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Comparing libgender/test.C (file contents):
Revision 1.26 by root, Tue Oct 5 03:39:47 2004 UTC vs.
Revision 1.99 by root, Mon Feb 7 08:16:31 2005 UTC

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
7using namespace SH; 7#include "opengl.h"
8 8
9#include "SDL.h" 9#include "SDL.h"
10
11#include "SDL_opengl.h" 10#include "SDL_opengl.h"
12
13/* Undefine this if you want a flat cube instead of a rainbow cube */
14#define SHADED_CUBE
15
16/* Define this to be the name of the logo image to use with -logo */
17#define LOGO_FILE "icon.bmp"
18 11
19static SDL_Surface *global_image = NULL; 12static SDL_Surface *global_image = NULL;
20static GLuint global_texture = 0; 13static GLuint global_texture = 0;
21 14
15#include "util.h"
22#include "entity.h" 16#include "entity.h"
23
24#include "txtprt_import.h" 17#include "txtprt_import.h"
18#include "randlvl.h"
19
20bool doom3parse (const char *f);
21
22#include "shader.h"
25 23
26/**********************************************************************/ 24/**********************************************************************/
27 25
28view camera; 26view camera;
29vec3 camera_velocity; 27vec3 camera_velocity;
28float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
30float camera_velocity_factor = 10; 29float camera_velocity_factor = 80;
31
32ShColor3f color = ShColor3f(.5, 0.9, 0.2);
33ShPoint3f lightPos = ShPoint3f(0.0, 0.0, 10.0);
34ShMatrix4x4f mvp;
35ShProgram vsh, fsh;
36
37void
38init_shaders ()
39{
40 {
41 vsh = SH_BEGIN_PROGRAM ("gpu:vertex")
42 ShInputNormal3f normal;
43 ShInputPosition4f p;
44
45 ShOutputPoint4f ov;
46 ShOutputNormal3f on;
47 ShOutputVector3f lvv;
48 ShOutputPosition4f opd;
49
50 opd = mvp | p;
51 on = normalize (mvp | normal);
52 ov = -normalize (mvp | p);
53 lvv = normalize (lightPos - (mvp | p) (0, 1, 2));
54 SH_END;
55 }
56
57 // declare and initialize diffuse color
58 ShColor3f kd = ShColor3f (0.5, 0.7, 0.9);
59
60 {
61 fsh = SH_BEGIN_PROGRAM ("gpu:fragment")
62 ShInputVector4f v;
63 ShInputNormal3f n;
64 ShInputVector3f lvv;
65 ShInputPosition4f p;
66
67 ShOutputColor3f out;
68 out (0, 1, 2) = color * dot (normalize (n), normalize (lvv));
69 SH_END;
70 }
71}
72 30
73void 31void
74HotKey_ToggleFullScreen (void) 32HotKey_ToggleFullScreen (void)
75{ 33{
76 SDL_Surface *screen; 34 SDL_Surface *screen;
77 35
78 screen = SDL_GetVideoSurface (); 36 screen = SDL_GetVideoSurface ();
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);
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);
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}
113HandleEvent (SDL_Event * event) 74HandleEvent (SDL_Event * event)
114{ 75{
115 int done; 76 int done;
116 77
117 done = 0; 78 done = 0;
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 {
125 printf ("active "); 86 printf ("active ");
126 }
127 else if (event->active.state & SDL_APPMOUSEFOCUS) 87 else if (event->active.state & SDL_APPMOUSEFOCUS)
128 {
129 printf ("mouse "); 88 printf ("mouse ");
130 }
131 else if (event->active.state & SDL_APPINPUTFOCUS) 89 else if (event->active.state & SDL_APPINPUTFOCUS)
132 {
133 printf ("input "); 90 printf ("input ");
134 }
135 91
136 printf ("focus\n"); 92 printf ("focus\n");
137 break; 93 break;
138 94
139#define VELOCITY 10
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--;
144 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; 98 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++;
99 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--;
100 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++;
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--;
129 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--;
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 */ 143void draw_floor (int size, int dx, int dy, int dz)
185static int
186power_of_two (int input)
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 {
192 value <<= 1;
193 } 148 {
194 return value; 149 for (z = 0; z < 10; z++)
195} 150 {
151 vector<vertex_t2f_n3f_v3f> pts;
152 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0)));
153 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
154 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
155 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
196 156
197GLuint 157 geometry_quads *q = new geometry_quads;
198SDL_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;
205 Uint8 saved_alpha;
206
207 /* Use the surface width and height expanded to powers of 2 */
208 w = power_of_two (surface->w);
209 h = power_of_two (surface->h);
210 texcoord[0] = 0.0f; /* Min X */
211 texcoord[1] = 0.0f; /* Min Y */
212 texcoord[2] = (GLfloat) surface->w / w; /* Max X */
213 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
214
215 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32,
216#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
217 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
