--- libgender/test.C 2004/10/05 07:09:17 1.29 +++ libgender/test.C 2004/10/10 00:41:03 1.55 @@ -15,24 +15,26 @@ CGcontext cgc; CGprogram vsh, fsh; -CGparameter mv, mvp; +CGparameter mv, mvp, lightpos; +CGprofile vsh_profile, fsh_profile; -static void CheckCgError(void) +static void CheckCgError (void) { - CGerror err = cgGetError(); + CGerror err = cgGetError (); if (err != CG_NO_ERROR) - { - printf("CG error: %s\n", cgGetErrorString(err)); - exit(1); - } + { + printf("CG error: %s\n", cgGetErrorString (err)); + exit(1); + } } /**********************************************************************/ view camera; vec3 camera_velocity; -float camera_velocity_factor = 10; +float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2; +float camera_velocity_factor = 80; void HotKey_ToggleFullScreen (void) @@ -100,16 +102,17 @@ printf ("focus\n"); break; -#define VELOCITY 10 case SDL_KEYDOWN: - if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; - if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; - if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--; - if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; - if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; - if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; - if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; - if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; + if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; + if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; + if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++; + if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--; + if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++; + if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--; + if (event->key.keysym.sym == SDLK_e) camera_velocity.y--; + if (event->key.keysym.sym == SDLK_q) camera_velocity.y++; + if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; + if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; if (event->key.keysym.sym == SDLK_ESCAPE) done = 1; @@ -131,10 +134,12 @@ case SDL_KEYUP: if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; - if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; - if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; - if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; - if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; + if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++; + if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--; + if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--; + if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++; + if (event->key.keysym.sym == SDLK_e) camera_velocity.y++; + if (event->key.keysym.sym == SDLK_q) camera_velocity.y--; break; case SDL_QUIT: @@ -145,83 +150,39 @@ return (done); } -/* Quick utility function for texture creation */ -static int -power_of_two (int input) +void draw_floor (int size, int dx, int dy, int dz) { - int value = 1; + int x, z, ry; - while (value < input) + for (x = 0; x < 100; x++) { - value <<= 1; + for (z = 0; z < 100; z++) + { + vector pts; + pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0))); + pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1))); + pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1))); + pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0))); + + geometry_quads *q = new geometry_quads; + q->set (pts); + entity *e = new entity (q); + e->move (vec3 (dx + x * size, dy, dz + z * size)); + e->show (); + } } - return value; } -GLuint -SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) +void draw_test_nurb () { - GLuint texture; - int w, h; - SDL_Surface *image; - SDL_Rect area; - Uint32 saved_flags; - Uint8 saved_alpha; - - /* Use the surface width and height expanded to powers of 2 */ - w = power_of_two (surface->w); - h = power_of_two (surface->h); - texcoord[0] = 0.0f; /* Min X */ - texcoord[1] = 0.0f; /* Min Y */ - texcoord[2] = (GLfloat) surface->w / w; /* Max X */ - texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ - - image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, -#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ - 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 -#else - 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF -#endif - ); - if (image == NULL) - { - return 0; - } - - /* Save the alpha blending attributes */ - saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); - saved_alpha = surface->format->alpha; - if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) - { - SDL_SetAlpha (surface, 0, 0); - } - - /* Copy the surface into the GL texture image */ - area.x = 0; - area.y = 0; - area.w = surface->w; - area.h = surface->h; - SDL_BlitSurface (surface, &area, image, &area); - - /* Restore the alpha blending attributes */ - if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) - { - SDL_SetAlpha (surface, saved_flags, saved_alpha); - } - - /* Create an OpenGL texture for the image */ - glGenTextures (1, &texture); - glBindTexture (GL_TEXTURE_2D, texture); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexImage2D (GL_TEXTURE_2D, - 0, - GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); - SDL_FreeSurface (image); /* No longer needed */ - - return texture; + geometry_nurbs *q = new geometry_nurbs; + q->set (); + entity *e = new entity (q); + e->move (vec3 (10, 3, -4)); + e->show (); } +extern void draw_level (); int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) @@ -235,6 +196,7 @@ Uint32 start_time, this_time; Uint32 video_flags; int value; + GLenum gl_error; if (SDL_Init (SDL_INIT_VIDEO) < 0) { @@ -337,90 +299,108 @@ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); - // load a entity - for (int i = 0; i < 7; i++) + for (int i = 0; i < 1; i++) { + // load a entity txtprt_parser p; - entity_transform *f = new entity_transform; - entity *e; + geometry *g; try - { - e = p.read ("test.blasc"); - } catch (txtprt_i_exception & e) - { - cout << "ERR: " << e.msg << endl; - } - f->set (e); - f->update (matrix::translation (vec3 (0, -1, -i*5))); - f->show (); - } + { + g = p.read ("test.blasc"); + } + catch (txtprt_i_exception & e) + { + cout << "ERR: " << e.msg << endl; + } + + entity *e = new entity (g); + e->move (vec3 (i*5, -3, -i*10)); + e->show (); + } + + //draw_floor (10, -500, -10, -1000); + draw_level (); + //draw_test_nurb (); - camera.orig.x = camera.orig.y = camera.orig.z = 0; + //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; + camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; camera.p = point (0, 0, 10); camera.d = vec3 (0, 0, -1); camera.u = vec3 (0, 1, 0); camera.w = w; camera.h = h; - camera.fov = 90; + camera.fov = 35; + camera.z_near = 1.; glMatrixMode (GL_MODELVIEW); glLoadIdentity (); glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); - //glEnable(GL_VERTEX_PROGRAM_ARB); - //glEnable(GL_FRAGMENT_PROGRAM_ARB); glShadeModel (GL_SMOOTH); glEnable (GL_LIGHTING); - //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; - //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); - //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); glEnable (GL_LIGHT0); cgc = cgCreateContext (); - vsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "vsh.cg", CG_PROFILE_ARBVP1, 0, 0); + + vsh_profile = CG_PROFILE_ARBVP1; + //if (cgGLIsProfileSupported (CG_PROFILE_VP30)) vsh_profile = CG_PROFILE_VP30; + //if (cgGLIsProfileSupported (CG_PROFILE_VP40)) vsh_profile = CG_PROFILE_VP40; + fsh_profile = CG_PROFILE_ARBFP1; + //if (cgGLIsProfileSupported (CG_PROFILE_FP30)) fsh_profile = CG_PROFILE_FP30; + //if (cgGLIsProfileSupported (CG_PROFILE_FP40)) fsh_profile = CG_PROFILE_FP40; + + vsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "vsh.cg", vsh_profile, 0, 0); CheckCgError (); cgGLLoadProgram (vsh); CheckCgError (); mv = cgGetNamedParameter (vsh, "WorldProj"); - CheckCgError (); mvp = cgGetNamedParameter (vsh, "WorldViewProj"); + lightpos = cgGetNamedParameter (vsh, "LightPos"); CheckCgError (); - cgGLEnableProfile (CG_PROFILE_ARBVP1); - CheckCgError (); - fsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "fsh.cg", CG_PROFILE_ARBFP1, 0, 0); + CGparameter g_Texture; // the texture parameter + + + fsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "fsh.cg", fsh_profile, 0, 0); + Texture t("o.jpg"); + g_Texture = cgGetNamedParameter(fsh, "Texture"); // the texture cg-warper ;) + cgGLSetTextureParameter(g_Texture, t.texture); // Bind the texture number 999 to g_Texture + CheckCgError (); cgGLLoadProgram (fsh); - cgGLEnableProfile (CG_PROFILE_ARBFP1); + CheckCgError (); cgGLBindProgram (vsh); + CheckCgError (); cgGLBindProgram (fsh); + CheckCgError (); /* Loop until done. */ start_time = SDL_GetTicks (); frames = 0; - draw_context c (camera); - while (!done) { - GLenum gl_error; char *sdl_error; SDL_Event event; - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + camera_angle += 180 * camera_velocity_angle * timer.diff; + camera_angle2 += 180 * 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; - camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; - camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; - camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff; - - GLfloat lightp[4]; - lightp[0] = camera.p.x; - lightp[1] = camera.p.y; - lightp[2] = camera.p.z; - lightp[3] = 1; - glLightfv (GL_LIGHT0, GL_POSITION, lightp); + camera.d = matrix::rotation (camera_angle2, right) * geradeaus; + camera.u = cross (camera.d, right); + + camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; + camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; + + cgGLSetParameter4f (lightpos, camera.p.x, camera.p.y, camera.p.z, 1); + + glBindTexture (GL_TEXTURE_2D, t.texture); + cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter #if 0 static GLfloat ry; @@ -430,10 +410,10 @@ //camera.d.y = sin (ry * 0.1); #endif - c.mode = draw_context::DEPTH; - camera.draw (c); - c.mode = draw_context::LIGHTED; - camera.draw (c); + camera.begin (); + camera.pass (view::DEPTH); + camera.pass (view::LIGHTED); + camera.end (); SDL_GL_SwapBuffers (); timer.frame (); @@ -441,8 +421,7 @@ /* Check for error conditions. */ gl_error = glGetError (); - if (gl_error != GL_NO_ERROR) - fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); + if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); sdl_error = SDL_GetError (); @@ -453,7 +432,7 @@ } /* Allow the user to see what's happening */ - //SDL_Delay (20); + //SDL_Delay (40); /* Check if there's a pending event. */ while (SDL_PollEvent (&event)) @@ -486,7 +465,6 @@ SDL_Quit (); return (0); } - int main (int argc, char *argv[]) {