--- libgender/test.C 2004/10/21 21:20:09 1.68 +++ libgender/test.C 2005/02/08 05:55:28 1.102 @@ -2,6 +2,7 @@ #include #include #include +#include #include "opengl.h" @@ -14,6 +15,11 @@ #include "util.h" #include "entity.h" #include "txtprt_import.h" +#include "randlvl.h" + +bool doom3parse (const char *f); + +#include "shader.h" /**********************************************************************/ @@ -28,6 +34,7 @@ SDL_Surface *screen; screen = SDL_GetVideoSurface (); + if (SDL_WM_ToggleFullScreen (screen)) printf ("Toggled fullscreen mode - now %s\n", (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); @@ -42,12 +49,14 @@ printf ("Ctrl-G: toggling input grab!\n"); mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); + if (mode == SDL_GRAB_ON) printf ("Grab was on\n"); else printf ("Grab was off\n"); mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); + if (mode == SDL_GRAB_ON) printf ("Grab is now on\n"); else @@ -67,6 +76,7 @@ int done; done = 0; + switch (event->type) { case SDL_ACTIVEEVENT: @@ -145,7 +155,7 @@ pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0))); geometry_quads *q = new geometry_quads; - q->m = new simple_material; + //q->m = new simple_material; q->set (pts); entity *e = new entity (q); e->move (vec3 (dx + x * size, dy, dz + z * size)); @@ -165,7 +175,7 @@ void fisch (vec3 center, GLfloat radius, int depth) { - entity *planet = new entity (new geometry_sphere (radius)); + entity *planet = new entity (new geometry_sphere (testmat, radius)); planet->move (center); planet->show (); @@ -181,6 +191,17 @@ } extern void draw_level (); + +std::list moveables; + +void perfom_moves () +{ + for (std::list::iterator i = moveables.begin (); i != moveables.end (); ++i) + { + (*i)->perform_step (timer.diff); + } +} + int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) @@ -245,7 +266,7 @@ 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]); - SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); + SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); if (fsaa) @@ -261,12 +282,12 @@ exit (1); } - printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); - printf ("\n"); - printf ("Vendor : %s\n", glGetString (GL_VENDOR)); - printf ("Renderer : %s\n", glGetString (GL_RENDERER)); - printf ("Version : %s\n", glGetString (GL_VERSION)); - printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); + //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); + //printf ("\n"); + //printf ("Vendor : %s\n", glGetString (GL_VENDOR)); + //printf ("Renderer : %s\n", glGetString (GL_RENDERER)); + //printf ("Version : %s\n", glGetString (GL_VERSION)); + //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); printf ("\n"); SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); @@ -296,11 +317,19 @@ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); - entity *planet = new entity (new geometry_sphere (10)); - planet->move (vec3 (0, 0, -20)); - planet->show (); + testmat = new test_material; + testmat2 = new mat_gouraud_shaded (colour (1, 1, 0)); + testmat3 = new mat_timed (); + + entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat2, 10)); + planet->move (vec3 (0, 0, -20)); + planet->show (); + + planet->v = vec3 (10, 0, 0); + moveables.push_back (planet); + + doom3parse ("test.proc"); -#if 1 for (int i = 0; i < 20; i++) { // load a entity @@ -320,24 +349,53 @@ e->show (); } - { - fisch (vec3 (0, 0, -2e9), 1e9, 8); - //entity *planet = new entity (new geometry_sphere (1e9)); - //planet->move (vec3 (0, 0, -1.5e9)); - //planet->show (); - } + { + fisch (vec3 (0, 0, -2e9), 1e9, 8); + //entity *planet = new entity (new geometry_sphere (1e9)); + //planet->move (vec3 (0, 0, -1.5e9)); + //planet->show (); + } + + { + entity *planet = new entity (new geometry_sphere (testmat2, 4e15)); + planet->move (vec3 (0, 0, 1e17)); + planet->show (); + } - { - entity *planet = new entity (new geometry_sphere (4e15)); - planet->move (vec3 (0, 0, 1e17)); - planet->show (); - } + { + RandomBuilding r; + entity *randlvl = r.draw (1000, 1000, 200); + randlvl->move (vec3 (0, 0, 0)); + randlvl->show (); + + entity *randlvl2 = r.draw (1000, 10000, 1000); + randlvl2->move (vec3 (-20000, 0, 0)); + randlvl2->show (); + + entity *randlvl3 = r.draw (100, 30, 3); + randlvl3->move (vec3 (-1000, 0, 0)); + randlvl3->show (); + + + entity *randlvl4 = r.draw (100, 1000000, 100000); + randlvl4->move (vec3 (0, -1001000, 0)); + randlvl4->show (); + } - draw_floor (10, -500, -10, -1000); + //draw_floor (10, -500, -10, -1000); draw_level (); - //draw_test_nurb (); + +#if 0 + { + geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); + entity *e = new entity (hf); + e->move (vec3 (-100000, -100000 * 0.01, -100000)); + e->show (); + } #endif + //draw_test_nurb (); + //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); @@ -346,24 +404,33 @@ camera.w = w; camera.h = h; camera.fov = 40.; - glEnable (GL_CULL_FACE); glDisable (GL_ALPHA_TEST); - glDisable (GL_BLEND); - - init_shaders (); - - osama_material osa_mat; /* Loop until done. */ frames = 0; + linear_light mylight2;//mylight, mylight2; + + // mylight.radius = 100000; + // mylight.c = colour (1., 1, 1, 1.); + // mylight.intensity = 1.F; + + mylight2.radius = 100000; + mylight2.c = colour (0., 1., 1., 1.); + mylight2.intensity = 1.F; + mylight2.orig.x = 0; mylight2.orig.y = 0; mylight2.orig.z = 0; + mylight2.p.x = 0; mylight2.p.y = 0; mylight2.p.z = 0; + + //pass_data pass_light (&mylight); + pass_data pass_light2 (&mylight2); + while (!done) { char *sdl_error; SDL_Event event; - camera_angle += 180 * camera_velocity_angle * timer.diff; - camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; + camera_angle += 90 * camera_velocity_angle * timer.diff; + camera_angle2 += 90 * 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; @@ -374,19 +441,26 @@ 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; - osa_mat.begin (); + //mylight.orig = camera.orig; + //mylight.p = camera.p; + + mylight2.orig = camera.orig; + mylight2.p = vec3 (sin (timer.now / 2) * 100000, 1, cos (timer.now / 2) * 100000); + //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); + camera.begin (); - camera.render (view::DEPTH); - camera.render (view::POSTDEPTH); - camera.render (view::LIGHTED); + camera.render (pass_depth); + camera.render (pass_postdepth); + camera.render (pass_light2); + //camera.render (view::LIGHTED, pass_light2); camera.end (); + perfom_moves (); + SDL_GL_SwapBuffers (); timer.frame (); - osa_mat.end (); - #if 0 /* Check for error conditions. */ gl_error = glGetError (); @@ -409,7 +483,6 @@ while (SDL_PollEvent (&event)) done = HandleEvent (&event); - ++frames; } @@ -418,6 +491,7 @@ SDL_FreeSurface (global_image); global_image = NULL; } + if (global_texture) { glDeleteTextures (1, &global_texture); @@ -439,8 +513,6 @@ int noframe = 0; int fsaa = 0; - shader::debdebdebdebug ();//D - logo = 0; slowly = 0; numtests = 1;