Moved source files to src; sort triangles by texture.

This commit is contained in:
Matthias Schiffer 2009-12-15 19:37:12 +01:00
parent a4fa46a4fd
commit d9f44af7ae
18 changed files with 68 additions and 45 deletions

164
src/BSPTree.cpp Normal file
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/*
* BSPTree.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "BSPTree.h"
namespace Zoom {
vmml::vec3f BSPTree::Plane::intersection(const vmml::vec3f &p, const vmml::vec3f &dir) const {
float r = (d - p.dot(normal))/dir.dot(normal);
return p + r*dir;
}
void BSPTree::Plane::partition(const TriangleRecord &t, std::list<TriangleRecord> *front, std::list<TriangleRecord> *back) const {
for(int i = 0; i < 3; ++i) {
if(contains(t.triangle.getVertex(i))) {
const vmml::vec3f *v[3] = {&t.triangle.getVertex(i), &t.triangle.getVertex((i+1)%3), &t.triangle.getVertex((i+2)%3)};
vmml::vec3f is = intersection(*v[1], *v[2]-*v[1]);
if(isInFront(*v[1])) {
front->push_back(TriangleRecord(Triangle(*v[0], *v[1], is, t.triangle.getColor()), t.data));
back->push_back(TriangleRecord(Triangle(*v[0], is, *v[2], t.triangle.getColor()), t.data));
}
else {
back->push_back(TriangleRecord(Triangle(*v[0], *v[1], is, t.triangle.getColor()), t.data));
front->push_back(TriangleRecord(Triangle(*v[0], is, *v[2], t.triangle.getColor()), t.data));
}
return;
}
}
for(int i = 0; i < 3; ++i) {
const vmml::vec3f *v[3] = {&t.triangle.getVertex(i), &t.triangle.getVertex((i+1)%3), &t.triangle.getVertex((i+2)%3)};
if((isInFront(*v[0]) && isBehind(*v[1]) && isBehind(*v[2]))
|| (isBehind(*v[0]) && isInFront(*v[1]) && isInFront(*v[2]))) {
vmml::vec3f is1 = intersection(*v[0], *v[1]-*v[0]);
vmml::vec3f is2 = intersection(*v[0], *v[2]-*v[0]);
if(isInFront(*v[0])) {
front->push_back(TriangleRecord(Triangle(*v[0], is1, is2, t.triangle.getColor()), t.data));
back->push_back(TriangleRecord(Triangle(is1, *v[1], is2, t.triangle.getColor()), t.data));
back->push_back(TriangleRecord(Triangle(*v[1], *v[2], is2, t.triangle.getColor()), t.data));
}
else {
back->push_back(TriangleRecord(Triangle(*v[0], is1, is2, t.triangle.getColor()), t.data));
front->push_back(TriangleRecord(Triangle(is1, *v[1], is2, t.triangle.getColor()), t.data));
front->push_back(TriangleRecord(Triangle(*v[1], *v[2], is2, t.triangle.getColor()), t.data));
}
return;
}
}
}
BSPTree::BSPTree(const std::list<TriangleRecord> &triangles) : frontTree(0), backTree(0) {
const Triangle *planeT = findNearestTriangle(triangles, findCenter(triangles));
if(!planeT)
return;
plane = Plane(*planeT);
std::list<TriangleRecord> front, back;
for(std::list<TriangleRecord>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
if(t->triangle.isDegenerate())
continue;
if(plane.contains(t->triangle)) {
this->triangles.push_back(*t);
continue;
}
else if(plane.isInFront(t->triangle)) {
front.push_back(*t);
continue;
}
else if(plane.isBehind(t->triangle)) {
back.push_back(*t);
continue;
}
plane.partition(*t, &front, &back);
}
if(!front.empty())
frontTree = new BSPTree(front);
if(!back.empty())
backTree = new BSPTree(back);
}
BSPTree& BSPTree::operator=(const BSPTree &tree) {
if(frontTree) {
delete frontTree;
frontTree = 0;
}
if(backTree) {
delete backTree;
backTree = 0;
}
plane = tree.plane;
triangles = tree.triangles;
if(tree.frontTree)
frontTree = new BSPTree(*tree.frontTree);
if(tree.backTree)
backTree = new BSPTree(*tree.backTree);
return *this;
}
vmml::vec3f BSPTree::findCenter(const std::list<TriangleRecord> &triangles) {
vmml::vec3f v;
for(std::list<TriangleRecord>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
v += t->triangle.getCenter();
}
return v/triangles.size();
}
const Triangle* BSPTree::findNearestTriangle(const std::list<TriangleRecord> &triangles, const vmml::vec3f &v) {
const Triangle *current = 0;
float distanceSq;
for(std::list<TriangleRecord>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
if(t->triangle.isDegenerate())
continue;
float d = t->triangle.getCenter().squared_distance(v);
if(!current || d < distanceSq) {
current = &t->triangle;
distanceSq = d;
}
}
return current;
}
}

