- only enable sRGB if we got an sRGB framebuffer.
[laserbrain_demo] / src / main.cc
index 6a296b9..d24428c 100644 (file)
 #include <stdlib.h>
 #include <assert.h>
 #include <GL/glew.h>
-#ifdef __APPLE__
-#include <GLUT/glut.h>
-#else
-#include <GL/glut.h>
-#endif
+#include <SDL2/SDL.h>
 #include "app.h"
-#include "sdr.h"
-#include "shadow.h"
-#include "texture.h"
-#include "machine.h"
-#include "meshgen.h"
-#include "mparser.h"
-
-static bool init();
-static void cleanup();
-static void display();
-static void idle();
-static void draw_scene();
-static void draw_gears();
-static void reshape(int x, int y);
-static void keyb(unsigned char key, int x, int y);
-static void mouse(int bn, int st, int x, int y);
-static void motion(int x, int y);
-static void passive_motion(int x, int y);
-static Gear *pick_gear(int x, int y);
-
-static int win_width, win_height;
-
-static float cam_dist = 0.25;
-static float cam_theta, cam_phi = 20;
-static int prev_mx, prev_my;
-static bool bnstate[8];
-
-static Mat4 view_matrix;
-
-static unsigned int start_time, prev_msec;
-static Machine *machine;
-static Gear *hover_gear, *sel_gear;
-static HitPoint pick_hit;
-static Vec3 sel_hit_pos;
-
-static unsigned int sdr_shadow_notex;
-static int dbg_show_shadowmap;
-
-static TextureSet texman;
-static Texture *envmap;
-static Mesh *skydome;
-static unsigned int sdr_skydome;
 
+static bool init(int argc, char **argv);
+static void process_event(SDL_Event *ev);
+static void proc_modkeys();
+
+static SDL_Window *win;
+static SDL_GLContext ctx;
+static bool fullscreen, mouse_grabbed;
+static bool quit;
+
+static unsigned int start_time;
+static unsigned int modkeys;
+
+SDL_GameController *gamepad;
+
+static int scale_factor = 1;
 
 int main(int argc, char **argv)
 {
-       glutInitWindowSize(1024, 768);
-       glutInit(&argc, argv);
-       glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_MULTISAMPLE);
-       glutCreateWindow("Antikythera");
-
-       glutDisplayFunc(display);
-       glutIdleFunc(idle);
-       glutReshapeFunc(reshape);
-       glutKeyboardFunc(keyb);
-       glutMouseFunc(mouse);
-       glutMotionFunc(motion);
-       glutPassiveMotionFunc(passive_motion);
-
-       if(!init()) {
+       if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
+               fprintf(stderr, "failed to initialize SDL\n");
                return 1;
        }
-       atexit(cleanup);
 
-       glutMainLoop();
-       return 0;
-}
+       SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
+       SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
+       SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1);
 
-static bool init()
-{
-       glewInit();
-
-       glEnable(GL_MULTISAMPLE);
-       glEnable(GL_DEPTH_TEST);
-       glEnable(GL_CULL_FACE);
-       glEnable(GL_LIGHTING);
-       glEnable(GL_NORMALIZE);
+       int defpos = SDL_WINDOWPOS_UNDEFINED;
+       unsigned int sdlflags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
 
