#define _WIN32_WINNT 0x400 #include #include // stb.h #define STB_DEFINE #include "stb.h" // stb_gl.h #define STB_GL_IMPLEMENTATION #define STB_GLEXT_DEFINE "glext_list.h" #include "stb_gl.h" // SDL #include "sdl.h" #include "SDL_opengl.h" // stb_glprog.h #define STB_GLPROG_IMPLEMENTATION #define STB_GLPROG_ARB_DEFINE_EXTENSIONS #include "stb_glprog.h" // stb_image.h #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" // stb_easy_font.h #include "stb_easy_font.h" // doesn't require an IMPLEMENTATION #include "caveview.h" char *game_name = "caveview"; #define REVERSE_DEPTH static void print_string(float x, float y, char *text, float r, float g, float b) { static char buffer[99999]; int num_quads; num_quads = stb_easy_font_print(x, y, text, NULL, buffer, sizeof(buffer)); glColor3f(r,g,b); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 16, buffer); glDrawArrays(GL_QUADS, 0, num_quads*4); glDisableClientState(GL_VERTEX_ARRAY); } static float text_color[3]; static float pos_x = 10; static float pos_y = 10; static void print(char *text, ...) { char buffer[999]; va_list va; va_start(va, text); vsprintf(buffer, text, va); va_end(va); print_string(pos_x, pos_y, buffer, text_color[0], text_color[1], text_color[2]); pos_y += 10; } float camang[3], camloc[3] = { 60,22,77 }; float player_zoom = 1.0; float rotate_view = 0.0; void camera_to_worldspace(float world[3], float cam_x, float cam_y, float cam_z) { float vec[3] = { cam_x, cam_y, cam_z }; float t[3]; float s,c; s = (float) sin(camang[0]*3.141592/180); c = (float) cos(camang[0]*3.141592/180); t[0] = vec[0]; t[1] = c*vec[1] - s*vec[2]; t[2] = s*vec[1] + c*vec[2]; s = (float) sin(camang[2]*3.141592/180); c = (float) cos(camang[2]*3.141592/180); world[0] = c*t[0] - s*t[1]; world[1] = s*t[0] + c*t[1]; world[2] = t[2]; } // camera worldspace velocity float cam_vel[3]; int controls; #define MAX_VEL 150.0f // blocks per second #define ACCEL 6.0f #define DECEL 3.0f #define STATIC_FRICTION DECEL #define EFFECTIVE_ACCEL (ACCEL+DECEL) // dynamic friction: // // if going at MAX_VEL, ACCEL and friction must cancel // EFFECTIVE_ACCEL = DECEL + DYNAMIC_FRIC*MAX_VEL #define DYNAMIC_FRICTION (ACCEL/(float)MAX_VEL) float view_x_vel = 0; float view_z_vel = 0; float pending_view_x; float pending_view_z; float pending_view_x; float pending_view_z; void process_tick_raw(float dt) { int i; float thrust[3] = { 0,0,0 }; float world_thrust[3]; // choose direction to apply thrust thrust[0] = (controls & 3)== 1 ? EFFECTIVE_ACCEL : (controls & 3)== 2 ? -EFFECTIVE_ACCEL : 0; thrust[1] = (controls & 12)== 4 ? EFFECTIVE_ACCEL : (controls & 12)== 8 ? -EFFECTIVE_ACCEL : 0; thrust[2] = (controls & 48)==16 ? EFFECTIVE_ACCEL : (controls & 48)==32 ? -EFFECTIVE_ACCEL : 0; // @TODO clamp thrust[0] & thrust[1] vector length to EFFECTIVE_ACCEL camera_to_worldspace(world_thrust, thrust[0], thrust[1], 0); world_thrust[2] += thrust[2]; for (i=0; i < 3; ++i) { float acc = world_thrust[i]; cam_vel[i] += acc*dt; } if (cam_vel[0] || cam_vel[1] || cam_vel[2]) { float vel = (float) sqrt(cam_vel[0]*cam_vel[0] + cam_vel[1]*cam_vel[1] + cam_vel[2]*cam_vel[2]); float newvel = vel; float dec = STATIC_FRICTION + DYNAMIC_FRICTION*vel; newvel = vel - dec*dt; if (newvel < 0) newvel = 0; cam_vel[0] *= newvel/vel; cam_vel[1] *= newvel/vel; cam_vel[2] *= newvel/vel; } camloc[0] += cam_vel[0] * dt; camloc[1] += cam_vel[1] * dt; camloc[2] += cam_vel[2] * dt; view_x_vel *= (float) pow(0.75, dt); view_z_vel *= (float) pow(0.75, dt); view_x_vel += (pending_view_x - view_x_vel)*dt*60; view_z_vel += (pending_view_z - view_z_vel)*dt*60; pending_view_x -= view_x_vel * dt; pending_view_z -= view_z_vel * dt; camang[0] += view_x_vel * dt; camang[2] += view_z_vel * dt; camang[0] = stb_clamp(camang[0], -90, 90); camang[2] = (float) fmod(camang[2], 360); } void process_tick(float dt) { while (dt > 1.0f/60) { process_tick_raw(1.0f/60); dt -= 1.0f/60; } process_tick_raw(dt); } void update_view(float dx, float dy) { // hard-coded mouse sensitivity, not resolution independent? pending_view_z -= dx*300; pending_view_x -= dy*700; } extern int screen_x, screen_y; extern int is_synchronous_debug; float render_time; extern int chunk_locations, chunks_considered, chunks_in_frustum; extern int quads_considered, quads_rendered; extern int chunk_storage_rendered, chunk_storage_considered, chunk_storage_total; extern int view_dist_in_chunks; extern int num_threads_active, num_meshes_started, num_meshes_uploaded; extern float chunk_server_activity; static Uint64 start_time, end_time; // render time float chunk_server_status[32]; int chunk_server_pos; void draw_stats(void) { int i; static Uint64 last_frame_time; Uint64 cur_time = SDL_GetPerformanceCounter(); float chunk_server=0; float frame_time = (cur_time - last_frame_time) / (float) SDL_GetPerformanceFrequency(); last_frame_time = cur_time; chunk_server_status[chunk_server_pos] = chunk_server_activity; chunk_server_pos = (chunk_server_pos+1) %32; for (i=0; i < 32; ++i) chunk_server += chunk_server_status[i] / 32.0f; stb_easy_font_spacing(-0.75); pos_y = 10; text_color[0] = text_color[1] = text_color[2] = 1.0f; print("Frame time: %6.2fms, CPU frame render time: %5.2fms", frame_time*1000, render_time*1000); print("Tris: %4.1fM drawn of %4.1fM in range", 2*quads_rendered/1000000.0f, 2*quads_considered/1000000.0f); print("Vbuf storage: %dMB in frustum of %dMB in range of %dMB in cache", chunk_storage_rendered>>20, chunk_storage_considered>>20, chunk_storage_total>>20); print("Num mesh builds started this frame: %d; num uploaded this frame: %d\n", num_meshes_started, num_meshes_uploaded); print("QChunks: %3d in frustum of %3d valid of %3d in range", chunks_in_frustum, chunks_considered, chunk_locations); print("Mesh worker threads active: %d", num_threads_active); print("View distance: %d blocks", view_dist_in_chunks*16); print("%s", glGetString(GL_RENDERER)); if (is_synchronous_debug) { text_color[0] = 1.0; text_color[1] = 0.5; text_color[2] = 0.5; print("SLOWNESS: Synchronous debug output is enabled!"); } } void draw_main(void) { glEnable(GL_CULL_FACE); glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); #ifdef REVERSE_DEPTH glDepthFunc(GL_GREATER); glClearDepth(0); #else glDepthFunc(GL_LESS); glClearDepth(1); #endif glDepthMask(GL_TRUE); glDisable(GL_SCISSOR_TEST); glClearColor(0.6f,0.7f,0.9f,0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1,1,1); glFrontFace(GL_CW); glEnable(GL_TEXTURE_2D); glDisable(GL_BLEND); glMatrixMode(GL_PROJECTION); glLoadIdentity(); #ifdef REVERSE_DEPTH stbgl_Perspective(player_zoom, 90, 70, 3000, 1.0/16); #else stbgl_Perspective(player_zoom, 90, 70, 1.0/16, 3000); #endif // now compute where the camera should be