initial stb_voxel_render version with working minecraft viewer

This commit is contained in:
Sean Barrett 2015-02-22 14:34:05 -08:00
parent bdef693b7c
commit 2770c92148
14 changed files with 18473 additions and 0 deletions

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stb_voxel_render.h Normal file

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tests/caveview/cave_parse.c Normal file
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#include <assert.h>
#include <stdio.h>
#include <limits.h>
#include <stdlib.h>
#define FAST_CHUNK // disabling this enables the old, slower path that deblocks into a regular form
#include "cave_parse.h"
#include "stb_image.h"
#include "stb.h"
// @TODO: need to unload LRU compressed chunks
#define NUM_CHUNKS_PER_REGION 32 // only on one axis
#define NUM_CHUNKS_PER_REGION_LOG2 5
#define NUM_COLUMNS_PER_CHUNK 16
#define NUM_COLUMNS_PER_CHUNK_LOG2 4
uint32 read_uint32_be(FILE *f)
{
unsigned char data[4];
fread(data, 1, 4, f);
return (data[0]<<24) + (data[1]<<16) + (data[2]<<8) + data[3];
}
typedef struct
{
uint8 *data;
size_t len;
int x,z; // chunk index
int refcount; // for multi-threading
} compressed_chunk;
typedef struct
{
int x,z;
uint32 sector_data[NUM_CHUNKS_PER_REGION][NUM_CHUNKS_PER_REGION];
} region;
size_t cached_compressed=0;
FILE *last_region;
int last_region_x;
int last_region_z;
int opened=0;
static void open_file(int reg_x, int reg_z)
{
if (!opened || last_region_x != reg_x || last_region_z != reg_z) {
char filename[256];
if (last_region != NULL)
fclose(last_region);
sprintf(filename, "r.%d.%d.mca", reg_x, reg_z);
last_region = fopen(filename, "rb");
last_region_x = reg_x;
last_region_z = reg_z;
opened = 1;
}
}
static region *load_region(int reg_x, int reg_z)
{
region *r;
int x,z;
open_file(reg_x, reg_z);
r = malloc(sizeof(*r));
if (last_region == NULL) {
memset(r, 0, sizeof(*r));
} else {
fseek(last_region, 0, SEEK_SET);
for (z=0; z < NUM_CHUNKS_PER_REGION; ++z)
for (x=0; x < NUM_CHUNKS_PER_REGION; ++x)
r->sector_data[z][x] = read_uint32_be(last_region);
}
r->x = reg_x;
r->z = reg_z;
return r;
}
void free_region(region *r)
{
free(r);
}
#define MAX_MAP_REGIONS 64 // in one axis: 64 regions * 32 chunk/region * 16 columns/chunk = 16384 columns
region *regions[MAX_MAP_REGIONS][MAX_MAP_REGIONS];
static region *get_region(int reg_x, int reg_z)
{
int slot_x = reg_x & (MAX_MAP_REGIONS-1);
int slot_z = reg_z & (MAX_MAP_REGIONS-1);
region *r;
r = regions[slot_z][slot_x];
if (r) {
if (r->x == reg_x && r->z == reg_z)
return r;
free_region(r);
}
r = load_region(reg_x, reg_z);
regions[slot_z][slot_x] = r;
return r;
}
// about one region, so size should be ok
#define NUM_CACHED_X 64
#define NUM_CACHED_Z 64
// @TODO: is it really worth caching these? we probably can just
// pull them from the disk cache nearly as efficiently.
// Can test that by setting to 1x1?
compressed_chunk *cached_chunk[NUM_CACHED_Z][NUM_CACHED_X];
static void deref_compressed_chunk(compressed_chunk *cc)
{
assert(cc->refcount > 0);
--cc->refcount;
if (cc->refcount == 0) {
if (cc->data)
free(cc->data);
free(cc);
}
}
static compressed_chunk *get_compressed_chunk(int chunk_x, int chunk_z)
{
int slot_x = chunk_x & (NUM_CACHED_X-1);
int slot_z = chunk_z & (NUM_CACHED_Z-1);
compressed_chunk *cc = cached_chunk[slot_z][slot_x];
if (cc && cc->x == chunk_x && cc->z == chunk_z)
return cc;
else {
int reg_x = chunk_x >> NUM_CHUNKS_PER_REGION_LOG2;
int reg_z = chunk_z >> NUM_CHUNKS_PER_REGION_LOG2;
region *r = get_region(reg_x, reg_z);
if (cc) {
deref_compressed_chunk(cc);
cached_chunk[slot_z][slot_x] = NULL;
}
cc = malloc(sizeof(*cc));
cc->x = chunk_x;
cc->z = chunk_z;
{
int subchunk_x = chunk_x & (NUM_CHUNKS_PER_REGION-1);
int subchunk_z = chunk_z & (NUM_CHUNKS_PER_REGION-1);
uint32 code = r->sector_data[subchunk_z][subchunk_x];
if (code & 255) {
open_file(reg_x, reg_z);
fseek(last_region, (code>>8)*4096, SEEK_SET);
cc->len = (code&255)*4096;
cc->data = malloc(cc->len);
fread(cc->data, 1, cc->len, last_region);
} else {
cc->len = 0;
cc->data = 0;
}
}
cc->refcount = 1;
cached_chunk[slot_z][slot_x] = cc;
return cc;
}
}
// NBT parser -- can automatically parse stuff we don't
// have definitions for, but want to explicitly parse
// stuff we do have definitions for.
//
// option 1: auto-parse everything into data structures,
// then read those
//
// option 2: have a "parse next object" which
// doesn't resolve whether it expands its children
// yet, and then the user either says "expand" or
// "skip" after looking at the name. Anything with
// "children" without names can't go through this
// interface.
//
// Let's try option 2.
typedef struct
{
unsigned char *buffer_start;
unsigned char *buffer_end;
unsigned char *cur;
int nesting;
char temp_buffer[256];
} nbt;
enum { TAG_End=0, TAG_Byte=1, TAG_Short=2, TAG_Int=3, TAG_Long=4,
TAG_Float=5, TAG_Double=6, TAG_Byte_Array=7, TAG_String=8,
TAG_List=9, TAG_Compound=10, TAG_Int_Array=11 };
static void nbt_get_string_data(unsigned char *data, char *buffer, size_t bufsize)
{
int len = data[0]*256 + data[1];
int i;
for (i=0; i < len && i+1 < (int) bufsize; ++i)
buffer[i] = (char) data[i+2];
buffer[i] = 0;
}
static char *nbt_peek(nbt *n)
{
unsigned char type = *n->cur;
if (type == TAG_End)
return NULL;
nbt_get_string_data(n->cur+1, n->temp_buffer, sizeof(n->temp_buffer));
return n->temp_buffer;
}
static uint32 nbt_parse_uint32(unsigned char *buffer)
{
return (buffer[0] << 24) + (buffer[1]<<16) + (buffer[2]<<8) + buffer[3];
}
static void nbt_skip(nbt *n);
// skip an item that doesn't have an id or name prefix (usable in lists)
static void nbt_skip_raw(nbt *n, unsigned char type)
{
switch (type) {
case TAG_Byte : n->cur += 1; break;
case TAG_Short : n->cur += 2; break;
case TAG_Int : n->cur += 4; break;
case TAG_Long : n->cur += 8; break;
case TAG_Float : n->cur += 4; break;
case TAG_Double: n->cur += 8; break;
case TAG_Byte_Array: n->cur += 4 + 1*nbt_parse_uint32(n->cur); break;
case TAG_Int_Array : n->cur += 4 + 4*nbt_parse_uint32(n->cur); break;
case TAG_String : n->cur += 2 + (n->cur[0]*256 + n->cur[1]); break;
case TAG_List : {
unsigned char list_type = *n->cur++;
unsigned int list_len = nbt_parse_uint32(n->cur);
unsigned int i;
n->cur += 4; // list_len
for (i=0; i < list_len; ++i)
nbt_skip_raw(n, list_type);
break;
}
case TAG_Compound : {
while (*n->cur != TAG_End)
nbt_skip(n);
nbt_skip(n); // skip the TAG_end
break;
}
}
assert(n->cur <= n->buffer_end);
}
static void nbt_skip(nbt *n)
{
unsigned char type = *n->cur++;
if (type == TAG_End)
return;
// skip name
n->cur += (n->cur[0]*256 + n->cur[1]) + 2;
nbt_skip_raw(n, type);
}
// byteswap
static void nbt_swap(unsigned char *ptr, int len)
{
int i;
for (i=0; i < (len>>1); ++i) {
unsigned char t = ptr[i];
ptr[i] = ptr[len-1-i];
ptr[len-1-i] = t;
}
}
// pass in the expected type, fail if doesn't match
// returns a pointer to the data, byteswapped if appropriate
static void *nbt_get_fromlist(nbt *n, unsigned char type, int *len)
{
unsigned char *ptr;
assert(type != TAG_Compound);
assert(type != TAG_List); // we could support getting lists of primitives as if they were arrays, but eh
if (len) *len = 1;
ptr = n->cur;
switch (type) {
case TAG_Byte : break;
case TAG_Short : nbt_swap(ptr, 2); break;
