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Comparing libgender/test.C (file contents):
Revision 1.69 by root, Sat Oct 23 02:27:51 2004 UTC vs.
Revision 1.82 by root, Thu Nov 4 15:43:53 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
18#include "shader.h"
19
18/**********************************************************************/ 20/**********************************************************************/
19 21
20view camera; 22view camera;
21vec3 camera_velocity; 23vec3 camera_velocity;
22float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2; 24float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
26HotKey_ToggleFullScreen (void) 28HotKey_ToggleFullScreen (void)
27{ 29{
28 SDL_Surface *screen; 30 SDL_Surface *screen;
29 31
30 screen = SDL_GetVideoSurface (); 32 screen = SDL_GetVideoSurface ();
33
31 if (SDL_WM_ToggleFullScreen (screen)) 34 if (SDL_WM_ToggleFullScreen (screen))
32 printf ("Toggled fullscreen mode - now %s\n", 35 printf ("Toggled fullscreen mode - now %s\n",
33 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); 36 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed");
34 else 37 else
35 printf ("Unable to toggle fullscreen mode\n"); 38 printf ("Unable to toggle fullscreen mode\n");
40{ 43{
41 SDL_GrabMode mode; 44 SDL_GrabMode mode;
42 45
43 printf ("Ctrl-G: toggling input grab!\n"); 46 printf ("Ctrl-G: toggling input grab!\n");
44 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); 47 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY);
48
45 if (mode == SDL_GRAB_ON) 49 if (mode == SDL_GRAB_ON)
46 printf ("Grab was on\n"); 50 printf ("Grab was on\n");
47 else 51 else
48 printf ("Grab was off\n"); 52 printf ("Grab was off\n");
49 53
50 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); 54 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON);
55
51 if (mode == SDL_GRAB_ON) 56 if (mode == SDL_GRAB_ON)
52 printf ("Grab is now on\n"); 57 printf ("Grab is now on\n");
53 else 58 else
54 printf ("Grab is now off\n"); 59 printf ("Grab is now off\n");
55} 60}
65HandleEvent (SDL_Event * event) 70HandleEvent (SDL_Event * event)
66{ 71{
67 int done; 72 int done;
68 73
69 done = 0; 74 done = 0;
75
70 switch (event->type) 76 switch (event->type)
71 { 77 {
72 case SDL_ACTIVEEVENT: 78 case SDL_ACTIVEEVENT:
73 /* See what happened */ 79 /* See what happened */
74 printf ("app %s ", event->active.gain ? "gained" : "lost"); 80 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))); 149 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))); 150 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))); 151 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
146 152
147 geometry_quads *q = new geometry_quads; 153 geometry_quads *q = new geometry_quads;
148 q->m = new simple_material; 154 //q->m = new simple_material;
149 q->set (pts); 155 q->set (pts);
150 entity *e = new entity (q); 156 entity *e = new entity (q);
151 e->move (vec3 (dx + x * size, dy, dz + z * size)); 157 e->move (vec3 (dx + x * size, dy, dz + z * size));
152 e->show (); 158 e->show ();
153 } 159 }
163 e->show (); 169 e->show ();
164} 170}
165 171
166void fisch (vec3 center, GLfloat radius, int depth) 172void fisch (vec3 center, GLfloat radius, int depth)
167{ 173{
168 entity *planet = new entity (new geometry_sphere (radius)); 174 entity *planet = new entity (new geometry_sphere (testmat, radius));
169 planet->move (center); 175 planet->move (center);
170 planet->show (); 176 planet->show ();
171 177
172 if (--depth) 178 if (--depth)
173 { 179 {
294 300
295 /* Set the gamma for the window */ 301 /* Set the gamma for the window */
296 if (gamma != 0.0) 302 if (gamma != 0.0)
297 SDL_SetGamma (gamma, gamma, gamma); 303 SDL_SetGamma (gamma, gamma, gamma);
298 304
305 testmat = new test_material;
306
299 entity *planet = new entity (new geometry_sphere (10)); 307 entity *planet = new entity (new geometry_sphere (testmat, 10));
300 planet->move (vec3 (0, 0, -20)); 308 planet->move (vec3 (0, 0, -20));
