forked from peterderivaz/penguinspuzzle
-
Notifications
You must be signed in to change notification settings - Fork 0
/
penguinspuzzle.c
457 lines (394 loc) · 12.2 KB
/
penguinspuzzle.c
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
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
/*
Copyright (c) 2012, Peter de Rivaz
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the copyright holder nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* WebGL version at http://penguinspuzzle.appspot.com
*
*/
#include <stdio.h>
#include <fcntl.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <assert.h>
#include <unistd.h>
#include "bcm_host.h"
#include "GLES2/gl2.h"
#include "EGL/egl.h"
#include "EGL/eglext.h"
#include "global.h"
#include "shaders.h"
#include "buffer.h"
#include "model.h"
#include "texture.h"
#include "matrix.h"
#include "view.h"
#include "penguins.h"
#include "keys.h"
#include "framebuffer.h"
#include "shader_src.h"
#include "audio.h"
static int frame=0;
static int high_quality=1;
static int slow_mode=0;
static LEVEL_T *level=NULL;
static FRAMEBUFFER_T *shadow_fb=NULL;
static FRAMEBUFFER_T *mirror_fb=NULL;
static SHADER_T *shadow_shader=NULL;
static SHADER_T *sun_shader=NULL;
static SHADER_T *shader=NULL;
static SHADER_T *water_shader=NULL;
static SHADER_T *expl_shader=NULL;
static VIEW_T *sun_view;
static float world[4][4];
static MODEL_T *sea,*expl2,*sky;
typedef struct
{
uint32_t screen_width; // Dimensions of the physical screen
uint32_t screen_height;
uint32_t render_width; // Dimensions that we will render to
uint32_t render_height;
// OpenGL|ES objects
EGLDisplay display;
EGLSurface surface;
EGLContext context;
GLuint verbose;
GLuint vshader;
GLuint fshader;
GLuint mshader;
GLuint program;
GLuint program2;
GLuint tex_fb;
GLuint tex;
GLuint buf;
// julia attribs
GLuint unif_color, attr_vertex, unif_scale, unif_offset, unif_tex, unif_centre;
// mandelbrot attribs
GLuint attr_vertex2, unif_scale2, unif_offset2, unif_centre2;
} CUBE_STATE_T;
static CUBE_STATE_T _state, *state=&_state;
#define check() assert(glGetError() == 0)
/***********************************************************
* Name: init_ogl
*
* Arguments:
* CUBE_STATE_T *state - holds OGLES model info
*
* Description: Sets the display, OpenGL|ES context and screen stuff
*
* Returns: void
*
***********************************************************/
static void init_ogl(CUBE_STATE_T *state)
{
int32_t success = 0;
EGLBoolean result;
EGLint num_config;
static EGL_DISPMANX_WINDOW_T nativewindow; // Must be static as OpenGL relies on this being persistent.
DISPMANX_ELEMENT_HANDLE_T dispman_element;
DISPMANX_DISPLAY_HANDLE_T dispman_display;
DISPMANX_UPDATE_HANDLE_T dispman_update;
VC_RECT_T dst_rect;
VC_RECT_T src_rect;
static const EGLint attribute_list[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_DEPTH_SIZE, 16,
//EGL_SAMPLE_BUFFERS, 1, // Adds antialiasing but runs slowly
EGL_NONE
};
static const EGLint context_attributes[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
EGLConfig config;
// get an EGL display connection
state->display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
assert(state->display!=EGL_NO_DISPLAY);
check();
// initialize the EGL display connection
result = eglInitialize(state->display, NULL, NULL);
assert(EGL_FALSE != result);
check();
// get an appropriate EGL frame buffer configuration
result = eglChooseConfig(state->display, attribute_list, &config, 1, &num_config);
assert(EGL_FALSE != result);
check();
