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Comparing libgender/test.C (file contents):
Revision 1.13 by root, Sun Oct 3 22:46:03 2004 UTC vs.
Revision 1.43 by root, Wed Oct 6 16:51:20 2004 UTC

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 5
6#include "SDL.h" 6#include "SDL.h"
7
8#include "SDL_opengl.h" 7#include "SDL_opengl.h"
9
10/* Undefine this if you want a flat cube instead of a rainbow cube */
11#define SHADED_CUBE
12
13/* Define this to be the name of the logo image to use with -logo */
14#define LOGO_FILE "icon.bmp"
15 8
16static SDL_Surface *global_image = NULL; 9static SDL_Surface *global_image = NULL;
17static GLuint global_texture = 0; 10static GLuint global_texture = 0;
18 11
12#include "util.h"
19#include "entity.h" 13#include "entity.h"
20
21#include "txtprt_import.h" 14#include "txtprt_import.h"
22 15
16CGcontext cgc;
17CGprogram vsh, fsh;
18CGparameter mv, mvp, lightpos;
19CGprofile vsh_profile, fsh_profile;
20
21static void CheckCgError(void)
22{
23 CGerror err = cgGetError();
24
25 if (err != CG_NO_ERROR)
26 {
27 printf("CG error: %s\n", cgGetErrorString(err));
28 exit(1);
29 }
30}
31
23/**********************************************************************/ 32/**********************************************************************/
24 33
25view camera; 34view camera;
35vec3 camera_velocity;
36float camera_angle = 0, camera_velocity_angle;
37float camera_velocity_factor = 20;
26 38
27void 39void
28HotKey_ToggleFullScreen (void) 40HotKey_ToggleFullScreen (void)
29{ 41{
30 SDL_Surface *screen; 42 SDL_Surface *screen;
89 101
90 printf ("focus\n"); 102 printf ("focus\n");
91 break; 103 break;
92 104
93 case SDL_KEYDOWN: 105 case SDL_KEYDOWN:
94
95 if (event->key.keysym.sym == SDLK_UP) 106 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--;
96 camera.p.z -= 1;
97 if (event->key.keysym.sym == SDLK_DOWN) 107 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++;
98 camera.p.z += 1;
99 if (event->key.keysym.sym == SDLK_LEFT) 108 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--;
100 camera.p.x -= 1;
101 if (event->key.keysym.sym == SDLK_RIGHT) 109 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++;
102 camera.p.x += 1; 110 if (event->key.keysym.sym == SDLK_a) camera_velocity.y--;
111 if (event->key.keysym.sym == SDLK_s) camera_velocity.y++;
112 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5;
113 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5;
114 if (event->key.keysym.sym == SDLK_e) camera_velocity_angle++;
115 if (event->key.keysym.sym == SDLK_q) camera_velocity_angle--;
103 116
104 if (event->key.keysym.sym == SDLK_ESCAPE) 117 if (event->key.keysym.sym == SDLK_ESCAPE)
105 done = 1; 118 done = 1;
106 119
107 if ((event->key.keysym.sym == SDLK_g) && 120 if ((event->key.keysym.sym == SDLK_g) &&
116 (event->key.keysym.mod & KMOD_ALT)) 129 (event->key.keysym.mod & KMOD_ALT))
117 HotKey_ToggleFullScreen (); 130 HotKey_ToggleFullScreen ();
118 131
119 break; 132 break;
120 133
134 case SDL_KEYUP:
135 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++;
136 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--;
137 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++;
138 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--;
139 if (event->key.keysym.sym == SDLK_a) camera_velocity.y++;
140 if (event->key.keysym.sym == SDLK_s) camera_velocity.y--;
141 if (event->key.keysym.sym == SDLK_e) camera_velocity_angle--;
142 if (event->key.keysym.sym == SDLK_q) camera_velocity_angle++;
143 break;
144
121 case SDL_QUIT: 145 case SDL_QUIT:
122 done = 1; 146 done = 1;
123 break; 147 break;
124 } 148 }
125 149
126 return (done); 150 return (done);
127}
128
129/* Quick utility function for texture creation */
130static int
131power_of_two (int input)
132{
133 int value = 1;
134
135 while (value < input)
136 {
137 value <<= 1;
138 }
139 return value;
140}
141
142GLuint
143SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord)
144{
145 GLuint texture;
146 int w, h;
147 SDL_Surface *image;
148 SDL_Rect area;
149 Uint32 saved_flags;
150 Uint8 saved_alpha;
151
152 /* Use the surface width and height expanded to powers of 2 */
153 w = power_of_two (surface->w);
154 h = power_of_two (surface->h);
155 texcoord[0] = 0.0f; /* Min X */
156 texcoord[1] = 0.0f; /* Min Y */
157 texcoord[2] = (GLfloat) surface->w / w; /* Max X */
158 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
159
160 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32,
161#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
162 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
163#else
