--- libgender/test.C 2004/10/05 03:39:47 1.26 +++ libgender/test.C 2004/10/06 16:51:20 1.43 @@ -2,73 +2,39 @@ #include #include #include -#include - -using namespace SH; #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" +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_velocity_factor = 10; - -ShColor3f color = ShColor3f(.5, 0.9, 0.2); -ShPoint3f lightPos = ShPoint3f(0.0, 0.0, 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)); - SH_END; - } -} +float camera_angle = 0, camera_velocity_angle; +float camera_velocity_factor = 20; void HotKey_ToggleFullScreen (void) @@ -136,7 +102,6 @@ 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++; @@ -146,6 +111,8 @@ 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; @@ -171,6 +138,8 @@ 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: @@ -181,83 +150,6 @@ return (done); } -/* 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; -} - int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) @@ -373,44 +265,39 @@ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); - // load a entity - for (int i = 0; i < 7; i++) + for (int i = 0; i < 70; i++) { + // load a entity 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; - } + { + 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 (0, -1, -i*5))); + 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 = 90; + camera.fov = 80; glMatrixMode (GL_MODELVIEW); glLoadIdentity (); glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); - shInit(); - shSetBackend("arb"); - glEnable(GL_VERTEX_PROGRAM_ARB); - glEnable(GL_FRAGMENT_PROGRAM_ARB); - - init_shaders(); - shBind(vsh); - shBind(fsh); + glShadeModel (GL_SMOOTH); glEnable (GL_LIGHTING); @@ -419,30 +306,62 @@ //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; - draw_context c (camera); - while (!done) { GLenum gl_error; char *sdl_error; SDL_Event event; - 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; + + 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); - 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); + glBindTexture (GL_TEXTURE_2D, t.texture); + cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter #if 0 static GLfloat ry; @@ -452,10 +371,10 @@ //camera.d.y = sin (ry * 0.1); #endif - c.mode = draw_context::DEPTH; - camera.draw (c); - c.mode = draw_context::LIGHTED; - camera.draw (c); + camera.begin (); + camera.pass (view::DEPTH); + camera.pass (view::LIGHTED); + camera.end (); SDL_GL_SwapBuffers (); timer.frame ();