port from perforce
This commit is contained in:
541
ev4k/main.cpp
Normal file
541
ev4k/main.cpp
Normal file
@@ -0,0 +1,541 @@
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//#define WINDOWED
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//#define NOMUSICTIMING
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#define MULTISHADER
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#ifdef _DEBUG
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#include <time.h>
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#include <io.h>
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#include <process.h>
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#include "Shaders.h"
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#include "small.h"
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#include "synth.h"
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#else
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#define WIN32_LEAN_AND_MEAN
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#define WIN32_EXTRA_LEAN
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#include <windows.h>
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#include <stdio.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glext.h"
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#include "small.h"
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#include "synth.h"
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#ifdef NOMUSICTIMING
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#include "Mmsystem.h"
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#endif
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#define V_Y "Y"
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#define V_Z "Z"
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#ifndef ASPECT
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#define ASPECT 1.78
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#endif
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#ifndef SCREENWIDTH
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#define SCREENWIDTH 1280
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#endif
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#ifndef SCREENHEIGTH
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#define SCREENHEIGTH 720
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#endif
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#pragma data_seg(".Shader0")
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#include "mark_0.h"
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#pragma data_seg(".Shader1")
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#include "mark_1.h"
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#pragma data_seg(".Shader2")
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#include "mark_2.h"
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#pragma data_seg(".Shader3")
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#include "mark_3.h"
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//#include "mark_small.h"
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#define STR2(x) #x
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#define STR(x) STR2(x)
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#pragma data_seg(".vertexshader")
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//static char* vsh = "varying vec4 Y;varying vec2 Z;void main(){Y=gl_Color;Z=(gl_Vertex.xy*vec2(Y.w,1))*.5+.5;gl_Position=gl_Vertex;}";
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static char* vsh = "varying vec4 "V_Y";varying vec2 "V_Z";void main(){"V_Y"=gl_Color;"V_Z"=(gl_Vertex.xy*vec2("STR( ASPECT )",1))*.5+.5;gl_Position=gl_Vertex;}";
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#endif
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#ifdef _DEBUG
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#define HALF_FAC 2
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#pragma data_seg(".resolutionX")
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static const int gi_ScreenWidth = 1280/HALF_FAC;
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#pragma data_seg(".resolutionY")
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static const int gi_ScreenHeight = 720/HALF_FAC;
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#else
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#pragma data_seg(".resolutionX")
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static const int gi_ScreenWidth = SCREENWIDTH;
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#pragma data_seg(".resolutionY")
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static const int gi_ScreenHeight = SCREENHEIGTH ;
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#endif
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#ifdef _DEBUG
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#pragma bss_seg(".debugnothing")
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HANDLE gh_ShaderCompileEvent;
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static char** gs_LastShader_;
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static __time64_t gi_ShaderChangedDate;
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static unsigned int gi_ShaderProgram;
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static unsigned int gi_LastShaderProgram;
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#pragma data_seg(".debuginfo")
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static const char* gs_VertexShader = "generic.vs";
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static const char* gs_ShaderFile = "mark.h";
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#endif
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#pragma data_seg(".pfd")
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static const PIXELFORMATDESCRIPTOR pfd={
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0, 1, PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 8
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};
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#pragma data_seg(".dms")
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static DEVMODE dmScreenSettings={
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"",0,0,sizeof(dmScreenSettings),0,DM_PELSWIDTH|DM_PELSHEIGHT,
