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Comparing libgender/test.C (file contents):
Revision 1.9 by root, Sun Oct 3 04:00:51 2004 UTC vs.
Revision 1.57 by root, Sun Oct 10 14:15:15 2004 UTC

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 "SDL.h" 6#include "SDL.h"
7
8#include "SDL_opengl.h" 7#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 8
16static SDL_Surface *global_image = NULL; 9static SDL_Surface *global_image = NULL;
17static GLuint global_texture = 0; 10static GLuint global_texture = 0;
18 11
12#include "util.h"
19#include "entity.h" 13#include "entity.h"
20
21#include "txtprt_import.h" 14#include "txtprt_import.h"
22 15
16CGcontext cgc;
17CGprogram vsh, fsh;
18CGparameter mv, mvp, lightpos;
19CGprofile vsh_profile, fsh_profile;
20
21static void CheckCgError (void)
22{
23 CGerror err = cgGetError ();
24
25 if (err != CG_NO_ERROR)
26 {
27 printf("CG error: %s\n", cgGetErrorString (err));
28 exit(1);
29 }
30}
31
23/**********************************************************************/ 32/**********************************************************************/
24 33
25view camera; 34view camera;
35vec3 camera_velocity;
36float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
37float camera_velocity_factor = 80;
26 38
27void 39void
28HotKey_ToggleFullScreen (void) 40HotKey_ToggleFullScreen (void)
29{ 41{
30 SDL_Surface *screen; 42 SDL_Surface *screen;
89 101
90 printf ("focus\n"); 102 printf ("focus\n");
91 break; 103 break;
92 104
93 case SDL_KEYDOWN: 105 case SDL_KEYDOWN:
94
95 if (event->key.keysym.sym == SDLK_UP) 106 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--;
96 camera.p.z -= 1;
97 if (event->key.keysym.sym == SDLK_DOWN) 107 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) 108 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++;
102 camera.p.x += 1; 109 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--;
110 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++;
111 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--;
112 if (event->key.keysym.sym == SDLK_e) camera_velocity.y--;
113 if (event->key.keysym.sym == SDLK_q) camera_velocity.y++;
114 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5;
115 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5;
103 116
104 if (event->key.keysym.sym == SDLK_ESCAPE) 117 if (event->key.keysym.sym == SDLK_ESCAPE)
105 done = 1; 118 done = 1;
106 119
107 if ((event->key.keysym.sym == SDLK_g) && 120 if ((event->key.keysym.sym == SDLK_g) &&
116 (event->key.keysym.mod & KMOD_ALT)) 129 (event->key.keysym.mod & KMOD_ALT))
117 HotKey_ToggleFullScreen (); 130 HotKey_ToggleFullScreen ();
118 131
119 break; 132 break;
120 133
134 case SDL_KEYUP:
135 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++;
136 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--;
137 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++;
138 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--;
139 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--;
140 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++;
141 if (event->key.keysym.sym == SDLK_e) camera_velocity.y++;
142 if (event->key.keysym.sym == SDLK_q) camera_velocity.y--;
143 break;
144
121 case SDL_QUIT: 145 case SDL_QUIT:
122 done = 1; 146 done = 1;
123 break; 147 break;
124 } 148 }
125 149
126 return (done); 150 return (done);
127} 151}
128 152
129/* Quick utility function for texture creation */ 153void draw_floor (int size, int dx, int dy, int dz)
130static int
131power_of_two (int input)
132{ 154{
133 int value = 1; 155 int x, z, ry;
134 156
135 while (value < input) 157 for (x = 0; x < 100; x++)
136 {
137 value <<= 1;
138 } 158 {
139 return value; 159 for (z = 0; z < 100; z++)
140} 160 {
161 vector<vertex2d> pts;
162 pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0)));
163 pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1)));
164 pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1)));
165 pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0)));
141 166
142GLuint 167 geometry_quads *q = new geometry_quads;
143SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) 168 q->m = new simple_material;
144{ 169 q->set (pts);
145 GLuint texture; 170 entity *e = new entity (q);
146 int w, h; 171 e->move (vec3 (dx + x * size, dy, dz + z * size));
147 SDL_Surface *image; 172 e->show ();
148 SDL_Rect area; 173 }
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 { 174 }
169 return 0;
170 }
171
172 /* Save the alpha blending attributes */
173 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
174 saved_alpha = surface->format->alpha;
175 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
176 {
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} 175}
205 176
177void draw_test_nurb ()
