rev |
line source |
nuclear@2
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1 #include <stdio.h>
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nuclear@2
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2 #include <assert.h>
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nuclear@6
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3 #include <vector>
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nuclear@2
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4 #include <algorithm>
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nuclear@4
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5 #include <vmath/vmath.h>
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nuclear@2
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6 #include "opengl.h"
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nuclear@2
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7 #include "game.h"
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nuclear@2
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8 #include "goatvr.h"
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nuclear@3
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9 #include "teapot.h"
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nuclear@5
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10 #include "console.h"
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nuclear@5
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11 #include "drawtext.h"
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nuclear@7
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12 #include "game_var.h"
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nuclear@8
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13 #include "scenefile.h"
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nuclear@2
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14
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nuclear@2
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15 static void draw_scene();
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nuclear@4
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16 static void material(float r, float g, float b, float roughness);
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nuclear@2
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17 static void toggle_hmd_fullscr();
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nuclear@2
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18 static void create_rtarg(int x, int y);
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nuclear@2
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19 static int next_pow2(int x);
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nuclear@6
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20 static void con_handle(const char *cmd);
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nuclear@2
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21
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nuclear@2
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22 static int win_width, win_height;
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nuclear@2
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23 static unsigned int fb_tex;
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nuclear@2
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24 static unsigned int fbo, fb_depth;
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nuclear@2
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25 static int fb_xsz, fb_ysz;
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nuclear@2
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26 static int fb_tex_xsz, fb_tex_ysz;
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nuclear@2
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27
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nuclear@5
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28 static unsigned int chess_tex;
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nuclear@5
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29
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nuclear@8
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30 static float cam_theta = -90, cam_phi;
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nuclear@9
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31 static Vector3 cam_pos = Vector3(15.4, 0, 0);
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nuclear@4
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32 static bool keystate[256];
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nuclear@4
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33
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nuclear@9
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34 static float cam_vvel;
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nuclear@9
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35 static const float grav = -9.8;
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nuclear@9
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36
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nuclear@5
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37 static Console con;
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nuclear@5
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38 static dtx_font *con_font;
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nuclear@5
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39
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nuclear@8
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40 static SceneFile scn;
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nuclear@8
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41
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nuclear@8
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42 #define GVAR_LOOK_WALK "look-walk"
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nuclear@8
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43 #define GVAR_MAX_STEP "max-step"
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nuclear@7
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44
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nuclear@2
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45 bool game_init()
