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Comparing libgender/test.C (file contents):
Revision 1.70 by root, Sat Oct 23 21:43:27 2004 UTC vs.
Revision 1.84 by root, Sat Nov 6 00:44:50 2004 UTC

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"
17 17
18bool doom3parse (const char *f);
19
18#include "shader.h" 20#include "shader.h"
19 21
20/**********************************************************************/ 22/**********************************************************************/
21 23
22view camera; 24view camera;
28HotKey_ToggleFullScreen (void) 30HotKey_ToggleFullScreen (void)
29{ 31{
30 SDL_Surface *screen; 32 SDL_Surface *screen;
31 33
32 screen = SDL_GetVideoSurface (); 34 screen = SDL_GetVideoSurface ();
35
33 if (SDL_WM_ToggleFullScreen (screen)) 36 if (SDL_WM_ToggleFullScreen (screen))
34 printf ("Toggled fullscreen mode - now %s\n", 37 printf ("Toggled fullscreen mode - now %s\n",
35 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); 38 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed");
36 else 39 else
37 printf ("Unable to toggle fullscreen mode\n"); 40 printf ("Unable to toggle fullscreen mode\n");
42{ 45{
43 SDL_GrabMode mode; 46 SDL_GrabMode mode;
44 47
45 printf ("Ctrl-G: toggling input grab!\n"); 48 printf ("Ctrl-G: toggling input grab!\n");
46 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); 49 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY);
50
47 if (mode == SDL_GRAB_ON) 51 if (mode == SDL_GRAB_ON)
48 printf ("Grab was on\n"); 52 printf ("Grab was on\n");
49 else 53 else
50 printf ("Grab was off\n"); 54 printf ("Grab was off\n");
51 55
52 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); 56 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON);
57
53 if (mode == SDL_GRAB_ON) 58 if (mode == SDL_GRAB_ON)
54 printf ("Grab is now on\n"); 59 printf ("Grab is now on\n");
55 else 60 else
56 printf ("Grab is now off\n"); 61 printf ("Grab is now off\n");
57} 62}
67HandleEvent (SDL_Event * event) 72HandleEvent (SDL_Event * event)
68{ 73{
69 int done; 74 int done;
70 75
71 done = 0; 76 done = 0;
77
72 switch (event->type) 78 switch (event->type)
73 { 79 {
74 case SDL_ACTIVEEVENT: 80 case SDL_ACTIVEEVENT:
75 /* See what happened */ 81 /* See what happened */
76 printf ("app %s ", event->active.gain ? "gained" : "lost"); 82 printf ("app %s ", event->active.gain ? "gained" : "lost");
145 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); 151 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
146 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1))); 152 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
147 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0))); 153 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
148 154
149 geometry_quads *q = new geometry_quads; 155 geometry_quads *q = new geometry_quads;
150 q->m = new simple_material; 156 //q->m = new simple_material;
151 q->set (pts); 157 q->set (pts);
152 entity *e = new entity (q); 158 entity *e = new entity (q);
153 e->move (vec3 (dx + x * size, dy, dz + z * size)); 159 e->move (vec3 (dx + x * size, dy, dz + z * size));
154 e->show (); 160 e->show ();
155 } 161 }
165 e->show (); 171 e->show ();
166} 172}
167 173
168void fisch (vec3 center, GLfloat radius, int depth) 174void fisch (vec3 center, GLfloat radius, int depth)
169{ 175{
170 entity *planet = new entity (new geometry_sphere (radius)); 176 entity *planet = new entity (new geometry_sphere (testmat, radius));
171 planet->move (center); 177 planet->move (center);
172 planet->show (); 178 planet->show ();
173 179
174 if (--depth) 180 if (--depth)
175 { 181 {
296 302
297 /* Set the gamma for the window */ 303 /* Set the gamma for the window */
298 if (gamma != 0.0) 304 if (gamma != 0.0)
299 SDL_SetGamma (gamma, gamma, gamma); 305 SDL_SetGamma (gamma, gamma, gamma);
300 306
307
308
309 testmat = new test_material;
310
