replace main.c & game.c with cave_main.c

This commit is contained in:
Sean Barrett 2015-02-22 15:52:03 -08:00
parent 7add4d09b9
commit 1d18b23ea1
7 changed files with 685 additions and 736 deletions

659
tests/caveview/cave_main.c Normal file
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@ -0,0 +1,659 @@
#define _WIN32_WINNT 0x400
#include <assert.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
//#include "game.h"
#include <windows.h>
#define STB_GL_IMPLEMENTATION
#define STB_GLEXT_DEFINE "glext_list.h"
#include "stb_gl.h"
#define STB_DEFINE
#include "stb.h"
#include "caveview.h"
#include "sdl.h"
#include "SDL_opengl.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#define STB_GLPROG_IMPLEMENTATION
#define STB_GLPROG_ARB_DEFINE_EXTENSIONS
#include "stb_glprog.h"
#include "stb_easy_font.h" // doesn't require an IMPLEMENTATION
#include "caveview.h"
char *game_name = "caveview";
// assume only a single texture with all sprites
float texture_s_scale;
float texture_t_scale;
GLuint interface_tex, logo_tex;
extern int screen_x, screen_y; // main.c
void print_string(float x, float y, char *text, float r, float g, float b)
{
static char buffer[99999];
int num_quads;
num_quads = stb_easy_font_print(x, y, text, NULL, buffer, sizeof(buffer));
glColor3f(r,g,b);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 16, buffer);
glDrawArrays(GL_QUADS, 0, num_quads*4);
glDisableClientState(GL_VERTEX_ARRAY);
}
float text_color[3];
float pos_x = 10;
float pos_y = 10;
void print(char *text, ...)
{
char buffer[999];
va_list va;
va_start(va, text);
vsprintf(buffer, text, va);
va_end(va);
print_string(pos_x, pos_y, buffer, text_color[0], text_color[1], text_color[2]);
pos_y += 10;
}
// mouse offsetting 'pixel to virtual'
float xs_p2v, ys_p2v;// xoff_p2v, yoff_p2v;
// viewport offseting 'virtual to pixel'
float xs_v2p, ys_v2p, xoff_v2p, yoff_v2p;
float camang[3], camloc[3] = { 0,0,75 };
float player_zoom = 1.0;
int third_person;
float rotate_view = 0.0;
#define REVERSE_DEPTH
void init_game(void)
{
// init_graphics();
}
void camera_to_worldspace(float world[3], float cam_x, float cam_y, float cam_z)
{
float vec[3] = { cam_x, cam_y, cam_z };
float t[3];
float s,c;
s = (float) sin(camang[0]*3.141592/180);
c = (float) cos(camang[0]*3.141592/180);
t[0] = vec[0];
t[1] = c*vec[1] - s*vec[2];
t[2] = s*vec[1] + c*vec[2];
s = (float) sin(camang[2]*3.141592/180);
c = (float) cos(camang[2]*3.141592/180);
world[0] = c*t[0] - s*t[1];
world[1] = s*t[0] + c*t[1];
world[2] = t[2];
}
// camera worldspace velocity
float cam_vel[3];
int controls;
#define MAX_VEL 150.0f // blocks per second
#define ACCEL 6.0f
#define DECEL 3.0f
#define STATIC_FRICTION DECEL
#define EFFECTIVE_ACCEL (ACCEL+DECEL)
// dynamic friction:
//
// if going at MAX_VEL, ACCEL and friction must cancel
// EFFECTIVE_ACCEL = DECEL + DYNAMIC_FRIC*MAX_VEL
#define DYNAMIC_FRICTION (ACCEL/(float)MAX_VEL)
float view_x_vel = 0;
float view_z_vel = 0;
float pending_view_x;
float pending_view_z;
float pending_view_x;
float pending_view_z;
void process_tick_raw(float dt)
{
int i;
float thrust[3] = { 0,0,0 };
float world_thrust[3];
// choose direction to apply thrust
thrust[0] = (controls & 3)== 1 ? EFFECTIVE_ACCEL : (controls & 3)== 2 ? -EFFECTIVE_ACCEL : 0;
thrust[1] = (controls & 12)== 4 ? EFFECTIVE_ACCEL : (controls & 12)== 8 ? -EFFECTIVE_ACCEL : 0;
thrust[2] = (controls & 48)==16 ? EFFECTIVE_ACCEL : (controls & 48)==32 ? -EFFECTIVE_ACCEL : 0;
// @TODO clamp thrust[0] & thrust[1] vector length to EFFECTIVE_ACCEL
camera_to_worldspace(world_thrust, thrust[0], thrust[1], 0);
world_thrust[2] += thrust[2];
for (i=0; i < 3; ++i) {
float acc = world_thrust[i];
cam_vel[i] += acc*dt;
}
if (cam_vel[0] || cam_vel[1] || cam_vel[2])
{
float vel = (float) sqrt(cam_vel[0]*cam_vel[0] + cam_vel[1]*cam_vel[1] + cam_vel[2]*cam_vel[2]);
float newvel = vel;
float dec = STATIC_FRICTION + DYNAMIC_FRICTION*vel;
newvel = vel - dec*dt;
if (newvel < 0)
newvel = 0;
cam_vel[0] *= newvel/vel;
cam_vel[1] *= newvel/vel;
cam_vel[2] *= newvel/vel;
}
camloc[0] += cam_vel[0] * dt;
camloc[1] += cam_vel[1] * dt;
camloc[2] += cam_vel[2] * dt;
view_x_vel *= (float) pow(0.75, dt);
view_z_vel *= (float) pow(0.75, dt);
view_x_vel += (pending_view_x - view_x_vel)*dt*60;
view_z_vel += (pending_view_z - view_z_vel)*dt*60;
pending_view_x -= view_x_vel * dt;
pending_view_z -= view_z_vel * dt;
camang[0] += view_x_vel * dt;
camang[2] += view_z_vel * dt;
camang[0] = stb_clamp(camang[0], -90, 90);
camang[2] = (float) fmod(camang[2], 360);
}
void process_tick(float dt)
{
while (dt > 1.0f/60) {
process_tick_raw(1.0f/60);
dt -= 1.0f/60;
}
process_tick_raw(dt);
}
void update_view(float dx, float dy)
{
// hard-coded mouse sensitivity, not resolution independent?
