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12 | static GLuint global_texture = 0; |
12 | static GLuint global_texture = 0; |
13 | |
13 | |
14 | #include "util.h" |
14 | #include "util.h" |
15 | #include "entity.h" |
15 | #include "entity.h" |
16 | #include "txtprt_import.h" |
16 | #include "txtprt_import.h" |
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17 | |
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18 | bool doom3parse (const char *f); |
17 | |
19 | |
18 | #include "shader.h" |
20 | #include "shader.h" |
19 | |
21 | |
20 | /**********************************************************************/ |
22 | /**********************************************************************/ |
21 | |
23 | |
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302 | if (gamma != 0.0) |
304 | if (gamma != 0.0) |
303 | SDL_SetGamma (gamma, gamma, gamma); |
305 | SDL_SetGamma (gamma, gamma, gamma); |
304 | |
306 | |
305 | testmat = new test_material; |
307 | testmat = new test_material; |
306 | |
308 | |
307 | #if 0 |
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308 | entity *planet = new entity (new geometry_sphere (10)); |
309 | entity *planet = new entity (new geometry_sphere (testmat, 10)); |
309 | planet->move (vec3 (0, 0, -20)); |
310 | planet->move (vec3 (0, 0, -20)); |
310 | planet->show (); |
311 | planet->show (); |
311 | #endif |
312 | |
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313 | doom3parse ("test.proc"); |
312 | |
314 | |
313 | for (int i = 0; i < 20; i++) |
315 | for (int i = 0; i < 20; i++) |
314 | { |
316 | { |
315 | // load a entity |
317 | // load a entity |
316 | txtprt_parser p; |
318 | txtprt_parser p; |
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327 | entity *e = new entity (g); |
329 | entity *e = new entity (g); |
328 | e->move (vec3 (i*5, -3, -i*10)); |
330 | e->move (vec3 (i*5, -3, -i*10)); |
329 | e->show (); |
331 | e->show (); |
330 | } |
332 | } |
331 | |
333 | |
332 | { |
334 | { |
333 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
335 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
334 | //entity *planet = new entity (new geometry_sphere (1e9)); |
336 | //entity *planet = new entity (new geometry_sphere (1e9)); |
335 | //planet->move (vec3 (0, 0, -1.5e9)); |
337 | //planet->move (vec3 (0, 0, -1.5e9)); |
336 | //planet->show (); |
338 | //planet->show (); |
337 | } |
339 | } |
338 | |
340 | |
339 | { |
341 | { |
340 | entity *planet = new entity (new geometry_sphere (testmat, 4e15)); |
342 | entity *planet = new entity (new geometry_sphere (testmat, 4e15)); |
341 | planet->move (vec3 (0, 0, 1e17)); |
343 | planet->move (vec3 (0, 0, 1e17)); |
342 | planet->show (); |
344 | planet->show (); |
343 | } |
345 | } |
344 | |
346 | |
345 | //draw_floor (10, -500, -10, -1000); |
347 | //draw_floor (10, -500, -10, -1000); |
346 | draw_level (); |
348 | draw_level (); |
347 | |
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348 | |
349 | |
349 | #if 0 |
350 | #if 0 |
350 | { |
351 | { |
351 | geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); |
352 | geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); |
352 | entity *e = new entity (hf); |
353 | entity *e = new entity (hf); |
353 | e->move (vec3 (-100000, -100000 * 0.01, -100000)); |
354 | e->move (vec3 (-100000, -100000 * 0.01, -100000)); |
354 | e->show (); |
355 | e->show (); |
355 | } |
356 | } |
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357 | #endif |
356 | |
358 | |
357 | //draw_test_nurb (); |
359 | //draw_test_nurb (); |
358 | #endif |
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359 | |
360 | |
360 | //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; |
361 | //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; |
361 | camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; |
362 | camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; |
362 | camera.p = point (0, 0, 10); |
363 | camera.p = point (0, 0, 10); |
363 | camera.d = vec3 (0, 0, -1); |
364 | camera.d = vec3 (0, 0, -1); |
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382 | while (!done) |
383 | while (!done) |
383 | { |
384 | { |
384 | char *sdl_error; |
385 | char *sdl_error; |
385 | SDL_Event event; |
386 | SDL_Event event; |
386 | |
387 | |
387 | camera_angle += 180 * camera_velocity_angle * timer.diff; |
388 | camera_angle += 90 * camera_velocity_angle * timer.diff; |
388 | camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; |
389 | camera_angle2 += 90 * camera_velocity_angle2 * timer.diff; |
389 | |
390 | |
390 | vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); |
391 | vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); |
391 | vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; |
392 | vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; |
392 | |
393 | |
393 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
394 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |