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
*/
#include "client.h"
#include "shipdrawer.h"
#include "stardrawer.h"
#include "gl/osiriongl.h"
#include "game/game.h"
#include "common/functions.h"
#include "osirion.h"
#include <SDL/SDL.h>
namespace client
{
using namespace common;
ShipDrawer *shipdrawer = 0;
StarDrawer *stardrawer = 0;
game::Ship *target =0; // the view's target
void View::init() {
// draw scene
if (!shipdrawer) {
stardrawer = new StarDrawer(&game::star);
shipdrawer = new ShipDrawer(&game::ship);
target = &game::ship;
}
}
void View::shutdown()
{
delete stardrawer;
stardrawer = 0;
delete shipdrawer;
shipdrawer = 0;
}
void View::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, 1.0f, 1024.0f);
/*
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 View::draw_background(float elapsed)
{
using namespace gl;
// // // enable Alpha blending
gl::enable(GL_BLEND);
// 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();
gl::disable(GL_BLEND);
}
void View::draw_world(float elapsed)
{
// 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 View::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 world
draw_world(elapsed);
// draw the semi-static background
draw_background(elapsed);
SDL_GL_SwapBuffers();
}
} // namespace view
|