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Comparing libgender/test.C (file contents):
Revision 1.73 by root, Fri Oct 29 22:32:49 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>
5 6
6#include "opengl.h" 7#include "opengl.h"
7 8
8#include "SDL.h" 9#include "SDL.h"
9#include "SDL_opengl.h" 10#include "SDL_opengl.h"
12static GLuint global_texture = 0; 13static GLuint global_texture = 0;
13 14
14#include "util.h" 15#include "util.h"
15#include "entity.h" 16#include "entity.h"
16#include "txtprt_import.h" 17#include "txtprt_import.h"
18#include "randlvl.h"
19
20bool doom3parse (const char *f);
17 21
18#include "shader.h" 22#include "shader.h"
19 23
20/**********************************************************************/ 24/**********************************************************************/
21 25
149 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); 153 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
150 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1))); 154 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
151 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0))); 155 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
152 156
153 geometry_quads *q = new geometry_quads; 157 geometry_quads *q = new geometry_quads;
154 q->m = new simple_material; 158 //q->m = new simple_material;
155 q->set (pts); 159 q->set (pts);
156 entity *e = new entity (q); 160 entity *e = new entity (q);
157 e->move (vec3 (dx + x * size, dy, dz + z * size)); 161 e->move (vec3 (dx + x * size, dy, dz + z * size));
158 e->show (); 162 e->show ();
159 } 163 }
169 e->show (); 173 e->show ();
170} 174}
171 175
172void fisch (vec3 center, GLfloat radius, int depth) 176void fisch (vec3 center, GLfloat radius, int depth)
173{ 177{
174 entity *planet = new entity (new geometry_sphere (radius)); 178 entity *planet = new entity (new geometry_sphere (testmat, radius));
175 planet->move (center); 179 planet->move (center);
176 planet->show (); 180 planet->show ();
177 181
178 if (--depth) 182 if (--depth)
179 { 183 {
185 fisch (center + vec3 (-r3, 0, 0), r2, depth); 189 fisch (center + vec3 (-r3, 0, 0), r2, depth);
186 } 190 }
187} 191}
188 192
189extern void draw_level (); 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 }
203}
204
190int 205int
191RunGLTest (int argc, char *argv[], 206RunGLTest (int argc, char *argv[],
192 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)
193{ 208{
194 int i; 209 int i;
300 315
301 /* Set the gamma for the window */ 316 /* Set the gamma for the window */
302 if (gamma != 0.0) 317 if (gamma != 0.0)
303 SDL_SetGamma (gamma, gamma, gamma); 318 SDL_SetGamma (gamma, gamma, gamma);
304 319
320 testmat = new test_material;
321 testmat2 = new test_material2;
322
305 entity *planet = new entity (new geometry_sphere (10)); 323 entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10));
306 planet->move (vec3 (0, 0, -20)); 324 planet->move (vec3 (0, 0, -20));
307 planet->show (); 325 planet->show ();
308 326
309 shader::debdebdebdebug ();//D 327 planet->v = vec3 (10, 0, 0);
328 moveables.push_back (planet);
310 329
311#if 1 330 doom3parse ("test.proc");
331
312 for (int i = 0; i < 20; i++) 332 for (int i = 0; i < 20; i++)
313 { 333 {
314 // load a entity 334 // load a entity
315 txtprt_parser p; 335 txtprt_parser p;
316 geometry *g; 336 geometry *g;
326 entity *e = new entity (g); 346 entity *e = new entity (g);
327 e->move (vec3 (i*5, -3, -i*10)); 347 e->move (vec3 (i*5, -3, -i*10));
328 e->show (); 348 e->show ();
329 } 349 }
330 350
331 { 351 {
332 fisch (vec3 (0, 0, -2e9), 1e9, 8); 352 fisch (vec3 (0, 0, -2e9), 1e9, 8);
333 //entity *planet = new entity (new geometry_sphere (1e9)); 353 //entity *planet = new entity (new geometry_sphere (1e9));
334 //planet->move (vec3 (0, 0, -1.5e9)); 354 //planet->move (vec3 (0, 0, -1.5e9));
335 //planet->show (); 355 //planet->show ();
336 } 356 }
337 357
338 { 358 {
339 entity *planet = new entity (new geometry_sphere (4e15)); 359 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
340 planet->move (vec3 (0, 0, 1e17)); 360 planet->move (vec3 (0, 0, 1e17));
341 planet->show (); 361 planet->show ();
342 } 362 }
343 363
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
344 draw_floor (10, -500, -10, -1000); 384 //draw_floor (10, -500, -10, -1000);
345 draw_level (); 385 draw_level ();
346 386
347 387#if 0
348 { 388 {
349 geometry_heightfield *hf = new geometry_heightfield; 389 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.);
350 geometry_transform *tr = new geometry_transform (hf);
351 tr->update (gl::matrix::scaling (10000., 10000., 10000.));
352 entity *e = new entity (tr); 390 entity *e = new entity (hf);
353 e->move (vec3 (-10000, -20, -10000)); 391 e->move (vec3 (-100000, -100000 * 0.01, -100000));
354 e->show (); 392 e->show ();
355 } 393 }
394#endif
356 395
357 //draw_test_nurb (); 396 //draw_test_nurb ();
358#endif
359 397
360 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; 398 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
361 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; 399 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
362 camera.p = point (0, 0, 10); 400 camera.p = point (0, 0, 10);
363 camera.d = vec3 (0, 0, -1); 401 camera.d = vec3 (0, 0, -1);
364 camera.u = vec3 (0, 1, 0); 402 camera.u = vec3 (0, 1, 0);
365 camera.w = w; camera.h = h; 403 camera.w = w; camera.h = h;
366 camera.fov = 40.; 404 camera.fov = 40.;
367 405
368 glEnable (GL_CULL_FACE);
369 glDisable (GL_ALPHA_TEST); 406 glDisable (GL_ALPHA_TEST);
370 glDisable (GL_BLEND);
371
372 test_material test_mat;
373 407
374 /* Loop until done. */ 408 /* Loop until done. */
375 frames = 0; 409 frames = 0;
376 410
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);
425
377 while (!done) 426 while (!done)
378 { 427 {
379 char *sdl_error; 428 char *sdl_error;
380 SDL_Event event; 429 SDL_Event event;
381 430
382 camera_angle += 180 * camera_velocity_angle * timer.diff; 431 camera_angle += 90 * camera_velocity_angle * timer.diff;
383 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; 432 camera_angle2 += 90 * camera_velocity_angle2 * timer.diff;
384 433
385 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);
386 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; 435 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
387 436
388 camera.d = matrix::rotation (camera_angle2, right) * geradeaus; 437 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
389 camera.u = cross (camera.d, right); 438 camera.u = cross (camera.d, right);
390 439
391 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;
392 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;
393 442
443 //mylight.orig = camera.orig;
444 //mylight.p = camera.p;
394 445
446 mylight2.orig = camera.orig;
447 mylight2.p = vec3 (sin (timer.now / 2) * 100000, 1, cos (timer.now / 2) * 100000);
448
449 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
450
395 camera.begin (); 451 camera.begin ();
396 camera.render (view::DEPTH); 452 camera.render (pass_depth);
397 camera.render (view::POSTDEPTH); 453 camera.render (pass_postdepth);
398 test_mat.enable (camera); 454 camera.render (pass_light2);
399 camera.render (view::LIGHTED); 455 //camera.render (view::LIGHTED, pass_light2);
400 camera.end (); 456 camera.end ();
457
458 perfom_moves ();
401 459
402 SDL_GL_SwapBuffers (); 460 SDL_GL_SwapBuffers ();
403 timer.frame (); 461 timer.frame ();
404
405 test_mat.disable (camera);
406 462
407#if 0 463#if 0
408 /* Check for error conditions. */ 464 /* Check for error conditions. */
409 gl_error = glGetError (); 465 gl_error = glGetError ();
410 466

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