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> |
5 | #include <sh/sh.hpp> |
5 | #include <list> |
6 | |
6 | |
7 | using namespace SH; |
7 | #include "opengl.h" |
8 | |
8 | |
9 | #include "SDL.h" |
9 | #include "SDL.h" |
10 | |
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11 | #include "SDL_opengl.h" |
10 | #include "SDL_opengl.h" |
12 | |
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13 | /* Undefine this if you want a flat cube instead of a rainbow cube */ |
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14 | #define SHADED_CUBE |
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15 | |
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16 | /* Define this to be the name of the logo image to use with -logo */ |
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17 | #define LOGO_FILE "icon.bmp" |
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18 | |
11 | |
19 | static SDL_Surface *global_image = NULL; |
12 | static SDL_Surface *global_image = NULL; |
20 | static GLuint global_texture = 0; |
13 | static GLuint global_texture = 0; |
21 | |
14 | |
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15 | #include "util.h" |
22 | #include "entity.h" |
16 | #include "entity.h" |
23 | |
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24 | #include "txtprt_import.h" |
17 | #include "txtprt_import.h" |
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18 | #include "randlvl.h" |
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19 | |
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20 | bool doom3parse (const char *f); |
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21 | |
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22 | #include "shader.h" |
25 | |
23 | |
26 | /**********************************************************************/ |
24 | /**********************************************************************/ |
27 | |
25 | |
28 | view camera; |
26 | view camera; |
29 | vec3 camera_velocity; |
27 | vec3 camera_velocity; |
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28 | float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2; |
30 | float camera_velocity_factor = 10; |
29 | float camera_velocity_factor = 80; |
31 | |
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32 | ShColor3f color = ShColor3f(.5, 0.9, 0.2); |
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33 | ShPoint3f lightPos = ShPoint3f(0.0, 0.0, 10.0); |
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34 | ShMatrix4x4f mvp; |
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35 | ShProgram vsh, fsh; |
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36 | |
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37 | void |
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38 | init_shaders () |
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39 | { |
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40 | { |
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41 | vsh = SH_BEGIN_PROGRAM ("gpu:vertex") |
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42 | ShInputNormal3f normal; |
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43 | ShInputPosition4f p; |
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44 | |
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45 | ShOutputPoint4f ov; |
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46 | ShOutputNormal3f on; |
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47 | ShOutputVector3f lvv; |
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48 | ShOutputPosition4f opd; |
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49 | |
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50 | opd = mvp | p; |
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51 | on = normalize (mvp | normal); |
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52 | ov = -normalize (mvp | p); |
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53 | lvv = normalize (lightPos - (mvp | p) (0, 1, 2)); |
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54 | SH_END; |
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55 | } |
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56 | |
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57 | // declare and initialize diffuse color |
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58 | ShColor3f kd = ShColor3f (0.5, 0.7, 0.9); |
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59 | |
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60 | { |
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61 | fsh = SH_BEGIN_PROGRAM ("gpu:fragment") |
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62 | ShInputVector4f v; |
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63 | ShInputNormal3f n; |
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64 | ShInputVector3f lvv; |
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65 | ShInputPosition4f p; |
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66 | |
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67 | ShOutputColor3f out; |
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68 | out (0, 1, 2) = color * dot (normalize (n), normalize (lvv)); |
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69 | SH_END; |
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70 | } |
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71 | } |