pending_view_z -= dx*300;
pending_view_x -= dy*700;
}
extern int screen_x, screen_y;
extern int is_synchronous_debug;
float render_time;
extern int chunk_locations, chunks_considered, chunks_in_frustum;
extern int quads_considered, quads_rendered;
extern int chunk_storage_rendered, chunk_storage_considered, chunk_storage_total;
extern int view_dist_in_chunks;
extern int num_threads_active, num_meshes_started, num_meshes_uploaded;
extern float chunk_server_activity;
static Uint64 start_time, end_time; // render time
float chunk_server_status[32];
int chunk_server_pos;
void draw_stats(void)
{
int i;
static Uint64 last_frame_time;
Uint64 cur_time = SDL_GetPerformanceCounter();
float chunk_server=0;
float frame_time = (cur_time - last_frame_time) / (float) SDL_GetPerformanceFrequency();
last_frame_time = cur_time;
chunk_server_status[chunk_server_pos] = chunk_server_activity;
chunk_server_pos = (chunk_server_pos+1) %32;
for (i=0; i < 32; ++i)
chunk_server += chunk_server_status[i] / 32.0f;
stb_easy_font_spacing(-0.75);
pos_y = 10;
text_color[0] = text_color[1] = text_color[2] = 1.0f;
print("Frame time: %6.2fms, CPU frame render time: %5.2fms", frame_time*1000, render_time*1000);
print("Tris: %4.1fM drawn of %4.1fM in range", 2*quads_rendered/1000000.0f, 2*quads_considered/1000000.0f);
print("Vbuf storage: %dMB in frustum of %dMB in range of %dMB in cache", chunk_storage_rendered>>20, chunk_storage_considered>>20, chunk_storage_total>>20);
print("Num mesh builds started this frame: %d; num uploaded this frame: %d\n", num_meshes_started, num_meshes_uploaded);
print("QChunks: %3d in frustum of %3d valid of %3d in range", chunks_in_frustum, chunks_considered, chunk_locations);
print("Mesh worker threads active: %d", num_threads_active);
print("View distance: %d blocks", view_dist_in_chunks*16);
print("%s", glGetString(GL_RENDERER));
if (is_synchronous_debug) {
text_color[0] = 1.0;
text_color[1] = 0.5;
text_color[2] = 0.5;
print("SLOWNESS: Synchronous debug output is enabled!");
}
}
void draw_main(void)
{
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
#ifdef REVERSE_DEPTH
glDepthFunc(GL_GREATER);
glClearDepth(0);
#else
glDepthFunc(GL_LESS);
glClearDepth(1);
#endif
glDepthMask(GL_TRUE);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.6f,0.7f,0.9f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1,1,1);
glFrontFace(GL_CW);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef REVERSE_DEPTH
stbgl_Perspective(player_zoom, 90, 70, 3000, 1.0/16);
#else
stbgl_Perspective(player_zoom, 90, 70, 1.0/16, 3000);
#endif
// now compute where the camera should be
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
stbgl_initCamera_zup_facing_y();
//glTranslatef(0,150,-5);
// position the camera and render it
if (third_person) {
glTranslatef(0,2.5,0);
glRotatef(-camang[0],1,0,0);
glTranslatef(0,2,0);
glRotatef(-camang[2]-rotate_view,0,0,1);
//glTranslatef(0,0,1);
//glTranslatef(0,0,-1);
} else {
glRotatef(-camang[0],1,0,0);
glRotatef(-camang[2],0,0,1);
}
glTranslatef(-camloc[0], -camloc[1], -camloc[2]);
start_time = SDL_GetPerformanceCounter();
render_caves(camloc);
end_time = SDL_GetPerformanceCounter();
render_time = (end_time - start_time) / (float) SDL_GetPerformanceFrequency();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,screen_x/2,screen_y/2,0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
draw_stats();
}
#pragma warning(disable:4244; disable:4305; disable:4018)
#define SCALE 2
void error(char *s)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", s, NULL);
exit(0);
}
void ods(char *fmt, ...)