178{
179 geometry_nurbs *q = new geometry_nurbs;
180 q->set ();
181 entity *e = new entity (q);
182 e->move (vec3 (10, 3, -4));
183 e->show ();
184}
185
186extern void draw_level ();
206int 187int
207RunGLTest (int argc, char *argv[], 188RunGLTest (int argc, char *argv[],
208 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) 189 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa)
209{ 190{
210 int i; 191 int i;
214 int done = 0; 195 int done = 0;
215 int frames; 196 int frames;
216 Uint32 start_time, this_time; 197 Uint32 start_time, this_time;
217 Uint32 video_flags; 198 Uint32 video_flags;
218 int value; 199 int value;
200 GLenum gl_error;
219 201
220 if (SDL_Init (SDL_INIT_VIDEO) < 0) 202 if (SDL_Init (SDL_INIT_VIDEO) < 0)
221 { 203 {
222 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); 204 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
223 exit (1); 205 exit (1);
261 rgb_size[0] = 8; 243 rgb_size[0] = 8;
262 rgb_size[1] = 8; 244 rgb_size[1] = 8;
263 rgb_size[2] = 8; 245 rgb_size[2] = 8;
264 break; 246 break;
265 } 247 }
248
266 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 249 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
267 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 250 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
268 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 251 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
269 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 252 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16);
270 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 253 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
309 printf ("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, 292 printf ("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
310 value); 293 value);
311 } 294 }
312 295
313 /* Set the window manager title bar */ 296 /* Set the window manager title bar */
314 SDL_WM_SetCaption ("SDL GL test", "testgl"); 297 SDL_WM_SetCaption ("libgender rendering test", "gendertest");
315 298
316 /* Set the gamma for the window */ 299 /* Set the gamma for the window */
317 if (gamma != 0.0) 300 if (gamma != 0.0)
318 SDL_SetGamma (gamma, gamma, gamma); 301 SDL_SetGamma (gamma, gamma, gamma);
319 302
303 for (int i = 0; i < 20; i++)
304 {
305 // load a entity
306 txtprt_parser p;
307 geometry *g;
308 try
309 {
310 g = p.read ("test.blasc");
311 }
312 catch (txtprt_i_exception & e)
313 {
314 cout << "ERR: " << e.msg << endl;
315 }
316
317 entity *e = new entity (g);
318 e->move (vec3 (i*5, -3, -i*10));
319 e->show ();
320 }
321
322 draw_floor (10, -500, -10, -1000);
323 draw_level ();
324 draw_test_nurb ();
325
326 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
327 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
320 camera.p = point (0, 0, 10); 328 camera.p = point (0, 0, 10);
321 camera.d = vec3 (0, 0, -1); 329 camera.d = vec3 (0, 0, -1);
322 camera.u = vec3 (0, 1, 0); 330 camera.u = vec3 (0, 1, 0);
323 camera.w = w; camera.h = h; 331 camera.w = w; camera.h = h;
324 camera.fov = 90; 332 camera.fov = 35;
333 camera.z_near = 1.;
325 334
326 glMatrixMode (GL_MODELVIEW); 335 glMatrixMode (GL_MODELVIEW);
327 glLoadIdentity (); 336 glLoadIdentity ();
328 337
338 glEnable (GL_CULL_FACE);
329 glEnable (GL_DEPTH_TEST); 339 glEnable (GL_DEPTH_TEST);
330 340
331 glDepthFunc (GL_LESS);
332
333 glShadeModel (GL_SMOOTH); 341 glShadeModel (GL_SMOOTH);
334 342
335 glEnable (GL_LIGHTING); 343 glEnable (GL_LIGHTING);
336
337 //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 };
338 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION);
339 //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc);
340 glEnable (GL_LIGHT0); 344 glEnable (GL_LIGHT0);
341 glEnable (GL_COLOR_MATERIAL); 345
346 cgc = cgCreateContext ();
347
348 vsh_profile = CG_PROFILE_ARBVP1;
349 //if (cgGLIsProfileSupported (CG_PROFILE_VP30)) vsh_profile = CG_PROFILE_VP30;
350 //if (cgGLIsProfileSupported (CG_PROFILE_VP40)) vsh_profile = CG_PROFILE_VP40;
351 fsh_profile = CG_PROFILE_ARBFP1;
352 //if (cgGLIsProfileSupported (CG_PROFILE_FP30)) fsh_profile = CG_PROFILE_FP30;
353 //if (cgGLIsProfileSupported (CG_PROFILE_FP40)) fsh_profile = CG_PROFILE_FP40;
354
355 vsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "vsh.cg", vsh_profile, 0, 0);
356 CheckCgError ();
357 cgGLLoadProgram (vsh);
358 CheckCgError ();
359 mv = cgGetNamedParameter (vsh, "WorldProj");
360 mvp = cgGetNamedParameter (vsh, "WorldViewProj");
361 lightpos = cgGetNamedParameter (vsh, "LightPos");
362 CheckCgError ();
363
364 CGparameter g_Texture; // the texture parameter
365
366
367 fsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "fsh.cg", fsh_profile, 0, 0);
368 Texture t("o.jpg");