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72 | |
30 | |
73 | void |
31 | void |
74 | HotKey_ToggleFullScreen (void) |
32 | HotKey_ToggleFullScreen (void) |
75 | { |
33 | { |
76 | SDL_Surface *screen; |
34 | SDL_Surface *screen; |
77 | |
35 | |
78 | screen = SDL_GetVideoSurface (); |
36 | screen = SDL_GetVideoSurface (); |
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37 | |
79 | if (SDL_WM_ToggleFullScreen (screen)) |
38 | if (SDL_WM_ToggleFullScreen (screen)) |
80 | printf ("Toggled fullscreen mode - now %s\n", |
39 | printf ("Toggled fullscreen mode - now %s\n", |
81 | (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); |
40 | (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); |
82 | else |
41 | else |
83 | printf ("Unable to toggle fullscreen mode\n"); |
42 | printf ("Unable to toggle fullscreen mode\n"); |
… | |
… | |
88 | { |
47 | { |
89 | SDL_GrabMode mode; |
48 | SDL_GrabMode mode; |
90 | |
49 | |
91 | printf ("Ctrl-G: toggling input grab!\n"); |
50 | printf ("Ctrl-G: toggling input grab!\n"); |
92 | mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); |
51 | mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); |
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52 | |
93 | if (mode == SDL_GRAB_ON) |
53 | if (mode == SDL_GRAB_ON) |
94 | printf ("Grab was on\n"); |
54 | printf ("Grab was on\n"); |
95 | else |
55 | else |
96 | printf ("Grab was off\n"); |
56 | printf ("Grab was off\n"); |
97 | |
57 | |
98 | mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); |
58 | mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); |
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59 | |
99 | if (mode == SDL_GRAB_ON) |
60 | if (mode == SDL_GRAB_ON) |
100 | printf ("Grab is now on\n"); |
61 | printf ("Grab is now on\n"); |
101 | else |
62 | else |
102 | printf ("Grab is now off\n"); |
63 | printf ("Grab is now off\n"); |
103 | } |
64 | } |
… | |
… | |
113 | HandleEvent (SDL_Event * event) |
74 | HandleEvent (SDL_Event * event) |
114 | { |
75 | { |
115 | int done; |
76 | int done; |
116 | |
77 | |
117 | done = 0; |
78 | done = 0; |
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79 | |
118 | switch (event->type) |
80 | switch (event->type) |
119 | { |
81 | { |
120 | case SDL_ACTIVEEVENT: |
82 | case SDL_ACTIVEEVENT: |
121 | /* See what happened */ |
83 | /* See what happened */ |
122 | printf ("app %s ", event->active.gain ? "gained" : "lost"); |
84 | printf ("app %s ", event->active.gain ? "gained" : "lost"); |
123 | if (event->active.state & SDL_APPACTIVE) |
85 | if (event->active.state & SDL_APPACTIVE) |
124 | { |
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125 | printf ("active "); |
86 | printf ("active "); |
126 | } |
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127 | else if (event->active.state & SDL_APPMOUSEFOCUS) |
87 | else if (event->active.state & SDL_APPMOUSEFOCUS) |
128 | { |
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129 | printf ("mouse "); |
88 | printf ("mouse "); |
130 | } |
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131 | else if (event->active.state & SDL_APPINPUTFOCUS) |
89 | else if (event->active.state & SDL_APPINPUTFOCUS) |
132 | { |
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133 | printf ("input "); |
90 | printf ("input "); |
134 | } |
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135 | |
91 | |
136 | printf ("focus\n"); |
92 | printf ("focus\n"); |
137 | break; |
93 | break; |
138 | |
94 | |
139 | #define VELOCITY 10 |
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140 | case SDL_KEYDOWN: |
95 | case SDL_KEYDOWN: |
141 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
96 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
142 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; |
97 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; |
143 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--; |
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144 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; |
98 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++; |
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99 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--; |
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100 | if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++; |
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101 | if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--; |
145 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; |
102 | if (event->key.keysym.sym == SDLK_e) camera_velocity.y--; |
146 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; |
103 | if (event->key.keysym.sym == SDLK_q) camera_velocity.y++; |
147 | if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; |
104 | if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; |
148 | if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; |
105 | if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; |
149 | |
106 | |
150 | if (event->key.keysym.sym == SDLK_ESCAPE) |
107 | if (event->key.keysym.sym == SDLK_ESCAPE) |
151 | done = 1; |
108 | done = 1; |
152 | |
109 | |
153 | if ((event->key.keysym.sym == SDLK_g) && |
110 | if ((event->key.keysym.sym == SDLK_g) && |
… | |
… | |
165 | break; |
122 | break; |
166 | |
123 | |
167 | case SDL_KEYUP: |
124 | case SDL_KEYUP: |
168 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; |