glMatrixMode(GL_MODELVIEW); glLoadIdentity(); stbgl_initCamera_zup_facing_y(); glRotatef(-camang[0],1,0,0); glRotatef(-camang[2],0,0,1); glTranslatef(-camloc[0], -camloc[1], -camloc[2]); start_time = SDL_GetPerformanceCounter(); render_caves(camloc); end_time = SDL_GetPerformanceCounter(); render_time = (end_time - start_time) / (float) SDL_GetPerformanceFrequency(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0,screen_x/2,screen_y/2,0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glDisable(GL_CULL_FACE); draw_stats(); } #pragma warning(disable:4244; disable:4305; disable:4018) #define SCALE 2 void error(char *s) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", s, NULL); exit(0); } void ods(char *fmt, ...) { char buffer[1000]; va_list va; va_start(va, fmt); vsprintf(buffer, fmt, va); va_end(va); SDL_Log("%s", buffer); } #define TICKS_PER_SECOND 60 static SDL_Window *window; extern void draw_main(void); extern void process_tick(float dt); extern void editor_init(void); void draw(void) { draw_main(); SDL_GL_SwapWindow(window); } static int initialized=0; static float last_dt; int screen_x,screen_y; float carried_dt = 0; #define TICKRATE 60 float tex2_alpha = 1.0; int raw_level_time; float global_timer; int global_hack; int loopmode(float dt, int real, int in_client) { if (!initialized) return 0; if (!real) return 0; // don't allow more than 6 frames to update at a time if (dt > 0.075) dt = 0.075; global_timer += dt; carried_dt += dt; while (carried_dt > 1.0/TICKRATE) { if (global_hack) { tex2_alpha += global_hack / 60.0f; if (tex2_alpha < 0) tex2_alpha = 0; if (tex2_alpha > 1) tex2_alpha = 1; } //update_input(); // if the player is dead, stop the sim carried_dt -= 1.0/TICKRATE; } process_tick(dt); draw(); return 0; } static int quit; extern int controls; void active_control_set(int key) { controls |= 1 << key; } void active_control_clear(int key) { controls &= ~(1 << key); } extern void update_view(float dx, float dy); void process_sdl_mouse(SDL_Event *e) { update_view((float) e->motion.xrel / screen_x, (float) e->motion.yrel / screen_y); } void process_event(SDL_Event *e) { switch (e->type) { case SDL_MOUSEMOTION: process_sdl_mouse(e); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: break; case SDL_QUIT: quit = 1; break; case SDL_WINDOWEVENT: switch (e->window.event) { case SDL_WINDOWEVENT_SIZE_CHANGED: screen_x = e->window.data1; screen_y = e->window.data2; loopmode(0,1,0); break; } break; case SDL_KEYDOWN: { int k = e->key.keysym.sym; int s = e->key.keysym.scancode; SDL_Keymod mod; mod = SDL_GetModState(); if (k == SDLK_ESCAPE) quit = 1; if (s == SDL_SCANCODE_D) active_control_set(0); if (s == SDL_SCANCODE_A) active_control_set(1); if (s == SDL_SCANCODE_W) active_control_set(2); if (s == SDL_SCANCODE_S) active_control_set(3); if (k == SDLK_SPACE) active_control_set(4); if (s == SDL_SCANCODE_LCTRL) active_control_set(5); if (s == SDL_SCANCODE_S) active_control_set(6); if (s == SDL_SCANCODE_D) active_control_set(7); if (k == '1') global_hack = !global_hack; if (k == '2') global_hack = -1; #if 0 if (game_mode == GAME_editor) { switch (k) { case SDLK_RIGHT: editor_key(STBTE_scroll_right); break; case SDLK_LEFT : editor_key(STBTE_scroll_left ); break; case SDLK_UP : editor_key(STBTE_scroll_up ); break; case SDLK_DOWN : editor_key(STBTE_scroll_down ); break; } switch (s) { case SDL_SCANCODE_S: editor_key(STBTE_tool_select); break; case SDL_SCANCODE_B: editor_key(STBTE_tool_brush ); break; case SDL_SCANCODE_E: editor_key(STBTE_tool_erase ); break; case SDL_SCANCODE_R: editor_key(STBTE_tool_rectangle ); break; case SDL_SCANCODE_I: editor_key(STBTE_tool_eyedropper); break; case SDL_SCANCODE_L: editor_key(STBTE_tool_link); break; case SDL_SCANCODE_G: editor_key(STBTE_act_toggle_grid); break; } if ((e->key.keysym.mod & KMOD_CTRL) && !