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> |
5 | #include <sh/sh.hpp> |
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6 | |
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7 | using namespace SH; |
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8 | |
5 | |
9 | #include "SDL.h" |
6 | #include "SDL.h" |
10 | |
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11 | #include "SDL_opengl.h" |
7 | #include "SDL_opengl.h" |
12 | |
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13 | /* Undefine this if you want a flat cube instead of a rainbow cube */ |
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14 | #define SHADED_CUBE |
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15 | |
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16 | /* Define this to be the name of the logo image to use with -logo */ |
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17 | #define LOGO_FILE "icon.bmp" |
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18 | |
8 | |
19 | static SDL_Surface *global_image = NULL; |
9 | static SDL_Surface *global_image = NULL; |
20 | static GLuint global_texture = 0; |
10 | static GLuint global_texture = 0; |
21 | |
11 | |
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12 | #include "util.h" |
22 | #include "entity.h" |
13 | #include "entity.h" |
23 | |
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24 | #include "txtprt_import.h" |
14 | #include "txtprt_import.h" |
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15 | |
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16 | CGcontext cgc; |
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17 | CGprogram vsh, fsh; |
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18 | CGparameter mv, mvp, lightpos; |
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19 | CGprofile vsh_profile, fsh_profile; |
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20 | |
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21 | static void CheckCgError(void) |
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22 | { |
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23 | CGerror err = cgGetError(); |
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24 | |
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25 | if (err != CG_NO_ERROR) |
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26 | { |
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27 | printf("CG error: %s\n", cgGetErrorString(err)); |
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28 | exit(1); |
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29 | } |
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30 | } |
25 | |
31 | |
26 | /**********************************************************************/ |
32 | /**********************************************************************/ |
27 | |
33 | |
28 | view camera; |
34 | view camera; |
29 | vec3 camera_velocity; |
35 | vec3 camera_velocity; |
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36 | float camera_angle = 0, camera_velocity_angle; |
30 | float camera_velocity_factor = 10; |
37 | float camera_velocity_factor = 20; |
31 | |
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32 | ShColor3f color = ShColor3f(.5, 0.9, 0.2); |
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33 | ShPoint3f lightPos = ShPoint3f(0.0, 0.0, 10.0); |
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34 | ShMatrix4x4f mvp; |
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35 | ShProgram vsh, fsh; |
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36 | |
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37 | void |
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38 | init_shaders () |
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39 | { |
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40 | { |
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41 | vsh = SH_BEGIN_PROGRAM ("gpu:vertex") |
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42 | ShInputNormal3f normal; |
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43 | ShInputPosition4f p; |
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44 | |
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45 | ShOutputPoint4f ov; |
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46 | ShOutputNormal3f on; |
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47 | ShOutputVector3f lvv; |
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48 | ShOutputPosition4f opd; |
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49 | |
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50 | opd = mvp | p; |
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51 | on = normalize (mvp | normal); |
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52 | ov = -normalize (mvp | p); |
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53 | lvv = normalize (lightPos - (mvp | p) (0, 1, 2)); |
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54 | SH_END; |
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55 | } |
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56 | |
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57 | // declare and initialize diffuse color |
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58 | ShColor3f kd = ShColor3f (0.5, 0.7, 0.9); |
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59 | |
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60 | { |
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61 | fsh = SH_BEGIN_PROGRAM ("gpu:fragment") |
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62 | ShInputVector4f v; |
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63 | ShInputNormal3f n; |
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64 | ShInputVector3f lvv; |
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65 | ShInputPosition4f p; |
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66 | |
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67 | ShOutputColor3f out; |
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68 | out (0, 1, 2) = color * dot (normalize (n), normalize (lvv)); |
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69 | SH_END; |
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70 | } |
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71 | } |
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72 | |
38 | |
73 | void |
39 | void |
74 | HotKey_ToggleFullScreen (void) |
40 | HotKey_ToggleFullScreen (void) |
75 | { |
41 | { |
76 | SDL_Surface *screen; |
42 | SDL_Surface *screen; |
… | |
… | |
134 | } |
100 | } |
135 | |
101 | |
136 | printf ("focus\n"); |
102 | printf ("focus\n"); |
137 | break; |
103 | break; |
138 | |
104 | |
139 | #define VELOCITY 10 |