// get an appropriate EGL frame buffer configuration
result = eglBindAPI(EGL_OPENGL_ES_API);
assert(EGL_FALSE != result);
check();
// create an EGL rendering context
state->context = eglCreateContext(state->display, config, EGL_NO_CONTEXT, context_attributes);
assert(state->context!=EGL_NO_CONTEXT);
check();
// create an EGL window surface
success = graphics_get_display_size(0 /* LCD */, &state->screen_width, &state->screen_height);
assert( success >= 0 );
state->render_width = 1280;
state->render_height = 720;
dst_rect.x = 0;
dst_rect.y = 0;
dst_rect.width = state->screen_width;
dst_rect.height = state->screen_height;
src_rect.x = 0;
src_rect.y = 0;
src_rect.width = state->render_width << 16;
src_rect.height = state->render_height << 16;
// Set aspect ratio
aspect = (float)state->render_width / state->render_height;
dispman_display = vc_dispmanx_display_open( 0 /* LCD */);
dispman_update = vc_dispmanx_update_start( 0 );
dispman_element = vc_dispmanx_element_add ( dispman_update, dispman_display,
0/*layer*/, &dst_rect, 0/*src*/,
&src_rect, DISPMANX_PROTECTION_NONE, 0 /*alpha*/, 0/*clamp*/, 0/*transform*/);
nativewindow.element = dispman_element;
nativewindow.width = state->render_width;
nativewindow.height = state->render_height;
vc_dispmanx_update_submit_sync( dispman_update );
check();
state->surface = eglCreateWindowSurface( state->display, config, &nativewindow, NULL );
assert(state->surface != EGL_NO_SURFACE);
check();
// connect the context to the surface
result = eglMakeCurrent(state->display, state->surface, state->surface, state->context);
assert(EGL_FALSE != result);
check();
// Set background color and clear buffers
glClearColor(0.15f, 0.25f, 0.35f, 1.0f);
glClear( GL_COLOR_BUFFER_BIT );
check();
}
void drawScene(void)
{
VIEW_T *view = level->view;
frame++;
if (currentlyPressedKeys[KEY_Q])
{
high_quality = !high_quality;
currentlyPressedKeys[KEY_Q] = 0;
}
if (currentlyPressedKeys[KEY_S])
{
slow_mode = !slow_mode;
currentlyPressedKeys[KEY_S] = 0;
}
if (currentlyPressedKeys[KEY_Z])
{
zoom_out = !zoom_out;
currentlyPressedKeys[KEY_Z] = 0;
}
if (high_quality)
{
glColorMask(1,1,1,1);
framebuffer_select(shadow_fb);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
mat4_identity(world);
shader_select(sun_shader);
shader_view(sun_shader,sun_view->M);
shader_world(sun_shader,world);
level_draw_tiles(level,sun_shader);
level_draw_objects(level,sun_shader,0);
level_draw_objects(level,sun_shader,1);
glFinish();
}
float br=288;
glClearColor(129/br, 168/br, 207/br, 1.0);
if (high_quality)
{
framebuffer_select(mirror_fb);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//shader.selectView(billboardMatrix());
//sky.draw(shader);
mat4_identity(world);
shader_select(shader);
shader_blend(shader,frame*0.0001f,0,0,0);
shader_view(shader,view->M_reflect);
shader_world(shader,world);
model_draw(sky,shader);
shader_select(shader);
level_draw_objects(level,shader,0);
level_draw_objects(level,shader,1);
mat4_identity(world);
shader_world(shader,world);
level_draw_tiles(level,shader);
glFinish();
}
glBindFramebuffer(GL_FRAMEBUFFER,0);
glViewport(0, 0, state->render_width, state->render_height);
if (level->mode==3)
{
glClearColor(0, 129, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColorMask(0,1,0,1);
}
else
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColorMask(1,1,1,1);
}
framebuffer_select_texture(shadow_fb);
mat4_identity(world);
SHADER_T *level_shader=shader;
if (high_quality)
level_shader = shadow_shader;
shader_select(level_shader);
