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Comparing libgender/test.C (file contents):
Revision 1.85 by root, Sat Nov 6 00:52:36 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"
17 19
18bool doom3parse (const char *f); 20bool doom3parse (const char *f);
19 21
20#include "shader.h" 22#include "shader.h"
21 23
187 fisch (center + vec3 (-r3, 0, 0), r2, depth); 189 fisch (center + vec3 (-r3, 0, 0), r2, depth);
188 } 190 }
189} 191}
190 192
191extern 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
192int 205int
193RunGLTest (int argc, char *argv[], 206RunGLTest (int argc, char *argv[],
194 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)
195{ 208{
196 int i; 209 int i;
302 315
303 /* Set the gamma for the window */ 316 /* Set the gamma for the window */
304 if (gamma != 0.0) 317 if (gamma != 0.0)
305 SDL_SetGamma (gamma, gamma, gamma); 318 SDL_SetGamma (gamma, gamma, gamma);
306 319
307
308
309 testmat = new test_material; 320 testmat = new test_material;
321 testmat2 = new test_material2;
310 322
311 entity *planet = new entity (new geometry_sphere (testmat, 10)); 323 entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10));
312 planet->move (vec3 (0, 0, -20)); 324 planet->move (vec3 (0, 0, -20));
313 planet->show (); 325 planet->show ();
326
327 planet->v = vec3 (10, 0, 0);
328 moveables.push_back (planet);
314 329
315 doom3parse ("test.proc"); 330 doom3parse ("test.proc");
316 331
317 for (int i = 0; i < 20; i++) 332 for (int i = 0; i < 20; i++)
318 { 333 {
331 entity *e = new entity (g); 346 entity *e = new entity (g);
332 e->move (vec3 (i*5, -3, -i*10)); 347 e->move (vec3 (i*5, -3, -i*10));
333 e->show (); 348 e->show ();
334 } 349 }
335 350
336 { 351 {
337 fisch (vec3 (0, 0, -2e9), 1e9, 8); 352 fisch (vec3 (0, 0, -2e9), 1e9, 8);
338 //entity *planet = new entity (new geometry_sphere (1e9)); 353 //entity *planet = new entity (new geometry_sphere (1e9));
339 //planet->move (vec3 (0, 0, -1.5e9)); 354 //planet->move (vec3 (0, 0, -1.5e9));
340 //planet->show (); 355 //planet->show ();
341 } 356 }
342 357
343 { 358 {
344 entity *planet = new entity (new geometry_sphere (testmat, 4e15)); 359 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
345 planet->move (vec3 (0, 0, 1e17)); 360 planet->move (vec3 (0, 0, 1e17));
346 planet->show (); 361 planet->show ();
347 } 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 }
348 383
349 //draw_floor (10, -500, -10, -1000); 384 //draw_floor (10, -500, -10, -1000);
350 draw_level (); 385 draw_level ();
351
352 386
353#if 0 387#if 0
354 { 388 {
355 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); 389 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.);
356 entity *e = new entity (hf); 390 entity *e = new entity (hf);
367 camera.d = vec3 (0, 0, -1); 401 camera.d = vec3 (0, 0, -1);
368 camera.u = vec3 (0, 1, 0); 402 camera.u = vec3 (0, 1, 0);
369 camera.w = w; camera.h = h; 403 camera.w = w; camera.h = h;
370 camera.fov = 40.; 404 camera.fov = 40.;
371 405
372 glEnable (GL_CULL_FACE);
373 glDisable (GL_ALPHA_TEST); 406 glDisable (GL_ALPHA_TEST);
374 glDisable (GL_BLEND);
375 407
376 /* Loop until done. */ 408 /* Loop until done. */
377 frames = 0; 409 frames = 0;
378 410
379 linear_light mylight; 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
380 mylight.radius = 100000; 417 mylight2.radius = 100000;
381 mylight.c = colour (1., 1, 1, 1.); 418 mylight2.c = colour (1., 1., 1., 1.);
382 mylight.intensity = 1.F; 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;
383 422
384 pass pass_light (&mylight); 423 //pass_data pass_light (&mylight);
424 pass_data pass_light2 (&mylight2);
385 425
386 while (!done) 426 while (!done)
387 { 427 {
388 char *sdl_error; 428 char *sdl_error;
389 SDL_Event event; 429 SDL_Event event;
390 430
391 camera_angle += 180 * camera_velocity_angle * timer.diff; 431 camera_angle += 90 * camera_velocity_angle * timer.diff;
392 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; 432 camera_angle2 += 90 * camera_velocity_angle2 * timer.diff;
393 433
394 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);
395 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; 435 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
396 436
397 camera.d = matrix::rotation (camera_angle2, right) * geradeaus; 437 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
398 camera.u = cross (camera.d, right); 438 camera.u = cross (camera.d, right);
399 439
400 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;
401 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;
402 442
443 //mylight.orig = camera.orig;
444 //mylight.p = camera.p;
445
403 mylight.orig = camera.orig; 446 mylight2.orig = camera.orig;
404 mylight.p = camera.p; 447 mylight2.p = vec3 (sin (timer.now / 2) * 100000, 1, cos (timer.now / 2) * 100000);
405 448
406 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); 449 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
407 450
408 camera.begin (); 451 camera.begin ();
409 camera.render (view::DEPTH, pass_depth); 452 camera.render (pass_depth);
410 camera.render (view::POSTDEPTH, pass_depth); 453 camera.render (pass_postdepth);
454 camera.render (pass_light2);
411 camera.render (view::LIGHTED, pass_light); 455 //camera.render (view::LIGHTED, pass_light2);
412 camera.end (); 456 camera.end ();
457
458 perfom_moves ();
413 459
414 SDL_GL_SwapBuffers (); 460 SDL_GL_SwapBuffers ();
415 timer.frame (); 461 timer.frame ();
416 462
417#if 0 463#if 0

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