125 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; |
169 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
126 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
170 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; |
127 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++; |
171 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; |
128 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--; |
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129 | if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--; |
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130 | if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++; |
172 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; |
131 | if (event->key.keysym.sym == SDLK_e) camera_velocity.y++; |
173 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; |
132 | if (event->key.keysym.sym == SDLK_q) camera_velocity.y--; |
174 | break; |
133 | break; |
175 | |
134 | |
176 | case SDL_QUIT: |
135 | case SDL_QUIT: |
177 | done = 1; |
136 | done = 1; |
178 | break; |
137 | break; |
179 | } |
138 | } |
180 | |
139 | |
181 | return (done); |
140 | return (done); |
182 | } |
141 | } |
183 | |
142 | |
184 | /* Quick utility function for texture creation */ |
143 | void draw_floor (int size, int dx, int dy, int dz) |
185 | static int |
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186 | power_of_two (int input) |
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187 | { |
144 | { |
188 | int value = 1; |
145 | int x, z, ry; |
189 | |
146 | |
190 | while (value < input) |
147 | for (x = 0; x < 10; x++) |
191 | { |
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192 | value <<= 1; |
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193 | } |
148 | { |
194 | return value; |
149 | for (z = 0; z < 10; z++) |
195 | } |
150 | { |
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151 | vector<vertex_t2f_n3f_v3f> pts; |
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152 | pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0))); |
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153 | pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); |
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154 | pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1))); |
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155 | pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0))); |
196 | |
156 | |
197 | GLuint |
157 | geometry_quads *q = new geometry_quads; |
198 | SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) |
158 | //q->m = new simple_material; |
199 | { |
159 | q->set (pts); |
200 | GLuint texture; |
160 | entity *e = new entity (q); |
201 | int w, h; |
161 | e->move (vec3 (dx + x * size, dy, dz + z * size)); |
202 | SDL_Surface *image; |
162 | e->show (); |
203 | SDL_Rect area; |
163 | } |
204 | Uint32 saved_flags; |
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205 | Uint8 saved_alpha; |
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206 | |
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207 | /* Use the surface width and height expanded to powers of 2 */ |
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208 | w = power_of_two (surface->w); |
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209 | h = power_of_two (surface->h); |
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210 | texcoord[0] = 0.0f; /* Min X */ |
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211 | texcoord[1] = 0.0f; /* Min Y */ |
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212 | texcoord[2] = (GLfloat) surface->w / w; /* Max X */ |
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213 | texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ |
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214 | |
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215 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
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216 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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217 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
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218 | #else |
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219 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
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220 | #endif |
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221 | ); |
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222 | if (image == NULL) |
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223 | { |
164 | } |
224 | return 0; |
165 | } |
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166 | |
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167 | void draw_test_nurb () |
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168 | { |
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169 | geometry_nurbs *q = new geometry_nurbs; |
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170 | q->set (); |
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171 | entity *e = new entity (q); |
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172 | e->move (vec3 (10, 3, -4)); |
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173 | e->show (); |
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174 | } |
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175 | |
