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Comparing libgender/test.C (file contents):
Revision 1.53 by root, Sun Oct 10 00:00:52 2004 UTC vs.
Revision 1.63 by root, Sun Oct 17 09:43:07 2004 UTC

1#include <stdlib.h> 1#include <stdlib.h>
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 "opengl.h"
7
6#include "SDL.h" 8#include "SDL.h"
7#include "SDL_opengl.h" 9#include "SDL_opengl.h"
8 10
9static SDL_Surface *global_image = NULL; 11static SDL_Surface *global_image = NULL;
10static GLuint global_texture = 0; 12static GLuint global_texture = 0;
11 13
12#include "util.h" 14#include "util.h"
13#include "entity.h" 15#include "entity.h"
14#include "txtprt_import.h" 16#include "txtprt_import.h"
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 17
32/**********************************************************************/ 18/**********************************************************************/
33 19
34view camera; 20view camera;
35vec3 camera_velocity; 21vec3 camera_velocity;
85 { 71 {
86 case SDL_ACTIVEEVENT: 72 case SDL_ACTIVEEVENT:
87 /* See what happened */ 73 /* See what happened */
88 printf ("app %s ", event->active.gain ? "gained" : "lost"); 74 printf ("app %s ", event->active.gain ? "gained" : "lost");
89 if (event->active.state & SDL_APPACTIVE) 75 if (event->active.state & SDL_APPACTIVE)
90 {
91 printf ("active "); 76 printf ("active ");
92 }
93 else if (event->active.state & SDL_APPMOUSEFOCUS) 77 else if (event->active.state & SDL_APPMOUSEFOCUS)
94 {
95 printf ("mouse "); 78 printf ("mouse ");
96 }
97 else if (event->active.state & SDL_APPINPUTFOCUS) 79 else if (event->active.state & SDL_APPINPUTFOCUS)
98 {
99 printf ("input "); 80 printf ("input ");
100 }
101 81
102 printf ("focus\n"); 82 printf ("focus\n");
103 break; 83 break;
104 84
105 case SDL_KEYDOWN: 85 case SDL_KEYDOWN:
152 132
153void draw_floor (int size, int dx, int dy, int dz) 133void draw_floor (int size, int dx, int dy, int dz)
154{ 134{
155 int x, z, ry; 135 int x, z, ry;
156 136
157 for (x = 0; x < 100; x++) 137 for (x = 0; x < 10; x++)
158 { 138 {
159 for (z = 0; z < 100; z++) 139 for (z = 0; z < 10; z++)
160 { 140 {
161 vector<vertex2d> pts; 141 vector<vertex_t2f_n3f_v3f> pts;
162 pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0))); 142 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0)));
163 pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1))); 143 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
164 pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1))); 144 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
165 pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0))); 145 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
166 146
167 geometry_quads *q = new geometry_quads; 147 geometry_quads *q = new geometry_quads;
148 q->m = new simple_material;
168 q->set (pts); 149 q->set (pts);
169 entity *e = new entity (q); 150 entity *e = new entity (q);
170 e->move (vec3 (dx + x * size, dy, dz + z * size)); 151 e->move (vec3 (dx + x * size, dy, dz + z * size));
171 e->show (); 152 e->show ();
172 } 153 }
180 entity *e = new entity (q); 161 entity *e = new entity (q);
181 e->move (vec3 (10, 3, -4)); 162 e->move (vec3 (10, 3, -4));
182 e->show (); 163 e->show ();
183} 164}
184 165
166extern void draw_level ();
185int 167int
186RunGLTest (int argc, char *argv[], 168RunGLTest (int argc, char *argv[],
187 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) 169 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa)
188{ 170{
189 int i; 171 int i;
296 278
297 /* Set the gamma for the window */ 279 /* Set the gamma for the window */
298 if (gamma != 0.0) 280 if (gamma != 0.0)
299 SDL_SetGamma (gamma, gamma, gamma); 281 SDL_SetGamma (gamma, gamma, gamma);
300 282
283 entity *planet = new entity (new geometry_sphere (10));
284 planet->move (vec3 (0, 0, -20));
285 planet->show ();
286
287#if 1
301 for (int i = 0; i < 1; i++) 288 for (int i = 0; i < 20; i++)
302 { 289 {
303 // load a entity 290 // load a entity
304 txtprt_parser p; 291 txtprt_parser p;
305 geometry *g; 292 geometry *g;
306 try 293 try
315 entity *e = new entity (g); 302 entity *e = new entity (g);
316 e->move (vec3 (i*5, -3, -i*10)); 303 e->move (vec3 (i*5, -3, -i*10));
317 e->show (); 304 e->show ();
318 } 305 }
319 306
307 {
308 entity *planet = new entity (new geometry_sphere (1e9));
309 planet->move (vec3 (0, 0, -1.5e9));
310 planet->show ();
311 }
312
313 {
314 entity *planet = new entity (new geometry_sphere (4e15));
315 planet->move (vec3 (0, 0, 1e17));
316 planet->show ();
317 }
318
320 draw_floor (10, -500, -10, -1000); 319 draw_floor (10, -500, -10, -1000);
