scenewalker-libretro/libretro.cpp
2013-05-17 14:48:28 +02:00

758 lines
20 KiB
C++

#include "libretro.h"
#include "gl.hpp"
#include "mesh.hpp"
#include "object.hpp"
#include "util.hpp"
#include <cstring>
#include <string>
#include <stdint.h>
#include "shared.hpp"
#include <assert.h>
using namespace GL;
using namespace glm;
using namespace std;
using namespace std1;
#define BASE_WIDTH 320
#define BASE_HEIGHT 240
#ifdef GLES
#define MAX_WIDTH 1024
#define MAX_HEIGHT 1024
#else
#define MAX_WIDTH 1920
#define MAX_HEIGHT 1600
#endif
static unsigned width = BASE_WIDTH;
static unsigned height = BASE_HEIGHT;
static struct retro_hw_render_callback hw_render;
static string mesh_path;
static vector<shared_ptr<Mesh> > meshes;
static shared_ptr<Texture> blank;
static vec3 player_size(0.5, 1.0, 0.5);
struct Triangle
{
vec3 a, b, c;
vec3 normal;
float n0;
};
static vector<Triangle> triangles;
void retro_init(void)
{}
void retro_deinit(void)
{}
unsigned retro_api_version(void)
{
return RETRO_API_VERSION;
}
void retro_set_controller_port_device(unsigned, unsigned)
{}
void retro_get_system_info(struct retro_system_info *info)
{
memset(info, 0, sizeof(*info));
info->library_name = "ModelViewer";
info->library_version = "v1";
info->need_fullpath = true;
info->valid_extensions = "obj";
}
void retro_get_system_av_info(struct retro_system_av_info *info)
{
memset(info, 0, sizeof(*info));
info->timing.fps = 60.0;
info->timing.sample_rate = 30000.0;
info->geometry.base_width = BASE_WIDTH;
info->geometry.base_height = BASE_HEIGHT;
info->geometry.max_width = MAX_WIDTH;
info->geometry.max_height = MAX_HEIGHT;
}
static retro_video_refresh_t video_cb;
static retro_audio_sample_t audio_cb;
static retro_audio_sample_batch_t audio_batch_cb;
static retro_environment_t environ_cb;
static retro_input_poll_t input_poll_cb;
static retro_input_state_t input_state_cb;
#ifdef ANDROID
#include <android/log.h>
#endif
#include <stdarg.h>
void retro_stderr(const char *str)
{
#if defined(_WIN32)
OutputDebugStringA(str);
#elif defined(ANDROID)
__android_log_print(ANDROID_LOG_INFO, "ModelViewer: ", "%s", str);
#else
fputs(str, stderr);
#endif
}
void retro_stderr_print(const char *fmt, ...)
{
char buf[1024];
va_list list;
va_start(list, fmt);
vsprintf(buf, fmt, list); // Unsafe, but vsnprintf isn't in C++03 :(
va_end(list);
retro_stderr(buf);
}
void retro_set_environment(retro_environment_t cb)
{
environ_cb = cb;
retro_variable variables[] = {
{ "modelviewer_resolution",
#ifdef GLES
"Internal resolution; 320x240|360x480|480x272|512x384|512x512|640x240|640x448|640x480|720x576|800x600|960x720|1024x768" },
#else
"Internal resolution; 320x240|360x480|480x272|512x384|512x512|640x240|640x448|640x480|720x576|800x600|960x720|1024x768|1280x720|1280x960|1600x1200|1920x1080|1920x1440|1920x1600" },
#endif
{ NULL, NULL },
};
cb(RETRO_ENVIRONMENT_SET_VARIABLES, variables);
}
void retro_set_audio_sample(retro_audio_sample_t cb)
{
audio_cb = cb;
}
void retro_set_audio_sample_batch(retro_audio_sample_batch_t cb)
{
audio_batch_cb = cb;
}
void retro_set_input_poll(retro_input_poll_t cb)
{
input_poll_cb = cb;
}
void retro_set_input_state(retro_input_state_t cb)
{
input_state_cb = cb;
}
void retro_set_video_refresh(retro_video_refresh_t cb)
{
video_cb = cb;
}
// Probably not the most efficient way to do collision handling ... :)
static inline bool inside_triangle(const Triangle& tri, const vec3& pos)
{
vec3 real_normal = -tri.normal;
vec3 ab = tri.b - tri.a;
vec3 ac = tri.c - tri.a;
vec3 ap = pos - tri.a;
vec3 bp = pos - tri.b;
vec3 bc = tri.c - tri.b;
// Checks if point exists inside triangle.