(e->key.keysym.mod & ~KMOD_CTRL)) { switch (s) { case SDL_SCANCODE_X: editor_key(STBTE_act_cut ); break; case SDL_SCANCODE_C: editor_key(STBTE_act_copy ); break; case SDL_SCANCODE_V: editor_key(STBTE_act_paste); break; case SDL_SCANCODE_Z: editor_key(STBTE_act_undo ); break; case SDL_SCANCODE_Y: editor_key(STBTE_act_redo ); break; } } } #endif break; } case SDL_KEYUP: { int k = e->key.keysym.sym; int s = e->key.keysym.scancode; if (s == SDL_SCANCODE_D) active_control_clear(0); if (s == SDL_SCANCODE_A) active_control_clear(1); if (s == SDL_SCANCODE_W) active_control_clear(2); if (s == SDL_SCANCODE_S) active_control_clear(3); if (k == SDLK_SPACE) active_control_clear(4); if (s == SDL_SCANCODE_LCTRL) active_control_clear(5); if (s == SDL_SCANCODE_S) active_control_clear(6); if (s == SDL_SCANCODE_D) active_control_clear(7); break; } } } static SDL_GLContext *context; static float getTimestep(float minimum_time) { float elapsedTime; double thisTime; static double lastTime = -1; if (lastTime == -1) lastTime = SDL_GetTicks() / 1000.0 - minimum_time; for(;;) { thisTime = SDL_GetTicks() / 1000.0; elapsedTime = (float) (thisTime - lastTime); if (elapsedTime >= minimum_time) { lastTime = thisTime; return elapsedTime; } // @TODO: compute correct delay SDL_Delay(1); } } void APIENTRY gl_debug(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *param) { ods("%s\n", message); } int is_synchronous_debug; void enable_synchronous(void) { glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); is_synchronous_debug = 1; } void prepare_threads(void); //void stbwingraph_main(void) int SDL_main(int argc, char **argv) { SDL_Init(SDL_INIT_VIDEO); prepare_threads(); SDL_GL_SetAttribute(SDL_GL_RED_SIZE , 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE , 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); #ifdef GL_DEBUG SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); #endif SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); screen_x = 1920; screen_y = 1080; window = SDL_CreateWindow("caveview", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screen_x, screen_y, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE ); if (!window) error("Couldn't create window"); context = SDL_GL_CreateContext(window); if (!context) error("Couldn't create context"); SDL_GL_MakeCurrent(window, context); // is this true by default? SDL_SetRelativeMouseMode(SDL_TRUE); #if defined(_MSC_VER) && _MSC_VER < 1300 // work around broken behavior in VC6 debugging if (IsDebuggerPresent()) SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1"); #endif stbgl_initExtensions(); #ifdef GL_DEBUG if (glDebugMessageCallbackARB) { glDebugMessageCallbackARB(gl_debug, NULL); enable_synchronous(); } #endif SDL_GL_SetSwapInterval(1); render_init(); mesh_init(); world_init(); initialized = 1; while (!quit) { SDL_Event e; while (SDL_PollEvent(&e)) process_event(&e); loopmode(getTimestep(0.0166f/8), 1, 1); } return 0; }