218#else
219 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
220#endif
221 );
222 if (image == NULL)
223 { 164 }
224 return 0; 165}
166
167void draw_test_nurb ()
168{
169 geometry_nurbs *q = new geometry_nurbs;
170 q->set ();
171 entity *e = new entity (q);
172 e->move (vec3 (10, 3, -4));
173 e->show ();
174}
175
176void fisch (vec3 center, GLfloat radius, int depth)
177{
178 entity *planet = new entity (new geometry_sphere (testmat, radius));
179 planet->move (center);
180 planet->show ();
181
182 if (--depth)
225 } 183 {
184 GLfloat r2 = radius * .1F;
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)
231 { 190 }
232 SDL_SetAlpha (surface, 0, 0); 191}
192
193extern void draw_level ();
194
195std::list<entity_moveable *> moveables;
196
197void perfom_moves ()
198{
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 */
236 area.x = 0;
237 area.y = 0;
238 area.w = surface->w;
239 area.h = surface->h;
240 SDL_BlitSurface (surface, &area, image, &area);
241
242 /* Restore the alpha blending attributes */
243 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
244 { 202 }
245 SDL_SetAlpha (surface, saved_flags, saved_alpha);
246 }
247
248 /* Create an OpenGL texture for the image */
249 glGenTextures (1, &texture);
250 glBindTexture (GL_TEXTURE_2D, texture);
251 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
252 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
253 glTexImage2D (GL_TEXTURE_2D,
254 0,
255 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
256 SDL_FreeSurface (image); /* No longer needed */
257
258 return texture;
259} 203}
260 204
261int 205int
262RunGLTest (int argc, char *argv[], 206RunGLTest (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;
272 Uint32 video_flags; 215 Uint32 video_flags;
273 int value; 216 int value;
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;
321 testmat2 = new test_material2;
322
323 entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10));
324 planet->move (vec3 (0, 0, -20));
325 planet->show ();
326
327 planet->v = vec3 (10, 0, 0);
328 moveables.push_back (planet);
329
330 doom3parse ("test.proc");
331
377 for (int i = 0; i < 7; i++) 332 for (int i = 0; i < 20; i++)
378 { 333 {
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;
382 try 337 try
383 { 338 {
384 e = p.read ("test.blasc"); 339 g = p.read ("test.blasc");
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 (matrix::translation (vec3 (0, -1, -i*5))); 346 entity *e = new entity (g);
347 e->move (vec3 (i*5, -3, -i*10));
391 f->show (); 348 e->show ();
349 }
350
351 {
352 fisch (vec3 (0, 0, -2e9), 1e9, 8);
353 //entity *planet = new entity (new geometry_sphere (1e9));
354 //planet->move (vec3 (0, 0, -1.5e9));
355 //planet->show ();
392 } 356 }
393 357
358 {
359 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
360 planet->move (vec3 (0, 0, 1e17));
361 planet->show ();
362 }
363
364 {
365 RandomBuilding r;
366 entity *randlvl = r.draw (1000, 1000, 200);
367 randlvl->move (vec3 (0, 0, 0));
368 randlvl->show ();
369
370 entity *randlvl2 = r.draw (1000, 10000, 1000);
371 randlvl2->move (vec3 (-20000, 0, 0));
372 randlvl2->show ();
373
374 entity *randlvl3 = r.draw (100, 30, 3);
375 randlvl3->move (vec3 (-1000, 0, 0));
376 randlvl3->show ();
377
378
379 entity *randlvl4 = r.draw (100, 1000000, 100000);
380 randlvl4->move (vec3 (0, -1001000, 0));
381 randlvl4->show ();
382 }
383
384 //draw_floor (10, -500, -10, -1000);
385 draw_level ();
386
387#if 0
388 {
389 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.);
390 entity *e = new entity (hf);
391 e->move (vec3 (-100000, -100000 * 0.01, -100000));
392 e->show ();
393 }
394#endif
395
396 //draw_test_nurb ();
397
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);
402 glLoadIdentity ();
403
404 glEnable (GL_CULL_FACE);
405 glEnable (GL_DEPTH_TEST); 406 glDisable (GL_ALPHA_TEST);
406 shInit();
407 shSetBackend("arb");
408 glEnable(GL_VERTEX_PROGRAM_ARB);
409 glEnable(GL_FRAGMENT_PROGRAM_ARB);
410
411 init_shaders();
412 shBind(vsh);
413 shBind(fsh);
414 glShadeModel (GL_SMOOTH);
415
416 glEnable (GL_LIGHTING);
417 //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 };
418 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION);
419 //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc);
420 glEnable (GL_LIGHT0);
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;
412
413 // mylight.radius = 100000;
414 // mylight.c = colour (1., 1, 1, 1.);
415 // mylight.intensity = 1.F;
416
417 mylight2.radius = 100000;
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;
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;
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
512int 504int
513main (int argc, char *argv[]) 505main (int argc, char *argv[])
514{ 506{
515 int i, logo; 507 int i, logo;
516 int numtests; 508 int numtests;

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