if (dot(cross(ab, ap), real_normal) < 0.0f)
return false;
if (dot(cross(ap, ac), real_normal) < 0.0f)
return false;
if (dot(cross(bc, bp), real_normal) < 0.0f)
return false;
return true;
}
static const float twiddle_factor = -0.5f;
// Here be dragons. 2-3 pages of mathematical derivations.
static inline float point_crash_time(const vec3& pos, const vec3& v, const vec3& edge)
{
vec3 l = pos - edge;
float A = dot(v, v);
float B = 2 * dot(l, v);
float C = dot(l, l) - 1;
float d = B * B - 4.0f * A * C;
if (d < 0.0f) // No solution, can't hit the sphere ever.
return 10.0f; // Return number > 1.0f to signal no collision. Makes taking min() easier.
float d_sqrt = std::sqrt(d);
float sol0 = (-B + d_sqrt) / (2.0f * A);
float sol1 = (-B - d_sqrt) / (2.0f * A);
if (sol0 >= twiddle_factor && sol1 >= twiddle_factor)
return std::min(sol0, sol1);
else if (sol0 >= twiddle_factor && sol1 < twiddle_factor)
return sol0;
else if (sol0 < twiddle_factor && sol1 >= twiddle_factor)
return sol1;
return 10.0f;
}
static inline float line_crash_time(const vec3& pos, const vec3& v, const vec3& a, const vec3& b, vec3& crash_pos)
{
crash_pos = vec3(0.0f);
vec3 ab = b - a;
vec3 d = pos - a;
float ab_sqr = dot(ab, ab);
float T = dot(ab, v) / ab_sqr;
float S = dot(ab, d) / ab_sqr;
vec3 V = v - vec3(T) * ab;
vec3 W = d - vec3(S) * ab;
float A = dot(V, V);
float B = 2.0f * dot(V, W);
float C = dot(W, W) - 1.0f;
float D = B * B - 4.0f * A * C;
if (D < 0.0f) // No solutions exist :(
return 10.0f;
float D_sqrt = std::sqrt(D);
float sol0 = (-B + D_sqrt) / (2.0f * A);
float sol1 = (-B - D_sqrt) / (2.0f * A);
float solution;
if (sol0 >= twiddle_factor && sol1 >= twiddle_factor)
solution = std::min(sol0, sol1);
else if (sol0 >= twiddle_factor && sol1 < twiddle_factor)
solution = sol0;
else if (sol0 < twiddle_factor && sol1 >= twiddle_factor)
solution = sol1;
else
return 10.0f;
// Check if solution hits the actual line ...
float k = dot(ab, d + vec3(solution) * v) / ab_sqr;
if (k >= 0.0f && k <= 1.0f)
{
crash_pos = a + vec3(k) * ab;
return solution;
}
else
return 10.0f;
}
/////////// End dragons
static void wall_hug_detection(vec3& player_pos)
{
float min_dist = 1.0f;
const Triangle *closest_triangle_hug = 0;
for (unsigned i = 0; i < triangles.size(); i++)
{
const Triangle& tri = triangles[i];
float plane_dist = tri.n0 - dot(player_pos, tri.normal);
// Might be hugging too close.
if (plane_dist >= -0.01f && plane_dist < min_dist)
{
vec3 projected_pos = player_pos + tri.normal * vec3(plane_dist);
if (inside_triangle(tri, projected_pos))
{
min_dist = plane_dist;
closest_triangle_hug = &tri;
}
}
}
if (closest_triangle_hug)
{
//retro_stderr_print("Fixup hugging: Dist: %.6f.\n", min_dist);
// Push player out.
player_pos += vec3(min_dist - 1.0f) * closest_triangle_hug->normal;
}
}
static void collision_detection(vec3& player_pos, vec3& velocity)
{
if (velocity == vec3(0.0))
return;
float min_time = 1.0f;
bool crash = false;
vec3 crash_point = vec3(0.0f);
const Triangle *closest_triangle = 0;
for (unsigned i = 0; i < triangles.size(); i++)
{
const Triangle& tri = triangles[i];
float plane_dist = tri.n0 - dot(player_pos, tri.normal);
float towards_plane_v = dot(velocity, tri.normal);
if (towards_plane_v > 0.00001f) // We're moving towards the plane.
{
float ticks_to_hit = (plane_dist - 1.0f) / towards_plane_v;
// We'll hit the plane in this frame.
if (ticks_to_hit >= 0.0f && ticks_to_hit < min_time)
{
vec3 projected_pos = (player_pos + tri.normal) + vec3(ticks_to_hit) * velocity;
if (inside_triangle(tri, projected_pos))
{
min_time = ticks_to_hit;
closest_triangle = &tri;
crash = false;
}
}
else if (plane_dist >= 0.0f && plane_dist < 1.0f + towards_plane_v) // Can potentially hit vertex ...