{
char buffer[1000];
va_list va;
va_start(va, fmt);
vsprintf(buffer, fmt, va);
va_end(va);
SDL_Log("%s", buffer);
}
#define TICKS_PER_SECOND 60
static SDL_Window *window;
extern void init_game(void);
extern void draw_main(void);
extern void process_tick(float dt);
extern void editor_init(void);
void draw(void)
{
draw_main();
SDL_GL_SwapWindow(window);
}
static int initialized=0;
static float last_dt;
int screen_x,screen_y;
float carried_dt = 0;
#define TICKRATE 60
int raw_level_time;
extern void init_game(void);
extern void draw_main(void);
float global_timer;
int loopmode(float dt, int real, int in_client)
{
float actual_dt = dt;
float jump_timer = dt;
if (!initialized) return 0;
if (!real)
return 0;
// don't allow more than 6 frames to update at a time
if (dt > 0.075) dt = 0.075;
global_timer += dt;
carried_dt += dt;
while (carried_dt > 1.0/TICKRATE) {
//update_input();
// if the player is dead, stop the sim
carried_dt -= 1.0/TICKRATE;
}
process_tick(dt);
draw();
return 0;
}
static int quit;
//int winproc(void *data, stbwingraph_event *e)
extern int editor_scale;
extern void editor_key(enum stbte_action act);
extern int controls;
void active_control_set(int key)
{
controls |= 1 << key;
}
void active_control_clear(int key)
{
controls &= ~(1 << key);
}
extern void update_view(float dx, float dy);
void process_sdl_mouse(SDL_Event *e)
{
update_view((float) e->motion.xrel / screen_x, (float) e->motion.yrel / screen_y);
}
void process_event(SDL_Event *e)
{
switch (e->type) {
case SDL_MOUSEMOTION:
process_sdl_mouse(e);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEWHEEL:
//stbte_mouse_sdl(edit_map, e, 1.0f/editor_scale,1.0f/editor_scale,0,0);
break;
case SDL_QUIT:
quit = 1;
break;
case SDL_WINDOWEVENT:
switch (e->window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
screen_x = e->window.data1;
screen_y = e->window.data2;
loopmode(0,1,0);
break;
}
break;
case SDL_TEXTINPUT:
switch(e->text.text[0]) {
#if 0
case 27: {
#if 0
int result;
SDL_ShowCursor(SDL_ENABLE);
if (MessageBox(e->handle, "Exit CLTT?", "CLTT", MB_OKCANCEL) == IDOK);
#endif
{
quit = 1;
break;
}
//SDL_ShowCursor(SDL_DISABLE);
break;
}
#endif
}
break;
case SDL_KEYDOWN: {
int k = e->key.keysym.sym;
int s = e->key.keysym.scancode;
SDL_Keymod mod;
mod = SDL_GetModState();
if (k == SDLK_ESCAPE) {
#ifndef DO_EDITOR
quit = 1;
#endif
}
if (s == SDL_SCANCODE_D) active_control_set(0);
if (s == SDL_SCANCODE_A) active_control_set(1);
if (s == SDL_SCANCODE_W) active_control_set(2);
if (s == SDL_SCANCODE_S) active_control_set(3);
if (k == SDLK_SPACE) active_control_set(4);
if (s == SDL_SCANCODE_LCTRL) active_control_set(5);
if (s == SDL_SCANCODE_S) active_control_set(6);
if (s == SDL_SCANCODE_D) active_control_set(7);
#if 0
if (game_mode == GAME_editor) {
switch (k) {
case SDLK_RIGHT: editor_key(STBTE_scroll_right); break;
case SDLK_LEFT : editor_key(STBTE_scroll_left ); break;
case SDLK_UP : editor_key(STBTE_scroll_up ); break;
case SDLK_DOWN : editor_key(STBTE_scroll_down ); break;
}
switch (s) {
case SDL_SCANCODE_S: editor_key(STBTE_tool_select); break;
case SDL_SCANCODE_B: editor_key(STBTE_tool_brush ); break;
case SDL_SCANCODE_E: editor_key(STBTE_tool_erase ); break;
case SDL_SCANCODE_R: editor_key(STBTE_tool_rectangle ); break;
case SDL_SCANCODE_I: editor_key(STBTE_tool_eyedropper); break;
case SDL_SCANCODE_L: editor_key(STBTE_tool_link); break;
case SDL_SCANCODE_G: editor_key(STBTE_act_toggle_grid); break;
}
if ((e->key.keysym.mod & KMOD_CTRL) && !(e->key.keysym.mod & ~KMOD_CTRL)) {
switch (s) {
case SDL_SCANCODE_X: editor_key(STBTE_act_cut ); break;
case SDL_SCANCODE_C: editor_key(STBTE_act_copy ); break;
case SDL_SCANCODE_V: editor_key(STBTE_act_paste); break;
case SDL_SCANCODE_Z: editor_key(STBTE_act_undo ); break;
case SDL_SCANCODE_Y: editor_key(STBTE_act_redo ); break;
}
}
}
#endif
break;
}
case SDL_KEYUP: {
int k = e->key.keysym.sym;
int s = e->key.keysym.scancode;
if (s == SDL_SCANCODE_D) active_control_clear(0);
if (s == SDL_SCANCODE_A) active_control_clear(1);
if (s == SDL_SCANCODE_W) active_control_clear(2);
if (s == SDL_SCANCODE_S) active_control_clear(3);
if (k == SDLK_SPACE) active_control_clear(4);
if (s == SDL_SCANCODE_LCTRL) active_control_clear(5);
if (s == SDL_SCANCODE_S) active_control_clear(6);
if (s == SDL_SCANCODE_D) active_control_clear(7);
break;
}
}
}
static SDL_GLContext *context;
static float getTimestep(float minimum_time)
{
float elapsedTime;
double thisTime;
static double lastTime = -1;
if (lastTime == -1)
lastTime = SDL_GetTicks() / 1000.0 - minimum_time;
for(;;) {
thisTime = SDL_GetTicks() / 1000.0;
elapsedTime = (float) (thisTime - lastTime);
if (elapsedTime >= minimum_time) {
lastTime = thisTime;
return elapsedTime;
}
// @TODO: compute correct delay
SDL_Delay(1);
}
}
void APIENTRY gl_debug(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *param)
{
#if 0
if (severity == GL_DEBUG_SEVERITY_LOW_ARB)
return;
#endif
ods("%s\n", message);
}
int is_synchronous_debug;
void enable_synchronous(void)
{
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
is_synchronous_debug = 1;
}
void prepare_threads(void);
//void stbwingraph_main(void)
int SDL_main(int argc, char **argv)
{
SDL_Init(SDL_INIT_VIDEO);
prepare_threads();
SDL_GL_SetAttribute(SDL_GL_RED_SIZE , 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE , 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
#ifdef GL_DEBUG
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
#endif
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
screen_x = 1920;
screen_y = 1080;
window = SDL_CreateWindow("caveview", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
screen_x, screen_y,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
);
if (!window) error("Couldn't create window");
context = SDL_GL_CreateContext(window);
if (!context) error("Couldn't create context");
SDL_GL_MakeCurrent(window, context); // is this true by default?
