Exemple #1
0
void game_draw(struct game_draw *gd, int pose, float t)
{
    float fov = (float) config_get_d(CONFIG_VIEW_FOV);

    if (gd->jump_b) fov *= 2.f * fabsf(gd->jump_dt - 0.5f);

    if (gd->state)
    {
        const struct game_view *view = &gd->view;
        struct s_rend rend;

        gd->draw.shadow_ui = 0;

        game_shadow_conf(pose, 1);
        sol_draw_enable(&rend);

        video_push_persp(fov, 0.1f, FAR_DIST);
        glPushMatrix();
        {
            float T[16], U[16], M[16], v[3];

            /* Compute direct and reflected view bases. */

            v[0] = +view->p[0];
            v[1] = -view->p[1];
            v[2] = +view->p[2];

            video_calc_view(T, view->c, view->p, view->e[1]);
            video_calc_view(U, view->c, v,       view->e[1]);

            m_xps(M, T);

            /* Apply the current view. */

            v_sub(v, view->c, view->p);

            glTranslatef(0.f, 0.f, -v_len(v));
            glMultMatrixf(M);
            glTranslatef(-view->c[0], -view->c[1], -view->c[2]);

            /* Draw the background. */

            game_draw_back(&rend, gd, pose, +1, t);

            /* Draw the reflection. */

            if (gd->draw.reflective && config_get_d(CONFIG_REFLECTION))
            {
                glEnable(GL_STENCIL_TEST);
                {
                    /* Draw the mirrors only into the stencil buffer. */

                    glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
                    glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
                    glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                    glDepthMask(GL_FALSE);

                    game_refl_all(&rend, gd);

                    glDepthMask(GL_TRUE);
                    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
                    glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
                    glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);

                    /* Draw the scene reflected into color and depth buffers. */

                    glFrontFace(GL_CW);
                    glPushMatrix();
                    {
                        glScalef(+1.0f, -1.0f, +1.0f);

                        game_draw_light(gd, -1);

                        game_draw_back(&rend, gd, pose,    -1, t);
                        game_draw_fore(&rend, gd, pose, U, -1, t);
                    }
                    glPopMatrix();
                    glFrontFace(GL_CCW);

                    glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
                }
                glDisable(GL_STENCIL_TEST);
            }

            /* Ready the lights for foreground rendering. */

            game_draw_light(gd, 1);

            /* When reflection is disabled, mirrors must be rendered opaque  */
            /* to prevent the background from showing.                       */

            if (gd->draw.reflective && !config_get_d(CONFIG_REFLECTION))
            {
                sol_color_mtrl(&rend, 1);
                {
                    glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
                    game_refl_all(&rend, gd);
                    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
                }
                sol_color_mtrl(&rend, 0);
            }

            /* Draw the mirrors and the rest of the foreground. */

            game_refl_all (&rend, gd);
            game_draw_fore(&rend, gd, pose, T, +1, t);
        }
        glPopMatrix();
        video_pop_matrix();

        /* Draw the fade overlay. */

        sol_fade(&gd->draw, &rend, gd->fade_k);

        sol_draw_disable(&rend);
        game_shadow_conf(pose, 0);
    }
}
Exemple #2
0
void game_draw(int pose, float t)
{
    const float light_p[4] = { 8.f, 32.f, 8.f, 0.f };

    struct s_draw *fp = &file.draw;
    struct s_rend rend;

    float fov = FOV;

    if (!state)
        return;

    fp->shadow_ui = ball;

    game_shadow_conf(1);
    sol_draw_enable(&rend);

    if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);

    video_push_persp(fov, 0.1f, FAR_DIST);
    glPushMatrix();
    {
        float T[16], M[16], v[3], c[3];

        /* In VR, move the view center up to keep the viewer level. */

        v_cpy(c, view_c);

        if (hmd_stat())
            c[1] += view_dy;

        video_calc_view(T, c, view_p, view_e[1]);
        m_xps(M, T);

        v_sub(v, c, view_p);

        glTranslatef(0.f, 0.f, -v_len(v));
        glMultMatrixf(M);
        glTranslatef(-c[0], -c[1], -c[2]);

        /* Center the skybox about the position of the camera. */

        glPushMatrix();
        {
            glTranslatef(view_p[0], view_p[1], view_p[2]);
            back_draw(&rend);
        }
        glPopMatrix();

        glEnable(GL_LIGHT0);
        glLightfv(GL_LIGHT0, GL_POSITION, light_p);

        /* Draw the floor. */

        sol_draw(fp, &rend, 0, 1);

        /* Draw the game elements. */

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        if (pose == 0)
        {
            game_draw_balls(&rend, fp->vary, T, t);
            game_draw_vect(&rend, fp->vary);
        }

        glDisable(GL_LIGHTING);
        glDepthMask(GL_FALSE);
        {
            game_draw_flags(&rend, fp->base);
            game_draw_beams(&rend, fp->base, fp->vary);
        }
        glDepthMask(GL_TRUE);
        glEnable(GL_LIGHTING);
    }
    glPopMatrix();
    video_pop_matrix();

    sol_draw_disable(&rend);
    game_shadow_conf(0);
}
Exemple #3
0
void game_draw(int pose, float t)
{
    const float light_p[4] = { 8.f, 32.f, 8.f, 0.f };

    struct s_draw *fp = &file.draw;
    struct s_rend rend;

    float fov = FOV;

    if (!state)
        return;

    fp->shadow_ui = ball;

    game_shadow_conf(1);
    sol_draw_enable(&rend);

    if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);

    video_push_persp(fov, 0.1f, FAR_DIST);
    glPushMatrix();
    {
        float T[16], M[16], v[3], rx, ry;

        m_view(T, view_c, view_p, view_e[1]);
        m_xps(M, T);

        v_sub(v, view_c, view_p);

        rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
        ry = V_DEG(fatan2f(+v[0], -v[2]));

        glTranslatef(0.f, 0.f, -v_len(v));
        glMultMatrixf(M);
        glTranslatef(-view_c[0], -view_c[1], -view_c[2]);

        /* Center the skybox about the position of the camera. */

        glPushMatrix();
        {
            glTranslatef(view_p[0], view_p[1], view_p[2]);
            back_draw(&rend, 0);
        }
        glPopMatrix();

        glEnable(GL_LIGHT0);
        glLightfv(GL_LIGHT0, GL_POSITION, light_p);

        /* Draw the floor. */

        sol_draw(fp, &rend, 0, 1);

        /* Draw the game elements. */

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        if (pose == 0)
        {
            game_draw_balls(&rend, fp->vary, T, t);
            game_draw_vect(&rend, fp->vary);
        }

        glDisable(GL_LIGHTING);
        glDepthMask(GL_FALSE);
        {
            game_draw_goals(&rend, fp->base);
            game_draw_jumps(&rend, fp->base);
            game_draw_swchs(&rend, fp->vary);
        }
        glDepthMask(GL_TRUE);
        glEnable(GL_LIGHTING);
    }
    glPopMatrix();
    video_pop_matrix();

    sol_draw_disable(&rend);
    game_shadow_conf(0);
}