diff options
-rw-r--r-- | .gitignore | 2 | ||||
-rw-r--r-- | Makefile.win32 | 38 | ||||
-rw-r--r-- | gl.cpp | 78 | ||||
-rw-r--r-- | gl.h | 44 | ||||
-rw-r--r-- | main.cpp | 31 | ||||
-rw-r--r-- | scene.cpp | 18 | ||||
-rw-r--r-- | scene.h | 2 | ||||
-rw-r--r-- | terrain.cpp | 13 | ||||
-rw-r--r-- | terrain.h | 1 |
9 files changed, 209 insertions, 18 deletions
@@ -7,3 +7,5 @@ /dist /Session.vim /map +*.dll +*.exe diff --git a/Makefile.win32 b/Makefile.win32 new file mode 100644 index 0000000..4b64070 --- /dev/null +++ b/Makefile.win32 @@ -0,0 +1,38 @@ +ifeq ($(shell uname), Linux) + CXX=i486-mingw32-g++ + LD=i486-mingw32-g++ + ROOT=/usr/i486-mingw32 +else + CXX=g++ + LD=g++ + ROOT=C:/MinGW +endif + +TARGET=foo.exe +#OBJECTS=$(shell ls *.cpp | sed 's/cpp/o/') +OBJECTS=gl.o gui.o main.o terrain.o scene.o shader.o tool.o vector.o video.o + +ifeq ($(shell uname), Linux) + OBJECTS+=noiseutils/noiseutils.o +else + OBJECTS+=noiseutils\noiseutils.o +endif + +#-D_GNU_SOURCE=1 -D_REENTRANT +CPPFLAGS=-I$(ROOT)/include/SDL -I$(ROOT)/include/CEGUI/ -I$(ROOT)/include/freetype2 -Wall -g -mconsole #-mwin32 +LDFLAGS=-L$(ROOT)/lib -lCEGUIOpenGLRenderer -lCEGUIBase -lCEGUITGAImageCodec -lCEGUITinyXMLParser -lCEGUIFalagardWRBase -lCEGUISILLYImageCodec +LDFLAGS+=-lSDL_image -lftgl -lfreetype -lz -lpcre -lopengl32 -lglu32 -lwinmm -lmingw32 -lSDLmain -lSDL -ljpeg -lstdc++ -lnoise + +ifeq ($(shell uname), Linux) + LDFLAGS+=-lboost_filesystem-mt-s -lboost_system-mt-s +else + LDFLAGS+=-lboost_filesystem -lboost_system +endif + +all: $(TARGET) + +$(TARGET): $(OBJECTS) + $(LD) -o $@ $^ $(LDFLAGS) + +clean: + del $(OBJECTS) $(TARGET) @@ -0,0 +1,78 @@ +#include "gl.h" + +#include <SDL.h> + +#ifdef WIN32 + +void (APIENTRY *glGenBuffers)(GLsizei, GLuint*); +void (APIENTRY *glDeleteBuffers)(GLsizei, GLuint*); +void (APIENTRY *glBindBuffer)(GLenum, GLuint); +void (APIENTRY *glBufferData)(GLenum, GLsizeiptr, const GLvoid*, GLenum); +GLvoid* (APIENTRY *glMapBuffer)(GLenum, GLenum); +GLboolean (APIENTRY *glUnmapBuffer)(GLenum); + +/* uniform */ +GLint (APIENTRY *glGetUniformLocation)(GLuint, const GLchar*); +void (APIENTRY *glUniform1i)(GLint, GLint); +void (APIENTRY *glUniform2f)(GLint, GLfloat, GLfloat); +void (APIENTRY *glUniform3f)(GLint, GLfloat, GLfloat, GLfloat); +void (APIENTRY *glUniform1iv)(GLint, GLsizei, const GLint*); + +/* texture */ +void (APIENTRY *glActiveTexture)(GLenum); + +/* program/shader */ +GLuint (APIENTRY *glCreateProgram)(void); +void (APIENTRY *glLinkProgram)(GLuint); +void (APIENTRY *glGetProgramiv)(GLuint, GLenum, GLint*); +void (APIENTRY *glGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*); +void (APIENTRY *glUseProgram)(GLuint); +void (APIENTRY *glDeleteProgram)(GLuint); + +GLuint (APIENTRY *glCreateShader)(GLenum); +void (APIENTRY *glShaderSource)(GLuint, GLsizei, const GLchar**, const GLint*); +void (APIENTRY *glCompileShader)(GLuint); +void (APIENTRY *glGetShaderiv)(GLuint, GLenum, GLint*); +void (APIENTRY *glGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*); + +void (APIENTRY *glAttachShader)(GLuint, GLuint); +void (APIENTRY *glDetachShader)(GLuint, GLuint); +void (APIENTRY *glDeleteShader)(GLuint); + +//GL_DeleteBuffers glDeleteBuffers = NULL; + +void win32_gl_init() { + glGenBuffers = (void(APIENTRY*)(GLsizei, GLuint*))SDL_GL_GetProcAddress("glGenBuffers"); + glDeleteBuffers = (void(APIENTRY*)(GLsizei, GLuint*))SDL_GL_GetProcAddress("glDeleteBuffers"); + glBindBuffer = (void(APIENTRY*)(GLenum, GLuint))SDL_GL_GetProcAddress("glBindBuffer"); + glBufferData = (void(APIENTRY*)(GLenum, GLsizeiptr, const GLvoid*, GLenum))SDL_GL_GetProcAddress("glBufferData"); + glMapBuffer = (GLvoid*(APIENTRY*)(GLenum, GLenum))SDL_GL_GetProcAddress("glMapBuffer"); + glUnmapBuffer = (GLboolean(APIENTRY*)(GLenum))SDL_GL_GetProcAddress("glUnmapBuffer"); + + glGetUniformLocation = (GLint(APIENTRY*)(GLuint, const GLchar*))SDL_GL_GetProcAddress("glGetUniformLocation"); + glUniform1i = (void(APIENTRY*)(GLint, GLint))SDL_GL_GetProcAddress("glUniform1i"); + glUniform2f = (void(APIENTRY*)(GLint, GLfloat, GLfloat))SDL_GL_GetProcAddress("glUniform2f"); + glUniform3f = (void(APIENTRY*)(GLint, GLfloat, GLfloat, GLfloat))SDL_GL_GetProcAddress("glUniform3f"); + glUniform1iv = (void(APIENTRY*)(GLint, GLsizei, const GLint*))SDL_GL_GetProcAddress("glUniform1iv"); + + glActiveTexture = (void(APIENTRY*)(GLenum))SDL_GL_GetProcAddress("glActiveTexture"); + + glCreateProgram = (GLuint(APIENTRY*)(void))SDL_GL_GetProcAddress("glCreateProgram"); + glLinkProgram = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glLinkProgram"); + glGetProgramiv = (void(APIENTRY*)(GLuint, GLenum, GLint*))SDL_GL_GetProcAddress("glGetProgramiv"); + glGetProgramInfoLog = (void(APIENTRY*)(GLuint, GLsizei, GLsizei*, GLchar*))SDL_GL_GetProcAddress("glGetProgramInfoLog"); + glUseProgram = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glUseProgram"); + glDeleteProgram = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glDeleteProgram"); + + glCreateShader = (GLuint(APIENTRY*)(GLenum))SDL_GL_GetProcAddress("glCreateShader"); + glShaderSource = (void(APIENTRY*)(GLuint, GLsizei, const GLchar**, const GLint*))SDL_GL_GetProcAddress("glShaderSource"); + glCompileShader = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glCompileShader"); + glGetShaderiv = (void(APIENTRY*)(GLuint, GLenum, GLint*))SDL_GL_GetProcAddress("glGetShaderiv"); + glGetShaderInfoLog = (void(APIENTRY*)(GLuint, GLsizei, GLsizei*, GLchar*))SDL_GL_GetProcAddress("glGetShaderInfoLog"); + + glAttachShader = (void(APIENTRY*)(GLuint, GLuint))SDL_GL_GetProcAddress("glAttachShader"); + glDetachShader = (void(APIENTRY*)(GLuint, GLuint))SDL_GL_GetProcAddress("glDetachShader"); + glDeleteShader = (void(APIENTRY*)(GLuint))SDL_GL_GetProcAddress("glDeleteShader"); +} + +#endif @@ -1,7 +1,51 @@ #ifndef GL_H #define GL_H +#ifndef WIN32 #define GL_GLEXT_PROTOTYPES +#endif + #include <SDL_opengl.h> +#ifdef WIN32 +/* buffer */ +extern void (APIENTRY *glGenBuffers)(GLsizei, GLuint*); +extern void (APIENTRY *glDeleteBuffers)(GLsizei, GLuint*); +extern void (APIENTRY *glBindBuffer)(GLenum, GLuint); +extern void (APIENTRY *glBufferData)(GLenum, GLsizeiptr, const GLvoid*, GLenum); +extern GLvoid* (APIENTRY *glMapBuffer)(GLenum, GLenum); +extern GLboolean (APIENTRY *glUnmapBuffer)(GLenum); + +/* uniform */ +extern GLint (APIENTRY *glGetUniformLocation)(GLuint, const GLchar*); +extern void (APIENTRY *glUniform1i)(GLint, GLint); +extern void (APIENTRY *glUniform2f)(GLint, GLfloat, GLfloat); +extern void (APIENTRY *glUniform3f)(GLint, GLfloat, GLfloat, GLfloat); +extern void (APIENTRY *glUniform1iv)(GLint, GLsizei, const GLint*); + +/* texture */ +extern void (APIENTRY *glActiveTexture)(GLenum); + +/* program/shader */ +extern GLuint (APIENTRY *glCreateProgram)(void); +extern void (APIENTRY *glLinkProgram)(GLuint); +extern void (APIENTRY *glGetProgramiv)(GLuint, GLenum, GLint*); +extern void (APIENTRY *glGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*); +extern void (APIENTRY *glUseProgram)(GLuint); +extern void (APIENTRY *glDeleteProgram)(GLuint); + +extern GLuint (APIENTRY *glCreateShader)(GLenum); +extern void (APIENTRY *glShaderSource)(GLuint, GLsizei, const GLchar**, const GLint*); +extern void (APIENTRY *glCompileShader)(GLuint); +extern void (APIENTRY *glGetShaderiv)(GLuint, GLenum, GLint*); +extern void (APIENTRY *glGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*); + +extern void (APIENTRY *glAttachShader)(GLuint, GLuint); +extern void (APIENTRY *glDetachShader)(GLuint, GLuint); +extern void (APIENTRY *glDeleteShader)(GLuint); + +void win32_gl_init(); +#endif + + #endif @@ -3,25 +3,44 @@ #include "gl.h" +#include <SDL_image.h> + +bool init_sdl_image() { + int real_flags = IMG_Init(IMG_INIT_PNG | IMG_INIT_JPG); + if(!(real_flags | IMG_INIT_PNG && real_flags | IMG_INIT_JPG)) { + std::cerr << "Missing PNG or JPEG libraries" << std::endl; + return false; + } + return true; +} + int main(int argc, char **argv) { + if(!init_sdl_image()) + return 1; + video::width = 1280; video::height = 720; video::init(); - Scene scene; +#ifdef WIN32 + win32_gl_init(); +#endif + + Scene *scene = new Scene(); SDL_ShowCursor(SDL_DISABLE); SDL_WarpMouse(video::width/2, video::height/2); - scene.last_time = SDL_GetTicks(); - scene.update(); - while(scene.running) { - scene.events(); - scene.render(); + scene->last_time = SDL_GetTicks(); + scene->update(); + while(scene->running) { + scene->events(); + scene->render(); SDL_Delay(1); } + delete scene; video::free(); return 0; @@ -7,6 +7,7 @@ #include "gl.h" +#include <unistd.h> #include <cmath> #include <queue> @@ -34,10 +35,9 @@ Scene::Scene() { terrain_program.link(); terrain_program.use(); - GLint tex1loc = glGetUniformLocation(terrain_program.get_program(), "tex[1]"); - glUniform1i(tex1loc, 1); - GLint tex2loc = glGetUniformLocation(terrain_program.get_program(), "tex[2]"); - glUniform1i(tex2loc, 2); + GLint tex = glGetUniformLocation(terrain_program.get_program(), "tex"); + GLint texv[] = {0, 1, 2}; + glUniform1iv(tex, 3, texv); GLint markloc = glGetUniformLocation(terrain_program.get_program(), "marktex"); glUniform1i(markloc, 3); glUseProgram(0); @@ -394,14 +394,8 @@ void Scene::render() { Terrain::Chunk *chunk = *it; glPushMatrix(); glTranslatef(-pos.x, -pos.y, -pos.z); - /*if(!chunk->nodes) { - for(int i = 0; i < 4; i++) - q.push(chunk->children[i]); - continue; - } else*/ if(chunk->vbo_object) { - for(unsigned int i = 0; i < chunk->node_count; i++) - chunk->nodes[i]->draw_grid(); - } + for(unsigned int i = 0; i < chunk->node_count; i++) + chunk->nodes[i]->draw_grid(); glPopMatrix(); } } @@ -36,6 +36,8 @@ class Scene { int sx, sy; GLShaderProgram terrain_program; + //GLVertexShader terrain_vertex; + //GLFragmentShader terrain_fragment; GLuint grass_texture, rock_texture, soil_texture, marker_texture; diff --git a/terrain.cpp b/terrain.cpp index 35aef58..1fd75db 100644 --- a/terrain.cpp +++ b/terrain.cpp @@ -73,6 +73,19 @@ void Terrain::Node::fill() { vertex_array[11] = y; } +void Terrain::Node::draw() { + glBegin(GL_TRIANGLES); + for(int i = 0; i < 2; i++) { + glTexCoord2f(0, 0); + glVertex3f(vertex_array[0], vertex_array[1], vertex_array[2]); + glTexCoord2f(i, 1); + glVertex3f(vertex_array[i*3+3], vertex_array[i*3+4], vertex_array[i*3+5]); + glTexCoord2f(1, 1-i); + glVertex3f(vertex_array[i*3+6], vertex_array[i*3+7], vertex_array[i*3+8]); + } + glEnd(); +} + void Terrain::Node::draw_grid() { glNormal3f(0, 1, 0); glBegin(GL_LINE_LOOP); @@ -23,6 +23,7 @@ class Terrain { float distance(float px, float pz); void fill(); + void draw(); void draw_grid(); void draw_normal(); float get_height(float px, float py); |