#include "mesh.h"
#include "meshgen.h"
#include "scene.h"
+#include "metascene.h"
+#include "datamap.h"
static void draw_scene();
int win_width, win_height;
bool opt_gear_wireframe;
-static float cam_dist = 10.0;
+static float cam_dist = 0.0;
static float cam_theta, cam_phi = 20;
static Vec3 cam_pos;
static int prev_mx, prev_my;
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);
Mesh::use_custom_sdr_attr = false;
- float ambient[] = {0.1, 0.1, 0.1, 0.0};
+ float ambient[] = {0.0, 0.0, 0.0, 0.0};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
- unsigned int sflags = 0;
- scn = new Scene;
+ scn = new Scene(&texman);
+ if(!load_scene(scn, "data/museum.scene")) {
+ return false;
+ }
+
+ /*
+ datamap_set_path("data");
+ if(!datamap_load_map("data.map")) {
+ fprintf(stderr, "failed to load datafile mappings\n");
+ }
+
+ unsigned int sflags = SCNLOAD_FLIPTEX;
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;
}
+ */
+
+ 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;
scn->update(dt);
- float walk_speed = 10.0 * dt;
+ float walk_speed = 2000.0 * dt;
Vec3 dir;
if(keystate[(int)'w']) {
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;
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);
+ view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(view_matrix[0]);
glVertex3f(-30, -10, -30);
glEnd();
*/
+
+ glUseProgram(sdr);
scn->draw();
+ glUseProgram(0);
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- gluPerspective(50.0, (float)x / (float)y, 0.5, 1000.0);
+ gluPerspective(50.0, (float)x / (float)y, 1.0, 10000.0);
}
void app_keyboard(int key, bool pressed)