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176 | void fisch (vec3 center, GLfloat radius, int depth) |
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177 | { |
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178 | entity *planet = new entity (new geometry_sphere (testmat, radius)); |
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179 | planet->move (center); |
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180 | planet->show (); |
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181 | |
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182 | if (--depth) |
225 | } |
183 | { |
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184 | GLfloat r2 = radius * .1F; |
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185 | GLfloat r3 = radius + r2; |
226 | |
186 | |
227 | /* Save the alpha blending attributes */ |
187 | fisch (center + vec3 (r3, 0, 0), r2, depth); |
228 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
188 | fisch (center + vec3 (0, 0, r3), r2, depth); |
229 | saved_alpha = surface->format->alpha; |
189 | fisch (center + vec3 (-r3, 0, 0), r2, depth); |
230 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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231 | { |
190 | } |
232 | SDL_SetAlpha (surface, 0, 0); |
191 | } |
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192 | |
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193 | extern void draw_level (); |
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194 | |
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195 | std::list<entity_moveable *> moveables; |
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196 | |
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197 | void perfom_moves () |
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198 | { |
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199 | for (std::list<entity_moveable *>::iterator i = moveables.begin (); i != moveables.end (); ++i) |
233 | } |
200 | { |
234 | |
201 | (*i)->perform_step (timer.diff); |
235 | /* Copy the surface into the GL texture image */ |
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236 | area.x = 0; |
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237 | area.y = 0; |
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238 | area.w = surface->w; |
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239 | area.h = surface->h; |
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240 | SDL_BlitSurface (surface, &area, image, &area); |
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241 | |
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242 | /* Restore the alpha blending attributes */ |
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243 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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244 | { |
202 | } |
245 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
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246 | } |
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247 | |
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248 | /* Create an OpenGL texture for the image */ |
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249 | glGenTextures (1, &texture); |
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250 | glBindTexture (GL_TEXTURE_2D, texture); |
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251 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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252 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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253 | glTexImage2D (GL_TEXTURE_2D, |
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254 | 0, |
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255 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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256 | SDL_FreeSurface (image); /* No longer needed */ |
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257 | |
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258 | return texture; |
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259 | } |
203 | } |
260 | |
204 | |
261 | int |
205 | int |
262 | RunGLTest (int argc, char *argv[], |
206 | RunGLTest (int argc, char *argv[], |
263 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
207 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
… | |
… | |
266 | int rgb_size[3]; |
210 | int rgb_size[3]; |
267 | int w = 640; |
211 | int w = 640; |
268 | int h = 480; |
212 | int h = 480; |
269 | int done = 0; |
213 | int done = 0; |
270 | int frames; |
214 | int frames; |
271 | Uint32 start_time, this_time; |
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272 | Uint32 video_flags; |
215 | Uint32 video_flags; |
273 | int value; |
216 | int value; |
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217 | GLenum gl_error; |
274 | |
218 | |
275 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
219 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
276 | { |
220 | { |
277 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
221 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
278 | exit (1); |
222 | exit (1); |
… | |
… | |
320 | } |
264 | } |
321 | |
265 | |
322 | SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); |
266 | SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); |
323 | SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); |
