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> |
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5 | #include <list> |
5 | |
6 | |
6 | #include "opengl.h" |
7 | #include "opengl.h" |
7 | |
8 | |
8 | #include "SDL.h" |
9 | #include "SDL.h" |
9 | #include "SDL_opengl.h" |
10 | #include "SDL_opengl.h" |
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12 | static GLuint global_texture = 0; |
13 | static GLuint global_texture = 0; |
13 | |
14 | |
14 | #include "util.h" |
15 | #include "util.h" |
15 | #include "entity.h" |
16 | #include "entity.h" |
16 | #include "txtprt_import.h" |
17 | #include "txtprt_import.h" |
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18 | #include "randlvl.h" |
17 | |
19 | |
18 | bool doom3parse (const char *f); |
20 | bool doom3parse (const char *f); |
19 | |
21 | |
20 | #include "shader.h" |
22 | #include "shader.h" |
21 | |
23 | |
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187 | fisch (center + vec3 (-r3, 0, 0), r2, depth); |
189 | fisch (center + vec3 (-r3, 0, 0), r2, depth); |
188 | } |
190 | } |
189 | } |
191 | } |
190 | |
192 | |
191 | extern void draw_level (); |
193 | extern void draw_level (); |
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194 | |
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195 | std::list<entity_moveable *> moveables; |
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196 | |
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197 | void perfom_moves () |
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198 | { |
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199 | for (std::list<entity_moveable *>::iterator i = moveables.begin (); i != moveables.end (); ++i) |
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200 | { |
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201 | (*i)->perform_step (timer.diff); |
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202 | } |
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203 | } |
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204 | |
192 | int |
205 | int |
193 | RunGLTest (int argc, char *argv[], |
206 | RunGLTest (int argc, char *argv[], |
194 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
207 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
195 | { |
208 | { |
196 | int i; |
209 | int i; |
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302 | |
315 | |
303 | /* Set the gamma for the window */ |
316 | /* Set the gamma for the window */ |
304 | if (gamma != 0.0) |
317 | if (gamma != 0.0) |
305 | SDL_SetGamma (gamma, gamma, gamma); |
318 | SDL_SetGamma (gamma, gamma, gamma); |
306 | |
319 | |
307 | |
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308 | |
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309 | testmat = new test_material; |
320 | testmat = new test_material; |
310 | |
321 | |
311 | entity *planet = new entity (new geometry_sphere (testmat, 10)); |
322 | entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10)); |
312 | planet->move (vec3 (0, 0, -20)); |
323 | planet->move (vec3 (0, 0, -20)); |
313 | planet->show (); |
324 | planet->show (); |
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325 | |
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326 | planet->v = vec3 (10, 0, 0); |
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327 | moveables.push_back (planet); |
314 | |
328 | |
315 | doom3parse ("test.proc"); |
329 | doom3parse ("test.proc"); |
316 | |
330 | |
317 | for (int i = 0; i < 20; i++) |
331 | for (int i = 0; i < 20; i++) |
318 | { |
332 | { |
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331 | entity *e = new entity (g); |
345 | entity *e = new entity (g); |
332 | e->move (vec3 (i*5, -3, -i*10)); |
346 | e->move (vec3 (i*5, -3, -i*10)); |
333 | e->show (); |
347 | e->show (); |
334 | } |
348 | } |
335 | |
349 | |
336 | { |
350 | { |
337 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
351 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
338 | //entity *planet = new entity (new geometry_sphere (1e9)); |
352 | //entity *planet = new entity (new geometry_sphere (1e9)); |
339 | //planet->move (vec3 (0, 0, -1.5e9)); |
353 | //planet->move (vec3 (0, 0, -1.5e9)); |
340 | //planet->show (); |
354 | //planet->show (); |
341 | } |
355 | } |
342 | |
356 | |
343 | { |
357 | { |
344 | entity *planet = new entity (new geometry_sphere (testmat, 4e15)); |
358 | entity *planet = new entity (new geometry_sphere (testmat, 4e15)); |
345 | planet->move (vec3 (0, 0, 1e17)); |
359 | planet->move (vec3 (0, 0, 1e17)); |
346 | planet->show (); |
360 | planet->show (); |
347 | } |
361 | } |
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362 | |
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363 | { |
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364 | RandomBuilding r; |
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365 | entity *randlvl = r.draw (1000, 1000, 200); |
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366 | randlvl->move (vec3 (0, 0, 0)); |
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367 | randlvl->show (); |
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368 | |
