--- libgender/test.C 2004/10/03 02:19:07 1.4 +++ libgender/test.C 2004/10/05 02:42:12 1.24 @@ -2,6 +2,9 @@ #include #include #include +#include + +using namespace SH; #include "SDL.h" @@ -22,6 +25,52 @@ /**********************************************************************/ +view camera; +vec3 camera_velocity; +float camera_velocity_factor = 10; + +ShColor3f color = ShColor3f(.5, 0.9, 0.2); +ShPoint3f lightPos = ShPoint3f(0.0, 10.0, 10.0); +ShMatrix4x4f mvp; +ShProgram vsh, fsh; + +void +init_shaders () +{ + { + vsh = SH_BEGIN_PROGRAM ("gpu:vertex") + ShInputNormal3f normal; + ShInputPosition4f p; + + ShOutputPoint4f ov; + ShOutputNormal3f on; + ShOutputVector3f lvv; + ShOutputPosition4f opd; + + opd = mvp | p; + on = normalize (mvp | normal); + ov = -normalize (mvp | p); + lvv = normalize (lightPos - (mvp | p) (0, 1, 2)); + SH_END; + } + + // declare and initialize diffuse color + ShColor3f kd = ShColor3f (0.5, 0.7, 0.9); + + { + fsh = SH_BEGIN_PROGRAM ("gpu:fragment") + ShInputVector4f v; + ShInputNormal3f n; + ShInputVector3f lvv; + ShInputPosition4f p; + + ShOutputColor3f out; + out (0, 1, 2) = color * dot (normalize (n), normalize (lvv)); + out(0,1,2) = kd; + SH_END; + } +} + void HotKey_ToggleFullScreen (void) { @@ -29,14 +78,10 @@ screen = SDL_GetVideoSurface (); if (SDL_WM_ToggleFullScreen (screen)) - { - printf ("Toggled fullscreen mode - now %s\n", - (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); - } + printf ("Toggled fullscreen mode - now %s\n", + (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); else - { - printf ("Unable to toggle fullscreen mode\n"); - } + printf ("Unable to toggle fullscreen mode\n"); } void @@ -47,23 +92,15 @@ printf ("Ctrl-G: toggling input grab!\n"); mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); if (mode == SDL_GRAB_ON) - { - printf ("Grab was on\n"); - } + printf ("Grab was on\n"); else - { - printf ("Grab was off\n"); - } + printf ("Grab was off\n"); mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); if (mode == SDL_GRAB_ON) - { - printf ("Grab is now on\n"); - } + printf ("Grab is now on\n"); else - { - printf ("Grab is now off\n"); - } + printf ("Grab is now off\n"); } void @@ -100,31 +137,41 @@ printf ("focus\n"); break; +#define VELOCITY 10 case SDL_KEYDOWN: + if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; + if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; + if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--; + if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; + if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; + if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; + if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; + if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; + if (event->key.keysym.sym == SDLK_ESCAPE) - { - done = 1; - } + done = 1; if ((event->key.keysym.sym == SDLK_g) && (event->key.keysym.mod & KMOD_CTRL)) - { - HotKey_ToggleGrab (); - } + HotKey_ToggleGrab (); if ((event->key.keysym.sym == SDLK_z) && (event->key.keysym.mod & KMOD_CTRL)) - { - HotKey_Iconify (); - } + HotKey_Iconify (); if ((event->key.keysym.sym == SDLK_RETURN) && (event->key.keysym.mod & KMOD_ALT)) - { - HotKey_ToggleFullScreen (); - } + HotKey_ToggleFullScreen (); + + break; - printf ("key '%s' pressed\n", SDL_GetKeyName (event->key.keysym.sym)); + case SDL_KEYUP: + if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; + if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; + if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; + if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; + if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; + if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; break; case SDL_QUIT: @@ -135,50 +182,6 @@ return (done); } -void -SDL_GL_Enter2DMode () -{ - SDL_Surface *screen = SDL_GetVideoSurface (); - - /* Note, there may be other things you need to change, - depending on how you have your OpenGL state set up. - */ - glPushAttrib (GL_ENABLE_BIT); - glDisable (GL_DEPTH_TEST); - glDisable (GL_CULL_FACE); - glEnable (GL_TEXTURE_2D); - - /* This allows alpha blending of 2D textures with