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nuclear@2
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46 {
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nuclear@2
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47 init_opengl();
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nuclear@2
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48
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nuclear@8
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49 if(!(con_font = dtx_open_font_glyphmap("data/mono14.glyphmap"))) {
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nuclear@8
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50 fprintf(stderr, "failed to open console font\n");
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nuclear@8
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51 return false;
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nuclear@8
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52 }
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nuclear@8
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53 con.set_font(con_font, 14);
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nuclear@8
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54 con.set_size(7, 52);
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nuclear@8
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55 con.set_position(0, 0, Console::CENTER);
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nuclear@8
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56 con.set_command_func(con_handle);
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nuclear@8
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57 con.set_echo(false);
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nuclear@8
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58
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nuclear@8
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59
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nuclear@2
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60 if(vr_init() == -1) {
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nuclear@2
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61 return false;
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nuclear@2
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62 }
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nuclear@2
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63
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nuclear@2
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64 glEnable(GL_DEPTH_TEST);
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nuclear@2
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65 glEnable(GL_CULL_FACE);
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nuclear@3
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66 glEnable(GL_LIGHTING);
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nuclear@2
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67
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nuclear@5
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68 unsigned char chess_pixels[] = {
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nuclear@5
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69 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0xff,
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nuclear@5
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70 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0xff
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nuclear@5
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71 };
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nuclear@5
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72 glGenTextures(1, &chess_tex);
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nuclear@5
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73 glBindTexture(GL_TEXTURE_2D, chess_tex);
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nuclear@5
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74 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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nuclear@5
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75 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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nuclear@5
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76 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, chess_pixels);
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nuclear@5
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77
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nuclear@8
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78 if(!scn.load("data/sibenik.goatsce")) {
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nuclear@8
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79 fprintf(stderr, "failed to load scene file\n");
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nuclear@5
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80 return false;
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nuclear@5
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81 }
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nuclear@7
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82
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nuclear@7
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83 /* initialize all option variables */
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nuclear@8
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84 set_gvar_bool(GVAR_LOOK_WALK, true);
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nuclear@8
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85 set_gvar_num(GVAR_MAX_STEP, 0.5);
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nuclear@5
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86
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nuclear@2
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87 return true;
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nuclear@2
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88 }
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nuclear@2
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89
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nuclear@2
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90 void game_cleanup()
