1 | #include <stdlib.h> |
1 | #include <stdlib.h> |
2 | #include <stdio.h> |
2 | #include <stdio.h> |
3 | #include <string.h> |
3 | #include <string.h> |
4 | #include <math.h> |
4 | #include <math.h> |
5 | #include <sh/sh.hpp> |
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6 | |
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7 | using namespace SH; |
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8 | |
5 | |
9 | #include "SDL.h" |
6 | #include "SDL.h" |
10 | |
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11 | #include "SDL_opengl.h" |
7 | #include "SDL_opengl.h" |
12 | |
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13 | /* Undefine this if you want a flat cube instead of a rainbow cube */ |
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14 | #define SHADED_CUBE |
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15 | |
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16 | /* Define this to be the name of the logo image to use with -logo */ |
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17 | #define LOGO_FILE "icon.bmp" |
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18 | |
8 | |
19 | static SDL_Surface *global_image = NULL; |
9 | static SDL_Surface *global_image = NULL; |
20 | static GLuint global_texture = 0; |
10 | static GLuint global_texture = 0; |
21 | |
11 | |
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12 | #include "util.h" |
22 | #include "entity.h" |
13 | #include "entity.h" |
23 | |
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24 | #include "txtprt_import.h" |
14 | #include "txtprt_import.h" |
25 | |
15 | |
26 | /**********************************************************************/ |
16 | /**********************************************************************/ |
27 | |
17 | |
28 | view camera; |
18 | view camera; |
29 | vec3 camera_velocity; |
19 | vec3 camera_velocity; |
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20 | float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2; |
30 | float camera_velocity_factor = 10; |
21 | float camera_velocity_factor = 80; |
31 | |
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32 | ShColor3f color = ShColor3f(.5, 0.9, 0.2); |
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33 | ShPoint3f lightPos = ShPoint3f(0.0, 10.0, 10.0); |
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34 | ShMatrix4x4f mvp, mv; |
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35 | ShProgram vsh, fsh; |
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36 | |
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37 | void |
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38 | init_shaders() { |
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39 | { |
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40 | vsh = SH_BEGIN_PROGRAM("gpu:vertex") |
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41 | ShInputNormal3f normal; |
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42 | ShInputPosition4f p; |
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43 | |
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44 | ShOutputPoint4f ov; |
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45 | ShOutputNormal3f on; |
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46 | ShOutputVector3f lvv; |
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47 | ShOutputPosition4f opd; |
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48 | |
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49 | opd = mvp | p; |
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50 | on = normalize(mv | normal); |
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51 | ov = -normalize(mv | p); |
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52 | lvv = normalize(lightPos - (mv | p)(0,1,2)); |
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53 | SH_END; |
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54 | } |
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55 | // declare and initialize diffuse color |
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56 | ShColor3f kd = ShColor3f(0.5, 0.7, 0.9); |
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57 | { |
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58 | fsh = SH_BEGIN_PROGRAM("gpu:fragment") |
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59 | ShInputVector4f v; |
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60 | ShInputNormal3f n; |
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61 | ShInputVector3f lvv; |
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62 | ShInputPosition4f p; |
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63 | |
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64 | ShOutputColor3f out; |
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65 | out(0,1,2) = color * dot(normalize(n), normalize(lvv)); |
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66 | |
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67 | |
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68 | SH_END; |
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69 | } |
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70 | } |
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71 | |
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72 | |
22 | |
73 | void |
23 | void |
74 | HotKey_ToggleFullScreen (void) |
24 | HotKey_ToggleFullScreen (void) |
75 | { |
25 | { |
76 | SDL_Surface *screen; |
26 | SDL_Surface *screen; |
… | |
… | |
134 | } |
84 | } |
135 | |
85 | |
136 | printf ("focus\n"); |
86 | printf ("focus\n"); |
137 | break; |
87 | break; |
138 | |
88 | |
139 | #define VELOCITY 10 |
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140 | case SDL_KEYDOWN: |
89 | case SDL_KEYDOWN: |
141 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
90 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
142 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; |
91 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; |
143 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--; |
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144 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; |
92 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++; |
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93 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--; |
