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Comparing libgender/test.C (file contents):
Revision 1.53 by root, Sun Oct 10 00:00:52 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 <list>
6
7#include "opengl.h"
5 8
6#include "SDL.h" 9#include "SDL.h"
7#include "SDL_opengl.h" 10#include "SDL_opengl.h"
8 11
9static SDL_Surface *global_image = NULL; 12static SDL_Surface *global_image = NULL;
10static GLuint global_texture = 0; 13static GLuint global_texture = 0;
11 14
12#include "util.h" 15#include "util.h"
13#include "entity.h" 16#include "entity.h"
14#include "txtprt_import.h" 17#include "txtprt_import.h"
18#include "randlvl.h"
15 19
16CGcontext cgc; 20bool doom3parse (const char *f);
17CGprogram vsh, fsh;
18CGparameter mv, mvp, lightpos;
19CGprofile vsh_profile, fsh_profile;
20 21
21static void CheckCgError (void) 22#include "shader.h"
22{
23 CGerror err = cgGetError ();
24
25 if (err != CG_NO_ERROR)
26 {
27 printf("CG error: %s\n", cgGetErrorString (err));
28 exit(1);
29 }
30}
31 23
32/**********************************************************************/ 24/**********************************************************************/
33 25
34view camera; 26view camera;
35vec3 camera_velocity; 27vec3 camera_velocity;
40HotKey_ToggleFullScreen (void) 32HotKey_ToggleFullScreen (void)
41{ 33{
42 SDL_Surface *screen; 34 SDL_Surface *screen;
43 35
44 screen = SDL_GetVideoSurface (); 36 screen = SDL_GetVideoSurface ();
37
45 if (SDL_WM_ToggleFullScreen (screen)) 38 if (SDL_WM_ToggleFullScreen (screen))
46 printf ("Toggled fullscreen mode - now %s\n", 39 printf ("Toggled fullscreen mode - now %s\n",
47 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); 40 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed");
48 else 41 else
49 printf ("Unable to toggle fullscreen mode\n"); 42 printf ("Unable to toggle fullscreen mode\n");
54{ 47{
55 SDL_GrabMode mode; 48 SDL_GrabMode mode;
56 49
57 printf ("Ctrl-G: toggling input grab!\n"); 50 printf ("Ctrl-G: toggling input grab!\n");
58 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); 51 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY);
52
59 if (mode == SDL_GRAB_ON) 53 if (mode == SDL_GRAB_ON)
60 printf ("Grab was on\n"); 54 printf ("Grab was on\n");
61 else 55 else
62 printf ("Grab was off\n"); 56 printf ("Grab was off\n");
63 57
64 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); 58 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON);
59
65 if (mode == SDL_GRAB_ON) 60 if (mode == SDL_GRAB_ON)
66 printf ("Grab is now on\n"); 61 printf ("Grab is now on\n");
67 else 62 else
68 printf ("Grab is now off\n"); 63 printf ("Grab is now off\n");
69} 64}
79HandleEvent (SDL_Event * event) 74HandleEvent (SDL_Event * event)
80{ 75{
81 int done; 76 int done;
82 77
83 done = 0; 78 done = 0;
79
84 switch (event->type) 80 switch (event->type)
85 { 81 {
86 case SDL_ACTIVEEVENT: 82 case SDL_ACTIVEEVENT:
87 /* See what happened */ 83 /* See what happened */
88 printf ("app %s ", event->active.gain ? "gained" : "lost"); 84 printf ("app %s ", event->active.gain ? "gained" : "lost");
89 if (event->active.state & SDL_APPACTIVE) 85 if (event->active.state & SDL_APPACTIVE)
90 {
91 printf ("active "); 86 printf ("active ");
92 }
93 else if (event->active.state & SDL_APPMOUSEFOCUS) 87 else if (event->active.state & SDL_APPMOUSEFOCUS)
94 {
95 printf ("mouse "); 88 printf ("mouse ");
96 }
97 else if (event->active.state & SDL_APPINPUTFOCUS) 89 else if (event->active.state & SDL_APPINPUTFOCUS)
98 {
99 printf ("input "); 90 printf ("input ");
100 }
101 91
102 printf ("focus\n"); 92 printf ("focus\n");
103 break; 93 break;
104 94
105 case SDL_KEYDOWN: 95 case SDL_KEYDOWN:
152 142
153void draw_floor (int size, int dx, int dy, int dz) 143void draw_floor (int size, int dx, int dy, int dz)
