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Comparing libgender/test.C (file contents):
Revision 1.22 by root, Tue Oct 5 02:14:06 2004 UTC vs.
Revision 1.84 by root, Sat Nov 6 00:44:50 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#include <sh/sh.hpp>
6 5
7using namespace SH; 6#include "opengl.h"
8 7
9#include "SDL.h" 8#include "SDL.h"
10
11#include "SDL_opengl.h" 9#include "SDL_opengl.h"
12
13/* Undefine this if you want a flat cube instead of a rainbow cube */
14#define SHADED_CUBE
15
16/* Define this to be the name of the logo image to use with -logo */
17#define LOGO_FILE "icon.bmp"
18 10
19static SDL_Surface *global_image = NULL; 11static SDL_Surface *global_image = NULL;
20static GLuint global_texture = 0; 12static GLuint global_texture = 0;
21 13
14#include "util.h"
22#include "entity.h" 15#include "entity.h"
23
24#include "txtprt_import.h" 16#include "txtprt_import.h"
17
18bool doom3parse (const char *f);
19
20#include "shader.h"
25 21
26/**********************************************************************/ 22/**********************************************************************/
27 23
28view camera; 24view camera;
29vec3 camera_velocity; 25vec3 camera_velocity;
26float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
30float camera_velocity_factor = 10; 27float camera_velocity_factor = 80;
31
32ShMatrix4x4f mvp, mv;
33ShPoint3f light_pv;
34ShProgram vsh, fsh;
35
36void
37init_shaders() {
38 {
39 vsh = SH_BEGIN_PROGRAM("gpu:vertex")
40 ShInputNormal3f normal;
41 ShInputPosition4f p;
42
43 ShOutputPoint4f ov;
44 ShOutputNormal3f on;
45 ShOutputVector3f lvv;
46 ShOutputPosition4f opd;
47
48 opd = mvp | p;
49 on = normalize(mv | normal);
50 ov = -normalize(mv | p);
51 lvv = normalize(lightPos - (mv | p)(0,1,2));
52 SH_END;
53 }
54 // declare and initialize diffuse color
55 ShColor3f kd = ShColor3f(0.5, 0.7, 0.9);
56 {
57 fsh = SH_BEGIN_PROGRAM("gpu:fragment")
58 ShInputVector4f v;
59 ShInputNormal3f n;
60 ShInputVector3f lvv;
61 ShInputPosition4f p;
62
63 ShOutputColor3f out;
64 out(0,1,2) = Globals::color * dot(normalize(n), normalize(lvv));
65
66
67 SH_END;
68 }
69}
70
71 28
72void 29void
73HotKey_ToggleFullScreen (void) 30HotKey_ToggleFullScreen (void)
74{ 31{
75 SDL_Surface *screen; 32 SDL_Surface *screen;
76 33
77 screen = SDL_GetVideoSurface (); 34 screen = SDL_GetVideoSurface ();
35
78 if (SDL_WM_ToggleFullScreen (screen)) 36 if (SDL_WM_ToggleFullScreen (screen))
79 printf ("Toggled fullscreen mode - now %s\n", 37 printf ("Toggled fullscreen mode - now %s\n",
80 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); 38 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed");
81 else 39 else
82 printf ("Unable to toggle fullscreen mode\n"); 40 printf ("Unable to toggle fullscreen mode\n");
87{ 45{
88 SDL_GrabMode mode; 46 SDL_GrabMode mode;
89 47
90 printf ("Ctrl-G: toggling input grab!\n"); 48 printf ("Ctrl-G: toggling input grab!\n");
91 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); 49 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY);
50
92 if (mode == SDL_GRAB_ON) 51 if (mode == SDL_GRAB_ON)
93 printf ("Grab was on\n"); 52 printf ("Grab was on\n");
94 else 53 else
95 printf ("Grab was off\n"); 54 printf ("Grab was off\n");
96 55
97 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); 56 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON);
57
98 if (mode == SDL_GRAB_ON) 58 if (mode == SDL_GRAB_ON)
99 printf ("Grab is now on\n"); 59 printf ("Grab is now on\n");
100 else 60 else
101 printf ("Grab is now off\n"); 61 printf ("Grab is now off\n");
102} 62}
112HandleEvent (SDL_Event * event) 72HandleEvent (SDL_Event * event)
113{ 73{
114 int done; 74 int done;
115 75
116 done = 0; 76 done = 0;
77
117 switch (event->type) 78 switch (event->type)
118 { 79 {
119 case SDL_ACTIVEEVENT: 80 case SDL_ACTIVEEVENT:
120 /* See what happened */ 81 /* See what happened */
121 printf ("app %s ", event->active.gain ? "gained" : "lost"); 82 printf ("app %s ", event->active.gain ? "gained" : "lost");
