+#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"
+#include "metascene.h"
+#include "datamap.h"
+static void draw_scene();
+
+long time_msec;
+int win_width, win_height;
bool opt_gear_wireframe;
+bool show_walk_mesh;
+
+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);
+
+ scn = new Scene(&texman);
+ if(!load_scene(scn, "data/museum.scene")) {
+ 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;
+}
+
+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);
+
+ if(show_walk_mesh && scn->walk_mesh) {
+ glPushAttrib(GL_ENABLE_BIT);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glDisable(GL_LIGHTING);
+
+ glColor3f(0.5, 0.4, 0.05);
+ scn->walk_mesh->draw();
+
+ glPopAttrib();
+ }
+}
+
+
+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) {
+ printf("key: %d (mod: %x)\n", key, app_get_modifiers());
+ switch(key) {
+ case 27:
+ app_quit();
+ break;
+
+ case 'w':
+ if(app_get_modifiers() & MOD_CTRL) {
+ show_walk_mesh = !show_walk_mesh;
+ }
+ 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;
+ }
+}