2 * Copyright (C) 2003 Robert Kooima
4 * NEVERPUTT is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published
6 * by the Free Software Foundation; either version 2 of the License,
7 * or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful, but
10 * WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
31 #include "solid_draw.h"
32 #include "solid_sim.h"
33 #include "solid_all.h"
35 /*---------------------------------------------------------------------------*/
37 static struct s_full file;
40 static float view_a; /* Ideal view rotation about Y axis */
42 static float view_ry; /* Angular velocity about Y axis */
43 static float view_dy; /* Ideal view distance above ball */
44 static float view_dz; /* Ideal view distance behind ball */
46 static float view_c[3]; /* Current view center */
47 static float view_v[3]; /* Current view vector */
48 static float view_p[3]; /* Current view position */
49 static float view_e[3][3]; /* Current view orientation */
51 static float jump_e = 1; /* Jumping enabled flag */
52 static float jump_b = 0; /* Jump-in-progress flag */
53 static float jump_dt; /* Jump duration */
54 static float jump_p[3]; /* Jump destination */
56 static float idle_t; /* Idling timeout */
58 /*---------------------------------------------------------------------------*/
60 static void view_init(void)
87 void game_init(const char *s)
97 sol_load_full(&file, s, config_get_d(CONFIG_SHADOW));
98 sol_init_sim(&file.vary);
100 for (i = 0; i < file.base.dc; i++)
102 const char *k = file.base.av + file.base.dv[i].ai;
103 const char *v = file.base.av + file.base.dv[i].aj;
105 if (strcmp(k, "idle") == 0)
107 sscanf(v, "%f", &idle_t);
118 sol_free_full(&file);
121 /*---------------------------------------------------------------------------*/
123 static void game_draw_vect_prim(const struct s_vary *fp, GLenum mode)
130 v_cpy(p, fp->uv[ball].p);
138 glColor4f(1.0f, 1.0f, 0.5f, 0.5f);
139 glVertex3f(p[0] - x[0] * r,
143 glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
144 glVertex3f(p[0] + z[0] * view_m,
145 p[1] + z[1] * view_m,
146 p[2] + z[2] * view_m);
148 glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
149 glVertex3f(p[0] + x[0] * r,
156 static void game_draw_vect(const struct s_vary *fp)
160 glPushAttrib(GL_TEXTURE_BIT);
161 glPushAttrib(GL_POLYGON_BIT);
162 glPushAttrib(GL_LIGHTING_BIT);
163 glPushAttrib(GL_DEPTH_BUFFER_BIT);
165 glEnable(GL_COLOR_MATERIAL);
166 glDisable(GL_LIGHTING);
167 glDisable(GL_TEXTURE_2D);
168 glDepthMask(GL_FALSE);
170 glEnable(GL_DEPTH_TEST);
171 game_draw_vect_prim(fp, GL_TRIANGLES);
173 glDisable(GL_DEPTH_TEST);
174 game_draw_vect_prim(fp, GL_LINE_STRIP);
183 static void game_draw_balls(const struct s_vary *fp,
184 const float *bill_M, float t)
186 static const GLfloat color[5][4] = {
187 { 1.0f, 1.0f, 1.0f, 0.7f },
188 { 1.0f, 0.0f, 0.0f, 1.0f },
189 { 0.0f, 1.0f, 0.0f, 1.0f },
190 { 0.0f, 0.0f, 1.0f, 1.0f },
191 { 1.0f, 1.0f, 0.0f, 1.0f },
196 glEnable(GL_COLOR_MATERIAL);
198 for (ui = curr_party(); ui > 0; ui--)
205 m_basis(ball_M, fp->uv[ui].e[0], fp->uv[ui].e[1], fp->uv[ui].e[2]);
206 m_basis(pend_M, fp->uv[ui].E[0], fp->uv[ui].E[1], fp->uv[ui].E[2]);
210 glTranslatef(fp->uv[ui].p[0],
211 fp->uv[ui].p[1] + BALL_FUDGE,
213 glScalef(fp->uv[ui].r,
217 glColor4fv(color[ui]);
218 ball_draw(ball_M, pend_M, bill_M, t);
226 glTranslatef(fp->uv[ui].p[0],
227 fp->uv[ui].p[1] - fp->uv[ui].r + BALL_FUDGE,
229 glScalef(fp->uv[ui].r,
233 glColor4f(color[ui][0],
243 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
244 glDisable(GL_COLOR_MATERIAL);
247 static void game_draw_goals(const struct s_base *fp)
251 for (zi = 0; zi < fp->zc; zi++)
255 glTranslatef(fp->zv[zi].p[0],
264 static void game_draw_jumps(const struct s_base *fp)
268 for (ji = 0; ji < fp->jc; ji++)
272 glTranslatef(fp->jv[ji].p[0],
276 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
283 static void game_draw_swchs(const struct s_vary *fp)
287 for (xi = 0; xi < fp->xc; xi++)
289 struct v_swch *xp = fp->xv + xi;
296 glTranslatef(xp->base->p[0],
300 glScalef(xp->base->r, 1.f, xp->base->r);
301 swch_draw(xp->f, xp->e);
307 /*---------------------------------------------------------------------------*/
309 void game_draw(int pose, float t)
311 static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
