diff options
Diffstat (limited to 'med.c')
-rw-r--r-- | med.c | 843 |
1 files changed, 843 insertions, 0 deletions
@@ -0,0 +1,843 @@ +#include <u.h> +#include <libc.h> +#include <thread.h> +#include <draw.h> +#include <memdraw.h> +#include <mouse.h> +#include <keyboard.h> +#include <geometry.h> +#include "libobj/obj.h" +#include "libgraphics/graphics.h" +#include "fns.h" + +enum { + K↑, + K↓, + K←, + K→, + Krise, + Kfall, + KR↑, + KR↓, + KR←, + KR→, + KR↺, + KR↻, + Kzoomin, + Kzoomout, + Khud, + Kfrustum, + Ke +}; + +enum { + Sfov, + Scampos, + Scambx, Scamby, Scambz, + Sfps, + Sframes, + Se +}; + +typedef struct Camcfg Camcfg; +struct Camcfg +{ + Point3 p, lookat, up; + double fov, clipn, clipf; + int ptype; +}; + +Rune keys[Ke] = { + [K↑] = Kup, + [K↓] = Kdown, + [K←] = Kleft, + [K→] = Kright, + [Krise] = Kpgup, + [Kfall] = Kpgdown, + [KR↑] = 'w', + [KR↓] = 's', + [KR←] = 'a', + [KR→] = 'd', + [KR↺] = 'q', + [KR↻] = 'e', + [Kzoomin] = 'z', + [Kzoomout] = 'x', + [Khud] = 'h', + [Kfrustum] = ' ', +}; +char stats[Se][256]; +Image *screenb; +Mousectl *mctl; +Keyboardctl *kctl; +Channel *drawc; +int kdown; +Scene *scene; +Entity *subject; +Model *model; +Shadertab *shader; +QLock scenelk; +QLock drawlk; +Mouse om; +Quaternion orient = {1,0,0,0}; + +Camera cam; +Camcfg camcfg = { + 0,2,4,1, + 0,0,0,1, + 0,1,0,0, + 40*DEG, 0.01, 10, PERSPECTIVE +}; +Point3 center = {0,0,0,1}; +LightSource light; /* global point light */ + +static int doprof; +static int showhud; +Color (*tsampler)(Memimage*,Point2); + +static int +min(int a, int b) +{ + return a < b? a: b; +} + +static int +max(int a, int b) +{ + return a > b? a: b; +} + +static Point3 +Vecquat(Quaternion q) +{ + return Vec3(q.i, q.j, q.k); +} + +static Point3 +Ptquat(Quaternion q, double w) +{ + return Pt3(q.i, q.j, q.k, w); +} + +void +materializefrustum(void) +{ + Primitive l; + Framebuf *fb; + Point3 p[4]; + int i; + + fb = cam.vp->getfb(cam.vp); + p[0] = Pt3(0,0,1,1); + p[1] = Pt3(Dx(fb->r),0,1,1); + p[2] = Pt3(Dx(fb->r),Dy(fb->r),1,1); + p[3] = Pt3(0,Dy(fb->r),1,1); + memset(&l, 0, sizeof l); + + for(i = 0; i < nelem(p); i++){ + /* front frame */ + l.type = PLine; + l.v[0].p = world2model(subject, viewport2world(&cam, p[i])); + l.v[1].p = world2model(subject, viewport2world(&cam, p[(i+1)%nelem(p)])); + qlock(&scenelk); + model->prims = erealloc(model->prims, ++model->nprims*sizeof(*model->prims)); + model->prims[model->nprims-1] = l; + qunlock(&scenelk); + + /* middle frame */ + l.v[0].p = world2model(subject, viewport2world(&cam, subpt3(p[i], Vec3(0,0,0.5)))); + l.v[1].p = world2model(subject, viewport2world(&cam, subpt3(p[(i+1)%nelem(p)], Vec3(0,0,0.5)))); + qlock(&scenelk); + model->prims = erealloc(model->prims, ++model->nprims*sizeof(*model->prims)); + model->prims[model->nprims-1] = l; + qunlock(&scenelk); + + /* back frame */ + l.v[0].p = world2model(subject, viewport2world(&cam, subpt3(p[i], Vec3(0,0,1)))); + l.v[1].p = world2model(subject, viewport2world(&cam, subpt3(p[(i+1)%nelem(p)], Vec3(0,0,1)))); + qlock(&scenelk); + model->prims = erealloc(model->prims, ++model->nprims*sizeof(*model->prims)); + model->prims[model->nprims-1] = l; + qunlock(&scenelk); + + /* struts */ + l.v[1].p = world2model(subject, viewport2world(&cam, p[i])); + qlock(&scenelk); + model->prims = erealloc(model->prims, ++model->nprims*sizeof(*model->prims)); + model->prims[model->nprims-1] = l; + qunlock(&scenelk); + } +} + +void +addcube(void) +{ + static Point3 axis[3] = {{0,1,0,0}, {1,0,0,0}, {0,0,1,0}}; + Primitive t[2]; + Point3 p, v1, v2; + int i, j, k; + + memset(t, 0, sizeof t); + t[0].type = t[1].type = PTriangle; + + /* build the first face/quad, facing the positive z axis */ + p = Vec3(-0.5,-0.5,0.5); + v1 = Vec3(1,0,0); + v2 = Vec3(0,1,0); + t[0].v[0].p = addpt3(center, p); + t[0].v[0].n = p; + t[0].v[1].p = addpt3(center, addpt3(p, v1)); + t[0].v[1].n = addpt3(p, v1); + t[0].v[2].p = addpt3(center, addpt3(p, addpt3(v1, v2))); + t[0].v[2].n = addpt3(p, addpt3(v1, v2)); + t[1].v[0] = t[0].v[0]; + t[1].v[1] = t[0].v[2]; + t[1].v[2].p = addpt3(center, addpt3(p, v2)); + t[1].v[2].n = addpt3(p, v2); + + /* make a cube by rotating the reference face */ + for(i = 0; i < 6; i++){ + if(i > 0) + for(j = 0; j < 2; j++) + for(k = 0; k < 3; k++){ + t[j].v[k].p = qrotate(t[j].v[k].p, axis[i%3], PI/2); + t[j].v[k].n = qrotate(t[j].v[k].n, axis[i%3], PI/2); + } + + qlock(&scenelk); + model->prims = erealloc(model->prims, (model->nprims += 2)*sizeof(*model->prims)); + model->prims[model->nprims-2] = t[0]; + model->prims[model->nprims-1] = t[1]; + qunlock(&scenelk); + } +} + +static void +addbasis(void) +{ + Entity *e; + Model *m; + Primitive prims[3]; + + m = newmodel(); + e = newentity(m); + e->RFrame3 = subject->RFrame3; + + memset(prims, 0, sizeof prims); + prims[0].type = prims[1].type = prims[2].type = PLine; + prims[0].v[0].p = prims[1].v[0].p = prims[2].v[0].p = center; + prims[0].v[0].c = prims[1].v[0].c = prims[2].v[0].c = Pt3(0,0,0,1); + prims[0].v[1].p = addpt3(center, e->bx); + prims[0].v[1].c = Pt3(1,0,0,1); + prims[1].v[1].p = addpt3(center, e->by); + prims[1].v[1].c = Pt3(0,1,0,1); + prims[2].v[1].p = addpt3(center, e->bz); + prims[2].v[1].c = Pt3(0,0,1,1); + + m->prims = erealloc(m->prims, (m->nprims += 3)*sizeof(*m->prims)); + memmove(m->prims, prims, sizeof prims); + + scene->addent(scene, e); +} + +Point3 +gouraudvshader(VSparams *sp) +{ + static double Ka = 0.1; /* ambient factor */ + static double Ks = 0.5; /* specular factor */ + double Kd; /* diffuse factor */ + double spec; + Point3 pos, lightdir, lookdir; + Material *m; + Color ambient, diffuse, specular, lightc; + + sp->v->n = model2world(sp->su->entity, sp->v->n); + sp->v->p = model2world(sp->su->entity, sp->v->p); + pos = sp->v->p; + m = sp->v->mtl; + + lightdir = normvec3(subpt3(light.p, pos)); + lightc = getlightcolor(&light, lightdir); + + ambient = mulpt3(lightc, Ka); + if(m != nil) + ambient = modulapt3(ambient, m->ambient); + + Kd = fmax(0, dotvec3(sp->v->n, lightdir)); + diffuse = mulpt3(lightc, Kd); + if(m != nil) + diffuse = modulapt3(diffuse, m->diffuse); + + lookdir = normvec3(subpt3(sp->su->camera->p, pos)); + lightdir = qrotate(lightdir, sp->v->n, PI); + spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m? m->shininess: 1); + specular = mulpt3(lightc, spec*Ks); + if(m != nil) + specular = modulapt3(specular, m->specular); + + sp->v->c = addpt3(ambient, addpt3(diffuse, specular)); + return