164 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
165#endif
166 );
167 if (image == NULL)
168 {
169 return 0;
170 }
171
172 /* Save the alpha blending attributes */
173 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
174 saved_alpha = surface->format->alpha;
175 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
176 {
177 SDL_SetAlpha (surface, 0, 0);
178 }
179
180 /* Copy the surface into the GL texture image */
181 area.x = 0;
182 area.y = 0;
183 area.w = surface->w;
184 area.h = surface->h;
185 SDL_BlitSurface (surface, &area, image, &area);
186
187 /* Restore the alpha blending attributes */
188 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
189 {
190 SDL_SetAlpha (surface, saved_flags, saved_alpha);
191 }
192
193 /* Create an OpenGL texture for the image */
194 glGenTextures (1, &texture);
195 glBindTexture (GL_TEXTURE_2D, texture);
196 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
197 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
198 glTexImage2D (GL_TEXTURE_2D,
199 0,
200 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
201 SDL_FreeSurface (image); /* No longer needed */
202
203 return texture;
204} 151}
205 152
206int 153int
207RunGLTest (int argc, char *argv[], 154RunGLTest (int argc, char *argv[],
208 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) 155 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa)
261 rgb_size[0] = 8; 208 rgb_size[0] = 8;
262 rgb_size[1] = 8; 209 rgb_size[1] = 8;
263 rgb_size[2] = 8; 210 rgb_size[2] = 8;
264 break; 211 break;
265 } 212 }
213
266 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 214 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
267 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 215 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
268 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 216 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
269 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 217 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16);
270 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 218 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
315 263
316 /* Set the gamma for the window */ 264 /* Set the gamma for the window */
317 if (gamma != 0.0) 265 if (gamma != 0.0)
318 SDL_SetGamma (gamma, gamma, gamma); 266 SDL_SetGamma (gamma, gamma, gamma);
319 267
268 for (int i = 0; i < 70; i++)
269 {
270 // load a entity
271 txtprt_parser p;
272 entity *e;
273 try
274 {
275 e = p.read ("test.blasc");
276 }
277 catch (txtprt_i_exception & e)
278 {
279 cout << "ERR: " << e.msg << endl;
280 }
281
282 entity_transform *f = new entity_transform;
283 f->set (e);
284 f->update (matrix::translation (vec3 (i*5, -3, -i*10)));
285 f->show ();
286 }
287 draw_some_random_funky_floor_dance_music (10, -500, -10, -1000);
320 camera.orig.x = camera.orig.y = camera.orig.z = 0; 288 camera.orig.x = camera.orig.y = camera.orig.z = 0;
321 camera.p = point (0, 0, 10); 289 camera.p = point (0, 0, 10);
322 camera.d = vec3 (0, 0, -1); 290 camera.d = vec3 (0, 0, -1);
323 camera.u = vec3 (0, 1, 0); 291 camera.u = vec3 (0, 1, 0);
324 camera.w = w; camera.h = h; 292 camera.w = w; camera.h = h;
325 camera.fov = 90; 293 camera.fov = 80;
326 294
327 glMatrixMode (GL_MODELVIEW); 295 glMatrixMode (GL_MODELVIEW);
328 glLoadIdentity (); 296 glLoadIdentity ();
329 297
330 //glEnable (GL_CULL_FACE); 298 glEnable (GL_CULL_FACE);
331 glEnable (GL_DEPTH_TEST); 299 glEnable (GL_DEPTH_TEST);
332 glDepthFunc (GL_LESS); 300
333 glShadeModel (GL_SMOOTH); 301 glShadeModel (GL_SMOOTH);
334 302
335 glEnable (GL_LIGHTING); 303 glEnable (GL_LIGHTING);
336 //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; 304 //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 };
337 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); 305 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION);
338 //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); 306 //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc);
339 glEnable (GL_LIGHT0); 307 glEnable (GL_LIGHT0);
340 308
309 cgc = cgCreateContext ();
310
311 vsh_profile = CG_PROFILE_ARBVP1;
312 //if (cgGLIsProfileSupported (CG_PROFILE_VP30)) vsh_profile = CG_PROFILE_VP30;
313 //if (cgGLIsProfileSupported (CG_PROFILE_VP40)) vsh_profile = CG_PROFILE_VP40;
314 fsh_profile = CG_PROFILE_ARBFP1;
315 //if (cgGLIsProfileSupported (CG_PROFILE_FP30)) fsh_profile = CG_PROFILE_FP30;
316 //if (cgGLIsProfileSupported (CG_PROFILE_FP40)) fsh_profile = CG_PROFILE_FP40;
317
318 vsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "vsh.cg", vsh_profile, 0, 0);
319 CheckCgError ();
320 cgGLLoadProgram (vsh);
