ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/libgender/test.C
(Generate patch)

Comparing libgender/test.C (file contents):
Revision 1.8 by root, Sun Oct 3 03:51:51 2004 UTC vs.
Revision 1.51 by root, Sat Oct 9 16:36:31 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, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
37float camera_velocity_factor = 80;
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)
100 camera.p.x -= 1;
101 if (event->key.keysym.sym == SDLK_RIGHT) 108 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++;
102 camera.p.x += 1; 109 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--;
110 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++;
111 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--;
112 if (event->key.keysym.sym == SDLK_e) camera_velocity.y--;
113 if (event->key.keysym.sym == SDLK_q) camera_velocity.y++;
114 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5;
115 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5;
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_angle++;
138 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--;
139 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--;
140 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++;
141 if (event->key.keysym.sym == SDLK_e) camera_velocity.y++;
142 if (event->key.keysym.sym == SDLK_q) camera_velocity.y--;
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} 151}
128 152
129/* Quick utility function for texture creation */ 153void draw_floor (int size, int dx, int dy, int dz)
130static int
131power_of_two (int input)
132{ 154{
133 int value = 1; 155 int x, z, ry;
134 156
135 while (value < input) 157 for (x = 0; x < 100; x++)
136 {
137 value <<= 1;
138 } 158 {
139 return value; 159 for (z = 0; z < 100; z++)
140} 160 {
161 vector<vertex2d> pts;
162 pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0)));
163 pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1)));
164 pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1)));
165 pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0)));
141 166
142GLuint 167 geometry_quads *q = new geometry_quads;
143SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) 168 q->set (pts);
144{ 169 entity *e = new entity (q);
145 GLuint texture; 170 e->move (vec3 (dx + x * size, dy, dz + z * size));
146 int w, h; 171 e->show ();
147 SDL_Surface *image; 172 }
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 { 173 }
169 return 0; 174}
170 }
171 175
172 /* Save the alpha blending attributes */ 176void draw_test_nurb () {
173 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 177 geometry_nurbs *q = new geometry_nurbs;
174 saved_alpha = surface->format->alpha; 178 q->set ();
175 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 179 entity *e = new entity (q);
176 { 180 e->move (vec3 (10, 3, -4));
177 SDL_SetAlpha (surface, 0, 0); 181 e->show ();
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} 182}
205 183
206int 184int
207RunGLTest (int argc, char *argv[], 185RunGLTest (int argc, char *argv[],
208 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) 186 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa)
214 int done = 0; 192 int done = 0;
215 int frames; 193 int frames;
216 Uint32 start_time, this_time; 194 Uint32 start_time, this_time;
217 Uint32 video_flags; 195 Uint32 video_flags;
218 int value; 196 int value;
197 GLenum gl_error;
219 198
220 if (SDL_Init (SDL_INIT_VIDEO) < 0) 199 if (SDL_Init (SDL_INIT_VIDEO) < 0)
221 { 200 {
222 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); 201 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
223 exit (1); 202 exit (1);
261 rgb_size[0] = 8; 240 rgb_size[0] = 8;
262 rgb_size[1] = 8; 241 rgb_size[1] = 8;
263 rgb_size[2] = 8; 242 rgb_size[2] = 8;
264 break; 243 break;
265 } 244 }
245
266 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 246 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
267 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 247 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
268 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 248 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
269 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 249 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16);
270 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 250 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
309 printf ("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, 289 printf ("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
310 value); 290 value);
311 } 291 }
312 292
313 /* Set the window manager title bar */ 293 /* Set the window manager title bar */
314 SDL_WM_SetCaption ("SDL GL test", "testgl"); 294 SDL_WM_SetCaption ("libgender rendering test", "gendertest");
315 295
316 /* Set the gamma for the window */ 296 /* Set the gamma for the window */
317 if (gamma != 0.0) 297 if (gamma != 0.0)
318 SDL_SetGamma (gamma, gamma, gamma); 298 SDL_SetGamma (gamma, gamma, gamma);
319 299
300 for (int i = 0; i < 1; i++)
301 {
302 // load a entity
303 txtprt_parser p;
304 geometry *g;
305 try
306 {
307 g = p.read ("test.blasc");
308 }
309 catch (txtprt_i_exception & e)
310 {
311 cout << "ERR: " << e.msg << endl;
312 }
313
314 entity *e = new entity (g);
