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598 lines
16 KiB
598 lines
16 KiB
#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) |
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{ |
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float elapsedTime; |
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double thisTime; |
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static double lastTime = -1; |
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if (lastTime == -1) |
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lastTime = SDL_GetTicks() / 1000.0 - minimum_time; |
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for(;;) { |
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thisTime = SDL_GetTicks() / 1000.0; |
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elapsedTime = (float) (thisTime - lastTime); |
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if (elapsedTime >= minimum_time) { |
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lastTime = thisTime; |
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return elapsedTime; |
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} |
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// @TODO: compute correct delay |
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SDL_Delay(1); |
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} |
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} |
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void APIENTRY gl_debug(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *param) |
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{ |
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ods("%s\n", message); |
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} |
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int is_synchronous_debug; |
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void enable_synchronous(void) |
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{ |
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); |
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is_synchronous_debug = 1; |
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} |
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void prepare_threads(void); |
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//void stbwingraph_main(void) |
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int SDL_main(int argc, char **argv) |
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{ |
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SDL_Init(SDL_INIT_VIDEO); |
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prepare_threads(); |
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE , 8); |
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); |
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE , 8); |
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); |
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#ifdef GL_DEBUG |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); |
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#endif |
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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; |
|
}
|
|
|