321 CheckCgError ();
322 mv = cgGetNamedParameter (vsh, "WorldProj");
323 mvp = cgGetNamedParameter (vsh, "WorldViewProj");
324 lightpos = cgGetNamedParameter (vsh, "LightPos");
325 CheckCgError ();
326
327 CGparameter g_Texture; // the texture parameter
328
329
330 fsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "fsh.cg", fsh_profile, 0, 0);
331 Texture t("o.jpg");
332 g_Texture = cgGetNamedParameter(fsh, "Texture"); // the texture cg-warper ;)
333 cgGLSetTextureParameter(g_Texture, t.texture); // Bind the texture number 999 to g_Texture
334 CheckCgError ();
335 cgGLLoadProgram (fsh);
336 CheckCgError ();
337
338 cgGLBindProgram (vsh);
339 CheckCgError ();
340 cgGLBindProgram (fsh);
341 CheckCgError ();
342
341 /* Loop until done. */ 343 /* Loop until done. */
342 start_time = SDL_GetTicks (); 344 start_time = SDL_GetTicks ();
343 frames = 0; 345 frames = 0;
346
344 while (!done) 347 while (!done)
345 { 348 {
346 GLenum gl_error; 349 GLenum gl_error;
347 char *sdl_error; 350 char *sdl_error;
348 SDL_Event event; 351 SDL_Event event;
349 352
350 /* Do our drawing, too. */ 353 camera.p.x += camera_velocity_factor * camera_velocity.x * timer.diff;
351 glClearColor (0.0, 0.0, 0.0, 1.0); 354 camera.p.y += camera_velocity_factor * camera_velocity.y * timer.diff;
352 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 355 camera.p.z += camera_velocity_factor * camera_velocity.z * timer.diff;
353 356
354 GLfloat lightp[4]; 357 camera_angle += camera_velocity_factor * camera_velocity_angle * timer.diff;
355 lightp[0] = camera.p.x; 358 camera.d.z = -cos (camera_angle * 12 / 180.);
356 lightp[1] = camera.p.y; 359 camera.d.x = sin (camera_angle * 12 / 180.);
357 lightp[2] = camera.p.z; 360
358 lightp[3] = 1; 361 cgGLSetParameter4f (lightpos, camera.p.x, camera.p.y, camera.p.z, 1);
359 glLightfv (GL_LIGHT0, GL_POSITION, lightp); 362
363 glBindTexture (GL_TEXTURE_2D, t.texture);
364 cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter
360 365
361#if 0 366#if 0
362 static GLfloat ry; 367 static GLfloat ry;
363 ry += 0.001; 368 ry += 0.001;
364 camera.d.x = cos (ry); 369 camera.d.x = cos (ry);
365 camera.d.z = sin (ry); 370 camera.d.z = sin (ry);
366 //camera.d.y = sin (ry * 0.1); 371 //camera.d.y = sin (ry * 0.1);
367#endif 372#endif
368 373
369 draw_context c (camera); 374 camera.begin ();
370 c.mode = draw_context::LIGHTED; 375 camera.pass (view::DEPTH);
376 camera.pass (view::LIGHTED);
371 camera.draw (c); 377 camera.end ();
372 378
373 SDL_GL_SwapBuffers (); 379 SDL_GL_SwapBuffers ();
380 timer.frame ();
374 381
375 /* Check for error conditions. */ 382 /* Check for error conditions. */
376 gl_error = glGetError (); 383 gl_error = glGetError ();
377 384
378 if (gl_error != GL_NO_ERROR) 385 if (gl_error != GL_NO_ERROR)
389 /* Allow the user to see what's happening */ 396 /* Allow the user to see what's happening */
390 //SDL_Delay (20); 397 //SDL_Delay (20);
391 398
392 /* Check if there's a pending event. */ 399 /* Check if there's a pending event. */
393 while (SDL_PollEvent (&event)) 400 while (SDL_PollEvent (&event))
394 {
395 done = HandleEvent (&event); 401 done = HandleEvent (&event);
396 } 402
403
397 ++frames; 404 ++frames;
398 } 405 }
399 406
400 /* Print out the frames per second */ 407 /* Print out the frames per second */
401 this_time = SDL_GetTicks (); 408 this_time = SDL_GetTicks ();
430 int slowly; 437 int slowly;
431 float gamma = 0.0; 438 float gamma = 0.0;
432 int noframe = 0; 439 int noframe = 0;
433 int fsaa = 0; 440 int fsaa = 0;
434 441
435 gl_matrix m(2);
436 m.translate (vec3 (2,3,4));
437
438 // load a entity
439 for (int i = 0; i < 1; i++) {
440 txtprt_parser p;
441 entity_transform *f = new entity_transform;
442 entity *e;
443 try {
444 e = p.read ("test.blasc");
445 } catch (txtprt_i_exception & e) {
446 cout << "ERR: " << e.msg << endl;
447 }
448 f->set (e);
449 f->m.translate (vec3 (i*0.3, -1, 0));
450 f->show ();
451 }
452
453 logo = 0; 442 logo = 0;
454 slowly = 0; 443 slowly = 0;
455 numtests = 1; 444 numtests = 1;
456 for (i = 1; argv[i]; ++i) 445 for (i = 1; argv[i]; ++i)
457 { 446 {
485 ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n", 474 ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n",
486 argv[0]); 475 argv[0]);
487 exit (0); 476 exit (0);
488 } 477 }
489 } 478 }
479
490 for (i = 0; i < numtests; ++i) 480 for (i = 0; i < numtests; ++i)
491 {
492 RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); 481 RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa);
493 } 482
494 return 0; 483 return 0;
495} 484}

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