// if (!IsDebuggerPresent())
SDL_SetRelativeMouseMode(SDL_TRUE);
stbgl_initExtensions();
#ifdef GL_DEBUG
if (glDebugMessageCallbackARB) {
glDebugMessageCallbackARB(gl_debug, NULL);
enable_synchronous();
}
#endif
SDL_GL_SetSwapInterval(0); // only when profiling
render_init();
mesh_init();
world_init();
init_game();
initialized = 1;
while (!quit) {
SDL_Event e;
while (SDL_PollEvent(&e))
process_event(&e);
loopmode(getTimestep(0.0166f/8), 1, 1);
quit=quit;
}
return 0;
}

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@ -772,7 +772,7 @@ void render_caves(float campos[3])
stbglUseProgram(main_prog); stbglUseProgram(main_prog);
setup_uniforms(campos); // set uniforms to default values inefficiently setup_uniforms(campos); // set uniforms to default values inefficiently
glActiveTextureARB(GL_TEXTURE2_ARB); glActiveTextureARB(GL_TEXTURE2_ARB);
glEnableVertexAttribArrayARB(0); stbglEnableVertexAttribArray(0);
num_meshes_uploaded = 0; num_meshes_uploaded = 0;
update_meshes_from_render_thread(); update_meshes_from_render_thread();
@ -843,7 +843,7 @@ void render_caves(float campos[3])
} }
} }
glDisableVertexAttribArrayARB(0); stbglDisableVertexAttribArray(0);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB);

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@ -38,6 +38,9 @@ extern void ods(char *fmt, ...); // output debug string
extern void reset_cache_size(int size); extern void reset_cache_size(int size);
extern void render_caves(float pos[3]);
#include "cave_parse.h" // fast_chunk #include "cave_parse.h" // fast_chunk
extern fast_chunk *get_converted_fastchunk(int chunk_x, int chunk_y); extern fast_chunk *get_converted_fastchunk(int chunk_x, int chunk_y);

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@ -1,354 +0,0 @@
#include <windows.h>
//#include "game.h"
#include "stb.h"
#include "sdl.h"
#include "SDL_opengl.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#define STB_GL_IMPLEMENTATION
#include "stb_gl.h"
#define STB_GLPROG_IMPLEMENTATION
#define STB_GLPROG_ARB_DEFINE_EXTENSIONS
#include "stb_glprog.h"
#include "stb_easy_font.h"
char *game_name = "caveview";
// assume only a single texture with all sprites
float texture_s_scale;
float texture_t_scale;
GLuint interface_tex, logo_tex;
extern int screen_x, screen_y; // main.c
int tex_w, tex_h;
void *tex_data;
GLuint load_texture(char *filename, int keep)
{
GLuint tex;
tex_data = stbi_load(filename, &tex_w, &tex_h, NULL, 4);
if (tex_data == NULL) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
game_name,
"Couldn't open image file.",
NULL);
exit(1);
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (!keep) {
free(tex_data);
tex_data = NULL;
}
return tex;
}
static void init_graphics(void)
{
//logo_tex = load_texture("sss_logo.png",0);
//interface_tex = load_texture("game_art.png",1);
texture_s_scale = 1.0f / tex_w;
texture_t_scale = 1.0f / tex_h;
}
void print_string(float x, float y, char *text, float r, float g, float b)
{
static char buffer[99999];
int num_quads;
num_quads = stb_easy_font_print(x, y, text, NULL, buffer, sizeof(buffer));
glColor3f(r,g,b);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 16, buffer);
glDrawArrays(GL_QUADS, 0, num_quads*4);
glDisableClientState(GL_VERTEX_ARRAY);
}
float text_color[3];
float pos_x = 10;
float pos_y = 10;
void print(char *text, ...)