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/*
* BSPTree.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_BSPTREE_H_
#define ZOOM_BSPTREE_H_
#include "Triangle.h"
#include <list>
#include <cmath>
#include <vmmlib/vector.hpp>
#include <boost/shared_ptr.hpp>
namespace Zoom {
class BSPTree {
public:
class TriangleData {
protected:
TriangleData() {}
public:
virtual ~TriangleData() {}
};
struct TriangleRecord {
public:
TriangleRecord(Triangle triangle0, boost::shared_ptr<TriangleData> data0)
: triangle(triangle0), data(data0) {}
TriangleRecord(Triangle triangle0) : triangle(triangle0) {}
TriangleRecord() {}
Triangle triangle;
boost::shared_ptr<TriangleData> data;
};
private:
class Plane {
public:
Plane() : d(0) {}
Plane(const vmml::vec3f &n, float d0) : normal(n), d(d0) {}
Plane(const Triangle &t) : normal(t.computeNormal()), d(t.getVertex(0).dot(normal)) {}
bool contains(const vmml::vec3f &v) const {
return (fabsf(normal.dot(v) - d) < 1E-6);
}
bool isBehind(const vmml::vec3f &v) const {
return (normal.dot(v) - d) < 0;
}
bool isInFront(const vmml::vec3f &v) const {
return (normal.dot(v) - d) > 0;
}
bool contains(const Triangle &t) const {
for(int i = 0; i < 3; ++i) {
if(!contains(t.getVertex(i)))
return false;
}
return true;
}
bool isBehind(const Triangle &t) const {
for(int i = 0; i < 3; ++i) {
if(!isBehind(t.getVertex(i)) && !contains(t.getVertex(i)))
return false;
}
return true;
}
bool isInFront(const Triangle &t) const {
for(int i = 0; i < 3; ++i) {
if(!isInFront(t.getVertex(i)) && !contains(t.getVertex(i)))
return false;
}
return true;
}
const vmml::vec3f& getNormal() const {
return normal;
}
vmml::vec3f intersection(const vmml::vec3f &p, const vmml::vec3f &dir) const;
void partition(const TriangleRecord &t, std::list<TriangleRecord> *front, std::list<TriangleRecord> *back) const;
private:
vmml::vec3f normal;
float d;
};
public:
BSPTree(const std::list<TriangleRecord> &triangles);
BSPTree(const BSPTree &tree) : frontTree(0), backTree(0) {
*this = tree;
}
virtual ~BSPTree() {
if(frontTree)
delete frontTree;
if(backTree)
delete backTree;
}
BSPTree& operator=(const BSPTree &tree);
template<typename T>
void visit(const T& visitor, const vmml::vec3f &p) const {
doVisit<const T>(visitor, p);
}
template<typename T>
void visit(T& visitor, const vmml::vec3f &p) const {
doVisit(visitor, p);
}
private:
Plane plane;
std::list<TriangleRecord> triangles;
BSPTree *frontTree, *backTree;
template<typename T>
void doVisit(T& visitor, const vmml::vec3f &p) const {
if(plane.isBehind(p)) {
if(frontTree)
frontTree->visit(visitor, p);
for(std::list<TriangleRecord>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
visitor(*t);
}
if(backTree)
backTree->visit(visitor, p);
}
else {
if(backTree)
backTree->visit(visitor, p);
for(std::list<TriangleRecord>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
visitor(*t);
}
if(frontTree)
frontTree->visit(visitor, p);
}
}
static vmml::vec3f findCenter(const std::list<TriangleRecord> &triangles);
static const Triangle* findNearestTriangle(const std::list<TriangleRecord> &triangles, const vmml::vec3f &v);
};
}
#endif /* ZOOM_BSPTREE_H_ */

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add_executable(zoom
BSPTree.cpp BSPTree.h
Game.cpp Game.h
config.h
gl.h
Level.cpp Level.h
Renderer.cpp Renderer.h
Shader.cpp Shader.h
Texture.cpp Texture.h
Triangle.h
zoom.cpp
)
target_link_libraries(zoom ${Boost_LIBRARIES} ${OPENGL_LIBRARIES} ${GLEW_LIBRARY} ${GLPNG_LIBRARY} ${LIBXML2_LIBRARIES})