shader_view(level_shader,view->M);
shader_view2(level_shader,sun_view->M);
shader_world(level_shader,world);
level_draw_tiles(level,level_shader);
shader_select(shader);
shader_blend(shader,frame*0.0001f,0,0,0);
shader_view(shader,view->M);
shader_world(shader,world);
model_draw(sky,shader);
shader_select(shader);
level_draw_objects(level,shader,0);
float slow=0.4f;
framebuffer_select_texture( mirror_fb);
mat4_identity(world);
if (high_quality)
{
shader_select(water_shader);
shader_blend(water_shader,frame*0.001f*slow,frame*0.002f*slow,-frame*0.0017f*slow,-frame*0.003f*slow);
shader_view(water_shader,view->M);
shader_view2(water_shader,view->M_reflect);
shader_world(water_shader,world);
model_draw(sea,water_shader);
}
// Now draw transparent objects
shader_select(shader);
shader_view(shader,view->M);
if (high_quality)
{
glDepthMask(0);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE_MINUS_CONSTANT_ALPHA);
glBlendColor(0,0,0,0.7f);
}
level_draw_objects(level,shader,1);
if (high_quality)
{
//gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
shader_select(expl_shader);
shader_view(expl_shader,view->M);
level_draw_fragments(level,expl_shader,expl2);
}
glDisable(GL_BLEND);
glDepthMask(1);
glFinish();
}
void tick(void)
{
update_keys();
level_update_view(level);
level_update(level);
if (!slow_mode)
level_update(level);
drawScene();
}
int tm,ts,tw,tc;
#define ALTWIDTH 512
void init_gl(void)
{
glFrontFace(GL_CW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthRangef(-1.0f,1.0f);
glClearDepthf(1.0f);
mirror_fb = framebuffer_new(ALTWIDTH,ALTWIDTH,1);
shadow_fb = framebuffer_new(ALTWIDTH,ALTWIDTH,1);
shader = shader_new(shader_vs,shader_fs);
expl_shader = shader_new(explshader_vs,explshader_fs);
shadow_shader = shader_new(shadowshader_vs,shadowshader_fs);
sun_shader = shader_new(sunshader_vs,sunshader_fs);
water_shader = shader_new(watershader_vs,watershader_fs);
#define TEXTUREREF(x) extern char _binary_data_ ## x ## _bmp_start
#define TEXTURE(x) texture_new(&_binary_data_ ## x ## _bmp_start)
TEXTUREREF(texmain24);
TEXTUREREF(texsecond24);
TEXTUREREF(water24);
TEXTUREREF(clouds24);
tm = TEXTURE(texmain24);
ts = TEXTURE(texsecond24);
tw = TEXTURE(water24);
tc = TEXTURE(clouds24);
level = level_new(tm);
level_load(level);
#define MODELREF(x) extern char _binary_data_ ## x ## _pi_start
#define MODEL(x,p1,p2,p3) model_new(&_binary_data_ ## x ## _pi_start,p1,p2,p3)
MODELREF(iceblock);
MODELREF(tree);
MODELREF(mainpeng);
MODELREF(babypeng);
MODELREF(bucket);
MODEL(iceblock,tm,CHEST,0.75f);
MODEL(tree,tm,TREE,1.0f);
MODEL(mainpeng,ts,PENG,0.75f);
MODEL(babypeng,ts,BABYPENG,1.0f);
MODEL(bucket,tm,FISHPAIL,1.0f);
expl2 = model_explosion(ts);
sea = model_sea(tw,1500.0f,-20.0f,15.0f);
sky = model_sky(tc,1500.0f,-20.0f,2.0f);
sun_view = view_new();
float A[3]={0,0,0};
float A2[3]={300+240,300+240,0};
float B[3]={0,-100,50};
float B2[3]={300+30+240,300-20+240,40};
view_look_at(level->view,A,B,0,0);
view_look_at(sun_view,A2,B2,1,0);
}
//==============================================================================
int main (int argc, char **argv)
{
// 0=headphones, 1=hdmi
int audio_dest = 1;
if (argc > 1)
audio_dest = atoi(argv[1]);
// Open communications with GPU
bcm_host_init();
audio_init(audio_dest);
// Clear application state
memset( state, 0, sizeof( *state ) );
// Start OGLES
init_ogl(state);
// Load data for level
init_gl();
while (1)
{
// Apply game logic and render scene
tick();
audio_update();
eglSwapBuffers(state->display, state->surface);
}
return 0;
}