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