--- libgender/test.C 2004/11/06 00:52:36 1.85 +++ libgender/test.C 2004/11/07 02:28:18 1.90 @@ -304,8 +304,6 @@ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); - - testmat = new test_material; entity *planet = new entity (new geometry_sphere (testmat, 10)); @@ -333,23 +331,22 @@ e->show (); } - { - fisch (vec3 (0, 0, -2e9), 1e9, 8); - //entity *planet = new entity (new geometry_sphere (1e9)); - //planet->move (vec3 (0, 0, -1.5e9)); - //planet->show (); - } + { + fisch (vec3 (0, 0, -2e9), 1e9, 8); + //entity *planet = new entity (new geometry_sphere (1e9)); + //planet->move (vec3 (0, 0, -1.5e9)); + //planet->show (); + } - { - entity *planet = new entity (new geometry_sphere (testmat, 4e15)); - planet->move (vec3 (0, 0, 1e17)); - planet->show (); - } + { + entity *planet = new entity (new geometry_sphere (testmat, 4e15)); + planet->move (vec3 (0, 0, 1e17)); + planet->show (); + } //draw_floor (10, -500, -10, -1000); draw_level (); - #if 0 { geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); @@ -369,27 +366,31 @@ camera.w = w; camera.h = h; camera.fov = 40.; - glEnable (GL_CULL_FACE); glDisable (GL_ALPHA_TEST); - glDisable (GL_BLEND); /* Loop until done. */ frames = 0; - linear_light mylight; + linear_light mylight, mylight2; + mylight.radius = 100000; mylight.c = colour (1., 1, 1, 1.); mylight.intensity = 1.F; + mylight2.radius = 100000; + mylight2.c = colour (1., 0, 0, 1.); + mylight2.intensity = 1.F; + pass pass_light (&mylight); + pass pass_light2 (&mylight2); while (!done) { char *sdl_error; SDL_Event event; - camera_angle += 180 * camera_velocity_angle * timer.diff; - camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; + camera_angle += 90 * camera_velocity_angle * timer.diff; + camera_angle2 += 90 * camera_velocity_angle2 * timer.diff; vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; @@ -403,12 +404,16 @@ mylight.orig = camera.orig; mylight.p = camera.p; + mylight2.orig = camera.orig; + mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100); + //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); camera.begin (); camera.render (view::DEPTH, pass_depth); camera.render (view::POSTDEPTH, pass_depth); camera.render (view::LIGHTED, pass_light); + //camera.render (view::LIGHTED, pass_light2); camera.end (); SDL_GL_SwapBuffers ();