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/*
* Game.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Game.h"
#include "BSPTree.h"
#include "Level.h"
#include "Shader.h"
#include "Triangle.h"
#include "gl.h"
#include <algorithm>
namespace Zoom {
Game::Game(bool multisample) : angle(0), lightPos(0) {
glClearColor(0.0, 0.0, 0.0, 1.0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifndef _WIN32
if(multisample)
glEnable(GL_MULTISAMPLE_ARB);
#endif
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, vmml::vec4f::ZERO.array);
glLightfv(GL_LIGHT0, GL_DIFFUSE, vmml::vec4f::ONE.array);
glLightfv(GL_LIGHT0, GL_SPECULAR, vmml::vec4f::ONE.array);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.3);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vmml::vec4f::ONE.array);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 128);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
Shader::loadProgram("default.vert", "default.frag");
loadLevel("level.xml");
triangles.insert(triangles.end(), level->getRooms().front().walls.begin(), level->getRooms().front().walls.end());
std::sort(triangles.begin(), triangles.end(), Renderer::TextureSorter());
}
bool Game::loadLevel(const std::string &name) {
level = Level::loadLevel(name);
return level;
}
void Game::run(int delta) {
angle += delta*0.01;
if(angle >= 360)
angle -= 360;
lightPos += delta;
lightPos %= 24000;
}
void Game::render() {
int i;
float light[] = {0, 0, 0, 1};
if(lightPos < 12000) i = lightPos;
else i = 24000 - lightPos;
if(i < 4000) {
light[0] = 0.0;
light[2] = -i * 0.001;
}
else if(i < 8000) {
light[0] = (i-4000) * 0.001;
light[2] = -4.0;
}
else if(i < 12000) {
light[0] = 4.0;
light[2] = -4.0 - (i-8000) * 0.001;
}
else {
light[0] = 4.0;
light[2] = -8.0;
}
/*std::vector<BSPTree::TriangleRecord> triangles(level->getRooms().front().walls.begin(),
level->getRooms().front().walls.end());
std::sort(triangles.begin(), triangles.end(), Renderer::TextureSorter());*/
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(15, 1, 2, 1);
/*glRotatef(5*angle, 0, -1, 2);
glRotatef(7*angle, 2, -1, 0);
glRotatef(11*angle, 2, -1, 2);*/
glLightfv(GL_LIGHT0, GL_POSITION, light);
//renderer.render(std::list<BSPTree::TriangleRecord>(triangles.begin(), triangles.end()));
renderer.render(triangles);
glPopMatrix();
}
}

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/*
* Game.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_GAME_H_
#define ZOOM_GAME_H_
#include "Renderer.h"
#include <boost/shared_ptr.hpp>
#include <string>
namespace Zoom {
class Level;
class Triangle;
class Game {
public:
Game(bool multisample);
bool loadLevel(const std::string &name);
void run(int delta);
void render();
private:
Renderer renderer;
boost::shared_ptr<Level> level;
std::vector<BSPTree::TriangleRecord> triangles;
float angle;
int lightPos;
};
}
#endif /* ZOOM_GAME_H_ */

