#include "scene.h"
#include "metascene.h"
#include "datamap.h"
+#include "ui.h"
static void draw_scene();
long time_msec;
int win_width, win_height;
+float win_aspect;
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 float floor_y; // last floor height
+static float user_eye_height = 165;
+
+static float walk_speed = 400.0f;
+static bool show_walk_mesh, noclip = false;
+
static int prev_mx, prev_my;
static bool bnstate[8];
static bool keystate[256];
return false;
}
+ // set initial cam_pos above the center of the walk mesh (if any)
+ if(scn->walk_mesh) {
+ Vec3 bcent;
+ float brad;
+ scn->walk_mesh->get_bsphere(&bcent, &brad);
+
+ floor_y = bcent.y;
+ 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");
return false;
texman.clear();
}
+static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
+{
+ Mesh *wm = scn->walk_mesh;
+ if(!wm) {
+ *newv = v;
+ return true;
+ }
+
+ Ray downray = Ray(v, Vec3(0, -1, 0));
+ HitPoint hit;
+ if(scn->walk_mesh->intersect(downray, &hit)) {
+ *newv = hit.pos;
+ newv->y += user_eye_height;
+ return true;
+ }
+ return false;
+}
+
static void update(float dt)
{
texman.update();
scn->update(dt);
- float walk_speed = 2000.0 * dt;
+ float speed = walk_speed * dt;
Vec3 dir;
if(keystate[(int)'w']) {
- dir.z -= walk_speed;
+ dir.z -= speed;
}
if(keystate[(int)'s']) {
- dir.z += walk_speed;
+ dir.z += speed;
}
if(keystate[(int)'d']) {
- dir.x += walk_speed;
+ dir.x += speed;
}
if(keystate[(int)'a']) {
- dir.x -= walk_speed;
+ dir.x -= speed;
}
if(keystate[(int)'q']) {
- cam_pos.y += walk_speed;
+ cam_pos.y += speed;
}
if(keystate[(int)'z']) {
- cam_pos.y -= walk_speed;
+ cam_pos.y -= 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;
+ Vec3 newpos;
+ newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
+ newpos.y = cam_pos.y;
+ newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
+
+ if(noclip) {
+ cam_pos = newpos;
+ } else {
+ if(!constrain_walk_mesh(newpos, &cam_pos)) {
+ float dtheta = M_PI / 32.0;
+ float theta = dtheta;
+ Vec2 dir2d = newpos.xz() - cam_pos.xz();
+
+ for(int i=0; i<16; i++) {
+ Vec2 dvec = rotate(dir2d, theta);
+ Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
+ if(constrain_walk_mesh(pos, &cam_pos)) {
+ break;
+ }
+ dvec = rotate(dir2d, -theta);
+ pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
+ if(constrain_walk_mesh(pos, &cam_pos)) {
+ break;
+ }
+ theta += dtheta;
+ }
+ }
+ floor_y = cam_pos.y - user_eye_height;
+ }
}
static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
update(dt);
draw_scene();
+ draw_ui();
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);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_LIGHTING);
+ glEnable(GL_POLYGON_OFFSET_FILL);
- glColor3f(0.5, 0.4, 0.05);
+ glPolygonOffset(-1, 1);
+ glDepthMask(0);
+
+ glColor3f(0.3, 0.08, 0.01);
scn->walk_mesh->draw();
+ glDepthMask(1);
+
glPopAttrib();
}
}
void app_keyboard(int key, bool pressed)
{
+ unsigned int mod = app_get_modifiers();
+
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) {
+ if(mod & MOD_CTRL) {
show_walk_mesh = !show_walk_mesh;
+ show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
}
break;
+
+ case 'c':
+ if(mod & MOD_CTRL) {
+ noclip = !noclip;
+ show_message(noclip ? "no clip" : "clip");
+ }
+ break;
+
+ case '=':
+ walk_speed *= 1.25;
+ show_message("walk speed: %g", walk_speed);
+ break;
+
+ case '-':
+ walk_speed *= 0.75;
+ show_message("walk speed: %g", walk_speed);
+ break;
}
}
- keystate[key] = pressed;
+ if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
+ keystate[key] = pressed;
+ }
}
void app_mouse_button(int bn, bool pressed, int x, int y)
if(!dx && !dy) return;
+ app_mouse_delta(dx, dy);
+}
+
+void app_mouse_delta(int dx, int dy)
+{
if(bnstate[0]) {
cam_theta += dx * 0.5;
cam_phi += dy * 0.5;