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94 | if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++; |
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95 | if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--; |
145 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; |
96 | if (event->key.keysym.sym == SDLK_e) camera_velocity.y--; |
146 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; |
97 | if (event->key.keysym.sym == SDLK_q) camera_velocity.y++; |
147 | if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; |
98 | if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; |
148 | if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; |
99 | if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; |
149 | |
100 | |
150 | if (event->key.keysym.sym == SDLK_ESCAPE) |
101 | if (event->key.keysym.sym == SDLK_ESCAPE) |
151 | done = 1; |
102 | done = 1; |
152 | |
103 | |
153 | if ((event->key.keysym.sym == SDLK_g) && |
104 | if ((event->key.keysym.sym == SDLK_g) && |
… | |
… | |
165 | break; |
116 | break; |
166 | |
117 | |
167 | case SDL_KEYUP: |
118 | case SDL_KEYUP: |
168 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; |
119 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; |
169 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
120 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
170 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; |
121 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++; |
171 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; |
122 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--; |
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123 | if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--; |
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124 | if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++; |
172 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; |
125 | if (event->key.keysym.sym == SDLK_e) camera_velocity.y++; |
173 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; |
126 | if (event->key.keysym.sym == SDLK_q) camera_velocity.y--; |
174 | break; |
127 | break; |
175 | |
128 | |
176 | case SDL_QUIT: |
129 | case SDL_QUIT: |
177 | done = 1; |
130 | done = 1; |
178 | break; |
131 | break; |
179 | } |
132 | } |
180 | |
133 | |
181 | return (done); |
134 | return (done); |
182 | } |
135 | } |
183 | |
136 | |
184 | /* Quick utility function for texture creation */ |
137 | void draw_floor (int size, int dx, int dy, int dz) |
185 | static int |
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186 | power_of_two (int input) |
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187 | { |
138 | { |
188 | int value = 1; |
139 | int x, z, ry; |
189 | |
140 | |
190 | while (value < input) |
141 | for (x = 0; x < 100; x++) |
191 | { |
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192 | value <<= 1; |
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193 | } |
142 | { |
194 | return value; |
143 | for (z = 0; z < 100; z++) |
195 | } |
144 | { |
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145 | vector<vertex2d> pts; |
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146 | pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0))); |
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147 | pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1))); |
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148 | pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1))); |
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149 | pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0))); |
196 | |
150 | |
197 | GLuint |
151 | geometry_quads *q = new geometry_quads; |
198 | SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) |
152 | q->m = new simple_material; |
199 | { |
153 | q->set (pts); |
200 | GLuint texture; |
154 | entity *e = new entity (q); |
201 | int w, h; |
155 | e->move (vec3 (dx + x * size, dy, dz + z * size)); |
202 | SDL_Surface *image; |
156 | e->show (); |
203 | SDL_Rect area; |
157 | } |
204 | Uint32 saved_flags; |
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205 | Uint8 saved_alpha; |
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206 | |
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207 | /* Use the surface width and height expanded to powers of 2 */ |
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208 | w = power_of_two (surface->w); |
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209 | h = power_of_two (surface->h); |
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210 | texcoord[0] = 0.0f; /* Min X */ |
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211 | texcoord[1] = 0.0f; /* Min Y */ |
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212 | texcoord[2] = (GLfloat) surface->w / w; /* Max X */ |
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213 | texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ |
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214 | |
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215 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
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216 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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217 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
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218 | #else |
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219 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
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220 | #endif |
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221 | ); |
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222 | if (image == NULL) |
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223 | { |
158 | } |
224 | return 0; |
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225 | } |
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226 | |
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227 | /* Save the alpha blending attributes */ |
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228 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
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229 | saved_alpha = surface->format->alpha; |
