mirror of https://github.com/nothings/stb.git
replace main.c & game.c with cave_main.c
This commit is contained in:
parent
7add4d09b9
commit
1d18b23ea1
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#define _WIN32_WINNT 0x400
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#include <assert.h>
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#include <ctype.h>
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#include <stdio.h>
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#include <string.h>
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//#include "game.h"
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#include <windows.h>
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#define STB_GL_IMPLEMENTATION
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#define STB_GLEXT_DEFINE "glext_list.h"
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#include "stb_gl.h"
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#define STB_DEFINE
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#include "stb.h"
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#include "caveview.h"
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#include "sdl.h"
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#include "SDL_opengl.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#define STB_GLPROG_IMPLEMENTATION
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#define STB_GLPROG_ARB_DEFINE_EXTENSIONS
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#include "stb_glprog.h"
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#include "stb_easy_font.h" // doesn't require an IMPLEMENTATION
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#include "caveview.h"
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char *game_name = "caveview";
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// assume only a single texture with all sprites
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float texture_s_scale;
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float texture_t_scale;
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GLuint interface_tex, logo_tex;
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extern int screen_x, screen_y; // main.c
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void print_string(float x, float y, char *text, float r, float g, float b)
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{
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static char buffer[99999];
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int num_quads;
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num_quads = stb_easy_font_print(x, y, text, NULL, buffer, sizeof(buffer));
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glColor3f(r,g,b);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 16, buffer);
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glDrawArrays(GL_QUADS, 0, num_quads*4);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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float text_color[3];
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float pos_x = 10;
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float pos_y = 10;
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void print(char *text, ...)
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{
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char buffer[999];
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va_list va;
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va_start(va, text);
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vsprintf(buffer, text, va);
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va_end(va);
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print_string(pos_x, pos_y, buffer, text_color[0], text_color[1], text_color[2]);
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pos_y += 10;
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}
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// mouse offsetting 'pixel to virtual'
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float xs_p2v, ys_p2v;// xoff_p2v, yoff_p2v;
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// viewport offseting 'virtual to pixel'
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float xs_v2p, ys_v2p, xoff_v2p, yoff_v2p;
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float camang[3], camloc[3] = { 0,0,75 };
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float player_zoom = 1.0;
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int third_person;
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float rotate_view = 0.0;
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#define REVERSE_DEPTH
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void init_game(void)
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{
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// init_graphics();
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}
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void camera_to_worldspace(float world[3], float cam_x, float cam_y, float cam_z)
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{
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float vec[3] = { cam_x, cam_y, cam_z };
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float t[3];
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float s,c;
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s = (float) sin(camang[0]*3.141592/180);
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c = (float) cos(camang[0]*3.141592/180);
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t[0] = vec[0];
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t[1] = c*vec[1] - s*vec[2];
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t[2] = s*vec[1] + c*vec[2];
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s = (float) sin(camang[2]*3.141592/180);
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c = (float) cos(camang[2]*3.141592/180);
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world[0] = c*t[0] - s*t[1];
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world[1] = s*t[0] + c*t[1];
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world[2] = t[2];
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}
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// camera worldspace velocity
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float cam_vel[3];
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int controls;
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#define MAX_VEL 150.0f // blocks per second
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#define ACCEL 6.0f
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#define DECEL 3.0f
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#define STATIC_FRICTION DECEL
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#define EFFECTIVE_ACCEL (ACCEL+DECEL)
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// dynamic friction:
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//
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// if going at MAX_VEL, ACCEL and friction must cancel
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// EFFECTIVE_ACCEL = DECEL + DYNAMIC_FRIC*MAX_VEL
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#define DYNAMIC_FRICTION (ACCEL/(float)MAX_VEL)
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float view_x_vel = 0;
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float view_z_vel = 0;
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float pending_view_x;
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float pending_view_z;
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float pending_view_x;
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float pending_view_z;
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void process_tick_raw(float dt)
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{
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int i;
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float thrust[3] = { 0,0,0 };
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float world_thrust[3];
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// choose direction to apply thrust
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thrust[0] = (controls & 3)== 1 ? EFFECTIVE_ACCEL : (controls & 3)== 2 ? -EFFECTIVE_ACCEL : 0;
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thrust[1] = (controls & 12)== 4 ? EFFECTIVE_ACCEL : (controls & 12)== 8 ? -EFFECTIVE_ACCEL : 0;
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thrust[2] = (controls & 48)==16 ? EFFECTIVE_ACCEL : (controls & 48)==32 ? -EFFECTIVE_ACCEL : 0;
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// @TODO clamp thrust[0] & thrust[1] vector length to EFFECTIVE_ACCEL
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camera_to_worldspace(world_thrust, thrust[0], thrust[1], 0);
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world_thrust[2] += thrust[2];
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for (i=0; i < 3; ++i) {
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float acc = world_thrust[i];
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cam_vel[i] += acc*dt;
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}
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if (cam_vel[0] || cam_vel[1] || cam_vel[2])
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{
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float vel = (float) sqrt(cam_vel[0]*cam_vel[0] + cam_vel[1]*cam_vel[1] + cam_vel[2]*cam_vel[2]);
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float newvel = vel;
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float dec = STATIC_FRICTION + DYNAMIC_FRICTION*vel;
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newvel = vel - dec*dt;
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if (newvel < 0)
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newvel = 0;
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cam_vel[0] *= newvel/vel;
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cam_vel[1] *= newvel/vel;
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cam_vel[2] *= newvel/vel;
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}
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camloc[0] += cam_vel[0] * dt;
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camloc[1] += cam_vel[1] * dt;
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camloc[2] += cam_vel[2] * dt;
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view_x_vel *= (float) pow(0.75, dt);
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view_z_vel *= (float) pow(0.75, dt);
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view_x_vel += (pending_view_x - view_x_vel)*dt*60;
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view_z_vel += (pending_view_z - view_z_vel)*dt*60;
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pending_view_x -= view_x_vel * dt;
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pending_view_z -= view_z_vel * dt;
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camang[0] += view_x_vel * dt;
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camang[2] += view_z_vel * dt;
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camang[0] = stb_clamp(camang[0], -90, 90);
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camang[2] = (float) fmod(camang[2], 360);
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}
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void process_tick(float dt)
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{
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while (dt > 1.0f/60) {
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process_tick_raw(1.0f/60);
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dt -= 1.0f/60;
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}
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process_tick_raw(dt);
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}
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void update_view(float dx, float dy)
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{
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// hard-coded mouse sensitivity, not resolution independent?
