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Comparing libgender/test.C (file contents):
Revision 1.12 by root, Sun Oct 3 20:14:33 2004 UTC vs.
Revision 1.85 by root, Sat Nov 6 00:52:36 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 5
6#include "opengl.h"
7
6#include "SDL.h" 8#include "SDL.h"
7
8#include "SDL_opengl.h" 9#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 10
16static SDL_Surface *global_image = NULL; 11static SDL_Surface *global_image = NULL;
17static GLuint global_texture = 0; 12static GLuint global_texture = 0;
18 13
14#include "util.h"
19#include "entity.h" 15#include "entity.h"
20
21#include "txtprt_import.h" 16#include "txtprt_import.h"
22 17
18bool doom3parse (const char *f);
19
20#include "shader.h"
21
23/**********************************************************************/ 22/**********************************************************************/
24 23
25view camera; 24view camera;
25vec3 camera_velocity;
26float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
27float camera_velocity_factor = 80;
26 28
27void 29void
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");
77 if (event->active.state & SDL_APPACTIVE) 83 if (event->active.state & SDL_APPACTIVE)
78 {
79 printf ("active "); 84 printf ("active ");
80 }
81 else if (event->active.state & SDL_APPMOUSEFOCUS) 85 else if (event->active.state & SDL_APPMOUSEFOCUS)
82 {
83 printf ("mouse "); 86 printf ("mouse ");
84 }
85 else if (event->active.state & SDL_APPINPUTFOCUS) 87 else if (event->active.state & SDL_APPINPUTFOCUS)
86 {
87 printf ("input "); 88 printf ("input ");
88 }
89 89
90 printf ("focus\n"); 90 printf ("focus\n");
91 break; 91 break;
92 92
93 case SDL_KEYDOWN: 93 case SDL_KEYDOWN:
94
95 if (event->key.keysym.sym == SDLK_UP) 94 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--;
96 camera.p.z -= 1;
97 if (event->key.keysym.sym == SDLK_DOWN) 95 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) 96 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++;
102 camera.p.x += 1; 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--;
100 if (event->key.keysym.sym == SDLK_e) camera_velocity.y--;
101 if (event->key.keysym.sym == SDLK_q) camera_velocity.y++;
102 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5;
103 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5;
103 104
104 if (event->key.keysym.sym == SDLK_ESCAPE) 105 if (event->key.keysym.sym == SDLK_ESCAPE)
105 done = 1; 106 done = 1;
106 107
107 if ((event->key.keysym.sym == SDLK_g) && 108 if ((event->key.keysym.sym == SDLK_g) &&
116 (event->key.keysym.mod & KMOD_ALT)) 117 (event->key.keysym.mod & KMOD_ALT))
117 HotKey_ToggleFullScreen (); 118 HotKey_ToggleFullScreen ();
118 119
119 break; 120 break;
120 121
122 case SDL_KEYUP:
123 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++;
124 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--;
125 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++;
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++;
129 if (event->key.keysym.sym == SDLK_e) camera_velocity.y++;
130 if (event->key.keysym.sym == SDLK_q) camera_velocity.y--;
131 break;
132
121 case SDL_QUIT: 133 case SDL_QUIT:
122 done = 1; 134 done = 1;
123 break; 135 break;
124 } 136 }
125 137
126 return (done); 138 return (done);
127} 139}
128 140
129/* Quick utility function for texture creation */ 141void draw_floor (int size, int dx, int dy, int dz)
130static int
131power_of_two (int input)
132{ 142{
133 int value = 1; 143 int x, z, ry;
134 144
135 while (value < input) 145 for (x = 0; x < 10; x++)
136 {
137 value <<= 1;
138 } 146 {
139 return value; 147 for (z = 0; z < 10; z++)
140} 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)));
141 154
142GLuint 155 geometry_quads *q = new geometry_quads;
143SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) 156 //q->m = new simple_material;
144{ 157 q->set (pts);
145 GLuint texture; 158 entity *e = new entity (q);
146 int w, h; 159 e->move (vec3 (dx + x * size, dy, dz + z * size));
147 SDL_Surface *image; 160 e->show ();
148 SDL_Rect area; 161 }
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 { 162 }
169 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)
170 } 181 {
182 GLfloat r2 = radius * .1F;
183 GLfloat r3 = radius + r2;
171 184
172 /* Save the alpha blending attributes */ 185 fisch (center + vec3 (r3, 0, 0), r2, depth);
173 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 186 fisch (center + vec3 (0, 0, r3), r2, depth);
174 saved_alpha = surface->format->alpha; 187 fisch (center + vec3 (-r3, 0, 0), r2, depth);
175 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
176 { 188 }