{
char buffer[999];
va_list va;
va_start(va, text);
vsprintf(buffer, text, va);
va_end(va);
print_string(pos_x, pos_y, buffer, text_color[0], text_color[1], text_color[2]);
pos_y += 10;
}
// mouse offsetting 'pixel to virtual'
float xs_p2v, ys_p2v;// xoff_p2v, yoff_p2v;
// viewport offseting 'virtual to pixel'
float xs_v2p, ys_v2p, xoff_v2p, yoff_v2p;
float camang[3], camloc[3] = { 0,0,75 };
float player_zoom = 1.0;
int third_person;
float rotate_view = 0.0;
#define REVERSE_DEPTH
void init_game(void)
{
init_graphics();
}
void render_caves(float pos[3]);
void camera_to_worldspace(float world[3], float cam_x, float cam_y, float cam_z)
{
float vec[3] = { cam_x, cam_y, cam_z };
float t[3];
float s,c;
s = (float) sin(camang[0]*3.141592/180);
c = (float) cos(camang[0]*3.141592/180);
t[0] = vec[0];
t[1] = c*vec[1] - s*vec[2];
t[2] = s*vec[1] + c*vec[2];
s = (float) sin(camang[2]*3.141592/180);
c = (float) cos(camang[2]*3.141592/180);
world[0] = c*t[0] - s*t[1];
world[1] = s*t[0] + c*t[1];
world[2] = t[2];
}
// camera worldspace velocity
float cam_vel[3];
int controls;
#define MAX_VEL 150.0f // blocks per second
#define ACCEL 6.0f
#define DECEL 3.0f
#define STATIC_FRICTION DECEL
#define EFFECTIVE_ACCEL (ACCEL+DECEL)
// dynamic friction:
//
// if going at MAX_VEL, ACCEL and friction must cancel
// EFFECTIVE_ACCEL = DECEL + DYNAMIC_FRIC*MAX_VEL
#define DYNAMIC_FRICTION (ACCEL/(float)MAX_VEL)
float view_x_vel = 0;
float view_z_vel = 0;
float pending_view_x;
float pending_view_z;
float pending_view_x;
float pending_view_z;
void process_tick_raw(float dt)
{
int i;
float thrust[3] = { 0,0,0 };
float world_thrust[3];
// choose direction to apply thrust
thrust[0] = (controls & 3)== 1 ? EFFECTIVE_ACCEL : (controls & 3)== 2 ? -EFFECTIVE_ACCEL : 0;
thrust[1] = (controls & 12)== 4 ? EFFECTIVE_ACCEL : (controls & 12)== 8 ? -EFFECTIVE_ACCEL : 0;
thrust[2] = (controls & 48)==16 ? EFFECTIVE_ACCEL : (controls & 48)==32 ? -EFFECTIVE_ACCEL : 0;
// @TODO clamp thrust[0] & thrust[1] vector length to EFFECTIVE_ACCEL
camera_to_worldspace(world_thrust, thrust[0], thrust[1], 0);
world_thrust[2] += thrust[2];
for (i=0; i < 3; ++i) {
float acc = world_thrust[i];
cam_vel[i] += acc*dt;
}
if (cam_vel[0] || cam_vel[1] || cam_vel[2])
{
float vel = (float) sqrt(cam_vel[0]*cam_vel[0] + cam_vel[1]*cam_vel[1] + cam_vel[2]*cam_vel[2]);
float newvel = vel;
float dec = STATIC_FRICTION + DYNAMIC_FRICTION*vel;
newvel = vel - dec*dt;
if (newvel < 0)
newvel = 0;
cam_vel[0] *= newvel/vel;
cam_vel[1] *= newvel/vel;
cam_vel[2] *= newvel/vel;
}
camloc[0] += cam_vel[0] * dt;
camloc[1] += cam_vel[1] * dt;
camloc[2] += cam_vel[2] * dt;
view_x_vel *= (float) pow(0.75, dt);
view_z_vel *= (float) pow(0.75, dt);
view_x_vel += (pending_view_x - view_x_vel)*dt*60;
view_z_vel += (pending_view_z - view_z_vel)*dt*60;
pending_view_x -= view_x_vel * dt;
pending_view_z -= view_z_vel * dt;
camang[0] += view_x_vel * dt;
camang[2] += view_z_vel * dt;
camang[0] = stb_clamp(camang[0], -90, 90);
camang[2] = (float) fmod(camang[2], 360);
}
void process_tick(float dt)
{
while (dt > 1.0f/60) {
process_tick_raw(1.0f/60);
dt -= 1.0f/60;
}
process_tick_raw(dt);
}
void update_view(float dx, float dy)
{
// hard-coded mouse sensitivity, not resolution independent?