312 static const float s[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
313 static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
314 static const float h[1] = { 0.0f };
316 const float light_p[4] = { 8.f, 32.f, 8.f, 0.f };
318 const struct s_draw *fp = &file.draw;
322 if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);
324 video_push_persp(fov, 0.1f, FAR_DIST);
325 glPushAttrib(GL_LIGHTING_BIT);
328 float T[16], M[16], v[3], rx, ry;
330 m_view(T, view_c, view_p, view_e[1]);
333 v_sub(v, view_c, view_p);
335 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
336 ry = V_DEG(fatan2f(+v[0], -v[2]));
338 glTranslatef(0.f, 0.f, -v_len(v));
340 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
342 /* Center the skybox about the position of the camera. */
346 glTranslatef(view_p[0], view_p[1], view_p[2]);
352 glLightfv(GL_LIGHT0, GL_POSITION, light_p);
354 /* Draw the floor. */
358 if (config_get_d(CONFIG_SHADOW) && !pose)
365 /* Draw the game elements. */
368 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
372 game_draw_balls(fp->vary, T, t);
373 game_draw_vect(fp->vary);
376 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
377 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
378 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
379 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
381 glEnable(GL_COLOR_MATERIAL);
382 glDisable(GL_LIGHTING);
383 glDepthMask(GL_FALSE);
385 game_draw_goals(fp->base);
386 game_draw_jumps(fp->base);
387 game_draw_swchs(fp->vary);
389 glDepthMask(GL_TRUE);
390 glEnable(GL_LIGHTING);
391 glDisable(GL_COLOR_MATERIAL);
398 /*---------------------------------------------------------------------------*/
400 void game_update_view(float dt)
402 const float y[3] = { 0.f, 1.f, 0.f };
411 /* Center the view about the ball. */
413 v_cpy(view_c, file.vary.uv[ball].p);
414 v_inv(view_v, file.vary.uv[ball].v);
416 switch (config_get_d(CONFIG_CAMERA))
419 /* Camera 2: View vector is given by view angle. */
421 view_e[2][0] = fsinf(V_RAD(view_a));
423 view_e[2][2] = fcosf(V_RAD(view_a));
429 /* View vector approaches the ball velocity vector. */
431 v_mad(e, view_v, y, v_dot(view_v, y));
434 k = v_dot(view_v, view_v);
436 v_sub(view_e[2], view_p, view_c);
437 v_mad(view_e[2], view_e[2], view_v, k * dt * 0.1f);
440 /* Orthonormalize the basis of the view in its new position. */
442 v_crs(view_e[0], view_e[1], view_e[2]);
443 v_crs(view_e[2], view_e[0], view_e[1]);
444 v_nrm(view_e[0], view_e[0]);
445 v_nrm(view_e[2], view_e[2]);
447 /* The current view (dy, dz) approaches the ideal (view_dy, view_dz). */
449 v_sub(d, view_p, view_c);
451 dy = v_dot(view_e[1], d);
452 dz = v_dot(view_e[2], d);
454 dy += (view_dy - dy) * s;
455 dz += (view_dz - dz) * s;
457 /* Compute the new view position. */
459 view_p[0] = view_p[1] = view_p[2] = 0.f;
461 v_mad(view_p, view_c, view_e[1], dy);
462 v_mad(view_p, view_p, view_e[2], dz);
464 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
467 static int game_update_state(float dt)
469 static float t = 0.f;
471 struct s_vary *fp = &file.vary;
479 /* Test for a switch. */
481 if (sol_swch_test(fp, ball) == SWCH_TRIGGER)
482 audio_play(AUD_SWITCH, 1.f);
484 /* Test for a jump. */
486 if (jump_e == 1 && jump_b == 0 && (sol_jump_test(fp, jump_p, ball) ==
493 audio_play(AUD_JUMP, 1.f);
495 if (jump_e == 0 && jump_b == 0 && (sol_jump_test(fp, jump_p, ball) ==
501 /* Test for fall-out. */
503 if (fp->uv[ball].p[1] < -10.f)
506 /* Test for a goal or stop. */
508 if (t > 1.f && sol_goal_test(fp, p, ball))
524 * On most hardware, rendering requires much more computing power than
525 * physics. Since physics takes less time than graphics, it make sense to
526 * detach the physics update time step from the graphics frame rate. By
527 * performing multiple physics updates for each graphics update, we get away
528 * with higher quality physics with little impact on overall performance.
530 * Toward this end, we establish a baseline maximum physics time step. If
531 * the measured frame time exceeds this maximum, we cut the time step in
532 * half, and do two updates. If THIS time step exceeds the maximum, we do
533 * four updates. And so on. In this way, the physics system is allowed to
534 * seek an optimal update rate independent of, yet in integral sync with, the
535 * graphics frame rate.