154{ 144{
155 int x, z, ry; 145 int x, z, ry;
156 146
157 for (x = 0; x < 100; x++) 147 for (x = 0; x < 10; x++)
158 { 148 {
159 for (z = 0; z < 100; z++) 149 for (z = 0; z < 10; z++)
160 { 150 {
161 vector<vertex2d> pts; 151 vector<vertex_t2f_n3f_v3f> pts;
162 pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0))); 152 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0)));
163 pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1))); 153 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
164 pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1))); 154 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
165 pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0))); 155 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
166 156
167 geometry_quads *q = new geometry_quads; 157 geometry_quads *q = new geometry_quads;
158 //q->m = new simple_material;
168 q->set (pts); 159 q->set (pts);
169 entity *e = new entity (q); 160 entity *e = new entity (q);
170 e->move (vec3 (dx + x * size, dy, dz + z * size)); 161 e->move (vec3 (dx + x * size, dy, dz + z * size));
171 e->show (); 162 e->show ();
172 } 163 }
178 geometry_nurbs *q = new geometry_nurbs; 169 geometry_nurbs *q = new geometry_nurbs;
179 q->set (); 170 q->set ();
180 entity *e = new entity (q); 171 entity *e = new entity (q);
181 e->move (vec3 (10, 3, -4)); 172 e->move (vec3 (10, 3, -4));
182 e->show (); 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)
183 {
184 GLfloat r2 = radius * .1F;
185 GLfloat r3 = radius + r2;
186
187 fisch (center + vec3 (r3, 0, 0), r2, depth);
188 fisch (center + vec3 (0, 0, r3), r2, depth);
189 fisch (center + vec3 (-r3, 0, 0), r2, depth);
190 }
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)
200 {
201 (*i)->perform_step (timer.diff);
202 }
183} 203}
184 204
185int 205int
186RunGLTest (int argc, char *argv[], 206RunGLTest (int argc, char *argv[],
187 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)
190 int rgb_size[3]; 210 int rgb_size[3];
191 int w = 640; 211 int w = 640;
192 int h = 480; 212 int h = 480;
193 int done = 0; 213 int done = 0;
194 int frames; 214 int frames;
195 Uint32 start_time, this_time;
196 Uint32 video_flags; 215 Uint32 video_flags;
197 int value; 216 int value;
198 GLenum gl_error; 217 GLenum gl_error;
199 218
200 if (SDL_Init (SDL_INIT_VIDEO) < 0) 219 if (SDL_Init (SDL_INIT_VIDEO) < 0)
245 } 264 }
246 265
247 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 266 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
248 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 267 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
249 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 268 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
250 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 269 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
251 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 270 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
252 271
253 if (fsaa) 272 if (fsaa)
254 { 273 {
255 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); 274 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
261 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); 280 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ());
262 SDL_Quit (); 281 SDL_Quit ();
263 exit (1); 282 exit (1);
264 } 283 }
265 284
266 printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); 285 //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel);
267 printf ("\n"); 286 //printf ("\n");
268 printf ("Vendor : %s\n", glGetString (GL_VENDOR)); 287 //printf ("Vendor : %s\n", glGetString (GL_VENDOR));
269 printf ("Renderer : %s\n", glGetString (GL_RENDERER)); 288 //printf ("Renderer : %s\n", glGetString (GL_RENDERER));
270 printf ("Version : %s\n", glGetString (GL_VERSION)); 289 //printf ("Version : %s\n", glGetString (GL_VERSION));