267 | SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); |
324 | SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); |
268 | SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); |
325 | SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); |
269 | SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24); |
326 | SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); |
270 | SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); |
327 | |
271 | |
328 | if (fsaa) |
272 | if (fsaa) |
329 | { |
273 | { |
330 | SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); |
274 | SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); |
… | |
… | |
336 | fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); |
280 | fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); |
337 | SDL_Quit (); |
281 | SDL_Quit (); |
338 | exit (1); |
282 | exit (1); |
339 | } |
283 | } |
340 | |
284 | |
341 | printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); |
285 | //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); |
342 | printf ("\n"); |
286 | //printf ("\n"); |
343 | printf ("Vendor : %s\n", glGetString (GL_VENDOR)); |
287 | //printf ("Vendor : %s\n", glGetString (GL_VENDOR)); |
344 | printf ("Renderer : %s\n", glGetString (GL_RENDERER)); |
288 | //printf ("Renderer : %s\n", glGetString (GL_RENDERER)); |
345 | printf ("Version : %s\n", glGetString (GL_VERSION)); |
289 | //printf ("Version : %s\n", glGetString (GL_VERSION)); |
346 | printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); |
290 | //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); |
347 | printf ("\n"); |
291 | printf ("\n"); |
348 | |
292 | |
349 | SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); |
293 | SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); |
350 | printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); |
294 | printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); |
351 | SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); |
295 | SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); |
… | |
… | |
371 | |
315 | |
372 | /* Set the gamma for the window */ |
316 | /* Set the gamma for the window */ |
373 | if (gamma != 0.0) |
317 | if (gamma != 0.0) |
374 | SDL_SetGamma (gamma, gamma, gamma); |
318 | SDL_SetGamma (gamma, gamma, gamma); |
375 | |
319 | |
376 | // load a entity |
320 | testmat = new test_material; |
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321 | testmat2 = new test_material2; |
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322 | |
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323 | entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10)); |
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324 | planet->move (vec3 (0, 0, -20)); |
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325 | planet->show (); |
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326 | |
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327 | planet->v = vec3 (10, 0, 0); |
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328 | moveables.push_back (planet); |
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329 | |
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330 | doom3parse ("test.proc"); |
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331 | |
377 | for (int i = 0; i < 7; i++) |
332 | for (int i = 0; i < 20; i++) |
378 | { |
333 | { |
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334 | // load a entity |
379 | txtprt_parser p; |
335 | txtprt_parser p; |
380 | entity_transform *f = new entity_transform; |
336 | geometry *g; |
381 | entity *e; |
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382 | try |
337 | try |
383 | { |
338 | { |
384 | e = p.read ("test.blasc"); |
339 | g = p.read ("test.blasc"); |
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340 | } |
385 | } catch (txtprt_i_exception & e) |
341 | catch (txtprt_i_exception & e) |
386 | { |
342 | { |
387 | cout << "ERR: " << e.msg << endl; |
343 | cout << "ERR: " << e.msg << endl; |
388 | } |
344 | } |
389 | f->set (e); |
345 | |
390 | f->update (gl_matrix::translation (vec3 (0, -1, -i*5))); |
346 | entity *e = new entity (g); |
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347 | e->move (vec3 (i*5, -3, -i*10)); |
391 | f->show (); |
348 | e->show (); |
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349 | } |
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350 | |
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351 | { |
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352 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
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353 | //entity *planet = new entity (new geometry_sphere (1e9)); |
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354 | //planet->move (vec3 (0, 0, -1.5e9)); |
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355 | //planet->show (); |
392 | } |
356 | } |
393 | |
357 | |
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358 | { |
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359 | entity *planet = new entity (new geometry_sphere (testmat, 4e15)); |
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360 | planet->move (vec3 (0, 0, 1e17)); |
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361 | planet->show (); |
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362 | } |
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363 | |