-       Mesh::use_custom_sdr_attr = false;
-
-       machine = new Machine;
-       if(!parse_machine(machine, "data/test.machine")) {
-               fprintf(stderr, "failed to parse machine\n");
-               return false;
+       if(!(win = SDL_CreateWindow("demo", defpos, defpos, 1024, 768, sdlflags))) {
+               // try again without sRGB capability
+               SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 0);
+               if(!(win = SDL_CreateWindow("demo", defpos, defpos, 1024, 768, sdlflags))) {
+                       fprintf(stderr, "failed to create window\n");
+                       SDL_Quit();
+                       return 1;
+               }
+               fprintf(stderr, "failed to get an sRGB framebuffer.\n");
        }
-
-       /*
-       const float pitch = 10.0f;
-
-       Gear *gear1 = new Gear;
-       gear1->pos = Vec3(-50, 0, 0);
-       gear1->set_teeth(16, pitch);
-       gear1->gen_mesh();
-       gear1->color = Vec3(0.35, 0.6, 0.8);
-       machine->add_gear(gear1);
-
-       Gear *gear2 = new Gear;
-       gear2->set_teeth(32, pitch);
-       gear2->pos = gear1->pos + Vec3(gear1->radius + gear2->radius - gear1->teeth_length * 0.75, 0, 0);
-       gear2->thickness = 5;
-       gear2->gen_mesh();
-       machine->add_gear(gear2);
-
-       Gear *gear3 = new Gear;
-       gear3->set_teeth(8, pitch);
-       gear3->pos = gear2->pos + Vec3(0, gear2->radius + gear3->radius - gear2->teeth_length * 0.75, 0);
-       gear3->gen_mesh();
-       machine->add_gear(gear3);
-       gear3->color = Vec3(0.5, 0.8, 0.6);
-
-       Gear *subgear = new Gear;
-       subgear->set_teeth(10, pitch);
-       subgear->pos = Vec3(0, 0, (gear2->thickness + subgear->thickness) / 2 + 1);
-       subgear->gen_mesh();
-       gear2->attach(subgear);
-       machine->add_gear(subgear);
-       subgear->color = Vec3(0.8, 0.7, 0.5);
-       */
-
-       //machine->add_motor(0, 1.0);
-
-       // shadows
-       init_shadow(2048);
-
-       if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
-               return false;
+       int val;
+       SDL_GL_GetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, &val);
+       printf("SDL says we %s an sRGB framebuffer\n", val ? "got" : "didn't get");
+       fb_srgb = val;
+
+       if(!(ctx = SDL_GL_CreateContext(win))) {
+               fprintf(stderr, "failed to create OpenGL context\n");
+               SDL_Quit();
+               return 1;
+       }
+       SDL_GL_GetDrawableSize(win, &win_width, &win_height);
+       win_aspect = (float)win_width / (float)win_height;
+
+       printf("detected %d joysticks\n", SDL_NumJoysticks());
+       for(int i=0; i<SDL_NumJoysticks(); i++) {
+               if(SDL_IsGameController(i)) {
+                       if(!(gamepad = SDL_GameControllerOpen(i))) {
+                               fprintf(stderr, "failed to open game controller %i: %s\n", i, SDL_GetError());
+                               continue;
+                       }
+                       printf("Using gamepad: %s\n", SDL_GameControllerNameForIndex(i));
+               }
        }
-       set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
-       set_uniform_int(sdr_shadow_notex, "envmap", 2);
 
-       float ambient[] = {0.1, 0.1, 0.1, 0.0};
-       glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+       if(!init(argc, argv)) {
+               SDL_Quit();
+               return 1;
+       }
+       app_reshape(win_width, win_height);
 
-       // env
-       envmap = texman.get_texture("data/stpeters_cross.jpg", TEX_CUBE);
+       while(!quit) {
+               SDL_Event ev;
 
-       skydome = new Mesh;
-       gen_sphere(skydome, 1.0, 16, 8);
-       skydome->flip_faces();
+               time_msec = SDL_GetTicks() - start_time;
+               while(SDL_PollEvent(&ev)) {
+                       process_event(&ev);
+                       if(quit) goto break_evloop;
+               }
 
-       if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
-               return false;
+               app_display();
        }
-       glUseProgram(0);
+break_evloop:
 
-       start_time = glutGet(GLUT_ELAPSED_TIME);
-       return true;
+       app_cleanup();
+       SDL_Quit();
+       return 0;
 }
 