case TAG_Int : nbt_swap(ptr, 4); break;
case TAG_Long : nbt_swap(ptr, 8); break;
case TAG_Float : nbt_swap(ptr, 4); break;
case TAG_Double: nbt_swap(ptr, 8); break;
case TAG_Byte_Array:
*len = nbt_parse_uint32(ptr);
ptr += 4;
break;
case TAG_Int_Array: {
int i;
*len = nbt_parse_uint32(ptr);
ptr += 4;
for (i=0; i < *len; ++i)
nbt_swap(ptr + 4*i, 4);
break;
}
default: assert(0); // unhandled case
}
nbt_skip_raw(n, type);
return ptr;
}
static void *nbt_get(nbt *n, unsigned char type, int *len)
{
assert(n->cur[0] == type);
n->cur += 3 + (n->cur[1]*256+n->cur[2]);
return nbt_get_fromlist(n, type, len);
}
static void nbt_begin_compound(nbt *n) // start a compound
{
assert(*n->cur == TAG_Compound);
// skip header
n->cur += 3 + (n->cur[1]*256 + n->cur[2]);
++n->nesting;
}
static void nbt_begin_compound_in_list(nbt *n) // start a compound
{
++n->nesting;
}
static void nbt_end_compound(nbt *n) // end a compound
{
assert(*n->cur == TAG_End);
assert(n->nesting != 0);
++n->cur;
--n->nesting;
}
// @TODO no interface to get lists from lists
static int nbt_begin_list(nbt *n, unsigned char type)
{
uint32 len;
unsigned char *ptr;
ptr = n->cur + 3 + (n->cur[1]*256 + n->cur[2]);
if (ptr[0] != type)
return -1;
n->cur = ptr;
len = nbt_parse_uint32(n->cur+1);
assert(n->cur[0] == type);
// @TODO keep a stack with the count to make sure they do it right
++n->nesting;
n->cur += 5;
return (int) len;
}
static void nbt_end_list(nbt *n)
{
--n->nesting;
}
// raw_block chunk is 16x256x16x4 = 2^(4+8+4+2) = 256KB
//
// if we want to process 64x64x256 at a time, that will be:
// 4*4*256KB => 4MB per area in raw_block
//
// (plus we maybe need to decode adjacent regions)
#ifdef FAST_CHUNK
typedef fast_chunk parse_chunk;
#else
typedef chunk parse_chunk;
#endif
static parse_chunk *minecraft_chunk_parse(unsigned char *data, size_t len)
{
char *s;
parse_chunk *c = NULL;
nbt n_store, *n = &n_store;
n->buffer_start = data;
n->buffer_end = data + len;
n->cur = n->buffer_start;
n->nesting = 0;
nbt_begin_compound(n);
while ((s = nbt_peek(n)) != NULL) {
if (!strcmp(s, "Level")) {
int *height;
c = malloc(sizeof(*c));
#ifdef FAST_CHUNK
memset(c, 0, sizeof(*c));
c->pointer_to_free = data;
#else
c->rb[15][15][255].block = 0;
#endif
c->max_y = 0;
nbt_begin_compound(n);
while ((s = nbt_peek(n)) != NULL) {
if (!strcmp(s, "xPos"))
c->xpos = *(int *) nbt_get(n, TAG_Int, 0);
else if (!strcmp(s, "zPos"))
c->zpos = *(int *) nbt_get(n, TAG_Int, 0);
else if (!strcmp(s, "Sections")) {
int count = nbt_begin_list(n, TAG_Compound), i;
if (count == -1) {
// this not-a-list case happens in The End and I'm not sure
// what it means... possibly one of those silly encodings
// where it's not encoded as a list if there's only one?
// not worth figuring out
nbt_skip(n);
count = -1;
}
for (i=0; i < count; ++i) {
int yi, len;
uint8 *light = NULL, *blocks = NULL, *data = NULL, *skylight = NULL;
nbt_begin_compound_in_list(n);
while ((s = nbt_peek(n)) != NULL) {
if (!strcmp(s, "Y"))
yi = * (uint8 *) nbt_get(n, TAG_Byte, 0);
else if (!strcmp(s, "BlockLight")) {
light = nbt_get(n, TAG_Byte_Array, &len);
assert(len == 2048);
} else if (!strcmp(s, "Blocks")) {
blocks = nbt_get(n, TAG_Byte_Array, &len);
assert(len == 4096);
} else if (!strcmp(s, "Data")) {
data = nbt_get(n, TAG_Byte_Array, &len);
assert(len == 2048);
} else if (!strcmp(s, "SkyLight")) {
skylight = nbt_get(n, TAG_Byte_Array, &len);
assert(len == 2048);
}
}
nbt_end_compound(n);
assert(yi < 16);
#ifndef FAST_CHUNK
// clear data below current max_y
{
int x,z;
while (c->max_y < yi*16) {
for (x=0; x < 16; ++x)
for (z=0; z < 16; ++z)
c->rb[z][x][c->max_y].block = 0;
++c->max_y;
}
}
// now assemble the data
{
int x,y,z, o2=0,o4=0;
for (y=0; y < 16; ++y) {
for (z=0; z < 16; ++z) {
for (x=0; x < 16; x += 2) {
raw_block *rb = &c->rb[15-z][x][y + yi*16]; // 15-z because switching to z-up will require flipping an axis
rb[0].block = blocks[o4];
rb[0].light = light[o2] & 15;
rb[0].data = data[o2] & 15;
rb[0].skylight = skylight[o2] & 15;
rb[256].block = blocks[o4+1];
rb[256].light = light[o2] >> 4;
rb[256].data = data[o2] >> 4;
rb[256].skylight = skylight[o2] >> 4;
o2 += 1;
o4 += 2;
}
}
}
c->max_y += 16;
}
#else
c->blockdata[yi] = blocks;
c->data [yi] = data;
c->light [yi] = light;
c->skylight [yi] = skylight;
#endif
}
//nbt_end_list(n);
} else if (!strcmp(s, "HeightMap")) {
height = nbt_get(n, TAG_Int_Array, &len);
assert(len == 256);
} else
nbt_skip(n);
}
nbt_end_compound(n);
} else
nbt_skip(n);
}
nbt_end_compound(n);
assert(n->cur == n->buffer_end);
return c;
}
#define MAX_DECODED_CHUNK_X 64
#define MAX_DECODED_CHUNK_Z 64
typedef struct
{
int cx,cz;
fast_chunk *fc;
int valid;
} decoded_buffer;
static decoded_buffer decoded_buffers[MAX_DECODED_CHUNK_Z][MAX_DECODED_CHUNK_X];
void lock_chunk_get_mutex(void);
void unlock_chunk_get_mutex(void);
fast_chunk *get_decoded_fastchunk_uncached(int chunk_x, int chunk_z)
{
unsigned char *decoded;
compressed_chunk *cc;
int inlen;
int len;
fast_chunk *fc;
lock_chunk_get_mutex();
cc = get_compressed_chunk(chunk_x, chunk_z);
if (cc->len != 0)
++cc->refcount;
unlock_chunk_get_mutex();
if (cc->len == 0)
return NULL;
assert(cc != NULL);
assert(cc->data[4] == 2);
inlen = nbt_parse_uint32(cc->data);
decoded = stbi_zlib_decode_malloc_guesssize(cc->data+5, inlen, inlen*3, &len);
assert(decoded != NULL);
assert(len != 0);
lock_chunk_get_mutex();
deref_compressed_chunk(cc);
unlock_chunk_get_mutex();
#ifdef FAST_CHUNK
fc = minecraft_chunk_parse(decoded, len);
#else
fc = NULL;
#endif
if (fc == NULL)
free(decoded);
return fc;
}
decoded_buffer *get_decoded_buffer(int chunk_x, int chunk_z)
{
decoded_buffer *db = &decoded_buffers[chunk_z&(MAX_DECODED_CHUNK_Z-1)][chunk_x&(MAX_DECODED_CHUNK_X-1)];
if (db->valid) {
if (db->cx == chunk_x && db->cz == chunk_z)
return db;
if (db->fc) {
free(db->fc->pointer_to_free);
free(db->fc);
}
}
db->cx = chunk_x;
db->cz = chunk_z;
db->valid = 1;
db->fc = 0;
{
db->fc = get_decoded_fastchunk_uncached(chunk_x, chunk_z);
return db;
}
}
fast_chunk *get_decoded_fastchunk(int chunk_x, int chunk_z)
{
decoded_buffer *db = get_decoded_buffer(chunk_x, chunk_z);
return db->fc;
}
chunk *get_decoded_chunk_raw(int chunk_x, int chunk_z)
{
unsigned char *decoded;
compressed_chunk *cc = get_compressed_chunk(chunk_x, chunk_z);
assert(cc != NULL);
if (cc->len == 0)
return NULL;
else {
chunk *ch;
int inlen = nbt_parse_uint32(cc->data);
int len;
assert(cc->data[4] == 2);
decoded = stbi_zlib_decode_malloc_guesssize(cc->data+5, inlen, inlen*3, &len);
assert(decoded != NULL);
#ifdef FAST_CHUNK
ch = NULL;
#else
ch = minecraft_chunk_parse(decoded, len);
#endif
free(decoded);
return ch;
}
}
static chunk *decoded_chunks[MAX_DECODED_CHUNK_Z][MAX_DECODED_CHUNK_X];
chunk *get_decoded_chunk(int chunk_x, int chunk_z)
{
chunk *c = decoded_chunks[chunk_z&(MAX_DECODED_CHUNK_Z-1)][chunk_x&(MAX_DECODED_CHUNK_X-1)];
if (c && c->xpos == chunk_x && c->zpos == chunk_z)
return c;
if (c) free(c);
c = get_decoded_chunk_raw(chunk_x, chunk_z);
decoded_chunks[chunk_z&(MAX_DECODED_CHUNK_Z-1)][chunk_x&(MAX_DECODED_CHUNK_X-1)] = c;
return c;
}
#if 0
chunk *map[257][257];
int main(int argc, char **argv)
{
int i,j;
for (j= -32; j <= 32; ++j)
for (i= -32; i <= 32; ++i)
map[j+128][i+128] = get_decoded_chunk(i,j);
return 0;
}
#endif