271 printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); 290 //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS));
272 printf ("\n"); 291 printf ("\n");
273 292
274 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); 293 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value);
275 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);
276 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); 295 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value);
296 315
297 /* Set the gamma for the window */ 316 /* Set the gamma for the window */
298 if (gamma != 0.0) 317 if (gamma != 0.0)
299 SDL_SetGamma (gamma, gamma, gamma); 318 SDL_SetGamma (gamma, gamma, gamma);
300 319
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
301 for (int i = 0; i < 1; i++) 332 for (int i = 0; i < 20; i++)
302 { 333 {
303 // load a entity 334 // load a entity
304 txtprt_parser p; 335 txtprt_parser p;
305 geometry *g; 336 geometry *g;
306 try 337 try
315 entity *e = new entity (g); 346 entity *e = new entity (g);
316 e->move (vec3 (i*5, -3, -i*10)); 347 e->move (vec3 (i*5, -3, -i*10));
317 e->show (); 348 e->show ();
318 } 349 }
319 350
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 ();
356 }
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
320 draw_floor (10, -500, -10, -1000); 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
321 //draw_test_nurb (); 396 //draw_test_nurb ();
322 397
398 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
323 camera.orig.x = camera.orig.y = camera.orig.z = 0; 399 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
324 camera.p = point (0, 0, 10); 400 camera.p = point (0, 0, 10);
325 camera.d = vec3 (0, 0, -1); 401 camera.d = vec3 (0, 0, -1);
326 camera.u = vec3 (0, 1, 0); 402 camera.u = vec3 (0, 1, 0);
327 camera.w = w; camera.h = h; 403 camera.w = w; camera.h = h;
328 camera.fov = 35; 404 camera.fov = 40.;
329 camera.z_near = 1.;
330 405
331 glMatrixMode (GL_MODELVIEW);
332 glLoadIdentity ();
333
334 glEnable (GL_CULL_FACE);
335 glEnable (GL_DEPTH_TEST); 406 glDisable (GL_ALPHA_TEST);
336
337 glShadeModel (GL_SMOOTH);
338
339 glEnable (GL_LIGHTING);
340 glEnable (GL_LIGHT0);
341
342 cgc = cgCreateContext ();
343
344 vsh_profile = CG_PROFILE_ARBVP1;
345 //if (cgGLIsProfileSupported (CG_PROFILE_VP30)) vsh_profile = CG_PROFILE_VP30;
346 //if (cgGLIsProfileSupported (CG_PROFILE_VP40)) vsh_profile = CG_PROFILE_VP40;
347 fsh_profile = CG_PROFILE_ARBFP1;
348 //if (cgGLIsProfileSupported (CG_PROFILE_FP30)) fsh_profile = CG_PROFILE_FP30;
349 //if (cgGLIsProfileSupported (CG_PROFILE_FP40)) fsh_profile = CG_PROFILE_FP40;
350
351 vsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "vsh.cg", vsh_profile, 0, 0);
352 CheckCgError ();
353 cgGLLoadProgram (vsh);
354 CheckCgError ();
355 mv = cgGetNamedParameter (vsh, "WorldProj");
356 mvp = cgGetNamedParameter (vsh, "WorldViewProj");
357 lightpos = cgGetNamedParameter (vsh, "LightPos");
358 CheckCgError ();
359
360 CGparameter g_Texture; // the texture parameter
361
362
363 fsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "fsh.cg", fsh_profile, 0, 0);
364 Texture t("o.jpg");
365 g_Texture = cgGetNamedParameter(fsh, "Texture"); // the texture cg-warper ;)
366 cgGLSetTextureParameter(g_Texture, t.texture); // Bind the texture number 999 to g_Texture
367 CheckCgError ();
368 cgGLLoadProgram (fsh);
369 CheckCgError ();
370
371 cgGLBindProgram (vsh);
372 CheckCgError ();
373 cgGLBindProgram (fsh);
374 CheckCgError ();
375 407
376 /* Loop until done. */ 408 /* Loop until done. */
377 start_time = SDL_GetTicks ();
378 frames = 0; 409 frames = 0;
410
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);
379 425
380 while (!done) 426 while (!done)
381 { 427 {
382 char *sdl_error; 428 char *sdl_error;