{
vec3 crash_pos_tmp;
vec3 crash_pos_ab, crash_pos_ac, crash_pos_bc;
// Check how we can hit the triangle. Can hit edges or lines ...
float min_time_crash = point_crash_time(player_pos, velocity, tri.a);
crash_pos_tmp = tri.a;
float time_point_b = point_crash_time(player_pos, velocity, tri.b);
if (time_point_b < min_time_crash)
{
crash_pos_tmp = tri.b;
min_time_crash = time_point_b;
}
float time_point_c = point_crash_time(player_pos, velocity, tri.c);
if (time_point_c < min_time_crash)
{
crash_pos_tmp = tri.c;
min_time_crash = time_point_c;
}
float time_line_ab = line_crash_time(player_pos, velocity, tri.a, tri.b, crash_pos_ab);
if (time_line_ab < min_time_crash)
{
crash_pos_tmp = crash_pos_ab;
min_time_crash = time_line_ab;
}
float time_line_ac = line_crash_time(player_pos, velocity, tri.a, tri.c, crash_pos_ac);
if (time_line_ac < min_time_crash)
{
crash_pos_tmp = crash_pos_ac;
min_time_crash = time_line_ac;
}
float time_line_bc = line_crash_time(player_pos, velocity, tri.b, tri.c, crash_pos_bc);
if (time_line_bc < min_time_crash)
{
crash_pos_tmp = crash_pos_bc;
min_time_crash = time_line_bc;
}
if (min_time_crash < min_time)
{
min_time = min_time_crash;
closest_triangle = &tri;
crash = true;
crash_point = crash_pos_tmp;
}
}
}
}
if (closest_triangle)
{
if (!crash)
{
vec3 normal = closest_triangle->normal;
// Move player to wall.
player_pos += vec3(1.0f * min_time) * velocity;
// Make velocity vector parallel with plane.
velocity -= vec3(dot(velocity, normal)) * normal;
// Used up some time moving to wall.
velocity *= vec3(1.0f - min_time);
}
else
{
// Avoid possible numerical inaccuracies by going fully to crash point.
player_pos += vec3(1.0f * min_time) * velocity;
vec3 normal = crash_point - player_pos;
velocity -= vec3(dot(velocity, normal) / dot(normal, normal)) * normal;
velocity *= vec3(1.0f - min_time);
}
}
}
static void handle_input()
{
static float player_view_deg_x;
static float player_view_deg_y;
static vec3 player_pos;
input_poll_cb();
int analog_x = input_state_cb(0, RETRO_DEVICE_ANALOG,
RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X);
int analog_y = input_state_cb(0, RETRO_DEVICE_ANALOG,
RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y);
int analog_ry = input_state_cb(0, RETRO_DEVICE_ANALOG,
RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y);
int analog_rx = input_state_cb(0, RETRO_DEVICE_ANALOG,
RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X);
static bool old_jump;
bool new_jump = input_state_cb(0, RETRO_DEVICE_JOYPAD, 0,
RETRO_DEVICE_ID_JOYPAD_B);
bool jump = new_jump && !old_jump;
old_jump = new_jump;
if (abs(analog_x) < 10000)
analog_x = 0;
if (abs(analog_y) < 10000)
analog_y = 0;
if (abs(analog_rx) < 10000)
analog_rx = 0;
if (abs(analog_ry) < 10000)
analog_ry = 0;
player_view_deg_y += analog_rx * -0.00008f;
player_view_deg_x += analog_ry * -0.00005f;
player_view_deg_x = clamp(player_view_deg_x, -80.0f, 80.0f);
mat4 rotate_x = rotate(mat4(1.0), player_view_deg_x, vec3(1, 0, 0));
mat4 rotate_y = rotate(mat4(1.0), player_view_deg_y, vec3(0, 1, 0));
mat4 rotate_y_right = rotate(mat4(1.0), player_view_deg_y - 90.0f, vec3(0, 1, 0));
vec3 look_dir = vec3(rotate_y * rotate_x * vec4(0, 0, -1, 1));
vec3 right_walk_dir = vec3(rotate_y_right * vec4(0, 0, -1, 1));
vec3 front_walk_dir = vec3(rotate_y * vec4(0, 0, -1, 1));
vec3 velocity = front_walk_dir * vec3(analog_y * -0.000002f) +
right_walk_dir * vec3(analog_x * 0.000002f);
vec3 player_pos_espace = player_pos / player_size;
