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Comparing libgender/test.C (file contents):
Revision 1.17 by root, Mon Oct 4 02:32:20 2004 UTC vs.
Revision 1.68 by root, Thu Oct 21 21:20:09 2004 UTC

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 5
6#include "opengl.h"
7
6#include "SDL.h" 8#include "SDL.h"
7
8#include "SDL_opengl.h" 9#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 10
16static SDL_Surface *global_image = NULL; 11static SDL_Surface *global_image = NULL;
17static GLuint global_texture = 0; 12static GLuint global_texture = 0;
18 13
14#include "util.h"
19#include "entity.h" 15#include "entity.h"
20
21#include "txtprt_import.h" 16#include "txtprt_import.h"
22 17
23/**********************************************************************/ 18/**********************************************************************/
24 19
25view camera; 20view camera;
21vec3 camera_velocity;
22float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
23float camera_velocity_factor = 80;
26 24
27void 25void
28HotKey_ToggleFullScreen (void) 26HotKey_ToggleFullScreen (void)
29{ 27{
30 SDL_Surface *screen; 28 SDL_Surface *screen;
73 { 71 {
74 case SDL_ACTIVEEVENT: 72 case SDL_ACTIVEEVENT:
75 /* See what happened */ 73 /* See what happened */
76 printf ("app %s ", event->active.gain ? "gained" : "lost"); 74 printf ("app %s ", event->active.gain ? "gained" : "lost");
77 if (event->active.state & SDL_APPACTIVE) 75 if (event->active.state & SDL_APPACTIVE)
78 {
79 printf ("active "); 76 printf ("active ");
80 }
81 else if (event->active.state & SDL_APPMOUSEFOCUS) 77 else if (event->active.state & SDL_APPMOUSEFOCUS)
82 {
83 printf ("mouse "); 78 printf ("mouse ");
84 }
85 else if (event->active.state & SDL_APPINPUTFOCUS) 79 else if (event->active.state & SDL_APPINPUTFOCUS)
86 {
87 printf ("input "); 80 printf ("input ");
88 }
89 81
90 printf ("focus\n"); 82 printf ("focus\n");
91 break; 83 break;
92 84
93 case SDL_KEYDOWN: 85 case SDL_KEYDOWN:
94
95 if (event->key.keysym.sym == SDLK_UP) 86 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--;
96 camera.p.z -= 1;
97 if (event->key.keysym.sym == SDLK_DOWN) 87 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) 88 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++;
102 camera.p.x += 1; 89 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--;
90 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++;
91 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--;
92 if (event->key.keysym.sym == SDLK_e) camera_velocity.y--;
93 if (event->key.keysym.sym == SDLK_q) camera_velocity.y++;
94 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5;
95 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5;
103 96
104 if (event->key.keysym.sym == SDLK_ESCAPE) 97 if (event->key.keysym.sym == SDLK_ESCAPE)
105 done = 1; 98 done = 1;
106 99
107 if ((event->key.keysym.sym == SDLK_g) && 100 if ((event->key.keysym.sym == SDLK_g) &&
116 (event->key.keysym.mod & KMOD_ALT)) 109 (event->key.keysym.mod & KMOD_ALT))
117 HotKey_ToggleFullScreen (); 110 HotKey_ToggleFullScreen ();
118 111
119 break; 112 break;
120 113
114 case SDL_KEYUP:
115 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++;
116 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--;
117 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++;
118 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--;
119 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--;
120 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++;
121 if (event->key.keysym.sym == SDLK_e) camera_velocity.y++;
122 if (event->key.keysym.sym == SDLK_q) camera_velocity.y--;
123 break;
124
121 case SDL_QUIT: 125 case SDL_QUIT:
122 done = 1; 126 done = 1;
123 break; 127 break;
124 } 128 }
125 129
126 return (done); 130 return (done);
127} 131}
128 132
129/* Quick utility function for texture creation */ 133void draw_floor (int size, int dx, int dy, int dz)
130static int
131power_of_two (int input)
132{ 134{
133 int value = 1; 135 int x, z, ry;
134 136
135 while (value < input) 137 for (x = 0; x < 10; x++)
136 {
137 value <<= 1;
138 } 138 {
139 return value; 139 for (z = 0; z < 10; z++)
140} 140 {
141 vector<vertex_t2f_n3f_v3f> pts;
142 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0)));
143 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
144 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
145 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
141 146
142GLuint 147 geometry_quads *q = new geometry_quads;
143SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) 148 q->m = new simple_material;