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0,0,0,0,0,0,0,0,0,0,0,0,0,"",0,0,gi_ScreenWidth,gi_ScreenHeight
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};
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#pragma code_seg(".compile")
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unsigned int compileShader(const char* vsh, const char* fsh)
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{
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GLuint s,p;
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p = ((PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram"))();
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s = ((PFNGLCREATESHADERPROC)(wglGetProcAddress("glCreateShader")))(GL_VERTEX_SHADER);
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((PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource")) (s, 1, &vsh, NULL);
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((PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader"))(s);
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((PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader")) (p,s);
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s = ((PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader"))(GL_FRAGMENT_SHADER);
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((PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource")) (s, 1, &fsh, NULL);
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((PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader"))(s);
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((PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader")) (p,s);
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((PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram"))(p);
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#ifndef MULTISHADER
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((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(p);
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#endif
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return p;
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}
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#ifdef _DEBUG
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#define CHECK_DEBUG_OUTPUT(shader) \
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{\
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GLint success = 0;\
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);\
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if (!success)\
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{\
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GLchar infoLog[16384];\
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glGetShaderInfoLog(shader, 16384, NULL, infoLog);\
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OutputDebugString(infoLog);\
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}\
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}
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#else
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#define CHECK_DEBUG_OUTPUT(shader)
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#endif
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#pragma code_seg(".main")
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#ifdef _DEBUG
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DWORD WINAPI filemon(void* args)
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{
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while (true)
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{
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_finddata_t fdata;
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long hfile = _findfirst(gs_ShaderFile, &fdata);
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if (hfile != -1)
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{
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if (fdata.time_write != gi_ShaderChangedDate)
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{
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gi_ShaderChangedDate = fdata.time_write;
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::SetEvent(gh_ShaderCompileEvent);
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std::cout << "Shader loaded." << std::endl;
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}
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_findclose(hfile);
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}
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::Sleep(100);
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}
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return 0;
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}
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#endif
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#ifdef _DEBUG
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#include <cmath>
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float g_DebugCamPos[ 3 ]= {0,2.0f,-5.0f};
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float g_DebugCamRot[ 2 ]= {0,0};
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bool g_ShaderDebug= true;
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int g_ShaderID= 0;
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int g_SceneID= 0;
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int g_MaxSceneID= 16;
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float g_fSqrAnimFac= 0.0f;
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float g_fSpeedFac= 8.0f;
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bool g_bForceCompile= true;
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void MoveCam( float& fCurTime )
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{
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float fSpeed= 0.125f;
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bool bShift= GetAsyncKeyState( VK_SHIFT ) || GetAsyncKeyState( VK_MBUTTON ) || GetAsyncKeyState( VK_RBUTTON );
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bool bStrg= GetAsyncKeyState( VK_CONTROL ) != 0;
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float a= g_DebugCamRot[ 0 ];
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float b= g_DebugCamRot[ 1 ];
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float g_Forward[ 3 ]= {sinf( a )*cosf(b),-sinf(b), cosf( a )*cosf(b)};
