--- libgender/test.C 2004/10/09 16:36:31 1.51 +++ libgender/test.C 2004/10/21 21:20:09 1.68 @@ -3,6 +3,8 @@ #include #include +#include "opengl.h" + #include "SDL.h" #include "SDL_opengl.h" @@ -13,22 +15,6 @@ #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; @@ -87,17 +73,11 @@ /* See what happened */ printf ("app %s ", event->active.gain ? "gained" : "lost"); if (event->active.state & SDL_APPACTIVE) - { - printf ("active "); - } + printf ("active "); else if (event->active.state & SDL_APPMOUSEFOCUS) - { - printf ("mouse "); - } + printf ("mouse "); else if (event->active.state & SDL_APPINPUTFOCUS) - { - printf ("input "); - } + printf ("input "); printf ("focus\n"); break; @@ -154,17 +134,18 @@ { int x, z, ry; - for (x = 0; x < 100; x++) + for (x = 0; x < 10; x++) { - for (z = 0; z < 100; z++) + for (z = 0; z < 10; z++) { - vector pts; - pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0))); - pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1))); - pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1))); - pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0))); + vector pts; + pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0))); + pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); + pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1))); + 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->set (pts); entity *e = new entity (q); e->move (vec3 (dx + x * size, dy, dz + z * size)); @@ -173,7 +154,8 @@ } } -void draw_test_nurb () { +void draw_test_nurb () +{ geometry_nurbs *q = new geometry_nurbs; q->set (); entity *e = new entity (q); @@ -181,6 +163,24 @@ e->show (); } +void fisch (vec3 center, GLfloat radius, int depth) +{ + entity *planet = new entity (new geometry_sphere (radius)); + planet->move (center); + planet->show (); + + if (--depth) + { + GLfloat r2 = radius * .1F; + GLfloat r3 = radius + r2; + + fisch (center + vec3 (r3, 0, 0), r2, depth); + fisch (center + vec3 (0, 0, r3), r2, depth); + fisch (center + vec3 (-r3, 0, 0), r2, depth); + } +} + +extern void draw_level (); int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) @@ -191,7 +191,6 @@ int h = 480; int done = 0; int frames; - Uint32 start_time, this_time; Uint32 video_flags; int value; GLenum gl_error; @@ -297,7 +296,12 @@ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); - for (int i = 0; i < 1; i++) + entity *planet = new entity (new geometry_sphere (10)); + planet->move (vec3 (0, 0, -20)); + planet->show (); + +#if 1 + for (int i = 0; i < 20; i++) { // load a entity txtprt_parser p; @@ -316,65 +320,41 @@ 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 (); + } + + { + entity *planet = new entity (new geometry_sphere (4e15)); + planet->move (vec3 (0, 0, 1e17)); + planet->show (); + } + draw_floor (10, -500, -10, -1000); - draw_test_nurb (); + draw_level (); + //draw_test_nurb (); +#endif - camera.orig.x = camera.orig.y = camera.orig.z = 0; + //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); camera.d = vec3 (0, 0, -1); camera.u = vec3 (0, 1, 0); camera.w = w; camera.h = h; - camera.fov = 35; - camera.near = 1.; - camera.far = 10.; - - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); + camera.fov = 40.; glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - - glShadeModel (GL_SMOOTH); - - glEnable (GL_LIGHTING); - glEnable (GL_LIGHT0); + glDisable (GL_ALPHA_TEST); + glDisable (GL_BLEND); - cgc = cgCreateContext (); + init_shaders (); - 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 (); + osama_material osa_mat; /* Loop until done. */ - start_time = SDL_GetTicks (); frames = 0; while (!done) @@ -394,27 +374,20 @@ 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; - 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; - ry += 0.001; - camera.d.x = cos (ry); - camera.d.z = sin (ry); - //camera.d.y = sin (ry * 0.1); -#endif + osa_mat.begin (); camera.begin (); - camera.pass (view::DEPTH); - camera.pass (view::LIGHTED); + camera.render (view::DEPTH); + camera.render (view::POSTDEPTH); + camera.render (view::LIGHTED); camera.end (); SDL_GL_SwapBuffers (); timer.frame (); + osa_mat.end (); + +#if 0 /* Check for error conditions. */ gl_error = glGetError (); @@ -430,6 +403,7 @@ /* Allow the user to see what's happening */ //SDL_Delay (40); +#endif /* Check if there's a pending event. */ while (SDL_PollEvent (&event)) @@ -439,14 +413,6 @@ ++frames; } - /* Print out the frames per second */ - this_time = SDL_GetTicks (); - if (this_time != start_time) - { - printf ("%2.2f FPS\n", - ((float) frames / (this_time - start_time)) * 1000.0); - } - if (global_image) { SDL_FreeSurface (global_image); @@ -462,7 +428,6 @@ SDL_Quit (); return (0); } - int main (int argc, char *argv[]) { @@ -474,6 +439,8 @@ int noframe = 0; int fsaa = 0; + shader::debdebdebdebug ();//D + logo = 0; slowly = 0; numtests = 1;