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/*
* Level.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Level.h"
#include "Texture.h"
#include <libxml/tree.h>
#include <libxml/valid.h>
#include <iostream>
namespace Zoom {
boost::shared_ptr<Level> Level::loadLevel(const std::string &filename) {
boost::shared_ptr<Level> level;
xmlDocPtr doc = xmlParseFile(("levels/"+filename).c_str());
if(doc) {
if(validateLevel(doc)) {
xmlNodePtr root = xmlDocGetRootElement(doc);
if(root && !xmlStrcmp(root->name, (xmlChar*)"level")) {
level = boost::shared_ptr<Level>(new Level);
for(xmlNodePtr node = root->children; node != 0; node = node->next) {
if(node->type != XML_ELEMENT_NODE)
continue;
if(!xmlStrcmp(node->name, (xmlChar*)"info")) {
level->loadLevelInfo(node);
}
else if(!xmlStrcmp(node->name, (xmlChar*)"rooms")) {
level->loadRooms(node);
}
else if(!xmlStrcmp(node->name, (xmlChar*)"textures")) {
level->loadTextures(node);
}
}
for(std::list<Room>::iterator room = level->rooms.begin(); room != level->rooms.end(); ++room) {
for(std::list<BSPTree::TriangleRecord>::iterator wall = room->walls.begin(); wall != room->walls.end(); ++wall) {
boost::shared_ptr<WallData> wallData = boost::dynamic_pointer_cast<WallData>(wall->data);
if(!wallData->texture.empty()) {
std::map<std::string, unsigned>::iterator texture = level->textures.find(wallData->texture);
if(texture != level->textures.end())
wall->triangle.setTexture(texture->second);
}
}
}
}
}
xmlFreeDoc(doc);
}
xmlCleanupParser();
return level;
}
void Level::loadLevelInfo(xmlNodePtr infoNode) {
for(xmlNodePtr node = infoNode->children; node != 0; node = node->next) {
if(node->type != XML_ELEMENT_NODE)
continue;
if(!xmlStrcmp(node->name, (xmlChar*)"name")) {
xmlChar *data = xmlNodeGetContent(node);
name = (char*)data;
xmlFree(data);
}
else if(!xmlStrcmp(node->name, (xmlChar*)"desc")) {
xmlChar *data = xmlNodeGetContent(node);
description = (char*)data;
xmlFree(data);
}
else if(!xmlStrcmp(node->name, (xmlChar*)"start")) {
startPoint = loadVector(node);
}
}
}
void Level::loadRooms(xmlNodePtr roomsNode) {
for(xmlNodePtr node = roomsNode->children; node != 0; node = node->next) {
if(node->type == XML_ELEMENT_NODE && !xmlStrcmp(node->name, (xmlChar*)"room")) {
loadRoom(node);
}
}
}
void Level::loadRoom(xmlNodePtr roomNode) {
rooms.push_back(Room());
xmlChar *data = xmlGetProp(roomNode, (xmlChar*)"id");
if(data) {
rooms.back().id = (char*)data;
xmlFree(data);
}
for(xmlNodePtr node = roomNode->children; node != 0; node = node->next) {
if(node->type == XML_ELEMENT_NODE && !xmlStrcmp(node->name, (xmlChar*)"triangle")) {
rooms.back().walls.push_back(loadWall(node));
}
}
}
void Level::loadTextures(xmlNodePtr texturesNode) {
for(xmlNodePtr node = texturesNode->children; node != 0; node = node->next) {
if(node->type == XML_ELEMENT_NODE && !xmlStrcmp(node->name, (xmlChar*)"texture")) {
std::string id, name;
xmlChar *data = xmlGetProp(node, (xmlChar*)"id");
if(data) {
id = (char*)data;
xmlFree(data);
}
data = xmlGetProp(node, (xmlChar*)"name");
if(data) {
name = (char*)data;
xmlFree(data);
}
if(!id.empty() && !name.empty()) {
unsigned texture = Texture::loadTexture(name);
if(texture) {
textures.insert(std::make_pair(id, texture));
}
}
}
}
}
BSPTree::TriangleRecord Level::loadWall(xmlNodePtr wallNode) {
boost::shared_ptr<WallData> wallData(new WallData);
BSPTree::TriangleRecord wall;
wall.data = wallData;
xmlChar *data = xmlGetProp(wallNode, (xmlChar*)"texture");
if(data) {
wallData->texture = (char*)data;
xmlFree(data);
}
int vertexNum = -1;
for(xmlNodePtr node = wallNode->children; node != 0; node = node->next) {
if(node->type != XML_ELEMENT_NODE)
continue;
if(!xmlStrcmp(node->name, (xmlChar*)"vertex")) {
if(++vertexNum > 2)
break;
wall.triangle.setVertex(vertexNum, loadVector(node));
}
else if(!xmlStrcmp(node->name, (xmlChar*)"normal")) {
if(vertexNum < 0)
continue;
wall.triangle.setNormal(vertexNum, loadVector(node));
}
else if(!xmlStrcmp(node->name, (xmlChar*)"texcoords")) {
if(vertexNum < 0) continue;
data = xmlGetProp(node, (xmlChar*)"s");
if(data) {
wall.triangle.getTexCoords(vertexNum)[0] = atof((char*)data);
xmlFree(data);
}
data = xmlGetProp(node, (xmlChar*)"t");
if(data) {
wall.triangle.getTexCoords(vertexNum)[1] = atof((char*)data);
xmlFree(data);
}
}
}
vmml::vec3f normal = wall.triangle.computeNormal();
if(normal.squared_length() > 0) {
normal.normalize();
for(int i = 0; i < 3; ++i) {
if(wall.triangle.getNormal(i).squared_length() == 0)
wall.triangle.setNormal(i, normal);
}
}
return wall;
}
vmml::vec3f Level::loadVector(xmlNodePtr node) {
vmml::vec3f ret(vmml::vec3f::ZERO);
xmlChar *data = xmlGetProp(node, (xmlChar*)"x");
if(data) {
ret.x() = atof((char*)data);
xmlFree(data);
}
data = xmlGetProp(node, (xmlChar*)"y");
if(data) {
ret.y() = atof((char*)data);
xmlFree(data);
}
data = xmlGetProp(node, (xmlChar*)"z");
if(data) {
ret.z() = atof((char*)data);
xmlFree(data);
}
return ret;
}
bool Level::validateLevel(xmlDocPtr doc) {
bool ret = false;
xmlDtdPtr dtd = xmlParseDTD((xmlChar*)"-//libzoom//DTD level 0.1//EN", (xmlChar*)"levels/level.dtd");
if(dtd) {
xmlValidCtxtPtr validCtxt = xmlNewValidCtxt();
if(validCtxt) {
if(xmlValidateDtd(validCtxt, doc, dtd))
ret = true;
xmlFreeValidCtxt(validCtxt);
}
xmlFreeDtd(dtd);
}
return ret;
}
}