world2clip(sp->su->camera, pos); +} + +Color +gouraudshader(FSparams *sp) +{ + Color tc, c; + + if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0){ + tc = texture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); + }else if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) + tc = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); + else + tc = Pt3(1,1,1,1); + + c = modulapt3(sp->v.c, tc); + c.a = 1; + + return c; +} + +Point3 +phongvshader(VSparams *sp) +{ + Point3 pos; + Color a, d, s; + double ss; + + sp->v->n = model2world(sp->su->entity, sp->v->n); + sp->v->p = model2world(sp->su->entity, sp->v->p); + pos = sp->v->p; + addvattr(sp->v, "pos", VAPoint, &pos); + if(sp->v->mtl != nil){ + a = sp->v->mtl->ambient; + d = sp->v->mtl->diffuse; + s = sp->v->mtl->specular; + ss = sp->v->mtl->shininess; + addvattr(sp->v, "ambient", VAPoint, &a); + addvattr(sp->v, "diffuse", VAPoint, &d); + addvattr(sp->v, "specular", VAPoint, &s); + addvattr(sp->v, "shininess", VANumber, &ss); + } + return world2clip(sp->su->camera, pos); +} + +Color +phongshader(FSparams *sp) +{ + static double Ka = 0.1; /* ambient factor */ + static double Ks = 0.5; /* specular factor */ + double Kd; /* diffuse factor */ + double spec; + Color ambient, diffuse, specular, tc, c, lightc; + Point3 pos, n, lightdir, lookdir; + Material m; + RFrame3 TBN; + Vertexattr *va; + + va = getvattr(&sp->v, "pos"); + pos = va->p; + + va = getvattr(&sp->v, "ambient"); + m.ambient = va != nil? va->p: Pt3(1,1,1,1); + va = getvattr(&sp->v, "diffuse"); + m.diffuse = va != nil? va->p: Pt3(1,1,1,1); + va = getvattr(&sp->v, "specular"); + m.specular = va != nil? va->p: Pt3(1,1,1,1); + va = getvattr(&sp->v, "shininess"); + m.shininess = va != nil? va->n: 1; + + lightdir = normvec3(subpt3(light.p, pos)); + lightc = getlightcolor(&light, lightdir); + + ambient = mulpt3(lightc, Ka); + ambient = modulapt3(ambient, m.ambient); + + /* normal mapping */ + va = getvattr(&sp->v, "tangent"); + if(va == nil) + n = sp->v.n; + else{ + /* TODO implement this on the VS instead and apply Gram-Schmidt here */ + n = texture(sp->v.mtl->normalmap, sp->v.uv, neartexsampler); + n = normvec3(subpt3(mulpt3(n, 2), Vec3(1,1,1))); + + TBN.p = Pt3(0,0,0,1); + TBN.bx = va->p; /* T */ + TBN.bz = sp->v.n; /* N */ + TBN.by = crossvec3(TBN.bz, TBN.bx); /* B */ + + n = normvec3(invrframexform3(n, TBN)); + } + + Kd = fmax(0, dotvec3(n, lightdir)); + diffuse = mulpt3(lightc, Kd); + diffuse = modulapt3(diffuse, m.diffuse); + + lookdir = normvec3(subpt3(sp->su->camera->p, pos)); + lightdir = qrotate(lightdir, n, PI); + spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m.shininess); + specular = mulpt3(lightc, spec*Ks); + specular = modulapt3(specular, m.specular); + + if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) + tc = texture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); + else if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) + tc = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); + else + tc = Pt3(1,1,1,1); + + c = addpt3(ambient, addpt3(diffuse, specular)); + c = modulapt3(c, tc); + c.a = 1; + + return c; +} + +Point3 +identvshader(VSparams *sp) +{ + sp->v->n = model2world(sp->su->entity, sp->v->n); + sp->v->p = model2world(sp->su->entity, sp->v->p); + if(sp->v->mtl != nil) + sp->v->c = sp->v->mtl->diffuse; + return world2clip(sp->su->camera, sp->v->p); +} + +Color +identshader(FSparams *sp) +{ + Color tc, c; + + if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) + tc = texture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); + else if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) + tc = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); + else + tc = Pt3(1,1,1,1); + + c = modulapt3(sp->v.c, tc); + c.a = 1; + + return c; +} + +Shadertab shadertab[] = { + { "ident", identvshader, identshader }, + { "gouraud", gouraudvshader, gouraudshader }, + { "phong", phongvshader, phongshader }, +}; +Shadertab * +getshader(char *name) +{ + int i; + + for(i = 0; i < nelem(shadertab); i++) + if(strcmp(shadertab[i].name, name) == 0) + return &shadertab[i]; + return nil; +} + +void +zoomin(void) +{ + cam.fov = fclamp(cam.fov - 1*DEG, 1*DEG, 180*DEG); + reloadcamera(&cam); +} + +void +zoomout(void) +{ + cam.fov = fclamp(cam.fov + 1*DEG, 1*DEG, 180*DEG); + reloadcamera(&cam); +} + +void +drawstats(void) +{ + int i; + + snprint(stats[Sfov], sizeof(stats[Sfov]), "FOV %g°", cam.fov/DEG); + snprint(stats[Scampos], sizeof(stats[Scampos]), "%V", cam.p); + snprint(stats[Scambx], sizeof(stats[Scambx]), "bx %V", cam.bx); + snprint(stats[Scamby], sizeof(stats[Scamby]), "by %V", cam.by); + snprint(stats[Scambz], sizeof(stats[Scambz]), "bz %V", cam.bz); + snprint(stats[Sfps], sizeof(stats[Sfps]), "FPS %.0f/%.0f/%.0f/%.0f", !cam.stats.max? 0: 1e9/cam.stats.max, !cam.stats.avg? 0: 1e9/cam.stats.avg, !cam.stats.min? 0: 1e9/cam.stats.min, !cam.stats.v? 0: 1e9/cam.stats.v); + snprint(stats[Sframes], sizeof(stats[Sframes]), "frame %llud", cam.stats.nframes); + for(i = 0; i < Se; i++) + stringbg(screen, addpt(screen->r.min, Pt(10,10 + i*font->height)), display->black, ZP, font, stats[i], display->white, ZP); +} + +void +redraw(void) +{ + static Image *bg; + + if(bg == nil) + bg = eallocimage(display, UR, RGB24, 1, 0x888888FF); + + lockdisplay(display); + cam.vp->draw(cam.vp, screenb); + draw(screen, screen->r, bg, nil, ZP); + draw(screen, screen->r, screenb, nil, ZP); + if(showhud) + drawstats(); + flushimage(display, 1); + unlockdisplay(display); +} + +void +renderproc(void *) +{ + uvlong t0, Δt; + + threadsetname("renderproc"); + + t0 = nsec(); + for(;;){ + qlock(&scenelk); + shootcamera(&cam, shader); + qunlock(&scenelk); + if(doprof) + fprint(2, "R %llud %llud\nE %llud %llud\nT %llud %llud\nr %llud %llud\n\n", + cam.times.R[cam.times.cur-1].t0, cam.times.R[cam.times.cur-1].t1, + cam.times.E[cam.times.cur-1].t0, cam.times.E[cam.times.cur-1].t1, + cam.times.Tn[cam.times.cur-1].t0, cam.times.Tn[cam.times.cur-1].t1, + cam.times.Rn[cam.times.cur-1].t0, cam.times.Rn[cam.times.cur-1].t1); + Δt = nsec() - t0; + if(Δt > HZ2MS(60)*1000000ULL){ + nbsend(drawc, nil); + t0 += Δt; + } + } +} + +void +drawproc(void *) +{ + threadsetname("drawproc"); + + for(;;) + if(recv(drawc, nil) && canqlock(&drawlk)){ + redraw(); + qunlock(&drawlk); + } +} + +void +lmb(void) +{ + Quaternion Δorient; + Entity *e; + + if((om.buttons^mctl->buttons) == 0){ + Δorient = orient; + qball(screen->r, om.xy, mctl->xy, &orient, nil); + Δorient = mulq(orient, invq(Δorient)); + + for(e = scene->ents.next; e != &scene->ents; e = e->next){ + e->bx = vcs2world(&cam, Vecquat(mulq(mulq(Δorient, Quatvec(0, world2vcs(&cam, e->bx))), invq(Δorient)))); + e->by = vcs2world(&cam, Vecquat(mulq(mulq(Δorient, Quatvec(0, world2vcs(&cam, e->by))), invq(Δorient)))); + e->bz = vcs2world(&cam, Vecquat(mulq(mulq(Δorient, Quatvec(0, world2vcs(&cam, e->bz))), invq(Δorient)))); + } + } +} + +void +mmb(void) +{ + enum { + TSNEAREST, + TSBILINEAR, + SP, + QUIT, + }; + static char *items[] = { + [TSNEAREST] "use nearest sampler", + [TSBILINEAR] "use bilinear sampler", + [SP] "", + [QUIT] "quit", + nil, + }; + static Menu menu = { .item = items }; + + qlock(&drawlk); + switch(menuhit(2, mctl, &menu, _screen)){ + case TSNEAREST: + tsampler = neartexsampler; + break; + case TSBILINEAR: + tsampler = bilitexsampler; + break; + case QUIT: + threadexitsall(nil); + } + qunlock(&drawlk); + nbsend(drawc, nil); +} + +static char * +genrmbmenuitem(int idx) +{ + static char *items[] = { + "", + "add cube", + nil + }; + if(idx < nelem(shadertab)) + return shadertab[idx].name; + idx -= nelem(shadertab); + return items[idx]; +} + +void +rmb(void) +{ + enum { + SP, + ADDCUBE, + }; + static Menu menu = { .gen = genrmbmenuitem }; + int idx; + + qlock(&drawlk); + idx = menuhit(3, mctl, &menu, _screen); + if(idx < 0) + goto nohit; + if(idx < nelem(shadertab)){ + shader = &shadertab[idx]; + memset(&cam.stats, 0, sizeof(cam.stats)); + } + idx -= nelem(shadertab); + switch(idx){ + case ADDCUBE: + addcube(); + break; + } +nohit: + qunlock(&drawlk); + nbsend(drawc, nil); +} + +void +mouse(void) +{ + if((mctl->buttons & 1) != 0) + lmb(); + if((mctl->buttons & 2) != 0) + mmb(); + if((mctl->buttons & 4) != 0) + rmb(); + if((mctl->buttons & 8) != 0) + zoomin(); + if((mctl->buttons & 16) != 0) + zoomout(); + om = mctl->Mouse; +} + +void +kbdproc(void *) +{ + Rune r, *a; + char buf[128], *s; + int fd, n; + + threadsetname("kbdproc"); + + if((fd = open("/dev/kbd", OREAD)) < 0) + sysfatal("kbdproc: %r"); + memset(buf, 0, sizeof buf); + + for(;;){ + if(buf[0] != 0){ + n = strlen(buf)+1; + memmove(buf, buf+n, sizeof(buf)-n); + } + if(buf[0] == 0){ + if((n = read(fd, buf, sizeof(buf)-1)) <= 0) + break; + buf[n-1] = 0; + buf[n] = 0; + } + if(buf[0] == 'c'){ + chartorune(&r, buf+1); + if(r == Kdel){ + close(fd); + threadexitsall(nil); + }else + nbsend(kctl->c, &r); + } + if(buf[0] != 'k' && buf[0] != 'K') + continue; + s = buf+1; + kdown = 0; + while(*s){ + s += chartorune(&r, s); + for(a = keys; a < keys+Ke; a++) + if(r == *a){ + kdown |= 1 << a-keys; + break; + } + } + } +} + +void +keyproc(void *c) +{ + threadsetname("keyproc"); + + for(;;){ + nbsend(c, nil); + sleep(HZ2MS(100)); /* key poll rate */ + } +} + +void +handlekeys(void) +{ + static int okdown; + + if(kdown & 1<<K↑) + placecamera(&cam, subpt3(cam.p, mulpt3(cam.bz, 0.1)), cam.bz, cam.by); + if(kdown & 1<<K↓) + placecamera(&cam, addpt3(cam.p, mulpt3(cam.bz, 0.1)), cam.bz, cam.by); + if(kdown & 1<<K←) + placecamera(&cam, subpt3(cam.p, mulpt3(cam.bx, 0.1)), cam.bz, cam.by); + if(kdown & 1<<K→) + placecamera(&cam, addpt3(cam.p, mulpt3(cam.bx, 0.1)), cam.bz, cam.by); + if(kdown & 