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230 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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231 | { |
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232 | SDL_SetAlpha (surface, 0, 0); |
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233 | } |
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234 | |
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235 | /* Copy the surface into the GL texture image */ |
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236 | area.x = 0; |
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237 | area.y = 0; |
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238 | area.w = surface->w; |
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239 | area.h = surface->h; |
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240 | SDL_BlitSurface (surface, &area, image, &area); |
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241 | |
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242 | /* Restore the alpha blending attributes */ |
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243 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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244 | { |
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245 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
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246 | } |
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247 | |
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248 | /* Create an OpenGL texture for the image */ |
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249 | glGenTextures (1, &texture); |
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250 | glBindTexture (GL_TEXTURE_2D, texture); |
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251 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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252 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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253 | glTexImage2D (GL_TEXTURE_2D, |
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254 | 0, |
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255 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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256 | SDL_FreeSurface (image); /* No longer needed */ |
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257 | |
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258 | return texture; |
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259 | } |
159 | } |
260 | |
160 | |
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161 | void draw_test_nurb () |
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162 | { |
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163 | geometry_nurbs *q = new geometry_nurbs; |
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164 | q->set (); |
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165 | entity *e = new entity (q); |
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166 | e->move (vec3 (10, 3, -4)); |
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167 | e->show (); |
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168 | } |
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169 | |
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170 | extern void draw_level (); |
261 | int |
171 | int |
262 | RunGLTest (int argc, char *argv[], |
172 | RunGLTest (int argc, char *argv[], |
263 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
173 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
264 | { |
174 | { |
265 | int i; |
175 | int i; |
… | |
… | |
269 | int done = 0; |
179 | int done = 0; |
270 | int frames; |
180 | int frames; |
271 | Uint32 start_time, this_time; |
181 | Uint32 start_time, this_time; |
272 | Uint32 video_flags; |
182 | Uint32 video_flags; |
273 | int value; |
183 | int value; |
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184 | GLenum gl_error; |
274 | |
185 | |
275 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
186 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
276 | { |
187 | { |
277 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
188 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
278 | exit (1); |
189 | exit (1); |
… | |
… | |
371 | |
282 | |
372 | /* Set the gamma for the window */ |
283 | /* Set the gamma for the window */ |
373 | if (gamma != 0.0) |
284 | if (gamma != 0.0) |
374 | SDL_SetGamma (gamma, gamma, gamma); |
285 | SDL_SetGamma (gamma, gamma, gamma); |
375 | |
286 | |
376 | // load a entity |
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377 | for (int i = 0; i < 7; i++) |
287 | for (int i = 0; i < 20; i++) |
378 | { |
288 | { |
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289 | // load a entity |
379 | txtprt_parser p; |
290 | txtprt_parser p; |
380 | entity_transform *f = new entity_transform; |
291 | geometry *g; |
381 | entity *e; |
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382 | try |
292 | try |
383 | { |
293 | { |
384 | e = p.read ("test.blasc"); |
294 | g = p.read ("test.blasc"); |
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295 | } |
385 | } catch (txtprt_i_exception & e) |
296 | catch (txtprt_i_exception & e) |
386 | { |
297 | { |
387 | cout << "ERR: " << e.msg << endl; |
298 | cout << "ERR: " << e.msg << endl; |
388 | } |
299 | } |
389 | f->set (e); |
300 | |
390 | f->update (gl_matrix::translation (vec3 (0, -1, -i*5))); |
301 | entity *e = new entity (g); |
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302 | e->move (vec3 (i*5, -3, -i*10)); |
391 | f->show (); |
303 | e->show (); |
392 | } |
304 | } |
393 | |
305 | |
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306 | draw_floor (10, -500, -10, -1000); |
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307 | draw_level (); |
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308 | draw_test_nurb (); |
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309 | |
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310 | //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; |
394 | camera.orig.x = camera.orig.y = camera.orig.z = 0; |
311 | camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; |
395 | camera.p = point (0, 0, 10); |
312 | camera.p = point (0, 0, 10); |
