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/cvs/libgender/test.C
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Comparing libgender/test.C (file contents):
Revision 1.76 by root, Tue Nov 2 23:26:46 2004 UTC vs.
Revision 1.80 by root, Thu Nov 4 04:46:58 2004 UTC

149 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); 149 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
150 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1))); 150 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
151 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0))); 151 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
152 152
153 geometry_quads *q = new geometry_quads; 153 geometry_quads *q = new geometry_quads;
154 q->m = new simple_material; 154 //q->m = new simple_material;
155 q->set (pts); 155 q->set (pts);
156 entity *e = new entity (q); 156 entity *e = new entity (q);
157 e->move (vec3 (dx + x * size, dy, dz + z * size)); 157 e->move (vec3 (dx + x * size, dy, dz + z * size));
158 e->show (); 158 e->show ();
159 } 159 }
169 e->show (); 169 e->show ();
170} 170}
171 171
172void fisch (vec3 center, GLfloat radius, int depth) 172void fisch (vec3 center, GLfloat radius, int depth)
173{ 173{
174 entity *planet = new entity (new geometry_sphere (radius)); 174 entity *planet = new entity (new geometry_sphere (testmat, radius));
175 planet->move (center); 175 planet->move (center);
176 planet->show (); 176 planet->show ();
177 177
178 if (--depth) 178 if (--depth)
179 { 179 {
300 300
301 /* Set the gamma for the window */ 301 /* Set the gamma for the window */
302 if (gamma != 0.0) 302 if (gamma != 0.0)
303 SDL_SetGamma (gamma, gamma, gamma); 303 SDL_SetGamma (gamma, gamma, gamma);
304 304
305 testmat = new test_material;
306
307#if 0
305 entity *planet = new entity (new geometry_sphere (10)); 308 entity *planet = new entity (new geometry_sphere (10));
306 planet->move (vec3 (0, 0, -20)); 309 planet->move (vec3 (0, 0, -20));
307 planet->show (); 310 planet->show ();
311#endif
308 312
309 shader::debdebdebdebug ();//D
310
311#if 1
312 for (int i = 0; i < 20; i++) 313 for (int i = 0; i < 20; i++)
313 { 314 {
314 // load a entity 315 // load a entity
315 txtprt_parser p; 316 txtprt_parser p;
316 geometry *g; 317 geometry *g;
334 //planet->move (vec3 (0, 0, -1.5e9)); 335 //planet->move (vec3 (0, 0, -1.5e9));
335 //planet->show (); 336 //planet->show ();
336 } 337 }
337 338
338 { 339 {
339 entity *planet = new entity (new geometry_sphere (4e15)); 340 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
340 planet->move (vec3 (0, 0, 1e17)); 341 planet->move (vec3 (0, 0, 1e17));
341 planet->show (); 342 planet->show ();
342 } 343 }
343 344
344 //draw_floor (10, -500, -10, -1000); 345 //draw_floor (10, -500, -10, -1000);
345 draw_level (); 346 draw_level ();
346 347
347 348
349#if 0
348 { 350 {
349 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); 351 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.);
350 entity *e = new entity (hf); 352 entity *e = new entity (hf);
351 e->move (vec3 (-100000, -100000 * 0.01, -100000)); 353 e->move (vec3 (-100000, -100000 * 0.01, -100000));
352 e->show (); 354 e->show ();
365 367
366 glEnable (GL_CULL_FACE); 368 glEnable (GL_CULL_FACE);
367 glDisable (GL_ALPHA_TEST); 369 glDisable (GL_ALPHA_TEST);
368 glDisable (GL_BLEND); 370 glDisable (GL_BLEND);
369 371
370 test_material test_mat;
371
372 /* Loop until done. */ 372 /* Loop until done. */
373 frames = 0; 373 frames = 0;
374 374
375 linear_light mylight;
376 mylight.radius = 100000;
377 mylight.c = colour (1., 1, 1, 1.);
378 mylight.intensity = 1.F;
379
380 pass pass_light (&mylight);
381
375 while (!done) 382 while (!done)
376 { 383 {
377 char *sdl_error; 384 char *sdl_error;
378 SDL_Event event; 385 SDL_Event event;
379 386
387 camera.u = cross (camera.d, right); 394 camera.u = cross (camera.d, right);
388 395
389 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; 396 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
390 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; 397 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
391 398
399 mylight.orig = camera.orig;
400 mylight.p = camera.p;
392 401
402 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
403
393 camera.begin (); 404 camera.begin ();
394 camera.render (view::DEPTH, pass_depth); 405 camera.render (view::DEPTH, pass_depth);
395 camera.render (view::POSTDEPTH, pass_depth); 406 camera.render (view::POSTDEPTH, pass_depth);
396 test_mat.enable (camera);
397 camera.render (view::LIGHTED, pass_depth); 407 camera.render (view::LIGHTED, pass_light);
398 test_mat.disable (camera);
399 camera.end (); 408 camera.end ();
400 409
401 SDL_GL_SwapBuffers (); 410 SDL_GL_SwapBuffers ();
402 timer.frame (); 411 timer.frame ();
403 412

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