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140 | case SDL_KEYDOWN: |
105 | case SDL_KEYDOWN: |
141 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
106 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
142 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; |
107 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; |
143 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--; |
108 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--; |
144 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; |
109 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; |
145 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; |
110 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; |
146 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; |
111 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; |
147 | if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; |
112 | if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; |
148 | if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; |
113 | if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; |
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114 | if (event->key.keysym.sym == SDLK_e) camera_velocity_angle++; |
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115 | if (event->key.keysym.sym == SDLK_q) camera_velocity_angle--; |
149 | |
116 | |
150 | if (event->key.keysym.sym == SDLK_ESCAPE) |
117 | if (event->key.keysym.sym == SDLK_ESCAPE) |
151 | done = 1; |
118 | done = 1; |
152 | |
119 | |
153 | if ((event->key.keysym.sym == SDLK_g) && |
120 | if ((event->key.keysym.sym == SDLK_g) && |
… | |
… | |
169 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
136 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
170 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; |
137 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; |
171 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; |
138 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; |
172 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; |
139 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; |
173 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; |
140 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; |
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141 | if (event->key.keysym.sym == SDLK_e) camera_velocity_angle--; |
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142 | if (event->key.keysym.sym == SDLK_q) camera_velocity_angle++; |
174 | break; |
143 | break; |
175 | |
144 | |
176 | case SDL_QUIT: |
145 | case SDL_QUIT: |
177 | done = 1; |
146 | done = 1; |
178 | break; |
147 | break; |
179 | } |
148 | } |
180 | |
149 | |
181 | return (done); |
150 | return (done); |
182 | } |
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183 | |
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184 | /* Quick utility function for texture creation */ |
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185 | static int |
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186 | power_of_two (int input) |
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187 | { |
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188 | int value = 1; |
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189 | |
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190 | while (value < input) |
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191 | { |
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192 | value <<= 1; |
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193 | } |
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194 | return value; |
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195 | } |
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196 | |
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197 | GLuint |
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198 | SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) |
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199 | { |
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200 | GLuint texture; |
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201 | int w, h; |
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202 | SDL_Surface *image; |
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203 | SDL_Rect area; |
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204 | Uint32 saved_flags; |
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205 | Uint8 saved_alpha; |
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206 | |
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207 | /* Use the surface width and height expanded to powers of 2 */ |
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208 | w = power_of_two (surface->w); |
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209 | h = power_of_two (surface->h); |
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210 | texcoord[0] = 0.0f; /* Min X */ |
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211 | texcoord[1] = 0.0f; /* Min Y */ |
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212 | texcoord[2] = (GLfloat) surface->w / w; /* Max X */ |
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213 | texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ |
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214 | |
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215 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
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216 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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217 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
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218 | #else |
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219 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
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220 | #endif |
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221 | ); |
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222 | if (image == NULL) |
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223 | { |
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224 | return 0; |
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225 | } |
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226 | |
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227 | /* Save the alpha blending attributes */ |
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228 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
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229 | saved_alpha = surface->format->alpha; |
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230 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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231 | { |