144{ 149 q->set (pts);
145 GLuint texture; 150 entity *e = new entity (q);
146 int w, h; 151 e->move (vec3 (dx + x * size, dy, dz + z * size));
147 SDL_Surface *image; 152 e->show ();
148 SDL_Rect area; 153 }
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 { 154 }
169 return 0; 155}
156
157void draw_test_nurb ()
158{
159 geometry_nurbs *q = new geometry_nurbs;
160 q->set ();
161 entity *e = new entity (q);
162 e->move (vec3 (10, 3, -4));
163 e->show ();
164}
165
166void fisch (vec3 center, GLfloat radius, int depth)
167{
168 entity *planet = new entity (new geometry_sphere (radius));
169 planet->move (center);
170 planet->show ();
171
172 if (--depth)
170 } 173 {
174 GLfloat r2 = radius * .1F;
175 GLfloat r3 = radius + r2;
171 176
172 /* Save the alpha blending attributes */ 177 fisch (center + vec3 (r3, 0, 0), r2, depth);
173 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 178 fisch (center + vec3 (0, 0, r3), r2, depth);
174 saved_alpha = surface->format->alpha; 179 fisch (center + vec3 (-r3, 0, 0), r2, depth);
175 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
176 { 180 }
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} 181}
205 182
183extern void draw_level ();
206int 184int
207RunGLTest (int argc, char *argv[], 185RunGLTest (int argc, char *argv[],
208 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) 186 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa)
209{ 187{
210 int i; 188 int i;
211 int rgb_size[3]; 189 int rgb_size[3];
212 int w = 640; 190 int w = 640;
213 int h = 480; 191 int h = 480;
214 int done = 0; 192 int done = 0;
215 int frames; 193 int frames;
216 Uint32 start_time, this_time;
217 Uint32 video_flags; 194 Uint32 video_flags;
218 int value; 195 int value;
196 GLenum gl_error;
219 197
220 if (SDL_Init (SDL_INIT_VIDEO) < 0) 198 if (SDL_Init (SDL_INIT_VIDEO) < 0)
221 { 199 {
222 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); 200 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
223 exit (1); 201 exit (1);
261 rgb_size[0] = 8; 239 rgb_size[0] = 8;
262 rgb_size[1] = 8; 240 rgb_size[1] = 8;
263 rgb_size[2] = 8; 241 rgb_size[2] = 8;
264 break; 242 break;
265 } 243 }
244
266 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 245 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
267 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 246 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
268 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 247 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
269 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 248 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16);
270 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 249 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
315 294
316 /* Set the gamma for the window */ 295 /* Set the gamma for the window */
317 if (gamma != 0.0) 296 if (gamma != 0.0)
318 SDL_SetGamma (gamma, gamma, gamma); 297 SDL_SetGamma (gamma, gamma, gamma);
319 298
320 // load a entity 299 entity *planet = new entity (new geometry_sphere (10));
300 planet->move (vec3 (0, 0, -20));
301 planet->show ();
302
303#if 1
321 for (int i = 0; i < 7; i++) 304 for (int i = 0; i < 20; i++)
322 { 305 {
306 // load a entity
323 txtprt_parser p; 307 txtprt_parser p;
324 entity_anim *f = new entity_anim; 308 geometry *g;
325 entity *e;
326 try 309 try
327 { 310 {
328 e = p.read ("test.blasc"); 311 g = p.read ("test.blasc");
312 }
329 } catch (txtprt_i_exception & e) 313 catch (txtprt_i_exception & e)
330 { 314 {
331 cout << "ERR: " << e.msg << endl; 315 cout << "ERR: " << e.msg << endl;
332 } 316 }
333 f->set (e); 317
334 f->m.translate (vec3 (i, -1, 0)); 318 entity *e = new entity (g);
335 f->vx = 0; 319 e->move (vec3 (i*5, -3, -i*10));
336 f->vy = 0;
337 f->vz = 0;
338 f->show (); 320 e->show ();
321 }
322
339 } 323 {
324 fisch (vec3 (0, 0, -2e9), 1e9, 8);
325 //entity *planet = new entity (new geometry_sphere (1e9));
326 //planet->move (vec3 (0, 0, -1.5e9));
327 //planet->show ();
328 }
340 329
330 {
331 entity *planet = new entity (new geometry_sphere (4e15));
332 planet->move (vec3 (0, 0, 1e17));
333 planet->show ();
334 }
335
336 draw_floor (10, -500, -10, -1000);
337 draw_level ();
338 //draw_test_nurb ();
339#endif
340
341 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
341 camera.orig.x = camera.orig.y = camera.orig.z = 0; 342 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
342 camera.p = point (0, 0, 10); 343 camera.p = point (0, 0, 10);
343 camera.d = vec3 (0, 0, -1); 344 camera.d = vec3 (0, 0, -1);
344 camera.u = vec3 (0, 1, 0); 345 camera.u = vec3 (0, 1, 0);
