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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 <GL/gl.h>

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

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

namespace client
{

core::Cvar *draw_stats = 0;
core::Cvar *cl_crosshaircolor = 0;

namespace view
{

float fps = 0;

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

	draw_stats = core::Cvar::get("draw_stats", "0", core::Cvar::Archive);
	draw_stats->set_info("[bool] draw network and render statistics");

	cl_crosshaircolor = core::Cvar::get("cl_crosshaircolor", "1 1 1", core::Cvar::Archive);
	cl_crosshaircolor->set_info("[r g b] crosshairs color");	
}

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, the default)
	gl::shademodel(GL_SMOOTH);
	//gl::shademodel(GL_FLAT);

	// lighting
 	GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
	GLfloat ambient_light[] = { 0.2f, 0.2f, 0.2f, 1.0f };
	GLfloat diffuse_light[] = { 0.4f, 0.4f, 0.4f, 1.0f };
	GLfloat specular_light[] = { 0.4f, 0.4f, 0.4f, 1.0f };
	GLfloat specular_reflectance[] = { 0.2f, 0.2f, 0.2f, 1.0f };

	glLightfv(GL_LIGHT0, GL_POSITION, light_position);
	glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_light);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_light);
	glLightfv(GL_LIGHT0, GL_SPECULAR, specular_light);

	// color tracking
	glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);	
	
	glMaterialfv(GL_FRONT, GL_SPECULAR, specular_reflectance);
	glMateriali(GL_FRONT, GL_SHININESS, 128); // shininess 1-128

	gl::disable(GL_LIGHTING);
	gl::enable(GL_LIGHT0);
	gl::disable(GL_COLOR_MATERIAL);
	
	// culling
	gl::cullface(GL_BACK);
	gl::frontface(GL_CCW);
	gl::disable(GL_CULL_FACE);

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

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

	// client state
}

void draw_loader()
{
	using namespace render;

	render::Textures::bind("bitmaps/loader");
	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();
}

void draw_status()
{
	using namespace render;

	if (console::visible())
		return;

	// print the status in the upper left corner
	std::stringstream status;
	
	if (core::game()) {
		int minutes = (int) floorf(core::game()->clientframetime() / 60.0f);
		int seconds = (int) floorf( core::game()->clientframetime() - (float) minutes* 60.0f);
	
		status << "^Ntime ^B" << std::setfill('0') << std::setw(2) << minutes << "^N:^B" << std::setfill('0') << std::setw(2) << seconds;
		Text::draw(4, 4, status);
	}

	// print stats if desired
	if (draw_stats && draw_stats->value()) {
		std::stringstream stats;
			stats << "^Nfps  ^B" << std::setw(6) << fps << "\n";
		if (core::application()->connected()) {
			stats << "^Ntris  ^B" << std::setw(5) << render::Stats::tris << "\n";
			stats << "^Nquads ^B" << std::setw(5) << render::Stats::quads << "\n";
		}
			stats << "^Ntx    ^B"<< std::setw(5) << (core::Stats::network_bytes_sent >> 10) << "\n";
			stats << "^Nrx    ^B"<< std::setw(5) << (core::Stats::network_bytes_received >> 10) << "\n";
		Text::draw(video::width-Text::fontwidth()*12, video::height - Text::fontheight()*8, stats);
	}

	// draw a basic HUD
	if (core::localcontrol()) {
		status.str("");
		status <<  "^Nthrust ^B" << std::setfill(' ') << std::setw(5) << std::fixed 
			<< std::setprecision(2) <<  core::localcontrol()->thrust() << " ";

		status 	<< "^Nspeed ^B" <<  std::setfill(' ') << std::setw(5) << std::fixed 
			<< std::setprecision(2) <<  core::localcontrol()->speed();

		Text::draw(4, video::height - Text::fontheight() -4, status);
	}

}

void draw_cursor()
{
	if (!core::localcontrol() || console::visible()) 
		return;

	float crosshair_size = 48.0f;
	float x = input::mouse_x - (crosshair_size /2);
	float y = input::mouse_y - (crosshair_size /2);

	using namespace render;
	
	render::Textures::bind("bitmaps/crosshair");

	math::Color color;
	if (cl_crosshaircolor && cl_crosshaircolor->value()) {
		std::stringstream colorstr(cl_crosshaircolor->str());
		colorstr >> color;
	}

	if (cl_mousecontrol->value() && input::mouse_deadzone)
		color.a = 0.3f;
	else
		color.a = 0.5f;

	gl::color(color);
	gl::begin(gl::Quads);

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

	glTexCoord2f(1, 0);
	gl::vertex(x+crosshair_size, y, 0.0f);

	glTexCoord2f(1, 1);
	gl::vertex(x+crosshair_size, y+crosshair_size, 0.0f);

	glTexCoord2f(0, 1);
	gl::vertex(x, y+crosshair_size, 0.0f);

	gl::end();
}

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

	// flush console messages
	console::flush();

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

	if (core::application()->connected() && core::game()->serverframetime()) {

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

		// FIXME width must always be one
		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();
		
		camera::draw(seconds);		// draw the current camera transformation

		render::draw(camera::axis, camera::eye, camera::target, seconds);		// draw the world

	}

	// 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();

	gl::enable(GL_TEXTURE_2D);

	if (!core::application()->connected()) {
		// draw the loader bitmap
		draw_loader();
	}

	// draw text elements
	Text::setfont("bitmaps/fonts/console", 12, 18);
	console::draw();
	chat::draw();

	Text::setfont("bitmaps/fonts/gui", 16, 24);
	draw_status();

	// draw the mouse cursor
	draw_cursor();

	gl::disable(GL_TEXTURE_2D);
}

} //namespace view

} // namespace client