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/*
* Level.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_LEVEL_H_
#define ZOOM_LEVEL_H_
#include "BSPTree.h"
#include <string>
#include <map>
#include <list>
#include <boost/shared_ptr.hpp>
#include <libxml/parser.h>
#include <vmmlib/vector.hpp>
namespace Zoom {
class Level {
public:
static boost::shared_ptr<Level> loadLevel(const std::string &filename);
struct WallData : public BSPTree::TriangleData {
std::string texture;
};
struct Room {
std::string id;
std::list<BSPTree::TriangleRecord> walls;
};
const std::list<Room> &getRooms() const {
return rooms;
}
private:
std::list<Room> rooms;
std::map<std::string, unsigned> textures;
std::string name, description;
vmml::vec3f startPoint;
Level() {}
void loadLevelInfo(xmlNodePtr infoNode);
void loadRooms(xmlNodePtr roomsNode);
void loadRoom(xmlNodePtr roomNode);
void loadTextures(xmlNodePtr texturesNode);
static BSPTree::TriangleRecord loadWall(xmlNodePtr wallNode);
static vmml::vec3f loadVector(xmlNodePtr node);
static bool validateLevel(xmlDocPtr doc);
};
}
#endif /* ZOOM_LEVEL_H_ */

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/*
* Renderer.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Renderer.h"
namespace Zoom {
void Renderer::render(const BSPTree &tree) {
vmml::mat4f transform, inverseTransform;
glGetFloatv(GL_MODELVIEW_MATRIX, transform.array);
transform.inverse(inverseTransform);
vmml::vec3f viewPoint = inverseTransform*vmml::vec3f::ZERO;
glBegin(GL_TRIANGLES);
tree.visit(renderVisitor, viewPoint);
glEnd();
}
void Renderer::renderTriangle(const Triangle &t) {
glColor4fv(t.getColor().array);
if(t.getTexture() != activeTexture) {
glEnd();
useTexture(t.getTexture());
glBegin(GL_TRIANGLES);
}
for(int i = 0; i < 3; ++i) {
glTexCoord2fv(t.getTexCoords(i).array);
glNormal3fv(t.getNormal(i).array);
glVertex3fv(t.getVertex(i).array);
}
}
void Renderer::useTexture(unsigned texture) {
if(texture) {
glBindTexture(GL_TEXTURE_2D, texture);
if(activeTexture) {
glEnable(GL_TEXTURE_2D);
}
}
else {
glDisable(GL_TEXTURE_2D);
}
activeTexture = texture;
}
}

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/*
* Renderer.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_RENDERER_H_
#define ZOOM_RENDERER_H_
#include "BSPTree.h"
#include "gl.h"
namespace Zoom {
class Renderer {
public:
Renderer() : activeTexture(0), renderVisitor(this) {}
void render(const BSPTree &tree);
template <typename T>
void render(const T &triangles) {
typename T::const_iterator t = triangles.begin();
if(t == triangles.end())
return;
useTexture(t->triangle.getTexture());
glBegin(GL_TRIANGLES);
for(; t != triangles.end(); ++t) {
renderTriangle(t->triangle);
}
glEnd();
}
struct TextureSorter {
bool operator() (const BSPTree::TriangleRecord &t1, const BSPTree::TriangleRecord &t2) {
return (t1.triangle.getTexture() < t2.triangle.getTexture());
}
};
private:
void renderTriangle(const Triangle &t);
void useTexture(unsigned texture);
class RenderVisitor {
public:
RenderVisitor(Renderer *renderer0) : renderer(renderer0) {}
void operator() (const BSPTree::TriangleRecord &t) const {
renderer->renderTriangle(t.triangle);
}
private:
Renderer *renderer;
};
unsigned activeTexture;
const RenderVisitor renderVisitor;
};
}
#endif /* ZOOM_RENDERER_H_ */

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/*
* Shader.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Shader.h"
#include <iostream>
#include <fstream>
#include <vector>
#include <boost/scoped_array.hpp>
namespace Zoom {
bool Shader::loadProgram(const std::string &vertexShader, const std::string &fragmentShader) {
GLhandleARB program, vs = 0, fs = 0;
if(!vertexShader.empty())
vs = loadShader(vertexShader, GL_VERTEX_SHADER_ARB);
if(!fragmentShader.empty())
fs = loadShader(fragmentShader, GL_FRAGMENT_SHADER_ARB);
program = glCreateProgramObjectARB();
if(vs)
glAttachObjectARB(program, vs);
if(fs)
glAttachObjectARB(program, fs);
glLinkProgramARB(program);
printInfoLog(program);
glUseProgramObjectARB(program);
return true;
}
GLhandleARB Shader::loadShader(const std::string &name, GLenum type) {
std::vector<std::string> lines;
std::ifstream file(("shader/" + name).c_str(), std::ios_base::in);
if(!file.good())
throw std::ios::failure("Can't read file '" + name + "'");
while(file.good() && !file.eof()) {
std::string line;
std::getline(file, line);
if(!line.empty())
lines.push_back(line);
}
boost::scoped_array<const char *> strings(new const char*[lines.size()]);
for(std::size_t i = 0; i < lines.size(); ++i) {
strings[i] = lines[i].c_str();
}
GLhandleARB shader = glCreateShaderObjectARB(type);
glShaderSourceARB(shader, lines.size(), strings.get(), 0);
glCompileShaderARB(shader);
printInfoLog(shader);
return shader;
}
void Shader::printInfoLog(GLhandleARB obj) {
int length = 0;
glGetObjectParameterivARB(obj, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
if(length > 0) {
boost::scoped_array<char> log(new char[length]);
int foo;
glGetInfoLogARB(obj, length, &foo, log.get());
std::cerr << log.get() << std::endl;
}
}
}