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369 | entity *randlvl2 = r.draw (300, 100, 20); |
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370 | randlvl2->move (vec3 (-2000, 0, 0)); |
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371 | randlvl2->show (); |
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372 | |
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373 | entity *randlvl3 = r.draw (100, 30, 3); |
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374 | randlvl3->move (vec3 (-1000, 0, 0)); |
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375 | randlvl3->show (); |
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376 | } |
348 | |
377 | |
349 | //draw_floor (10, -500, -10, -1000); |
378 | //draw_floor (10, -500, -10, -1000); |
350 | draw_level (); |
379 | draw_level (); |
351 | |
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352 | |
380 | |
353 | #if 0 |
381 | #if 0 |
354 | { |
382 | { |
355 | geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); |
383 | geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); |
356 | entity *e = new entity (hf); |
384 | entity *e = new entity (hf); |
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367 | camera.d = vec3 (0, 0, -1); |
395 | camera.d = vec3 (0, 0, -1); |
368 | camera.u = vec3 (0, 1, 0); |
396 | camera.u = vec3 (0, 1, 0); |
369 | camera.w = w; camera.h = h; |
397 | camera.w = w; camera.h = h; |
370 | camera.fov = 40.; |
398 | camera.fov = 40.; |
371 | |
399 | |
372 | glEnable (GL_CULL_FACE); |
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373 | glDisable (GL_ALPHA_TEST); |
400 | glDisable (GL_ALPHA_TEST); |
374 | glDisable (GL_BLEND); |
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375 | |
401 | |
376 | /* Loop until done. */ |
402 | /* Loop until done. */ |
377 | frames = 0; |
403 | frames = 0; |
378 | |
404 | |
379 | linear_light mylight; |
405 | linear_light mylight, mylight2; |
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406 | |
380 | mylight.radius = 100000; |
407 | mylight.radius = 100000; |
381 | mylight.c = colour (1., 1, 1, 1.); |
408 | mylight.c = colour (1., 1, 1, 1.); |
382 | mylight.intensity = 1.F; |
409 | mylight.intensity = 1.F; |
383 | |
410 | |
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411 | mylight2.radius = 100000; |
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412 | mylight2.c = colour (1., 0, 0, 1.); |
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413 | mylight2.intensity = 1.F; |
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414 | |
384 | pass pass_light (&mylight); |
415 | pass_data pass_light (&mylight); |
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416 | pass_data pass_light2 (&mylight2); |
385 | |
417 | |
386 | while (!done) |
418 | while (!done) |
387 | { |
419 | { |
388 | char *sdl_error; |
420 | char *sdl_error; |
389 | SDL_Event event; |
421 | SDL_Event event; |
390 | |
422 | |
391 | camera_angle += 180 * camera_velocity_angle * timer.diff; |
423 | camera_angle += 90 * camera_velocity_angle * timer.diff; |
392 | camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; |
424 | camera_angle2 += 90 * camera_velocity_angle2 * timer.diff; |
393 | |
425 | |
394 | vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); |
426 | 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; |
427 | vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; |
396 | |
428 | |
397 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
429 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
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400 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
432 | 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; |
433 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
402 | |
434 | |
403 | mylight.orig = camera.orig; |
435 | mylight.orig = camera.orig; |
404 | mylight.p = camera.p; |
436 | mylight.p = camera.p; |
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437 | |
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438 | mylight2.orig = camera.orig; |
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439 | mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100); |
405 | |
440 | |
406 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
441 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
407 | |
442 | |
408 | camera.begin (); |
443 | camera.begin (); |
409 | camera.render (view::DEPTH, pass_depth); |
444 | camera.render (pass_depth); |
410 | camera.render (view::POSTDEPTH, pass_depth); |
445 | camera.render (pass_postdepth); |
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446 | camera.render (pass_light); |
411 | camera.render (view::LIGHTED, pass_light); |
447 | //camera.render (view::LIGHTED, pass_light2); |
412 | camera.end (); |
448 | camera.end (); |
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449 | |
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450 | perfom_moves (); |
413 | |
451 | |
414 | SDL_GL_SwapBuffers (); |
452 | SDL_GL_SwapBuffers (); |
415 | timer.frame (); |
453 | timer.frame (); |
416 | |
454 | |
417 | #if 0 |
455 | #if 0 |