vec3 velocity_espace = velocity / player_size;
collision_detection(player_pos_espace, velocity_espace);
player_pos_espace += velocity_espace;
wall_hug_detection(player_pos_espace);
static vec3 gravity;
static bool can_jump;
gravity += vec3(0.0f, -0.01f, 0.0f);
if (can_jump && jump)
{
gravity[1] += 0.3f;
can_jump = false;
}
gravity[1] -= gravity[1] * 0.01f;
vec3 old_gravity = gravity;
collision_detection(player_pos_espace, gravity);
if (old_gravity[1] != gravity[1])
{
gravity = vec3(0.0f);
can_jump = true;
}
player_pos_espace += gravity;
wall_hug_detection(player_pos_espace);
player_pos = player_pos_espace * player_size;
mat4 view = lookAt(player_pos, player_pos + look_dir, vec3(0, 1, 0));
for (unsigned i = 0; i < meshes.size(); i++)
{
meshes[i]->set_view(view);
meshes[i]->set_eye(player_pos);
}
}
static void update_variables()
{
retro_variable var;
var.key = "modelviewer_resolution";
var.value = NULL;
if (!environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) || !var.value)
return;
vector<string> list = String::split(var.value, "x");
if (list.size() != 2)
return;
width = String::stoi(list[0]);
height = String::stoi(list[1]);
retro_stderr_print("Internal resolution: %u x %u\n", width, height);
}
void retro_run(void)
{
handle_input();
bool updated = false;
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE_UPDATE, &updated) && updated)
update_variables();
GLuint fb = hw_render.get_current_framebuffer();
SYM(glBindFramebuffer)(GL_FRAMEBUFFER, fb);
SYM(glViewport)(0, 0, width, height);
SYM(glClearColor)(0.2f, 0.2f, 0.2f, 1.0f);
SYM(glClear)(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SYM(glEnable)(GL_DEPTH_TEST);
SYM(glFrontFace)(GL_CW); // When we flip vertically, orientation changes.
SYM(glEnable)(GL_CULL_FACE);
SYM(glEnable)(GL_BLEND);
for (unsigned i = 0; i < meshes.size(); i++)
meshes[i]->render();
SYM(glDisable)(GL_BLEND);
SYM(glDisable)(GL_DEPTH_TEST);
SYM(glDisable)(GL_CULL_FACE);
video_cb(RETRO_HW_FRAME_BUFFER_VALID, width, height, 0);
}
static void init_mesh(const string& path)
{
retro_stderr("Loading Mesh ...\n");
static const string vertex_shader =
"uniform mat4 uModel;\n"
"uniform mat4 uMVP;\n"
"attribute vec4 aVertex;\n"
"attribute vec3 aNormal;\n"
"attribute vec2 aTex;\n"
"varying vec4 vNormal;\n"
"varying vec2 vTex;\n"
"varying vec4 vPos;\n"
"void main() {\n"
" gl_Position = uMVP * aVertex;\n"
" vTex = aTex;\n"
" vPos = uModel * aVertex;\n"
" vNormal = uModel * vec4(aNormal, 0.0);\n"
"}";
static const string fragment_shader =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 vTex;\n"
"varying vec4 vNormal;\n"
"varying vec4 vPos;\n"
"uniform sampler2D sDiffuse;\n"
"uniform sampler2D sAmbient;\n"
"uniform vec3 uLightPos;\n"
"uniform vec3 uLightAmbient;\n"
"uniform vec3 uEyePos;\n"
"uniform vec3 uMTLAmbient;\n"
"uniform float uMTLAlphaMod;\n"
"uniform vec3 uMTLDiffuse;\n"
"uniform vec3 uMTLSpecular;\n"
"uniform float uMTLSpecularPower;\n"
"void main() {\n"
" vec4 colorDiffuseFull = texture2D(sDiffuse, vTex);\n"
" vec4 colorAmbientFull = texture2D(sAmbient, vTex);\n"
" vec3 lightDir = normalize(vPos.xyz - uLightPos);\n"
" vec3 colorDiffuse = mix(uMTLDiffuse, colorDiffuseFull.rgb, vec3(colorDiffuseFull.a));\n"
" vec3 colorAmbient = mix(uMTLAmbient, colorAmbientFull.rgb, vec3(colorAmbientFull.a));\n"
" vec3 normal = normalize(vNormal.xyz);\n"
" float directivity = dot(lightDir, -normal);\n"
" vec3 diffuse = colorDiffuse * clamp(directivity, 0.0, 1.0);\n"
" vec3 ambient = colorAmbient * uLightAmbient;\n"
