mirror of https://github.com/nothings/stb.git
599 lines
16 KiB
C
599 lines
16 KiB
C
#define _WIN32_WINNT 0x400
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#include <assert.h>
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#include <windows.h>
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// stb.h
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#define STB_DEFINE
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#include "stb.h"
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// stb_gl.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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// SDL
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#include "sdl.h"
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#include "SDL_opengl.h"
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// stb_glprog.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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// stb_image.h
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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// stb_easy_font.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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#define REVERSE_DEPTH
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static 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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static float text_color[3];
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static float pos_x = 10;
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static float pos_y = 10;
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static 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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float camang[3], camloc[3] = { 60,22,77 };
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float player_zoom = 1.0;
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float rotate_view = 0.0;
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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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glRotatef(-camang[0],1,0,0);
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glRotatef(-camang[2],0,0,1);
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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 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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float tex2_alpha = 1.0;
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int raw_level_time;
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float global_timer;
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int global_hack;
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int loopmode(float dt, int real, int in_client)
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{
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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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if (global_hack) {
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tex2_alpha += global_hack / 60.0f;
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if (tex2_alpha < 0) tex2_alpha = 0;
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if (tex2_alpha > 1) tex2_alpha = 1;
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}
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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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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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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_KEYDOWN: {
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int k = e->key.keysym.sym;
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int s = e->key.keysym.scancode;
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SDL_Keymod mod;
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mod = SDL_GetModState();
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if (k == SDLK_ESCAPE)
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quit = 1;
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if (s == SDL_SCANCODE_D) active_control_set(0);
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if (s == SDL_SCANCODE_A) active_control_set(1);
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if (s == SDL_SCANCODE_W) active_control_set(2);
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if (s == SDL_SCANCODE_S) active_control_set(3);
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if (k == SDLK_SPACE) active_control_set(4);
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if (s == SDL_SCANCODE_LCTRL) active_control_set(5);
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if (s == SDL_SCANCODE_S) active_control_set(6);
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if (s == SDL_SCANCODE_D) active_control_set(7);
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if (k == '1') global_hack = !global_hack;
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if (k == '2') global_hack = -1;
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#if 0
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if (game_mode == GAME_editor) {
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switch (k) {
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case SDLK_RIGHT: editor_key(STBTE_scroll_right); break;
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case SDLK_LEFT : editor_key(STBTE_scroll_left ); break;
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case SDLK_UP : editor_key(STBTE_scroll_up ); break;
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case SDLK_DOWN : editor_key(STBTE_scroll_down ); break;
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}
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switch (s) {
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case SDL_SCANCODE_S: editor_key(STBTE_tool_select); break;
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case SDL_SCANCODE_B: editor_key(STBTE_tool_brush ); break;
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case SDL_SCANCODE_E: editor_key(STBTE_tool_erase ); break;
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case SDL_SCANCODE_R: editor_key(STBTE_tool_rectangle ); break;
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case SDL_SCANCODE_I: editor_key(STBTE_tool_eyedropper); break;
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case SDL_SCANCODE_L: editor_key(STBTE_tool_link); break;
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case SDL_SCANCODE_G: editor_key(STBTE_act_toggle_grid); break;
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}
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if ((e->key.keysym.mod & KMOD_CTRL) && !(e->key.keysym.mod & ~KMOD_CTRL)) {
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switch (s) {
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case SDL_SCANCODE_X: editor_key(STBTE_act_cut ); break;
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case SDL_SCANCODE_C: editor_key(STBTE_act_copy ); break;
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case SDL_SCANCODE_V: editor_key(STBTE_act_paste); break;
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case SDL_SCANCODE_Z: editor_key(STBTE_act_undo ); break;
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case SDL_SCANCODE_Y: editor_key(STBTE_act_redo ); break;
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}
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}
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}
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#endif
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break;
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}
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case SDL_KEYUP: {
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int k = e->key.keysym.sym;
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int s = e->key.keysym.scancode;
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if (s == SDL_SCANCODE_D) active_control_clear(0);
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if (s == SDL_SCANCODE_A) active_control_clear(1);
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if (s == SDL_SCANCODE_W) active_control_clear(2);
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if (s == SDL_SCANCODE_S) active_control_clear(3);
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if (k == SDLK_SPACE) active_control_clear(4);
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if (s == SDL_SCANCODE_LCTRL) active_control_clear(5);
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if (s == SDL_SCANCODE_S) active_control_clear(6);
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if (s == SDL_SCANCODE_D) active_control_clear(7);
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break;
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}
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}
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}
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static SDL_GLContext *context;
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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)
|
|
{
|
|
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_DEPTH_SIZE, 24);
|
|
|
|
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?
|
|
|
|
SDL_SetRelativeMouseMode(SDL_TRUE);
|
|
#if defined(_MSC_VER) && _MSC_VER < 1300
|
|
// work around broken behavior in VC6 debugging
|
|
if (IsDebuggerPresent())
|
|
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");
|
|
#endif
|
|
|
|
stbgl_initExtensions();
|
|
|
|
#ifdef GL_DEBUG
|
|
if (glDebugMessageCallbackARB) {
|
|
glDebugMessageCallbackARB(gl_debug, NULL);
|
|
|
|
enable_synchronous();
|
|
}
|
|
#endif
|
|
|
|
SDL_GL_SetSwapInterval(1);
|
|
|
|
render_init();
|
|
mesh_init();
|
|
world_init();
|
|
|
|
initialized = 1;
|
|
|
|
while (!quit) {
|
|
SDL_Event e;
|
|
while (SDL_PollEvent(&e))
|
|
process_event(&e);
|
|
|
|
loopmode(getTimestep(0.0166f/8), 1, 1);
|
|
}
|
|
|
|
return 0;
|
|
}
|