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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