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/*
* Shader.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_SHADER_H_
#define ZOOM_SHADER_H_
#include "gl.h"
#include <string>
namespace Zoom {
class Shader {
public:
static bool loadProgram(const std::string &vertexShader, const std::string &fragmentShader);
private:
Shader();
static GLhandleARB loadShader(const std::string &name, GLenum type);
static void printInfoLog(GLhandleARB obj);
};
}
#endif /* ZOOM_SHADER_H_ */

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/*
* Texture.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Texture.h"
#include "gl.h"
#include <GL/glpng.h>
namespace Zoom {
std::map<std::string, unsigned> Texture::textures;
unsigned Texture::loadTexture(const std::string &name) {
std::map<std::string, unsigned>::iterator it = textures.find(name);
if(it != textures.end())
return it->second;
pngInfo info;
unsigned texture = pngBind(("tex/" + name).c_str(), PNG_NOMIPMAP, PNG_ALPHA, &info, GL_REPEAT, GL_LINEAR, GL_LINEAR);
if(texture) {
textures.insert(std::make_pair(name, texture));
}
return texture;
}
}

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/*
* Texture.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_TEXTURE_H_
#define ZOOM_TEXTURE_H_
#include <string>
#include <map>
namespace Zoom {
class Texture {
public:
static unsigned loadTexture(const std::string &name);
private:
Texture();
static std::map<std::string, unsigned> textures;
};
}
#endif /* ZOOM_TEXTURE_H_ */

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/*
* Triangle.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_TRIANGLE_H_
#define ZOOM_TRIANGLE_H_
#include <vmmlib/vector.hpp>
#include <vmmlib/matrix.hpp>
namespace Zoom {
class Triangle {
public:
Triangle() : color(vmml::vec4f::ONE), texture(0) {
vertices[0] = vertices[1] = vertices[2] = vmml::vec3f::ZERO;
normals[0] = normals[1] = normals[2] = vmml::vec3f::ZERO;
texcoords[0] = texcoords[1] = texcoords[2] = vmml::vec2f::ZERO;
}
Triangle(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &v3, const vmml::vec4f &color0) : color(color0), texture(0) {
vertices[0] = v1;
vertices[1] = v2;
vertices[2] = v3;
normals[0] = normals[1] = normals[2] = vmml::vec3f::ZERO;
texcoords[0] = texcoords[1] = texcoords[2] = vmml::vec2f::ZERO;
}
const vmml::vec3f& getVertex(int i) const {return vertices[i];}
vmml::vec3f& getVertex(int i) {return vertices[i];}
void setVertex(int i, vmml::vec3f v) {
vertices[i] = v;
}
const vmml::vec3f& getNormal(int i) const {return normals[i];}
vmml::vec3f& getNormal(int i) {return normals[i];}
void setNormal(int i, vmml::vec3f n) {
normals[i] = n;
}
const vmml::vec2f& getTexCoords(int i) const {return texcoords[i];}
vmml::vec2f& getTexCoords(int i) {return texcoords[i];}
void setTexCoords(int i, vmml::vec2f t) {
texcoords[i] = t;
}
unsigned getTexture() const {
return texture;
}
void setTexture(unsigned tex) {
texture = tex;
}
const vmml::vec4f& getColor() const {return color;}
vmml::vec4f& getColor() {return color;}
void setColor(vmml::vec4f c) {
color = c;
}
vmml::vec3f computeNormal() const {
return vertices[0].compute_normal(vertices[1], vertices[2]);
}
bool isDegenerate() const {
return (computeNormal().squared_length() == 0);
}
void transform(const vmml::mat4f &matrix) {
for(int i = 0; i < 3; ++i) {
vertices[i] = matrix*vertices[i];
}
}
vmml::vec3f getCenter() const {
return (vertices[0]+vertices[1]+vertices[2])/3;
}
private:
vmml::vec3f vertices[3];
vmml::vec3f normals[3];
vmml::vec2f texcoords[3];
vmml::vec4f color;
unsigned texture;
};
}
#endif /*ZOOM_TRIANGLE_H_*/