1<<Krise) + placecamera(&cam, addpt3(cam.p, mulpt3(cam.by, 0.1)), cam.bz, cam.by); + if(kdown & 1<<Kfall) + placecamera(&cam, subpt3(cam.p, mulpt3(cam.by, 0.1)), cam.bz, cam.by); + if(kdown & 1<<KR↑) + aimcamera(&cam, qrotate(cam.bz, cam.bx, 1*DEG)); + if(kdown & 1<<KR↓) + aimcamera(&cam, qrotate(cam.bz, cam.bx, -1*DEG)); + if(kdown & 1<<KR←) + aimcamera(&cam, qrotate(cam.bz, cam.by, 1*DEG)); + if(kdown & 1<<KR→) + aimcamera(&cam, qrotate(cam.bz, cam.by, -1*DEG)); + if(kdown & 1<<KR↺) + placecamera(&cam, cam.p, cam.bz, qrotate(cam.by, cam.bz, 1*DEG)); + if(kdown & 1<<KR↻) + placecamera(&cam, cam.p, cam.bz, qrotate(cam.by, cam.bz, -1*DEG)); + if(kdown & 1<<Kzoomin) + zoomin(); + if(kdown & 1<<Kzoomout) + zoomout(); + + if((okdown & 1<<Khud) == 0 && (kdown & 1<<Khud) != 0) + showhud ^= 1; + + if((okdown & 1<<Kfrustum) == 0 && (kdown & 1<<Kfrustum) != 0) + materializefrustum(); + + okdown = kdown; +} + +void +resize(void) +{ + lockdisplay(display); + if(getwindow(display, Refnone) < 0) + fprint(2, "can't reattach to window\n"); + unlockdisplay(display); + nbsend(drawc, nil); +} + +static void +confproc(void) +{ + char buf[64]; + int fd; + + snprint(buf, sizeof buf, "/proc/%d/ctl", getpid()); + fd = open(buf, OWRITE); + if(fd < 0) + sysfatal("open: %r"); + + if(doprof) + fprint(fd, "profile\n"); + + close(fd); +} + +void +usage(void) +{ + fprint(2, "usage: %s\n", argv0); + exits("usage"); +} + +void +threadmain(int argc, char *argv[]) +{ + Viewport *v; + Renderer *rctl; + Channel *keyc; + + GEOMfmtinstall(); + ARGBEGIN{ + case 'p': doprof++; break; + default: usage(); + }ARGEND; + if(argc != 0) + usage(); + + confproc(); + + if((shader = getshader("gouraud")) == nil) + sysfatal("couldn't find main shader"); + + scene = newscene(nil); + model = newmodel(); + subject = newentity(model); + scene->addent(scene, subject); + addbasis(); + + if(memimageinit() != 0) + sysfatal("memimageinit: %r"); + if((rctl = initgraphics()) == nil) + sysfatal("initgraphics: %r"); + if(initdraw(nil, nil, "med") < 0) + sysfatal("initdraw: %r"); + if((mctl = initmouse(nil, screen)) == nil) + sysfatal("initmouse: %r"); + + screenb = eallocimage(display, rectsubpt(screen->r, screen->r.min), RGBA32, 0, DNofill); + v = mkviewport(screenb->r); + placecamera(&cam, camcfg.p, camcfg.lookat, camcfg.up); + configcamera(&cam, v, camcfg.fov, camcfg.clipn, camcfg.clipf, camcfg.ptype); + cam.scene = scene; + cam.rctl = rctl; + light.p = Pt3(0,100,100,1); + light.c = Pt3(1,1,1,1); + light.type = LIGHT_POINT; + tsampler = neartexsampler; + + kctl = emalloc(sizeof *kctl); + kctl->c = chancreate(sizeof(Rune), 16); + keyc = chancreate(sizeof(void*), 1); + drawc = chancreate(sizeof(void*), 1); + display->locking = 1; + unlockdisplay(display); + + proccreate(kbdproc, nil, mainstacksize); + proccreate(keyproc, keyc, mainstacksize); + proccreate(renderproc, nil, mainstacksize); + proccreate(drawproc, nil, mainstacksize); + + for(;;){ + enum {MOUSE, RESIZE, KEY}; + Alt a[] = { + {mctl->c, &mctl->Mouse, CHANRCV}, + {mctl->resizec, nil, CHANRCV}, + {keyc, nil, CHANRCV}, + {nil, nil, CHANEND} + }; + switch(alt(a)){ + case MOUSE: mouse(); break; + case RESIZE: resize(); break; + case KEY: handlekeys(); break; + } + } +} |