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Comparing libgender/test.C (file contents):
Revision 1.20 by root, Mon Oct 4 16:03:49 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;
26vec3 camera_velocity; 21vec3 camera_velocity;
22float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
27float camera_velocity_factor = 10; 23float camera_velocity_factor = 80;
28 24
29void 25void
30HotKey_ToggleFullScreen (void) 26HotKey_ToggleFullScreen (void)
31{ 27{
32 SDL_Surface *screen; 28 SDL_Surface *screen;
75 { 71 {
76 case SDL_ACTIVEEVENT: 72 case SDL_ACTIVEEVENT:
77 /* See what happened */ 73 /* See what happened */
78 printf ("app %s ", event->active.gain ? "gained" : "lost"); 74 printf ("app %s ", event->active.gain ? "gained" : "lost");
79 if (event->active.state & SDL_APPACTIVE) 75 if (event->active.state & SDL_APPACTIVE)
80 {
81 printf ("active "); 76 printf ("active ");
82 }
83 else if (event->active.state & SDL_APPMOUSEFOCUS) 77 else if (event->active.state & SDL_APPMOUSEFOCUS)
84 {
85 printf ("mouse "); 78 printf ("mouse ");
86 }
87 else if (event->active.state & SDL_APPINPUTFOCUS) 79 else if (event->active.state & SDL_APPINPUTFOCUS)
88 {
89 printf ("input "); 80 printf ("input ");
90 }
91 81
92 printf ("focus\n"); 82 printf ("focus\n");
93 break; 83 break;
94 84
95#define VELOCITY 10
96 case SDL_KEYDOWN: 85 case SDL_KEYDOWN:
97 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; 86 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--;
98 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; 87 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++;
99 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--;
100 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; 88 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++;
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--;
101 if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; 92 if (event->key.keysym.sym == SDLK_e) camera_velocity.y--;
102 if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; 93 if (event->key.keysym.sym == SDLK_q) camera_velocity.y++;
103 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; 94 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5;
104 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; 95 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5;
105 96
106 if (event->key.keysym.sym == SDLK_ESCAPE) 97 if (event->key.keysym.sym == SDLK_ESCAPE)
107 done = 1; 98 done = 1;
108 99
109 if ((event->key.keysym.sym == SDLK_g) && 100 if ((event->key.keysym.sym == SDLK_g) &&
121 break; 112 break;
122 113
123 case SDL_KEYUP: 114 case SDL_KEYUP:
124 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; 115 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++;
125 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; 116 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--;
126 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; 117 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++;
127 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; 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++;
128 if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; 121 if (event->key.keysym.sym == SDLK_e) camera_velocity.y++;
129 if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; 122 if (event->key.keysym.sym == SDLK_q) camera_velocity.y--;
130 break; 123 break;
131 124
132 case SDL_QUIT: 125 case SDL_QUIT:
133 done = 1; 126 done = 1;
134 break; 127 break;
135 } 128 }
136 129
137 return (done); 130 return (done);
138} 131}
139 132
140/* Quick utility function for texture creation */ 133void draw_floor (int size, int dx, int dy, int dz)
141static int
142power_of_two (int input)
143{ 134{
144 int value = 1; 135 int x, z, ry;
145 136
146 while (value < input) 137 for (x = 0; x < 10; x++)
147 {
148 value <<= 1;
149 } 138 {
150 return value; 139 for (z = 0; z < 10; z++)
151} 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)));
152 146
153GLuint 147 geometry_quads *q = new geometry_quads;
154SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) 148 q->m = new simple_material;
155{ 149 q->set (pts);
156 GLuint texture; 150 entity *e = new entity (q);
157 int w, h; 151 e->move (vec3 (dx + x * size, dy, dz + z * size));
158 SDL_Surface *image; 152 e->show ();
159 SDL_Rect area; 153 }
160 Uint32 saved_flags;
161 Uint8 saved_alpha;
162
