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/*
* types.h
*
* All the data types - avoid circular reference silliness
*
* (c) 2008 Thomas White <taw27@cam.ac.uk>
*
* thrust3d - a silly game
*
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifndef TYPES_H
#define TYPES_H
#include <gl.h>
#include <SDL.h>
/* Maximum number of individual textures */
#define MAX_TEXTURES 128
/* Maximum number of rooms which can be "seen" at once */
#define MAX_ROOMS 64
/* Maximum number of lights per room */
#define MAX_LIGHTS 4
typedef enum {
ATTRIB_NONE = 0,
ATTRIB_COLOUR = 1<<0, /* Colour specified? */
ATTRIB_PULSE = 1<<1, /* Pulsating colour */
} PrimitiveAttrib;
typedef struct {
GLenum type;
int num_vertices;
GLfloat *vertices;
GLfloat *normals;
GLfloat *texcoords;
PrimitiveAttrib attribs;
GLfloat col_r;
GLfloat col_g;
GLfloat col_b;
char *texture;
} Primitive;
typedef struct {
char *name; /* Identifier */
int num_primitives;
Primitive **primitives; /* Geometry */
PrimitiveAttrib attrib_total;
} Model;
typedef struct {
int num_models;
Model **models;
} ModelContext;
typedef enum {
OBJ_NONE = 0,
OBJ_GRAVITY = 1<<0, /* Object is subject to gravity */
} ObjectAttrib;
typedef struct {
Model *model;
GLfloat x;
GLfloat y;
GLfloat z;
ObjectAttrib attribs;
GLfloat vx;
GLfloat vy;
GLfloat vz;
float yaw;
float yawspeed;
} ModelInstance;
typedef struct {
char *name;
GLuint *data;
GLuint texname;
} Texture;
typedef struct {
/* Lighting shaders */
GLhandleARB lighting_vert;
GLhandleARB lighting_frag;
GLhandleARB lighting_program;
/* Textures */
Texture textures[MAX_TEXTURES];
unsigned int num_textures;
int frames;
Uint32 t_fps;
int fps;
} RenderContext;
typedef struct {
int rx;
int ry;
int rz;
} Connection;
typedef struct {
GLfloat x;
GLfloat y;
GLfloat z;
} Light;
typedef struct {
ModelInstance **objects;
int num_objects;
int rx;
int ry;
int rz;
int needed_this_time;
Connection connected[MAX_ROOMS];
int num_connected;
Light lights[MAX_LIGHTS];
int num_lights;
} Room;
typedef struct {
unsigned int thrusting;
unsigned int turn_left;
unsigned int turn_right;
unsigned int forward;
unsigned int reverse;
Uint32 tlast; /* Time at which the last physics step was performed */
int frame_delay; /* Delay between frames */
int frame_delay_fiddled; /* frame_delay has been fiddled since the last FPS calculation */
ModelInstance *lander;
ModelContext *models;
RenderContext *render;
int cur_room_x;
int cur_room_y;
int cur_room_z;
Room *rooms[MAX_ROOMS];
int num_rooms;
float view_angle;
float view_dist;
int paused;
int pause_rel;
} Game;
#endif /* TYPES_H */
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