Project::OSiRiON - Git repositories
Project::OSiRiON
News . About . Screenshots . Downloads . Forum . Wiki . Tracker . Git
summaryrefslogtreecommitdiff
blob: 364126183405e0ef6a1aa57f705cc39c7f559e08 (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
/* 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 
*/

// C++ headers
#include <iostream>

// SDL headers
#include <SDL/SDL.h>

// project headers
#include "common/functions.h"
#include "common/osirion.h"

#include "game/game.h"
#include "gl/osiriongl.h"

#include "video.h"
#include "camera.h"

#include "shipdrawer.h"
#include "stardrawer.h"

namespace view
{

ShipDrawer *shipdrawer = 0;
StarDrawer *stardrawer = 0;

Ship *target =0; // the view's target

void init() {
	// draw scene
	if (!shipdrawer) {
		stardrawer = new StarDrawer(&game::star);
		shipdrawer = new ShipDrawer(&game::ship);	
		target = &game::ship;
	}
	
}

void shutdown() 
{
	delete stardrawer;
	stardrawer = 0;
	delete shipdrawer;
	shipdrawer = 0;
}

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

	//glu::perspective( 64.0, video::ratio, 1.0, 1024.0 );
	const float frustumsize=0.5f;
	gl::frustum( -frustumsize * video::ratio, frustumsize * video::ratio, -frustumsize, frustumsize, 1.0, 1024.0);
	/* 
		map world coordinates to GL coordinates
	 
		The world coordinates are identical to GL coordinates, 
		but the default viewing pitch (0 degrees)
		is the positive X-axis
	*/
	gl::rotate(90.0f, 0, 1.0, 0);
}

void draw_background()
{
	using namespace gl;
	
	begin(Lines);
	color(0.9f, 0.5f, 0.0f);
	vertex(-2,1,0);
	color(1.0f, 1.0f, 0.0f);
	vertex(2,1,0);

	vertex(0,1,-0.5);
	vertex(0,1,0.5);

	vertex(0,2.0f,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);
		vertex(i-dx, y, -gridsize-dz);
		color(0,0, (gridsize-abs(i))*s);
		vertex(i-dx, y, -dz);
		vertex(i-dx, y, -dz);
		color(0,0, 0);
		vertex(i-dx, y, gridsize-dz);
	
		vertex(-gridsize-dx, y, i-dz);
		color(0,0, (gridsize-abs(i))*s);
		vertex(-dx, y, i-dz);
		vertex(-dx, y, i-dz);
		color(0,0, 0);
		vertex(gridsize-dx, y, i-dz);
	}	
	end();
}

void draw_world(float elapsed)  
{
	// draw the world
	gl::push();

	//std::cerr << "ship at " << game::ship.location << " translate " << game::ship.location - target->location << std::endl;
	gl::translate(game::ship.location - target->location);
	gl::scale(GAMESCALE,  GAMESCALE,  GAMESCALE);
	shipdrawer->draw(elapsed);
	gl::pop();

	//std::cerr << "star at " << game::star.location << " translate " << game::star.location - game::ship.location << std::endl;
	gl::translate(game::star.location - target->location);	
	stardrawer->draw(elapsed);

}

void draw(float elapsed) 
{
	// Clear the color and depth buffers.
	gl::clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
	
	// We don't want to modify the projection matrix.
	gl::matrixmode( GL_MODELVIEW );
	gl::loadidentity();

	// Camera transformation
	camera::draw(elapsed);

	// draw the semi-static background
	draw_background();

	// draw the world
	draw_world(elapsed);

	SDL_GL_SwapBuffers( );
}

} // namespace view