383 SDL_Event event; 429 SDL_Event event;
384 430
385 camera_angle += 180 * camera_velocity_angle * timer.diff; 431 camera_angle += 90 * camera_velocity_angle * timer.diff;
386 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; 432 camera_angle2 += 90 * camera_velocity_angle2 * timer.diff;
387 433
388 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); 434 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1);
389 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; 435 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
390 436
391 camera.d = matrix::rotation (camera_angle2, right) * geradeaus; 437 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
392 camera.u = cross (camera.d, right); 438 camera.u = cross (camera.d, right);
393 439
394 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; 440 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
395 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; 441 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
396 442
397 cgGLSetParameter4f (lightpos, camera.p.x, camera.p.y, camera.p.z, 1); 443 //mylight.orig = camera.orig;
444 //mylight.p = camera.p;
398 445
399 glBindTexture (GL_TEXTURE_2D, t.texture); 446 mylight2.orig = camera.orig;
400 cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter 447 mylight2.p = vec3 (sin (timer.now / 2) * 100000, 1, cos (timer.now / 2) * 100000);
401 448
402#if 0 449 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
403 static GLfloat ry; 450
404 ry += 0.001;
405 camera.d.x = cos (ry);
406 camera.d.z = sin (ry);
407 //camera.d.y = sin (ry * 0.1);
408#endif
409
410 camera.begin (); 451 camera.begin ();
411 camera.pass (view::DEPTH); 452 camera.render (pass_depth);
412 camera.pass (view::LIGHTED); 453 camera.render (pass_postdepth);
454 camera.render (pass_light2);
455 //camera.render (view::LIGHTED, pass_light2);
413 camera.end (); 456 camera.end ();
457
458 perfom_moves ();
414 459
415 SDL_GL_SwapBuffers (); 460 SDL_GL_SwapBuffers ();
416 timer.frame (); 461 timer.frame ();
417 462
463#if 0
418 /* Check for error conditions. */ 464 /* Check for error conditions. */
419 gl_error = glGetError (); 465 gl_error = glGetError ();
420 466
421 if (gl_error != GL_NO_ERROR) 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);
422 468
428 SDL_ClearError (); 474 SDL_ClearError ();
429 } 475 }
430 476
431 /* Allow the user to see what's happening */ 477 /* Allow the user to see what's happening */
432 //SDL_Delay (40); 478 //SDL_Delay (40);
479#endif
433 480
434 /* Check if there's a pending event. */ 481 /* Check if there's a pending event. */
435 while (SDL_PollEvent (&event)) 482 while (SDL_PollEvent (&event))
436 done = HandleEvent (&event); 483 done = HandleEvent (&event);
437 484
438
439 ++frames; 485 ++frames;
440 }
441
442 /* Print out the frames per second */
443 this_time = SDL_GetTicks ();
444 if (this_time != start_time)
445 {
446 printf ("%2.2f FPS\n",
447 ((float) frames / (this_time - start_time)) * 1000.0);
448 } 486 }
449 487
450 if (global_image) 488 if (global_image)
451 { 489 {
452 SDL_FreeSurface (global_image); 490 SDL_FreeSurface (global_image);
453 global_image = NULL; 491 global_image = NULL;
454 } 492 }
493
455 if (global_texture) 494 if (global_texture)
456 { 495 {
457 glDeleteTextures (1, &global_texture); 496 glDeleteTextures (1, &global_texture);
458 global_texture = 0; 497 global_texture = 0;
459 } 498 }
460 499
461 /* Destroy our GL context, etc. */ 500 /* Destroy our GL context, etc. */
462 SDL_Quit (); 501 SDL_Quit ();
463 return (0); 502 return (0);
464} 503}
465
466int 504int
467main (int argc, char *argv[]) 505main (int argc, char *argv[])
468{ 506{
469 int i, logo; 507 int i, logo;
470 int numtests; 508 int numtests;

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