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Comparing libgender/test.C (file contents):
Revision 1.68 by root, Thu Oct 21 21:20:09 2004 UTC vs.
Revision 1.91 by root, Sun Nov 7 03:28:20 2004 UTC

13 13
14#include "util.h" 14#include "util.h"
15#include "entity.h" 15#include "entity.h"
16#include "txtprt_import.h" 16#include "txtprt_import.h"
17 17
18bool doom3parse (const char *f);
19
20#include "shader.h"
21
18/**********************************************************************/ 22/**********************************************************************/
19 23
20view camera; 24view camera;
21vec3 camera_velocity; 25vec3 camera_velocity;
22float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2; 26float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
26HotKey_ToggleFullScreen (void) 30HotKey_ToggleFullScreen (void)
27{ 31{
28 SDL_Surface *screen; 32 SDL_Surface *screen;
29 33
30 screen = SDL_GetVideoSurface (); 34 screen = SDL_GetVideoSurface ();
35
31 if (SDL_WM_ToggleFullScreen (screen)) 36 if (SDL_WM_ToggleFullScreen (screen))
32 printf ("Toggled fullscreen mode - now %s\n", 37 printf ("Toggled fullscreen mode - now %s\n",
33 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); 38 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed");
34 else 39 else
35 printf ("Unable to toggle fullscreen mode\n"); 40 printf ("Unable to toggle fullscreen mode\n");
40{ 45{
41 SDL_GrabMode mode; 46 SDL_GrabMode mode;
42 47
43 printf ("Ctrl-G: toggling input grab!\n"); 48 printf ("Ctrl-G: toggling input grab!\n");
44 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); 49 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY);
50
45 if (mode == SDL_GRAB_ON) 51 if (mode == SDL_GRAB_ON)
46 printf ("Grab was on\n"); 52 printf ("Grab was on\n");
47 else 53 else
48 printf ("Grab was off\n"); 54 printf ("Grab was off\n");
49 55
50 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); 56 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON);
57
51 if (mode == SDL_GRAB_ON) 58 if (mode == SDL_GRAB_ON)
52 printf ("Grab is now on\n"); 59 printf ("Grab is now on\n");
53 else 60 else
54 printf ("Grab is now off\n"); 61 printf ("Grab is now off\n");
55} 62}
65HandleEvent (SDL_Event * event) 72HandleEvent (SDL_Event * event)
66{ 73{
67 int done; 74 int done;
68 75
69 done = 0; 76 done = 0;
77
70 switch (event->type) 78 switch (event->type)
71 { 79 {
72 case SDL_ACTIVEEVENT: 80 case SDL_ACTIVEEVENT:
73 /* See what happened */ 81 /* See what happened */
74 printf ("app %s ", event->active.gain ? "gained" : "lost"); 82 printf ("app %s ", event->active.gain ? "gained" : "lost");
143 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); 151 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))); 152 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))); 153 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
146 154
147 geometry_quads *q = new geometry_quads; 155 geometry_quads *q = new geometry_quads;
148 q->m = new simple_material; 156 //q->m = new simple_material;
149 q->set (pts); 157 q->set (pts);
150 entity *e = new entity (q); 158 entity *e = new entity (q);
151 e->move (vec3 (dx + x * size, dy, dz + z * size)); 159 e->move (vec3 (dx + x * size, dy, dz + z * size));
152 e->show (); 160 e->show ();
153 } 161 }
163 e->show (); 171 e->show ();
164} 172}
165 173
166void fisch (vec3 center, GLfloat radius, int depth) 174void fisch (vec3 center, GLfloat radius, int depth)
167{ 175{
168 entity *planet = new entity (new geometry_sphere (radius)); 176 entity *planet = new entity (new geometry_sphere (testmat, radius));
169 planet->move (center); 177 planet->move (center);
170 planet->show (); 178 planet->show ();
171 179
172 if (--depth) 180 if (--depth)
173 { 181 {
243 } 251 }
244 252
245 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 253 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
246 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 254 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
