--- libgender/test.C 2004/10/11 00:05:48 1.60 +++ libgender/test.C 2005/02/07 08:16:31 1.99 @@ -2,6 +2,9 @@ #include #include #include +#include + +#include "opengl.h" #include "SDL.h" #include "SDL_opengl.h" @@ -12,6 +15,11 @@ #include "util.h" #include "entity.h" #include "txtprt_import.h" +#include "randlvl.h" + +bool doom3parse (const char *f); + +#include "shader.h" /**********************************************************************/ @@ -26,6 +34,7 @@ SDL_Surface *screen; screen = SDL_GetVideoSurface (); + if (SDL_WM_ToggleFullScreen (screen)) printf ("Toggled fullscreen mode - now %s\n", (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); @@ -40,12 +49,14 @@ printf ("Ctrl-G: toggling input grab!\n"); mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); + if (mode == SDL_GRAB_ON) printf ("Grab was on\n"); else printf ("Grab was off\n"); mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); + if (mode == SDL_GRAB_ON) printf ("Grab is now on\n"); else @@ -65,23 +76,18 @@ int done; done = 0; + switch (event->type) { case SDL_ACTIVEEVENT: /* See what happened */ printf ("app %s ", event->active.gain ? "gained" : "lost"); if (event->active.state & SDL_APPACTIVE) - { - printf ("active "); - } + printf ("active "); else if (event->active.state & SDL_APPMOUSEFOCUS) - { - printf ("mouse "); - } + printf ("mouse "); else if (event->active.state & SDL_APPINPUTFOCUS) - { - printf ("input "); - } + printf ("input "); printf ("focus\n"); break; @@ -142,14 +148,14 @@ { for (z = 0; z < 10; z++) { - vector pts; - pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0))); - pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1))); - pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1))); - pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0))); + vector pts; + pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0))); + pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); + pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1))); + pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0))); geometry_quads *q = new geometry_quads; - q->m = new simple_material; + //q->m = new simple_material; q->set (pts); entity *e = new entity (q); e->move (vec3 (dx + x * size, dy, dz + z * size)); @@ -167,7 +173,35 @@ e->show (); } +void fisch (vec3 center, GLfloat radius, int depth) +{ + entity *planet = new entity (new geometry_sphere (testmat, radius)); + planet->move (center); + planet->show (); + + if (--depth) + { + GLfloat r2 = radius * .1F; + GLfloat r3 = radius + r2; + + fisch (center + vec3 (r3, 0, 0), r2, depth); + fisch (center + vec3 (0, 0, r3), r2, depth); + fisch (center + vec3 (-r3, 0, 0), r2, depth); + } +} + extern void draw_level (); + +std::list moveables; + +void perfom_moves () +{ + for (std::list::iterator i = moveables.begin (); i != moveables.end (); ++i) + { + (*i)->perform_step (timer.diff); + } +} + int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) @@ -178,7 +212,6 @@ int h = 480; int done = 0; int frames; - Uint32 start_time, this_time; Uint32 video_flags; int value; GLenum gl_error; @@ -233,7 +266,7 @@ SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); - SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); + SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); if (fsaa) @@ -249,12 +282,12 @@ exit (1); } - printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); - printf ("\n"); - printf ("Vendor : %s\n", glGetString (GL_VENDOR)); - printf ("Renderer : %s\n", glGetString (GL_RENDERER)); - printf ("Version : %s\n", glGetString (GL_VERSION)); - printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); + //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); + //printf ("\n"); + //printf ("Vendor : %s\n", glGetString (GL_VENDOR)); + //printf ("Renderer : %s\n", glGetString (GL_RENDERER)); + //printf ("Version : %s\n", glGetString (GL_VERSION)); + //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); printf ("\n"); SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); @@ -284,11 +317,18 @@ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); - entity *planet = new entity (new geometry_sphere (10)); - planet->move (vec3 (0, 0, -20)); - planet->show (); + testmat = new test_material; + testmat2 = new