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#ifndef INCLUDE_CAVE_PARSE_H
#define INCLUDE_CAVE_PARSE_H
typedef struct
{
unsigned char block;
unsigned char data;
unsigned char light:4;
unsigned char skylight:4;
} raw_block;
// this is the old fully-decoded chunk
typedef struct
{
int xpos, zpos, max_y;
int height[16][16];
raw_block rb[16][16][256]; // [z][x][y] which becomes [y][x][z] in stb
} chunk;
chunk *get_decoded_chunk(int chunk_x, int chunk_z);
#define NUM_SEGMENTS 16
typedef struct
{
int max_y, xpos, zpos;
unsigned char *blockdata[NUM_SEGMENTS];
unsigned char *data[NUM_SEGMENTS];
unsigned char *skylight[NUM_SEGMENTS];
unsigned char *light[NUM_SEGMENTS];
void *pointer_to_free;
int refcount; // this allows multi-threaded building without wrapping in ANOTHER struct
} fast_chunk;
fast_chunk *get_decoded_fastchunk(int chunk_x, int chunk_z); // cache, never call free()
fast_chunk *get_decoded_fastchunk_uncached(int chunk_x, int chunk_z);
#endif

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# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /WX /Gm /GX /Zi /Od /I "../.." /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /FD /GZ /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib advapi32.lib winspool.lib comdlg32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib sdl2.lib opengl32.lib glu32.lib winmm.lib sdl2_mixer.lib /nologo /subsystem:windows /incremental:no /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "caveview - Win32 Release"
# Name "caveview - Win32 Debug"
# Begin Source File
SOURCE=.\cave_parse.c
# End Source File
# Begin Source File
SOURCE=.\cave_parse.h
# End Source File
# Begin Source File
SOURCE=.\game.c
# End Source File
# Begin Source File
SOURCE=.\game.h
# End Source File
# Begin Source File
SOURCE=.\glext.h
# End Source File
# Begin Source File
SOURCE=.\glext_list.h
# End Source File
# Begin Source File
SOURCE=.\main.c
# End Source File
# Begin Source File
SOURCE=.\render.c
# End Source File
# Begin Source File
SOURCE=.\win32\SDL_windows_main.c
# End Source File
# Begin Source File
SOURCE=.\stb.h
# End Source File
# Begin Source File
SOURCE=.\stb_easy_font.h
# End Source File
# Begin Source File
SOURCE=.\stb_gl.h
# End Source File
# Begin Source File
SOURCE=.\stb_glprog.h
# End Source File
# Begin Source File
SOURCE=.\stb_image.h
# End Source File
# Begin Source File
SOURCE=.\stb_image_write.h
# End Source File
# Begin Source File
SOURCE=.\stb_voxel_render.h
# End Source File
# End Target
# End Project

View File

@ -0,0 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "caveview"=.\caveview.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

