X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fmain.cc;h=e3c8a739d3f35d3963ba50372f69e67b27b35a91;hp=772b63c71f06f6a7d0862ee41fd1e0641080e070;hb=215f16e2f26cc2acc79255bab06f13452ec06ae5;hpb=ccc1a688b59e25bb934a0d3e2bbf477960068d4f diff --git a/src/main.cc b/src/main.cc index 772b63c..e3c8a73 100644 --- a/src/main.cc +++ b/src/main.cc @@ -2,455 +2,272 @@ #include #include #include -#ifdef __APPLE__ -#include -#else -#include -#endif +#include #include "app.h" -#include "sdr.h" -#include "shadow.h" -#include "texture.h" -#include "machine.h" -#include "meshgen.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 int translate_keysym(SDL_Keycode sym); + +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); +#ifndef NDEBUG + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); +#endif -static bool init() -{ - glewInit(); - - glEnable(GL_MULTISAMPLE); - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - glEnable(GL_LIGHTING); - glEnable(GL_NORMALIZE); - - Mesh::use_custom_sdr_attr = false; - - machine = new Machine; - - 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 defpos = SDL_WINDOWPOS_UNDEFINED; + unsigned int sdlflags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI; + + 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"); + } + 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; iflip_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); } - - glUseProgram(shadow_pass ? 0 : sdr_shadow_notex); - machine->draw(); - glUseProgram(0); - - glPopMatrix(); + //SDL_SetWindowGrab(win, grab ? SDL_TRUE : SDL_FALSE); + //SDL_ShowCursor(grab ? 1 : 0); + SDL_SetRelativeMouseMode(grab ? SDL_TRUE : SDL_FALSE); + mouse_grabbed = grab; } -static void reshape(int x, int y) +void app_toggle_grab_mouse() { - win_width = x; - win_height = y; - - glViewport(0, 0, x, y); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0); + app_grab_mouse(!mouse_grabbed); } -static void keyb(unsigned char key, int x, int y) +bool app_is_mouse_grabbed() { - switch(key) { - case 27: - exit(0); + return mouse_grabbed; +} - case 'w': - opt_gear_wireframe = !opt_gear_wireframe; - glutPostRedisplay(); - break; - case 's': - dbg_show_shadowmap = !dbg_show_shadowmap; - glutPostRedisplay(); - break; +static bool init(int argc, char **argv) +{ + if(!app_init(argc, argv)) { + return false; } + + start_time = SDL_GetTicks(); + return true; } -static void mouse(int bn, int st, int x, int y) +static void process_event(SDL_Event *ev) { - int bidx = bn - GLUT_LEFT_BUTTON; - bool down = st == GLUT_DOWN; + int key; - prev_mx = x; - prev_my = y; - bnstate[bidx] = down; - - if(bidx == 0) { - if(down) { - sel_gear = pick_gear(x, y); - sel_hit_pos = pick_hit.pos; - } else { - sel_gear = 0; - } - } + switch(ev->type) { + case SDL_QUIT: + quit = true; + 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_KEYDOWN: + case SDL_KEYUP: + proc_modkeys(); + if((key = translate_keysym(ev->key.keysym.sym)) != -1) { + app_keyboard(key, ev->key.state == SDL_PRESSED); } - } -} + break; -static void motion(int x, int y) -{ - int dx = x - prev_mx; - int dy = y - prev_my; - prev_mx = x; - prev_my = y; + 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(!dx && !dy) return; + case SDL_MOUSEMOTION: + if(mouse_grabbed) { + app_mouse_delta(ev->motion.xrel, ev->motion.yrel); + } else { + app_mouse_motion(ev->motion.x * scale_factor, ev->motion.y * scale_factor); + } + break; - if(sel_gear) { - float speed = 0.5; - Vec3 offs = Vec3(dx * speed, -dy * speed, 0.0); - offs = sel_gear->get_dir_matrix() * offs; + case SDL_MOUSEWHEEL: + app_mouse_wheel(ev->wheel.y); + break; - sel_gear->set_position(sel_gear->get_position() + offs); - 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); + } + 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) +static void proc_modkeys() { - prev_mx = x; - prev_my = y; + 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; + } } -static Gear *pick_gear(int x, int y) +static int translate_keysym(SDL_Keycode sym) { - 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; + switch(sym) { + case SDLK_RETURN: + return '\n'; + case SDLK_DELETE: + return KEY_DEL; + case SDLK_LEFT: + return KEY_LEFT; + case SDLK_RIGHT: + return KEY_RIGHT; + case SDLK_UP: + return KEY_UP; + case SDLK_DOWN: + return KEY_DOWN; + case SDLK_PAGEUP: + return KEY_PGUP; + case SDLK_PAGEDOWN: + return KEY_PGDOWN; + case SDLK_HOME: + return KEY_HOME; + case SDLK_END: + return KEY_END; + default: + break; + } - return machine->intersect_gear(ray, &pick_hit); + if(sym < 127) { + return sym; + } + if(sym >= SDLK_F1 && sym <= SDLK_F12) { + return KEY_F1 + sym - SDLK_F1; + } + return -1; }