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> |
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5 | |
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6 | #include "opengl.h" |
5 | |
7 | |
6 | #include "SDL.h" |
8 | #include "SDL.h" |
7 | #include "SDL_opengl.h" |
9 | #include "SDL_opengl.h" |
8 | |
10 | |
9 | static SDL_Surface *global_image = NULL; |
11 | static SDL_Surface *global_image = NULL; |
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69 | { |
71 | { |
70 | case SDL_ACTIVEEVENT: |
72 | case SDL_ACTIVEEVENT: |
71 | /* See what happened */ |
73 | /* See what happened */ |
72 | printf ("app %s ", event->active.gain ? "gained" : "lost"); |
74 | printf ("app %s ", event->active.gain ? "gained" : "lost"); |
73 | if (event->active.state & SDL_APPACTIVE) |
75 | if (event->active.state & SDL_APPACTIVE) |
74 | { |
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75 | printf ("active "); |
76 | printf ("active "); |
76 | } |
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77 | else if (event->active.state & SDL_APPMOUSEFOCUS) |
77 | else if (event->active.state & SDL_APPMOUSEFOCUS) |
78 | { |
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79 | printf ("mouse "); |
78 | printf ("mouse "); |
80 | } |
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81 | else if (event->active.state & SDL_APPINPUTFOCUS) |
79 | else if (event->active.state & SDL_APPINPUTFOCUS) |
82 | { |
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83 | printf ("input "); |
80 | printf ("input "); |
84 | } |
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85 | |
81 | |
86 | printf ("focus\n"); |
82 | printf ("focus\n"); |
87 | break; |
83 | break; |
88 | |
84 | |
89 | case SDL_KEYDOWN: |
85 | case SDL_KEYDOWN: |
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136 | |
132 | |
137 | void draw_floor (int size, int dx, int dy, int dz) |
133 | void draw_floor (int size, int dx, int dy, int dz) |
138 | { |
134 | { |
139 | int x, z, ry; |
135 | int x, z, ry; |
140 | |
136 | |
141 | for (x = 0; x < 100; x++) |
137 | for (x = 0; x < 10; x++) |
142 | { |
138 | { |
143 | for (z = 0; z < 100; z++) |
139 | for (z = 0; z < 10; z++) |
144 | { |
140 | { |
145 | vector<vertex2d> pts; |
141 | vector<vertex_t2f_n3f_v3f> pts; |
146 | pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0))); |
142 | pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0))); |
147 | pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1))); |
143 | pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); |
148 | pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1))); |
144 | pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1))); |
149 | pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0))); |
145 | pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0))); |
150 | |
146 | |
151 | geometry_quads *q = new geometry_quads; |
147 | geometry_quads *q = new geometry_quads; |
152 | q->m = new simple_material; |
148 | q->m = new simple_material; |
153 | q->set (pts); |
149 | q->set (pts); |
154 | entity *e = new entity (q); |
150 | entity *e = new entity (q); |
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165 | entity *e = new entity (q); |
161 | entity *e = new entity (q); |
166 | e->move (vec3 (10, 3, -4)); |
162 | e->move (vec3 (10, 3, -4)); |
167 | e->show (); |
163 | e->show (); |
168 | } |
164 | } |
169 | |
165 | |
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166 | void fisch (vec3 center, GLfloat radius, int depth) |
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167 | { |
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168 | entity *planet = new entity (new geometry_sphere (radius)); |
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169 | planet->move (center); |
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170 | planet->show (); |
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171 | |
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172 | if (--depth) |
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173 | { |
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174 | GLfloat r2 = radius * .1F; |
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175 | GLfloat r3 = radius + r2; |
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176 | |
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177 | fisch (center + vec3 (r3, 0, 0), r2, depth); |
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178 | fisch (center + vec3 (0, 0, r3), r2, depth); |
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179 | fisch (center + vec3 (-r3, 0, 0), r2, depth); |
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180 | } |
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181 | } |
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182 | |
