… | |
… | |
302 | |
302 | |
303 | /* Set the gamma for the window */ |
303 | /* Set the gamma for the window */ |
304 | if (gamma != 0.0) |
304 | if (gamma != 0.0) |
305 | SDL_SetGamma (gamma, gamma, gamma); |
305 | SDL_SetGamma (gamma, gamma, gamma); |
306 | |
306 | |
307 | |
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308 | |
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309 | testmat = new test_material; |
307 | testmat = new test_material; |
310 | |
308 | |
311 | entity *planet = new entity (new geometry_sphere (testmat, 10)); |
309 | entity *planet = new entity (new geometry_sphere (testmat, 10)); |
312 | planet->move (vec3 (0, 0, -20)); |
310 | planet->move (vec3 (0, 0, -20)); |
313 | planet->show (); |
311 | planet->show (); |
… | |
… | |
331 | entity *e = new entity (g); |
329 | entity *e = new entity (g); |
332 | e->move (vec3 (i*5, -3, -i*10)); |
330 | e->move (vec3 (i*5, -3, -i*10)); |
333 | e->show (); |
331 | e->show (); |
334 | } |
332 | } |
335 | |
333 | |
336 | { |
334 | { |
337 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
335 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
338 | //entity *planet = new entity (new geometry_sphere (1e9)); |
336 | //entity *planet = new entity (new geometry_sphere (1e9)); |
339 | //planet->move (vec3 (0, 0, -1.5e9)); |
337 | //planet->move (vec3 (0, 0, -1.5e9)); |
340 | //planet->show (); |
338 | //planet->show (); |
341 | } |
339 | } |
342 | |
340 | |
343 | { |
341 | { |
344 | entity *planet = new entity (new geometry_sphere (testmat, 4e15)); |
342 | entity *planet = new entity (new geometry_sphere (testmat, 4e15)); |
345 | planet->move (vec3 (0, 0, 1e17)); |
343 | planet->move (vec3 (0, 0, 1e17)); |
346 | planet->show (); |
344 | planet->show (); |
347 | } |
345 | } |
348 | |
346 | |
349 | //draw_floor (10, -500, -10, -1000); |
347 | //draw_floor (10, -500, -10, -1000); |
350 | draw_level (); |
348 | draw_level (); |
351 | |
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352 | |
349 | |
353 | #if 0 |
350 | #if 0 |
354 | { |
351 | { |
355 | geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); |
352 | geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); |
356 | entity *e = new entity (hf); |
353 | entity *e = new entity (hf); |
… | |
… | |
367 | camera.d = vec3 (0, 0, -1); |
364 | camera.d = vec3 (0, 0, -1); |
368 | camera.u = vec3 (0, 1, 0); |
365 | camera.u = vec3 (0, 1, 0); |
369 | camera.w = w; camera.h = h; |
366 | camera.w = w; camera.h = h; |
370 | camera.fov = 40.; |
367 | camera.fov = 40.; |
371 | |
368 | |
372 | glEnable (GL_CULL_FACE); |
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373 | glDisable (GL_ALPHA_TEST); |
369 | glDisable (GL_ALPHA_TEST); |
374 | glDisable (GL_BLEND); |
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375 | |
370 | |
376 | /* Loop until done. */ |
371 | /* Loop until done. */ |
377 | frames = 0; |
372 | frames = 0; |
378 | |
373 | |
379 | linear_light mylight; |
374 | linear_light mylight, mylight2; |
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375 | |
380 | mylight.radius = 100000; |
376 | mylight.radius = 100000; |
381 | mylight.c = colour (1., 1, 1, 1.); |
377 | mylight.c = colour (1., 1, 1, 1.); |
382 | mylight.intensity = 1.F; |
378 | mylight.intensity = 1.F; |
383 | |
379 | |
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380 | mylight2.radius = 100000; |
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381 | mylight2.c = colour (1., 0, 0, 1.); |
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382 | mylight2.intensity = 1.F; |
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383 | |
384 | pass pass_light (&mylight); |
384 | pass pass_light (&mylight); |
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385 | pass pass_light2 (&mylight2); |
385 | |
386 | |
386 | while (!done) |
387 | while (!done) |
387 | { |
388 | { |
388 | char *sdl_error; |
389 | char *sdl_error; |
389 | SDL_Event event; |
390 | SDL_Event event; |
390 | |
391 | |
391 | camera_angle += 180 * camera_velocity_angle * timer.diff; |
392 | camera_angle += 90 * camera_velocity_angle * timer.diff; |
392 | camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; |
393 | camera_angle2 += 90 * camera_velocity_angle2 * timer.diff; |
393 | |
394 | |
394 | vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); |
395 | 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 | vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; |
396 | |
397 | |
397 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
398 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
… | |
… | |
400 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
401 | 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 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
402 | |
403 | |
403 | mylight.orig = camera.orig; |
404 | mylight.orig = camera.orig; |
404 | mylight.p = camera.p; |
405 | mylight.p = camera.p; |
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|
406 | |
|
|
407 | mylight2.orig = camera.orig; |
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|
408 | mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100); |
405 | |
409 | |
406 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
410 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
407 | |
411 | |
408 | camera.begin (); |
412 | camera.begin (); |
409 | camera.render (view::DEPTH, pass_depth); |
413 | camera.render (view::DEPTH, pass_depth); |
410 | camera.render (view::POSTDEPTH, pass_depth); |
414 | camera.render (view::POSTDEPTH, pass_depth); |
411 | camera.render (view::LIGHTED, pass_light); |
415 | camera.render (view::LIGHTED, pass_light); |
|
|
416 | //camera.render (view::LIGHTED, pass_light2); |
412 | camera.end (); |
417 | camera.end (); |
413 | |
418 | |
414 | SDL_GL_SwapBuffers (); |
419 | SDL_GL_SwapBuffers (); |
415 | timer.frame (); |
420 | timer.frame (); |
416 | |
421 | |