" vec3 modelToFace = normalize(uEyePos - vPos.xyz);\n"
" float specularity = pow(clamp(dot(modelToFace, reflect(lightDir, normal)), 0.0, 1.0), uMTLSpecularPower);\n"
" vec3 specular = uMTLSpecular * specularity;\n"
" gl_FragColor = vec4(diffuse + ambient + specular, uMTLAlphaMod * colorDiffuseFull.a);\n"
"}";
shared_ptr<Shader> shader(new Shader(vertex_shader, fragment_shader));
meshes = OBJ::load_from_file(path);
mat4 projection = scale(mat4(1.0), vec3(1, -1, 1)) * perspective(45.0f, 4.0f / 3.0f, 0.2f, 100.0f);
for (unsigned i = 0; i < meshes.size(); i++)
{
meshes[i]->set_projection(projection);
meshes[i]->set_shader(shader);
meshes[i]->set_blank(blank);
const std::vector<Vertex>& vertices = *meshes[i]->get_vertex();
for (unsigned v = 0; v < vertices.size(); v += 3)
{
Triangle tri;
tri.a = vertices[v + 0].vert / player_size;
tri.b = vertices[v + 1].vert / player_size;
tri.c = vertices[v + 2].vert / player_size;
tri.normal = -normalize(cross(tri.b - tri.a, tri.c - tri.a)); // Make normals point inward. Makes for simpler computation.
tri.n0 = dot(tri.normal, tri.a); // Plane constant
triangles.push_back(tri);
}
}
}
static void context_reset(void)
{
dead_state = true;
meshes.clear();
blank.reset();
dead_state = false;
triangles.clear();
GL::set_function_cb(hw_render.get_proc_address);
GL::init_symbol_map();
blank = Texture::blank();
init_mesh(mesh_path);
}
static inline bool fequal(float a, float b)
{
return std::fabs(a - b) < 0.0001f;
}
static inline bool vequal(const vec3& a, const vec3& b)
{
return fequal(a[0], b[0]) &&
fequal(a[1], b[1]) &&
fequal(a[2], b[2]);
}
static void test_crash_detection()
{
vec3 pos = vec3(0.0f);
float a = point_crash_time(pos, vec3(1, 0, 0), vec3(3, 0, 0));
assert(fequal(a, 2.0f));
float b = point_crash_time(pos, vec3(1, 0, 0), vec3(2, 2, 0));
assert(fequal(b, 10.0f));
float c = point_crash_time(pos, vec3(1, 0, 0), vec3(1.0, 0.5, 0.0));
assert(fequal(c, 1.0f - std::cos(30.0f / 180.0f * M_PI)));
float d = point_crash_time(pos, vec3(0, 1, 0), vec3(0.5, 1.0, 0.0));
assert(fequal(d, 1.0f - std::cos(30.0f / 180.0f * M_PI)));
vec3 out_pos;
float e = line_crash_time(pos, vec3(1, 0, 0), vec3(4, -1, 0), vec3(4, 1, 0), out_pos);
assert(fequal(e, 3.0f) && vequal(out_pos, vec3(4, 0, 0)));
retro_stderr_print("Collision tests passed!\n");
}
bool retro_load_game(const struct retro_game_info *info)
{
enum retro_pixel_format fmt = RETRO_PIXEL_FORMAT_XRGB8888;
if (!environ_cb(RETRO_ENVIRONMENT_SET_PIXEL_FORMAT, &fmt))
{
retro_stderr("XRGB8888 is not supported.");
return false;
}
#ifdef GLES
hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES2;
#else
hw_render.context_type = RETRO_HW_CONTEXT_OPENGL;
#endif
hw_render.context_reset = context_reset;
hw_render.depth = true;
if (!environ_cb(RETRO_ENVIRONMENT_SET_HW_RENDER, &hw_render))
return false;
test_crash_detection();
mesh_path = info->path;
update_variables();
return true;
}
void retro_unload_game(void)
{
dead_state = true;
}
unsigned retro_get_region(void)
{
return RETRO_REGION_NTSC;
}
bool retro_load_game_special(unsigned, const struct retro_game_info *, size_t)
{
return false;
}
size_t retro_serialize_size(void)
{
return 0;
}
bool retro_serialize(void *, size_t)
{
return false;
}
bool retro_unserialize(const void *, size_t)
{
return false;
}
void *retro_get_memory_data(unsigned)
{
return NULL;
}
size_t retro_get_memory_size(unsigned)
{
return 0;
}
void retro_reset(void)
{}
void retro_cheat_reset(void)
{}
void retro_cheat_set(unsigned, bool, const char *)
{
}