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float g_Right[ 3 ]= {cosf( a ),0, -sinf( a )};
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if( bShift )
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{
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if( GetAsyncKeyState( VK_HOME ) )
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{
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g_DebugCamPos[ 0 ]= 0.0f;
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g_DebugCamPos[ 1 ]= 2.0f;
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g_DebugCamPos[ 2 ]= -5.0f;
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g_DebugCamRot[ 0 ]= 0.0f;
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g_DebugCamRot[ 1 ]= 0.0f;
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}
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if( GetAsyncKeyState( 'W' ) )
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{
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g_DebugCamPos[ 0 ]+= fSpeed * g_Forward[ 0 ];
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g_DebugCamPos[ 1 ]+= fSpeed * g_Forward[ 1 ];
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g_DebugCamPos[ 2 ]+= fSpeed * g_Forward[ 2 ];
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}
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if( GetAsyncKeyState( 'S' ) )
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{
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g_DebugCamPos[ 0 ]-= fSpeed * g_Forward[ 0 ];
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g_DebugCamPos[ 1 ]-= fSpeed * g_Forward[ 1 ];
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g_DebugCamPos[ 2 ]-= fSpeed * g_Forward[ 2 ];
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}
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if( GetAsyncKeyState( 'A' ) )
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{
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g_DebugCamPos[ 0 ]-= fSpeed * g_Right[ 0 ];
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g_DebugCamPos[ 1 ]-= fSpeed * g_Right[ 1 ];
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g_DebugCamPos[ 2 ]-= fSpeed * g_Right[ 2 ];
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}
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if( GetAsyncKeyState( 'D' ) )
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{
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g_DebugCamPos[ 0 ]+= fSpeed * g_Right[ 0 ];
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g_DebugCamPos[ 1 ]+= fSpeed * g_Right[ 1 ];
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g_DebugCamPos[ 2 ]+= fSpeed * g_Right[ 2 ];
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}
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if( GetAsyncKeyState( 'F' ) )
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{
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g_DebugCamPos[ 1 ]+= fSpeed;
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}
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if( GetAsyncKeyState( 'V' ) )
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{
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g_DebugCamPos[ 1 ]-= fSpeed;
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}
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if( bStrg )
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{
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if( ( GetAsyncKeyState( VK_F2 ) & 1 ) != 0)
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{
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g_ShaderDebug= !g_ShaderDebug;
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g_bForceCompile= true;
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}
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if( ( GetAsyncKeyState( VK_F3 ) & 1 ) != 0)
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{
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g_ShaderID= (g_ShaderID + MAX_SHADER_ID - 1 ) % MAX_SHADER_ID;
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g_bForceCompile= true;
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}
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if( ( GetAsyncKeyState( VK_F4 ) & 1 )!= 0)
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{
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g_ShaderID= (g_ShaderID + MAX_SHADER_ID + 1 ) % MAX_SHADER_ID;
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g_bForceCompile= true;
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}
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if( ( GetAsyncKeyState( VK_F7 ) & 1 ) != 0)
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{
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g_SceneID= (g_SceneID + g_MaxSceneID - 1 ) % g_MaxSceneID;
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}
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if( ( GetAsyncKeyState( VK_F8 ) & 1 )!= 0)
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{
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g_SceneID= (g_SceneID + g_MaxSceneID + 1 ) % g_MaxSceneID;
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}
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if( ( GetAsyncKeyState( VK_F9 ) & 1 ) != 0)
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{
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g_fSqrAnimFac-= 1.0f;
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}
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if( ( GetAsyncKeyState( VK_F10 ) & 1 )!= 0)
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{
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g_fSqrAnimFac+= 1.0f;
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}
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}
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else
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{
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if( ( GetAsyncKeyState( VK_F6 ) & 1 )!= 0)
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{
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fCurTime= 0.0f;
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}
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if( ( GetAsyncKeyState( VK_F7 ) & 1 )!= 0)
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{