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232 | SDL_SetAlpha (surface, 0, 0); |
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233 | } |
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234 | |
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235 | /* Copy the surface into the GL texture image */ |
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236 | area.x = 0; |
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237 | area.y = 0; |
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238 | area.w = surface->w; |
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239 | area.h = surface->h; |
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240 | SDL_BlitSurface (surface, &area, image, &area); |
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241 | |
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242 | /* Restore the alpha blending attributes */ |
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243 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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244 | { |
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245 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
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246 | } |
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247 | |
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248 | /* Create an OpenGL texture for the image */ |
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249 | glGenTextures (1, &texture); |
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250 | glBindTexture (GL_TEXTURE_2D, texture); |
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251 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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252 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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253 | glTexImage2D (GL_TEXTURE_2D, |
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254 | 0, |
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255 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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256 | SDL_FreeSurface (image); /* No longer needed */ |
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257 | |
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258 | return texture; |
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259 | } |
151 | } |
260 | |
152 | |
261 | int |
153 | int |
262 | RunGLTest (int argc, char *argv[], |
154 | RunGLTest (int argc, char *argv[], |
263 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
155 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
… | |
… | |
269 | int done = 0; |
161 | int done = 0; |
270 | int frames; |
162 | int frames; |
271 | Uint32 start_time, this_time; |
163 | Uint32 start_time, this_time; |
272 | Uint32 video_flags; |
164 | Uint32 video_flags; |
273 | int value; |
165 | int value; |
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166 | GLenum gl_error; |
274 | |
167 | |
275 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
168 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
276 | { |
169 | { |
277 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
170 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
278 | exit (1); |
171 | exit (1); |
… | |
… | |
371 | |
264 | |
372 | /* Set the gamma for the window */ |
265 | /* Set the gamma for the window */ |
373 | if (gamma != 0.0) |
266 | if (gamma != 0.0) |
374 | SDL_SetGamma (gamma, gamma, gamma); |
267 | SDL_SetGamma (gamma, gamma, gamma); |
375 | |
268 | |
376 | // load a entity |
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377 | for (int i = 0; i < 7; i++) |
269 | for (int i = 0; i < 70; i++) |
378 | { |
270 | { |
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271 | // load a entity |
379 | txtprt_parser p; |
272 | txtprt_parser p; |
380 | entity_transform *f = new entity_transform; |
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381 | entity *e; |
273 | entity *e; |
382 | try |
274 | try |
383 | { |
275 | { |
384 | e = p.read ("test.blasc"); |
276 | e = p.read ("test.blasc"); |
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277 | } |
385 | } catch (txtprt_i_exception & e) |
278 | catch (txtprt_i_exception & e) |
386 | { |
279 | { |
387 | cout << "ERR: " << e.msg << endl; |
280 | cout << "ERR: " << e.msg << endl; |
388 | } |
281 | } |
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282 | |
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283 | entity_transform *f = new entity_transform; |
389 | f->set (e); |
284 | f->set (e); |
390 | f->update (matrix::translation (vec3 (0, -1, -i*5))); |
285 | f->update (matrix::translation (vec3 (i*5, -3, -i*10))); |
391 | f->show (); |
286 | f->show (); |
392 | } |
287 | } |
393 | |
288 | draw_some_random_funky_floor_dance_music (10, -500, -10, -1000); |
394 | camera.orig.x = camera.orig.y = camera.orig.z = 0; |
289 | camera.orig.x = camera.orig.y = camera.orig.z = 0; |
395 | camera.p = point (0, 0, 10); |
290 | camera.p = point (0, 0, 10); |
396 | camera.d = vec3 (0, 0, -1); |
291 | camera.d = vec3 (0, 0, -1); |
397 | camera.u = vec3 (0, 1, 0); |
292 | camera.u = vec3 (0, 1, 0); |
398 | camera.w = w; camera.h = h; |
293 | camera.w = w; camera.h = h; |
399 | camera.fov = 90; |
294 | camera.fov = 80; |
400 | |
295 | |
401 | glMatrixMode (GL_MODELVIEW); |
296 | glMatrixMode (GL_MODELVIEW); |
402 | glLoadIdentity (); |
297 | glLoadIdentity (); |
403 | |
298 | |
404 | glEnable (GL_CULL_FACE); |
299 | glEnable (GL_CULL_FACE); |
405 | glEnable (GL_DEPTH_TEST); |
300 | glEnable (GL_DEPTH_TEST); |
406 | shInit(); |
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407 | shSetBackend("arb"); |
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408 | glEnable(GL_VERTEX_PROGRAM_ARB); |
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409 | glEnable(GL_FRAGMENT_PROGRAM_ARB); |
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410 | |
301 | |
411 | init_shaders(); |
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412 | shBind(vsh); |
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413 | shBind(fsh); |
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414 | glShadeModel (GL_SMOOTH); |
302 | glShadeModel (GL_SMOOTH); |
415 | |
303 | |
416 | glEnable (GL_LIGHTING); |
304 | glEnable (GL_LIGHTING); |
417 | //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; |
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418 | //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); |
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419 | //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); |
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420 | glEnable (GL_LIGHT0); |
305 | glEnable (GL_LIGHT0); |