170 | extern void draw_level (); |
183 | extern void draw_level (); |
171 | int |
184 | int |
172 | RunGLTest (int argc, char *argv[], |
185 | RunGLTest (int argc, char *argv[], |
173 | 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) |
174 | { |
187 | { |
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176 | int rgb_size[3]; |
189 | int rgb_size[3]; |
177 | int w = 640; |
190 | int w = 640; |
178 | int h = 480; |
191 | int h = 480; |
179 | int done = 0; |
192 | int done = 0; |
180 | int frames; |
193 | int frames; |
181 | Uint32 start_time, this_time; |
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182 | Uint32 video_flags; |
194 | Uint32 video_flags; |
183 | int value; |
195 | int value; |
184 | GLenum gl_error; |
196 | GLenum gl_error; |
185 | |
197 | |
186 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
198 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
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282 | |
294 | |
283 | /* Set the gamma for the window */ |
295 | /* Set the gamma for the window */ |
284 | if (gamma != 0.0) |
296 | if (gamma != 0.0) |
285 | SDL_SetGamma (gamma, gamma, gamma); |
297 | SDL_SetGamma (gamma, gamma, gamma); |
286 | |
298 | |
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299 | entity *planet = new entity (new geometry_sphere (10)); |
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300 | planet->move (vec3 (0, 0, -20)); |
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301 | planet->show (); |
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302 | |
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303 | #if 1 |
287 | for (int i = 0; i < 20; i++) |
304 | for (int i = 0; i < 20; i++) |
288 | { |
305 | { |
289 | // load a entity |
306 | // load a entity |
290 | txtprt_parser p; |
307 | txtprt_parser p; |
291 | geometry *g; |
308 | geometry *g; |
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301 | entity *e = new entity (g); |
318 | entity *e = new entity (g); |
302 | e->move (vec3 (i*5, -3, -i*10)); |
319 | e->move (vec3 (i*5, -3, -i*10)); |
303 | e->show (); |
320 | e->show (); |
304 | } |
321 | } |
305 | |
322 | |
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323 | { |
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324 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
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325 | //entity *planet = new entity (new geometry_sphere (1e9)); |
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326 | //planet->move (vec3 (0, 0, -1.5e9)); |
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327 | //planet->show (); |
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328 | } |
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329 | |
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330 | { |
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331 | entity *planet = new entity (new geometry_sphere (4e15)); |
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332 | planet->move (vec3 (0, 0, 1e17)); |
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333 | planet->show (); |
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334 | } |
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335 | |
306 | draw_floor (10, -500, -10, -1000); |
336 | draw_floor (10, -500, -10, -1000); |
307 | draw_level (); |
337 | draw_level (); |
308 | draw_test_nurb (); |
338 | //draw_test_nurb (); |
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339 | #endif |
309 | |
340 | |
310 | //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; |
341 | //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; |
311 | camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; |
342 | camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; |
312 | camera.p = point (0, 0, 10); |
343 | camera.p = point (0, 0, 10); |
313 | camera.d = vec3 (0, 0, -1); |
344 | camera.d = vec3 (0, 0, -1); |
314 | camera.u = vec3 (0, 1, 0); |
345 | camera.u = vec3 (0, 1, 0); |
315 | camera.w = w; camera.h = h; |
346 | camera.w = w; camera.h = h; |
316 | camera.fov = 35; |
347 | camera.fov = 40.; |
317 | camera.z_near = 1.; |
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318 | |
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319 | glMatrixMode (GL_MODELVIEW); |
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320 | glLoadIdentity (); |
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321 | |
348 | |
322 | glEnable (GL_CULL_FACE); |
349 | glEnable (GL_CULL_FACE); |
323 | glEnable (GL_DEPTH_TEST); |
350 | glDisable (GL_ALPHA_TEST); |
324 | |
351 | glDisable (GL_BLEND); |
325 | glShadeModel (GL_SMOOTH); |
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326 | |
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327 | glEnable (GL_LIGHTING); |