-static void cleanup()
+void app_swap_buffers()
 {
-       texman.clear();
-       delete machine;
+       SDL_GL_SwapWindow(win);
 }
 
-static void update(float dt)
+void app_quit()
 {
-       texman.update();
-
-       machine->update(dt);
-
-       if(sel_gear) {
-       }
-
-       hover_gear = pick_gear(prev_mx, prev_my);
+       quit = true;
 }
 
-static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
+unsigned int app_get_modifiers()
 {
-       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);
+       return modkeys;
 }
 
-static void display()
+void app_resize(int x, int y)
 {
-       unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
-       float dt = (float)(msec - prev_msec) / 1000.0f;
-       prev_msec = 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);
-
-       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);
-
-       // shadowmap pass
-       begin_shadow_pass(lpos[0], Vec3(0, 0, 0), 0.2, 100, 150);
-       draw_scene();
-       end_shadow_pass();
-
-       // regular pass
-       const Mat4 &shadow_matrix = get_shadow_matrix();
-       Mat4 env_matrix = transpose(view_matrix.upper3x3());
-       set_uniform_matrix4(sdr_shadow_notex, "envmap_matrix", env_matrix[0]);
-
-       glActiveTexture(GL_TEXTURE1);
-       glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
-       glMatrixMode(GL_TEXTURE);
-       glLoadMatrixf(shadow_matrix[0]);
-
-       glActiveTexture(GL_TEXTURE2);
-       glBindTexture(GL_TEXTURE_CUBE_MAP, envmap->get_id());
-
-       glActiveTexture(GL_TEXTURE0);
-       glMatrixMode(GL_MODELVIEW);
-
-       draw_scene();
-
-       glMatrixMode(GL_TEXTURE);
-       glLoadIdentity();
-       glMatrixMode(GL_MODELVIEW);
-
-
-       if(dbg_show_shadowmap) {
-               glMatrixMode(GL_PROJECTION);
-               glPushMatrix();
-               glLoadIdentity();
-               glMatrixMode(GL_MODELVIEW);
-               glPushMatrix();
-               glLoadIdentity();
-               glMatrixMode(GL_TEXTURE);
-               glLoadIdentity();
-
-               glPushAttrib(GL_ENABLE_BIT);
-               glUseProgram(0);
-               glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
-               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
-               glEnable(GL_TEXTURE_2D);
-               glDisable(GL_DEPTH_TEST);
-               glDisable(GL_LIGHTING);
-               glDisable(GL_BLEND);
-
-               glBegin(GL_QUADS);
-               glColor4f(1, 1, 1, 1);
-               glTexCoord2f(0, 0); glVertex2f(-0.95, -0.95);
-               glTexCoord2f(1, 0); glVertex2f(-0.5, -0.95);
-               glTexCoord2f(1, 1); glVertex2f(-0.5, -0.5);
-               glTexCoord2f(0, 1); glVertex2f(-0.95, -0.5);
-               glEnd();
-
-               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
-               glBindTexture(GL_TEXTURE_2D, 0);
-
-               glPopAttrib();
-
-               glMatrixMode(GL_PROJECTION);
-               glPopMatrix();
-               glMatrixMode(GL_MODELVIEW);
-               glPopMatrix();
-       }
-
-
-       glutSwapBuffers();
-       assert(glGetError() == GL_NO_ERROR);
+       SDL_SetWindowSize(win, x, y);
 }
 
-static void idle()
+void app_fullscreen(bool fs)
 {
-       glutPostRedisplay();
+       SDL_SetWindowFullscreen(win, fs ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
+       fullscreen = fs;
 }
 