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nuclear@2
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91 {
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nuclear@2
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92 vr_shutdown();
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nuclear@2
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93 }
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nuclear@2
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94
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nuclear@2
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95 void game_update(long tm)
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nuclear@2
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96 {
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nuclear@4
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97 static long prev_upd;
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nuclear@4
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98 float dt = (tm - prev_upd) / 1000.0;
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nuclear@4
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99 prev_upd = tm;
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nuclear@4
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100
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nuclear@5
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101 if(con.is_visible()) {
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nuclear@5
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102 con.update();
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nuclear@5
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103 return;
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nuclear@5
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104 }
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nuclear@5
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105
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nuclear@5
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106 float offs = dt * 5.0;
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nuclear@4
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107 Vector3 dir;
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nuclear@4
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108
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nuclear@4
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109 if(keystate['d'] || keystate['D']) {
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nuclear@4
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110 dir += Vector3(offs, 0, 0);
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nuclear@4
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111 }
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nuclear@4
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112 if(keystate['a'] || keystate['A']) {
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nuclear@4
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113 dir += Vector3(-offs, 0, 0);
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nuclear@4
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114 }
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nuclear@4
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115 if(keystate['w'] || keystate['W']) {
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nuclear@4
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116 dir += Vector3(0, 0, -offs);
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nuclear@4
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117 }
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nuclear@4
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118 if(keystate['s'] || keystate['S']) {
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nuclear@4
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119 dir += Vector3(0, 0, offs);
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nuclear@4
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120 }
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nuclear@4
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121
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nuclear@8
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122 if(get_gvar_bool(GVAR_LOOK_WALK)) {
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nuclear@7
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123 float rot[4];
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nuclear@7
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124 vr_view_rotation(0, rot);
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nuclear@7
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125 Quaternion q(rot[3], rot[0], rot[1], rot[2]);
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nuclear@7
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126
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nuclear@7
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127 dir.transform(q);
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nuclear@7
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128 }
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nuclear@7
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129
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nuclear@5
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130 float cos_theta = cos(DEG_TO_RAD(cam_theta));
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nuclear@5
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131 float sin_theta = sin(DEG_TO_RAD(cam_theta));
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nuclear@5
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132 cam_pos.x += dir.x * cos_theta - dir.z * sin_theta;
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nuclear@5
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133 cam_pos.z += dir.x * sin_theta + dir.z * cos_theta;
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nuclear@5
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134
|
nuclear@8
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135 float max_step = get_gvar_num(GVAR_MAX_STEP);
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nuclear@9
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136 Vector3 floor_pos = scn.find_walk_pos(cam_pos + Vector3(0, max_step, 0));