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pending_view_z -= dx*300;
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pending_view_x -= dy*700;
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}
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extern int screen_x, screen_y;
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extern int is_synchronous_debug;
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float render_time;
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extern int chunk_locations, chunks_considered, chunks_in_frustum;
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extern int quads_considered, quads_rendered;
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extern int chunk_storage_rendered, chunk_storage_considered, chunk_storage_total;
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extern int view_dist_in_chunks;
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extern int num_threads_active, num_meshes_started, num_meshes_uploaded;
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extern float chunk_server_activity;
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static Uint64 start_time, end_time; // render time
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float chunk_server_status[32];
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int chunk_server_pos;
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void draw_stats(void)
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{
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int i;
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static Uint64 last_frame_time;
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Uint64 cur_time = SDL_GetPerformanceCounter();
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float chunk_server=0;
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float frame_time = (cur_time - last_frame_time) / (float) SDL_GetPerformanceFrequency();
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last_frame_time = cur_time;
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chunk_server_status[chunk_server_pos] = chunk_server_activity;
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chunk_server_pos = (chunk_server_pos+1) %32;
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for (i=0; i < 32; ++i)
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chunk_server += chunk_server_status[i] / 32.0f;
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stb_easy_font_spacing(-0.75);
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pos_y = 10;
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text_color[0] = text_color[1] = text_color[2] = 1.0f;
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print("Frame time: %6.2fms, CPU frame render time: %5.2fms", frame_time*1000, render_time*1000);
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print("Tris: %4.1fM drawn of %4.1fM in range", 2*quads_rendered/1000000.0f, 2*quads_considered/1000000.0f);
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print("Vbuf storage: %dMB in frustum of %dMB in range of %dMB in cache", chunk_storage_rendered>>20, chunk_storage_considered>>20, chunk_storage_total>>20);
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print("Num mesh builds started this frame: %d; num uploaded this frame: %d\n", num_meshes_started, num_meshes_uploaded);
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print("QChunks: %3d in frustum of %3d valid of %3d in range", chunks_in_frustum, chunks_considered, chunk_locations);
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print("Mesh worker threads active: %d", num_threads_active);
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print("View distance: %d blocks", view_dist_in_chunks*16);
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print("%s", glGetString(GL_RENDERER));
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if (is_synchronous_debug) {
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text_color[0] = 1.0;
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text_color[1] = 0.5;
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text_color[2] = 0.5;
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print("SLOWNESS: Synchronous debug output is enabled!");
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}
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}
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void draw_main(void)
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{
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glEnable(GL_CULL_FACE);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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#ifdef REVERSE_DEPTH
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glDepthFunc(GL_GREATER);
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glClearDepth(0);
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#else
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glDepthFunc(GL_LESS);
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glClearDepth(1);
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#endif
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glDepthMask(GL_TRUE);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.6f,0.7f,0.9f,0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor3f(1,1,1);
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glFrontFace(GL_CW);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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#ifdef REVERSE_DEPTH
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stbgl_Perspective(player_zoom, 90, 70, 3000, 1.0/16);
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#else
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stbgl_Perspective(player_zoom, 90, 70, 1.0/16, 3000);
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#endif
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// now compute where the camera should be
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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stbgl_initCamera_zup_facing_y();
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//glTranslatef(0,150,-5);
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// position the camera and render it
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if (third_person) {
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glTranslatef(0,2.5,0);
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glRotatef(-camang[0],1,0,0);
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glTranslatef(0,2,0);
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glRotatef(-camang[2]-rotate_view,0,0,1);
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//glTranslatef(0,0,1);
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//glTranslatef(0,0,-1);
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} else {
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glRotatef(-camang[0],1,0,0);
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glRotatef(-camang[2],0,0,1);
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}
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glTranslatef(-camloc[0], -camloc[1], -camloc[2]);
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start_time = SDL_GetPerformanceCounter();
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render_caves(camloc);
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end_time = SDL_GetPerformanceCounter();
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render_time = (end_time - start_time) / (float) SDL_GetPerformanceFrequency();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0,screen_x/2,screen_y/2,0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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draw_stats();
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}
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#pragma warning(disable:4244; disable:4305; disable:4018)
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#define SCALE 2
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void error(char *s)
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", s, NULL);
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exit(0);
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}
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void ods(char *fmt, ...)
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{
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char buffer[1000];
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va_list va;
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va_start(va, fmt);
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vsprintf(buffer, fmt, va);
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va_end(va);
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SDL_Log("%s", buffer);
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}
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#define TICKS_PER_SECOND 60
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static SDL_Window *window;
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extern void init_game(void);
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extern void draw_main(void);
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extern void process_tick(float dt);
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extern void editor_init(void);
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void draw(void)
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{
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draw_main();
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SDL_GL_SwapWindow(window);
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}
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static int initialized=0;
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static float last_dt;
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int screen_x,screen_y;
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float carried_dt = 0;
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#define TICKRATE 60
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int raw_level_time;
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extern void init_game(void);
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extern void draw_main(void);