345 camera.w = w; camera.h = h; 346 camera.w = w; camera.h = h;
346 camera.fov = 90; 347 camera.fov = 40.;
347
348 glMatrixMode (GL_MODELVIEW);
349 glLoadIdentity ();
350 348
351 glEnable (GL_CULL_FACE); 349 glEnable (GL_CULL_FACE);
352 glEnable (GL_DEPTH_TEST); 350 glDisable (GL_ALPHA_TEST);
353 glShadeModel (GL_SMOOTH); 351 glDisable (GL_BLEND);
354 352
355 glEnable (GL_LIGHTING); 353 init_shaders ();
356 //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; 354
357 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); 355 osama_material osa_mat;
358 //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc);
359 glEnable (GL_LIGHT0);
360 356
361 /* Loop until done. */ 357 /* Loop until done. */
362 start_time = SDL_GetTicks ();
363 frames = 0; 358 frames = 0;
364 359
365 draw_context c (camera);
366
367 while (!done) 360 while (!done)
368 { 361 {
369 GLenum gl_error;
370 char *sdl_error; 362 char *sdl_error;
371 SDL_Event event; 363 SDL_Event event;
372 364
373 /* Do our drawing, too. */ 365 camera_angle += 180 * camera_velocity_angle * timer.diff;
374 glClearColor (0.0, 0.0, 0.0, 1.0); 366 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff;
375 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
376 367
377 GLfloat lightp[4]; 368 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1);
378 lightp[0] = camera.p.x; 369 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
379 lightp[1] = camera.p.y;
380 lightp[2] = camera.p.z;
381 lightp[3] = 1;
382 glLightfv (GL_LIGHT0, GL_POSITION, lightp);
383 370
384#if 0 371 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
385 static GLfloat ry; 372 camera.u = cross (camera.d, right);
386 ry += 0.001; 373
387 camera.d.x = cos (ry); 374 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
375 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
376
377 osa_mat.begin ();
378
388 camera.d.z = sin (ry); 379 camera.begin ();
389 //camera.d.y = sin (ry * 0.1); 380 camera.render (view::DEPTH);
390#endif 381 camera.render (view::POSTDEPTH);
391 382 camera.render (view::LIGHTED);
392 c.mode = draw_context::DEPTH;
393 camera.draw (c); 383 camera.end ();
394 c.drawn.clear ();
395 c.mode = draw_context::LIGHTED;
396 camera.draw (c);
397 384
398 SDL_GL_SwapBuffers (); 385 SDL_GL_SwapBuffers ();
399 timer.frame (); 386 timer.frame ();
400 387
388 osa_mat.end ();
389
390#if 0
401 /* Check for error conditions. */ 391 /* Check for error conditions. */
402 gl_error = glGetError (); 392 gl_error = glGetError ();
403 393
404 if (gl_error != GL_NO_ERROR)
405 fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); 394 if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error);
406 395
407 sdl_error = SDL_GetError (); 396 sdl_error = SDL_GetError ();
408 397
409 if (sdl_error[0] != '\0') 398 if (sdl_error[0] != '\0')
410 { 399 {
411 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); 400 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error);
412 SDL_ClearError (); 401 SDL_ClearError ();
413 } 402 }
414 403
415 /* Allow the user to see what's happening */ 404 /* Allow the user to see what's happening */
416 //SDL_Delay (20); 405 //SDL_Delay (40);
406#endif
417 407
418 /* Check if there's a pending event. */ 408 /* Check if there's a pending event. */
419 while (SDL_PollEvent (&event)) 409 while (SDL_PollEvent (&event))
420 {
421 done = HandleEvent (&event); 410 done = HandleEvent (&event);
422 } 411
412
423 ++frames; 413 ++frames;
424 }
425
426 /* Print out the frames per second */
427 this_time = SDL_GetTicks ();
428 if (this_time != start_time)
429 {
430 printf ("%2.2f FPS\n",
431 ((float) frames / (this_time - start_time)) * 1000.0);
432 } 414 }
433 415
434 if (global_image) 416 if (global_image)
435 { 417 {
436 SDL_FreeSurface (global_image); 418 SDL_FreeSurface (global_image);
444 426
445 /* Destroy our GL context, etc. */ 427 /* Destroy our GL context, etc. */
446 SDL_Quit (); 428 SDL_Quit ();
447 return (0); 429 return (0);
448} 430}
449
450int 431int
451main (int argc, char *argv[]) 432main (int argc, char *argv[])
452{ 433{
453 int i, logo; 434 int i, logo;
454 int numtests; 435 int numtests;
456 int slowly; 437 int slowly;
457 float gamma = 0.0; 438 float gamma = 0.0;
458 int noframe = 0; 439 int noframe = 0;
459 int fsaa = 0; 440 int fsaa = 0;
460 441
442 shader::debdebdebdebug ();//D
443
461 logo = 0; 444 logo = 0;
462 slowly = 0; 445 slowly = 0;
463 numtests = 1; 446 numtests = 1;
464 for (i = 1; argv[i]; ++i) 447 for (i = 1; argv[i]; ++i)
465 { 448 {

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