Basic infrastructure

This commit is contained in:
Matthias Schiffer 2009-12-13 18:49:36 +01:00
commit da66d49b8a
12 changed files with 1040 additions and 0 deletions

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/build
/.project
/.cproject
/.settings

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#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 Triangle &t, std::list<Triangle> *front, std::list<Triangle> *back) const {
for(int i = 0; i < 3; ++i) {
if(contains(t.getVertex(i))) {
const vmml::vec3f *v[3] = {&t.getVertex(i), &t.getVertex((i+1)%3), &t.getVertex((i+2)%3)};
vmml::vec3f is = intersection(*v[1], *v[2]-*v[1]);
if(isInFront(*v[1])) {
front->push_back(Triangle(*v[0], *v[1], is, t.getColor()));
back->push_back(Triangle(*v[0], is, *v[2], t.getColor()));
}
else {
back->push_back(Triangle(*v[0], *v[1], is, t.getColor()));
front->push_back(Triangle(*v[0], is, *v[2], t.getColor()));
}
return;
}
}
for(int i = 0; i < 3; ++i) {
const vmml::vec3f *v[3] = {&t.getVertex(i), &t.getVertex((i+1)%3), &t.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(Triangle(*v[0], is1, is2, t.getColor()));
back->push_back(Triangle(is1, *v[1], is2, t.getColor()));
back->push_back(Triangle(*v[1], *v[2], is2, t.getColor()));
}
else {
back->push_back(Triangle(*v[0], is1, is2, t.getColor()));
front->push_back(Triangle(is1, *v[1], is2, t.getColor()));
front->push_back(Triangle(*v[1], *v[2], is2, t.getColor()));
}
return;
}
}
}
BSPTree::BSPTree(const std::list<Triangle> &triangles) : frontTree(0), backTree(0) {
const Triangle *planeT = findNearestTriangle(triangles, findCenter(triangles));
if(!planeT)
return;
plane = Plane(*planeT);
std::list<Triangle> front, back;
for(std::list<Triangle>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
if(t->getNormal().squared_length() == 0)
continue;
if(plane.contains(*t)) {
this->triangles.push_back(*t);
continue;
}
else if(plane.isInFront(*t)) {
front.push_back(*t);
continue;
}
else if(plane.isBehind(*t)) {
back.push_back(*t);
continue;
}
std::list<Triangle> frontPart, backPart;
plane.partition(*t, &frontPart, &backPart);
front.splice(front.end(), frontPart);
back.splice(back.end(), backPart);
}
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<Triangle> &triangles) {
vmml::vec3f v;
for(std::list<Triangle>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
v += t->getCenter();
}
return v/triangles.size();
}
const Triangle* BSPTree::findNearestTriangle(const std::list<Triangle> &triangles, const vmml::vec3f &v) {
const Triangle *current = 0;
float distanceSq;
for(std::list<Triangle>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
if(t->getNormal().squared_length() == 0)
continue;
float d = t->getCenter().squared_distance(v);
if(!current || d < distanceSq) {
current = &*t;
distanceSq = d;
}
}
return current;
}
}

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#ifndef ZOOM_BSPTREE_H_
#define ZOOM_BSPTREE_H_
#include "Triangle.h"
#include <list>
#include <cmath>
#include <vmmlib/vector.hpp>
namespace Zoom {
class BSPTree {
private:
class Plane {
public:
Plane() : d(0) {}
Plane(const vmml::vec3f &n, float d0) : normal(n), d(d0) {}
Plane(const Triangle &t) : normal(t.getNormal()), 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 Triangle &t, std::list<Triangle> *front, std::list<Triangle> *back) const;
private:
vmml::vec3f normal;
float d;
};
public:
BSPTree(const std::list<Triangle> &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) {
doVisit<const T>(visitor, p);
}
template<typename T>
void visit(T& visitor, const vmml::vec3f &p) {
doVisit(visitor, p);
}
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<Triangle> triangles;
BSPTree *frontTree, *backTree;
template<typename T>
void doVisit(T& visitor, const vmml::vec3f &p) {
if(plane.isBehind(p)) {
if(frontTree)
frontTree->visit(visitor, p);
for(std::list<Triangle>::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<Triangle>::iterator t = triangles.begin(); t != triangles.end(); ++t) {
visitor(*t);
}
if(frontTree)
frontTree->visit(visitor, p);
}
}
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<Triangle>::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<Triangle>::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
visitor(*t);
}
if(frontTree)
frontTree->visit(visitor, p);
}
}
static vmml::vec3f findCenter(const std::list<Triangle> &triangles);
static const Triangle* findNearestTriangle(const std::list<Triangle> &triangles, const vmml::vec3f &v);
};
}
#endif /* ZOOM_BSPTREE_H_ */

