--- libgender/test.C 2004/10/04 23:44:53 1.21 +++ libgender/test.C 2004/11/04 15:43:53 1.82 @@ -3,28 +3,26 @@ #include #include -#include "SDL.h" +#include "opengl.h" +#include "SDL.h" #include "SDL_opengl.h" -/* Undefine this if you want a flat cube instead of a rainbow cube */ -#define SHADED_CUBE - -/* Define this to be the name of the logo image to use with -logo */ -#define LOGO_FILE "icon.bmp" - static SDL_Surface *global_image = NULL; static GLuint global_texture = 0; +#include "util.h" #include "entity.h" - #include "txtprt_import.h" +#include "shader.h" + /**********************************************************************/ view camera; vec3 camera_velocity; -float camera_velocity_factor = 10; +float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2; +float camera_velocity_factor = 80; void HotKey_ToggleFullScreen (void) @@ -32,6 +30,7 @@ SDL_Surface *screen; screen = SDL_GetVideoSurface (); + if (SDL_WM_ToggleFullScreen (screen)) printf ("Toggled fullscreen mode - now %s\n", (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); @@ -46,12 +45,14 @@ printf ("Ctrl-G: toggling input grab!\n"); mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); + if (mode == SDL_GRAB_ON) printf ("Grab was on\n"); else printf ("Grab was off\n"); mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); + if (mode == SDL_GRAB_ON) printf ("Grab is now on\n"); else @@ -71,37 +72,33 @@ int done; done = 0; + switch (event->type) { case SDL_ACTIVEEVENT: /* 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; -#define VELOCITY 10 case SDL_KEYDOWN: - if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; - if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; - if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--; - if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; - if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; - if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; - if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; - if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; + if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; + if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; + if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++; + if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--; + if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++; + if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--; + if (event->key.keysym.sym == SDLK_e) camera_velocity.y--; + if (event->key.keysym.sym == SDLK_q) camera_velocity.y++; + if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; + if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; if (event->key.keysym.sym == SDLK_ESCAPE) done = 1; @@ -123,10 +120,12 @@ case SDL_KEYUP: if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; - if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; - if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; - if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; - if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; + if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++; + if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--; + if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--; + if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++; + if (event->key.keysym.sym == SDLK_e) camera_velocity.y++; + if (event->key.keysym.sym == SDLK_q) camera_velocity.y--; break; case SDL_QUIT: @@ -137,83 +136,57 @@ return (done); } -/* Quick utility function for texture creation */ -static int -power_of_two (int input) +void draw_floor (int size, int dx, int dy, int dz) { - int value = 1; + int x, z, ry; - while (value < input) + for (x = 0; x < 10; x++) { - value <<= 1; + for (z = 0; z < 10; z++) + { + 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)); + e->show (); + } } - return value; } -GLuint -SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) +void draw_test_nurb () { - GLuint texture; - int w, h; - SDL_Surface *image; - SDL_Rect area; - Uint32 saved_flags; - Uint8 saved_alpha; - - /* Use the surface width and height expanded to powers of 2 */ - w = power_of_two (surface->w); - h = power_of_two (surface->h); - texcoord[0] = 0.0f; /* Min X */ - texcoord[1] = 0.0f; /* Min Y */ - texcoord[2] = (GLfloat) surface->w / w; /* Max X */ - texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ - - image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, -#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ - 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 -#else - 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF -#endif - ); - if (image == NULL) - { - return 0; - } - - /* Save the alpha blending attributes */ - saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); - saved_alpha = surface->format->alpha; - if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) - { - SDL_SetAlpha (surface, 0, 0); - } - - /* Copy the surface into the GL texture image */ - area.x = 0; - area.y = 0; - area.w = surface->w; - area.h = surface->h; - SDL_BlitSurface (surface, &area, image, &area); + geometry_nurbs *q = new geometry_nurbs; + q->set (); + entity *e = new entity (q); + e->move (vec3 (10, 3, -4)); + e->show (); +} - /* Restore the alpha blending attributes */ - if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) - { - SDL_SetAlpha (surface, saved_flags, saved_alpha); +void fisch (vec3 center, GLfloat radius, int depth) +{ + entity *planet = new entity (new geometry_sphere (testmat, 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); } - - /* Create an OpenGL texture for the image */ - glGenTextures (1, &texture); - glBindTexture (GL_TEXTURE_2D, texture); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexImage2D (GL_TEXTURE_2D, - 0, - GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); - SDL_FreeSurface (image); /* No longer needed */ - - return texture; } +extern void draw_level (); int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) @@ -224,9 +197,9 @@ int h = 480; int done = 0; int frames; - Uint32 start_time, this_time; Uint32 video_flags; int value; + GLenum gl_error; if (SDL_Init (SDL_INIT_VIDEO) < 0) { @@ -278,7 +251,7 @@ SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); - SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); + SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); if (fsaa) @@ -294,12 +267,12 @@ exit (1); } - printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); - printf ("\n"); - printf ("Vendor : %s\n", glGetString (GL_VENDOR)); - printf ("Renderer : %s\n", glGetString (GL_RENDERER)); - printf ("Version : %s\n", glGetString (GL_VERSION)); - printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); + //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); + //printf ("\n"); + //printf ("Vendor : %s\n", glGetString (GL_VENDOR)); + //printf ("Renderer : %s\n", glGetString (GL_RENDERER)); + //printf ("Version : %s\n", glGetString (GL_VERSION)); + //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); printf ("\n"); SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); @@ -329,90 +302,115 @@ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); - // load a entity - for (int i = 0; i < 7; i++) + testmat = new test_material; + + entity *planet = new entity (new geometry_sphere (testmat, 10)); + planet->move (vec3 (0, 0, -20)); + planet->show (); + + for (int i = 0; i < 20; i++) { + // load a entity txtprt_parser p; - entity_transform *f = new entity_transform; - entity *e; + geometry *g; try - { - e = p.read ("test.blasc"); - } catch (txtprt_i_exception & e) - { - cout << "ERR: " << e.msg << endl; - } - f->set (e); - f->update (gl_matrix::translation (vec3 (0, -1, -i*5))); - f->show (); + { + g = p.read ("test.blasc"); + } + catch (txtprt_i_exception & e) + { + cout << "ERR: " << e.msg << endl; + } + + entity *e = new entity (g); + e->move (vec3 (i*5, -3, -i*10)); + 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 (); } - camera.orig.x = camera.orig.y = camera.orig.z = 0; + { + entity *planet = new entity (new geometry_sphere (testmat, 4e15)); + planet->move (vec3 (0, 0, 1e17)); + planet->show (); + } + + //draw_floor (10, -500, -10, -1000); + draw_level (); + + + { + geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); + entity *e = new entity (hf); + e->move (vec3 (-100000, -100000 * 0.01, -100000)); + e->show (); + } + + //draw_test_nurb (); + + //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 = 90; - - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); + camera.fov = 40.; glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - glShadeModel (GL_SMOOTH); - - glEnable (GL_LIGHTING); - //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; - //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); - //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); - glEnable (GL_LIGHT0); + glDisable (GL_ALPHA_TEST); + glDisable (GL_BLEND); /* Loop until done. */ - start_time = SDL_GetTicks (); frames = 0; - draw_context c (camera); + linear_light mylight; + mylight.radius = 100000; + mylight.c = colour (1., 1, 1, 1.); + mylight.intensity = 1.F; + + pass pass_light (&mylight); while (!done) { - GLenum gl_error; char *sdl_error; SDL_Event event; - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + camera_angle += 180 * camera_velocity_angle * timer.diff; + camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; - camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; - camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; - camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff; - - GLfloat lightp[4]; - lightp[0] = camera.p.x; - lightp[1] = camera.p.y; - lightp[2] = camera.p.z; - lightp[3] = 1; - glLightfv (GL_LIGHT0, GL_POSITION, lightp); + vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); + vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; -#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 + camera.d = matrix::rotation (camera_angle2, right) * geradeaus; + camera.u = cross (camera.d, right); - c.mode = draw_context::DEPTH; - camera.draw (c); - c.mode = draw_context::LIGHTED; - camera.draw (c); + 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; + + mylight.orig = camera.orig; + mylight.p = camera.p; + + //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); + + camera.begin (); + camera.render (view::DEPTH, pass_depth); + camera.render (view::POSTDEPTH, pass_depth); + camera.render (view::LIGHTED, pass_light); + camera.end (); SDL_GL_SwapBuffers (); timer.frame (); +#if 0 /* Check for error conditions. */ gl_error = glGetError (); - if (gl_error != GL_NO_ERROR) - fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); + if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); sdl_error = SDL_GetError (); @@ -423,29 +421,22 @@ } /* Allow the user to see what's happening */ - //SDL_Delay (20); + //SDL_Delay (40); +#endif /* Check if there's a pending event. */ while (SDL_PollEvent (&event)) done = HandleEvent (&event); - ++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); global_image = NULL; } + if (global_texture) { glDeleteTextures (1, &global_texture); @@ -456,7 +447,6 @@ SDL_Quit (); return (0); } - int main (int argc, char *argv[]) {