--- libgender/test.C 2004/10/03 02:19:07 1.4 +++ libgender/test.C 2005/02/06 01:17:15 1.96 @@ -2,41 +2,44 @@ #include #include #include +#include -#include "SDL.h" +#include "opengl.h" +#include "SDL.h" #include "SDL_opengl.h" -/* Undefine this if you want a flat cube instead of a rainbow cube */ -#define SHADED_CUBE - -/* Define this to be the name of the logo image to use with -logo */ -#define LOGO_FILE "icon.bmp" - static SDL_Surface *global_image = NULL; static GLuint global_texture = 0; +#include "util.h" #include "entity.h" - #include "txtprt_import.h" +#include "randlvl.h" + +bool doom3parse (const char *f); + +#include "shader.h" /**********************************************************************/ +view camera; +vec3 camera_velocity; +float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2; +float camera_velocity_factor = 80; + void HotKey_ToggleFullScreen (void) { SDL_Surface *screen; 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 @@ -46,24 +49,18 @@ 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 @@ -79,52 +76,60 @@ int done; done = 0; + switch (event->type) { case SDL_ACTIVEEVENT: /* See what happened */ printf ("app %s ", event->active.gain ? "gained" : "lost"); if (event->active.state & SDL_APPACTIVE) - { - printf ("active "); - } + printf ("active "); else if (event->active.state & SDL_APPMOUSEFOCUS) - { - printf ("mouse "); - } + printf ("mouse "); else if (event->active.state & SDL_APPINPUTFOCUS) - { - printf ("input "); - } + printf ("input "); printf ("focus\n"); break; 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_RIGHT) camera_velocity_angle++; + if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--; + if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++; + if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--; + if (event->key.keysym.sym == SDLK_e) camera_velocity.y--; + if (event->key.keysym.sym == SDLK_q) 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 (); - printf ("key '%s' pressed\n", SDL_GetKeyName (event->key.keysym.sym)); + break; + + 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_angle++; + if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--; + if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--; + if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++; + if (event->key.keysym.sym == SDLK_e) camera_velocity.y++; + if (event->key.keysym.sym == SDLK_q) camera_velocity.y--; break; case SDL_QUIT: @@ -135,125 +140,66 @@ return (done); } -void -SDL_GL_Enter2DMode () +void draw_floor (int size, int dx, int dy, int dz) { - 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 (); + int x, z, ry; - 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); + for (x = 0; x < 10; x++) + { + for (z = 0; z < 10; z++) + { + vector pts; + pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0))); + pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); + pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1))); + pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0))); + + geometry_quads *q = new geometry_quads; + //q->m = new simple_material; + q->set (pts); + entity *e = new entity (q); + e->move (vec3 (dx + x * size, dy, dz + z * size)); + e->show (); + } + } } -void -SDL_GL_Leave2DMode () +void draw_test_nurb () { - glMatrixMode (GL_MODELVIEW); - glPopMatrix (); - - glMatrixMode (GL_PROJECTION); - glPopMatrix (); - - glPopAttrib (); + geometry_nurbs *q = new geometry_nurbs; + q->set (); + entity *e = new entity (q); + e->move (vec3 (10, 3, -4)); + e->show (); } -/* Quick utility function for texture creation */ -static int -power_of_two (int input) +void fisch (vec3 center, GLfloat radius, int depth) { - int value = 1; - - while (value < input) - { - value <<= 1; + entity *planet = new entity (new geometry_sphere (testmat, radius)); + planet->move (center); + planet->show (); + + if (--depth) + { + GLfloat r2 = radius * .1F; + GLfloat r3 = radius + r2; + + fisch (center + vec3 (r3, 0, 0), r2, depth); + fisch (center + vec3 (0, 0, r3), r2, depth); + fisch (center + vec3 (-r3, 0, 0), r2, depth); } - return value; } -GLuint -SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) -{ - GLuint texture; - int w, h; - SDL_Surface *image; - SDL_Rect area; - Uint32 saved_flags; - Uint8 saved_alpha; - - /* Use the surface width and height expanded to powers of 2 */ - w = power_of_two (surface->w); - h = power_of_two (surface->h); - texcoord[0] = 0.0f; /* Min X */ - texcoord[1] = 0.0f; /* Min Y */ - texcoord[2] = (GLfloat) surface->w / w; /* Max X */ - texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ - - image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, -#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ - 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 -#else - 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF -#endif - ); - if (image == NULL) - { - return 0; - } +extern void draw_level (); - /* Save the alpha blending attributes */ - saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); - saved_alpha = surface->format->alpha; - if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) - { - SDL_SetAlpha (surface, 0, 0); - } - - /* Copy the surface into the GL texture image */ - area.x = 0; - area.y = 0; - area.w = surface->w; - area.h = surface->h; - SDL_BlitSurface (surface, &area, image, &area); +std::list moveables; - /* Restore the alpha blending attributes */ - if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) +void perfom_moves () +{ + for (std::list::iterator i = moveables.begin (); i != moveables.end (); ++i) { - SDL_SetAlpha (surface, saved_flags, saved_alpha); + (*i)->perform_step (timer.diff); } - - /* Create an OpenGL texture for the image */ - glGenTextures (1, &texture); - glBindTexture (GL_TEXTURE_2D, texture); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexImage2D (GL_TEXTURE_2D, - 0, - GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); - SDL_FreeSurface (image); /* No longer needed */ - - return texture; } int @@ -266,9 +212,9 @@ int h = 480; int done = 0; int frames; - Uint32 start_time, this_time; Uint32 video_flags; int value; + GLenum gl_error; if (SDL_Init (SDL_INIT_VIDEO) < 0) { @@ -316,10 +262,11 @@ 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]); - SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); + SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); if (fsaa) @@ -335,12 +282,12 @@ exit (1); } - printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); - printf ("\n"); - printf ("Vendor : %s\n", glGetString (GL_VENDOR)); - printf ("Renderer : %s\n", glGetString (GL_RENDERER)); - printf ("Version : %s\n", glGetString (GL_VERSION)); - printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); + //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); + //printf ("\n"); + //printf ("Vendor : %s\n", glGetString (GL_VENDOR)); + //printf ("Renderer : %s\n", glGetString (GL_RENDERER)); + //printf ("Version : %s\n", glGetString (GL_VERSION)); + //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); printf ("\n"); SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); @@ -364,60 +311,152 @@ } /* 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; - - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); - - glEnable (GL_DEPTH_TEST); - - glDepthFunc (GL_LESS); - - glShadeModel (GL_SMOOTH); - GLfloat ambient[4] = { 1, 1, 1, 1 }; - glEnable (GL_LIGHTING); - glEnable (GL_COLOR_MATERIAL); - glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambient); + testmat = new test_material; + + entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10)); + planet->move (vec3 (0, 0, -20)); + planet->show (); + + planet->v = vec3 (10, 0, 0); + moveables.push_back (planet); + + doom3parse ("test.proc"); + + for (int i = 0; i < 20; i++) + { + // load a entity + txtprt_parser p; + geometry *g; + try + { + g = p.read ("test.blasc"); + } + catch (txtprt_i_exception & e) + { + cout << "ERR: " << e.msg << endl; + } + + entity *e = new entity (g); + e->move (vec3 (i*5, -3, -i*10)); + e->show (); + } + + { + fisch (vec3 (0, 0, -2e9), 1e9, 8); + //entity *planet = new entity (new geometry_sphere (1e9)); + //planet->move (vec3 (0, 0, -1.5e9)); + //planet->show (); + } + + { + entity *planet = new entity (new geometry_sphere (testmat, 4e15)); + planet->move (vec3 (0, 0, 1e17)); + planet->show (); + } + + { + RandomBuilding r; + entity *randlvl = r.draw (1000, 1000, 200); + randlvl->move (vec3 (0, 0, 0)); + randlvl->show (); + + entity *randlvl2 = r.draw (300, 100, 20); + randlvl2->move (vec3 (-2000, 0, 0)); + randlvl2->show (); + + entity *randlvl3 = r.draw (100, 30, 3); + randlvl3->move (vec3 (-1000, 0, 0)); + randlvl3->show (); + } + + //draw_floor (10, -500, -10, -1000); + draw_level (); + +#if 0 + { + geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); + entity *e = new entity (hf); + e->move (vec3 (-100000, -100000 * 0.01, -100000)); + e->show (); + } +#endif + + //draw_test_nurb (); + + //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; + camera.orig.x = 0; camera.orig.y = 0; 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 = 40.; + + glDisable (GL_ALPHA_TEST); /* Loop until done. */ - start_time = SDL_GetTicks (); frames = 0; + + linear_light mylight, mylight2; + + mylight.radius = 100000; + mylight.c = colour (1., 1, 1, 1.); + mylight.intensity = 1.F; + + mylight2.radius = 100000; + mylight2.c = colour (1., 0, 0, 1.); + mylight2.intensity = 1.F; + + pass_data pass_light (&mylight); + pass_data pass_light2 (&mylight2); + 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); - - static GLfloat ry; - ry += 0.1; - v.d.x = cos (ry); - v.d.z = sin (ry); + camera_angle += 90 * camera_velocity_angle * timer.diff; + camera_angle2 += 90 * camera_velocity_angle2 * timer.diff; + + vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); + vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; + + camera.d = matrix::rotation (camera_angle2, right) * geradeaus; + camera.u = cross (camera.d, right); - draw_context c; - v.draw (c); + camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; + camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; + + mylight.orig = camera.orig; + mylight.p = camera.p; + + mylight2.orig = camera.orig; + mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100); + + //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); + + camera.begin (); + camera.render (pass_depth); + camera.render (pass_postdepth); + camera.render (pass_light); + //camera.render (view::LIGHTED, pass_light2); + camera.end (); + + perfom_moves (); SDL_GL_SwapBuffers (); + timer.frame (); +#if 0 /* Check for error conditions. */ gl_error = glGetError (); - if (gl_error != GL_NO_ERROR) - fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); + if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); sdl_error = SDL_GetError (); @@ -428,22 +467,14 @@ } /* Allow the user to see what's happening */ - SDL_Delay (20); + //SDL_Delay (40); +#endif /* Check if there's a pending event. */ while (SDL_PollEvent (&event)) - { - done = HandleEvent (&event); - } - ++frames; - } + done = HandleEvent (&event); - /* Print out the frames per second */ - this_time = SDL_GetTicks (); - if (this_time != start_time) - { - printf ("%2.2f FPS\n", - ((float) frames / (this_time - start_time)) * 1000.0); + ++frames; } if (global_image) @@ -451,6 +482,7 @@ SDL_FreeSurface (global_image); global_image = NULL; } + if (global_texture) { glDeleteTextures (1, &global_texture); @@ -461,7 +493,6 @@ SDL_Quit (); return (0); } - int main (int argc, char *argv[]) { @@ -473,15 +504,6 @@ 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 +541,9 @@ 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; }