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float global_timer;
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int loopmode(float dt, int real, int in_client)
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{
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float actual_dt = dt;
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float jump_timer = dt;
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if (!initialized) return 0;
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if (!real)
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return 0;
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// don't allow more than 6 frames to update at a time
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if (dt > 0.075) dt = 0.075;
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global_timer += dt;
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carried_dt += dt;
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while (carried_dt > 1.0/TICKRATE) {
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//update_input();
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// if the player is dead, stop the sim
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carried_dt -= 1.0/TICKRATE;
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}
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process_tick(dt);
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draw();
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return 0;
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}
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static int quit;
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//int winproc(void *data, stbwingraph_event *e)
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extern int editor_scale;
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extern void editor_key(enum stbte_action act);
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extern int controls;
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void active_control_set(int key)
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{
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controls |= 1 << key;
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}
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void active_control_clear(int key)
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{
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controls &= ~(1 << key);
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}
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extern void update_view(float dx, float dy);
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void process_sdl_mouse(SDL_Event *e)
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{
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update_view((float) e->motion.xrel / screen_x, (float) e->motion.yrel / screen_y);
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}
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void process_event(SDL_Event *e)
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{
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switch (e->type) {
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case SDL_MOUSEMOTION:
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process_sdl_mouse(e);
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEWHEEL:
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//stbte_mouse_sdl(edit_map, e, 1.0f/editor_scale,1.0f/editor_scale,0,0);
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break;
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case SDL_QUIT:
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quit = 1;
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break;
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case SDL_WINDOWEVENT:
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switch (e->window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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screen_x = e->window.data1;
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screen_y = e->window.data2;
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loopmode(0,1,0);
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break;
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}
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break;
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case SDL_TEXTINPUT:
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switch(e->text.text[0]) {
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#if 0
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case 27: {
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#if 0
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int result;
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SDL_ShowCursor(SDL_ENABLE);
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if (MessageBox(e->handle, "Exit CLTT?", "CLTT", MB_OKCANCEL) == IDOK);
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#endif
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{
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quit = 1;
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break;
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}
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//SDL_ShowCursor(SDL_DISABLE);
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break;
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}
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#endif
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}
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break;
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case SDL_KEYDOWN: {
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int k = e->key.keysym.sym;
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int s = e->key.keysym.scancode;
|
||||
SDL_Keymod mod;
|
||||
mod = SDL_GetModState();
|
||||
if (k == SDLK_ESCAPE) {
|
||||
#ifndef DO_EDITOR
|
||||
quit = 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (s == SDL_SCANCODE_D) active_control_set(0);
|
||||
if (s == SDL_SCANCODE_A) active_control_set(1);
|
||||
if (s == SDL_SCANCODE_W) active_control_set(2);
|
||||
if (s == SDL_SCANCODE_S) active_control_set(3);
|
||||
if (k == SDLK_SPACE) active_control_set(4);
|
||||
if (s == SDL_SCANCODE_LCTRL) active_control_set(5);
|
||||
if (s == SDL_SCANCODE_S) active_control_set(6);
|
||||
if (s == SDL_SCANCODE_D) active_control_set(7);
|
||||
|
||||
#if 0
|
||||
if (game_mode == GAME_editor) {
|
||||
switch (k) {
|
||||
case SDLK_RIGHT: editor_key(STBTE_scroll_right); break;
|
||||
case SDLK_LEFT : editor_key(STBTE_scroll_left ); break;
|
||||
case SDLK_UP : editor_key(STBTE_scroll_up ); break;
|
||||
case SDLK_DOWN : editor_key(STBTE_scroll_down ); break;
|
||||
}
|
||||
switch (s) {
|
||||
case SDL_SCANCODE_S: editor_key(STBTE_tool_select); break;
|
||||
case SDL_SCANCODE_B: editor_key(STBTE_tool_brush ); break;
|
||||
case SDL_SCANCODE_E: editor_key(STBTE_tool_erase ); break;
|
||||
case SDL_SCANCODE_R: editor_key(STBTE_tool_rectangle ); break;
|
||||
case SDL_SCANCODE_I: editor_key(STBTE_tool_eyedropper); break;
|
||||
case SDL_SCANCODE_L: editor_key(STBTE_tool_link); break;
|
||||
case SDL_SCANCODE_G: editor_key(STBTE_act_toggle_grid); break;
|
||||
}
|
||||
if ((e->key.keysym.mod & KMOD_CTRL) && !(e->key.keysym.mod & ~KMOD_CTRL)) {
|
||||
switch (s) {
|
||||
case SDL_SCANCODE_X: editor_key(STBTE_act_cut ); break;
|
||||
case SDL_SCANCODE_C: editor_key(STBTE_act_copy ); break;
|
||||
case SDL_SCANCODE_V: editor_key(STBTE_act_paste); break;
|
||||
case SDL_SCANCODE_Z: editor_key(STBTE_act_undo ); break;
|
||||
case SDL_SCANCODE_Y: editor_key(STBTE_act_redo ); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
case SDL_KEYUP: {
|
||||
int k = e->key.keysym.sym;
|
||||
int s = e->key.keysym.scancode;
|
||||
if (s == SDL_SCANCODE_D) active_control_clear(0);
|
||||
if (s == SDL_SCANCODE_A) active_control_clear(1);
|
||||
if (s == SDL_SCANCODE_W) active_control_clear(2);
|
||||
if (s == SDL_SCANCODE_S) active_control_clear(3);
|
||||
if (k == SDLK_SPACE) active_control_clear(4);
|
||||
if (s == SDL_SCANCODE_LCTRL) active_control_clear(5);
|
||||
if (s == SDL_SCANCODE_S) active_control_clear(6);
|
||||
if (s == SDL_SCANCODE_D) active_control_clear(7);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static SDL_GLContext *context;
|
||||
|
||||
static float getTimestep(float minimum_time)
|
||||
{
|
||||
float elapsedTime;
|
||||
double thisTime;
|
||||
static double lastTime = -1;
|
||||
|
||||
if (lastTime == -1)
|
||||
lastTime = SDL_GetTicks() / 1000.0 - minimum_time;
|
||||
|
||||
for(;;) {
|
||||
thisTime = SDL_GetTicks() / 1000.0;
|
||||
elapsedTime = (float) (thisTime - lastTime);
|
||||
if (elapsedTime >= minimum_time) {
|
||||
lastTime = thisTime;
|
||||
return elapsedTime;
|
||||
}
|
||||
// @TODO: compute correct delay
|
||||
SDL_Delay(1);
|
||||
}
|
||||
}
|
||||
|
||||
void APIENTRY gl_debug(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *param)
|
||||
{
|
||||
#if 0
|
||||
if (severity == GL_DEBUG_SEVERITY_LOW_ARB)
|
||||
return;
|
||||
#endif
|
||||
ods("%s\n", message);
|
||||
}
|
||||
|
||||
int is_synchronous_debug;
|
||||
void enable_synchronous(void)
|
||||
{
|
||||
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
|
||||
is_synchronous_debug = 1;
|
||||
}
|
||||
|
||||
void prepare_threads(void);
|
||||
|
||||
//void stbwingraph_main(void)
|
||||
int SDL_main(int argc, char **argv)
|
||||
{
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
prepare_threads();
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE , 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE , 8);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
||||
|
||||
#ifdef GL_DEBUG
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
|
||||
#endif
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
|
||||
|
||||
screen_x = 1920;
|
||||
screen_y = 1080;
|
||||
|
||||
window = SDL_CreateWindow("caveview", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
|
||||
screen_x, screen_y,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
|
||||
);
|
||||
if (!window) error("Couldn't create window");
|
||||
|
||||
context = SDL_GL_CreateContext(window);
|
||||
if (!context) error("Couldn't create context");
|
||||
|
||||
SDL_GL_MakeCurrent(window, context); // is this true by default?
