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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/video.h"
#include "client/draw.h"
#include "render/render.h"
#include "core/core.h"
#include "math/mathlib.h"
#include "sys/sys.h"
namespace client
{
namespace view
{
float fps = 0;
void init()
{
camera::init();
}
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[] = { 0.5f, 0.5f, 0.5f, 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::disable(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);
}
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::application()->time() / 60.0f);
seconds = (int) floorf(core::application()->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(CHARWIDTH, 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(core::version());
draw_text(video::width-(version.size()+1)*CHARWIDTH, 4, version);
// draw notifications
gl::color(1.0f, 1.0f, 1.0f, 1.0f);
size_t n = console::notify_pos % MAXNOTIFYLINES;
float now = sys::time();
int h = 4 + CHARHEIGHT;
for (size_t l = 0; l < MAXNOTIFYLINES; l++) {
if (console::notify_text[n].size() > 2 && console::notify_time[n] + 4 > now) {
if (console::notify_text[n][0] == '?')
gl::color(0.7f,0.7f,0.7f, 1.0f);
else if (console::notify_text[n][0] == '*')
gl::color(1.0f,1.0f,0.0f, 1.0f);
else if (console::notify_text[n][0] == '!')
gl::color(1.0f,0.0f,0.0f, 1.0f);
else
gl::color(1.0f,1.0f,1.0f, 1.0f);
draw_text(CHARWIDTH, h, console::notify_text[n].substr(2));
h += CHARHEIGHT;
}
n = (n+1) % MAXNOTIFYLINES;
}
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;
// 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()) {
// draw the game world
// 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
draw_world(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();
if (!core::application()->connected()) {
// draw the loader bitmap
draw_loader();
}
// draw the console
console::draw();
chat::draw();
// draw the status line
draw_status();
}
} //namespace view
} // namespace client
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