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364 | { |
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365 | RandomBuilding r; |
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366 | entity *randlvl = r.draw (1000, 1000, 200); |
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367 | randlvl->move (vec3 (0, 0, 0)); |
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368 | randlvl->show (); |
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369 | |
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370 | entity *randlvl2 = r.draw (1000, 10000, 1000); |
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371 | randlvl2->move (vec3 (-20000, 0, 0)); |
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372 | randlvl2->show (); |
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373 | |
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374 | entity *randlvl3 = r.draw (100, 30, 3); |
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375 | randlvl3->move (vec3 (-1000, 0, 0)); |
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376 | randlvl3->show (); |
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377 | |
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378 | |
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379 | entity *randlvl4 = r.draw (100, 1000000, 100000); |
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380 | randlvl4->move (vec3 (0, -1001000, 0)); |
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381 | randlvl4->show (); |
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382 | } |
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383 | |
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384 | //draw_floor (10, -500, -10, -1000); |
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385 | draw_level (); |
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386 | |
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387 | #if 0 |
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388 | { |
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389 | geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); |
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390 | entity *e = new entity (hf); |
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391 | e->move (vec3 (-100000, -100000 * 0.01, -100000)); |
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392 | e->show (); |
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393 | } |
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394 | #endif |
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395 | |
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396 | //draw_test_nurb (); |
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397 | |
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398 | //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; |
394 | camera.orig.x = camera.orig.y = camera.orig.z = 0; |
399 | camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; |
395 | camera.p = point (0, 0, 10); |
400 | camera.p = point (0, 0, 10); |
396 | camera.d = vec3 (0, 0, -1); |
401 | camera.d = vec3 (0, 0, -1); |
397 | camera.u = vec3 (0, 1, 0); |
402 | camera.u = vec3 (0, 1, 0); |
398 | camera.w = w; camera.h = h; |
403 | camera.w = w; camera.h = h; |
399 | camera.fov = 90; |
404 | camera.fov = 40.; |
400 | |
405 | |
401 | glMatrixMode (GL_MODELVIEW); |
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402 | glLoadIdentity (); |
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403 | |
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404 | glEnable (GL_CULL_FACE); |
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405 | glEnable (GL_DEPTH_TEST); |
406 | glDisable (GL_ALPHA_TEST); |
406 | shInit(); |
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407 | shSetBackend("arb"); |
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408 | glEnable(GL_VERTEX_PROGRAM_ARB); |
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409 | glEnable(GL_FRAGMENT_PROGRAM_ARB); |
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410 | |
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411 | init_shaders(); |
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|
412 | shBind(vsh); |
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413 | shBind(fsh); |
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414 | glShadeModel (GL_SMOOTH); |
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415 | |
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416 | glEnable (GL_LIGHTING); |
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417 | //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; |
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418 | //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); |
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419 | //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); |
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|
420 | glEnable (GL_LIGHT0); |
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|
421 | |
407 | |
422 | /* Loop until done. */ |
408 | /* Loop until done. */ |
423 | start_time = SDL_GetTicks (); |
|
|
424 | frames = 0; |
409 | frames = 0; |
425 | |
410 | |
426 | draw_context c (camera); |
411 | linear_light mylight2;//mylight, mylight2; |
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|
412 | |
|
|
413 | // mylight.radius = 100000; |
|
|
