#include <stdlib.h>
#include <assert.h>
#include <GL/glew.h>
-#ifdef __APPLE__
-#include <GLUT/glut.h>
-#else
-#include <GL/glut.h>
-#endif
+#include <SDL2/SDL.h>
#include "app.h"
-#include "sdr.h"
-#include "shadow.h"
-#include "texture.h"
-#include "mesh.h"
-#include "meshgen.h"
-static bool init();
-static void cleanup();
-static void display();
-static void idle();
-static void draw_scene();
-static void reshape(int x, int y);
-static void keyb(unsigned char key, int x, int y);
-static void mouse(int bn, int st, int x, int y);
-static void motion(int x, int y);
-static void passive_motion(int x, int y);
+static bool init(int argc, char **argv);
+static void process_event(SDL_Event *ev);
+static void proc_modkeys();
-static int win_width, win_height;
+static SDL_Window *win;
+static SDL_GLContext ctx;
+static bool fullscreen, mouse_grabbed;
+static bool quit;
-static float cam_dist = 0.25;
-static float cam_theta, cam_phi = 20;
-static int prev_mx, prev_my;
-static bool bnstate[8];
+static unsigned int start_time;
+static unsigned int modkeys;
-static Mat4 view_matrix;
-
-static unsigned int start_time, prev_msec;
-
-static TextureSet texman;
+SDL_GameController *gamepad;
+static int scale_factor = 1;
int main(int argc, char **argv)
{
- glutInitWindowSize(1024, 768);
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_MULTISAMPLE);
- glutCreateWindow("demo");
-
- glutDisplayFunc(display);
- glutIdleFunc(idle);
- glutReshapeFunc(reshape);
- glutKeyboardFunc(keyb);
- glutMouseFunc(mouse);
- glutMotionFunc(motion);
- glutPassiveMotionFunc(passive_motion);
-
- if(!init()) {
+ if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
+ fprintf(stderr, "failed to initialize SDL\n");
return 1;
}
- atexit(cleanup);
- glutMainLoop();
- return 0;
-}
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
+ SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
+
+ int defpos = SDL_WINDOWPOS_UNDEFINED;
+ unsigned int sdlflags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
+
+ if(!(win = SDL_CreateWindow("demo", defpos, defpos, 1024, 768, sdlflags))) {
+ // try again without sRGB capability
+ SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 0);
+ if(!(win = SDL_CreateWindow("demo", defpos, defpos, 1024, 768, sdlflags))) {
+ fprintf(stderr, "failed to create window\n");
+ SDL_Quit();
+ return 1;
+ }
+ fprintf(stderr, "failed to get an sRGB framebuffer.\n");
+ }
+ int val;
+ SDL_GL_GetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, &val);
+ printf("SDL says we %s an sRGB framebuffer\n", val ? "got" : "didn't get");
-static bool init()
-{
- glewInit();
+ if(!(ctx = SDL_GL_CreateContext(win))) {
+ fprintf(stderr, "failed to create OpenGL context\n");
+ SDL_Quit();
+ return 1;
+ }
+ SDL_GL_GetDrawableSize(win, &win_width, &win_height);
+ win_aspect = (float)win_width / (float)win_height;
+
+ printf("detected %d joysticks\n", SDL_NumJoysticks());
+ for(int i=0; i<SDL_NumJoysticks(); i++) {
+ if(SDL_IsGameController(i)) {
+ if(!(gamepad = SDL_GameControllerOpen(i))) {
+ fprintf(stderr, "failed to open game controller %i: %s\n", i, SDL_GetError());
+ continue;
+ }
+ printf("Using gamepad: %s\n", SDL_GameControllerNameForIndex(i));
+ }
+ }
- glEnable(GL_MULTISAMPLE);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
- glEnable(GL_NORMALIZE);
+ if(!init(argc, argv)) {
+ SDL_Quit();
+ return 1;
+ }
+ app_reshape(win_width, win_height);
- Mesh::use_custom_sdr_attr = false;
+ while(!quit) {
+ SDL_Event ev;
- float ambient[] = {0.1, 0.1, 0.1, 0.0};
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+ time_msec = SDL_GetTicks() - start_time;
+ while(SDL_PollEvent(&ev)) {
+ process_event(&ev);
+ if(quit) goto break_evloop;
+ }
- glUseProgram(0);
+ app_display();
+ }
+break_evloop:
- start_time = glutGet(GLUT_ELAPSED_TIME);
- return true;
+ app_cleanup();
+ SDL_Quit();
+ return 0;
}
-static void cleanup()
+void app_swap_buffers()
{
- texman.clear();
+ SDL_GL_SwapWindow(win);
}
-static void update(float dt)
+void app_quit()
{
- texman.update();
+ quit = true;
}
-static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
+unsigned int app_get_modifiers()
{
- unsigned int lt = GL_LIGHT0 + idx;
- float posv[] = { pos.x, pos.y, pos.z, 1 };
- float colv[] = { color.x, color.y, color.z, 1 };
-
- glEnable(lt);
- glLightfv(lt, GL_POSITION, posv);
