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/*
   view.cc
   This file is part of the Osirion project and is distributed under
   the terms and conditions of the GNU General Public License version 2
*/

#include "client/client.h"
#include "client/camera.h"
#include "client/console.h"
#include "client/video.h"
#include "client/draw.h"
#include "render/render.h"
#include "core/core.h"
#include "math/mathlib.h"
#include "sys/sys.h"

#include <iostream>
#include <string>
#include <sstream>
#include <iomanip>

namespace client
{

namespace view
{

float fps = 0;

void init()
{
	camera::init();
}

void shutdown()
{
	camera::shutdown();
}

void reset()
{
	using namespace render;

	// set clear color
	gl::clearcolor(0.0f, 0.0f, 0.0f, 1.0f);

	// shading model: Gouraud (smooth).
	gl::shademodel(GL_SMOOTH);

	// culling
	gl::cullface(GL_BACK);
	gl::frontface(GL_CCW);

	// alpha-blending
	gl::blendfunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	gl::disable(GL_BLEND);

	// depth
	gl::depthmask(GL_TRUE);
	gl::disable(GL_DEPTH_TEST);
	gl::disable(GL_CULL_FACE);
}

void draw_loader()
{
	using namespace render;

	gl::enable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, render::textures[0]); // bitmaps/loader.tga
	gl::color(1.0f, 1.0f, 1.0f, 1.0f);

	gl::begin(gl::Quads);

	glTexCoord2f(0.0f, 0.0f);
	gl::vertex(0,0, 0);

	glTexCoord2f(1.0f, 0.0f);
	gl::vertex(video::width,0,0);

	glTexCoord2f(1.0f, 1.0f);
	gl::vertex(video::width,video::height,0);

	glTexCoord2f(0.0f, 1.0f);
	gl::vertex(0,video::height,0);
	gl::end();

	gl::disable(GL_TEXTURE_2D);
}

void draw_status()
{
	using namespace render;

	if (console::visible())
		return;

	glBindTexture(GL_TEXTURE_2D, render::textures[1]); // bitmaps/conchars.tga
	gl::enable(GL_TEXTURE_2D);

	// print the status in the upper left corner
	gl::color(1.0f, 1.0f, 1.0f, 1.0f);
	std::stringstream status;

	int hours = (int) sys::time() / 3600;
	int minutes = (int)(sys::time() - 3600*hours) / 60;
	int seconds = (int)(sys::time() - 3600*hours - 60 *minutes);
	status << " clock " << std::setfill('0') << std::setw(2) << hours << ":"
	<< std::setfill('0') << std::setw(2) << minutes << ":"
	<< std::setfill('0') << std::setw(2) << seconds;

	minutes = (int) floorf(core::time() / 60.0f);
	seconds = (int) floorf(core::time() - (float) minutes* 60.0f);

	status << " time " << std::setfill('0') << std::setw(2) << minutes << ":" << std::setfill('0') << std::setw(2) << seconds;
	status << " fps " << std::setw(4) << fps;
	draw_text(CHARWIDTH, 4, status);

	// print the version number in the upper right corner
	gl::color(0.0f, 1.0f, 0.0f, 1.0f);
	std::string version("ver. ");
	version.append(VERSION);
	draw_text(video::width-(version.size()+1)*CHARWIDTH, 4, version);

	gl::disable(GL_TEXTURE_2D);
}

void frame(float seconds)
{
	using namespace render;
	
	// calculate frames per second
	if (seconds > 0.0f)
		fps = floorf(1.0f / seconds);
	else
		fps = 9999;

	// Clear the color and depth buffers.
	gl::clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	if (core::connected()) {
		// draw the game world

		// Change to the projection matrix and set our viewing volume.
		gl::matrixmode(GL_PROJECTION);
		gl::loadidentity();

		const float frustumsize = 0.5f;
		gl::frustum(-frustumsize*video::aspect, frustumsize*video::aspect, -frustumsize, frustumsize, 1.0f, 1024.0f);

		gl::matrixmode(GL_MODELVIEW);	// map world to screen coordinates
		gl::loadidentity();
		gl::rotate(90.0f, 0, 1.0, 0);

		camera::draw(seconds);		// draw the current camera transformation

		gl::enable(GL_DEPTH_TEST);	// enable depth buffer writing
		gl::enable(GL_CULL_FACE);	// enable culling
		gl::enable(GL_BLEND); 		// enable alpha blending

		draw_world(seconds);		// draw the world

		gl::disable(GL_CULL_FACE);	// disable culling
		gl::disable(GL_DEPTH_TEST);	// disable depth buffer writing
	}

	// switch to ortographic projection to draw the GUI
	gl::matrixmode(GL_PROJECTION);
	gl::loadidentity();
	glOrtho(0, video::width, video::height, 0, -1000.0f, 1000.0f);

	gl::matrixmode(GL_MODELVIEW);
	gl::loadidentity();

	if (!core::connected()) {
		// draw the loader bitmap
		draw_loader();
		gl::enable(GL_BLEND);		// enable alpha blending
	}

	// draw the console
	console::draw();

	// draw the status line
	draw_status();
	
	gl::disable(GL_BLEND);

}

} //namespace view

} // namespace client