177 SDL_SetAlpha (surface, 0, 0);
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} 189}
205 190
191extern void draw_level ();
206int 192int
207RunGLTest (int argc, char *argv[], 193RunGLTest (int argc, char *argv[],
208 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)
209{ 195{
210 int i; 196 int i;
211 int rgb_size[3]; 197 int rgb_size[3];
212 int w = 640; 198 int w = 640;
213 int h = 480; 199 int h = 480;
214 int done = 0; 200 int done = 0;
215 int frames; 201 int frames;
216 Uint32 start_time, this_time;
217 Uint32 video_flags; 202 Uint32 video_flags;
218 int value; 203 int value;
204 GLenum gl_error;
219 205
220 if (SDL_Init (SDL_INIT_VIDEO) < 0) 206 if (SDL_Init (SDL_INIT_VIDEO) < 0)
221 { 207 {
222 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); 208 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
223 exit (1); 209 exit (1);
261 rgb_size[0] = 8; 247 rgb_size[0] = 8;
262 rgb_size[1] = 8; 248 rgb_size[1] = 8;
263 rgb_size[2] = 8; 249 rgb_size[2] = 8;
264 break; 250 break;
265 } 251 }
252
266 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 253 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
267 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 254 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
268 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 255 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
269 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 256 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
270 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 257 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
271 258
272 if (fsaa) 259 if (fsaa)
273 { 260 {
274 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); 261 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
280 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); 267 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ());
281 SDL_Quit (); 268 SDL_Quit ();
282 exit (1); 269 exit (1);
283 } 270 }
284 271
285 printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); 272 //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel);
286 printf ("\n"); 273 //printf ("\n");
287 printf ("Vendor : %s\n", glGetString (GL_VENDOR)); 274 //printf ("Vendor : %s\n", glGetString (GL_VENDOR));
288 printf ("Renderer : %s\n", glGetString (GL_RENDERER)); 275 //printf ("Renderer : %s\n", glGetString (GL_RENDERER));
289 printf ("Version : %s\n", glGetString (GL_VERSION)); 276 //printf ("Version : %s\n", glGetString (GL_VERSION));
290 printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); 277 //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS));
291 printf ("\n"); 278 printf ("\n");
292 279
293 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); 280 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value);
294 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);
295 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); 282 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value);
315 302
316 /* Set the gamma for the window */ 303 /* Set the gamma for the window */
317 if (gamma != 0.0) 304 if (gamma != 0.0)
318 SDL_SetGamma (gamma, gamma, gamma); 305 SDL_SetGamma (gamma, gamma, gamma);
319 306
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
317 for (int i = 0; i < 20; i++)
318 {
319 // load a entity
320 txtprt_parser p;
321 geometry *g;
322 try
323 {
324 g = p.read ("test.blasc");
325 }
326 catch (txtprt_i_exception & e)
327 {
328 cout << "ERR: " << e.msg << endl;
329 }
330
331 entity *e = new entity (g);
332 e->move (vec3 (i*5, -3, -i*10));
333 e->show ();
334 }
335
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 }
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;
365 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
320 camera.p = point (0, 0, 10); 366 camera.p = point (0, 0, 10);
321 camera.d = vec3 (0, 0, -1); 367 camera.d = vec3 (0, 0, -1);
322 camera.u = vec3 (0, 1, 0); 368 camera.u = vec3 (0, 1, 0);
323 camera.w = w; camera.h = h; 369 camera.w = w; camera.h = h;
324 camera.fov = 90; 370 camera.fov = 40.;
325 371
326 glMatrixMode (GL_MODELVIEW);
327 glLoadIdentity ();
328
329 //glEnable (GL_CULL_FACE); 372 glEnable (GL_CULL_FACE);
330 glEnable (GL_DEPTH_TEST); 373 glDisable (GL_ALPHA_TEST);
331 glDepthFunc (GL_LESS); 374 glDisable (GL_BLEND);
332 glShadeModel (GL_SMOOTH);
333
334 glEnable (GL_LIGHTING);
335 //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 };
336 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION);
337 //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc);
338 glEnable (GL_LIGHT0);
339 375
340 /* Loop until done. */ 376 /* Loop until done. */
