X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fapp.cc;h=6cb808c9fd050f6e28a68f6322f2eac8a6d4df1b;hb=572bf1ef8d54ef5a7cba7cdf38515cb16c4c312c;hp=6125823c37583d51f76a1dcfc616e3694d231077;hpb=84484521a697fe60f63bff077b9ba7475a45e54e;p=laserbrain_demo diff --git a/src/app.cc b/src/app.cc index 6125823..6cb808c 100644 --- a/src/app.cc +++ b/src/app.cc @@ -1,3 +1,242 @@ +#include +#include #include "app.h" +#include "opengl.h" +#include "sdr.h" +#include "texture.h" +#include "mesh.h" +#include "meshgen.h" +#include "scene.h" +#include "datamap.h" +static void draw_scene(); + +long time_msec; +int win_width, win_height; bool opt_gear_wireframe; + +static float cam_dist = 0.0; +static float cam_theta, cam_phi = 20; +static Vec3 cam_pos; +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); + + datamap_set_path("data"); + if(!datamap_load_map("data.map")) { + fprintf(stderr, "failed to load datafile mappings\n"); + } + + unsigned int sflags = SCNLOAD_FLIPTEX; + scn = new Scene(&texman); + if(!(scn->load("data/testscene/patoma.fbx", sflags)) || + !(scn->load("data/testscene/kolones.fbx", sflags))) { + fprintf(stderr, "failed to load test scene\n"); + return false; + } + + // hardcoded texture assignment hack + Texture *tex_kolones_lightmap = texman.get_texture("data/testscene/kolones_lighmap.jpg", TEX_2D); + Texture *tex_patoma_lightmap = texman.get_texture("data/testscene/patomacorona_lightmap.jpg", TEX_2D); + + /* + for(int i=0; i<(int)scn->objects.size(); i++) { + Object *obj = scn->objects[i]; + if(obj->mtl.name == "WiteMarble") { + obj->mtl.add_texture(tex_patoma_lightmap, MTL_TEX_LIGHTMAP); + } else if(obj->mtl.name == "BrownMarble") { + obj->mtl.add_texture(tex_patoma_lightmap, MTL_TEX_LIGHTMAP); + } else if(obj->mtl.name == "GiroGiroMarmaro") { + obj->mtl.add_texture(tex_patoma_lightmap, MTL_TEX_LIGHTMAP); + } else if(obj->mtl.name == "KentrikoKafeMarmaro") { + obj->mtl.add_texture(tex_patoma_lightmap, MTL_TEX_LIGHTMAP); + + } else if(obj->mtl.name == "SkouroGrizoMarmaro") { + obj->mtl.add_texture(tex_kolones_lightmap, MTL_TEX_LIGHTMAP); + } else if(obj->mtl.name == "PalioMarmaro") { + obj->mtl.add_texture(tex_kolones_lightmap, MTL_TEX_LIGHTMAP); + } + } + */ + + 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 void update(float dt) +{ + texman.update(); + + scn->update(dt); + + float walk_speed = 2000.0 * dt; + Vec3 dir; + + if(keystate[(int)'w']) { + dir.z -= walk_speed; + } + if(keystate[(int)'s']) { + dir.z += walk_speed; + } + if(keystate[(int)'d']) { + dir.x += walk_speed; + } + if(keystate[(int)'a']) { + dir.x -= walk_speed; + } + if(keystate[(int)'q']) { + cam_pos.y += walk_speed; + } + if(keystate[(int)'z']) { + cam_pos.y -= walk_speed; + } + + float theta = M_PI * cam_theta / 180.0f; + cam_pos.x += cos(theta) * dir.x - sin(theta) * dir.z; + cam_pos.z += sin(theta) * dir.x + cos(theta) * dir.z; +} + +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(); + + app_swap_buffers(); + assert(glGetError() == GL_NO_ERROR); +} + + +static void draw_scene() +{ + /* + glBegin(GL_QUADS); + glNormal3f(0, 1, 0); + glVertex3f(-30, -10, 30); + glVertex3f(30, -10, 30); + glVertex3f(30, -10, -30); + glVertex3f(-30, -10, -30); + glEnd(); + */ + + glUseProgram(sdr); + scn->draw(); + glUseProgram(0); +} + + +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) +{ + if(pressed) { + switch(key) { + case 27: + app_quit(); + break; + } + } + + keystate[key] = pressed; +} + +void app_mouse_button(int bn, bool pressed, int x, int y) +{ + prev_mx = x; + prev_my = y; + bnstate[bn] = pressed; +} + +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]) { + cam_theta += dx * 0.5; + cam_phi += dy * 0.5; + + if(cam_phi < -90) cam_phi = -90; + if(cam_phi > 90) cam_phi = 90; + } + if(bnstate[2]) { + cam_dist += dy * 0.1; + if(cam_dist < 0.0) cam_dist = 0.0; + } +}