
render_draw_stuff(game, t);
/* Finally, draw the lander */
// glUseProgramObjectARB(r->lighting_program);
// glUniform1iARB(glGetUniformLocationARB(game->render->lighting_program, "texture"), 0);
glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
render_model_instance_draw(game->lander, t, r);
glPopClientAttrib();
render_draw_line(game->lander->x, game->lander->y, game->lander->z, game->lander->x, game->lander->y, game->lander->z-200.0);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
// glUseProgramObjectARB(0);
render_draw_2d(r, game);
SDL_GL_SwapBuffers();
}
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