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cmake_minimum_required(VERSION 2.6)
project(ZOOM)
find_package(OpenGL REQUIRED)
include_directories(${OPENGL_INCLUDE_DIR})
add_executable(zoom
BSPTree.cpp BSPTree.h
Game.cpp Game.h
config.h
gl.h
Renderer.cpp Renderer.h
Triangle.h
zoom.cpp
)
target_link_libraries(zoom ${OPENGL_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 "Triangle.h"
#include "gl.h"
namespace Zoom {
Game::Game(bool multisample) : angle(0) {
glClearColor(0.0, 0.0, 0.0, 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
/*glEnable(GL_LIGHTING);
static const float light[] = {1, 1, 1, 0};
static const float lightColor[] = {1, 1, 1, 1};
glLightfv(GL_LIGHT0, GL_POSITION, light);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
glEnable(GL_LIGHT0);*/
//glEnable(GL_CULL_FACE);
//glFrontFace(GL_CCW);
glLoadIdentity();
glTranslatef(0, 0, -5);
}
void Game::run(int delta) {
angle += delta*0.2;
if(angle >= 360)
angle -= 360;
}
void Game::render() {
std::list<Triangle> triangles;
triangles.push_back(Triangle(vmml::vec3f(-1, -1, 0), vmml::vec3f(1, -1, 0), vmml::vec3f(1, 1, 0), vmml::vec3f(0, 1, 0)));
triangles.push_back(Triangle(vmml::vec3f(-1, -1, 0), vmml::vec3f(-1, 1, 0), vmml::vec3f(1, 1, 0), vmml::vec3f(0, 1, 0)));
triangles.push_back(Triangle(vmml::vec3f(-1, -1, -1), vmml::vec3f(1, -1, -1), vmml::vec3f(1, 1, -1), vmml::vec3f(0, 0, 1)));
triangles.push_back(Triangle(vmml::vec3f(-1, -1, -1), vmml::vec3f(-1, 1, -1), vmml::vec3f(1, 1, -1), vmml::vec3f(0, 0, 1)));
BSPTree tree(triangles);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glRotatef(angle, 1, 2, 1);
renderer.render(tree);
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"
namespace Zoom {
class Triangle;
class Game {
public:
Game(bool multisample);
void run(int delta);
void render();
private:
Renderer renderer;
float angle;
};
}
#endif /* ZOOM_GAME_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"
#include "BSPTree.h"
namespace Zoom {
const Renderer::RenderVisitor Renderer::renderVisitor = Renderer::RenderVisitor();
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);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, t.getColor().array);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (t.getColor()/2).array);
glNormal3fv(t.getNormal().array);
for(int i = 0; i < 3; ++i) {
glVertex3fv(t.getVertex(i).array);
}
}
}

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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_
namespace Zoom {
class Triangle;
class BSPTree;
class Renderer {
public:
void render(const BSPTree &tree);
private:
static void renderTriangle(const Triangle &t);
struct RenderVisitor {
void operator() (const Triangle &t) const {
renderTriangle(t);
}
};
static const RenderVisitor renderVisitor;
};
}
#endif /* ZOOM_RENDERER_H_ */

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#ifndef ZOOM_TRIANGLE_H_
#define ZOOM_TRIANGLE_H_
#include "gl.h"
#include <vmmlib/vector.hpp>
#include <vmmlib/matrix.hpp>
namespace Zoom {
class Triangle {
public:
Triangle() : c(vmml::vec4f::ONE) {
v[0] = v[1] = v[2] = vmml::vec3f::ZERO;
}
Triangle(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &v3, const vmml::vec4f &c0) : c(c0) {
v[0] = v1;
v[1] = v2;
v[2] = v3;
}
const vmml::vec3f& getVertex(int i) const {return v[i];}
const vmml::vec4f& getColor() const {return c;}
vmml::vec3f getNormal() const {
return v[0].compute_normal(v[1], v[2]);
}
void transform(const vmml::mat4f &m) {
for(int i = 0; i < 3; ++i) {
v[i] = m*v[i];
}
}
vmml::vec3f getCenter() const {
return (v[0]+v[1]+v[2])/3;
}
private:
vmml::vec3f v[3];
vmml::vec4f c;
};
}
#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 16
#define DEFAULT_WIDTH 800
#define DEFAULT_HEIGHT 600
#endif /* ZOOM_CONFIG_H_ */

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#ifndef _GL_H_
#define _GL_H_
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#endif /* _GL_H_ */

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#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;
}
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;
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