354
tests/caveview/game.c Normal file
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#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 = sin(camang[0]*3.141592/180);
c = cos(camang[0]*3.141592/180);
t[0] = vec[0];
t[1] = c*vec[1] - s*vec[2];
t[2] = s*vec[1] + c*vec[2];
s = sin(camang[2]*3.141592/180);
c = cos(camang[2]*3.141592/180);
world[0] = c*t[0] - s*t[1];
world[1] = s*t[0] + c*t[1];
world[2] = t[2];
}
// camera worldspace velocity
float cam_vel[3];
int controls;
#define MAX_VEL 150 // blocks per second
#define ACCEL 6
#define DECEL 3
#define STATIC_FRICTION DECEL
#define EFFECTIVE_ACCEL (ACCEL+DECEL)
// dynamic friction:
//
// if going at MAX_VEL, ACCEL and friction must cancel
// EFFECTIVE_ACCEL = DECEL + DYNAMIC_FRIC*MAX_VEL
#define DYNAMIC_FRICTION (ACCEL/(float)MAX_VEL)
float view_x_vel = 0;
float view_z_vel = 0;
float pending_view_x;
float pending_view_z;
float pending_view_x;
float pending_view_z;
void process_tick_raw(float dt)
{
int i;
float thrust[3] = { 0,0,0 };
float world_thrust[3];
// choose direction to apply thrust
thrust[0] = (controls & 3)== 1 ? EFFECTIVE_ACCEL : (controls & 3)== 2 ? -EFFECTIVE_ACCEL : 0;
thrust[1] = (controls & 12)== 4 ? EFFECTIVE_ACCEL : (controls & 12)== 8 ? -EFFECTIVE_ACCEL : 0;
thrust[2] = (controls & 48)==16 ? EFFECTIVE_ACCEL : (controls & 48)==32 ? -EFFECTIVE_ACCEL : 0;
// @TODO clamp thrust[0] & thrust[1] vector length to EFFECTIVE_ACCEL
camera_to_worldspace(world_thrust, thrust[0], thrust[1], 0);
world_thrust[2] += thrust[2];
for (i=0; i < 3; ++i) {
float acc = world_thrust[i];
cam_vel[i] += acc*dt;
}
if (cam_vel[0] || cam_vel[1] || cam_vel[2])
{
float vel = sqrt(cam_vel[0]*cam_vel[0] + cam_vel[1]*cam_vel[1] + cam_vel[2]*cam_vel[2]);
float newvel = vel;
float dec = STATIC_FRICTION + DYNAMIC_FRICTION*vel;
newvel = vel - dec*dt;
if (newvel < 0)
newvel = 0;
cam_vel[0] *= newvel/vel;
cam_vel[1] *= newvel/vel;
cam_vel[2] *= newvel/vel;
}
camloc[0] += cam_vel[0] * dt;
camloc[1] += cam_vel[1] * dt;
camloc[2] += cam_vel[2] * dt;
view_x_vel *= pow(0.75, dt);
view_z_vel *= pow(0.75, dt);
view_x_vel += (pending_view_x - view_x_vel)*dt*60;
view_z_vel += (pending_view_z - view_z_vel)*dt*60;
pending_view_x -= view_x_vel * dt;
pending_view_z -= view_z_vel * dt;
camang[0] += view_x_vel * dt;
camang[2] += view_z_vel * dt;
camang[0] = stb_clamp(camang[0], -90, 90);
camang[2] = fmod(camang[2], 360);
}
void process_tick(float dt)
{
while (dt > 1.0/60) {
process_tick_raw(1.0/60);
dt -= 1.0/60;
}
process_tick_raw(dt);
}
void update_view(float dx, float dy)
{
// hard-coded mouse sensitivity, not resolution independent?
pending_view_z -= dx*300;
pending_view_x -= dy*700;
}
extern int screen_x, screen_y;
extern int is_synchronous_debug;
float render_time;
extern int chunk_locations, chunks_considered, chunks_in_frustum;
extern int quads_considered, quads_rendered;
extern int chunk_storage_rendered, chunk_storage_considered, chunk_storage_total;
extern int view_dist_in_chunks;
extern int num_threads_active, num_meshes_started, num_meshes_uploaded;
extern float chunk_server_activity;
static Uint64 start_time, end_time; // render time
float chunk_server_status[32];
int chunk_server_pos;
void draw_stats(void)
{
int i;
static Uint64 last_frame_time;
Uint64 cur_time = SDL_GetPerformanceCounter();
float chunk_server=0;
float frame_time = (cur_time - last_frame_time) / (float) SDL_GetPerformanceFrequency();
last_frame_time = cur_time;
chunk_server_status[chunk_server_pos] = chunk_server_activity;
chunk_server_pos = (chunk_server_pos+1) %32;
for (i=0; i < 32; ++i)
chunk_server += chunk_server_status[i] / 32.0;
stb_easy_font_spacing(-0.75);
pos_y = 10;
text_color[0] = text_color[1] = text_color[2] = 1.0f;
print("Frame time: %6.2fms, CPU frame render time: %5.2fms", frame_time*1000, render_time*1000);
print("Tris: %4.1fM drawn of %4.1fM in range", 2*quads_rendered/1000000.0f, 2*quads_considered/1000000.0f);
print("Vbuf storage: %dMB in frustum of %dMB in range of %dMB in cache", chunk_storage_rendered>>20, chunk_storage_considered>>20, chunk_storage_total>>20);
print("Num mesh builds started this frame: %d; num uploaded this frame: %d\n", num_meshes_started, num_meshes_uploaded);
print("QChunks: %3d in frustum of %3d valid of %3d in range", chunks_in_frustum, chunks_considered, chunk_locations);
print("Mesh worker threads active: %d", num_threads_active);
print("View distance: %d blocks", view_dist_in_chunks*16);
print("%s", glGetString(GL_RENDERER));
if (is_synchronous_debug) {
text_color[0] = 1.0;
text_color[1] = 0.5;
text_color[2] = 0.5;
print("SLOWNESS: Synchronous debug output is enabled!");
}
}
void draw_main(void)
{
glEnable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
#ifdef REVERSE_DEPTH
glDepthFunc(GL_GREATER);
glClearDepth(0);
#else
glDepthFunc(GL_LESS);
glClearDepth(1);
#endif
glDepthMask(GL_TRUE);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.6,0.7,0.9,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1,1,1);
glFrontFace(GL_CW);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef REVERSE_DEPTH
stbgl_Perspective(player_zoom, 90, 70, 3000, 1.0/16);
#else
stbgl_Perspective(player_zoom, 90, 70, 1.0/16, 3000);
#endif
// now compute where the camera should be
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
stbgl_initCamera_zup_facing_y();
//glTranslatef(0,150,-5);
// position the camera and render it
if (third_person) {
glTranslatef(0,2.5,0);
glRotatef(-camang[0],1,0,0);
glTranslatef(0,2,0);
glRotatef(-camang[2]-rotate_view,0,0,1);
//glTranslatef(0,0,1);
//glTranslatef(0,0,-1);
} else {
glRotatef(-camang[0],1,0,0);
glRotatef(-camang[2],0,0,1);
}
glTranslatef(-camloc[0], -camloc[1], -camloc[2]);
start_time = SDL_GetPerformanceCounter();
render_caves(camloc);
end_time = SDL_GetPerformanceCounter();
render_time = (end_time - start_time) / (float) SDL_GetPerformanceFrequency();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,screen_x/2,screen_y/2,0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
draw_stats();
}

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tests/caveview/game.h Normal file
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#ifndef INCLUDED_GAME_H
#define INCLUDED_GAME_H
#include <assert.h>
typedef unsigned int uint32;
typedef signed int int32;
typedef unsigned short uint16;
typedef signed short int16;
typedef unsigned char uint8 ;
typedef signed char int8 ;
#pragma warning(disable:4244; disable:4305; disable:4018)
// virtual screen size
#define SIZE_X 480
#define SIZE_Y 360
// main.c
extern void error(char *s);
extern void ods(char *fmt, ...);
// game.c
extern void init_game(void);
extern void draw_main(void);
extern void process_tick(float dt);
#define BUTTON_MAX 15
typedef struct
{
int id;
uint8 buttons[BUTTON_MAX];
float axes[4];
float triggers[2];
} gamepad;
extern gamepad pads[4];
#endif