414 | // mylight.c = colour (1., 1, 1, 1.); |
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|
415 | // mylight.intensity = 1.F; |
|
|
416 | |
|
|
417 | mylight2.radius = 100000; |
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|
418 | mylight2.c = colour (1., 1., 1., 1.); |
|
|
419 | mylight2.intensity = 1.F; |
|
|
420 | mylight2.orig.x = 0; mylight2.orig.y = 0; mylight2.orig.z = 0; |
|
|
421 | mylight2.p.x = 0; mylight2.p.y = 0; mylight2.p.z = 0; |
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|
422 | |
|
|
423 | //pass_data pass_light (&mylight); |
|
|
424 | pass_data pass_light2 (&mylight2); |
427 | |
425 | |
428 | while (!done) |
426 | while (!done) |
429 | { |
427 | { |
430 | GLenum gl_error; |
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|
431 | char *sdl_error; |
428 | char *sdl_error; |
432 | SDL_Event event; |
429 | SDL_Event event; |
433 | |
430 | |
434 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
431 | camera_angle += 90 * camera_velocity_angle * timer.diff; |
|
|
432 | camera_angle2 += 90 * camera_velocity_angle2 * timer.diff; |
435 | |
433 | |
436 | camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; |
434 | vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); |
437 | camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; |
435 | vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; |
438 | camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff; |
|
|
439 | |
436 | |
440 | GLfloat lightp[4]; |
437 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
|
|
438 | camera.u = cross (camera.d, right); |
|
|
439 | |
|
|
440 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
|
|
441 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
|
|
442 | |
|
|
443 | //mylight.orig = camera.orig; |
441 | lightp[0] = camera.p.x; |
444 | //mylight.p = camera.p; |
442 | lightp[1] = camera.p.y; |
|
|
443 | lightp[2] = camera.p.z; |
|
|
444 | lightp[3] = 1; |
|
|
445 | glLightfv (GL_LIGHT0, GL_POSITION, lightp); |
|
|
446 | |
445 | |
447 | #if 0 |
446 | mylight2.orig = camera.orig; |
448 | static GLfloat ry; |
447 | mylight2.p = vec3 (sin (timer.now / 2) * 100000, 1, cos (timer.now / 2) * 100000); |
449 | ry += 0.001; |
448 | |
450 | camera.d.x = cos (ry); |
449 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
|
|
450 | |
451 | camera.d.z = sin (ry); |
451 | camera.begin (); |
452 | //camera.d.y = sin (ry * 0.1); |
452 | camera.render (pass_depth); |
453 | #endif |
453 | camera.render (pass_postdepth); |
454 | |
454 | camera.render (pass_light2); |
455 | c.mode = draw_context::DEPTH; |
455 | //camera.render (view::LIGHTED, pass_light2); |
456 | camera.draw (c); |
456 | camera.end (); |
457 | c.mode = draw_context::LIGHTED; |
457 | |
458 | camera.draw (c); |
458 | perfom_moves (); |
459 | |
459 | |
460 | SDL_GL_SwapBuffers (); |
460 | SDL_GL_SwapBuffers (); |
461 | timer.frame (); |
461 | timer.frame (); |
462 | |
462 | |
|
|
463 | #if 0 |
463 | /* Check for error conditions. */ |
464 | /* Check for error conditions. */ |
464 | gl_error = glGetError (); |
465 | gl_error = glGetError (); |
465 | |
466 | |
466 | if (gl_error != GL_NO_ERROR) |
|
|
467 | fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
467 | if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
468 | |
468 | |
469 | sdl_error = SDL_GetError (); |
469 | sdl_error = SDL_GetError (); |
470 | |
470 | |
471 | if (sdl_error[0] != '\0') |
471 | if (sdl_error[0] != '\0') |
472 | { |
472 | { |
473 | fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); |
473 | fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); |
474 | SDL_ClearError (); |
474 | SDL_ClearError (); |
475 | } |
475 | } |
476 | |
476 | |
477 | /* Allow the user to see what's happening */ |
477 | /* Allow the user to see what's happening */ |
478 | //SDL_Delay (20); |
478 | //SDL_Delay (40); |
|
|
479 | #endif |
479 | |
480 | |
480 | /* Check if there's a pending event. */ |
481 | /* Check if there's a pending event. */ |
481 | while (SDL_PollEvent (&event)) |
482 | while (SDL_PollEvent (&event)) |
482 | done = HandleEvent (&event); |
483 | done = HandleEvent (&event); |
483 | |
484 | |
484 | |
|
|
485 | ++frames; |
485 | ++frames; |
486 | } |
|
|
487 | |
|
|
488 | /* Print out the frames per second */ |
|
|
489 | this_time = SDL_GetTicks (); |
|
|
490 | if (this_time != start_time) |
|
|
491 | { |
|
|
492 | printf ("%2.2f FPS\n", |
|
|
493 | ((float) frames / (this_time - start_time)) * 1000.0); |
|
|
494 | } |
486 | } |
495 | |
487 | |
496 | if (global_image) |
488 | if (global_image) |
497 | { |
489 | { |
498 | SDL_FreeSurface (global_image); |
490 | SDL_FreeSurface (global_image); |
499 | global_image = NULL; |
491 | global_image = NULL; |
500 | } |
492 | } |
|
|
493 | |
501 | if (global_texture) |
494 | if (global_texture) |
502 | { |
495 | { |
503 | glDeleteTextures (1, &global_texture); |
496 | glDeleteTextures (1, &global_texture); |
504 | global_texture = 0; |
497 | global_texture = 0; |
505 | } |
498 | } |
506 | |
499 | |
507 | /* Destroy our GL context, etc. */ |
500 | /* Destroy our GL context, etc. */ |
508 | SDL_Quit (); |
501 | SDL_Quit (); |
509 | return (0); |
502 | return (0); |
510 | } |
503 | } |
511 | |
|
|
512 | int |
504 | int |
513 | main (int argc, char *argv[]) |
505 | main (int argc, char *argv[]) |
514 | { |
506 | { |
515 | int i, logo; |
507 | int i, logo; |
516 | int numtests; |
508 | int numtests; |