|
||||
|
||||
// if (!IsDebuggerPresent())
|
||||
SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
|
||||
stbgl_initExtensions();
|
||||
|
||||
#ifdef GL_DEBUG
|
||||
if (glDebugMessageCallbackARB) {
|
||||
glDebugMessageCallbackARB(gl_debug, NULL);
|
||||
|
||||
enable_synchronous();
|
||||
}
|
||||
#endif
|
||||
|
||||
SDL_GL_SetSwapInterval(0); // only when profiling
|
||||
|
||||
render_init();
|
||||
mesh_init();
|
||||
world_init();
|
||||
|
||||
init_game();
|
||||
initialized = 1;
|
||||
|
||||
while (!quit) {
|
||||
SDL_Event e;
|
||||
while (SDL_PollEvent(&e))
|
||||
process_event(&e);
|
||||
|
||||
loopmode(getTimestep(0.0166f/8), 1, 1);
|
||||
quit=quit;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -772,7 +772,7 @@ void render_caves(float campos[3])
|
|||
stbglUseProgram(main_prog);
|
||||
setup_uniforms(campos); // set uniforms to default values inefficiently
|
||||
glActiveTextureARB(GL_TEXTURE2_ARB);
|
||||
glEnableVertexAttribArrayARB(0);
|
||||
stbglEnableVertexAttribArray(0);
|
||||
|
||||
num_meshes_uploaded = 0;
|
||||
update_meshes_from_render_thread();
|
||||
|
@ -843,7 +843,7 @@ void render_caves(float campos[3])
|
|||
}
|
||||
}
|
||||
|
||||
glDisableVertexAttribArrayARB(0);
|
||||
stbglDisableVertexAttribArray(0);
|
||||
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
|
||||
|
|
|
@ -38,6 +38,9 @@ extern void ods(char *fmt, ...); // output debug string
|
|||
extern void reset_cache_size(int size);
|
||||
|
||||
|
||||
extern void render_caves(float pos[3]);
|
||||
|
||||
|
||||
#include "cave_parse.h" // fast_chunk
|
||||
|
||||
extern fast_chunk *get_converted_fastchunk(int chunk_x, int chunk_y);
|
||||
|
|
|
@ -1,354 +0,0 @@
|
|||
#include <windows.h>
|
||||
//#include "game.h"
|
||||
#include "stb.h"
|
||||
|
||||
#include "sdl.h"
|
||||
#include "SDL_opengl.h"
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
|
||||
#define STB_GL_IMPLEMENTATION
|
||||
#include "stb_gl.h"
|
||||
|
||||
#define STB_GLPROG_IMPLEMENTATION
|
||||
#define STB_GLPROG_ARB_DEFINE_EXTENSIONS
|
||||
#include "stb_glprog.h"
|
||||
|
||||
#include "stb_easy_font.h"
|
||||
|
||||
char *game_name = "caveview";
|
||||
|
||||
// assume only a single texture with all sprites
|
||||
float texture_s_scale;
|
||||
float texture_t_scale;
|
||||
GLuint interface_tex, logo_tex;
|
||||
|
||||
extern int screen_x, screen_y; // main.c
|
||||
|
||||
int tex_w, tex_h;
|
||||
void *tex_data;
|
||||
|
||||
GLuint load_texture(char *filename, int keep)
|
||||
{
|
||||
GLuint tex;
|
||||
tex_data = stbi_load(filename, &tex_w, &tex_h, NULL, 4);
|
||||
if (tex_data == NULL) {
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
|
||||
game_name,
|
||||
"Couldn't open image file.",
|
||||
NULL);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
glGenTextures(1, &tex);
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
if (!keep) {
|
||||
free(tex_data);
|
||||
tex_data = NULL;
|
||||
}
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
static void init_graphics(void)
|
||||
{
|
||||
//logo_tex = load_texture("sss_logo.png",0);
|
||||
//interface_tex = load_texture("game_art.png",1);
|
||||
texture_s_scale = 1.0f / tex_w;
|
||||
texture_t_scale = 1.0f / tex_h;
|
||||
}
|
||||
|
||||
void print_string(float x, float y, char *text, float r, float g, float b)
|
||||
{
|
||||
static char buffer[99999];
|
||||
int num_quads;
|
||||
|
||||
num_quads = stb_easy_font_print(x, y, text, NULL, buffer, sizeof(buffer));
|
||||
|
||||
glColor3f(r,g,b);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, 16, buffer);
|
||||
glDrawArrays(GL_QUADS, 0, num_quads*4);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
}
|
||||
|
||||
float text_color[3];
|
||||
float pos_x = 10;
|
||||
float pos_y = 10;
|
||||
|
||||
void print(char *text, ...)