301 planet->show (); 309 planet->show ();
302 310
303 shader::debdebdebdebug ();//D
304
305#if 1
306 for (int i = 0; i < 20; i++) 311 for (int i = 0; i < 20; i++)
307 { 312 {
308 // load a entity 313 // load a entity
309 txtprt_parser p; 314 txtprt_parser p;
310 geometry *g; 315 geometry *g;
328 //planet->move (vec3 (0, 0, -1.5e9)); 333 //planet->move (vec3 (0, 0, -1.5e9));
329 //planet->show (); 334 //planet->show ();
330 } 335 }
331 336
332 { 337 {
333 entity *planet = new entity (new geometry_sphere (4e15)); 338 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
334 planet->move (vec3 (0, 0, 1e17)); 339 planet->move (vec3 (0, 0, 1e17));
335 planet->show (); 340 planet->show ();
336 } 341 }
337 342
338 draw_floor (10, -500, -10, -1000); 343 //draw_floor (10, -500, -10, -1000);
339 draw_level (); 344 draw_level ();
345
346
347 {
348 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.);
349 entity *e = new entity (hf);
350 e->move (vec3 (-100000, -100000 * 0.01, -100000));
351 e->show ();
352 }
353
340 //draw_test_nurb (); 354 //draw_test_nurb ();
341#endif
342 355
343 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; 356 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
344 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; 357 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
345 camera.p = point (0, 0, 10); 358 camera.p = point (0, 0, 10);
346 camera.d = vec3 (0, 0, -1); 359 camera.d = vec3 (0, 0, -1);
350 363
351 glEnable (GL_CULL_FACE); 364 glEnable (GL_CULL_FACE);
352 glDisable (GL_ALPHA_TEST); 365 glDisable (GL_ALPHA_TEST);
353 glDisable (GL_BLEND); 366 glDisable (GL_BLEND);
354 367
355 init_shaders ();
356
357 osama_material osa_mat;
358
359 /* Loop until done. */ 368 /* Loop until done. */
360 frames = 0; 369 frames = 0;
361 370
371 linear_light mylight;
372 mylight.radius = 100000;
373 mylight.c = colour (1., 1, 1, 1.);
374 mylight.intensity = 1.F;
375
376 pass pass_light (&mylight);
377
362 while (!done) 378 while (!done)
363 { 379 {
364 char *sdl_error; 380 char *sdl_error;
365 SDL_Event event; 381 SDL_Event event;
366 382
374 camera.u = cross (camera.d, right); 390 camera.u = cross (camera.d, right);
375 391
376 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; 392 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
377 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; 393 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
378 394
379 osa_mat.begin (); 395 mylight.orig = camera.orig;
396 mylight.p = camera.p;
380 397
398 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
399
381 camera.begin (); 400 camera.begin ();
382 camera.render (view::DEPTH); 401 camera.render (view::DEPTH, pass_depth);
383 camera.render (view::POSTDEPTH); 402 camera.render (view::POSTDEPTH, pass_depth);
384 camera.render (view::LIGHTED); 403 camera.render (view::LIGHTED, pass_light);
385 camera.end (); 404 camera.end ();
386 405
387 SDL_GL_SwapBuffers (); 406 SDL_GL_SwapBuffers ();
388 timer.frame (); 407 timer.frame ();
389
390 osa_mat.end ();
391 408
392#if 0 409#if 0
393 /* Check for error conditions. */ 410 /* Check for error conditions. */
394 gl_error = glGetError (); 411 gl_error = glGetError ();
395 412
409 426
410 /* Check if there's a pending event. */ 427 /* Check if there's a pending event. */
411 while (SDL_PollEvent (&event)) 428 while (SDL_PollEvent (&event))
412 done = HandleEvent (&event); 429 done = HandleEvent (&event);
413 430
414
415 ++frames; 431 ++frames;
416 } 432 }
417 433
418 if (global_image) 434 if (global_image)
419 { 435 {
420 SDL_FreeSurface (global_image); 436 SDL_FreeSurface (global_image);
421 global_image = NULL; 437 global_image = NULL;
422 } 438 }
439
423 if (global_texture) 440 if (global_texture)
424 { 441 {
425 glDeleteTextures (1, &global_texture); 442 glDeleteTextures (1, &global_texture);
426 global_texture = 0; 443 global_texture = 0;
427 } 444 }

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