X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fapp.cc;h=065e5810ec8ff084a0fb45146d422fdfcb084937;hb=458f4c5972fc6b0ba43ea42c3b8d5c211d8f3f3d;hp=6125823c37583d51f76a1dcfc616e3694d231077;hpb=84484521a697fe60f63bff077b9ba7475a45e54e;p=laserbrain_demo diff --git a/src/app.cc b/src/app.cc index 6125823..065e581 100644 --- a/src/app.cc +++ b/src/app.cc @@ -1,3 +1,339 @@ +#include +#include #include "app.h" +#include "opengl.h" +#include "sdr.h" +#include "texture.h" +#include "mesh.h" +#include "meshgen.h" +#include "scene.h" +#include "metascene.h" +#include "datamap.h" +#include "ui.h" +static void draw_scene(); + +long time_msec; +int win_width, win_height; +float win_aspect; bool opt_gear_wireframe; + +static float cam_dist = 0.0; +static float cam_theta, cam_phi = 20; +static Vec3 cam_pos; +static float floor_y; // last floor height +static float user_eye_height = 165; + +static float walk_speed = 300.0f; +static bool show_walk_mesh, noclip = false; + +static int prev_mx, prev_my; +static bool bnstate[8]; +static bool keystate[256]; + +static Mat4 view_matrix; +static TextureSet texman; +static Scene *scn; +static unsigned int sdr; + +static long prev_msec; + + +bool app_init() +{ + glEnable(GL_FRAMEBUFFER_SRGB); + glEnable(GL_MULTISAMPLE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glEnable(GL_LIGHTING); + glEnable(GL_NORMALIZE); + + Mesh::use_custom_sdr_attr = false; + + float ambient[] = {0.0, 0.0, 0.0, 0.0}; + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); + + scn = new Scene(&texman); + if(!load_scene(scn, "data/museum.scene")) { + return false; + } + + // set initial cam_pos above the center of the walk mesh (if any) + if(scn->walk_mesh) { + Vec3 bcent; + float brad; + scn->walk_mesh->get_bsphere(&bcent, &brad); + + floor_y = bcent.y; + cam_pos = bcent + Vec3(0, user_eye_height, 0); + } + + if(!(sdr = create_program_load("sdr/test.v.glsl", "sdr/test.p.glsl"))) { + fprintf(stderr, "failed to load test shaders\n"); + return false; + } + set_uniform_int(sdr, "texmap", 0); + set_uniform_int(sdr, "lightmap", 1); + + glUseProgram(0); + return true; +} + +void app_cleanup() +{ + texman.clear(); +} + +static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv) +{ + Mesh *wm = scn->walk_mesh; + if(!wm) { + *newv = v; + return true; + } + + Ray downray = Ray(v, Vec3(0, -1, 0)); + HitPoint hit; + if(scn->walk_mesh->intersect(downray, &hit)) { + *newv = hit.pos; + newv->y += user_eye_height; + return true; + } + return false; +} + +static void update(float dt) +{ + texman.update(); + + scn->update(dt); + + float speed = walk_speed * dt; + Vec3 dir; + + if(keystate[(int)'w']) { + dir.z -= speed; + } + if(keystate[(int)'s']) { + dir.z += speed; + } + if(keystate[(int)'d']) { + dir.x += speed; + } + if(keystate[(int)'a']) { + dir.x -= speed; + } + if(keystate[(int)'q']) { + cam_pos.y += speed; + } + if(keystate[(int)'z']) { + cam_pos.y -= speed; + } + + float theta = M_PI * cam_theta / 180.0f; + Vec3 newpos; + newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z; + newpos.y = cam_pos.y; + newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z; + + if(noclip) { + cam_pos = newpos; + } else { + if(!constrain_walk_mesh(newpos, &cam_pos)) { + float dtheta = M_PI / 32.0; + float theta = dtheta; + Vec2 dir2d = newpos.xz() - cam_pos.xz(); + + for(int i=0; i<16; i++) { + Vec2 dvec = rotate(dir2d, theta); + Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y); + if(constrain_walk_mesh(pos, &cam_pos)) { + break; + } + dvec = rotate(dir2d, -theta); + pos = cam_pos + Vec3(dvec.x, 0, dvec.y); + if(constrain_walk_mesh(pos, &cam_pos)) { + break; + } + theta += dtheta; + } + } + floor_y = cam_pos.y - user_eye_height; + } +} + +static void set_light(int idx, const Vec3 &pos, const Vec3 &color) +{ + 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); +} + +void app_display() +{ + float dt = (float)(time_msec - prev_msec) / 1000.0f; + prev_msec = time_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); + view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z); + + 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(); + draw_ui(); + + app_swap_buffers(); + assert(glGetError() == GL_NO_ERROR); +} + + +static void draw_scene() +{ + glUseProgram(sdr); + scn->draw(); + glUseProgram(0); + + if(show_walk_mesh && scn->walk_mesh) { + glPushAttrib(GL_ENABLE_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE); + glDisable(GL_LIGHTING); + glEnable(GL_POLYGON_OFFSET_FILL); + + glPolygonOffset(-1, 1); + glDepthMask(0); + + glColor3f(0.3, 0.08, 0.01); + scn->walk_mesh->draw(); + + glDepthMask(1); + + glPopAttrib(); + } +} + + +void app_reshape(int x, int y) +{ + glViewport(0, 0, x, y); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(50.0, (float)x / (float)y, 1.0, 10000.0); +} + +void app_keyboard(int key, bool pressed) +{ + unsigned int mod = app_get_modifiers(); + + if(pressed) { + switch(key) { + case 27: + app_quit(); + break; + + case 'f': + app_toggle_fullscreen(); + break; + + case '`': + app_toggle_grab_mouse(); + show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released"); + break; + + case 'w': + if(mod & MOD_CTRL) { + show_walk_mesh = !show_walk_mesh; + show_message("walk mesh: %s", show_walk_mesh ? "on" : "off"); + } + break; + + case 'c': + if(mod & MOD_CTRL) { + noclip = !noclip; + show_message(noclip ? "no clip" : "clip"); + } + break; + + case '=': + walk_speed *= 1.25; + show_message("walk speed: %g", walk_speed); + break; + + case '-': + walk_speed *= 0.75; + show_message("walk speed: %g", walk_speed); + break; + } + } + + if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) { + keystate[key] = pressed; + } +} + +void app_mouse_button(int bn, bool pressed, int x, int y) +{ + prev_mx = x; + prev_my = y; + bnstate[bn] = pressed; +} + +static inline void mouse_look(int dx, int dy) +{ + cam_theta += dx * 0.5; + cam_phi += dy * 0.5; + + if(cam_phi < -90) cam_phi = -90; + if(cam_phi > 90) cam_phi = 90; +} + +static void mouse_zoom(int dx, int dy) +{ + cam_dist += dy * 0.1; + if(cam_dist < 0.0) cam_dist = 0.0; +} + +void app_mouse_motion(int x, int y) +{ + int dx = x - prev_mx; + int dy = y - prev_my; + prev_mx = x; + prev_my = y; + + if(!dx && !dy) return; + + if(bnstate[0]) { + mouse_look(dx, dy); + } + if(bnstate[2]) { + mouse_zoom(dx, dy); + } +} + +void app_mouse_delta(int dx, int dy) +{ + if(bnstate[2]) { + mouse_zoom(dx, dy); + } else { + mouse_look(dx, dy); + } +}