247 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 255 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
248 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 256 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
249 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 257 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
250 258
251 if (fsaa) 259 if (fsaa)
252 { 260 {
253 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); 261 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
259 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); 267 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ());
260 SDL_Quit (); 268 SDL_Quit ();
261 exit (1); 269 exit (1);
262 } 270 }
263 271
264 printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); 272 //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel);
265 printf ("\n"); 273 //printf ("\n");
266 printf ("Vendor : %s\n", glGetString (GL_VENDOR)); 274 //printf ("Vendor : %s\n", glGetString (GL_VENDOR));
267 printf ("Renderer : %s\n", glGetString (GL_RENDERER)); 275 //printf ("Renderer : %s\n", glGetString (GL_RENDERER));
268 printf ("Version : %s\n", glGetString (GL_VERSION)); 276 //printf ("Version : %s\n", glGetString (GL_VERSION));
269 printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); 277 //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS));
270 printf ("\n"); 278 printf ("\n");
271 279
272 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); 280 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value);
273 printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); 281 printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value);
274 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); 282 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value);
294 302
295 /* Set the gamma for the window */ 303 /* Set the gamma for the window */
296 if (gamma != 0.0) 304 if (gamma != 0.0)
297 SDL_SetGamma (gamma, gamma, gamma); 305 SDL_SetGamma (gamma, gamma, gamma);
298 306
307 testmat = new test_material;
308
299 entity *planet = new entity (new geometry_sphere (10)); 309 entity *planet = new entity (new geometry_sphere (testmat, 10));
300 planet->move (vec3 (0, 0, -20)); 310 planet->move (vec3 (0, 0, -20));
301 planet->show (); 311 planet->show ();
302 312
303#if 1 313 doom3parse ("test.proc");
314
304 for (int i = 0; i < 20; i++) 315 for (int i = 0; i < 20; i++)
305 { 316 {
306 // load a entity 317 // load a entity
307 txtprt_parser p; 318 txtprt_parser p;
308 geometry *g; 319 geometry *g;
318 entity *e = new entity (g); 329 entity *e = new entity (g);
319 e->move (vec3 (i*5, -3, -i*10)); 330 e->move (vec3 (i*5, -3, -i*10));
320 e->show (); 331 e->show ();
321 } 332 }
322 333
323 { 334 {
324 fisch (vec3 (0, 0, -2e9), 1e9, 8); 335 fisch (vec3 (0, 0, -2e9), 1e9, 8);
325 //entity *planet = new entity (new geometry_sphere (1e9)); 336 //entity *planet = new entity (new geometry_sphere (1e9));
326 //planet->move (vec3 (0, 0, -1.5e9)); 337 //planet->move (vec3 (0, 0, -1.5e9));
327 //planet->show (); 338 //planet->show ();
328 } 339 }
329 340
330 { 341 {
331 entity *planet = new entity (new geometry_sphere (4e15)); 342 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
332 planet->move (vec3 (0, 0, 1e17)); 343 planet->move (vec3 (0, 0, 1e17));
333 planet->show (); 344 planet->show ();
334 } 345 }
335 346
336 draw_floor (10, -500, -10, -1000); 347 //draw_floor (10, -500, -10, -1000);
337 draw_level (); 348 draw_level ();
349
350#if 0
351 {
352 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.);
353 entity *e = new entity (hf);
354 e->move (vec3 (-100000, -100000 * 0.01, -100000));
355 e->show ();
356 }
357#endif
358
338 //draw_test_nurb (); 359 //draw_test_nurb ();
339#endif
340 360
341 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; 361 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
342 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; 362 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