the scene */ - glEnable (GL_BLEND); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - glViewport (0, 0, screen->w, screen->h); - - glMatrixMode (GL_PROJECTION); - glPushMatrix (); - glLoadIdentity (); - - glOrtho (0.0, (GLdouble) screen->w, (GLdouble) screen->h, 0.0, 0.0, 1.0); - - glMatrixMode (GL_MODELVIEW); - glPushMatrix (); - glLoadIdentity (); - - glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); -} - -void -SDL_GL_Leave2DMode () -{ - glMatrixMode (GL_MODELVIEW); - glPopMatrix (); - - glMatrixMode (GL_PROJECTION); - glPopMatrix (); - - glPopAttrib (); -} - /* Quick utility function for texture creation */ static int power_of_two (int input) @@ -316,6 +319,7 @@ rgb_size[2] = 8; break; } + SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); @@ -364,54 +368,98 @@ } /* Set the window manager title bar */ - SDL_WM_SetCaption ("SDL GL test", "testgl"); + SDL_WM_SetCaption ("libgender rendering test", "gendertest"); /* Set the gamma for the window */ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); - view v; - v.p = point (0, 0, 0); - v.d = vec3 (0, 0, -1); - v.u = vec3 (0, 1, 0); - v.w = w; v.h = h; - v.fov = 90; + // load a entity + for (int i = 0; i < 7; i++) + { + txtprt_parser p; + entity_transform *f = new entity_transform; + entity *e; + try + { + e = p.read ("test.blasc"); + } catch (txtprt_i_exception & e) + { + cout << "ERR: " << e.msg << endl; + } + f->set (e); + f->update (gl_matrix::translation (vec3 (0, -1, -i*5))); + f->show (); + } + + camera.orig.x = camera.orig.y = camera.orig.z = 0; + camera.p = point (0, 0, 10); + camera.d = vec3 (0, 0, -1); + camera.u = vec3 (0, 1, 0); + camera.w = w; camera.h = h; + camera.fov = 90; glMatrixMode (GL_MODELVIEW); glLoadIdentity (); + glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); - - glDepthFunc (GL_LESS); - + shInit(); + shSetBackend("arb"); + glEnable(GL_VERTEX_PROGRAM_ARB); + glEnable(GL_FRAGMENT_PROGRAM_ARB); + + init_shaders(); + shBind(vsh); + shBind(fsh); glShadeModel (GL_SMOOTH); - GLfloat ambient[4] = { 1, 1, 1, 1 }; + glEnable (GL_LIGHTING); - glEnable (GL_COLOR_MATERIAL); - glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambient); + //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; + //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); + //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); + glEnable (GL_LIGHT0); /* Loop until done. */ start_time = SDL_GetTicks (); frames = 0; + + draw_context c (camera); + while (!done) { GLenum gl_error; char *sdl_error; SDL_Event event; - /* Do our drawing, too. */ - glClearColor (0.0, 0.0, 0.0, 1.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; + camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; + camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff; + + GLfloat lightp[4]; + lightp[0] = camera.p.x; + lightp[1] = camera.p.y; + lightp[2] = camera.p.z; + lightp[3] = 1; + glLightfv (GL_LIGHT0, GL_POSITION, lightp); + +#if 0 static GLfloat ry; - ry += 0.1; - v.d.x = cos (ry); - v.d.z = sin (ry); + ry += 0.001; + camera.d.x = cos (ry); + camera.d.z = sin (ry); + //camera.d.y = sin (ry * 0.1); +#endif - draw_context c; - v.draw (c); + c.mode = draw_context::DEPTH; + camera.draw (c); + c.mode = draw_context::LIGHTED; + camera.draw (c); SDL_GL_SwapBuffers (); + timer.frame (); /* Check for error conditions. */ gl_error = glGetError (); @@ -428,13 +476,13 @@ } /* Allow the user to see what's happening */ - SDL_Delay (20); + //SDL_Delay (20); /* Check if there's a pending event. */ while (SDL_PollEvent (&event)) - { - done = HandleEvent (&event); - } + done = HandleEvent (&event); + + ++frames; } @@ -473,15 +521,6 @@ int noframe = 0; int fsaa = 0; - // load a entity - txtprt_parser p; - try { - entity *e = p.read ("test.blasc"); - } catch (txtprt_i_exception & e) { - cout << "ERR: " << e.msg << endl; - } - // now please draw my entity ;) - logo = 0; slowly = 0; numtests = 1; @@ -519,9 +558,9 @@ exit (0); } } + for (i = 0; i < numtests; ++i) - { - RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); - } + RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); + return 0; }