538 int game_step(const float g[3], float dt)
540 struct s_vary *fp = &file.vary;
542 static float s = 0.f;
543 static float t = 0.f;
550 s = (7.f * s + dt) / 8.f;
561 fp->uv[ball].p[0] = jump_p[0];
562 fp->uv[ball].p[1] = jump_p[1];
563 fp->uv[ball].p[2] = jump_p[2];
572 while (t > MAX_DT && n < MAX_DN)
578 for (i = 0; i < n; i++)
580 d = sol_step(fp, g, t, ball, &m);
588 /* Mix the sound of a ball bounce. */
591 audio_play(AUD_BUMP, (float) (b - 0.5) * 2.0f);
594 game_update_view(dt);
595 return game_update_state(st);
601 * HACK: The BALL_FUDGE here guarantees that a putt doesn't drive
602 * the ball too directly down toward a lump, triggering rolling
603 * friction too early and stopping the ball prematurely.
606 file.vary.uv[ball].v[0] = -4.f * view_e[2][0] * view_m;
607 file.vary.uv[ball].v[1] = -4.f * view_e[2][1] * view_m + BALL_FUDGE;
608 file.vary.uv[ball].v[2] = -4.f * view_e[2][2] * view_m;
613 /*---------------------------------------------------------------------------*/
615 void game_set_rot(int d)
617 view_a += (float) (30.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
620 void game_clr_mag(void)
625 void game_set_mag(int d)
627 view_m -= (float) (1.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
633 void game_set_fly(float k)
635 struct s_vary *fp = &file.vary;
637 float x[3] = { 1.f, 0.f, 0.f };
638 float y[3] = { 0.f, 1.f, 0.f };
639 float z[3] = { 0.f, 0.f, 1.f };
640 float c0[3] = { 0.f, 0.f, 0.f };
641 float p0[3] = { 0.f, 0.f, 0.f };
642 float c1[3] = { 0.f, 0.f, 0.f };
643 float p1[3] = { 0.f, 0.f, 0.f };
648 v_sub(view_e[2], fp->uv[ball].p, fp->base->zv[0].p);
650 if (fabs(v_dot(view_e[1], view_e[2])) > 0.999)
653 v_crs(view_e[0], view_e[1], view_e[2]);
654 v_crs(view_e[2], view_e[0], view_e[1]);
656 v_nrm(view_e[0], view_e[0]);
657 v_nrm(view_e[2], view_e[2]);
659 /* k = 0.0 view is at the ball. */
663 v_cpy(c0, fp->uv[ball].p);
664 v_cpy(p0, fp->uv[ball].p);
667 v_mad(p0, p0, view_e[1], view_dy);
668 v_mad(p0, p0, view_e[2], view_dz);
670 /* k = +1.0 view is s_view 0 */
672 if (k >= 0 && fp->base->wc > 0)
674 v_cpy(p1, fp->base->wv[0].p);
675 v_cpy(c1, fp->base->wv[0].q);
678 /* k = -1.0 view is s_view 1 */
680 if (k <= 0 && fp->base->wc > 1)
682 v_cpy(p1, fp->base->wv[1].p);
683 v_cpy(c1, fp->base->wv[1].q);
686 /* Interpolate the views. */
689 v_mad(view_p, p0, v, k * k);
692 v_mad(view_c, c0, v, k * k);
694 /* Orthonormalize the view basis. */
696 v_sub(view_e[2], view_p, view_c);
697 v_crs(view_e[0], view_e[1], view_e[2]);
698 v_crs(view_e[2], view_e[0], view_e[1]);
699 v_nrm(view_e[0], view_e[0]);
700 v_nrm(view_e[2], view_e[2]);
702 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
705 void game_ball(int i)
714 for (ui = 0; ui < file.vary.uc; ui++)
716 file.vary.uv[ui].v[0] = 0.f;
717 file.vary.uv[ui].v[1] = 0.f;
718 file.vary.uv[ui].v[2] = 0.f;
720 file.vary.uv[ui].w[0] = 0.f;
721 file.vary.uv[ui].w[1] = 0.f;
722 file.vary.uv[ui].w[2] = 0.f;
726 void game_get_pos(float p[3], float e[3][3])
728 v_cpy(p, file.vary.uv[ball].p);
729 v_cpy(e[0], file.vary.uv[ball].e[0]);
730 v_cpy(e[1], file.vary.uv[ball].e[1]);
731 v_cpy(e[2], file.vary.uv[ball].e[2]);
734 void game_set_pos(float p[3], float e[3][3])
736 v_cpy(file.vary.uv[ball].p, p);
737 v_cpy(file.vary.uv[ball].e[0], e[0]);
738 v_cpy(file.vary.uv[ball].e[1], e[1]);
739 v_cpy(file.vary.uv[ball].e[2], e[2]);
742 /*---------------------------------------------------------------------------*/