--- libgender/test.C 2004/10/03 22:46:03 1.13 +++ libgender/test.C 2004/10/06 09:41:48 1.39 @@ -4,25 +4,37 @@ #include #include "SDL.h" - #include "SDL_opengl.h" -/* Undefine this if you want a flat cube instead of a rainbow cube */ -#define SHADED_CUBE - -/* Define this to be the name of the logo image to use with -logo */ -#define LOGO_FILE "icon.bmp" - static SDL_Surface *global_image = NULL; static GLuint global_texture = 0; +#include "util.h" #include "entity.h" - #include "txtprt_import.h" +CGcontext cgc; +CGprogram vsh, fsh; +CGparameter mv, mvp, lightpos; +CGprofile vsh_profile, fsh_profile; + +static void CheckCgError(void) +{ + CGerror err = cgGetError(); + + if (err != CG_NO_ERROR) + { + printf("CG error: %s\n", cgGetErrorString(err)); + exit(1); + } +} + /**********************************************************************/ view camera; +vec3 camera_velocity; +float camera_angle = 0, camera_velocity_angle; +float camera_velocity_factor = 20; void HotKey_ToggleFullScreen (void) @@ -91,15 +103,16 @@ break; case SDL_KEYDOWN: - - if (event->key.keysym.sym == SDLK_UP) - camera.p.z -= 1; - if (event->key.keysym.sym == SDLK_DOWN) - camera.p.z += 1; - if (event->key.keysym.sym == SDLK_LEFT) - camera.p.x -= 1; - if (event->key.keysym.sym == SDLK_RIGHT) - camera.p.x += 1; + 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_e) camera_velocity_angle++; + if (event->key.keysym.sym == SDLK_q) camera_velocity_angle--; if (event->key.keysym.sym == SDLK_ESCAPE) done = 1; @@ -118,6 +131,17 @@ break; + 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_e) camera_velocity_angle--; + if (event->key.keysym.sym == SDLK_q) camera_velocity_angle++; + break; + case SDL_QUIT: done = 1; break; @@ -126,83 +150,6 @@ return (done); } -/* Quick utility function for texture creation */ -static int -power_of_two (int input) -{ - int value = 1; - - while (value < input) - { - value <<= 1; - } - return value; -} - -GLuint -SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) -{ - 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; -} - int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) @@ -263,6 +210,7 @@ rgb_size[2] = 8; break; } + SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); @@ -317,19 +265,38 @@ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); + // load a entity + for (int i = 0; i < 7; i++) + { + txtprt_parser p; + entity_transform *f = new entity_transform; + entity *e; + 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 (); + } + camera.orig.x = camera.orig.y = 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 = 80; glMatrixMode (GL_MODELVIEW); glLoadIdentity (); //glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); - glDepthFunc (GL_LESS); + glEnable (GL_TEXTURE_2D); //texturing + glShadeModel (GL_SMOOTH); glEnable (GL_LIGHTING); @@ -338,25 +305,65 @@ //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); glEnable (GL_LIGHT0); + cgc = cgCreateContext (); + + 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"); + mvp = cgGetNamedParameter (vsh, "WorldViewProj"); + lightpos = cgGetNamedParameter (vsh, "LightPos"); + CheckCgError (); + + 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); + CheckCgError (); + + cgGLBindProgram (vsh); + CheckCgError (); + cgGLBindProgram (fsh); + CheckCgError (); + /* Loop until done. */ start_time = SDL_GetTicks (); frames = 0; + + while (!done) { GLenum gl_error; char *sdl_error; SDL_Event event; - /* Do our drawing, too. */ - glClearColor (0.0, 0.0, 0.0, 1.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - 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.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; + + camera_angle += camera_velocity_factor * camera_velocity_angle * timer.diff; + camera.d.z = -cos (camera_angle * 12 / 180.); + camera.d.x = sin (camera_angle * 12 / 180.); + + 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; @@ -366,11 +373,13 @@ //camera.d.y = sin (ry * 0.1); #endif - draw_context c (camera); - 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 (); /* Check for error conditions. */ gl_error = glGetError (); @@ -391,9 +400,9 @@ /* Check if there's a pending event. */ while (SDL_PollEvent (&event)) - { - done = HandleEvent (&event); - } + done = HandleEvent (&event); + + ++frames; } @@ -432,24 +441,6 @@ int noframe = 0; int fsaa = 0; - gl_matrix m(2); - m.translate (vec3 (2,3,4)); - - // load a entity - for (int i = 0; i < 1; i++) { - txtprt_parser p; - entity_transform *f = new entity_transform; - entity *e; - try { - e = p.read ("test.blasc"); - } catch (txtprt_i_exception & e) { - cout << "ERR: " << e.msg << endl; - } - f->set (e); - f->m.translate (vec3 (i*0.3, -1, 0)); - f->show (); - } - logo = 0; slowly = 0; numtests = 1; @@ -487,9 +478,9 @@ exit (0); } } + for (i = 0; i < numtests; ++i) - { - RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); - } + RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); + return 0; }