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g_fSpeedFac*= 2.0f;
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if( g_fSpeedFac > 32.0f )
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{
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g_fSpeedFac= 32.0f;
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}
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}
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if( ( GetAsyncKeyState( VK_F8 ) & 1 ) != 0)
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{
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g_fSpeedFac/= 2.0f;
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if( g_fSpeedFac < 2.0f )
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{
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g_fSpeedFac= 2.0f;
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}
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}
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}
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}
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static POINT OldCurPos;
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POINT CurPos;
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GetCursorPos( &CurPos );
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if( bShift )
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{
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g_DebugCamRot[ 0 ]-= 0.003f * ( OldCurPos.x - CurPos.x );
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g_DebugCamRot[ 1 ]-= 0.003f * ( OldCurPos.y - CurPos.y );
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g_DebugCamRot[ 1 ]= max( g_DebugCamRot[ 1 ], -1.56f );
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g_DebugCamRot[ 1 ]= min( g_DebugCamRot[ 1 ], 1.56f );
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}
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OldCurPos= CurPos;
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}
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#endif
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#ifdef _DEBUG
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LRESULT MessageCallback(HWND ar_Handle, UINT aw_Message, WPARAM aw_Param, LPARAM al_Param)
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{
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return DefWindowProc(ar_Handle, aw_Message, aw_Param, al_Param);
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}
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#endif
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int gCurScene= 0;
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int gCurSceneStart= 0;
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#pragma data_seg(".g_SceneLength")
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int g_SceneLength[]=
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{
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16, 8, 8, 32,
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16, 16, 32,
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16, 16, 32,
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16, 16, 16, 32,
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0x80000000
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};
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#pragma data_seg(".g_SceneShader")
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int g_SceneShader[]=
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{
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0,0,0,0,
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1,1,1,
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2,2,2,
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3,3,3, 3
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};
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#pragma data_seg(".g_SceneFactor")
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float g_SceneFactor[]=
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{
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0, 0, 0, 1.0f,
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0, 0, 1.0f,
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0, 0, 1.0f,
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0, 1.0f, 1.0f, 2.0f,
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0,
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};
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void _cdecl main()
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{
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#ifdef _DEBUG
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//ChangeDisplaySettings (&dmScreenSettings,CDS_FULLSCREEN);
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//HDC hDC = GetDC(CreateWindow("edit", 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0));
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//HWND hWnd = CreateWindow("MDICLIENT", "Test", WS_OVERLAPPED | WS_VISIBLE | WS_SYSMENU, 0, 0, gi_ScreenWidth, gi_ScreenHeight, 0, 0, 0, 0);
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WNDCLASSEX wndclass;
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wndclass.cbSize = sizeof (wndclass) ;
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wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
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||||
wndclass.lpfnWndProc = (WNDPROC)MessageCallback ;
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||||
wndclass.cbClsExtra = 0 ;
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||||
wndclass.cbWndExtra = 0 ;
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||||
wndclass.hInstance = NULL ;
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||||
wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ;
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wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ;
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||||
wndclass.hbrBackground = (HBRUSH) GetStockObject (DKGRAY_BRUSH) ;
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||||
wndclass.lpszMenuName = NULL;
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||||
wndclass.lpszClassName = "Window" ;
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||||
wndclass.hIconSm = LoadIcon (NULL, IDI_APPLICATION) ;
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||||
