… | |
… | |
316 | /* Set the gamma for the window */ |
316 | /* Set the gamma for the window */ |
317 | if (gamma != 0.0) |
317 | if (gamma != 0.0) |
318 | SDL_SetGamma (gamma, gamma, gamma); |
318 | SDL_SetGamma (gamma, gamma, gamma); |
319 | |
319 | |
320 | testmat = new test_material; |
320 | testmat = new test_material; |
|
|
321 | testmat2 = new test_material2; |
321 | |
322 | |
322 | entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10)); |
323 | entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10)); |
323 | planet->move (vec3 (0, 0, -20)); |
324 | planet->move (vec3 (0, 0, -20)); |
324 | planet->show (); |
325 | planet->show (); |
325 | |
326 | |
… | |
… | |
400 | glDisable (GL_ALPHA_TEST); |
401 | glDisable (GL_ALPHA_TEST); |
401 | |
402 | |
402 | /* Loop until done. */ |
403 | /* Loop until done. */ |
403 | frames = 0; |
404 | frames = 0; |
404 | |
405 | |
405 | linear_light mylight, mylight2; |
406 | linear_light mylight2;//mylight, mylight2; |
406 | |
407 | |
407 | mylight.radius = 100000; |
408 | // mylight.radius = 100000; |
408 | mylight.c = colour (1., 1, 1, 1.); |
409 | // mylight.c = colour (1., 1, 1, 1.); |
409 | mylight.intensity = 1.F; |
410 | // mylight.intensity = 1.F; |
410 | |
411 | |
411 | mylight2.radius = 100000; |
412 | mylight2.radius = 100000; |
412 | mylight2.c = colour (1., 0, 0, 1.); |
413 | mylight2.c = colour (1., 1., 1., 1.); |
413 | mylight2.intensity = 1.F; |
414 | mylight2.intensity = 1.F; |
|
|
415 | mylight2.orig.x = 0; mylight2.orig.y = 0; mylight2.orig.z = 0; |
|
|
416 | mylight2.p.x = 0; mylight2.p.y = 0; mylight2.p.z = 0; |
414 | |
417 | |
415 | pass_data pass_light (&mylight); |
418 | //pass_data pass_light (&mylight); |
416 | pass_data pass_light2 (&mylight2); |
419 | pass_data pass_light2 (&mylight2); |
417 | |
420 | |
418 | while (!done) |
421 | while (!done) |
419 | { |
422 | { |
420 | char *sdl_error; |
423 | char *sdl_error; |
… | |
… | |
430 | camera.u = cross (camera.d, right); |
433 | camera.u = cross (camera.d, right); |
431 | |
434 | |
432 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
435 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
433 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
436 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
434 | |
437 | |
435 | mylight.orig = camera.orig; |
438 | //mylight.orig = camera.orig; |
436 | mylight.p = camera.p; |
439 | //mylight.p = camera.p; |
437 | |
440 | |
438 | mylight2.orig = camera.orig; |
441 | //mylight2.orig = camera.orig; |
439 | mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100); |
442 | //mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100); |
440 | |
443 | |
441 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
444 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
442 | |
445 | |
443 | camera.begin (); |
446 | camera.begin (); |
444 | camera.render (pass_depth); |
447 | camera.render (pass_depth); |
445 | camera.render (pass_postdepth); |
448 | camera.render (pass_postdepth); |
446 | camera.render (pass_light); |
449 | camera.render (pass_light2); |
447 | //camera.render (view::LIGHTED, pass_light2); |
450 | //camera.render (view::LIGHTED, pass_light2); |
448 | camera.end (); |
451 | camera.end (); |
449 | |
452 | |
450 | perfom_moves (); |
453 | perfom_moves (); |
451 | |
454 | |