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306 | |
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307 | cgc = cgCreateContext (); |
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308 | |
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309 | vsh_profile = CG_PROFILE_ARBVP1; |
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310 | //if (cgGLIsProfileSupported (CG_PROFILE_VP30)) vsh_profile = CG_PROFILE_VP30; |
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311 | //if (cgGLIsProfileSupported (CG_PROFILE_VP40)) vsh_profile = CG_PROFILE_VP40; |
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312 | fsh_profile = CG_PROFILE_ARBFP1; |
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313 | //if (cgGLIsProfileSupported (CG_PROFILE_FP30)) fsh_profile = CG_PROFILE_FP30; |
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314 | //if (cgGLIsProfileSupported (CG_PROFILE_FP40)) fsh_profile = CG_PROFILE_FP40; |
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315 | |
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316 | vsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "vsh.cg", vsh_profile, 0, 0); |
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317 | CheckCgError (); |
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318 | cgGLLoadProgram (vsh); |
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319 | CheckCgError (); |
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320 | mv = cgGetNamedParameter (vsh, "WorldProj"); |
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321 | mvp = cgGetNamedParameter (vsh, "WorldViewProj"); |
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322 | lightpos = cgGetNamedParameter (vsh, "LightPos"); |
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323 | CheckCgError (); |
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324 | |
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325 | CGparameter g_Texture; // the texture parameter |
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326 | |
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327 | |
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328 | fsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "fsh.cg", fsh_profile, 0, 0); |
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329 | Texture t("o.jpg"); |
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330 | g_Texture = cgGetNamedParameter(fsh, "Texture"); // the texture cg-warper ;) |
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331 | cgGLSetTextureParameter(g_Texture, t.texture); // Bind the texture number 999 to g_Texture |
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332 | CheckCgError (); |
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333 | cgGLLoadProgram (fsh); |
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334 | CheckCgError (); |
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335 | |
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336 | cgGLBindProgram (vsh); |
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337 | CheckCgError (); |
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338 | cgGLBindProgram (fsh); |
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339 | CheckCgError (); |
421 | |
340 | |
422 | /* Loop until done. */ |
341 | /* Loop until done. */ |
423 | start_time = SDL_GetTicks (); |
342 | start_time = SDL_GetTicks (); |
424 | frames = 0; |
343 | frames = 0; |
425 | |
344 | |
426 | draw_context c (camera); |
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427 | |
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428 | while (!done) |
345 | while (!done) |
429 | { |
346 | { |
430 | GLenum gl_error; |
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431 | char *sdl_error; |
347 | char *sdl_error; |
432 | SDL_Event event; |
348 | SDL_Event event; |
433 | |
349 | |
434 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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435 | |
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436 | camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; |
350 | camera.p.x += camera_velocity_factor * camera_velocity.x * timer.diff; |
437 | camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; |
351 | camera.p.y += camera_velocity_factor * camera_velocity.y * timer.diff; |
438 | camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff; |
352 | camera.p.z += camera_velocity_factor * camera_velocity.z * timer.diff; |
439 | |
353 | |
440 | GLfloat lightp[4]; |
354 | camera_angle += camera_velocity_factor * camera_velocity_angle * timer.diff; |
441 | lightp[0] = camera.p.x; |
355 | camera.d.z = -cos (camera_angle * 12 / 180.); |
442 | lightp[1] = camera.p.y; |
356 | camera.d.x = sin (camera_angle * 12 / 180.); |
443 | lightp[2] = camera.p.z; |
357 | |
444 | lightp[3] = 1; |
358 | cgGLSetParameter4f (lightpos, camera.p.x, camera.p.y, camera.p.z, 1); |
445 | glLightfv (GL_LIGHT0, GL_POSITION, lightp); |
359 | |
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360 | glBindTexture (GL_TEXTURE_2D, t.texture); |
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361 | cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter |
446 | |
362 | |
447 | #if 0 |
363 | #if 0 |
448 | static GLfloat ry; |
364 | static GLfloat ry; |
449 | ry += 0.001; |
365 | ry += 0.001; |
450 | camera.d.x = cos (ry); |
366 | camera.d.x = cos (ry); |
451 | camera.d.z = sin (ry); |
367 | camera.d.z = sin (ry); |
452 | //camera.d.y = sin (ry * 0.1); |
368 | //camera.d.y = sin (ry * 0.1); |
453 | #endif |
369 | #endif |
454 | |
370 | |
455 | c.mode = draw_context::DEPTH; |
371 | camera.begin (); |
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372 | camera.pass (view::DEPTH); |
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373 | camera.pass (view::LIGHTED); |
456 | camera.draw (c); |
374 | camera.end (); |
457 | c.mode = draw_context::LIGHTED; |
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458 | camera.draw (c); |
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459 | |
375 | |
460 | SDL_GL_SwapBuffers (); |
376 | SDL_GL_SwapBuffers (); |
461 | timer.frame (); |
377 | timer.frame (); |
462 | |
378 | |
463 | /* Check for error conditions. */ |
379 | /* Check for error conditions. */ |
464 | gl_error = glGetError (); |
380 | gl_error = glGetError (); |
465 | |
381 | |
466 | if (gl_error != GL_NO_ERROR) |
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467 | fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
382 | if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
468 | |
383 | |
469 | sdl_error = SDL_GetError (); |
384 | sdl_error = SDL_GetError (); |
470 | |
385 | |
471 | if (sdl_error[0] != '\0') |
386 | if (sdl_error[0] != '\0') |
472 | { |
387 | { |