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328 | glEnable (GL_LIGHT0); |
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329 | |
352 | |
330 | init_shaders (); |
353 | init_shaders (); |
331 | |
354 | |
332 | osama_material osa_mat; |
355 | osama_material osa_mat; |
333 | |
356 | |
334 | /* Loop until done. */ |
357 | /* Loop until done. */ |
335 | start_time = SDL_GetTicks (); |
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336 | frames = 0; |
358 | frames = 0; |
337 | |
359 | |
338 | while (!done) |
360 | while (!done) |
339 | { |
361 | { |
340 | char *sdl_error; |
362 | char *sdl_error; |
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350 | camera.u = cross (camera.d, right); |
372 | camera.u = cross (camera.d, right); |
351 | |
373 | |
352 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
374 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
353 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
375 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
354 | |
376 | |
355 | |
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356 | #if 0 |
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357 | static GLfloat ry; |
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358 | ry += 0.001; |
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359 | camera.d.x = cos (ry); |
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360 | camera.d.z = sin (ry); |
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361 | //camera.d.y = sin (ry * 0.1); |
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362 | #endif |
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363 | osa_mat.begin (); |
377 | osa_mat.begin (); |
364 | |
378 | |
365 | camera.begin (); |
379 | camera.begin (); |
366 | camera.pass (view::DEPTH); |
380 | camera.render (view::DEPTH); |
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381 | camera.render (view::POSTDEPTH); |
367 | camera.pass (view::LIGHTED); |
382 | camera.render (view::LIGHTED); |
368 | camera.end (); |
383 | camera.end (); |
369 | |
384 | |
370 | SDL_GL_SwapBuffers (); |
385 | SDL_GL_SwapBuffers (); |
371 | timer.frame (); |
386 | timer.frame (); |
372 | |
387 | |
373 | osa_mat.end (); |
388 | osa_mat.end (); |
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389 | |
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390 | #if 0 |
374 | /* Check for error conditions. */ |
391 | /* Check for error conditions. */ |
375 | gl_error = glGetError (); |
392 | gl_error = glGetError (); |
376 | |
393 | |
377 | if (gl_error != GL_NO_ERROR) 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); |
378 | |
395 | |
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384 | SDL_ClearError (); |
401 | SDL_ClearError (); |
385 | } |
402 | } |
386 | |
403 | |
387 | /* Allow the user to see what's happening */ |
404 | /* Allow the user to see what's happening */ |
388 | //SDL_Delay (40); |
405 | //SDL_Delay (40); |
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406 | #endif |
389 | |
407 | |
390 | /* Check if there's a pending event. */ |
408 | /* Check if there's a pending event. */ |
391 | while (SDL_PollEvent (&event)) |
409 | while (SDL_PollEvent (&event)) |
392 | done = HandleEvent (&event); |
410 | done = HandleEvent (&event); |
393 | |
411 | |
394 | |
412 | |
395 | ++frames; |
413 | ++frames; |
396 | } |
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397 | |
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398 | /* Print out the frames per second */ |
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399 | this_time = SDL_GetTicks (); |
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400 | if (this_time != start_time) |
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401 | { |
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402 | printf ("%2.2f FPS\n", |
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403 | ((float) frames / (this_time - start_time)) * 1000.0); |
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404 | } |
414 | } |
405 | |
415 | |
406 | if (global_image) |
416 | if (global_image) |
407 | { |
417 | { |
408 | SDL_FreeSurface (global_image); |
418 | SDL_FreeSurface (global_image); |
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427 | int slowly; |
437 | int slowly; |
428 | float gamma = 0.0; |
438 | float gamma = 0.0; |
429 | int noframe = 0; |
439 | int noframe = 0; |
430 | int fsaa = 0; |
440 | int fsaa = 0; |
431 | |
441 | |
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442 | shader::debdebdebdebug ();//D |
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443 | |
432 | logo = 0; |
444 | logo = 0; |
433 | slowly = 0; |
445 | slowly = 0; |
434 | numtests = 1; |
446 | numtests = 1; |
435 | for (i = 1; argv[i]; ++i) |
447 | for (i = 1; argv[i]; ++i) |
436 | { |
448 | { |