mirror of https://github.com/nothings/stb.git
355 lines
9.2 KiB
C
355 lines
9.2 KiB
C
#include <windows.h>
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#include "game.h"
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#include "stb.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_GL_IMPLEMENTATION
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#include "stb_gl.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"
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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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int tex_w, tex_h;
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void *tex_data;
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GLuint load_texture(char *filename, int keep)
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{
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GLuint tex;
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tex_data = stbi_load(filename, &tex_w, &tex_h, NULL, 4);
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if (tex_data == NULL) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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game_name,
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"Couldn't open image file.",
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NULL);
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exit(1);
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}
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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if (!keep) {
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free(tex_data);
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tex_data = NULL;
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}
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return tex;
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}
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static void init_graphics(void)
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{
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//logo_tex = load_texture("sss_logo.png",0);
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//interface_tex = load_texture("game_art.png",1);
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texture_s_scale = 1.0f / tex_w;
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texture_t_scale = 1.0f / tex_h;
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}
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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 render_caves(float pos[3]);
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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 = sin(camang[0]*3.141592/180);
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c = 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 = sin(camang[2]*3.141592/180);
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c = 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 // blocks per second
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#define ACCEL 6
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#define DECEL 3
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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 = 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 *= pow(0.75, dt);
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view_z_vel *= 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] = 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 > 1.0/60) {
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process_tick_raw(1.0/60);
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dt -= 1.0/60;
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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] / 32.0;
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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(0.6,0.7,0.9,0);
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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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