343 camera.p = point (0, 0, 10); 363 camera.p = point (0, 0, 10);
344 camera.d = vec3 (0, 0, -1); 364 camera.d = vec3 (0, 0, -1);
345 camera.u = vec3 (0, 1, 0); 365 camera.u = vec3 (0, 1, 0);
346 camera.w = w; camera.h = h; 366 camera.w = w; camera.h = h;
347 camera.fov = 40.; 367 camera.fov = 40.;
348 368
349 glEnable (GL_CULL_FACE);
350 glDisable (GL_ALPHA_TEST); 369 glDisable (GL_ALPHA_TEST);
351 glDisable (GL_BLEND);
352
353 init_shaders ();
354
355 osama_material osa_mat;
356 370
357 /* Loop until done. */ 371 /* Loop until done. */
358 frames = 0; 372 frames = 0;
359 373
374 linear_light mylight, mylight2;
375
376 mylight.radius = 100000;
377 mylight.c = colour (1., 1, 1, 1.);
378 mylight.intensity = 1.F;
379
380 mylight2.radius = 100000;
381 mylight2.c = colour (1., 0, 0, 1.);
382 mylight2.intensity = 1.F;
383
384 pass_data pass_light (&mylight);
385 pass_data pass_light2 (&mylight2);
386
360 while (!done) 387 while (!done)
361 { 388 {
362 char *sdl_error; 389 char *sdl_error;
363 SDL_Event event; 390 SDL_Event event;
364 391
365 camera_angle += 180 * camera_velocity_angle * timer.diff; 392 camera_angle += 90 * camera_velocity_angle * timer.diff;
366 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; 393 camera_angle2 += 90 * camera_velocity_angle2 * timer.diff;
367 394
368 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); 395 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1);
369 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; 396 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
370 397
371 camera.d = matrix::rotation (camera_angle2, right) * geradeaus; 398 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
372 camera.u = cross (camera.d, right); 399 camera.u = cross (camera.d, right);
373 400
374 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; 401 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; 402 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
376 403
377 osa_mat.begin (); 404 mylight.orig = camera.orig;
405 mylight.p = camera.p;
378 406
407 mylight2.orig = camera.orig;
408 mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100);
409
410 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
411
379 camera.begin (); 412 camera.begin ();
380 camera.render (view::DEPTH); 413 camera.render (pass_depth);
381 camera.render (view::POSTDEPTH); 414 camera.render (pass_postdepth);
415 camera.render (pass_light);
382 camera.render (view::LIGHTED); 416 //camera.render (view::LIGHTED, pass_light2);
383 camera.end (); 417 camera.end ();
384 418
385 SDL_GL_SwapBuffers (); 419 SDL_GL_SwapBuffers ();
386 timer.frame (); 420 timer.frame ();
387
388 osa_mat.end ();
389 421
390#if 0 422#if 0
391 /* Check for error conditions. */ 423 /* Check for error conditions. */
392 gl_error = glGetError (); 424 gl_error = glGetError ();
393 425
407 439
408 /* Check if there's a pending event. */ 440 /* Check if there's a pending event. */
409 while (SDL_PollEvent (&event)) 441 while (SDL_PollEvent (&event))
410 done = HandleEvent (&event); 442 done = HandleEvent (&event);
411 443
412
413 ++frames; 444 ++frames;
414 } 445 }
415 446
416 if (global_image) 447 if (global_image)
417 { 448 {
418 SDL_FreeSurface (global_image); 449 SDL_FreeSurface (global_image);
419 global_image = NULL; 450 global_image = NULL;
420 } 451 }
452
421 if (global_texture) 453 if (global_texture)
422 { 454 {
423 glDeleteTextures (1, &global_texture); 455 glDeleteTextures (1, &global_texture);
424 global_texture = 0; 456 global_texture = 0;
425 } 457 }
437 int slowly; 469 int slowly;
438 float gamma = 0.0; 470 float gamma = 0.0;
439 int noframe = 0; 471 int noframe = 0;
440 int fsaa = 0; 472 int fsaa = 0;
441 473
442 shader::debdebdebdebug ();//D
443
444 logo = 0; 474 logo = 0;
445 slowly = 0; 475 slowly = 0;
446 numtests = 1; 476 numtests = 1;
447 for (i = 1; argv[i]; ++i) 477 for (i = 1; argv[i]; ++i)
448 { 478 {

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