11124
tests/caveview/glext.h Normal file

File diff suppressed because it is too large Load Diff

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GLARB(ActiveTexture,ACTIVETEXTURE)
GLARB(ClientActiveTexture,CLIENTACTIVETEXTURE)
GLARB(MultiTexCoord2f,MULTITEXCOORD2F)
GLEXT(TexImage3D,TEXIMAGE3D)
GLEXT(TexSubImage3D,TEXSUBIMAGE3D)
GLEXT(GenerateMipmap,GENERATEMIPMAP)
GLARB(DebugMessageCallback,DEBUGMESSAGECALLBACK)
GLARB(DeleteObject,DELETEOBJECT)
GLARB(CreateProgramObject,CREATEPROGRAMOBJECT)
GLARB(UseProgramObject,USEPROGRAMOBJECT)
GLARB(CreateShaderObject,CREATESHADEROBJECT)
GLARB(ShaderSource,SHADERSOURCE)
GLARB(CompileShader,COMPILESHADER)
GLARB(GetInfoLog,GETINFOLOG)
GLARB(AttachObject,ATTACHOBJECT)
GLARB(LinkProgram,LINKPROGRAM)
GLARB(GetObjectParameteriv,GETOBJECTPARAMETERIV)
GLARB(GetUniformLocation,GETUNIFORMLOCATION)
GLARB(Uniform1i,UNIFORM1I)
GLARB(Uniform1f,UNIFORM1F)
GLARB(Uniform4f,UNIFORM4F)
GLARB(Uniform2fv,UNIFORM2FV)
GLARB(Uniform3fv,UNIFORM3FV)
GLARB(Uniform4fv,UNIFORM4FV)
GLARB(VertexAttribPointer,VERTEXATTRIBPOINTER)
GLCORE(VertexAttribIPointer,VERTEXATTRIBIPOINTER)
GLARB(EnableVertexAttribArray,ENABLEVERTEXATTRIBARRAY)
GLARB(DisableVertexAttribArray,DISABLEVERTEXATTRIBARRAY)
GLEXT(BindFramebuffer,BINDFRAMEBUFFER)
GLEXT(DeleteFramebuffers,DELETEFRAMEBUFFERS)
GLEXT(GenFramebuffers,GENFRAMEBUFFERS)
GLEXT(CheckFramebufferStatus,CHECKFRAMEBUFFERSTATUS)
GLEXT(FramebufferTexture2D,FRAMEBUFFERTEXTURE2D)
GLEXT(BindRenderBuffer,BINDRENDERBUFFER)
GLEXT(RenderbufferStorage,RENDERBUFFERSTORAGE)
GLEXT(GenRenderbuffers,GENRENDERBUFFERS)
GLEXT(BindRenderbuffer,BINDRENDERBUFFER)
GLEXT(FramebufferRenderbuffer,FRAMEBUFFERRENDERBUFFER)
GLEXT(GenerateMipmap,GENERATEMIPMAP)
GLARB(BindBuffer ,BINDBUFFER,)
GLARB(GenBuffers ,GENBUFFERS )
GLARB(DeleteBuffers,DELETEBUFFERS)
GLARB(BufferData ,BUFFERDATA )
GLARB(BufferSubData,BUFFERSUBDATA)
GLARB(MapBuffer ,MAPBUFFER )
GLARB(UnmapBuffer ,UNMAPBUFFER )
GLARB(TexBuffer ,TEXBUFFER )
GLEXT(NamedBufferStorage,NAMEDBUFFERSTORAGE)
GLE(BufferStorage,BUFFERSTORAGE)
GLE(GetStringi,GETSTRINGI)

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tests/caveview/main.c Normal file
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#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"
#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();
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;
}

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tests/caveview/stb_gl.h Normal file