122 if (event->active.state & SDL_APPACTIVE) 83 if (event->active.state & SDL_APPACTIVE)
123 {
124 printf ("active "); 84 printf ("active ");
125 }
126 else if (event->active.state & SDL_APPMOUSEFOCUS) 85 else if (event->active.state & SDL_APPMOUSEFOCUS)
127 {
128 printf ("mouse "); 86 printf ("mouse ");
129 }
130 else if (event->active.state & SDL_APPINPUTFOCUS) 87 else if (event->active.state & SDL_APPINPUTFOCUS)
131 {
132 printf ("input "); 88 printf ("input ");
133 }
134 89
135 printf ("focus\n"); 90 printf ("focus\n");
136 break; 91 break;
137 92
138#define VELOCITY 10
139 case SDL_KEYDOWN: 93 case SDL_KEYDOWN:
140 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; 94 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--;
141 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; 95 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++;
142 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--;
143 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; 96 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++;
97 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--;
98 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++;
99 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--;
144 if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; 100 if (event->key.keysym.sym == SDLK_e) camera_velocity.y--;
145 if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; 101 if (event->key.keysym.sym == SDLK_q) camera_velocity.y++;
146 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; 102 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5;
147 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; 103 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5;
148 104
149 if (event->key.keysym.sym == SDLK_ESCAPE) 105 if (event->key.keysym.sym == SDLK_ESCAPE)
150 done = 1; 106 done = 1;
151 107
152 if ((event->key.keysym.sym == SDLK_g) && 108 if ((event->key.keysym.sym == SDLK_g) &&
164 break; 120 break;
165 121
166 case SDL_KEYUP: 122 case SDL_KEYUP:
167 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; 123 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++;
168 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; 124 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--;
169 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; 125 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++;
170 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; 126 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--;
127 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--;
128 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++;
171 if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; 129 if (event->key.keysym.sym == SDLK_e) camera_velocity.y++;
172 if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; 130 if (event->key.keysym.sym == SDLK_q) camera_velocity.y--;
173 break; 131 break;
174 132
175 case SDL_QUIT: 133 case SDL_QUIT:
176 done = 1; 134 done = 1;
177 break; 135 break;
178 } 136 }
179 137
180 return (done); 138 return (done);
181} 139}
182 140
183/* Quick utility function for texture creation */ 141void draw_floor (int size, int dx, int dy, int dz)
184static int
185power_of_two (int input)
186{ 142{
187 int value = 1; 143 int x, z, ry;
188 144
189 while (value < input) 145 for (x = 0; x < 10; x++)
190 {
191 value <<= 1;
192 } 146 {
193 return value; 147 for (z = 0; z < 10; z++)
194} 148 {
149 vector<vertex_t2f_n3f_v3f> pts;
150 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0)));
151 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
152 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
153 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
195 154
196GLuint 155 geometry_quads *q = new geometry_quads;
197SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) 156 //q->m = new simple_material;
198{ 157 q->set (pts);
199 GLuint texture; 158 entity *e = new entity (q);
200 int w, h; 159 e->move (vec3 (dx + x * size, dy, dz + z * size));
201 SDL_Surface *image; 160 e->show ();
202 SDL_Rect area; 161 }
203 Uint32 saved_flags;
204 Uint8 saved_alpha;
205
