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> |
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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" |
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12 | static GLuint global_texture = 0; |
13 | static 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" |
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18 | #include "randlvl.h" |
17 | |
19 | |
18 | bool doom3parse (const char *f); |
20 | bool doom3parse (const char *f); |
19 | |
21 | |
20 | #include "shader.h" |
22 | #include "shader.h" |
21 | |
23 | |
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188 | } |
190 | } |
189 | } |
191 | } |
190 | |
192 | |
191 | extern void draw_level (); |
193 | extern void draw_level (); |
192 | |
194 | |
193 | octant *optimize (octant *o)//D |
195 | std::list<entity_moveable *> moveables; |
194 | { |
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195 | if (!o) |
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196 | return o; |
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197 | |
196 | |
198 | for (int i = 8; --i; ) |
197 | void perfom_moves () |
199 | o->sub[i] = optimize (o->sub[i]); |
198 | { |
200 | |
199 | for (std::list<entity_moveable *>::iterator i = moveables.begin (); i != moveables.end (); ++i) |
201 | if (o->fill != 1 || o->size ()) |
200 | { |
202 | return o; |
201 | (*i)->perform_step (timer.diff); |
203 | |
202 | } |
204 | printf ("skipped\n"); |
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205 | |
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206 | for (int i = 8; --i; ) |
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207 | if (o->sub[i]) |
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208 | return o->sub[i]; |
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209 | |
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210 | abort (); |
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211 | } |
203 | } |
212 | |
204 | |
213 | int |
205 | int |
214 | RunGLTest (int argc, char *argv[], |
206 | RunGLTest (int argc, char *argv[], |
215 | 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) |
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324 | /* Set the gamma for the window */ |
316 | /* Set the gamma for the window */ |
325 | if (gamma != 0.0) |
317 | if (gamma != 0.0) |
326 | SDL_SetGamma (gamma, gamma, gamma); |
318 | SDL_SetGamma (gamma, gamma, gamma); |
327 | |
319 | |
328 | testmat = new test_material; |
320 | testmat = new test_material; |
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321 | testmat2 = new test_material2; |
329 | |
322 | |
330 | entity *planet = new entity (new geometry_sphere (testmat, 10)); |
323 | entity_moveable *planet = new entity_moveable (new geometry_sphere (testmat, 10)); |
331 | planet->move (vec3 (0, 0, -20)); |
324 | planet->move (vec3 (0, 0, -20)); |
332 | planet->show (); |
325 | planet->show (); |
333 | |
326 | |
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327 | planet->v = vec3 (10, 0, 0); |
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328 | moveables.push_back (planet); |
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329 | |
334 | doom3parse ("test.proc"); |
330 | doom3parse ("test.proc"); |
335 | |
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336 | for (int i = 8; --i; ) |
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337 | world.sub[i] = optimize (world.sub[i]);//D |
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338 | |
331 | |
339 | for (int i = 0; i < 20; i++) |
332 | for (int i = 0; i < 20; i++) |
340 | { |
333 | { |
341 | // load a entity |
334 | // load a entity |
342 | txtprt_parser p; |
335 | txtprt_parser p; |
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366 | entity *planet = new entity (new geometry_sphere (testmat, 4e15)); |
359 | entity *planet = new entity (new geometry_sphere (testmat, 4e15)); |
367 | planet->move (vec3 (0, 0, 1e17)); |
360 | planet->move (vec3 (0, 0, 1e17)); |
368 | planet->show (); |
361 | planet->show (); |
369 | } |
362 | } |
370 | |
363 | |
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364 | { |
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365 | RandomBuilding r; |
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366 | entity *randlvl = r.draw (1000, 1000, 200); |
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367 | randlvl->move (vec3 (0, 0, 0)); |