- glLightfv(lt, GL_DIFFUSE, colv);
- glLightfv(lt, GL_SPECULAR, colv);
+ return modkeys;
}
-static void display()
+void app_resize(int x, int y)
{
- unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
- float dt = (float)(msec - prev_msec) / 1000.0f;
- prev_msec = msec;
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- view_matrix = Mat4::identity;
- view_matrix.pre_translate(0, 0, -cam_dist);
- view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
- view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(view_matrix[0]);
-
- static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
- set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
- set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
- set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
-
- update(dt);
-
- draw_scene();
-
- glutSwapBuffers();
- assert(glGetError() == GL_NO_ERROR);
+ SDL_SetWindowSize(win, x, y);
}
-static void idle()
+void app_fullscreen(bool fs)
{
- glutPostRedisplay();
+ SDL_SetWindowFullscreen(win, fs ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
+ fullscreen = fs;
}
-static void draw_scene()
+void app_toggle_fullscreen()
{
- glBegin(GL_QUADS);
- glNormal3f(0, 1, 0);
- glVertex3f(-30, -10, 30);
- glVertex3f(30, -10, 30);
- glVertex3f(30, -10, -30);
- glVertex3f(-30, -10, -30);
- glEnd();
+ app_fullscreen(!fullscreen);
}
-static void reshape(int x, int y)
+bool app_is_fullscreen()
{
- win_width = x;
- win_height = y;
-
- glViewport(0, 0, x, y);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
+ return fullscreen;
}
-static void keyb(unsigned char key, int x, int y)
+void app_grab_mouse(bool grab)
{
- switch(key) {
- case 27:
- exit(0);
+ if(grab) {
+ SDL_WarpMouseInWindow(win, win_width / 2, win_height / 2);
}
+ //SDL_SetWindowGrab(win, grab ? SDL_TRUE : SDL_FALSE);
+ //SDL_ShowCursor(grab ? 1 : 0);
+ SDL_SetRelativeMouseMode(grab ? SDL_TRUE : SDL_FALSE);
+ mouse_grabbed = grab;
}
-static void mouse(int bn, int st, int x, int y)
+void app_toggle_grab_mouse()
{
- int bidx = bn - GLUT_LEFT_BUTTON;
- bool down = st == GLUT_DOWN;
-
- prev_mx = x;
- prev_my = y;
- bnstate[bidx] = down;
+ app_grab_mouse(!mouse_grabbed);
}
-static void motion(int x, int y)
+bool app_is_mouse_grabbed()
{
- int dx = x - prev_mx;
- int dy = y - prev_my;
- prev_mx = x;
- prev_my = y;
+ return mouse_grabbed;
+}
- if(!dx && !dy) return;
- if(bnstate[0]) {
- cam_theta += dx * 0.5;
- cam_phi += dy * 0.5;
+static bool init(int argc, char **argv)
+{
+ glewInit();
- if(cam_phi < -90) cam_phi = -90;
- if(cam_phi > 90) cam_phi = 90;
- glutPostRedisplay();
+ if(!app_init(argc, argv)) {
+ return false;
}
- if(bnstate[2]) {
- cam_dist += dy * 0.01;
- if(cam_dist < 0.0) cam_dist = 0.0;
- glutPostRedisplay();
+
+ start_time = SDL_GetTicks();
+ return true;
+}
+
+static void process_event(SDL_Event *ev)
+{
+ switch(ev->type) {
+ case SDL_QUIT:
+ quit = true;
+ break;
+
+ case SDL_KEYDOWN:
+ case SDL_KEYUP:
+ proc_modkeys();
+ app_keyboard(ev->key.keysym.sym, ev->key.state == SDL_PRESSED);
+ break;
+
+ case SDL_MOUSEBUTTONDOWN:
+ case SDL_MOUSEBUTTONUP:
+ proc_modkeys();
+ app_mouse_button(ev->button.button - SDL_BUTTON_LEFT, ev->button.state == SDL_PRESSED,
+ ev->button.x * scale_factor, ev->button.y * scale_factor);
+ break;
+
+ case SDL_MOUSEMOTION:
+ if(mouse_grabbed) {
+ app_mouse_delta(ev->motion.xrel, ev->motion.yrel);
+ } else {
+ app_mouse_motion(ev->motion.x * scale_factor, ev->motion.y * scale_factor);
+ }
+ break;
+
+ case SDL_WINDOWEVENT:
+ if(ev->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
+ SDL_GL_GetDrawableSize(win, &win_width, &win_height);
+ win_aspect = (float)win_width / (float)win_height;
+ scale_factor = win_width / ev->window.data1;
+ app_reshape(win_width, win_height);
+ }
+ break;
+
+ case SDL_CONTROLLERAXISMOTION:
+ app_gamepad_axis(ev->caxis.axis, ev->caxis.value / 32768.0f);
+ break;
+
+ case SDL_CONTROLLERBUTTONDOWN:
+ case SDL_CONTROLLERBUTTONUP:
+ app_gamepad_button(ev->cbutton.button, ev->type == SDL_CONTROLLERBUTTONDOWN);
+ break;
}
}
-static void passive_motion(int x, int y)
+static void proc_modkeys()
{
- prev_mx = x;
- prev_my = y;
+ modkeys = 0;
+ SDL_Keymod sdlmod = SDL_GetModState();
+ if(sdlmod & KMOD_SHIFT) {
+ modkeys |= MOD_SHIFT;
+ }
+ if(sdlmod & KMOD_ALT) {
+ modkeys |= MOD_ALT;
+ }
+ if(sdlmod & KMOD_CTRL) {
+ modkeys |= MOD_CTRL;
+ }
}