X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fapp.cc;h=e9a4781b6330f62d48561322f775583c3b8611f2;hb=9802d969be55668e4dcc10fe427b0dcdeb6302be;hp=9245f06bf8adc627fea00361fc2303397b87301d;hpb=31e1ffedb543e048673b7ba969607fbb8214ac9a;p=laserbrain_demo diff --git a/src/app.cc b/src/app.cc index 9245f06..e9a4781 100644 --- a/src/app.cc +++ b/src/app.cc @@ -25,6 +25,8 @@ float win_aspect; bool fb_srgb; bool opt_gear_wireframe; +unsigned int sdr_ltmap, sdr_ltmap_notex; + static float cam_dist = 0.0; static float cam_theta, cam_phi = 20; static Vec3 cam_pos; @@ -40,11 +42,13 @@ static bool have_headtracking, should_swap; static int prev_mx, prev_my; static bool bnstate[8]; static bool keystate[256]; +static Vec2 joy_move, joy_look; +static float joy_deadzone = 0.01; static Mat4 view_matrix, mouse_view_matrix, proj_matrix; static TextureSet texman; static Scene *scn; -static unsigned int sdr, sdr_post_gamma; +static unsigned int sdr_post_gamma; static long prev_msec; @@ -92,7 +96,7 @@ bool app_init(int argc, char **argv) glClearColor(0.2, 0.2, 0.2, 1.0); scn = new Scene(&texman); - if(!load_scene(scn, "data/museum.scene")) { + if(!load_scene(scn, opt.scenefile ? opt.scenefile : "data/museum.scene")) { return false; } @@ -106,12 +110,15 @@ bool app_init(int argc, char **argv) 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"); + if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) { + return false; + } + + if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) { return false; } - set_uniform_int(sdr, "texmap", 0); - set_uniform_int(sdr, "lightmap", 1); + set_uniform_int(sdr_ltmap, "texmap", 0); + set_uniform_int(sdr_ltmap, "lightmap", 1); if(!fb_srgb) { sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl"); @@ -161,6 +168,31 @@ static void update(float dt) float speed = walk_speed * dt; Vec3 dir; + // joystick + float jdeadsq = joy_deadzone * joy_deadzone; + float jmove_lensq = length_sq(joy_move); + float jlook_lensq = length_sq(joy_look); + + if(jmove_lensq > jdeadsq) { + float len = sqrt(jmove_lensq); + jmove_lensq -= jdeadsq; + + float mag = len * len; + dir.x += mag * joy_move.x / len * 2.0 * speed; + dir.z += mag * joy_move.y / len * 2.0 * speed; + } + if(jlook_lensq > jdeadsq) { + float len = sqrt(jlook_lensq); + jlook_lensq -= jdeadsq; + + float mag = len * len; + cam_theta += mag * joy_look.x / len * 200.0 * dt; + cam_phi += mag * joy_look.y / len * 100.0 * dt; + if(cam_phi < -90.0f) cam_phi = -90.0f; + if(cam_phi > 90.0f) cam_phi = 90.0f; + } + + // keyboard move if(keystate[(int)'w']) { dir.z -= speed; } @@ -295,9 +327,7 @@ static void draw_scene() 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); - glUseProgram(sdr); scn->draw(); - glUseProgram(0); if(show_walk_mesh && scn->walk_mesh) { glPushAttrib(GL_ENABLE_BIT); @@ -306,6 +336,8 @@ static void draw_scene() glDisable(GL_LIGHTING); glEnable(GL_POLYGON_OFFSET_FILL); + glUseProgram(0); + glPolygonOffset(-1, 1); glDepthMask(0); @@ -337,8 +369,11 @@ void app_keyboard(int key, bool pressed) app_quit(); break; - case 'f': - app_toggle_fullscreen(); + case '\n': + case '\r': + if(mod & MOD_ALT) { + app_toggle_fullscreen(); + } break; case '`': @@ -360,6 +395,23 @@ void app_keyboard(int key, bool pressed) } break; + case 'f': + { + static float prev_walk_speed = -1.0; + if(prev_walk_speed < 0.0) { + noclip = true; + prev_walk_speed = walk_speed; + walk_speed = 1000.0; + show_message("fly mode\n"); + } else { + noclip = false; + walk_speed = prev_walk_speed; + prev_walk_speed = -1.0; + show_message("walk mode\n"); + } + } + break; + case 'p': if(mod & MOD_CTRL) { fb_srgb = !fb_srgb; @@ -442,3 +494,26 @@ void app_mouse_delta(int dx, int dy) mouse_look(dx * mouse_speed, dy * mouse_speed); } } + +void app_gamepad_axis(int axis, float val) +{ + switch(axis) { + case 0: + joy_move.x = val; + break; + case 1: + joy_move.y = val; + break; + + case 2: + joy_look.x = val; + break; + case 3: + joy_look.y = val; + break; + } +} + +void app_gamepad_button(int bn, bool pressed) +{ +}