341 start_time = SDL_GetTicks ();
342 frames = 0; 377 frames = 0;
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
343 while (!done) 386 while (!done)
344 { 387 {
345 GLenum gl_error;
346 char *sdl_error; 388 char *sdl_error;
347 SDL_Event event; 389 SDL_Event event;
348 390
349 /* Do our drawing, too. */ 391 camera_angle += 180 * camera_velocity_angle * timer.diff;
350 glClearColor (0.0, 0.0, 0.0, 1.0); 392 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff;
351 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
352 393
353 GLfloat lightp[4]; 394 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1);
395 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
396
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;
354 lightp[0] = camera.p.x; 404 mylight.p = camera.p;
355 lightp[1] = camera.p.y; 405
356 lightp[2] = camera.p.z; 406 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
357 lightp[3] = 1; 407
358 glLightfv (GL_LIGHT0, GL_POSITION, lightp); 408 camera.begin ();
409 camera.render (view::DEPTH, pass_depth);
410 camera.render (view::POSTDEPTH, pass_depth);
411 camera.render (view::LIGHTED, pass_light);
412 camera.end ();
413
414 SDL_GL_SwapBuffers ();
415 timer.frame ();
359 416
360#if 0 417#if 0
361 static GLfloat ry;
362 ry += 0.03;
363 v.d.x = cos (ry);
364 v.d.z = sin (ry);
365#endif
366
367 draw_context c;
368 c.mode = draw_context::LIGHTED;
369 camera.draw (c);
370
371 SDL_GL_SwapBuffers ();
372
373 /* Check for error conditions. */ 418 /* Check for error conditions. */
374 gl_error = glGetError (); 419 gl_error = glGetError ();
375 420
376 if (gl_error != GL_NO_ERROR)
377 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);
378 422
379 sdl_error = SDL_GetError (); 423 sdl_error = SDL_GetError ();
380 424
381 if (sdl_error[0] != '\0') 425 if (sdl_error[0] != '\0')
382 { 426 {
383 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); 427 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error);
384 SDL_ClearError (); 428 SDL_ClearError ();
385 } 429 }
386 430
387 /* Allow the user to see what's happening */ 431 /* Allow the user to see what's happening */
388 //SDL_Delay (20); 432 //SDL_Delay (40);
433#endif
389 434
390 /* Check if there's a pending event. */ 435 /* Check if there's a pending event. */
391 while (SDL_PollEvent (&event)) 436 while (SDL_PollEvent (&event))
392 {
393 done = HandleEvent (&event); 437 done = HandleEvent (&event);
394 } 438
395 ++frames; 439 ++frames;
396 }
397
398 /* Print out the frames per second */
399 this_time = SDL_GetTicks ();
400 if (this_time != start_time)
401 {
402 printf ("%2.2f FPS\n",
403 ((float) frames / (this_time - start_time)) * 1000.0);
404 } 440 }
405 441
406 if (global_image) 442 if (global_image)
407 { 443 {
408 SDL_FreeSurface (global_image); 444 SDL_FreeSurface (global_image);
409 global_image = NULL; 445 global_image = NULL;
410 } 446 }
447
411 if (global_texture) 448 if (global_texture)
412 { 449 {
413 glDeleteTextures (1, &global_texture); 450 glDeleteTextures (1, &global_texture);
414 global_texture = 0; 451 global_texture = 0;
415 } 452 }
416 453
417 /* Destroy our GL context, etc. */ 454 /* Destroy our GL context, etc. */
418 SDL_Quit (); 455 SDL_Quit ();
419 return (0); 456 return (0);
420} 457}
421
422int 458int
423main (int argc, char *argv[]) 459main (int argc, char *argv[])
424{ 460{
425 int i, logo; 461 int i, logo;
426 int numtests; 462 int numtests;
428 int slowly; 464 int slowly;
429 float gamma = 0.0; 465 float gamma = 0.0;
430 int noframe = 0; 466 int noframe = 0;
431 int fsaa = 0; 467 int fsaa = 0;
432 468
433 // load a entity
434 for (int i = 0; i < 1; i++) {
435 txtprt_parser p;
436 entity *e;
437 try {
438 e = p.read ("test.blasc");
439 } catch (txtprt_i_exception & e) {
440 cout << "ERR: " << e.msg << endl;
441 }
442 e->orig.x += i;
443 e->orig.y += i;
444 e->orig.z += i;
445 e->show ();
446 printf ("load entity %p -> %p\n", e, e->content ());
447 }
448
449 logo = 0; 469 logo = 0;
450 slowly = 0; 470 slowly = 0;
451 numtests = 1; 471 numtests = 1;
452 for (i = 1; argv[i]; ++i) 472 for (i = 1; argv[i]; ++i)
453 { 473 {
481 ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n", 501 ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n",
482 argv[0]); 502 argv[0]);
483 exit (0); 503 exit (0);
484 } 504 }
485 } 505 }
506
486 for (i = 0; i < numtests; ++i) 507 for (i = 0; i < numtests; ++i)
487 {
488 RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); 508 RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa);
489 } 509
490 return 0; 510 return 0;
491} 511}

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