163 /* Use the surface width and height expanded to powers of 2 */
164 w = power_of_two (surface->w);
165 h = power_of_two (surface->h);
166 texcoord[0] = 0.0f; /* Min X */
167 texcoord[1] = 0.0f; /* Min Y */
168 texcoord[2] = (GLfloat) surface->w / w; /* Max X */
169 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
170
171 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32,
172#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
173 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
174#else
175 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
176#endif
177 );
178 if (image == NULL)
179 { 154 }
180 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)
181 } 173 {
174 GLfloat r2 = radius * .1F;
175 GLfloat r3 = radius + r2;
182 176
183 /* Save the alpha blending attributes */ 177 fisch (center + vec3 (r3, 0, 0), r2, depth);
184 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 178 fisch (center + vec3 (0, 0, r3), r2, depth);
185 saved_alpha = surface->format->alpha; 179 fisch (center + vec3 (-r3, 0, 0), r2, depth);
186 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
187 { 180 }
188 SDL_SetAlpha (surface, 0, 0);
189 }
190
191 /* Copy the surface into the GL texture image */
192 area.x = 0;
193 area.y = 0;
194 area.w = surface->w;
195 area.h = surface->h;
196 SDL_BlitSurface (surface, &area, image, &area);
197
198 /* Restore the alpha blending attributes */
199 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
200 {
201 SDL_SetAlpha (surface, saved_flags, saved_alpha);
202 }
203
204 /* Create an OpenGL texture for the image */
205 glGenTextures (1, &texture);
206 glBindTexture (GL_TEXTURE_2D, texture);
207 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
208 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
209 glTexImage2D (GL_TEXTURE_2D,
210 0,
211 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
212 SDL_FreeSurface (image); /* No longer needed */
213
214 return texture;
215} 181}
216 182
183extern void draw_level ();
217int 184int
218RunGLTest (int argc, char *argv[], 185RunGLTest (int argc, char *argv[],
219 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)
220{ 187{
221 int i; 188 int i;
222 int rgb_size[3]; 189 int rgb_size[3];
223 int w = 640; 190 int w = 640;
224 int h = 480; 191 int h = 480;
225 int done = 0; 192 int done = 0;
226 int frames; 193 int frames;
227 Uint32 start_time, this_time;
228 Uint32 video_flags; 194 Uint32 video_flags;
229 int value; 195 int value;
196 GLenum gl_error;
230 197
231 if (SDL_Init (SDL_INIT_VIDEO) < 0) 198 if (SDL_Init (SDL_INIT_VIDEO) < 0)
232 { 199 {
233 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); 200 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
234 exit (1); 201 exit (1);
327 294
328 /* Set the gamma for the window */ 295 /* Set the gamma for the window */
329 if (gamma != 0.0) 296 if (gamma != 0.0)
330 SDL_SetGamma (gamma, gamma, gamma); 297 SDL_SetGamma (gamma, gamma, gamma);
331 298
332 // 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
333 for (int i = 0; i < 7; i++) 304 for (int i = 0; i < 20; i++)
334 { 305 {
306 // load a entity
335 txtprt_parser p; 307 txtprt_parser p;
336 entity_transform *f = new entity_transform; 308 geometry *g;
337 entity *e;
338 try 309 try
339 { 310 {
340 e = p.read ("test.blasc"); 311 g = p.read ("test.blasc");
312 }
341 } catch (txtprt_i_exception & e) 313 catch (txtprt_i_exception & e)
342 { 314 {
343 cout << "ERR: " << e.msg << endl; 315 cout << "ERR: " << e.msg << endl;
344 } 316 }
345 f->set (e); 317
346 f->m.translate (vec3 (0, -1, -i*5)); 318 entity *e = new entity (g);
319 e->move (vec3 (i*5, -3, -i*10));
347 f->show (); 320 e->show ();
321 }
322
348 } 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 }
349 329
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;
350 camera.orig.x = camera.orig.y = camera.orig.z = 0; 342 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
351 camera.p = point (0, 0, 10); 343 camera.p = point (0, 0, 10);
352 camera.d = vec3 (0, 0, -1); 344 camera.d = vec3 (0, 0, -1);
353 camera.u = vec3 (0, 1, 0); 345 camera.u = vec3 (0, 1, 0);
354 camera.w = w; camera.h = h; 346 camera.w = w; camera.h = h;
355 camera.fov = 90; 347 camera.fov = 40.;
356
357 glMatrixMode (GL_MODELVIEW);
358 glLoadIdentity ();
359 348
360 glEnable (GL_CULL_FACE); 349 glEnable (GL_CULL_FACE);
361 glEnable (GL_DEPTH_TEST); 350 glDisable (GL_ALPHA_TEST);
362 glShadeModel (GL_SMOOTH); 351 glDisable (GL_BLEND);
363 352
364 glEnable (GL_LIGHTING); 353 init_shaders ();
365 //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; 354
366 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); 355 osama_material osa_mat;
367 //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc);
368 glEnable (GL_LIGHT0);
369 356
370 /* Loop until done. */ 357 /* Loop until done. */
371 start_time = SDL_GetTicks ();
372 frames = 0; 358 frames = 0;
373 359
374 draw_context c (camera);
375
376 while (!done) 360 while (!done)
377 { 361 {
378 GLenum gl_error;
379 char *sdl_error; 362 char *sdl_error;
380 SDL_Event event; 363 SDL_Event event;
381 364
382 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 365 camera_angle += 180 * camera_velocity_angle * timer.diff;
366 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff;
383 367
384 camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; 368 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1);
385 camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; 369 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
386 camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff;
387 370
388 GLfloat lightp[4]; 371 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
389 lightp[0] = camera.p.x; 372 camera.u = cross (camera.d, right);
390 lightp[1] = camera.p.y;
391 lightp[2] = camera.p.z;
392 lightp[3] = 1;
393 glLightfv (GL_LIGHT0, GL_POSITION, lightp);
394 373
395#if 0 374 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
396 static GLfloat ry; 375 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
397 ry += 0.001; 376
398 camera.d.x = cos (ry); 377 osa_mat.begin ();
378
399 camera.d.z = sin (ry); 379 camera.begin ();
400 //camera.d.y = sin (ry * 0.1); 380 camera.render (view::DEPTH);
401#endif 381 camera.render (view::POSTDEPTH);
402 382 camera.render (view::LIGHTED);
403 c.mode = draw_context::DEPTH;
404 camera.draw (c); 383 camera.end ();
405 c.mode = draw_context::LIGHTED;
406 camera.draw (c);
407 384
408 SDL_GL_SwapBuffers (); 385 SDL_GL_SwapBuffers ();
409 timer.frame (); 386 timer.frame ();
410 387
388 osa_mat.end ();
389
390#if 0
411 /* Check for error conditions. */ 391 /* Check for error conditions. */
412 gl_error = glGetError (); 392 gl_error = glGetError ();
413 393
414 if (gl_error != GL_NO_ERROR)
415 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);
416 395
417 sdl_error = SDL_GetError (); 396 sdl_error = SDL_GetError ();
418 397
419 if (sdl_error[0] != '\0') 398 if (sdl_error[0] != '\0')
420 { 399 {
421 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); 400 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error);
422 SDL_ClearError (); 401 SDL_ClearError ();
423 } 402 }
424 403
425 /* Allow the user to see what's happening */ 404 /* Allow the user to see what's happening */
426 //SDL_Delay (20); 405 //SDL_Delay (40);
406#endif
427 407
428 /* Check if there's a pending event. */ 408 /* Check if there's a pending event. */
429 while (SDL_PollEvent (&event)) 409 while (SDL_PollEvent (&event))
430 done = HandleEvent (&event); 410 done = HandleEvent (&event);
431 411
432 412
433 ++frames; 413 ++frames;
434 } 414 }
435 415
436 /* Print out the frames per second */
437 this_time = SDL_GetTicks ();
438 if (this_time != start_time)
439 {
440 printf ("%2.2f FPS\n",
441 ((float) frames / (this_time - start_time)) * 1000.0);
442 }
443
444 if (global_image) 416 if (global_image)
445 { 417 {
446 SDL_FreeSurface (global_image); 418 SDL_FreeSurface (global_image);
447 global_image = NULL; 419 global_image = NULL;
448 } 420 }
454 426
455 /* Destroy our GL context, etc. */ 427 /* Destroy our GL context, etc. */
456 SDL_Quit (); 428 SDL_Quit ();
457 return (0); 429 return (0);
458} 430}
459
460int 431int
461main (int argc, char *argv[]) 432main (int argc, char *argv[])
462{ 433{
463 int i, logo; 434 int i, logo;
464 int numtests; 435 int numtests;
466 int slowly; 437 int slowly;
467 float gamma = 0.0; 438 float gamma = 0.0;
468 int noframe = 0; 439 int noframe = 0;
469 int fsaa = 0; 440 int fsaa = 0;
470 441
442 shader::debdebdebdebug ();//D
443
471 logo = 0; 444 logo = 0;
472 slowly = 0; 445 slowly = 0;
473 numtests = 1; 446 numtests = 1;
474 for (i = 1; argv[i]; ++i) 447 for (i = 1; argv[i]; ++i)
475 { 448 {

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