301 entity *planet = new entity (new geometry_sphere (10)); 311 entity *planet = new entity (new geometry_sphere (testmat, 10));
302 planet->move (vec3 (0, 0, -20)); 312 planet->move (vec3 (0, 0, -20));
303 planet->show (); 313 planet->show ();
304 314
305 shader::debdebdebdebug ();//D 315 //doom3parse ("test.proc");
306 316
307#if 1
308 for (int i = 0; i < 20; i++) 317 for (int i = 0; i < 20; i++)
309 { 318 {
310 // load a entity 319 // load a entity
311 txtprt_parser p; 320 txtprt_parser p;
312 geometry *g; 321 geometry *g;
330 //planet->move (vec3 (0, 0, -1.5e9)); 339 //planet->move (vec3 (0, 0, -1.5e9));
331 //planet->show (); 340 //planet->show ();
332 } 341 }
333 342
334 { 343 {
335 entity *planet = new entity (new geometry_sphere (4e15)); 344 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
336 planet->move (vec3 (0, 0, 1e17)); 345 planet->move (vec3 (0, 0, 1e17));
337 planet->show (); 346 planet->show ();
338 } 347 }
339 348
340 draw_floor (10, -500, -10, -1000); 349 //draw_floor (10, -500, -10, -1000);
341 draw_level (); 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
342 //draw_test_nurb (); 362 //draw_test_nurb ();
343#endif
344 363
345 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; 364 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
346 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; 365 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
347 camera.p = point (0, 0, 10); 366 camera.p = point (0, 0, 10);
348 camera.d = vec3 (0, 0, -1); 367 camera.d = vec3 (0, 0, -1);
352 371
353 glEnable (GL_CULL_FACE); 372 glEnable (GL_CULL_FACE);
354 glDisable (GL_ALPHA_TEST); 373 glDisable (GL_ALPHA_TEST);
355 glDisable (GL_BLEND); 374 glDisable (GL_BLEND);
356 375
357 init_shaders ();
358
359 osama_material osa_mat;
360
361 /* Loop until done. */ 376 /* Loop until done. */
362 frames = 0; 377 frames = 0;
363 378
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);
385
364 while (!done) 386 while (!done)
365 { 387 {
366 char *sdl_error; 388 char *sdl_error;
367 SDL_Event event; 389 SDL_Event event;
368 390
376 camera.u = cross (camera.d, right); 398 camera.u = cross (camera.d, right);
377 399
378 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; 400 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
379 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; 401 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
380 402
381 osa_mat.begin (); 403 mylight.orig = camera.orig;
404 mylight.p = camera.p;
382 405
406 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
407
383 camera.begin (); 408 camera.begin ();
384 camera.render (view::DEPTH); 409 camera.render (view::DEPTH, pass_depth);
385 camera.render (view::POSTDEPTH); 410 camera.render (view::POSTDEPTH, pass_depth);
386 camera.render (view::LIGHTED); 411 camera.render (view::LIGHTED, pass_light);
387 camera.end (); 412 camera.end ();
388 413
389 SDL_GL_SwapBuffers (); 414 SDL_GL_SwapBuffers ();
390 timer.frame (); 415 timer.frame ();
391
392 osa_mat.end ();
393 416
394#if 0 417#if 0
395 /* Check for error conditions. */ 418 /* Check for error conditions. */
396 gl_error = glGetError (); 419 gl_error = glGetError ();
397 420
411 434
412 /* Check if there's a pending event. */ 435 /* Check if there's a pending event. */
413 while (SDL_PollEvent (&event)) 436 while (SDL_PollEvent (&event))
414 done = HandleEvent (&event); 437 done = HandleEvent (&event);
415 438
416
417 ++frames; 439 ++frames;
418 } 440 }
419 441
420 if (global_image) 442 if (global_image)
421 { 443 {
422 SDL_FreeSurface (global_image); 444 SDL_FreeSurface (global_image);
423 global_image = NULL; 445 global_image = NULL;
424 } 446 }
447
425 if (global_texture) 448 if (global_texture)
426 { 449 {
427 glDeleteTextures (1, &global_texture); 450 glDeleteTextures (1, &global_texture);
428 global_texture = 0; 451 global_texture = 0;
429 } 452 }

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