-static void draw_scene()
+void app_toggle_fullscreen()
 {
-       // draw skydome
-       glDepthMask(0);
-
-       Mat4 rot_view = view_matrix.upper3x3();
-       glMatrixMode(GL_MODELVIEW);
-       glPushMatrix();
-       glLoadMatrixf(rot_view[0]);
-
-       bind_texture(envmap, 0);
-
-       glUseProgram(sdr_skydome);
-       skydome->draw();
-       glUseProgram(0);
-
-       bind_texture(0, 0);
-
-       glPopMatrix();
-       glDepthMask(1);
-
-       // draw mechanism
-       draw_gears();
+       app_fullscreen(!fullscreen);
 }
 
-static void draw_gears()
+bool app_is_fullscreen()
 {
-       /* world scale is in meters, gears are in millimeters, scale by 1/1000 */
-       glPushMatrix();
-       glScalef(0.001, 0.001, 0.001);
-
-       if(!shadow_pass && (sel_gear || hover_gear)) {
-               glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_POLYGON_BIT);
-
-               glDisable(GL_LIGHTING);
-               glFrontFace(GL_CW);
-               glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-               glLineWidth(3.0);
-
-               if(sel_gear) {
-                       glColor3f(0.2, 1.0, 0.3);
-                       sel_gear->draw();
-               } else {
-                       glColor3f(1.0, 0.75, 0.2);
-                       hover_gear->draw();
-               }
+       return fullscreen;
+}
 
-               glPopAttrib();
+void app_grab_mouse(bool grab)
+{
+       if(grab) {
+               SDL_WarpMouseInWindow(win, win_width / 2, win_height / 2);
        }
+       //SDL_SetWindowGrab(win, grab ? SDL_TRUE : SDL_FALSE);
+       //SDL_ShowCursor(grab ? 1 : 0);
+       SDL_SetRelativeMouseMode(grab ? SDL_TRUE : SDL_FALSE);
+       mouse_grabbed = grab;
+}
 
-       glUseProgram(shadow_pass ? 0 : sdr_shadow_notex);
-       machine->draw();
-       glUseProgram(0);
+void app_toggle_grab_mouse()
+{
+       app_grab_mouse(!mouse_grabbed);
+}
 
-       glPopMatrix();
+bool app_is_mouse_grabbed()
+{
+       return mouse_grabbed;
 }
 
-static void reshape(int x, int y)
+
+static bool init(int argc, char **argv)
 {
-       win_width = x;
-       win_height = y;
+       glewInit();
 
-       glViewport(0, 0, x, y);
+       if(!app_init(argc, argv)) {
+               return false;
+       }
 
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
+       start_time = SDL_GetTicks();
+       return true;
 }
 
-static void keyb(unsigned char key, int x, int y)
+static void process_event(SDL_Event *ev)
 {
-       switch(key) {
-       case 27:
-               exit(0);
-
-       case 'w':
-               opt_gear_wireframe = !opt_gear_wireframe;
-               glutPostRedisplay();
+       switch(ev->type) {
+       case SDL_QUIT:
+               quit = true;
                break;
 
-       case 's':
-               dbg_show_shadowmap = !dbg_show_shadowmap;
-               glutPostRedisplay();
+       case SDL_KEYDOWN:
+       case SDL_KEYUP:
+               proc_modkeys();
+               app_keyboard(ev->key.keysym.sym, ev->key.state == SDL_PRESSED);
                break;
-       }
-}
 
-static void mouse(int bn, int st, int x, int y)
-{
-       int bidx = bn - GLUT_LEFT_BUTTON;
-       bool down = st == GLUT_DOWN;
-
-       prev_mx = x;
-       prev_my = y;
-       bnstate[bidx] = down;
+       case SDL_MOUSEBUTTONDOWN:
+       case SDL_MOUSEBUTTONUP:
+               proc_modkeys();
+               app_mouse_button(ev->button.button - SDL_BUTTON_LEFT, ev->button.state == SDL_PRESSED,
+                               ev->button.x * scale_factor, ev->button.y * scale_factor);
+               break;
 
-       if(bidx == 0) {
-               if(down) {
-                       sel_gear = pick_gear(x, y);
-                       sel_hit_pos = pick_hit.pos;
+       case SDL_MOUSEMOTION:
+               if(mouse_grabbed) {
+                       app_mouse_delta(ev->motion.xrel, ev->motion.yrel);
                } else {
-                       sel_gear = 0;
+                       app_mouse_motion(ev->motion.x * scale_factor, ev->motion.y * scale_factor);
                }
-       }
+               break;
 
-       if(bidx == 3 || bidx == 4) {    /* wheel */
-               if(hover_gear) {
-                       float dz = bidx == 4 ? 1 : -1;
-                       hover_gear->set_position(hover_gear->get_position() + hover_gear->get_axis() * dz);
-                       machine->invalidate_meshing();
+       case SDL_WINDOWEVENT:
+               if(ev->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
+                       SDL_GL_GetDrawableSize(win, &win_width, &win_height);
+                       win_aspect = (float)win_width / (float)win_height;
+                       scale_factor = win_width / ev->window.data1;
+                       app_reshape(win_width, win_height);
                }
-       }
-}
-
-static void 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(sel_gear) {
-               float speed = 0.5;
-               Vec3 offs = Vec3(dx * speed, -dy * speed, 0.0);
-               offs = sel_gear->get_dir_matrix() * offs;
-
-               sel_gear->set_position(sel_gear->get_position() + offs);
-               machine->invalidate_meshing();
+               break;
 
-       } else {
-               if(bnstate[0]) {
-                       cam_theta += dx * 0.5;
-                       cam_phi += dy * 0.5;
+       case SDL_CONTROLLERAXISMOTION:
+               app_gamepad_axis(ev->caxis.axis, ev->caxis.value / 32768.0f);
+               break;
 
-                       if(cam_phi < -90) cam_phi = -90;
-                       if(cam_phi > 90) cam_phi = 90;
-                       glutPostRedisplay();
-               }
-               if(bnstate[2]) {
-                       cam_dist += dy * 0.01;
-                       if(cam_dist < 0.0) cam_dist = 0.0;
-                       glutPostRedisplay();
-               }
+       case SDL_CONTROLLERBUTTONDOWN:
+       case SDL_CONTROLLERBUTTONUP:
+               app_gamepad_button(ev->cbutton.button, ev->type == SDL_CONTROLLERBUTTONDOWN);
+               break;
        }
 }
 
-static void passive_motion(int x, int y)
-{
-       prev_mx = x;
-       prev_my = y;
-}
-
-static Gear *pick_gear(int x, int y)
+static void proc_modkeys()
 {
-       double pt[3];
-       double viewmat[16], projmat[16];
-       int vp[4];
-       Ray ray;
-
-       y = win_height - y;
-
-       glGetDoublev(GL_MODELVIEW_MATRIX, viewmat);
-       glGetDoublev(GL_PROJECTION_MATRIX, projmat);
-       glGetIntegerv(GL_VIEWPORT, vp);
-
-       gluUnProject(x, y, 0, viewmat, projmat, vp, pt, pt + 1, pt + 2);
-       ray.origin = Vec3(pt[0], pt[1], pt[2]) * 1000.0f;
-
-       gluUnProject(x, y, 1, viewmat, projmat, vp, pt, pt + 1, pt + 2);
-       ray.dir = Vec3(pt[0], pt[1], pt[2]) * 1000.0f - ray.origin;
-
-       return machine->intersect_gear(ray, &pick_hit);
+       modkeys = 0;
+       SDL_Keymod sdlmod = SDL_GetModState();
+       if(sdlmod & KMOD_SHIFT) {
+               modkeys |= MOD_SHIFT;
+       }
+       if(sdlmod & KMOD_ALT) {
+               modkeys |= MOD_ALT;
+       }
+       if(sdlmod & KMOD_CTRL) {
+               modkeys |= MOD_CTRL;
+       }
 }