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// stb_glprog v0.02 public domain functions to reduce GLSL boilerplate
// http://nothings.org/stb/stb_glprog.h especially with GL1 + ARB extensions
//
// Following defines *before* including have following effects:
//
// STB_GLPROG_IMPLEMENTATION
// creates the implementation
//
// STB_GLPROG_STATIC
// forces the implementation to be static (private to file that creates it)
//
// STB_GLPROG_ARB
// uses ARB extension names for GLSL functions and enumerants instead of core names
//
// STB_GLPROG_ARB_DEFINE_EXTENSIONS
// instantiates function pointers needed, static to implementing file
// to avoid collisions (but will collide if implementing file also
// defines any; best to isolate this to its own file in this case).
// This will try to automatically #include glext.h, but if it's not
// in the default include directories you'll need to include it
// yourself and define the next macro.
//
// STB_GLPROG_SUPPRESS_GLEXT_INCLUDE
// disables the automatic #include of glext.h which is normally
// forced by STB_GLPROG_ARB_DEFINE_EXTENSIONS
//
// So, e.g., sample usage on an old Windows compiler:
//
// #define STB_GLPROG_IMPLEMENTATION
// #define STB_GLPROG_ARB_DEFINE_EXTENSIONS
// #include <windows.h>
// #include "gl/gl.h"
// #include "stb_glprog.h"
//
// Note though that the header-file version of this (when you don't define
// STB_GLPROG_IMPLEMENTATION) still uses GLint and such, so you basically
// can only include it in places where you're already including GL, especially
// on Windows where including "gl.h" requires (some of) "windows.h".
//
// See following comment blocks for function documentation.
//
// Version history:
// 2013-12-08 v0.02 slightly simplified API and reduced GL resource usage (@rygorous)
// 2013-12-08 v0.01 initial release
// header file section starts here
#if !defined(INCLUDE_STB_GLPROG_H)
#define INCLUDE_STB_GLPROG_H
#ifndef STB_GLPROG_STATIC
#ifdef __cplusplus
extern "C" {
#endif
//////////////////////////////////////////////////////////////////////////////
///////////// SHADER CREATION
/// EASY API
extern GLuint stbgl_create_program(char const **vertex_source, char const **frag_source, char const **binds, char *error, int error_buflen);
// This function returns a compiled program or 0 if there's an error.
// To free the created program, call stbgl_delete_program.
//
// stbgl_create_program(
// char **vertex_source, // NULL or one or more strings with the vertex shader source, with a final NULL
// char **frag_source, // NULL or one or more strings with the fragment shader source, with a final NULL
// char **binds, // NULL or zero or more strings with attribute bind names, with a final NULL
// char *error, // output location where compile error message is placed
// int error_buflen) // length of error output buffer
//
// Returns a GLuint with the GL program object handle.
//
// If an individual bind string is "", no name is bound to that slot (this
// allows you to create binds that aren't continuous integers starting at 0).
//
// If the vertex shader is NULL, then fixed-function vertex pipeline
// is used, if that's legal in your version of GL.
//
// If the fragment shader is NULL, then fixed-function fragment pipeline
// is used, if that's legal in your version of GL.
extern void stgbl_delete_program(GLuint program);
// deletes a program created by stbgl_create_program or stbgl_link_program
/// FLEXIBLE API
extern GLuint stbgl_compile_shader(GLenum type, char const **sources, int num_sources, char *error, int error_buflen);
// compiles a shader. returns the shader on success or 0 on failure.
//
// type either: GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
// or GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB
// or STBGL_VERTEX_SHADER or STBGL_FRAGMENT_SHADER
// sources array of strings containing the shader source
// num_sources number of string in sources, or -1 meaning sources is NULL-terminated
// error string to output compiler error to
// error_buflen length of error buffer in chars
extern GLuint stbgl_link_program(GLuint vertex_shader, GLuint fragment_shader, char const **binds, int num_binds, char *error, int error_buflen);
// links a shader. returns the linked program on success or 0 on failure.
//
// vertex_shader a compiled vertex shader from stbgl_compile_shader, or 0 for fixed-function (if legal)
// fragment_shader a compiled fragment shader from stbgl_compile_shader, or 0 for fixed-function (if legal)
//
extern void stbgl_delete_shader(GLuint shader);
// deletes a shader created by stbgl_compile_shader
///////////// RENDERING WITH SHADERS
extern GLint stbgl_find_uniform(GLuint prog, char *uniform);
extern void stbgl_find_uniforms(GLuint prog, GLint *locations, char const **uniforms, int num_uniforms);
// Given the locations array that is num_uniforms long, fills out
// the locations of each of those uniforms for the specified program.
// If num_uniforms is -1, then uniforms[] must be NULL-terminated
// the following functions just wrap the difference in naming between GL2+ and ARB,
// so you don't need them unless you're using both ARB and GL2+ in the same codebase,
// or you're relying on this lib to provide the extensions
extern void stbglUseProgram(GLuint program);
extern void stbglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);
extern void stbglEnableVertexAttribArray(GLuint index);
extern void stbglDisableVertexAttribArray(GLuint index);
extern void stbglUniform1fv(GLint loc, GLsizei count, const GLfloat *v);
extern void stbglUniform2fv(GLint loc, GLsizei count, const GLfloat *v);
extern void stbglUniform3fv(GLint loc, GLsizei count, const GLfloat *v);
extern void stbglUniform4fv(GLint loc, GLsizei count, const GLfloat *v);
extern void stbglUniform1iv(GLint loc, GLsizei count, const GLint *v);
extern void stbglUniform2iv(GLint loc, GLsizei count, const GLint *v);
extern void stbglUniform3iv(GLint loc, GLsizei count, const GLint *v);
extern void stbglUniform4iv(GLint loc, GLsizei count, const GLint *v);
extern void stbglUniform1f(GLint loc, float v0);
extern void stbglUniform2f(GLint loc, float v0, float v1);
extern void stbglUniform3f(GLint loc, float v0, float v1, float v2);
extern void stbglUniform4f(GLint loc, float v0, float v1, float v2, float v3);
extern void stbglUniform1i(GLint loc, GLint v0);
extern void stbglUniform2i(GLint loc, GLint v0, GLint v1);
extern void stbglUniform3i(GLint loc, GLint v0, GLint v1, GLint v2);
extern void stbglUniform4i(GLint loc, GLint v0, GLint v1, GLint v2, GLint v3);
////////////// END OF FUNCTIONS
//////////////////////////////////////////////////////////////////////////////
#ifdef __cplusplus
}
#endif
#endif // STB_GLPROG_STATIC
#ifdef STB_GLPROG_ARB
#define STBGL_VERTEX_SHADER GL_VERTEX_SHADER_ARB
#define STBGL_FRAGMENT_SHADER GL_FRAGMENT_SHADER_ARB
#else
#define STBGL_VERTEX_SHADER GL_VERTEX_SHADER
#define STBGL_FRAGMENT_SHADER GL_FRAGMENT_SHADER
#endif
#endif // INCLUDE_STB_GLPROG_H
///////// header file section ends here
#ifdef STB_GLPROG_IMPLEMENTATION
#include <string.h> // strncpy
#ifdef STB_GLPROG_STATIC
#define STB_GLPROG_DECLARE static
#else
#define STB_GLPROG_DECLARE extern
#endif
// check if user wants this file to define the GL extensions itself
#ifdef STB_GLPROG_ARB_DEFINE_EXTENSIONS
#define STB_GLPROG_ARB // make sure later code uses the extensions
#ifndef STB_GLPROG_SUPPRESS_GLEXT_INCLUDE
#include "glext.h"
#endif
#define STB_GLPROG_EXTENSIONS \
STB_GLPROG_FUNC(ATTACHOBJECT , AttachObject ) \
STB_GLPROG_FUNC(BINDATTRIBLOCATION , BindAttribLocation ) \
STB_GLPROG_FUNC(COMPILESHADER , CompileShader ) \
STB_GLPROG_FUNC(CREATEPROGRAMOBJECT , CreateProgramObject ) \
STB_GLPROG_FUNC(CREATESHADEROBJECT , CreateShaderObject ) \
STB_GLPROG_FUNC(DELETEOBJECT , DeleteObject ) \
STB_GLPROG_FUNC(DETACHOBJECT , DetachObject ) \
STB_GLPROG_FUNC(DISABLEVERTEXATTRIBARRAY, DisableVertexAttribArray) \
STB_GLPROG_FUNC(ENABLEVERTEXATTRIBARRAY, EnableVertexAttribArray ) \
STB_GLPROG_FUNC(GETATTACHEDOBJECTS , GetAttachedObjects ) \
STB_GLPROG_FUNC(GETOBJECTPARAMETERIV, GetObjectParameteriv) \
STB_GLPROG_FUNC(GETINFOLOG , GetInfoLog ) \
STB_GLPROG_FUNC(GETUNIFORMLOCATION , GetUniformLocation ) \
STB_GLPROG_FUNC(LINKPROGRAM , LinkProgram ) \
STB_GLPROG_FUNC(SHADERSOURCE , ShaderSource ) \
STB_GLPROG_FUNC(UNIFORM1F , Uniform1f ) \
STB_GLPROG_FUNC(UNIFORM2F , Uniform2f ) \
STB_GLPROG_FUNC(UNIFORM3F , Uniform3f ) \
STB_GLPROG_FUNC(UNIFORM4F , Uniform4f ) \
STB_GLPROG_FUNC(UNIFORM1I , Uniform1i ) \
STB_GLPROG_FUNC(UNIFORM2I , Uniform2i ) \
STB_GLPROG_FUNC(UNIFORM3I , Uniform3i ) \
STB_GLPROG_FUNC(UNIFORM4I , Uniform4i ) \
STB_GLPROG_FUNC(UNIFORM1FV , Uniform1fv ) \
STB_GLPROG_FUNC(UNIFORM2FV , Uniform2fv ) \
STB_GLPROG_FUNC(UNIFORM3FV , Uniform3fv ) \
STB_GLPROG_FUNC(UNIFORM4FV , Uniform4fv ) \
STB_GLPROG_FUNC(UNIFORM1IV , Uniform1iv ) \
STB_GLPROG_FUNC(UNIFORM2IV , Uniform2iv ) \
STB_GLPROG_FUNC(UNIFORM3IV , Uniform3iv ) \
STB_GLPROG_FUNC(UNIFORM4IV , Uniform4iv ) \
STB_GLPROG_FUNC(USEPROGRAMOBJECT , UseProgramObject ) \
STB_GLPROG_FUNC(VERTEXATTRIBPOINTER , VertexAttribPointer )
// define the static function pointers
#define STB_GLPROG_FUNC(x,y) static PFNGL##x##ARBPROC gl##y##ARB;
STB_GLPROG_EXTENSIONS
#undef STB_GLPROG_FUNC