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nuclear@9
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137
|
nuclear@9
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138 if(floor_pos.y < cam_pos.y) {
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nuclear@9
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139 cam_vvel += grav * dt;
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nuclear@9
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140 cam_pos.y += cam_vvel * dt;
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nuclear@10
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141 if(cam_pos.y <= floor_pos.y) {
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nuclear@9
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142 cam_pos.y = floor_pos.y;
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nuclear@10
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143 cam_vvel = 0;
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nuclear@9
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144 }
|
nuclear@10
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145 } else {
|
nuclear@10
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146 cam_pos.y = floor_pos.y;
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nuclear@10
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147 cam_vvel = 0;
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nuclear@9
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148 }
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nuclear@2
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149 }
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nuclear@2
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150
|
nuclear@2
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151 void game_display()
|
nuclear@2
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152 {
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nuclear@2
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153 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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nuclear@2
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154 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@2
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155
|
nuclear@2
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156 for(int i=0; i<2; i++) {
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nuclear@2
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157 glViewport(i == 0 ? 0 : fb_xsz / 2, 0, fb_xsz / 2, fb_ysz);
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nuclear@2
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158 vr_begin(i);
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nuclear@2
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159
|
nuclear@2
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160 float proj[16];
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nuclear@2
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161 if(vr_proj_matrix(i, 0.5, 500.0, proj)) {
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nuclear@2
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162 glMatrixMode(GL_PROJECTION);
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nuclear@2
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163 glLoadMatrixf(proj);
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nuclear@2
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164 }
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nuclear@2
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165
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nuclear@2
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166 glMatrixMode(GL_MODELVIEW);
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nuclear@2
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167
|
nuclear@2
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168 float view[16];
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nuclear@2
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169 vr_view_matrix(i, view);
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nuclear@2
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170 glLoadMatrixf(view);
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nuclear@4
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171 glRotatef(cam_phi, 1, 0, 0);
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nuclear@4
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172 glRotatef(cam_theta, 0, 1, 0);
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nuclear@2
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173 /* move the camera to the eye level of the user */
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nuclear@2
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174 glTranslatef(0, -vr_getf_def(VR_EYE_HEIGHT, 1.65), 0);
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nuclear@4
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175 glTranslatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
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nuclear@2
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176
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nuclear@2
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177 draw_scene();
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nuclear@5
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178 con.draw();
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nuclear@2
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179
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nuclear@2
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180 vr_end();
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nuclear@2
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181 }
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nuclear@2
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182
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nuclear@2
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183 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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nuclear@2
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184 glViewport(0, 0, win_width, win_height);