320 draw_level ();
321 //draw_test_nurb (); 321 //draw_test_nurb ();
322#endif
322 323
324 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
323 camera.orig.x = camera.orig.y = camera.orig.z = 0; 325 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
324 camera.p = point (0, 0, 10); 326 camera.p = point (0, 0, 10);
325 camera.d = vec3 (0, 0, -1); 327 camera.d = vec3 (0, 0, -1);
326 camera.u = vec3 (0, 1, 0); 328 camera.u = vec3 (0, 1, 0);
327 camera.w = w; camera.h = h; 329 camera.w = w; camera.h = h;
328 camera.fov = 35; 330 camera.fov = 35;
329 camera.z_near = 1.; 331 camera.z_near = 1.;
330 332
331 glMatrixMode (GL_MODELVIEW);
332 glLoadIdentity ();
333
334 glEnable (GL_CULL_FACE); 333 glEnable (GL_CULL_FACE);
335 glEnable (GL_DEPTH_TEST);
336 334
337 glShadeModel (GL_SMOOTH); 335 init_shaders ();
338 336
339 glEnable (GL_LIGHTING); 337 osama_material osa_mat;
340 glEnable (GL_LIGHT0);
341
342 cgc = cgCreateContext ();
343
344 vsh_profile = CG_PROFILE_ARBVP1;
345 //if (cgGLIsProfileSupported (CG_PROFILE_VP30)) vsh_profile = CG_PROFILE_VP30;
346 //if (cgGLIsProfileSupported (CG_PROFILE_VP40)) vsh_profile = CG_PROFILE_VP40;
347 fsh_profile = CG_PROFILE_ARBFP1;
348 //if (cgGLIsProfileSupported (CG_PROFILE_FP30)) fsh_profile = CG_PROFILE_FP30;
349 //if (cgGLIsProfileSupported (CG_PROFILE_FP40)) fsh_profile = CG_PROFILE_FP40;
350
351 vsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "vsh.cg", vsh_profile, 0, 0);
352 CheckCgError ();
353 cgGLLoadProgram (vsh);
354 CheckCgError ();
355 mv = cgGetNamedParameter (vsh, "WorldProj");
356 mvp = cgGetNamedParameter (vsh, "WorldViewProj");
357 lightpos = cgGetNamedParameter (vsh, "LightPos");
358 CheckCgError ();
359
360 CGparameter g_Texture; // the texture parameter
361
362
363 fsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "fsh.cg", fsh_profile, 0, 0);
364 Texture t("o.jpg");
365 g_Texture = cgGetNamedParameter(fsh, "Texture"); // the texture cg-warper ;)
366 cgGLSetTextureParameter(g_Texture, t.texture); // Bind the texture number 999 to g_Texture
367 CheckCgError ();
368 cgGLLoadProgram (fsh);
369 CheckCgError ();
370
371 cgGLBindProgram (vsh);
372 CheckCgError ();
373 cgGLBindProgram (fsh);
374 CheckCgError ();
375 338
376 /* Loop until done. */ 339 /* Loop until done. */
377 start_time = SDL_GetTicks (); 340 start_time = SDL_GetTicks ();
378 frames = 0; 341 frames = 0;
379 342
392 camera.u = cross (camera.d, right); 355 camera.u = cross (camera.d, right);
393 356
394 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; 357 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
395 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; 358 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
396 359
397 cgGLSetParameter4f (lightpos, camera.p.x, camera.p.y, camera.p.z, 1); 360 osa_mat.begin ();
398
399 glBindTexture (GL_TEXTURE_2D, t.texture);
400 cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter
401
402#if 0
403 static GLfloat ry;
404 ry += 0.001;
405 camera.d.x = cos (ry);
406 camera.d.z = sin (ry);
407 //camera.d.y = sin (ry * 0.1);
408#endif
409 361
410 camera.begin (); 362 camera.begin ();
411 camera.pass (view::DEPTH); 363 camera.render (view::DEPTH);
364 camera.render (view::POSTDEPTH);
412 camera.pass (view::LIGHTED); 365 camera.render (view::LIGHTED);
413 camera.end (); 366 camera.end ();
414 367
415 SDL_GL_SwapBuffers (); 368 SDL_GL_SwapBuffers ();
416 timer.frame (); 369 timer.frame ();
417 370
371 osa_mat.end ();
372
373#if 0
418 /* Check for error conditions. */ 374 /* Check for error conditions. */
419 gl_error = glGetError (); 375 gl_error = glGetError ();
420 376
421 if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); 377 if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error);
422 378
428 SDL_ClearError (); 384 SDL_ClearError ();
429 } 385 }
430 386
431 /* Allow the user to see what's happening */ 387 /* Allow the user to see what's happening */
432 //SDL_Delay (40); 388 //SDL_Delay (40);
389#endif
433 390
434 /* Check if there's a pending event. */ 391 /* Check if there's a pending event. */
435 while (SDL_PollEvent (&event)) 392 while (SDL_PollEvent (&event))
436 done = HandleEvent (&event); 393 done = HandleEvent (&event);
437 394
460 417
461 /* Destroy our GL context, etc. */ 418 /* Destroy our GL context, etc. */
462 SDL_Quit (); 419 SDL_Quit ();
463 return (0); 420 return (0);
464} 421}
465
466int 422int
467main (int argc, char *argv[]) 423main (int argc, char *argv[])
468{ 424{
469 int i, logo; 425 int i, logo;
470 int numtests; 426 int numtests;

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