206 /* Use the surface width and height expanded to powers of 2 */
207 w = power_of_two (surface->w);
208 h = power_of_two (surface->h);
209 texcoord[0] = 0.0f; /* Min X */
210 texcoord[1] = 0.0f; /* Min Y */
211 texcoord[2] = (GLfloat) surface->w / w; /* Max X */
212 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
213
214 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32,
215#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
216 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
217#else
218 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
219#endif
220 );
221 if (image == NULL)
222 { 162 }
223 return 0; 163}
164
165void draw_test_nurb ()
166{
167 geometry_nurbs *q = new geometry_nurbs;
168 q->set ();
169 entity *e = new entity (q);
170 e->move (vec3 (10, 3, -4));
171 e->show ();
172}
173
174void fisch (vec3 center, GLfloat radius, int depth)
175{
176 entity *planet = new entity (new geometry_sphere (testmat, radius));
177 planet->move (center);
178 planet->show ();
179
180 if (--depth)
224 } 181 {
182 GLfloat r2 = radius * .1F;
183 GLfloat r3 = radius + r2;
225 184
226 /* Save the alpha blending attributes */ 185 fisch (center + vec3 (r3, 0, 0), r2, depth);
227 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 186 fisch (center + vec3 (0, 0, r3), r2, depth);
228 saved_alpha = surface->format->alpha; 187 fisch (center + vec3 (-r3, 0, 0), r2, depth);
229 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
230 { 188 }
231 SDL_SetAlpha (surface, 0, 0);
232 }
233
234 /* Copy the surface into the GL texture image */
235 area.x = 0;
236 area.y = 0;
237 area.w = surface->w;
238 area.h = surface->h;
239 SDL_BlitSurface (surface, &area, image, &area);
240
241 /* Restore the alpha blending attributes */
242 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
243 {
244 SDL_SetAlpha (surface, saved_flags, saved_alpha);
245 }
246
247 /* Create an OpenGL texture for the image */
248 glGenTextures (1, &texture);
249 glBindTexture (GL_TEXTURE_2D, texture);
250 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
251 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
252 glTexImage2D (GL_TEXTURE_2D,
253 0,
254 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
255 SDL_FreeSurface (image); /* No longer needed */
256
257 return texture;
258} 189}
259 190
191extern void draw_level ();
260int 192int
261RunGLTest (int argc, char *argv[], 193RunGLTest (int argc, char *argv[],
262 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) 194 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa)
263{ 195{
264 int i; 196 int i;
265 int rgb_size[3]; 197 int rgb_size[3];
266 int w = 640; 198 int w = 640;
267 int h = 480; 199 int h = 480;
268 int done = 0; 200 int done = 0;
269 int frames; 201 int frames;
270 Uint32 start_time, this_time;
271 Uint32 video_flags; 202 Uint32 video_flags;
272 int value; 203 int value;
204 GLenum gl_error;
273 205
274 if (SDL_Init (SDL_INIT_VIDEO) < 0) 206 if (SDL_Init (SDL_INIT_VIDEO) < 0)
275 { 207 {
276 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); 208 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
277 exit (1); 209 exit (1);
319 } 251 }
320 252
321 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 253 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
322 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 254 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
323 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 255 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
324 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 256 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
325 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 257 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
326 258
327 if (fsaa) 259 if (fsaa)
328 { 260 {
329 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); 261 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
335 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); 267 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ());
336 SDL_Quit (); 268 SDL_Quit ();
