--- libgender/test.C 2004/10/02 12:10:40 1.1 +++ libgender/test.C 2004/10/06 16:51:20 1.43 @@ -4,26 +4,38 @@ #include #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" - -/* The SDL_OPENGLBLIT interface is deprecated. - The code is still available for benchmark purposes though. -*/ - -static SDL_bool USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; - static SDL_Surface *global_image = NULL; static GLuint global_texture = 0; +#include "util.h" +#include "entity.h" +#include "txtprt_import.h" + +CGcontext cgc; +CGprogram vsh, fsh; +CGparameter mv, mvp, lightpos; +CGprofile vsh_profile, fsh_profile; + +static void CheckCgError(void) +{ + CGerror err = cgGetError(); + + if (err != CG_NO_ERROR) + { + printf("CG error: %s\n", cgGetErrorString(err)); + exit(1); + } +} + /**********************************************************************/ +view camera; +vec3 camera_velocity; +float camera_angle = 0, camera_velocity_angle; +float camera_velocity_factor = 20; + void HotKey_ToggleFullScreen (void) { @@ -31,14 +43,10 @@ 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 @@ -49,23 +57,15 @@ 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 @@ -103,30 +103,43 @@ 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_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_e) camera_velocity_angle++; + if (event->key.keysym.sym == SDLK_q) camera_velocity_angle--; + 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--; + if (event->key.keysym.sym == SDLK_e) camera_velocity_angle--; + if (event->key.keysym.sym == SDLK_q) camera_velocity_angle++; break; case SDL_QUIT: @@ -137,215 +150,6 @@ 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) -{ - int value = 1; - - while (value < input) - { - value <<= 1; - } - 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; - } - - /* 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); - - /* Restore the alpha blending attributes */ - if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) - { - SDL_SetAlpha (surface, saved_flags, saved_alpha); - } - - /* 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; -} - - -void -DrawLogoTexture (void) -{ - static GLfloat texMinX, texMinY; - static GLfloat texMaxX, texMaxY; - static int x = 0; - static int y = 0; - static int w, h; - static int delta_x = 1; - static int delta_y = 1; - static Uint32 last_moved = 0; - - SDL_Surface *screen = SDL_GetVideoSurface (); - - if (!global_texture) - { - SDL_Surface *image; - GLfloat texcoord[4]; - - /* Load the image (could use SDL_image library here) */ - image = SDL_LoadBMP (LOGO_FILE); - if (image == NULL) - { - return; - } - w = image->w; - h = image->h; - - /* Convert the image into an OpenGL texture */ - global_texture = SDL_GL_LoadTexture (image, texcoord); - - /* Make texture coordinates easy to understand */ - texMinX = texcoord[0]; - texMinY = texcoord[1]; - texMaxX = texcoord[2]; - texMaxY = texcoord[3]; - - /* We don't need the original image anymore */ - SDL_FreeSurface (image); - - /* Make sure that the texture conversion is okay */ - if (!global_texture) - { - return; - } - } - - /* Move the image around */ - x += delta_x; - if (x < 0) - { - x = 0; - delta_x = -delta_x; - } - else if ((x + w) > screen->w) - { - x = screen->w - w; - delta_x = -delta_x; - } - y += delta_y; - if (y < 0) - { - y = 0; - delta_y = -delta_y; - } - else if ((y + h) > screen->h) - { - y = screen->h - h; - delta_y = -delta_y; - } - - /* Show the image on the screen */ - SDL_GL_Enter2DMode (); - glBindTexture (GL_TEXTURE_2D, global_texture); - glBegin (GL_TRIANGLE_STRIP); - glTexCoord2f (texMinX, texMinY); - glVertex2i (x, y); - glTexCoord2f (texMaxX, texMinY); - glVertex2i (x + w, y); - glTexCoord2f (texMinX, texMaxY); - glVertex2i (x, y + h); - glTexCoord2f (texMaxX, texMaxY); - glVertex2i (x + w, y + h); - glEnd (); - SDL_GL_Leave2DMode (); -} - int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) @@ -357,6 +161,7 @@ int done = 