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/*
* config.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_CONFIG_H_
#define ZOOM_CONFIG_H_
#define MIN_FRAME_DELTA 10
#define DEFAULT_WIDTH 800
#define DEFAULT_HEIGHT 600
#endif /* ZOOM_CONFIG_H_ */

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/*
* gl.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_GL_H_
#define ZOOM_GL_H_
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glu.h>
#endif /* ZOOM_GL_H_ */

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/*
* zoom.cpp
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Game.h"
#include "config.h"
#include "gl.h"
#ifdef _WIN32
#else
#include <iostream>
#include <X11/X.h>
#include <GL/glx.h>
#include <sys/time.h>
#include <unistd.h>
#endif
void resize(int width, int height)
{
if(height == 0) {
height = 1;
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0f, (GLfloat)width/(GLfloat)height, 0.1, 1000);
glMatrixMode(GL_MODELVIEW);
glViewport(0, 0, width, height);
}
#ifdef _WIN32
bool WGLInit(HINSTANCE hInstance, HWND *hWnd, HDC *hDC, HGLRC *hRC);
void WGLUninit(HWND hWnd, HDC hDC, HGLRC hRC);
LRESULT CALLBACK wndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
bool WGLInit(HINSTANCE hInstance, HWND *hWnd, HDC *hDC, HGLRC *hRC) {
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = (WNDPROC)wndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = 0;
wc.lpszMenuName = 0;
wc.lpszClassName = "3D";
if (!RegisterClass(&wc)) {
MessageBox(0, "Failed To Register The Window Class.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
return false; // Exit And Return FALSE
}
DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
DWORD dwStyle = WS_OVERLAPPEDWINDOW;
RECT windowRect;
windowRect.left = 0;
windowRect.right = DEFAULT_WIDTH;
windowRect.top = 0;
windowRect.bottom = DEFAULT_HEIGHT;
AdjustWindowRectEx(&windowRect, dwStyle, FALSE, dwExStyle);
*hWnd = CreateWindowEx(dwExStyle, "3D" /* Class Name */, "3D" /* Title*/, WS_CLIPSIBLINGS | WS_CLIPCHILDREN | dwStyle,
0, 0, windowRect.right-windowRect.left, windowRect.bottom-windowRect.top, 0, 0, hInstance, 0);
if(!*hWnd) {
MessageBox(0, "Window Creation Error.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
return false;
}
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
16, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
*hDC=GetDC(*hWnd);
if (!*hDC) {
WGLUninit(*hWnd, 0, 0);
MessageBox(0, "Can't Create A GL Device Context.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
return false;
}
GLuint pixelFormat = ChoosePixelFormat(*hDC, &pfd);
if(!pixelFormat) {
WGLUninit(*hWnd, *hDC, 0);
MessageBox(0, "Can't Find A Suitable PixelFormat.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
return false;
}
if(!SetPixelFormat(*hDC, pixelFormat, &pfd)) {
WGLUninit(*hWnd, *hDC, 0);
MessageBox(0, "Can't Set The PixelFormat.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
return false;
}
*hRC=wglCreateContext(*hDC);
if(!*hRC) {
WGLUninit(*hWnd, *hDC, 0);
MessageBox(0, "Can't Create A GL Rendering Context.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
return false;
}
if(!wglMakeCurrent(*hDC, *hRC)) {
WGLUninit(*hWnd, *hDC, *hRC);
MessageBox(0, "Can't Activate The GL Rendering Context.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
return false;
}
ShowWindow(*hWnd, SW_SHOW);
SetForegroundWindow(*hWnd);
SetFocus(*hWnd);
return true;
}
void WGLUninit(HWND hWnd, HDC hDC, HGLRC hRC) {
wglMakeCurrent(0, 0);
if(hRC)
wglDeleteContext(hRC);
if(hDC)
ReleaseDC(hWnd, hDC);
if(hWnd)
DestroyWindow(hWnd);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
HWND hWnd = 0;
HDC hDC = 0;
HGLRC hRC = 0;
if(!WGLInit(hInstance, &hWnd, &hDC, &hRC)) {
return 0;
}
glewInit();
resize(DEFAULT_WIDTH, DEFAULT_HEIGHT);
bool running = true;
MSG msg;
while(running)
{
unsigned long delta = 0;
unsigned long ticks = GetTickCount();
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if(msg.message == WM_QUIT)
{
running = false;
break;