396 | camera.d = vec3 (0, 0, -1); |
313 | camera.d = vec3 (0, 0, -1); |
397 | camera.u = vec3 (0, 1, 0); |
314 | camera.u = vec3 (0, 1, 0); |
398 | camera.w = w; camera.h = h; |
315 | camera.w = w; camera.h = h; |
399 | camera.fov = 90; |
316 | camera.fov = 35; |
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317 | camera.z_near = 1.; |
400 | |
318 | |
401 | glMatrixMode (GL_MODELVIEW); |
319 | glMatrixMode (GL_MODELVIEW); |
402 | glLoadIdentity (); |
320 | glLoadIdentity (); |
403 | |
321 | |
404 | glEnable (GL_CULL_FACE); |
322 | glEnable (GL_CULL_FACE); |
405 | glEnable (GL_DEPTH_TEST); |
323 | glEnable (GL_DEPTH_TEST); |
406 | shInit(); |
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407 | shSetBackend("arb"); |
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408 | glEnable(GL_VERTEX_PROGRAM_ARB); |
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409 | glEnable(GL_FRAGMENT_PROGRAM_ARB); |
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410 | |
324 | |
411 | init_shaders(); |
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412 | shBind(vsh); |
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413 | shBind(fsh); |
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414 | glShadeModel (GL_SMOOTH); |
325 | glShadeModel (GL_SMOOTH); |
415 | |
326 | |
416 | glEnable (GL_LIGHTING); |
327 | glEnable (GL_LIGHTING); |
417 | //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; |
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418 | //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); |
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419 | //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); |
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420 | glEnable (GL_LIGHT0); |
328 | glEnable (GL_LIGHT0); |
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329 | |
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330 | init_shaders (); |
421 | |
331 | |
422 | /* Loop until done. */ |
332 | /* Loop until done. */ |
423 | start_time = SDL_GetTicks (); |
333 | start_time = SDL_GetTicks (); |
424 | frames = 0; |
334 | frames = 0; |
425 | |
335 | |
426 | draw_context c (camera); |
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427 | |
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428 | while (!done) |
336 | while (!done) |
429 | { |
337 | { |
430 | GLenum gl_error; |
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431 | char *sdl_error; |
338 | char *sdl_error; |
432 | SDL_Event event; |
339 | SDL_Event event; |
433 | |
340 | |
434 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
341 | camera_angle += 180 * camera_velocity_angle * timer.diff; |
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342 | camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; |
435 | |
343 | |
436 | camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; |
344 | vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); |
437 | camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; |
345 | vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; |
438 | camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff; |
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439 | |
346 | |
440 | GLfloat lightp[4]; |
347 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
441 | lightp[0] = camera.p.x; |
348 | camera.u = cross (camera.d, right); |
442 | lightp[1] = camera.p.y; |
349 | |
443 | lightp[2] = camera.p.z; |
350 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
444 | lightp[3] = 1; |
351 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
445 | glLightfv (GL_LIGHT0, GL_POSITION, lightp); |
352 | |
446 | |
353 | |
447 | #if 0 |
354 | #if 0 |
448 | static GLfloat ry; |
355 | static GLfloat ry; |
449 | ry += 0.001; |
356 | ry += 0.001; |
450 | camera.d.x = cos (ry); |
357 | camera.d.x = cos (ry); |
451 | camera.d.z = sin (ry); |
358 | camera.d.z = sin (ry); |
452 | //camera.d.y = sin (ry * 0.1); |
359 | //camera.d.y = sin (ry * 0.1); |
453 | #endif |
360 | #endif |
454 | |
361 | |
455 | c.mode = draw_context::DEPTH; |
362 | camera.begin (); |
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363 | camera.pass (view::DEPTH); |
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364 | camera.pass (view::LIGHTED); |
456 | camera.draw (c); |
365 | camera.end (); |
457 | c.mode = draw_context::LIGHTED; |
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458 | camera.draw (c); |
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459 | |
366 | |
460 | SDL_GL_SwapBuffers (); |
367 | SDL_GL_SwapBuffers (); |
461 | timer.frame (); |
368 | timer.frame (); |
462 | |
369 | |
463 | /* Check for error conditions. */ |
370 | /* Check for error conditions. */ |
464 | gl_error = glGetError (); |
371 | gl_error = glGetError (); |
465 | |
372 | |
466 | if (gl_error != GL_NO_ERROR) |
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467 | fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
373 | if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
468 | |
374 | |
469 | sdl_error = SDL_GetError (); |
375 | sdl_error = SDL_GetError (); |
470 | |
376 | |
471 | if (sdl_error[0] != '\0') |
377 | if (sdl_error[0] != '\0') |
472 | { |
378 | { |
473 | fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); |
379 | fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); |
474 | SDL_ClearError (); |
380 | SDL_ClearError (); |
475 | } |
381 | } |
476 | |
382 | |
477 | /* Allow the user to see what's happening */ |
383 | /* Allow the user to see what's happening */ |
478 | //SDL_Delay (20); |
384 | //SDL_Delay (40); |
479 | |
385 | |
480 | /* Check if there's a pending event. */ |
386 | /* Check if there's a pending event. */ |
481 | while (SDL_PollEvent (&event)) |
387 | while (SDL_PollEvent (&event)) |
482 | done = HandleEvent (&event); |
388 | done = HandleEvent (&event); |
483 | |
389 | |
… | |
… | |
506 | |
412 | |
507 | /* Destroy our GL context, etc. */ |
413 | /* Destroy our GL context, etc. */ |
508 | SDL_Quit (); |
414 | SDL_Quit (); |
509 | return (0); |
415 | return (0); |
510 | } |
416 | } |
511 | |
|
|
512 | int |
417 | int |
513 | main (int argc, char *argv[]) |
418 | main (int argc, char *argv[]) |
514 | { |
419 | { |
515 | int i, logo; |
420 | int i, logo; |
516 | int numtests; |
421 | int numtests; |