369 g_Texture = cgGetNamedParameter(fsh, "Texture"); // the texture cg-warper ;)
370 cgGLSetTextureParameter(g_Texture, t.texture); // Bind the texture number 999 to g_Texture
371 CheckCgError ();
372 cgGLLoadProgram (fsh);
373 CheckCgError ();
374
375 cgGLBindProgram (vsh);
376 CheckCgError ();
377 cgGLBindProgram (fsh);
378 CheckCgError ();
342 379
343 /* Loop until done. */ 380 /* Loop until done. */
344 start_time = SDL_GetTicks (); 381 start_time = SDL_GetTicks ();
345 frames = 0; 382 frames = 0;
383
346 while (!done) 384 while (!done)
347 { 385 {
348 GLenum gl_error;
349 char *sdl_error; 386 char *sdl_error;
350 SDL_Event event; 387 SDL_Event event;
351 388
352 /* Do our drawing, too. */ 389 camera_angle += 180 * camera_velocity_angle * timer.diff;
353 glClearColor (0.0, 0.0, 0.0, 1.0); 390 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff;
354 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
355 391
356 GLfloat lightp[4]; 392 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1);
357 lightp[0] = camera.p.x; 393 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
358 lightp[1] = camera.p.y; 394
359 lightp[2] = camera.p.z; 395 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
360 lightp[3] = 1; 396 camera.u = cross (camera.d, right);
361 glLightfv (GL_LIGHT0, GL_POSITION, lightp); 397
398 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
399 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
400
401 cgGLSetParameter4f (lightpos, camera.p.x, camera.p.y, camera.p.z, 1);
402
403 glBindTexture (GL_TEXTURE_2D, t.texture);
404 cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter
362 405
363#if 0 406#if 0
364 static GLfloat ry; 407 static GLfloat ry;
365 ry += 0.03; 408 ry += 0.001;
366 v.d.x = cos (ry); 409 camera.d.x = cos (ry);
367 v.d.z = sin (ry); 410 camera.d.z = sin (ry);
411 //camera.d.y = sin (ry * 0.1);
368#endif 412#endif
369 413
370 draw_context c; 414 camera.begin ();
371 c.mode = draw_context::LIGHTED; 415 camera.pass (view::DEPTH);
416 camera.pass (view::LIGHTED);
372 camera.draw (c); 417 camera.end ();
373 418
374 SDL_GL_SwapBuffers (); 419 SDL_GL_SwapBuffers ();
420 timer.frame ();
375 421
376 /* Check for error conditions. */ 422 /* Check for error conditions. */
377 gl_error = glGetError (); 423 gl_error = glGetError ();
378 424
379 if (gl_error != GL_NO_ERROR)
380 fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); 425 if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error);
381 426
382 sdl_error = SDL_GetError (); 427 sdl_error = SDL_GetError ();
383 428
384 if (sdl_error[0] != '\0') 429 if (sdl_error[0] != '\0')
385 { 430 {
386 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); 431 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error);
387 SDL_ClearError (); 432 SDL_ClearError ();
388 } 433 }
389 434
390 /* Allow the user to see what's happening */ 435 /* Allow the user to see what's happening */
391 //SDL_Delay (20); 436 //SDL_Delay (40);
392 437
393 /* Check if there's a pending event. */ 438 /* Check if there's a pending event. */
394 while (SDL_PollEvent (&event)) 439 while (SDL_PollEvent (&event))
395 {
396 done = HandleEvent (&event); 440 done = HandleEvent (&event);
397 } 441
442
398 ++frames; 443 ++frames;
399 } 444 }
400 445
401 /* Print out the frames per second */ 446 /* Print out the frames per second */
402 this_time = SDL_GetTicks (); 447 this_time = SDL_GetTicks ();
419 464
420 /* Destroy our GL context, etc. */ 465 /* Destroy our GL context, etc. */
421 SDL_Quit (); 466 SDL_Quit ();
422 return (0); 467 return (0);
423} 468}
424
425int 469int
426main (int argc, char *argv[]) 470main (int argc, char *argv[])
427{ 471{
428 int i, logo; 472 int i, logo;
429 int numtests; 473 int numtests;
431 int slowly; 475 int slowly;
432 float gamma = 0.0; 476 float gamma = 0.0;
433 int noframe = 0; 477 int noframe = 0;
434 int fsaa = 0; 478 int fsaa = 0;
435 479
436 // load a entity
437 txtprt_parser p;
438 entity *e;
439 try {
440 e = p.read ("test.blasc");
441 } catch (txtprt_i_exception & e) {
442 cout << "ERR: " << e.msg << endl;
443 }
444 e->show ();
445
446 logo = 0; 480 logo = 0;
447 slowly = 0; 481 slowly = 0;
448 numtests = 1; 482 numtests = 1;
449 for (i = 1; argv[i]; ++i) 483 for (i = 1; argv[i]; ++i)
450 { 484 {
478 ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n", 512 ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n",
479 argv[0]); 513 argv[0]);
480 exit (0); 514 exit (0);
481 } 515 }
482 } 516 }
517
483 for (i = 0; i < numtests; ++i) 518 for (i = 0; i < numtests; ++i)
484 {
485 RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); 519 RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa);
486 } 520
487 return 0; 521 return 0;
488} 522}

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