|
||||
{
|
||||
char buffer[999];
|
||||
va_list va;
|
||||
va_start(va, text);
|
||||
vsprintf(buffer, text, va);
|
||||
va_end(va);
|
||||
print_string(pos_x, pos_y, buffer, text_color[0], text_color[1], text_color[2]);
|
||||
pos_y += 10;
|
||||
}
|
||||
|
||||
// mouse offsetting 'pixel to virtual'
|
||||
float xs_p2v, ys_p2v;// xoff_p2v, yoff_p2v;
|
||||
|
||||
// viewport offseting 'virtual to pixel'
|
||||
float xs_v2p, ys_v2p, xoff_v2p, yoff_v2p;
|
||||
|
||||
float camang[3], camloc[3] = { 0,0,75 };
|
||||
float player_zoom = 1.0;
|
||||
int third_person;
|
||||
float rotate_view = 0.0;
|
||||
|
||||
#define REVERSE_DEPTH
|
||||
|
||||
|
||||
void init_game(void)
|
||||
{
|
||||
init_graphics();
|
||||
}
|
||||
|
||||
void render_caves(float pos[3]);
|
||||
|
||||
void camera_to_worldspace(float world[3], float cam_x, float cam_y, float cam_z)
|
||||
{
|
||||
float vec[3] = { cam_x, cam_y, cam_z };
|
||||
float t[3];
|
||||
float s,c;
|
||||
s = (float) sin(camang[0]*3.141592/180);
|
||||
c = (float) cos(camang[0]*3.141592/180);
|
||||
|
||||
t[0] = vec[0];
|
||||
t[1] = c*vec[1] - s*vec[2];
|
||||
t[2] = s*vec[1] + c*vec[2];
|
||||
|
||||
s = (float) sin(camang[2]*3.141592/180);
|
||||
c = (float) cos(camang[2]*3.141592/180);
|
||||
world[0] = c*t[0] - s*t[1];
|
||||
world[1] = s*t[0] + c*t[1];
|
||||
world[2] = t[2];
|
||||
}
|
||||
|
||||
// camera worldspace velocity
|
||||
float cam_vel[3];
|
||||
|
||||
int controls;
|
||||
|
||||
#define MAX_VEL 150.0f // blocks per second
|
||||
#define ACCEL 6.0f
|
||||
#define DECEL 3.0f
|
||||
|
||||
#define STATIC_FRICTION DECEL
|
||||
#define EFFECTIVE_ACCEL (ACCEL+DECEL)
|
||||
|
||||
// dynamic friction:
|
||||
//
|
||||
// if going at MAX_VEL, ACCEL and friction must cancel
|
||||
// EFFECTIVE_ACCEL = DECEL + DYNAMIC_FRIC*MAX_VEL
|
||||
#define DYNAMIC_FRICTION (ACCEL/(float)MAX_VEL)
|
||||
|
||||
float view_x_vel = 0;
|
||||
float view_z_vel = 0;
|
||||
float pending_view_x;
|
||||
float pending_view_z;
|
||||
float pending_view_x;
|
||||
float pending_view_z;
|
||||
|
||||
void process_tick_raw(float dt)
|
||||
{
|
||||
int i;
|
||||
float thrust[3] = { 0,0,0 };
|
||||
float world_thrust[3];
|
||||
|
||||
// choose direction to apply thrust
|
||||
|
||||
thrust[0] = (controls & 3)== 1 ? EFFECTIVE_ACCEL : (controls & 3)== 2 ? -EFFECTIVE_ACCEL : 0;
|
||||
thrust[1] = (controls & 12)== 4 ? EFFECTIVE_ACCEL : (controls & 12)== 8 ? -EFFECTIVE_ACCEL : 0;
|
||||
thrust[2] = (controls & 48)==16 ? EFFECTIVE_ACCEL : (controls & 48)==32 ? -EFFECTIVE_ACCEL : 0;
|
||||
|
||||
// @TODO clamp thrust[0] & thrust[1] vector length to EFFECTIVE_ACCEL
|
||||
|
||||
camera_to_worldspace(world_thrust, thrust[0], thrust[1], 0);
|
||||
world_thrust[2] += thrust[2];
|
||||
|
||||
for (i=0; i < 3; ++i) {
|
||||
float acc = world_thrust[i];
|
||||
cam_vel[i] += acc*dt;
|
||||
}
|
||||
|
||||
if (cam_vel[0] || cam_vel[1] || cam_vel[2])
|
||||
{
|
||||
float vel = (float) sqrt(cam_vel[0]*cam_vel[0] + cam_vel[1]*cam_vel[1] + cam_vel[2]*cam_vel[2]);
|
||||
float newvel = vel;
|
||||
float dec = STATIC_FRICTION + DYNAMIC_FRICTION*vel;
|
||||
newvel = vel - dec*dt;
|
||||
if (newvel < 0)
|
||||
newvel = 0;
|
||||
cam_vel[0] *= newvel/vel;
|
||||
cam_vel[1] *= newvel/vel;
|
||||
cam_vel[2] *= newvel/vel;
|
||||
}
|
||||
|
||||
camloc[0] += cam_vel[0] * dt;
|
||||
camloc[1] += cam_vel[1] * dt;
|
||||
camloc[2] += cam_vel[2] * dt;
|
||||
|
||||
view_x_vel *= (float) pow(0.75, dt);
|
||||
view_z_vel *= (float) pow(0.75, dt);
|
||||
|
||||
view_x_vel += (pending_view_x - view_x_vel)*dt*60;
|
||||
view_z_vel += (pending_view_z - view_z_vel)*dt*60;
|
||||
|
||||
pending_view_x -= view_x_vel * dt;
|
||||
pending_view_z -= view_z_vel * dt;
|
||||
camang[0] += view_x_vel * dt;
|
||||
camang[2] += view_z_vel * dt;
|
||||
camang[0] = stb_clamp(camang[0], -90, 90);
|
||||
camang[2] = (float) fmod(camang[2], 360);
|
||||
}
|
||||
|
||||
void process_tick(float dt)
|
||||
{
|
||||
while (dt > 1.0f/60) {
|
||||
process_tick_raw(1.0f/60);
|
||||
dt -= 1.0f/60;
|
||||
}
|
||||
process_tick_raw(dt);
|
||||
}
|
||||
|
||||
void update_view(float dx, float dy)
|
||||
{
|
||||
// hard-coded mouse sensitivity, not resolution independent?