pending_view_z -= dx*300;
pending_view_x -= dy*700;
}
extern int screen_x, screen_y;
extern int is_synchronous_debug;
float render_time;
extern int chunk_locations, chunks_considered, chunks_in_frustum;
extern int quads_considered, quads_rendered;
extern int chunk_storage_rendered, chunk_storage_considered, chunk_storage_total;
extern int view_dist_in_chunks;
extern int num_threads_active, num_meshes_started, num_meshes_uploaded;
extern float chunk_server_activity;
static Uint64 start_time, end_time; // render time
float chunk_server_status[32];
int chunk_server_pos;
void draw_stats(void)
{
int i;
static Uint64 last_frame_time;
Uint64 cur_time = SDL_GetPerformanceCounter();
float chunk_server=0;
float frame_time = (cur_time - last_frame_time) / (float) SDL_GetPerformanceFrequency();
last_frame_time = cur_time;
chunk_server_status[chunk_server_pos] = chunk_server_activity;
chunk_server_pos = (chunk_server_pos+1) %32;
for (i=0; i < 32; ++i)
chunk_server += chunk_server_status[i] / 32.0f;
stb_easy_font_spacing(-0.75);
pos_y = 10;
text_color[0] = text_color[1] = text_color[2] = 1.0f;
print("Frame time: %6.2fms, CPU frame render time: %5.2fms", frame_time*1000, render_time*1000);
print("Tris: %4.1fM drawn of %4.1fM in range", 2*quads_rendered/1000000.0f, 2*quads_considered/1000000.0f);
print("Vbuf storage: %dMB in frustum of %dMB in range of %dMB in cache", chunk_storage_rendered>>20, chunk_storage_considered>>20, chunk_storage_total>>20);
print("Num mesh builds started this frame: %d; num uploaded this frame: %d\n", num_meshes_started, num_meshes_uploaded);
print("QChunks: %3d in frustum of %3d valid of %3d in range", chunks_in_frustum, chunks_considered, chunk_locations);
print("Mesh worker threads active: %d", num_threads_active);
print("View distance: %d blocks", view_dist_in_chunks*16);
print("%s", glGetString(GL_RENDERER));
if (is_synchronous_debug) {
text_color[0] = 1.0;
text_color[1] = 0.5;
text_color[2] = 0.5;
print("SLOWNESS: Synchronous debug output is enabled!");
}
}
void draw_main(void)
{
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
#ifdef REVERSE_DEPTH
glDepthFunc(GL_GREATER);
glClearDepth(0);
#else
glDepthFunc(GL_LESS);
glClearDepth(1);
#endif
glDepthMask(GL_TRUE);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.6f,0.7f,0.9f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1,1,1);
glFrontFace(GL_CW);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef REVERSE_DEPTH
stbgl_Perspective(player_zoom, 90, 70, 3000, 1.0/16);
#else
stbgl_Perspective(player_zoom, 90, 70, 1.0/16, 3000);
#endif
// now compute where the camera should be
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
stbgl_initCamera_zup_facing_y();
//glTranslatef(0,150,-5);
// position the camera and render it
if (third_person) {
glTranslatef(0,2.5,0);
glRotatef(-camang[0],1,0,0);
glTranslatef(0,2,0);
glRotatef(-camang[2]-rotate_view,0,0,1);
//glTranslatef(0,0,1);
//glTranslatef(0,0,-1);
} else {
glRotatef(-camang[0],1,0,0);
glRotatef(-camang[2],0,0,1);
}
glTranslatef(-camloc[0], -camloc[1], -camloc[2]);
start_time = SDL_GetPerformanceCounter();
render_caves(camloc);
end_time = SDL_GetPerformanceCounter();
render_time = (end_time - start_time) / (float) SDL_GetPerformanceFrequency();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,screen_x/2,screen_y/2,0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
draw_stats();
}

View File

@ -6,27 +6,27 @@ GLEXT(TexSubImage3D,TEXSUBIMAGE3D)
GLEXT(GenerateMipmap,GENERATEMIPMAP) GLEXT(GenerateMipmap,GENERATEMIPMAP)
GLARB(DebugMessageCallback,DEBUGMESSAGECALLBACK) GLARB(DebugMessageCallback,DEBUGMESSAGECALLBACK)
GLARB(DeleteObject,DELETEOBJECT) //GLARB(DeleteObject,DELETEOBJECT)
GLARB(CreateProgramObject,CREATEPROGRAMOBJECT) //GLARB(CreateProgramObject,CREATEPROGRAMOBJECT)
GLARB(UseProgramObject,USEPROGRAMOBJECT) //GLARB(UseProgramObject,USEPROGRAMOBJECT)
GLARB(CreateShaderObject,CREATESHADEROBJECT) //GLARB(CreateShaderObject,CREATESHADEROBJECT)
GLARB(ShaderSource,SHADERSOURCE) //GLARB(ShaderSource,SHADERSOURCE)
GLARB(CompileShader,COMPILESHADER) //GLARB(CompileShader,COMPILESHADER)
GLARB(GetInfoLog,GETINFOLOG) //GLARB(GetInfoLog,GETINFOLOG)
GLARB(AttachObject,ATTACHOBJECT) //GLARB(AttachObject,ATTACHOBJECT)
GLARB(LinkProgram,LINKPROGRAM) //GLARB(LinkProgram,LINKPROGRAM)