337 exit (1); 269 exit (1);
338 } 270 }
339 271
340 printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); 272 //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel);
341 printf ("\n"); 273 //printf ("\n");
342 printf ("Vendor : %s\n", glGetString (GL_VENDOR)); 274 //printf ("Vendor : %s\n", glGetString (GL_VENDOR));
343 printf ("Renderer : %s\n", glGetString (GL_RENDERER)); 275 //printf ("Renderer : %s\n", glGetString (GL_RENDERER));
344 printf ("Version : %s\n", glGetString (GL_VERSION)); 276 //printf ("Version : %s\n", glGetString (GL_VERSION));
345 printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); 277 //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS));
346 printf ("\n"); 278 printf ("\n");
347 279
348 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); 280 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value);
349 printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); 281 printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value);
350 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); 282 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value);
370 302
371 /* Set the gamma for the window */ 303 /* Set the gamma for the window */
372 if (gamma != 0.0) 304 if (gamma != 0.0)
373 SDL_SetGamma (gamma, gamma, gamma); 305 SDL_SetGamma (gamma, gamma, gamma);
374 306
375 // load a entity 307
308
309 testmat = new test_material;
310
311 entity *planet = new entity (new geometry_sphere (testmat, 10));
312 planet->move (vec3 (0, 0, -20));
313 planet->show ();
314
315 //doom3parse ("test.proc");
316
376 for (int i = 0; i < 7; i++) 317 for (int i = 0; i < 20; i++)
377 { 318 {
319 // load a entity
378 txtprt_parser p; 320 txtprt_parser p;
379 entity_transform *f = new entity_transform; 321 geometry *g;
380 entity *e;
381 try 322 try
382 { 323 {
383 e = p.read ("test.blasc"); 324 g = p.read ("test.blasc");
325 }
384 } catch (txtprt_i_exception & e) 326 catch (txtprt_i_exception & e)
385 { 327 {
386 cout << "ERR: " << e.msg << endl; 328 cout << "ERR: " << e.msg << endl;
387 } 329 }
388 f->set (e); 330
389 f->update (gl_matrix::translation (vec3 (0, -1, -i*5))); 331 entity *e = new entity (g);
332 e->move (vec3 (i*5, -3, -i*10));
390 f->show (); 333 e->show ();
334 }
335
391 } 336 {
337 fisch (vec3 (0, 0, -2e9), 1e9, 8);
338 //entity *planet = new entity (new geometry_sphere (1e9));
339 //planet->move (vec3 (0, 0, -1.5e9));
340 //planet->show ();
341 }
392 342
343 {
344 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
345 planet->move (vec3 (0, 0, 1e17));
346 planet->show ();
347 }
348
349 //draw_floor (10, -500, -10, -1000);
350 draw_level ();
351
352
353#if 0
354 {
355 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.);
356 entity *e = new entity (hf);
357 e->move (vec3 (-100000, -100000 * 0.01, -100000));
358 e->show ();
359 }
360#endif
361
362 //draw_test_nurb ();
363
364 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
393 camera.orig.x = camera.orig.y = camera.orig.z = 0; 365 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
394 camera.p = point (0, 0, 10); 366 camera.p = point (0, 0, 10);
395 camera.d = vec3 (0, 0, -1); 367 camera.d = vec3 (0, 0, -1);
396 camera.u = vec3 (0, 1, 0); 368 camera.u = vec3 (0, 1, 0);
397 camera.w = w; camera.h = h; 369 camera.w = w; camera.h = h;
398 camera.fov = 90; 370 camera.fov = 40.;
399
400 glMatrixMode (GL_MODELVIEW);
401 glLoadIdentity ();
402 371
403 glEnable (GL_CULL_FACE); 372 glEnable (GL_CULL_FACE);
404 glEnable (GL_DEPTH_TEST); 373 glDisable (GL_ALPHA_TEST);
405 shInit(); 374 glDisable (GL_BLEND);
406 shSetBackend("arb");
407 glEnable(GL_VERTEX_PROGRAM_ARB);
408 glEnable(GL_FRAGMENT_PROGRAM_ARB);
409
410 init_shaders();
411 shBind(vsh);
412 shBind(fsh);
413 glShadeModel (GL_SMOOTH);
414
415 glEnable (GL_LIGHTING);
416 //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 };
417 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION);
418 //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc);
419 glEnable (GL_LIGHT0);
420 375
421 /* Loop until done. */ 376 /* Loop until done. */