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nuclear@2
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185
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nuclear@2
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186 vr_swap_buffers();
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nuclear@2
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187 assert(glGetError() == GL_NO_ERROR);
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nuclear@2
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188 }
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nuclear@2
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189
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nuclear@2
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190 void game_reshape(int x, int y)
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nuclear@2
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191 {
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nuclear@2
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192 win_width = x;
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nuclear@2
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193 win_height = y;
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nuclear@2
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194
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nuclear@5
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195 create_rtarg(vr_geti_def(VR_RENDER_XRES, x * 2), vr_geti_def(VR_RENDER_YRES, y));
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nuclear@2
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196 vr_output_texture(fb_tex, 0, 0, (float)fb_xsz / (float)fb_tex_xsz, (float)fb_ysz / (float)fb_tex_ysz);
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nuclear@2
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197
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nuclear@2
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198 /* these might be overriden in VR mode (see game_display) */
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nuclear@2
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199 glViewport(0, 0, x, y);
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nuclear@2
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200 glMatrixMode(GL_PROJECTION);
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nuclear@2
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201 glLoadIdentity();
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nuclear@2
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202 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
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nuclear@2
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203 }
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nuclear@2
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204
|
nuclear@2
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205 void game_keyboard(int key, bool pressed)
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nuclear@2
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206 {
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nuclear@2
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207 if(pressed) {
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nuclear@5
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208 if(con.is_visible()) {
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nuclear@5
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209 if(key == 27 || key == '`') {
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nuclear@5
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210 con.hide();
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nuclear@5
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211 } else {
|
nuclear@5
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212 con.input_key(key);
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nuclear@5
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213 }
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nuclear@5
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214 } else {
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nuclear@5
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215 switch(key) {
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nuclear@5
|
216 case 27:
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nuclear@5
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217 exit_game();
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nuclear@5
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218 break;
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nuclear@2
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219
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nuclear@5
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220 case 'f':
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nuclear@5
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221 toggle_hmd_fullscr();
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nuclear@5
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222 break;
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nuclear@2
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223
|
nuclear@5
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224 case 'r':
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nuclear@5
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225 vr_recenter();
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nuclear@5
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226 break;
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nuclear@2
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227
|
nuclear@5
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228 case '`':
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nuclear@5
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229 con.show();
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nuclear@5
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230 break;
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nuclear@5
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231
|
nuclear@5
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232 default:
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nuclear@5
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233 break;