// define the GetProcAddress
#ifdef _WIN32
#ifndef WINGDIAPI
#ifndef STB__HAS_WGLPROC
typedef int (__stdcall *stbgl__voidfunc)(void);
static __declspec(dllimport) stbgl__voidfunc wglGetProcAddress(char *);
#endif
#endif
#define STBGL__GET_FUNC(x) wglGetProcAddress(x)
#else
#error "need to define how this platform gets extensions"
#endif
// create a function that fills out the function pointers
static void stb_glprog_init(void)
{
static int initialized = 0; // not thread safe!
if (initialized) return;
#define STB_GLPROG_FUNC(x,y) gl##y##ARB = (PFNGL##x##ARBPROC) STBGL__GET_FUNC("gl" #y "ARB");
STB_GLPROG_EXTENSIONS
#undef STB_GLPROG_FUNC
}
#undef STB_GLPROG_EXTENSIONS
#else
static void stb_glprog_init(void)
{
}
#endif
// define generic names for many of the gl functions or extensions for later use;
// note that in some cases there are two functions in core and one function in ARB
#ifdef STB_GLPROG_ARB
#define stbglCreateShader glCreateShaderObjectARB
#define stbglDeleteShader glDeleteObjectARB
#define stbglAttachShader glAttachObjectARB
#define stbglDetachShader glDetachObjectARB
#define stbglShaderSource glShaderSourceARB
#define stbglCompileShader glCompileShaderARB
#define stbglGetShaderStatus(a,b) glGetObjectParameterivARB(a, GL_OBJECT_COMPILE_STATUS_ARB, b)
#define stbglGetShaderInfoLog glGetInfoLogARB
#define stbglCreateProgram glCreateProgramObjectARB
#define stbglDeleteProgram glDeleteObjectARB
#define stbglLinkProgram glLinkProgramARB
#define stbglGetProgramStatus(a,b) glGetObjectParameterivARB(a, GL_OBJECT_LINK_STATUS_ARB, b)
#define stbglGetProgramInfoLog glGetInfoLogARB
#define stbglGetAttachedShaders glGetAttachedObjectsARB
#define stbglBindAttribLocation glBindAttribLocationARB
#define stbglGetUniformLocation glGetUniformLocationARB
#define stbgl_UseProgram glUseProgramObjectARB
#else
#define stbglCreateShader glCreateShader
#define stbglDeleteShader glDeleteShader
#define stbglAttachShader glAttachShader
#define stbglDetachShader glDetachShader
#define stbglShaderSource glShaderSource
#define stbglCompileShader glCompileShader
#define stbglGetShaderStatus(a,b) glGetShaderiv(a, GL_COMPILE_STATUS, b)
#define stbglGetShaderInfoLog glGetShaderInfoLog
#define stbglCreateProgram glCreateProgram
#define stbglDeleteProgram glDeleteProgram
#define stbglLinkProgram glLinkProgram
#define stbglGetProgramStatus(a,b) glGetProgramiv(a, GL_LINK_STATUS, b)
#define stbglGetProgramInfoLog glGetProgramInfoLog
#define stbglGetAttachedShaders glGetAttachedShaders
#define stbglBindAttribLocation glBindAttribLocation
#define stbglGetUniformLocation glGetUniformLocation
#define stbgl_UseProgram glUseProgram
#endif
// perform a safe strcat of 3 strings, given that we can't rely on portable snprintf
// if you need to break on error, this is the best place to place a breakpoint
static void stb_glprog_error(char *error, int error_buflen, char *str1, char *str2, char *str3)
{
int n = strlen(str1);
strncpy(error, str1, error_buflen);
if (n < error_buflen && str2) {
strncpy(error+n, str2, error_buflen - n);
n += strlen(str2);
if (n < error_buflen && str3) {
strncpy(error+n, str3, error_buflen - n);
}
}
error[error_buflen-1] = 0;
}
STB_GLPROG_DECLARE GLuint stbgl_compile_shader(GLenum type, char const **sources, int num_sources, char *error, int error_buflen)
{
char *typename = (type == STBGL_VERTEX_SHADER ? "vertex" : "fragment");
int len;
GLint result;
GLuint shader;
// initialize the extensions if we haven't already
stb_glprog_init();
// allocate
shader = stbglCreateShader(type);
if (!shader) {
stb_glprog_error(error, error_buflen, "Couldn't allocate shader object in stbgl_compile_shader for ", typename, NULL);
return 0;
}
// compile
// if num_sources is negative, assume source is NULL-terminated and count the non-NULL ones
if (num_sources < 0)
for (num_sources = 0; sources[num_sources] != NULL; ++num_sources)
;
stbglShaderSource(shader, num_sources, sources, NULL);
stbglCompileShader(shader);
stbglGetShaderStatus(shader, &result);
if (result)
return shader;
// errors
stb_glprog_error(error, error_buflen, "Compile error for ", typename, " shader: ");
len = strlen(error);
if (len < error_buflen)
stbglGetShaderInfoLog(shader, error_buflen-len, NULL, error+len);
stbglDeleteShader(shader);
return 0;
}
STB_GLPROG_DECLARE GLuint stbgl_link_program(GLuint vertex_shader, GLuint fragment_shader, char const **binds, int num_binds, char *error, int error_buflen)
{
int len;
GLint result;
// allocate
GLuint prog = stbglCreateProgram();
if (!prog) {
stb_glprog_error(error, error_buflen, "Couldn't allocate program object in stbgl_link_program", NULL, NULL);
return 0;
}
// attach
if (vertex_shader)
stbglAttachShader(prog, vertex_shader);
if (fragment_shader)
stbglAttachShader(prog, fragment_shader);
// attribute binds
if (binds) {
int i;
// if num_binds is negative, then it is NULL terminated
if (num_binds < 0)
for (num_binds=0; binds[num_binds]; ++num_binds)
;
for (i=0; i < num_binds; ++i)
if (binds[i] && binds[i][0]) // empty binds can be NULL or ""
stbglBindAttribLocation(prog, i, binds[i]);
}
// link
stbglLinkProgram(prog);
// detach
if (vertex_shader)
stbglDetachShader(prog, vertex_shader);
if (fragment_shader)
stbglDetachShader(prog, fragment_shader);
// errors
stbglGetProgramStatus(prog, &result);
if (result)
return prog;
stb_glprog_error(error, error_buflen, "Link error: ", NULL, NULL);
len = strlen(error);
if (len < error_buflen)
stbglGetProgramInfoLog(prog, error_buflen-len, NULL, error+len);
stbglDeleteProgram(prog);
return 0;
}
STB_GLPROG_DECLARE GLuint stbgl_create_program(char const **vertex_source, char const **frag_source, char const **binds, char *error, int error_buflen)
{
GLuint vertex, fragment, prog=0;
vertex = stbgl_compile_shader(STBGL_VERTEX_SHADER, vertex_source, -1, error, error_buflen);
if (vertex) {
fragment = stbgl_compile_shader(STBGL_FRAGMENT_SHADER, frag_source, -1, error, error_buflen);
if (fragment)
prog = stbgl_link_program(vertex, fragment, binds, -1, error, error_buflen);
if (fragment)
stbglDeleteShader(fragment);
stbglDeleteShader(vertex);
}
return prog;
}
STB_GLPROG_DECLARE void stbgl_delete_shader(GLuint shader)
{
stbglDeleteShader(shader);
}
STB_GLPROG_DECLARE void stgbl_delete_program(GLuint program)
{
stbglDeleteProgram(program);
}
GLint stbgl_find_uniform(GLuint prog, char *uniform)
{
return stbglGetUniformLocation(prog, uniform);
}
STB_GLPROG_DECLARE void stbgl_find_uniforms(GLuint prog, GLint *locations, char const **uniforms, int num_uniforms)
{
int i;
if (num_uniforms < 0)
num_uniforms = 999999;
for (i=0; i < num_uniforms && uniforms[i]; ++i)
locations[i] = stbglGetUniformLocation(prog, uniforms[i]);
}
STB_GLPROG_DECLARE void stbglUseProgram(GLuint program)
{
stbgl_UseProgram(program);
}
#ifdef STB_GLPROG_ARB
#define STBGL_ARBIFY(name) name##ARB
#else
#define STBGL_ARBIFY(name) name
#endif
STB_GLPROG_DECLARE void stbglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer)
{
STBGL_ARBIFY(glVertexAttribPointer)(index, size, type, normalized, stride, pointer);
}
STB_GLPROG_DECLARE void stbglEnableVertexAttribArray (GLuint index) { STBGL_ARBIFY(glEnableVertexAttribArray )(index); }
STB_GLPROG_DECLARE void stbglDisableVertexAttribArray(GLuint index) { STBGL_ARBIFY(glDisableVertexAttribArray)(index); }
STB_GLPROG_DECLARE void stbglUniform1fv(GLint loc, GLsizei count, const GLfloat *v) { STBGL_ARBIFY(glUniform1fv)(loc,count,v); }
STB_GLPROG_DECLARE void stbglUniform2fv(GLint loc, GLsizei count, const GLfloat *v) { STBGL_ARBIFY(glUniform2fv)(loc,count,v); }
STB_GLPROG_DECLARE void stbglUniform3fv(GLint loc, GLsizei count, const GLfloat *v) { STBGL_ARBIFY(glUniform3fv)(loc,count,v); }
STB_GLPROG_DECLARE void stbglUniform4fv(GLint loc, GLsizei count, const GLfloat *v) { STBGL_ARBIFY(glUniform4fv)(loc,count,v); }
STB_GLPROG_DECLARE void stbglUniform1iv(GLint loc, GLsizei count, const GLint *v) { STBGL_ARBIFY(glUniform1iv)(loc,count,v); }
STB_GLPROG_DECLARE void stbglUniform2iv(GLint loc, GLsizei count, const GLint *v) { STBGL_ARBIFY(glUniform2iv)(loc,count,v); }
STB_GLPROG_DECLARE void stbglUniform3iv(GLint loc, GLsizei count, const GLint *v) { STBGL_ARBIFY(glUniform3iv)(loc,count,v); }
STB_GLPROG_DECLARE void stbglUniform4iv(GLint loc, GLsizei count, const GLint *v) { STBGL_ARBIFY(glUniform4iv)(loc,count,v); }
STB_GLPROG_DECLARE void stbglUniform1f(GLint loc, float v0)
{ STBGL_ARBIFY(glUniform1f)(loc,v0); }
STB_GLPROG_DECLARE void stbglUniform2f(GLint loc, float v0, float v1)
{ STBGL_ARBIFY(glUniform2f)(loc,v0,v1); }
STB_GLPROG_DECLARE void stbglUniform3f(GLint loc, float v0, float v1, float v2)
{ STBGL_ARBIFY(glUniform3f)(loc,v0,v1,v2); }
STB_GLPROG_DECLARE void stbglUniform4f(GLint loc, float v0, float v1, float v2, float v3)
{ STBGL_ARBIFY(glUniform4f)(loc,v0,v1,v2,v3); }
STB_GLPROG_DECLARE void stbglUniform1i(GLint loc, GLint v0)
{ STBGL_ARBIFY(glUniform1i)(loc,v0); }
STB_GLPROG_DECLARE void stbglUniform2i(GLint loc, GLint v0, GLint v1)
{ STBGL_ARBIFY(glUniform2i)(loc,v0,v1); }
STB_GLPROG_DECLARE void stbglUniform3i(GLint loc, GLint v0, GLint v1, GLint v2)
{ STBGL_ARBIFY(glUniform3i)(loc,v0,v1,v2); }
STB_GLPROG_DECLARE void stbglUniform4i(GLint loc, GLint v0, GLint v1, GLint v2, GLint v3)
{ STBGL_ARBIFY(glUniform4i)(loc,v0,v1,v2,v3); }
#endif

