#include #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 = sin(camang[0]*3.141592/180); c = 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 = sin(camang[2]*3.141592/180); c = 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 // blocks per second #define ACCEL 6 #define DECEL 3 #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 = 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 *= pow(0.75, dt); view_z_vel *= 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] = fmod(camang[2], 360); } void process_tick(float dt) { while (dt > 1.0/60) { process_tick_raw(1.0/60); dt -= 1.0/60; } 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] / 32.0; 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(0.6,0.7,0.9,0); 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(); }