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nuclear@5
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234 }
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nuclear@2
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235 }
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nuclear@2
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236 }
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nuclear@4
|
237
|
nuclear@4
|
238 if(key < 256) {
|
nuclear@4
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239 keystate[key] = pressed;
|
nuclear@4
|
240 }
|
nuclear@2
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241 }
|
nuclear@2
|
242
|
nuclear@4
|
243
|
nuclear@4
|
244 static int prev_x, prev_y;
|
nuclear@4
|
245 static bool bnstate[32];
|
nuclear@4
|
246
|
nuclear@2
|
247 void game_mouse_button(int bn, bool state, int x, int y)
|
nuclear@2
|
248 {
|
nuclear@4
|
249 bnstate[bn] = state;
|
nuclear@4
|
250 prev_x = x;
|
nuclear@4
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251 prev_y = y;
|
nuclear@2
|
252 }
|
nuclear@2
|
253
|
nuclear@2
|
254 void game_mouse_motion(int x, int y)
|
nuclear@2
|
255 {
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nuclear@4
|
256 int dx = x - prev_x;
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nuclear@4
|
257 int dy = y - prev_y;
|
nuclear@4
|
258 prev_x = x;
|
nuclear@4
|
259 prev_y = y;
|
nuclear@2
|
260
|
nuclear@4
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261 if(!dx && !dy) {
|
nuclear@4
|
262 return;
|
nuclear@4
|
263 }
|
nuclear@4
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264 if(bnstate[0]) {
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nuclear@4
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265 cam_theta += dx * 0.5;
|
nuclear@4
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266 cam_phi += dy * 0.5;
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nuclear@3
|
267
|
nuclear@4
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268 if(cam_phi < -90) cam_phi = -90;
|
nuclear@4
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269 if(cam_phi > 90) cam_phi = 90;
|
nuclear@4
|
270 }
|
nuclear@3
|
271 }
|
nuclear@3
|
272
|
nuclear@8
|
273 MeshFace dbg_walk_face;
|
nuclear@8
|
274
|
nuclear@2
|
275 static void draw_scene()
|
nuclear@2
|
276 {
|
nuclear@3
|
277 float lpos[][4] = {
|
nuclear@3
|
278 {-0.7, 0.7, 1, 0},
|
nuclear@3
|
279 {1, 0, 1, 0}
|
nuclear@3
|
280 };
|
nuclear@3
|
281 float lcol[][4] = {
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nuclear@3
|
282 {0.9, 0.7, 0.6, 1},
|
nuclear@3
|
283 {0.3, 0.4, 0.75, 1}
|
nuclear@3
|
284 };
|
nuclear@3
|
285 for(int i=0; i<2; i++) {
|
nuclear@3
|
286 glEnable(GL_LIGHT0 + i);
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nuclear@3
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287 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
|
nuclear@3
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288 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
|
nuclear@3
|
289 glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lcol[i]);
|
nuclear@3
|
290 }
|
nuclear@3
|
291
|
nuclear@3
|
292 glMatrixMode(GL_MODELVIEW);
|
nuclear@3
|
293
|
nuclear@8
|
294 /*
|
nuclear@5
|
295 glBindTexture(GL_TEXTURE_2D, chess_tex);
|
nuclear@5
|
296 glEnable(GL_TEXTURE_2D);
|
nuclear@3
|
297 material(1, 1, 1, 1);
|
nuclear@3
|
298 glBegin(GL_QUADS);
|
nuclear@3
|
299 glNormal3f(0, 1, 0);
|
nuclear@5
|
300 glTexCoord2f(0, 0); glVertex3f(-10, 0, 10);
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nuclear@5
|
301 glTexCoord2f(1, 0); glVertex3f(10, 0, 10);
|
nuclear@5
|
302 glTexCoord2f(1, 1); glVertex3f(10, 0, -10);
|
nuclear@5
|
303 glTexCoord2f(0, 1); glVertex3f(-10, 0, -10);
|
nuclear@3
|
304 glEnd();
|
nuclear@5
|
305 glDisable(GL_TEXTURE_2D);
|
nuclear@8
|
306 */
|
nuclear@3
|
307
|
nuclear@8
|
308 /*material(1, 1, 1, 0.4);
|
nuclear@3
|
309 glPushMatrix();
|
nuclear@3
|
310 glTranslatef(0, 1.3, -10);
|
nuclear@3
|
311 glFrontFace(GL_CW);
|
nuclear@3
|
312 bezier_teapot(2.0);
|
nuclear@3
|
313 glFrontFace(GL_CCW);
|
nuclear@8
|
314 glPopMatrix();*/
|
nuclear@8
|
315
|
nuclear@8
|
316 for(size_t i=0; i<scn.obj.size(); i++) {
|
nuclear@8
|
317 scn.obj[i]->draw();
|
nuclear@8
|
318 }
|
nuclear@8
|
319
|
nuclear@10
|
320 /*glPushAttrib(GL_ENABLE_BIT);
|
nuclear@8
|
321 glDisable(GL_DEPTH_TEST);
|
nuclear@8
|
322 glDisable(GL_LIGHTING);
|
nuclear@8
|
323
|
nuclear@8
|
324 glBegin(GL_TRIANGLES);
|
nuclear@8
|
325 glColor3f(0, 1, 0);
|
nuclear@8
|
326 glVertex3fv(&dbg_walk_face.v[0].x);
|
nuclear@8
|
327 glVertex3fv(&dbg_walk_face.v[1].x);
|
nuclear@8
|
328 glVertex3fv(&dbg_walk_face.v[2].x);
|
nuclear@8
|
329 glColor3f(1, 1, 1);
|
nuclear@8
|
330 glEnd();
|
nuclear@8
|
331
|
nuclear@10
|
332 glPopAttrib();*/
|
nuclear@2
|
333 }
|
nuclear@2
|
334
|
nuclear@4
|
335 static void material(float r, float g, float b, float roughness)
|
nuclear@4
|
336 {
|
nuclear@4
|
337 float gloss = 1.0 - roughness;
|
nuclear@4
|
338 float diffuse[] = {r * roughness, g * roughness, b * roughness, 1.0};
|
nuclear@4
|
339 float specular[] = {gloss, gloss, gloss, 1.0};
|
nuclear@4
|
340 float shin = gloss * 128.0;
|
nuclear@4
|
341
|
nuclear@4
|
342 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, diffuse);
|
nuclear@4
|
343 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
|
nuclear@4
|
344 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
|
nuclear@4
|
345 }
|
nuclear@4
|
346
|
nuclear@4
|
347
|
nuclear@2
|
348 static void toggle_hmd_fullscr()
|
nuclear@2
|
349 {
|
nuclear@2
|
350 static bool fullscr;
|
nuclear@2
|
351 static int prev_x, prev_y;
|
nuclear@2
|
352 //static int prev_xsz, prev_ysz;
|
nuclear@2
|
353
|
nuclear@2
|
354 fullscr = !fullscr;
|
nuclear@2
|
355 if(fullscr) {
|
nuclear@2
|
356 /* entering fullscreen on the HMD */
|
nuclear@2
|
357 int xoffs = vr_geti_def(VR_WIN_XOFFS, -1);
|
nuclear@2
|
358 int yoffs = vr_geti_def(VR_WIN_YOFFS, -1);
|
nuclear@2
|
359 if(xoffs != -1) {
|
nuclear@2
|
360 get_window_pos(&prev_x, &prev_y);
|
nuclear@2
|
361 move_window(xoffs, yoffs);
|
nuclear@2
|
362 }
|
nuclear@2
|
363
|
nuclear@2
|
364 int xsz = vr_geti_def(VR_DISPLAY_WIDTH, -1);
|
nuclear@2
|
365 int ysz = vr_geti_def(VR_DISPLAY_HEIGHT, -1);
|
nuclear@2
|
366 if(xsz != -1) {
|
nuclear@2
|
367 //prev_xsz = win_width;
|
nuclear@2
|
