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authorMatthias Schiffer <matthias@gamezock.de>2009-12-13 18:49:36 +0100
committerMatthias Schiffer <matthias@gamezock.de>2009-12-13 18:49:36 +0100
commitda66d49b8a7bcc808df201bee5c7cb787b6f30b7 (patch)
tree2ded525251ba7b8dfd812edd8a0a29d06a6a3106
downloadzoom++-da66d49b8a7bcc808df201bee5c7cb787b6f30b7.tar
zoom++-da66d49b8a7bcc808df201bee5c7cb787b6f30b7.zip
Basic infrastructure
-rw-r--r--.gitignore5
-rw-r--r--BSPTree.cpp149
-rw-r--r--BSPTree.h172
-rw-r--r--CMakeLists.txt18
-rw-r--r--Game.cpp81
-rw-r--r--Game.h44
-rw-r--r--Renderer.cpp53
-rw-r--r--Renderer.h46
-rw-r--r--Triangle.h47
-rw-r--r--config.h27
-rw-r--r--gl.h12
-rw-r--r--zoom.cpp386
12 files changed, 1040 insertions, 0 deletions
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..2837841
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,5 @@
+/build
+
+/.project
+/.cproject
+/.settings
diff --git a/BSPTree.cpp b/BSPTree.cpp
new file mode 100644
index 0000000..fa2f1c0
--- /dev/null
+++ b/BSPTree.cpp
@@ -0,0 +1,149 @@
+#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;
+}
+
+}
diff --git a/BSPTree.h b/BSPTree.h
new file mode 100644
index 0000000..47ba411
--- /dev/null
+++ b/BSPTree.h
@@ -0,0 +1,172 @@
+#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_ */
diff --git a/CMakeLists.txt b/CMakeLists.txt
new file mode 100644
index 0000000..da27b7b
--- /dev/null
+++ b/CMakeLists.txt
@@ -0,0 +1,18 @@
+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})
diff --git a/Game.cpp b/Game.cpp
new file mode 100644
index 0000000..bd028c2
--- /dev/null
+++ b/Game.cpp
@@ -0,0 +1,81 @@
+/*
+ * 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();
+}
+
+}
diff --git a/Game.h b/Game.h
new file mode 100644
index 0000000..dbd129a
--- /dev/null
+++ b/Game.h
@@ -0,0 +1,44 @@
+/*
+ * 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_ */
diff --git a/Renderer.cpp b/Renderer.cpp
new file mode 100644
index 0000000..bf9aadb
--- /dev/null
+++ b/Renderer.cpp
@@ -0,0 +1,53 @@
+/*
+ * 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);
+ }
+}
+
+}
diff --git a/Renderer.h b/Renderer.h
new file mode 100644
index 0000000..d64a4fe
--- /dev/null
+++ b/Renderer.h
@@ -0,0 +1,46 @@
+/*
+ * 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_ */
diff --git a/Triangle.h b/Triangle.h
new file mode 100644
index 0000000..16b0d73
--- /dev/null
+++ b/Triangle.h
@@ -0,0 +1,47 @@
+#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_*/
+
diff --git a/config.h b/config.h
new file mode 100644
index 0000000..1c2e879
--- /dev/null
+++ b/config.h
@@ -0,0 +1,27 @@
+/*
+ * 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_ */
diff --git a/gl.h b/gl.h
new file mode 100644
index 0000000..fb5face
--- /dev/null
+++ b/gl.h
@@ -0,0 +1,12 @@
+#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_ */
diff --git a/zoom.cpp b/zoom.cpp
new file mode 100644
index 0000000..9535b8a
--- /dev/null
+++ b/zoom.cpp
@@ -0,0 +1,386 @@
+#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