GLARB(GetObjectParameteriv,GETOBJECTPARAMETERIV) //GLARB(GetObjectParameteriv,GETOBJECTPARAMETERIV)
GLARB(GetUniformLocation,GETUNIFORMLOCATION) //GLARB(GetUniformLocation,GETUNIFORMLOCATION)
GLARB(Uniform1i,UNIFORM1I) ////GLARB(Uniform1i,UNIFORM1I)
GLARB(Uniform1f,UNIFORM1F) //GLARB(Uniform1f,UNIFORM1F)
GLARB(Uniform4f,UNIFORM4F) //GLARB(Uniform4f,UNIFORM4F)
GLARB(Uniform2fv,UNIFORM2FV) //GLARB(Uniform2fv,UNIFORM2FV)
GLARB(Uniform3fv,UNIFORM3FV) //GLARB(Uniform3fv,UNIFORM3FV)
GLARB(Uniform4fv,UNIFORM4FV) //GLARB(Uniform4fv,UNIFORM4FV)
GLARB(VertexAttribPointer,VERTEXATTRIBPOINTER) //GLARB(VertexAttribPointer,VERTEXATTRIBPOINTER)
GLCORE(VertexAttribIPointer,VERTEXATTRIBIPOINTER) GLCORE(VertexAttribIPointer,VERTEXATTRIBIPOINTER)
GLARB(EnableVertexAttribArray,ENABLEVERTEXATTRIBARRAY) //GLARB(EnableVertexAttribArray,ENABLEVERTEXATTRIBARRAY)
GLARB(DisableVertexAttribArray,DISABLEVERTEXATTRIBARRAY) //GLARB(DisableVertexAttribArray,DISABLEVERTEXATTRIBARRAY)
GLEXT(BindFramebuffer,BINDFRAMEBUFFER) GLEXT(BindFramebuffer,BINDFRAMEBUFFER)
GLEXT(DeleteFramebuffers,DELETEFRAMEBUFFERS) GLEXT(DeleteFramebuffers,DELETEFRAMEBUFFERS)

View File

@ -1,359 +0,0 @@
#pragma warning(disable:4244; disable:4305; disable:4018)
#define _WIN32_WINNT 0x400
#include "sdl.h"
#include "sdl_mixer.h"
#include <assert.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
//#include "game.h"
#include <windows.h>
#define STB_GLEXT_DEFINE "glext_list.h"
#include "stb_gl.h"
#define STB_DEFINE
#include "stb.h"
#include "caveview.h"
#define SCALE 2
void error(char *s)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", s, NULL);
exit(0);
}
void ods(char *fmt, ...)
{
char buffer[1000];
va_list va;
va_start(va, fmt);
vsprintf(buffer, fmt, va);
va_end(va);
SDL_Log("%s", buffer);
}
#define TICKS_PER_SECOND 60
static SDL_Window *window;
extern void init_game(void);
extern void draw_main(void);
extern void process_tick(float dt);
extern void editor_init(void);
void draw(void)
{
draw_main();
SDL_GL_SwapWindow(window);
}
static int initialized=0;
static float last_dt;
int screen_x,screen_y;
float carried_dt = 0;
#define TICKRATE 60
int raw_level_time;
extern void init_game(void);
extern void draw_main(void);
float global_timer;
int loopmode(float dt, int real, int in_client)
{
float actual_dt = dt;
float jump_timer = dt;
if (!initialized) return 0;
if (!real)
return 0;
// don't allow more than 6 frames to update at a time
if (dt > 0.075) dt = 0.075;
global_timer += dt;
carried_dt += dt;
while (carried_dt > 1.0/TICKRATE) {
//update_input();
// if the player is dead, stop the sim
carried_dt -= 1.0/TICKRATE;
}
process_tick(dt);
draw();
return 0;
}
static int quit;
//int winproc(void *data, stbwingraph_event *e)
extern int editor_scale;
extern void editor_key(enum stbte_action act);
extern int controls;
void active_control_set(int key)
{
controls |= 1 << key;
}
void active_control_clear(int key)
{
controls &= ~(1 << key);
}
extern void update_view(float dx, float dy);
void process_sdl_mouse(SDL_Event *e)
{
update_view((float) e->motion.xrel / screen_x, (float) e->motion.yrel / screen_y);
}
void process_event(SDL_Event *e)
{
switch (e->type) {
case SDL_MOUSEMOTION:
process_sdl_mouse(e);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEWHEEL:
//stbte_mouse_sdl(edit_map, e, 1.0f/editor_scale,1.0f/editor_scale,0,0);
break;
case SDL_QUIT:
quit = 1;
break;
case SDL_WINDOWEVENT:
switch (e->window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
screen_x = e->window.data1;
screen_y = e->window.data2;
loopmode(0,1,0);
break;
}
break;
case SDL_TEXTINPUT:
switch(e->text.text[0]) {
#if 0
case 27: {
#if 0
int result;
SDL_ShowCursor(SDL_ENABLE);
if (MessageBox(e->handle, "Exit CLTT?", "CLTT", MB_OKCANCEL) == IDOK);
#endif
{
quit = 1;
break;
}
//SDL_ShowCursor(SDL_DISABLE);
break;
}
#endif
}
break;
case SDL_KEYDOWN: {
int k = e->key.keysym.sym;
int s = e->key.keysym.scancode;
SDL_Keymod mod;
mod = SDL_GetModState();
if (k == SDLK_ESCAPE) {
#ifndef DO_EDITOR
quit = 1;
#endif
}
if (s == SDL_SCANCODE_D) active_control_set(0);
if (s == SDL_SCANCODE_A) active_control_set(1);
if (s == SDL_SCANCODE_W) active_control_set(2);
if (s == SDL_SCANCODE_S) active_control_set(3);
if (k == SDLK_SPACE) active_control_set(4);
if (s == SDL_SCANCODE_LCTRL) active_control_set(5);
if (s == SDL_SCANCODE_S) active_control_set(6);