422 start_time = SDL_GetTicks ();
423 frames = 0; 377 frames = 0;
424 378
425 draw_context c (camera); 379 linear_light mylight;
380 mylight.radius = 100000;
381 mylight.c = colour (1., 1, 1, 1.);
382 mylight.intensity = 1.F;
383
384 pass pass_light (&mylight);
426 385
427 while (!done) 386 while (!done)
428 { 387 {
429 GLenum gl_error;
430 char *sdl_error; 388 char *sdl_error;
431 SDL_Event event; 389 SDL_Event event;
432 390
433 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 391 camera_angle += 180 * camera_velocity_angle * timer.diff;
392 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff;
434 393
435 camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; 394 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1);
436 camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; 395 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
437 camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff;
438 396
439 GLfloat lightp[4]; 397 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
398 camera.u = cross (camera.d, right);
399
400 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
401 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
402
403 mylight.orig = camera.orig;
440 lightp[0] = camera.p.x; 404 mylight.p = camera.p;
441 lightp[1] = camera.p.y;
442 lightp[2] = camera.p.z;
443 lightp[3] = 1;
444 glLightfv (GL_LIGHT0, GL_POSITION, lightp);
445 405
446#if 0 406 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
447 static GLfloat ry; 407
448 ry += 0.001;
449 camera.d.x = cos (ry);
450 camera.d.z = sin (ry); 408 camera.begin ();
451 //camera.d.y = sin (ry * 0.1); 409 camera.render (view::DEPTH, pass_depth);
452#endif 410 camera.render (view::POSTDEPTH, pass_depth);
453 411 camera.render (view::LIGHTED, pass_light);
454 c.mode = draw_context::DEPTH;
455 camera.draw (c); 412 camera.end ();
456 c.mode = draw_context::LIGHTED;
457 camera.draw (c);
458 413
459 SDL_GL_SwapBuffers (); 414 SDL_GL_SwapBuffers ();
460 timer.frame (); 415 timer.frame ();
461 416
417#if 0
462 /* Check for error conditions. */ 418 /* Check for error conditions. */
463 gl_error = glGetError (); 419 gl_error = glGetError ();
464 420
465 if (gl_error != GL_NO_ERROR)
466 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);
467 422
468 sdl_error = SDL_GetError (); 423 sdl_error = SDL_GetError ();
469 424
470 if (sdl_error[0] != '\0') 425 if (sdl_error[0] != '\0')
471 { 426 {
472 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); 427 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error);
473 SDL_ClearError (); 428 SDL_ClearError ();
474 } 429 }
475 430
476 /* Allow the user to see what's happening */ 431 /* Allow the user to see what's happening */
477 //SDL_Delay (20); 432 //SDL_Delay (40);
433#endif
478 434
479 /* Check if there's a pending event. */ 435 /* Check if there's a pending event. */
480 while (SDL_PollEvent (&event)) 436 while (SDL_PollEvent (&event))
481 done = HandleEvent (&event); 437 done = HandleEvent (&event);
482 438
483
484 ++frames; 439 ++frames;
485 }
486
487 /* Print out the frames per second */
488 this_time = SDL_GetTicks ();
489 if (this_time != start_time)
490 {
491 printf ("%2.2f FPS\n",
492 ((float) frames / (this_time - start_time)) * 1000.0);
493 } 440 }
494 441
495 if (global_image) 442 if (global_image)
496 { 443 {
497 SDL_FreeSurface (global_image); 444 SDL_FreeSurface (global_image);
498 global_image = NULL; 445 global_image = NULL;
499 } 446 }
447
500 if (global_texture) 448 if (global_texture)
501 { 449 {
502 glDeleteTextures (1, &global_texture); 450 glDeleteTextures (1, &global_texture);
503 global_texture = 0; 451 global_texture = 0;
504 } 452 }
505 453
506 /* Destroy our GL context, etc. */ 454 /* Destroy our GL context, etc. */
507 SDL_Quit (); 455 SDL_Quit ();
508 return (0); 456 return (0);
509} 457}
510
511int 458int
512main (int argc, char *argv[]) 459main (int argc, char *argv[])
513{ 460{
514 int i, logo; 461 int i, logo;
515 int numtests; 462 int numtests;

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