|
||||
pending_view_z -= dx*300;
|
||||
pending_view_x -= dy*700;
|
||||
}
|
||||
|
||||
extern int screen_x, screen_y;
|
||||
extern int is_synchronous_debug;
|
||||
float render_time;
|
||||
|
||||
extern int chunk_locations, chunks_considered, chunks_in_frustum;
|
||||
extern int quads_considered, quads_rendered;
|
||||
extern int chunk_storage_rendered, chunk_storage_considered, chunk_storage_total;
|
||||
extern int view_dist_in_chunks;
|
||||
extern int num_threads_active, num_meshes_started, num_meshes_uploaded;
|
||||
extern float chunk_server_activity;
|
||||
|
||||
static Uint64 start_time, end_time; // render time
|
||||
|
||||
float chunk_server_status[32];
|
||||
int chunk_server_pos;
|
||||
|
||||
void draw_stats(void)
|
||||
{
|
||||
int i;
|
||||
|
||||
static Uint64 last_frame_time;
|
||||
Uint64 cur_time = SDL_GetPerformanceCounter();
|
||||
float chunk_server=0;
|
||||
float frame_time = (cur_time - last_frame_time) / (float) SDL_GetPerformanceFrequency();
|
||||
last_frame_time = cur_time;
|
||||
|
||||
chunk_server_status[chunk_server_pos] = chunk_server_activity;
|
||||
chunk_server_pos = (chunk_server_pos+1) %32;
|
||||
|
||||
for (i=0; i < 32; ++i)
|
||||
chunk_server += chunk_server_status[i] / 32.0f;
|
||||
|
||||
stb_easy_font_spacing(-0.75);
|
||||
pos_y = 10;
|
||||
text_color[0] = text_color[1] = text_color[2] = 1.0f;
|
||||
print("Frame time: %6.2fms, CPU frame render time: %5.2fms", frame_time*1000, render_time*1000);
|
||||
print("Tris: %4.1fM drawn of %4.1fM in range", 2*quads_rendered/1000000.0f, 2*quads_considered/1000000.0f);
|
||||
print("Vbuf storage: %dMB in frustum of %dMB in range of %dMB in cache", chunk_storage_rendered>>20, chunk_storage_considered>>20, chunk_storage_total>>20);
|
||||
print("Num mesh builds started this frame: %d; num uploaded this frame: %d\n", num_meshes_started, num_meshes_uploaded);
|
||||
print("QChunks: %3d in frustum of %3d valid of %3d in range", chunks_in_frustum, chunks_considered, chunk_locations);
|
||||
print("Mesh worker threads active: %d", num_threads_active);
|
||||
print("View distance: %d blocks", view_dist_in_chunks*16);
|
||||
print("%s", glGetString(GL_RENDERER));
|
||||
|
||||
if (is_synchronous_debug) {
|
||||
text_color[0] = 1.0;
|
||||
text_color[1] = 0.5;
|
||||
text_color[2] = 0.5;
|
||||
print("SLOWNESS: Synchronous debug output is enabled!");
|
||||
}
|
||||
}
|
||||
|
||||
void draw_main(void)
|
||||
{
|
||||
glEnable(GL_CULL_FACE);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_LIGHTING);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
#ifdef REVERSE_DEPTH
|
||||
glDepthFunc(GL_GREATER);
|
||||
glClearDepth(0);
|
||||
#else
|
||||
glDepthFunc(GL_LESS);
|
||||
glClearDepth(1);
|
||||
#endif
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClearColor(0.6f,0.7f,0.9f,0.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glColor3f(1,1,1);
|
||||
glFrontFace(GL_CW);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
#ifdef REVERSE_DEPTH
|
||||
stbgl_Perspective(player_zoom, 90, 70, 3000, 1.0/16);
|
||||
#else
|
||||
stbgl_Perspective(player_zoom, 90, 70, 1.0/16, 3000);
|
||||
#endif
|
||||
|
||||
// now compute where the camera should be
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
stbgl_initCamera_zup_facing_y();
|
||||
|
||||
//glTranslatef(0,150,-5);
|
||||
// position the camera and render it
|
||||
|
||||
if (third_person) {
|
||||
glTranslatef(0,2.5,0);
|
||||
glRotatef(-camang[0],1,0,0);
|
||||
|
||||
glTranslatef(0,2,0);
|
||||
glRotatef(-camang[2]-rotate_view,0,0,1);
|
||||
|
||||
//glTranslatef(0,0,1);
|
||||
//glTranslatef(0,0,-1);
|
||||
} else {
|
||||
glRotatef(-camang[0],1,0,0);
|
||||
glRotatef(-camang[2],0,0,1);
|
||||
}
|
||||
|
||||
glTranslatef(-camloc[0], -camloc[1], -camloc[2]);
|
||||
|
||||
start_time = SDL_GetPerformanceCounter();
|
||||
render_caves(camloc);
|
||||
end_time = SDL_GetPerformanceCounter();
|
||||
|
||||
render_time = (end_time - start_time) / (float) SDL_GetPerformanceFrequency();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluOrtho2D(0,screen_x/2,screen_y/2,0);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
draw_stats();
|
||||
}
|
|
@ -6,27 +6,27 @@ GLEXT(TexSubImage3D,TEXSUBIMAGE3D)
|
|||
GLEXT(GenerateMipmap,GENERATEMIPMAP)
|
||||
GLARB(DebugMessageCallback,DEBUGMESSAGECALLBACK)
|
||||
|
||||
GLARB(DeleteObject,DELETEOBJECT)
|
||||
GLARB(CreateProgramObject,CREATEPROGRAMOBJECT)
|
||||
GLARB(UseProgramObject,USEPROGRAMOBJECT)
|
||||
GLARB(CreateShaderObject,CREATESHADEROBJECT)
|
||||
GLARB(ShaderSource,SHADERSOURCE)
|
||||
GLARB(CompileShader,COMPILESHADER)
|
||||
GLARB(GetInfoLog,GETINFOLOG)
|
||||
GLARB(AttachObject,ATTACHOBJECT)
|
||||
GLARB(LinkProgram,LINKPROGRAM)
|
||||
GLARB(GetObjectParameteriv,GETOBJECTPARAMETERIV)
|
||||
GLARB(GetUniformLocation,GETUNIFORMLOCATION)
|
||||
GLARB(Uniform1i,UNIFORM1I)
|
||||
GLARB(Uniform1f,UNIFORM1F)
|
||||
GLARB(Uniform4f,UNIFORM4F)
|
||||
GLARB(Uniform2fv,UNIFORM2FV)
|
||||
GLARB(Uniform3fv,UNIFORM3FV)
|
||||
GLARB(Uniform4fv,UNIFORM4FV)
|
||||
GLARB(VertexAttribPointer,VERTEXATTRIBPOINTER)
|
||||
//GLARB(DeleteObject,DELETEOBJECT)
|
||||
//GLARB(CreateProgramObject,CREATEPROGRAMOBJECT)
|
||||
//GLARB(UseProgramObject,USEPROGRAMOBJECT)
|
||||
//GLARB(CreateShaderObject,CREATESHADEROBJECT)
|
||||
//GLARB(ShaderSource,SHADERSOURCE)
|
||||
//GLARB(CompileShader,COMPILESHADER)
|
||||
//GLARB(GetInfoLog,GETINFOLOG)
|
||||
//GLARB(AttachObject,ATTACHOBJECT)
|
||||
//GLARB(LinkProgram,LINKPROGRAM)
|
||||
//GLARB(GetObjectParameteriv,GETOBJECTPARAMETERIV)
|
||||
//GLARB(GetUniformLocation,GETUNIFORMLOCATION)
|
||||
////GLARB(Uniform1i,UNIFORM1I)
|
||||
//GLARB(Uniform1f,UNIFORM1F)
|
||||
//GLARB(Uniform4f,UNIFORM4F)
|
||||
//GLARB(Uniform2fv,UNIFORM2FV)
|
||||
//GLARB(Uniform3fv,UNIFORM3FV)
|
||||
//GLARB(Uniform4fv,UNIFORM4FV)
|
||||
//GLARB(VertexAttribPointer,VERTEXATTRIBPOINTER)
|
||||
GLCORE(VertexAttribIPointer,VERTEXATTRIBIPOINTER)
|
||||
GLARB(EnableVertexAttribArray,ENABLEVERTEXATTRIBARRAY)
|
||||
GLARB(DisableVertexAttribArray,DISABLEVERTEXATTRIBARRAY)
|
||||
//GLARB(EnableVertexAttribArray,ENABLEVERTEXATTRIBARRAY)
|
||||
//GLARB(DisableVertexAttribArray,DISABLEVERTEXATTRIBARRAY)
|
||||
|
||||
GLEXT(BindFramebuffer,BINDFRAMEBUFFER)
|
||||
GLEXT(DeleteFramebuffers,DELETEFRAMEBUFFERS)
|
||||
|
|
|
@ -1,359 +0,0 @@
|
|||
#pragma warning(disable:4244; disable:4305; disable:4018)
|
||||
|
||||
#define _WIN32_WINNT 0x400
|
||||
|
||||
#include "sdl.h"
|
||||
#include "sdl_mixer.h"
|
||||
|
||||
#include <assert.h>
|
||||
#include <ctype.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
//#include "game.h"
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#define STB_GLEXT_DEFINE "glext_list.h"
|
||||
#include "stb_gl.h"
|
||||
|
||||
#define STB_DEFINE
|
||||
#include "stb.h"
|
||||
|
||||
#include "caveview.h"
|
||||
|
||||
#define SCALE 2
|
||||
|
||||
void error(char *s)
|
||||
{
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", s, NULL);
|
||||
exit(0);
|
||||
}
|
||||
|
||||
void ods(char *fmt, ...)