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||||
RegisterClassEx(&wndclass);
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||||
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||||
HWND hWnd = CreateWindow(
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"Window", /* Classname */
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||||
"Title", /* Title Text */
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||||
WS_EX_APPWINDOW, /* default window */
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||||
10, /* Windows decides the position */
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||||
30, /* where the window ends up on the screen */
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||||
gi_ScreenWidth, /* The programs width */
|
||||
gi_ScreenHeight, /* and height in pixels */
|
||||
NULL, /* The window is a child-window to desktop */
|
||||
NULL, /* No menu */
|
||||
GetModuleHandle(NULL), //GetModuleHandle(NULL), /* Program Instance handler */
|
||||
NULL /* No Window Creation data */
|
||||
);
|
||||
|
||||
|
||||
HDC hDC = GetDC(hWnd);
|
||||
SetPixelFormat(hDC, ChoosePixelFormat(hDC, &pfd), &pfd);
|
||||
wglMakeCurrent(hDC, wglCreateContext(hDC));
|
||||
initShaders();
|
||||
gh_ShaderCompileEvent = ::CreateEvent(NULL, FALSE, FALSE, TEXT("WriteEvent"));
|
||||
SetThreadPriority((HANDLE)CreateThread(0, 0, &filemon, 0, 0, 0), THREAD_PRIORITY_BELOW_NORMAL);
|
||||
|
||||
ShowWindow (hWnd , SW_NORMAL );
|
||||
::Sleep(100);
|
||||
#else
|
||||
#ifndef WINDOWED
|
||||
ChangeDisplaySettings (&dmScreenSettings,CDS_FULLSCREEN);
|
||||
HDC hDC = GetDC(CreateWindow("edit", 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0));
|
||||
#else
|
||||
HDC hDC = GetDC(CreateWindow("static", "RED", WS_EX_APPWINDOW | WS_VISIBLE | WS_SYSMENU, 0, 0, gi_ScreenWidth, gi_ScreenHeight, 0, 0, 0, 0));
|
||||
#endif
|
||||
|
||||
SetPixelFormat(hDC, ChoosePixelFormat(hDC, &pfd), &pfd);
|
||||
wglMakeCurrent(hDC, wglCreateContext(hDC));
|
||||
#ifdef MULTISHADER
|
||||
static unsigned int shaders[4];
|
||||
shaders[0]=compileShader(vsh, mark_h_0 );
|
||||
shaders[1]=compileShader(vsh, mark_h_3 );
|
||||
shaders[2]=compileShader(vsh, mark_h_2 );
|
||||
shaders[3]=compileShader(vsh, mark_h_1 );
|
||||
#else
|
||||
compileShader(vsh, mark_fs_0 );
|
||||
#endif
|
||||
ShowCursor(FALSE);
|
||||
#endif
|
||||
|
||||
#ifdef _DEBUG
|
||||
if (::WaitForSingleObject(gh_ShaderCompileEvent, 0) == WAIT_OBJECT_0)
|
||||
{
|
||||
::Sleep(250);
|
||||
gi_ShaderProgram = createProgram(
|
||||
createVertexShader(gs_VertexShader),
|
||||
createFragmentShader(gs_ShaderFile, g_ShaderID, g_ShaderDebug ));
|
||||
|
||||
((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(gi_ShaderProgram);
|
||||
PrintErrors();
|
||||
}
|
||||
glColor4f(0,0,0, float(gi_ScreenWidth)/gi_ScreenHeight);
|
||||
glRectf(-1, -1, 1, 1);
|
||||
SwapBuffers(hDC);
|
||||
#endif
|
||||
|
||||
#ifndef _DEBUG
|
||||
InitSound();
|
||||
#else
|
||||
LARGE_INTEGER li_OldTime = { 0 };
|
||||
#endif
|
||||
#ifdef NOMUSICTIMING
|
||||
int iStartTick= timeGetTime();
|
||||
#endif
|
||||
|
||||
float lf_Time= 0.0f;
|
||||
do
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
MSG msg;
|
||||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
||||
{
|
||||
if (msg.message == WM_QUIT)
|
||||
return;
|
||||
else
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
}
|
||||
}
|
||||
|
||||
if (::WaitForSingleObject(gh_ShaderCompileEvent, 0) == WAIT_OBJECT_0 || g_bForceCompile)
|
||||
{
|
||||
::Sleep(50);
|
||||
gi_ShaderProgram = createProgram(
|
||||
createVertexShader(gs_VertexShader),
|
||||
createFragmentShader(gs_ShaderFile, g_ShaderID, g_ShaderDebug));
|
||||
|
||||
((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(gi_ShaderProgram);
|
||||
PrintErrors();
|
||||
|
||||
g_bForceCompile= false;
|
||||
}
|
||||
#endif
|
||||
|
||||
int Sample= get_Sample() - gCurSceneStart;
|
||||
int SceneEnd= g_SceneLength[ gCurScene ] * (44100 * 60 / 145);//samples per tick
|
||||
|
||||
//lf_Time = get_Time() * 71.0f / 240.0f;
|
||||
#ifdef NOMUSICTIMING
|
||||
lf_Time = ( timeGetTime() - iStartTick ) * 0.001f / 16.0f;
|
||||
#endif
|
||||
|
||||
#ifdef _DEBUG
|
||||
|
||||
glLoadIdentity();
|
||||
LARGE_INTEGER li_CurrentTime, li_CurrentFrequency;
|
||||
QueryPerformanceCounter(&li_CurrentTime);
|
||||
QueryPerformanceFrequency(&li_CurrentFrequency);
|
||||
//lf_Time = (float)li_CurrentTime.QuadPart / (float)li_CurrentFrequency.QuadPart;
|
||||
float lf_DiffTime = (float)(li_CurrentTime.QuadPart - li_OldTime.QuadPart) / (float)li_CurrentFrequency.QuadPart;
|
||||
char windowText[255];
|
||||
sprintf_s(
|
||||
windowText,
|
||||
"Shader: %d Scene: %d AnimFac: %2.2f FPS: %.2f, Render time: %.4fms",
|
||||
g_ShaderID,
|
||||
g_SceneID,
|
||||
g_fSqrAnimFac,
|
||||
1.0f / lf_DiffTime,
|
||||
lf_DiffTime );
|
||||
::SetWindowTextA(hWnd, windowText);
|
||||
|
||||
li_OldTime = li_CurrentTime;
|
||||
|
||||
lf_Time+= lf_DiffTime * 145.0f / 60.0f / g_fSpeedFac;
|
||||
if( lf_Time > 1.0f )
|
||||
{
|
||||
lf_Time= 0.0f;
|
||||
}
|
||||
glColor4f((float)g_SceneID, lf_Time, lf_Time * lf_Time * g_fSqrAnimFac, 0.0f);
|
||||
#else
|
||||
#ifdef MULTISHADER
|
||||
((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(shaders[ g_SceneShader[ gCurScene ] ]);
|
||||
#endif
|
||||
lf_Time= (float)Sample / (float)SceneEnd;
|
||||
glColor4f((float)gCurScene, lf_Time, lf_Time * lf_Time * g_SceneFactor[ gCurScene ], 0.0f);
|
||||
#endif
|
||||
#ifdef _DEBUG
|
||||
MoveCam( lf_Time );
|
||||
|
||||
float fDebugData[ 16 ];
|
||||
fDebugData[ 0 ]= g_DebugCamPos[ 0 ];
|
||||
fDebugData[ 1 ]= g_DebugCamPos[ 1 ];
|
||||
fDebugData[ 2 ]= g_DebugCamPos[ 2 ];
|
||||
fDebugData[ 4 ]= g_DebugCamRot[ 0 ];
|
||||
fDebugData[ 5 ]= g_DebugCamRot[ 1 ];
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixf((GLfloat*)&fDebugData);
|
||||
#endif
|
||||
|
||||
//if (GetAsyncKeyState(VK_SPACE))
|
||||
glRects(-1, -1, 1, 1);
|
||||
|
||||
SwapBuffers(hDC);
|
||||
|
||||
#ifndef _DEBUG
|
||||
if( Sample > SceneEnd )
|
||||
{
|
||||
gCurSceneStart+= SceneEnd;
|
||||
gCurScene++;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#ifdef _DEBUG
|
||||
while ( !GetAsyncKeyState(VK_ESCAPE) );
|
||||
#else
|
||||
while ( g_SceneLength[ gCurScene ] > 0 && !GetAsyncKeyState(VK_ESCAPE) );
|
||||
#endif
|
||||
ExitProcess(0);
|
||||
}
|
||||
Reference in New Issue
Block a user