12 void reg_whitted(void);
14 int win_width, win_height;
18 struct dtx_font *fnt_ui;
23 static int reshape_pending;
24 static unsigned int sdr_gamma;
30 if(init_opengl() == -1) {
34 glEnable(GL_DEPTH_TEST);
35 glEnable(GL_CULL_FACE);
37 glEnable(GL_FRAMEBUFFER_SRGB);
40 glEnable(GL_MULTISAMPLE);
49 if(!(fnt_ui = dtx_open_font_glyphmap("data/ui.glyphmap"))) {
50 fprintf(stderr, "failed to open ui font\n");
53 fnt_ui_size = dtx_get_glyphmap_ptsize(dtx_get_glyphmap(fnt_ui, 0));
54 dtx_prepare_range(fnt_ui, fnt_ui_size, 32, 127);
58 if(!(sdr_gamma = create_program_load("sdr/post.v.glsl", "sdr/gamma.p.glsl"))) {
59 fprintf(stderr, "Warning: failed to load the gamma correction shader\n");
64 for(i=0; i<num_parts; i++) {
65 if(parts[i]->init() == -1) {
66 fprintf(stderr, "part %s init failed\n", parts[i]->name);
71 switch_part(parts[0]);
75 void demo_cleanup(void)
80 glDeleteProgram(sdr_gamma);
84 for(i=0; i<num_parts; i++) {
88 dtx_close_font(fnt_ui);
91 void demo_display(void)
96 post_reshape(win_width, win_height);
100 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
102 if(!cur_part) return;
104 part_time = time_msec - cur_part->start_time;
105 if(part_time < cur_part->in_time) {
106 float t = (float)part_time / cur_part->in_time;
109 long prev_part_time = time_msec - prev_part->start_time;
110 if(prev_part->draw_out) {
111 prev_part->draw_out(prev_part_time, t);
113 prev_part->draw(prev_part_time);
117 if(cur_part->draw_in) {
118 cur_part->draw_in(part_time, t);
120 cur_part->draw(part_time);
124 cur_part->draw(part_time);
127 /* no-srgb gamma correction fallback */
129 glBindTexture(GL_TEXTURE_2D, post_fbtex[0].id);
130 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, win_width, win_height);
132 glUseProgram(sdr_gamma);
133 overlay_tex(post_fbtex, 1.0);
137 static long frames, prev_upd, fps;
142 dt = time_msec - prev_upd;
144 fps = ((frames * 1000 << 8) + 128) / dt;
146 prev_upd = time_msec;
149 print_text(win_width - 80, 20, 1.0, 0.8, 0.1, "fps: %ld.%ld", fps >> 8, ((fps & 0xff) * 10) >> 8);
155 void demo_reshape(int x, int y)
161 win_aspect = (float)x / (float)y;
163 glViewport(0, 0, x, y);
165 glMatrixMode(GL_PROJECTION);
167 gluPerspective(50.0, win_aspect, 0.5, 500.0);
169 imtk_set_viewport(x, y);
172 void demo_keyboard(int key, int st)
186 if(cur_part && cur_part->keyboard) {
187 cur_part->keyboard(key, st);
192 void demo_mbutton(int bn, int st, int x, int y)
194 if(cur_part && cur_part->mbutton) {
195 cur_part->mbutton(bn, st, x, y);
199 void demo_mmotion(int x, int y)
201 if(cur_part && cur_part->mmotion) {
202 cur_part->mmotion(x, y);
206 void demo_sball_motion(int x, int y, int z)
210 void demo_sball_rotate(int x, int y, int z)
214 void demo_sball_button(int bn, int st)