|
||||
{
|
||||
char buffer[1000];
|
||||
va_list va;
|
||||
va_start(va, fmt);
|
||||
vsprintf(buffer, fmt, va);
|
||||
va_end(va);
|
||||
SDL_Log("%s", buffer);
|
||||
}
|
||||
|
||||
#define TICKS_PER_SECOND 60
|
||||
|
||||
static SDL_Window *window;
|
||||
|
||||
extern void init_game(void);
|
||||
extern void draw_main(void);
|
||||
extern void process_tick(float dt);
|
||||
extern void editor_init(void);
|
||||
|
||||
void draw(void)
|
||||
{
|
||||
draw_main();
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
|
||||
static int initialized=0;
|
||||
static float last_dt;
|
||||
|
||||
int screen_x,screen_y;
|
||||
|
||||
float carried_dt = 0;
|
||||
#define TICKRATE 60
|
||||
|
||||
|
||||
int raw_level_time;
|
||||
extern void init_game(void);
|
||||
extern void draw_main(void);
|
||||
|
||||
float global_timer;
|
||||
|
||||
int loopmode(float dt, int real, int in_client)
|
||||
{
|
||||
float actual_dt = dt;
|
||||
|
||||
float jump_timer = dt;
|
||||
|
||||
if (!initialized) return 0;
|
||||
|
||||
if (!real)
|
||||
return 0;
|
||||
|
||||
// don't allow more than 6 frames to update at a time
|
||||
if (dt > 0.075) dt = 0.075;
|
||||
|
||||
global_timer += dt;
|
||||
|
||||
carried_dt += dt;
|
||||
while (carried_dt > 1.0/TICKRATE) {
|
||||
//update_input();
|
||||
// if the player is dead, stop the sim
|
||||
carried_dt -= 1.0/TICKRATE;
|
||||
}
|
||||
|
||||
process_tick(dt);
|
||||
draw();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int quit;
|
||||
|
||||
//int winproc(void *data, stbwingraph_event *e)
|
||||
|
||||
extern int editor_scale;
|
||||
extern void editor_key(enum stbte_action act);
|
||||
extern int controls;
|
||||
|
||||
void active_control_set(int key)
|
||||
{
|
||||
controls |= 1 << key;
|
||||
}
|
||||
|
||||
void active_control_clear(int key)
|
||||
{
|
||||
controls &= ~(1 << key);
|
||||
}
|
||||
|
||||
extern void update_view(float dx, float dy);
|
||||
|
||||
void process_sdl_mouse(SDL_Event *e)
|
||||
{
|
||||
update_view((float) e->motion.xrel / screen_x, (float) e->motion.yrel / screen_y);
|
||||
}
|
||||
|
||||
void process_event(SDL_Event *e)
|
||||
{
|
||||
switch (e->type) {
|
||||
case SDL_MOUSEMOTION:
|
||||
process_sdl_mouse(e);
|
||||
break;
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
case SDL_MOUSEWHEEL:
|
||||
//stbte_mouse_sdl(edit_map, e, 1.0f/editor_scale,1.0f/editor_scale,0,0);
|
||||
break;
|
||||
|
||||
case SDL_QUIT:
|
||||
quit = 1;
|
||||
break;
|
||||
|
||||
case SDL_WINDOWEVENT:
|
||||
switch (e->window.event) {
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
screen_x = e->window.data1;
|
||||
screen_y = e->window.data2;
|
||||
loopmode(0,1,0);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_TEXTINPUT:
|
||||
switch(e->text.text[0]) {
|
||||
#if 0
|
||||
case 27: {
|
||||
#if 0
|
||||
int result;
|
||||
SDL_ShowCursor(SDL_ENABLE);
|
||||
if (MessageBox(e->handle, "Exit CLTT?", "CLTT", MB_OKCANCEL) == IDOK);
|
||||
#endif
|
||||
{
|
||||
quit = 1;
|
||||
break;
|
||||
}
|
||||
//SDL_ShowCursor(SDL_DISABLE);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_KEYDOWN: {
|
||||
int k = e->key.keysym.sym;
|
||||
int s = e->key.keysym.scancode;
|
||||
SDL_Keymod mod;
|
||||
mod = SDL_GetModState();
|
||||
if (k == SDLK_ESCAPE) {
|
||||
#ifndef DO_EDITOR
|
||||
quit = 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (s == SDL_SCANCODE_D) active_control_set(0);
|
||||
if (s == SDL_SCANCODE_A) active_control_set(1);
|
||||
if (s == SDL_SCANCODE_W) active_control_set(2);
|
||||
if (s == SDL_SCANCODE_S) active_control_set(3);
|
||||
if (k == SDLK_SPACE) active_control_set(4);
|
||||
if (s == SDL_SCANCODE_LCTRL) active_control_set(5);
|
||||
if (s == SDL_SCANCODE_S) active_control_set(6);
|
||||
if (s == SDL_SCANCODE_D) active_control_set(7);
|
||||
|
||||
#if 0
|
||||
if (game_mode == GAME_editor) {
|
||||
switch (k) {
|
||||
case SDLK_RIGHT: editor_key(STBTE_scroll_right); break;
|
||||
case SDLK_LEFT : editor_key(STBTE_scroll_left ); break;
|
||||
case SDLK_UP : editor_key(STBTE_scroll_up ); break;
|
||||
case SDLK_DOWN : editor_key(STBTE_scroll_down ); break;
|
||||
}
|
||||
switch (s) {
|
||||
case SDL_SCANCODE_S: editor_key(STBTE_tool_select); break;
|
||||
case SDL_SCANCODE_B: editor_key(STBTE_tool_brush ); break;
|
||||
case SDL_SCANCODE_E: editor_key(STBTE_tool_erase ); break;
|
||||
case SDL_SCANCODE_R: editor_key(STBTE_tool_rectangle ); break;
|
||||
case SDL_SCANCODE_I: editor_key(STBTE_tool_eyedropper); break;
|
||||
case SDL_SCANCODE_L: editor_key(STBTE_tool_link); break;
|
||||