if (s == SDL_SCANCODE_D) active_control_set(7);
#if 0
if (game_mode == GAME_editor) {
switch (k) {
case SDLK_RIGHT: editor_key(STBTE_scroll_right); break;
case SDLK_LEFT : editor_key(STBTE_scroll_left ); break;
case SDLK_UP : editor_key(STBTE_scroll_up ); break;
case SDLK_DOWN : editor_key(STBTE_scroll_down ); break;
}
switch (s) {
case SDL_SCANCODE_S: editor_key(STBTE_tool_select); break;
case SDL_SCANCODE_B: editor_key(STBTE_tool_brush ); break;
case SDL_SCANCODE_E: editor_key(STBTE_tool_erase ); break;
case SDL_SCANCODE_R: editor_key(STBTE_tool_rectangle ); break;
case SDL_SCANCODE_I: editor_key(STBTE_tool_eyedropper); break;
case SDL_SCANCODE_L: editor_key(STBTE_tool_link); break;
case SDL_SCANCODE_G: editor_key(STBTE_act_toggle_grid); break;
}
if ((e->key.keysym.mod & KMOD_CTRL) && !(e->key.keysym.mod & ~KMOD_CTRL)) {
switch (s) {
case SDL_SCANCODE_X: editor_key(STBTE_act_cut ); break;
case SDL_SCANCODE_C: editor_key(STBTE_act_copy ); break;
case SDL_SCANCODE_V: editor_key(STBTE_act_paste); break;
case SDL_SCANCODE_Z: editor_key(STBTE_act_undo ); break;
case SDL_SCANCODE_Y: editor_key(STBTE_act_redo ); break;
}
}
}
#endif
break;
}
case SDL_KEYUP: {
int k = e->key.keysym.sym;
int s = e->key.keysym.scancode;
if (s == SDL_SCANCODE_D) active_control_clear(0);
if (s == SDL_SCANCODE_A) active_control_clear(1);
if (s == SDL_SCANCODE_W) active_control_clear(2);
if (s == SDL_SCANCODE_S) active_control_clear(3);
if (k == SDLK_SPACE) active_control_clear(4);
if (s == SDL_SCANCODE_LCTRL) active_control_clear(5);
if (s == SDL_SCANCODE_S) active_control_clear(6);
if (s == SDL_SCANCODE_D) active_control_clear(7);
break;
}
}
}
static SDL_GLContext *context;
static float getTimestep(float minimum_time)
{
float elapsedTime;
double thisTime;
static double lastTime = -1;
if (lastTime == -1)
lastTime = SDL_GetTicks() / 1000.0 - minimum_time;
for(;;) {
thisTime = SDL_GetTicks() / 1000.0;
elapsedTime = (float) (thisTime - lastTime);
if (elapsedTime >= minimum_time) {
lastTime = thisTime;
return elapsedTime;
}
// @TODO: compute correct delay
SDL_Delay(1);
}
}
void APIENTRY gl_debug(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *param)
{
#if 0
if (severity == GL_DEBUG_SEVERITY_LOW_ARB)
return;
#endif
ods("%s\n", message);
}
extern void do_music(int16 *stream, int samples);
extern void foo(void);
void render_init(void);
int is_synchronous_debug;
void enable_synchronous(void)
{
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
is_synchronous_debug = 1;
}
void prepare_threads(void);
//void stbwingraph_main(void)
int SDL_main(int argc, char **argv)
{
SDL_Init(SDL_INIT_VIDEO);
prepare_threads();
Mix_Init(0);
Mix_OpenAudio(48000, AUDIO_S16SYS, 2, 1024); // 1024 bytes = 256 samples =
SDL_GL_SetAttribute(SDL_GL_RED_SIZE , 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE , 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
#ifdef GL_DEBUG
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
#endif
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
screen_x = 1920;
screen_y = 1080;
window = SDL_CreateWindow("caveview", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
screen_x, screen_y,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
);
if (!window) error("Couldn't create window");
context = SDL_GL_CreateContext(window);
if (!context) error("Couldn't create context");
SDL_GL_MakeCurrent(window, context); // is this true by default?
// if (!IsDebuggerPresent())
SDL_SetRelativeMouseMode(SDL_TRUE);
stbgl_initExtensions();
#ifdef GL_DEBUG
if (glDebugMessageCallbackARB) {
glDebugMessageCallbackARB(gl_debug, NULL);
enable_synchronous();
}
#endif
SDL_GL_SetSwapInterval(0); // only when profiling
render_init();
mesh_init();
world_init();
init_game();
//editor_init();
initialized = 1;
while (!quit) {
SDL_Event e;
while (SDL_PollEvent(&e))
process_event(&e);
loopmode(getTimestep(0.0166f/8), 1, 1);
quit=quit;
}
//music_end();
return 0;
}

View File

@ -344,7 +344,7 @@ void stbgl_Perspective(float zoom, float max_hfov, float max_vfov, float znear,
} else { } else {
vfov = (float) atan((unit_height/2) / zoom); vfov = (float) atan((unit_height/2) / zoom);
} }
vfov = stbgl_rad2deg(vfov * 2); vfov = (float) stbgl_rad2deg(vfov * 2);
gluPerspective(vfov, aspect, znear, zfar); gluPerspective(vfov, aspect, znear, zfar);
} }