test_material2; + + entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10)); + planet->move (vec3 (0, 0, -20)); + planet->show (); + + planet->v = vec3 (10, 0, 0); + moveables.push_back (planet); + + doom3parse ("test.proc"); -#if 1 for (int i = 0; i < 20; i++) { // load a entity @@ -308,58 +348,88 @@ e->show (); } - { - entity *planet = new entity (new geometry_sphere (1e9)); - planet->move (vec3 (0, 0, -1.5e9)); - planet->show (); - } + { + fisch (vec3 (0, 0, -2e9), 1e9, 8); + //entity *planet = new entity (new geometry_sphere (1e9)); + //planet->move (vec3 (0, 0, -1.5e9)); + //planet->show (); + } + + { + entity *planet = new entity (new geometry_sphere (testmat, 4e15)); + planet->move (vec3 (0, 0, 1e17)); + planet->show (); + } - { - entity *planet = new entity (new geometry_sphere (4e15)); - planet->move (vec3 (0, 0, 1e17)); - planet->show (); - } + { + RandomBuilding r; + entity *randlvl = r.draw (1000, 1000, 200); + randlvl->move (vec3 (0, 0, 0)); + randlvl->show (); + + entity *randlvl2 = r.draw (1000, 10000, 1000); + randlvl2->move (vec3 (-20000, 0, 0)); + randlvl2->show (); - draw_floor (10, -500, -10, -1000); + entity *randlvl3 = r.draw (100, 30, 3); + randlvl3->move (vec3 (-1000, 0, 0)); + randlvl3->show (); + + + entity *randlvl4 = r.draw (100, 1000000, 100000); + randlvl4->move (vec3 (0, -1001000, 0)); + randlvl4->show (); + } + + //draw_floor (10, -500, -10, -1000); draw_level (); - //draw_test_nurb (); + +#if 0 + { + geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); + entity *e = new entity (hf); + e->move (vec3 (-100000, -100000 * 0.01, -100000)); + e->show (); + } #endif + //draw_test_nurb (); + //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; camera.p = point (0, 0, 10); camera.d = vec3 (0, 0, -1); camera.u = vec3 (0, 1, 0); camera.w = w; camera.h = h; - camera.fov = 35; - camera.z_near = 1.; + camera.fov = 40.; - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); + glDisable (GL_ALPHA_TEST); - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - - glShadeModel (GL_SMOOTH); + /* Loop until done. */ + frames = 0; - glEnable (GL_LIGHTING); - glEnable (GL_LIGHT0); + linear_light mylight2;//mylight, mylight2; - init_shaders (); + // mylight.radius = 100000; + // mylight.c = colour (1., 1, 1, 1.); + // mylight.intensity = 1.F; + + mylight2.radius = 100000; + mylight2.c = colour (1., 1., 1., 1.); + mylight2.intensity = 1.F; + mylight2.orig.x = 0; mylight2.orig.y = 0; mylight2.orig.z = 0; + mylight2.p.x = 0; mylight2.p.y = 0; mylight2.p.z = 0; - osama_material osa_mat; - - /* Loop until done. */ - start_time = SDL_GetTicks (); - frames = 0; + //pass_data pass_light (&mylight); + pass_data pass_light2 (&mylight2); while (!done) { char *sdl_error; SDL_Event event; - camera_angle += 180 * camera_velocity_angle * timer.diff; - camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; + camera_angle += 90 * camera_velocity_angle * timer.diff; + camera_angle2 += 90 * camera_velocity_angle2 * timer.diff; vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; @@ -370,17 +440,27 @@ camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; - osa_mat.begin (); + //mylight.orig = camera.orig; + //mylight.p = camera.p; + + mylight2.orig = camera.orig; + mylight2.p = vec3 (sin (timer.now / 2) * 100000, 1, cos (timer.now / 2) * 100000); + //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); + camera.begin (); - camera.pass (view::DEPTH); - camera.pass (view::LIGHTED); + camera.render (pass_depth); + camera.render (pass_postdepth); + camera.render (pass_light2); + //camera.render (view::LIGHTED, pass_light2); camera.end (); + perfom_moves (); + SDL_GL_SwapBuffers (); timer.frame (); - osa_mat.end (); +#if 0 /* Check for error conditions. */ gl_error = glGetError (); @@ -396,28 +476,21 @@ /* Allow the user to see what's happening */ //SDL_Delay (40); +#endif /* Check if there's a pending event. */ while (SDL_PollEvent (&event)) done = HandleEvent (&event); - ++frames; } - /* Print out the frames per second */ - this_time = SDL_GetTicks (); - if (this_time != start_time) - { - printf ("%2.2f FPS\n", - ((float) frames / (this_time - start_time)) * 1000.0); - } - if (global_image) { SDL_FreeSurface (global_image); global_image = NULL; } + if (global_texture) { glDeleteTextures (1, &global_texture);