case SDL_SCANCODE_G: editor_key(STBTE_act_toggle_grid); break;
|
||||
}
|
||||
if ((e->key.keysym.mod & KMOD_CTRL) && !(e->key.keysym.mod & ~KMOD_CTRL)) {
|
||||
switch (s) {
|
||||
case SDL_SCANCODE_X: editor_key(STBTE_act_cut ); break;
|
||||
case SDL_SCANCODE_C: editor_key(STBTE_act_copy ); break;
|
||||
case SDL_SCANCODE_V: editor_key(STBTE_act_paste); break;
|
||||
case SDL_SCANCODE_Z: editor_key(STBTE_act_undo ); break;
|
||||
case SDL_SCANCODE_Y: editor_key(STBTE_act_redo ); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
case SDL_KEYUP: {
|
||||
int k = e->key.keysym.sym;
|
||||
int s = e->key.keysym.scancode;
|
||||
if (s == SDL_SCANCODE_D) active_control_clear(0);
|
||||
if (s == SDL_SCANCODE_A) active_control_clear(1);
|
||||
if (s == SDL_SCANCODE_W) active_control_clear(2);
|
||||
if (s == SDL_SCANCODE_S) active_control_clear(3);
|
||||
if (k == SDLK_SPACE) active_control_clear(4);
|
||||
if (s == SDL_SCANCODE_LCTRL) active_control_clear(5);
|
||||
if (s == SDL_SCANCODE_S) active_control_clear(6);
|
||||
if (s == SDL_SCANCODE_D) active_control_clear(7);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static SDL_GLContext *context;
|
||||
|
||||
static float getTimestep(float minimum_time)
|
||||
{
|
||||
float elapsedTime;
|
||||
double thisTime;
|
||||
static double lastTime = -1;
|
||||
|
||||
if (lastTime == -1)
|
||||
lastTime = SDL_GetTicks() / 1000.0 - minimum_time;
|
||||
|
||||
for(;;) {
|
||||
thisTime = SDL_GetTicks() / 1000.0;
|
||||
elapsedTime = (float) (thisTime - lastTime);
|
||||
if (elapsedTime >= minimum_time) {
|
||||
lastTime = thisTime;
|
||||
return elapsedTime;
|
||||
}
|
||||
// @TODO: compute correct delay
|
||||
SDL_Delay(1);
|
||||
}
|
||||
}
|
||||
|
||||
void APIENTRY gl_debug(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *param)
|
||||
{
|
||||
#if 0
|
||||
if (severity == GL_DEBUG_SEVERITY_LOW_ARB)
|
||||
return;
|
||||
#endif
|
||||
ods("%s\n", message);
|
||||
}
|
||||
|
||||
extern void do_music(int16 *stream, int samples);
|
||||
|
||||
extern void foo(void);
|
||||
|
||||
void render_init(void);
|
||||
|
||||
int is_synchronous_debug;
|
||||
void enable_synchronous(void)
|
||||
{
|
||||
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
|
||||
is_synchronous_debug = 1;
|
||||
}
|
||||
|
||||
void prepare_threads(void);
|
||||
|
||||
//void stbwingraph_main(void)
|
||||
int SDL_main(int argc, char **argv)
|
||||
{
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
prepare_threads();
|
||||
|
||||
Mix_Init(0);
|
||||
Mix_OpenAudio(48000, AUDIO_S16SYS, 2, 1024); // 1024 bytes = 256 samples =
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE , 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE , 8);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
||||
|
||||
#ifdef GL_DEBUG
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
|
||||
#endif
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
|
||||
|
||||
screen_x = 1920;
|
||||
screen_y = 1080;
|
||||
|
||||
window = SDL_CreateWindow("caveview", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
|
||||
screen_x, screen_y,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
|
||||
);
|
||||
if (!window) error("Couldn't create window");
|
||||
|
||||
context = SDL_GL_CreateContext(window);
|
||||
if (!context) error("Couldn't create context");
|
||||
|
||||
SDL_GL_MakeCurrent(window, context); // is this true by default?
|
||||
|
||||
// if (!IsDebuggerPresent())
|
||||
SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
|
||||
stbgl_initExtensions();
|
||||
|
||||
#ifdef GL_DEBUG
|
||||
if (glDebugMessageCallbackARB) {
|
||||
glDebugMessageCallbackARB(gl_debug, NULL);
|
||||
|
||||
enable_synchronous();
|
||||
}
|
||||
#endif
|
||||
|
||||
SDL_GL_SetSwapInterval(0); // only when profiling
|
||||
|
||||
render_init();
|
||||
mesh_init();
|
||||
world_init();
|
||||
|
||||
init_game();
|
||||
//editor_init();
|
||||
initialized = 1;
|
||||
|
||||
while (!quit) {
|
||||
SDL_Event e;
|
||||
while (SDL_PollEvent(&e))
|
||||
process_event(&e);
|
||||
|
||||
loopmode(getTimestep(0.0166f/8), 1, 1);
|
||||
quit=quit;
|
||||
}
|
||||
//music_end();
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -344,7 +344,7 @@ void stbgl_Perspective(float zoom, float max_hfov, float max_vfov, float znear,
|
|||
} else {
|
||||
vfov = (float) atan((unit_height/2) / zoom);
|
||||
}
|
||||
vfov = stbgl_rad2deg(vfov * 2);
|
||||
vfov = (float) stbgl_rad2deg(vfov * 2);
|
||||
gluPerspective(vfov, aspect, znear, zfar);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue