foo
[laserbrain_demo] / src / app.cc
index 6125823..0869399 100644 (file)
@@ -1,3 +1,194 @@
+#include <stdio.h>
+#include <assert.h>
 #include "app.h"
+#include "opengl.h"
+#include "sdr.h"
+#include "texture.h"
+#include "mesh.h"
+#include "meshgen.h"
+#include "scene.h"
 
+static void draw_scene();
+
+long time_msec;
+int win_width, win_height;
 bool opt_gear_wireframe;
+
+static float cam_dist = 10.0;
+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 long prev_msec;
+
+
+bool app_init()
+{
+       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[] = {0.1, 0.1, 0.1, 0.0};
+       glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+
+       unsigned int sflags = 0;
+       scn = new Scene;
+       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;
+       }
+
+       glUseProgram(0);
+       return true;
+}
+
+void app_cleanup()
+{
+       texman.clear();
+}
+
+static void update(float dt)
+{
+       texman.update();
+
+       scn->update(dt);
+
+       float walk_speed = 10.0 * 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;
+       }
+
+       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, 0, -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();
+       */
+       scn->draw();
+}
+
+
+void app_reshape(int x, int y)
+{
+       glViewport(0, 0, x, y);
+
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       gluPerspective(50.0, (float)x / (float)y, 0.5, 1000.0);
+}
+
+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;
+       }
+}