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/*
SDL_windows_main.c, placed in the public domain by Sam Lantinga 4/13/98
The WinMain function -- calls your program's main() function
*/
#include "SDL_config.h"
#ifdef __WIN32__
//#include "../../core/windows/SDL_windows.h"
/* Include this so we define UNICODE properly */
#if defined(__WIN32__)
#define WIN32_LEAN_AND_MEAN
#define STRICT
#ifndef UNICODE
#define UNICODE 1
#endif
#undef _WIN32_WINNT
#define _WIN32_WINNT 0x501 /* Need 0x410 for AlphaBlend() and 0x500 for EnumDisplayDevices(), 0x501 for raw input */
#endif
#include <windows.h>
/* Routines to convert from UTF8 to native Windows text */
#if UNICODE
#define WIN_StringToUTF8(S) SDL_iconv_string("UTF-8", "UTF-16LE", (char *)(S), (SDL_wcslen(S)+1)*sizeof(WCHAR))
#define WIN_UTF8ToString(S) (WCHAR *)SDL_iconv_string("UTF-16LE", "UTF-8", (char *)(S), SDL_strlen(S)+1)
#else
/* !!! FIXME: UTF8ToString() can just be a SDL_strdup() here. */
#define WIN_StringToUTF8(S) SDL_iconv_string("UTF-8", "ASCII", (char *)(S), (SDL_strlen(S)+1))
#define WIN_UTF8ToString(S) SDL_iconv_string("ASCII", "UTF-8", (char *)(S), SDL_strlen(S)+1)
#endif
/* Sets an error message based on a given HRESULT */
extern int WIN_SetErrorFromHRESULT(const char *prefix, HRESULT hr);
/* Sets an error message based on GetLastError(). Always return -1. */
extern int WIN_SetError(const char *prefix);
/* Wrap up the oddities of CoInitialize() into a common function. */
extern HRESULT WIN_CoInitialize(void);
extern void WIN_CoUninitialize(void);
/* Returns SDL_TRUE if we're running on Windows Vista and newer */
extern BOOL WIN_IsWindowsVistaOrGreater();
#include <stdio.h>
#include <stdlib.h>
/* Include the SDL main definition header */
#include "SDL.h"
#include "SDL_main.h"
#ifdef main
# undef main
#endif /* main */
static void
UnEscapeQuotes(char *arg)
{
char *last = NULL;
while (*arg) {
if (*arg == '"' && (last != NULL && *last == '\\')) {
char *c_curr = arg;
char *c_last = last;
while (*c_curr) {
*c_last = *c_curr;
c_last = c_curr;
c_curr++;
}
*c_last = '\0';
}
last = arg;
arg++;
}
}
/* Parse a command line buffer into arguments */
static int
ParseCommandLine(char *cmdline, char **argv)
{
char *bufp;
char *lastp = NULL;
int argc, last_argc;
argc = last_argc = 0;
for (bufp = cmdline; *bufp;) {
/* Skip leading whitespace */
while (SDL_isspace(*bufp)) {
++bufp;
}
/* Skip over argument */
if (*bufp == '"') {
++bufp;
if (*bufp) {
if (argv) {
argv[argc] = bufp;
}
++argc;
}
/* Skip over word */
lastp = bufp;
while (*bufp && (*bufp != '"' || *lastp == '\\')) {
lastp = bufp;
++bufp;
}
} else {
if (*bufp) {
if (argv) {
argv[argc] = bufp;
}
++argc;
}
/* Skip over word */
while (*bufp && !SDL_isspace(*bufp)) {
++bufp;
}
}
if (*bufp) {
if (argv) {
*bufp = '\0';
}
++bufp;
}
/* Strip out \ from \" sequences */
if (argv && last_argc != argc) {
UnEscapeQuotes(argv[last_argc]);
}
last_argc = argc;
}
if (argv) {
argv[argc] = NULL;
}
return (argc);
}
/* Show an error message */
static void
ShowError(const char *title, const char *message)
{
/* If USE_MESSAGEBOX is defined, you need to link with user32.lib */
#ifdef USE_MESSAGEBOX
MessageBox(NULL, message, title, MB_ICONEXCLAMATION | MB_OK);
#else
fprintf(stderr, "%s: %s\n", title, message);
#endif
}
/* Pop up an out of memory message, returns to Windows */
static BOOL
OutOfMemory(void)
{
ShowError("Fatal Error", "Out of memory - aborting");
return FALSE;
}
#if defined(_MSC_VER)
/* The VC++ compiler needs main defined */
#define console_main main
#endif
/* This is where execution begins [console apps] */
int
console_main(int argc, char *argv[])
{
int status;
SDL_SetMainReady();
/* Run the application main() code */
status = SDL_main(argc, argv);
/* Exit cleanly, calling atexit() functions */
exit(status);
/* Hush little compiler, don't you cry... */
return 0;
}
/* This is where execution begins [windowed apps] */
int WINAPI
WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
{
char **argv;
int argc;
char *cmdline;
/* Grab the command line */
TCHAR *text = GetCommandLine();
#if UNICODE
cmdline = SDL_iconv_string("UTF-8", "UCS-2-INTERNAL", (char *)(text), (SDL_wcslen(text)+1)*sizeof(WCHAR));
#else
cmdline = SDL_strdup(text);
#endif
if (cmdline == NULL) {
return OutOfMemory();
}
/* Parse it into argv and argc */
argc = ParseCommandLine(cmdline, NULL);
argv = SDL_stack_alloc(char *, argc + 1);
if (argv == NULL) {
return OutOfMemory();
}
ParseCommandLine(cmdline, argv);
/* Run the main program */
console_main(argc, argv);
SDL_stack_free(argv);
SDL_free(cmdline);
/* Hush little compiler, don't you cry... */
return 0;
}
#endif /* __WIN32__ */
/* vi: set ts=4 sw=4 expandtab: */