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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/shipdrawer.h"
#include "client/stardrawer.h"
#include "client/video.h"
#include "render/render.h"
#include "game/game.h"
#include "sys/sys.h"
#include "math/mathlib.h"
#include <iostream>
#include <string>
#include <sstream>
#include <iomanip>
namespace client
{
namespace view
{
ShipDrawer *shipdrawer = 0;
StarDrawer *stardrawer = 0;
game::Ship *target = 0; // the view's target
float fps = 0;
void init()
{
if (!shipdrawer) {
stardrawer = new StarDrawer(&game.star);
shipdrawer = new ShipDrawer(&game.ship);
target = &game.ship;
}
camera::init();
}
void shutdown()
{
camera::shutdown();
delete stardrawer;
stardrawer = 0;
delete shipdrawer;
shipdrawer = 0;
}
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_world(float elapsed)
{
using namespace render;
// draw the world
gl::push();
gl::translate(game.ship.location - target->location);
gl::scale(0.2f, 0.2f, 0.2f);
shipdrawer->draw(elapsed);
gl::pop();
gl::push();
gl::translate(game.star.location - target->location);
stardrawer->draw(elapsed);
gl::pop();
}
void draw_background(float elapsed)
{
using namespace render::gl;
// galactic axis
begin(Lines);
color(0.9f, 0.5f, 0.0f);
vertex(-2,0,0);
color(1.0f, 1.0f, 0.0f);
vertex(2,0,0);
vertex(0,0,-0.5);
vertex(0,0,0.5);
vertex(0,1.0f,0);
vertex(0,-1, 0);
end();
int gridsize = 32;
float s = 1.0f / gridsize;
float y = -4.0f;
float dx = target->location.x - floorf(target->location.x);
float dz = target->location.z - floorf(target->location.z);
color(0,0, 1.0f);
begin(Lines);
for (int i=-gridsize; i <= gridsize; i++) {
color(0,0, 0, 0);
vertex(i-dx, y, -gridsize-dz);
color(0,0, (gridsize-abs(i))*s, (gridsize-abs(i))*s);
vertex(i-dx, y, -dz);
vertex(i-dx, y, -dz);
color(0,0, 0, 0);
vertex(i-dx, y, gridsize-dz);
vertex(-gridsize-dx, y, i-dz);
color(0,0, (gridsize-abs(i))*s, (gridsize-abs(i))*s);
vertex(-dx, y, i-dz);
vertex(-dx, y, i-dz);
color(0,0, 0, 0);
vertex(gridsize-dx, y, i-dz);
}
end();
}
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(0, 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
draw_world(seconds); // draw the world
gl::disable(GL_CULL_FACE); // disable culling
gl::enable(GL_BLEND); // enable alpha blending
draw_background(seconds); // draw the spacegrid
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
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