368 //prev_ysz = win_height;
|
nuclear@2
|
369 resize_window(xsz, ysz);
|
nuclear@2
|
370 }
|
nuclear@2
|
371 enter_fullscreen();
|
nuclear@2
|
372
|
nuclear@2
|
373 } else {
|
nuclear@2
|
374 /* leaving fullscreen */
|
nuclear@2
|
375 leave_fullscreen();
|
nuclear@2
|
376 /*move_window(prev_x, prev_y);
|
nuclear@2
|
377 resize_window(prev_xsz, prev_ysz);*/
|
nuclear@2
|
378 }
|
nuclear@2
|
379 }
|
nuclear@2
|
380
|
nuclear@2
|
381 static void create_rtarg(int x, int y)
|
nuclear@2
|
382 {
|
nuclear@2
|
383 if(x == fb_xsz && y == fb_ysz) {
|
nuclear@2
|
384 return; // nothing changed
|
nuclear@2
|
385 }
|
nuclear@2
|
386
|
nuclear@2
|
387 fb_xsz = x;
|
nuclear@2
|
388 fb_ysz = y;
|
nuclear@2
|
389 fb_tex_xsz = next_pow2(fb_xsz);
|
nuclear@2
|
390 fb_tex_ysz = next_pow2(fb_ysz);
|
nuclear@2
|
391
|
nuclear@5
|
392 printf("creating %dx%d render target (tex size: %dx%d)\n", fb_xsz, fb_ysz, fb_tex_xsz, fb_tex_ysz);
|
nuclear@5
|
393
|
nuclear@2
|
394 if(!fbo) {
|
nuclear@2
|
395 glGenFramebuffers(1, &fbo);
|
nuclear@2
|
396
|
nuclear@2
|
397 glGenTextures(1, &fb_tex);
|
nuclear@2
|
398 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@2
|
399 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@2
|
400 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@2
|
401
|
nuclear@2
|
402 glGenRenderbuffers(1, &fb_depth);
|
nuclear@2
|
403 }
|
nuclear@2
|
404
|
nuclear@2
|
405 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@2
|
406
|
nuclear@2
|
407 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@2
|
408 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_xsz, fb_tex_ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
|
nuclear@2
|
409 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
|
nuclear@2
|
410
|
nuclear@2
|
411 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
|
nuclear@2
|
412 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_xsz, fb_tex_ysz);
|
nuclear@2
|
413 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
|
nuclear@2
|
414
|
nuclear@2
|
415 assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
|
nuclear@2
|
416 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@2
|
417 }
|
nuclear@2
|
418
|
nuclear@2
|
419 static int next_pow2(int x)
|
nuclear@2
|
420 {
|
nuclear@2
|
421 x -= 1;
|
nuclear@2
|
422 x |= x >> 1;
|
nuclear@2
|
423 x |= x >> 2;
|
nuclear@2
|
424 x |= x >> 4;
|
nuclear@2
|
425 x |= x >> 8;
|
nuclear@2
|
426 x |= x >> 16;
|
nuclear@2
|
427 return x + 1;
|
nuclear@2
|
428 }
|
nuclear@6
|
429
|
nuclear@6
|
430 static const char *strip_spaces(const char *str)
|
nuclear@6
|
431 {
|
nuclear@6
|
432 while(*str && isspace(*str)) str++;
|
nuclear@6
|
433 return str;
|
nuclear@6
|
434 }
|
nuclear@6
|
435
|
nuclear@7
|
436 struct Variable {
|
nuclear@7
|
437 const char *var;
|
nuclear@7
|
438 enum { BOOL, NUM } type;
|
nuclear@7
|
439 bool bool_val;
|
nuclear@7
|
440 float num_val;
|
nuclear@7
|
441 };
|
nuclear@7
|
442
|
nuclear@6
|
443 static void con_handle(const char *cmd)
|
nuclear@6
|
444 {
|
nuclear@8
|
445 /* set debug values */
|
nuclear@8
|
446 set_gvar_num("cam-pos-x", cam_pos[0]);
|
nuclear@8
|
447 set_gvar_num("cam-pos-y", cam_pos[1]);
|
nuclear@8
|
448 set_gvar_num("cam-pos-z", cam_pos[2]);
|
nuclear@8
|
449
|
nuclear@6
|
450 std::vector<char*> argv;
|
nuclear@6
|
451 cmd = strip_spaces(cmd);
|
nuclear@6
|
452
|
nuclear@6
|
453 if(!*cmd || *cmd == '#') {
|
nuclear@6
|
454 return;
|
nuclear@6
|
455 }
|
nuclear@6
|
456
|
nuclear@6
|
457 char *line = (char*)alloca(strlen(cmd) + 1);
|
nuclear@6
|
458 strcpy(line, cmd);
|
nuclear@6
|
459
|
nuclear@6
|
460 char *tok = 0;
|
nuclear@6
|
461 while((tok = strtok(tok ? 0 : line, " \t\v\n\r"))) {
|
nuclear@6
|
462 argv.push_back(tok);
|
nuclear@6
|
463 }
|
nuclear@6
|
464
|
nuclear@6
|
465 if(strcmp(argv[0], "set") == 0) {
|
nuclear@6
|
466 if(argv.size() < 3) {
|
nuclear@7
|
467 con.printf("set must be followed by 2 arguments\n");
|
nuclear@6
|
468 return;
|
nuclear@6
|
469 }
|
nuclear@7
|
470 if(have_gvar(argv[1])) {
|
nuclear@7
|
471 GameVariable &gv = get_gvar(argv[1]);
|
nuclear@7
|
472 con.printf("%s->%s (prev: %s)\n", argv[1], argv[2], gv.to_str().c_str());
|
nuclear@6
|
473 } else {
|
nuclear@7
|
474 con.printf("%s->%s\n", argv[1], argv[2]);
|
nuclear@6
|
475 }
|
nuclear@11
|
476
|
nuclear@11
|
477 int type = set_gvar_parse(argv[1], argv[2]);
|
nuclear@11
|
478 if(type == GameVariable::NUMBER) {
|
nuclear@11
|
479 vr_setf(argv[1], atof(argv[2]));
|
nuclear@11
|
480 } else if(type == GameVariable::BOOL) {
|
nuclear@11
|
481 vr_seti(argv[1], get_gvar_bool(argv[1]) ? 1 : 0);
|
nuclear@11
|
482 }
|
nuclear@11
|
483
|
nuclear@11
|
484 // update state vars
|
nuclear@11
|
485 cam_pos[0] = get_gvar_num("cam-pos-x");
|
nuclear@11
|
486 cam_pos[1] = get_gvar_num("cam-pos-y");
|
nuclear@11
|
487 cam_pos[2] = get_gvar_num("cam-pos-z");
|
nuclear@7
|
488
|
nuclear@7
|
489 } else if(strcmp(argv[0], "get") == 0) {
|
nuclear@7
|
490 if(argv.size() < 2) {
|
nuclear@7
|
491 con.printf("get must be followed by the variable name\n");
|
nuclear@7
|
492 return;
|
nuclear@7
|
493 }
|
nuclear@7
|
494 if(have_gvar(argv[1])) {
|
nuclear@7
|
495 GameVariable &gv = get_gvar(argv[1]);
|
nuclear@7
|
496 con.printf("%s: %s\n", argv[1], gv.to_str().c_str());
|
nuclear@7
|
497 }
|
nuclear@7
|
498
|
nuclear@7
|
499 } else if(strcmp(argv[0], "vars") == 0) {
|
nuclear@7
|
500 std::list<std::string> vars = get_gvar_list();
|
nuclear@7
|
501 std::list<std::string>::const_iterator it = vars.begin();
|
nuclear@7
|
502 while(it != vars.end()) {
|
nuclear@7
|
503 con.printf(" %s\n", it++->c_str());
|
nuclear@7
|
504 }
|
nuclear@7
|
505
|
nuclear@6
|
506 } else if(strcmp(argv[0], "exit") == 0 || strcmp(argv[0], "quit") == 0) {
|
nuclear@6
|
507 exit_game();
|
nuclear@7
|
508
|
nuclear@7
|
509 } else if(strcmp(argv[0], "help") == 0) {
|
nuclear@7
|
510 con.printf("available commands:\n");
|
nuclear@7
|
511 con.printf(" set <var> <val> set value to a variable\n");
|
nuclear@7
|
512 con.printf(" get <var> print the value of a variable\n");
|
nuclear@7
|
513 con.printf(" vars print a list of all variables\n");
|
nuclear@7
|
514 con.printf(" help print this help screen\n");
|
nuclear@7
|
515 con.printf(" exit or quit quit the program\n");
|
nuclear@7
|
516
|
nuclear@6
|
517 } else {
|
nuclear@6
|
518 con.printf("invalid command: %s\n", argv[0]);
|
nuclear@6
|
519 }
|
nuclear@6
|
520 }
|