0; int frames; Uint32 start_time, this_time; + Uint32 video_flags; int value; if (SDL_Init (SDL_INIT_VIDEO) < 0) @@ -369,36 +174,19 @@ if (bpp == 0) { if (SDL_GetVideoInfo ()->vfmt->BitsPerPixel <= 8) - { - bpp = 8; - } + bpp = 8; else - { - bpp = 16; /* More doesn't seem to work */ - } + bpp = 16; /* More doesn't seem to work */ } - /* Set the flags we want to use for setting the video mode */ - if (logo && USE_DEPRECATED_OPENGLBLIT) - { - video_flags = SDL_OPENGLBLIT; - } - else - { - video_flags = SDL_OPENGL; - } + video_flags = SDL_OPENGL; + for (i = 1; argv[i]; ++i) - { - if (strcmp (argv[1], "-fullscreen") == 0) - { - video_flags |= SDL_FULLSCREEN; - } - } + if (strcmp (argv[1], "-fullscreen") == 0) + video_flags |= SDL_FULLSCREEN; if (noframe) - { - video_flags |= SDL_NOFRAME; - } + video_flags |= SDL_NOFRAME; /* Initialize the display */ switch (bpp) @@ -408,28 +196,33 @@ rgb_size[1] = 3; rgb_size[2] = 2; break; + case 15: case 16: rgb_size[0] = 5; rgb_size[1] = 5; rgb_size[2] = 5; break; + default: rgb_size[0] = 8; rgb_size[1] = 8; 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_DOUBLEBUFFER, 1); + if (fsaa) { SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, fsaa); } + if (SDL_SetVideoMode (w, h, bpp, video_flags) == NULL) { fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); @@ -455,6 +248,7 @@ printf ("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value); SDL_GL_GetAttribute (SDL_GL_DOUBLEBUFFER, &value); printf ("SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value); + if (fsaa) { SDL_GL_GetAttribute (SDL_GL_MULTISAMPLEBUFFERS, &value); @@ -465,150 +259,131 @@ } /* 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); - } - - glViewport (0, 0, w, h); - glMatrixMode (GL_PROJECTION); - glLoadIdentity (); + SDL_SetGamma (gamma, gamma, gamma); - glOrtho (-2.0, 2.0, -2.0, 2.0, -20.0, 20.0); + for (int i = 0; i < 70; i++) + { + // load a entity + txtprt_parser p; + entity *e; + try + { + e = p.read ("test.blasc"); + } + catch (txtprt_i_exception & e) + { + cout << "ERR: " << e.msg << endl; + } + + entity_transform *f = new entity_transform; + f->set (e); + f->update (matrix::translation (vec3 (i*5, -3, -i*10))); + f->show (); + } + draw_some_random_funky_floor_dance_music (10, -500, -10, -1000); + 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 = 80; glMatrixMode (GL_MODELVIEW); glLoadIdentity (); + glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); - glDepthFunc (GL_LESS); - glShadeModel (GL_SMOOTH); + glEnable (GL_LIGHTING); + //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; + //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); + //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); + glEnable (GL_LIGHT0); + + cgc = cgCreateContext (); + + vsh_profile = CG_PROFILE_ARBVP1; + //if (cgGLIsProfileSupported (CG_PROFILE_VP30)) vsh_profile = CG_PROFILE_VP30; + //if (cgGLIsProfileSupported (CG_PROFILE_VP40)) vsh_profile = CG_PROFILE_VP40; + fsh_profile = CG_PROFILE_ARBFP1; + //if (cgGLIsProfileSupported (CG_PROFILE_FP30)) fsh_profile = CG_PROFILE_FP30; + //if (cgGLIsProfileSupported (CG_PROFILE_FP40)) fsh_profile = CG_PROFILE_FP40; + + vsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "vsh.cg", vsh_profile, 0, 0); + CheckCgError (); + cgGLLoadProgram (vsh); + CheckCgError (); + mv = cgGetNamedParameter (vsh, "WorldProj"); + mvp = cgGetNamedParameter (vsh, "WorldViewProj"); + lightpos = cgGetNamedParameter (vsh, "LightPos"); + CheckCgError (); + + CGparameter g_Texture; // the texture parameter + + + fsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "fsh.cg", fsh_profile, 0, 0); + Texture t("o.jpg"); + g_Texture = cgGetNamedParameter(fsh, "Texture"); // the texture cg-warper ;) + cgGLSetTextureParameter(g_Texture, t.texture); // Bind the texture number 999 to g_Texture + CheckCgError (); + cgGLLoadProgram (fsh); + CheckCgError (); + + cgGLBindProgram (vsh); + CheckCgError (); + cgGLBindProgram (fsh); + CheckCgError (); + /* Loop until done. */ start_time = SDL_GetTicks (); frames = 0; + 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); - - glBegin (GL_QUADS); - -#ifdef SHADED_CUBE - glColor3fv (color[0]); - glVertex3fv (cube[0]); - glColor3fv (color[1]); - glVertex3fv (cube[1]); - glColor3fv (color[2]); - glVertex3fv (cube[2]); - glColor3fv (color[3]); - glVertex3fv (cube[3]); - - glColor3fv (color[3]); - glVertex3fv (cube[3]); - glColor3fv (color[4]); - glVertex3fv (cube[4]); - glColor3fv (color[7]); - glVertex3fv (cube[7]); - glColor3fv (color[2]); - glVertex3fv (cube[2]); - - glColor3fv (color[0]); - glVertex3fv (cube[0]); - glColor3fv (color[5]); - glVertex3fv (cube[5]); - glColor3fv (color[6]); - glVertex3fv (cube[6]); - glColor3fv (color[1]); - glVertex3fv (cube[1]); - - glColor3fv (color[5]); - glVertex3fv (cube[5]); - glColor3fv (color[4]); - glVertex3fv (cube[4]); - glColor3fv (color[7]); - glVertex3fv (cube[7]); - glColor3fv (color[6]); - glVertex3fv (cube[6]); - - glColor3fv (color[5]); - glVertex3fv (cube[5]); - glColor3fv (color[0]); - glVertex3fv (cube[0]); - glColor3fv (color[3]); - glVertex3fv (cube[3]); - glColor3fv (color[4]); - glVertex3fv (cube[4]); - - glColor3fv (color[6]); - glVertex3fv (cube[6]); - glColor3fv (color[1]); - glVertex3fv (cube[1]); - glColor3fv (color[2]); - glVertex3fv (cube[2]); - glColor3fv (color[7]); - glVertex3fv (cube[7]); -#else // flat cube - glColor3f (1.0, 0.0, 0.0); - glVertex3fv (cube[0]); - glVertex3fv (cube[1]); - glVertex3fv (cube[2]); - glVertex3fv (cube[3]); - - glColor3f (0.0, 1.0, 0.0); - glVertex3fv (cube[3]); - glVertex3fv (cube[4]); - glVertex3fv (cube[7]); - glVertex3fv (cube[2]); - - glColor3f (0.0, 0.0, 1.0); - glVertex3fv (cube[0]); - glVertex3fv (cube[5]); - glVertex3fv (cube[6]); - glVertex3fv (cube[1]); - - glColor3f (0.0, 1.0, 1.0); - glVertex3fv (cube[5]); - glVertex3fv (cube[4]); - glVertex3fv (cube[7]); - glVertex3fv (cube[6]); - - glColor3f (1.0, 1.0, 0.0); - glVertex3fv (cube[5]); - glVertex3fv (cube[0]); - glVertex3fv (cube[3]); - glVertex3fv (cube[4]); - - glColor3f (1.0, 0.0, 1.0); - glVertex3fv (cube[6]); - glVertex3fv (cube[1]); - glVertex3fv (cube[2]); - glVertex3fv (cube[7]); -#endif /* SHADED_CUBE */ - - glEnd (); + 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; + + camera_angle += camera_velocity_factor * camera_velocity_angle * timer.diff; + camera.d.z = -cos (camera_angle * 12 / 180.); + camera.d.x = sin (camera_angle * 12 / 180.); + + cgGLSetParameter4f (lightpos, camera.p.x, camera.p.y, camera.p.z, 1); + + glBindTexture (GL_TEXTURE_2D, t.texture); + cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter + +#if 0 + static GLfloat ry; + ry += 0.001; + camera.d.x = cos (ry); + camera.d.z = sin (ry); + //camera.d.y = sin (ry * 0.1); +#endif - glMatrixMode (GL_MODELVIEW); - glRotatef (5.0, 1.0, 1.0, 1.0); + camera.begin (); + camera.pass (view::DEPTH); + camera.pass (view::LIGHTED); + camera.end (); SDL_GL_SwapBuffers (); + timer.frame (); /* Check for error conditions. */ gl_error = glGetError (); if (gl_error != GL_NO_ERROR) - { - fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); - } + fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); sdl_error = SDL_GetError (); @@ -619,17 +394,13 @@ } /* Allow the user to see what's happening */ - if (slowly) - { - SDL_Delay (20); - } - SDL_Delay (20); + //SDL_Delay (20); /* Check if there's a pending event. */ while (SDL_PollEvent (&event)) - { - done = HandleEvent (&event); - } + done = HandleEvent (&event); + + ++frames; } @@ -677,16 +448,6 @@ { ++numtests; } - if (strcmp (argv[i], "-logo") == 0) - { - logo = 1; - USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; - } - if (strcmp (argv[i], "-logoblit") == 0) - { - logo = 1; - USE_DEPRECATED_OPENGLBLIT = SDL_TRUE; - } if (strcmp (argv[i], "-slow") == 0) { slowly = 1; @@ -715,9 +476,9 @@ 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; }