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
delta = GetTickCount()-ticks;
if(delta < MIN_FRAME_DELTA) {
Sleep(MIN_FRAME_DELTA - delta);
delta = GetTickCount()-ticks;
}
ticks += delta;
static DisplayClass render;
render.renderScene(delta);
SwapBuffers(hDC);
}
WGLUninit(hWnd, hDC, hRC);
return msg.wParam;
}
LRESULT CALLBACK wndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
switch(uMsg) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
case WM_SIZE:
resize(LOWORD(lParam), HIWORD(lParam));
return 0;
default:
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
}
#else
bool GLXinit(Display *disp, Atom windele, Window *wnd, GLXContext *gc, bool *multisample) {
static const int msAttributeList[] = {GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_X_RENDERABLE, True,
GLX_DOUBLEBUFFER, True,
GLX_DEPTH_SIZE, 1,
GLX_SAMPLE_BUFFERS, 1,
GLX_SAMPLES, 4,
None};
static const int attributeList[] = {GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_X_RENDERABLE, True,
GLX_DOUBLEBUFFER, True,
GLX_DEPTH_SIZE, 1,
None};
bool ok = false;
*multisample = true;
int nElements;
GLXFBConfig *fbConfig = glXChooseFBConfig(disp, DefaultScreen(disp), msAttributeList, &nElements);
if(!fbConfig || !nElements) {
if(fbConfig) {
XFree(fbConfig);
}
*multisample = false;
fbConfig = glXChooseFBConfig(disp, DefaultScreen(disp), attributeList, &nElements);
}
if(fbConfig && nElements) {
XVisualInfo *vi = glXGetVisualFromFBConfig(disp, *fbConfig);
if(vi) {
Colormap cmap = XCreateColormap(disp, RootWindow(disp, vi->screen), vi->visual, AllocNone);
XSetWindowAttributes swa;
swa.colormap = cmap;
swa.border_pixel = 0;
swa.event_mask = StructureNotifyMask/* | PointerMotionMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask*/;
*wnd = XCreateWindow(disp, RootWindow(disp, vi->screen), 0, 0, DEFAULT_WIDTH, DEFAULT_HEIGHT, 0, vi->depth, InputOutput,
vi->visual, CWBorderPixel|CWColormap|CWEventMask, &swa);
XClassHint chint;
chint.res_name = const_cast<char*>("3D");
chint.res_class = const_cast<char*>("3d");
XSetClassHint(disp, *wnd, &chint);
char *str = const_cast<char*>("3D");
XTextProperty name;
if(XStringListToTextProperty(&str, 1, &name) != 0)
{
XSetWMName(disp, *wnd, &name);
XFree(name.value);
}
XSetWMProtocols(disp, *wnd, &windele, 1);
XMapWindow(disp, *wnd);
*gc = glXCreateContext(disp, vi, NULL, True);
glXMakeCurrent(disp, *wnd, *gc);
ok = true;
XFree(vi);
}
}
if(fbConfig)
XFree(fbConfig);
XSync(disp, 0);
return ok;
}
int main() {
Display *disp = XOpenDisplay(0);
Atom windele = XInternAtom(disp, "WM_DELETE_WINDOW", False);
Window wnd;
GLXContext gc;
bool multisample;
if(!GLXinit(disp, windele, &wnd, &gc, &multisample))
return 1;
glewInit();
resize(DEFAULT_WIDTH, DEFAULT_HEIGHT);
Zoom::Game game(multisample);
GLint samples;
glGetIntegerv(GL_SAMPLES, &samples);
std::cerr << "Using " << samples << " samples" << std::endl;
bool running = true;
unsigned long delta = 0;
unsigned long frames = 0, tocks = 0;
struct timeval tv;
gettimeofday(&tv, NULL);
unsigned long ticks = tv.tv_usec;
while(running) {
while(XPending(disp)) {
XEvent event;
XNextEvent(disp, &event);
switch(event.type) {
case ConfigureNotify:
resize(event.xconfigure.width, event.xconfigure.height);
break;
case ClientMessage:
if(static_cast<Atom>(event.xclient.data.l[0]) == windele)
running = false;
}
}
if(!running) break;
game.run(delta);
game.render();
glXSwapBuffers(disp, wnd);
XSync(disp, 0);
long slept = 0;
gettimeofday(&tv, NULL);
delta = ((tv.tv_usec + 1000000 - ticks)%1000000)/1000;
if(delta < MIN_FRAME_DELTA) {
usleep((MIN_FRAME_DELTA-delta)*1000);
slept += (MIN_FRAME_DELTA-delta);
gettimeofday(&tv, NULL);
delta = ((tv.tv_usec + 1000000 - ticks)%1000000)/1000;
}
ticks = (ticks + delta*1000) % 1000000;
frames++;
tocks += delta*1000;
if(tocks > 1000000) {
std::cerr << frames << " fps; slept a total of " << slept << " ms" << std::endl;
frames = 0;
tocks -= 1000000;
slept = 0;
}
}
XDestroyWindow(disp, wnd);
glXDestroyContext(disp, gc);
XCloseDisplay(disp);
return 0;
}
#endif