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368 | randlvl->show (); |
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369 | |
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370 | entity *randlvl2 = r.draw (1000, 10000, 1000); |
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371 | randlvl2->move (vec3 (-20000, 0, 0)); |
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372 | randlvl2->show (); |
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373 | |
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374 | entity *randlvl3 = r.draw (100, 30, 3); |
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375 | randlvl3->move (vec3 (-1000, 0, 0)); |
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376 | randlvl3->show (); |
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377 | |
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378 | |
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379 | entity *randlvl4 = r.draw (100, 1000000, 100000); |
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380 | randlvl4->move (vec3 (0, -1001000, 0)); |
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381 | randlvl4->show (); |
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382 | } |
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383 | |
371 | //draw_floor (10, -500, -10, -1000); |
384 | //draw_floor (10, -500, -10, -1000); |
372 | draw_level (); |
385 | draw_level (); |
373 | |
386 | |
374 | #if 0 |
387 | #if 0 |
375 | { |
388 | { |
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393 | glDisable (GL_ALPHA_TEST); |
406 | glDisable (GL_ALPHA_TEST); |
394 | |
407 | |
395 | /* Loop until done. */ |
408 | /* Loop until done. */ |
396 | frames = 0; |
409 | frames = 0; |
397 | |
410 | |
398 | linear_light mylight, mylight2; |
411 | linear_light mylight2;//mylight, mylight2; |
399 | |
412 | |
400 | mylight.radius = 100000; |
413 | // mylight.radius = 100000; |
401 | mylight.c = colour (1., 1, 1, 1.); |
414 | // mylight.c = colour (1., 1, 1, 1.); |
402 | mylight.intensity = 1.F; |
415 | // mylight.intensity = 1.F; |
403 | |
416 | |
404 | mylight2.radius = 100000; |
417 | mylight2.radius = 100000; |
405 | mylight2.c = colour (1., 0, 0, 1.); |
418 | mylight2.c = colour (1., 1., 1., 1.); |
406 | mylight2.intensity = 1.F; |
419 | mylight2.intensity = 1.F; |
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420 | mylight2.orig.x = 0; mylight2.orig.y = 0; mylight2.orig.z = 0; |
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421 | mylight2.p.x = 0; mylight2.p.y = 0; mylight2.p.z = 0; |
407 | |
422 | |
408 | pass_data pass_light (&mylight); |
423 | //pass_data pass_light (&mylight); |
409 | pass_data pass_light2 (&mylight2); |
424 | pass_data pass_light2 (&mylight2); |
410 | |
425 | |
411 | while (!done) |
426 | while (!done) |
412 | { |
427 | { |
413 | char *sdl_error; |
428 | char *sdl_error; |
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423 | camera.u = cross (camera.d, right); |
438 | camera.u = cross (camera.d, right); |
424 | |
439 | |
425 | 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; |
426 | 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; |
427 | |
442 | |
428 | mylight.orig = camera.orig; |
443 | //mylight.orig = camera.orig; |
429 | mylight.p = camera.p; |
444 | //mylight.p = camera.p; |
430 | |
445 | |
431 | mylight2.orig = camera.orig; |
446 | mylight2.orig = camera.orig; |
432 | mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100); |
447 | mylight2.p = vec3 (sin (timer.now / 2) * 100000, 1, cos (timer.now / 2) * 100000); |
433 | |
448 | |
434 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
449 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
435 | |
450 | |
436 | camera.begin (); |
451 | camera.begin (); |
437 | camera.render (pass_depth); |
452 | camera.render (pass_depth); |
438 | camera.render (pass_postdepth); |
453 | camera.render (pass_postdepth); |
439 | camera.render (pass_light); |
454 | camera.render (pass_light2); |
440 | //camera.render (view::LIGHTED, pass_light2); |
455 | //camera.render (view::LIGHTED, pass_light2); |
441 | camera.end (); |
456 | camera.end (); |
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457 | |
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458 | perfom_moves (); |
442 | |
459 | |
443 | SDL_GL_SwapBuffers (); |
460 | SDL_GL_SwapBuffers (); |
444 | timer.frame (); |
461 | timer.frame (); |
445 | |
462 | |
446 | #if 0 |
463 | #if 0 |