315 e->move (vec3 (i*5, -3, -i*10));
316 e->show ();
317 }
318
319 draw_floor (10, -500, -10, -1000);
320 draw_test_nurb ();
321
322 camera.orig.x = camera.orig.y = camera.orig.z = 0;
320 camera.p = point (0, 0, 10); 323 camera.p = point (0, 0, 10);
321 camera.d = vec3 (0, 0, -1); 324 camera.d = vec3 (0, 0, -1);
322 camera.u = vec3 (0, 1, 0); 325 camera.u = vec3 (0, 1, 0);
323 camera.w = w; camera.h = h; 326 camera.w = w; camera.h = h;
324 camera.fov = 90; 327 camera.fov = 35;
328 camera.near = 1.;
329 camera.far = 10.;
325 330
326 glMatrixMode (GL_MODELVIEW); 331 glMatrixMode (GL_MODELVIEW);
327 glLoadIdentity (); 332 glLoadIdentity ();
328 333
334 glEnable (GL_CULL_FACE);
329 glEnable (GL_DEPTH_TEST); 335 glEnable (GL_DEPTH_TEST);
330 336
331 glDepthFunc (GL_LESS);
332
333 glShadeModel (GL_SMOOTH); 337 glShadeModel (GL_SMOOTH);
334 338
335 glEnable (GL_LIGHTING); 339 glEnable (GL_LIGHTING);
336
337 GLfloat lightc[4] = { 1, 0.1, 0.1, 1 };
338 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION);
339 glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc);
340 glEnable (GL_LIGHT0); 340 glEnable (GL_LIGHT0);
341 glEnable (GL_COLOR_MATERIAL); 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 ();
342 375
343 /* Loop until done. */ 376 /* Loop until done. */
344 start_time = SDL_GetTicks (); 377 start_time = SDL_GetTicks ();
345 frames = 0; 378 frames = 0;
379
346 while (!done) 380 while (!done)
347 { 381 {
348 GLenum gl_error;
349 char *sdl_error; 382 char *sdl_error;
350 SDL_Event event; 383 SDL_Event event;
351 384
352 /* Do our drawing, too. */ 385 camera_angle += 180 * camera_velocity_angle * timer.diff;
353 glClearColor (0.0, 0.0, 0.0, 1.0); 386 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff;
354 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
355 387
356 GLfloat lightp[4]; 388 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1);
357 lightp[0] = camera.p.x; 389 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
358 lightp[1] = camera.p.y; 390
359 lightp[2] = camera.p.z; 391 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
360 lightp[3] = 1; 392 camera.u = cross (camera.d, right);
361 glLightfv (GL_LIGHT0, GL_POSITION, lightp); 393
394 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;
396
397 cgGLSetParameter4f (lightpos, camera.p.x, camera.p.y, camera.p.z, 1);
398
399 glBindTexture (GL_TEXTURE_2D, t.texture);
400 cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter
362 401
363#if 0 402#if 0
364 static GLfloat ry; 403 static GLfloat ry;
365 ry += 0.03; 404 ry += 0.001;
366 v.d.x = cos (ry); 405 camera.d.x = cos (ry);
367 v.d.z = sin (ry); 406 camera.d.z = sin (ry);
407 //camera.d.y = sin (ry * 0.1);
368#endif 408#endif
369 409
370 draw_context c; 410 camera.begin ();
411 camera.pass (view::DEPTH);
412 camera.pass (view::LIGHTED);
371 camera.draw (c); 413 camera.end ();
372 414
373 SDL_GL_SwapBuffers (); 415 SDL_GL_SwapBuffers ();
416 timer.frame ();
374 417
375 /* Check for error conditions. */ 418 /* Check for error conditions. */
376 gl_error = glGetError (); 419 gl_error = glGetError ();
377 420
378 if (gl_error != GL_NO_ERROR)
379 fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); 421 if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error);
380 422
381 sdl_error = SDL_GetError (); 423 sdl_error = SDL_GetError ();
382 424
383 if (sdl_error[0] != '\0') 425 if (sdl_error[0] != '\0')
384 { 426 {
385 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); 427 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error);
386 SDL_ClearError (); 428 SDL_ClearError ();
387 } 429 }
388 430
389 /* Allow the user to see what's happening */ 431 /* Allow the user to see what's happening */
390 SDL_Delay (20); 432 //SDL_Delay (40);
391 433
392 /* Check if there's a pending event. */ 434 /* Check if there's a pending event. */
393 while (SDL_PollEvent (&event)) 435 while (SDL_PollEvent (&event))
394 {
395 done = HandleEvent (&event); 436 done = HandleEvent (&event);
396 } 437
438
397 ++frames; 439 ++frames;
398 } 440 }
399 441
400 /* Print out the frames per second */ 442 /* Print out the frames per second */
401 this_time = SDL_GetTicks (); 443 this_time = SDL_GetTicks ();
430 int slowly; 472 int slowly;
431 float gamma = 0.0; 473 float gamma = 0.0;
432 int noframe = 0; 474 int noframe = 0;
433 int fsaa = 0; 475 int fsaa = 0;
434 476
435 // load a entity
436 txtprt_parser p;
437 entity *e;
438 try {
439 e = p.read ("test.blasc");
440 } catch (txtprt_i_exception & e) {
441 cout << "ERR: " << e.msg << endl;
442 }
443 e->show ();
444
445 logo = 0; 477 logo = 0;
446 slowly = 0; 478 slowly = 0;
447 numtests = 1; 479 numtests = 1;
448 for (i = 1; argv[i]; ++i) 480 for (i = 1; argv[i]; ++i)
449 { 481 {
477 ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n", 509 ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n",
478 argv[0]); 510 argv[0]);
479 exit (0); 511 exit (0);
480 } 512 }
481 } 513 }
514
482 for (i = 0; i < numtests; ++i) 515 for (i = 0; i < numtests; ++i)
483 {
484 RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); 516 RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa);
485 } 517
486 return 0; 518 return 0;
487} 519}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines