--- libgender/test.C 2005/01/06 02:15:17 1.94 +++ libgender/test.C 2005/02/07 08:16:31 1.99 @@ -15,13 +15,12 @@ #include "util.h" #include "entity.h" #include "txtprt_import.h" +#include "randlvl.h" bool doom3parse (const char *f); #include "shader.h" -#include "physics.h" - /**********************************************************************/ view camera; @@ -319,6 +318,7 @@ SDL_SetGamma (gamma, gamma, gamma); 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)); @@ -361,6 +361,26 @@ 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 (); + + 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 (); @@ -388,17 +408,19 @@ /* Loop until done. */ frames = 0; - linear_light mylight, mylight2; + linear_light mylight2;//mylight, mylight2; - mylight.radius = 100000; - mylight.c = colour (1., 1, 1, 1.); - mylight.intensity = 1.F; + // mylight.radius = 100000; + // mylight.c = colour (1., 1, 1, 1.); + // mylight.intensity = 1.F; mylight2.radius = 100000; - mylight2.c = colour (1., 0, 0, 1.); + 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; - pass_data pass_light (&mylight); + //pass_data pass_light (&mylight); pass_data pass_light2 (&mylight2); while (!done) @@ -418,18 +440,18 @@ 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; - mylight.orig = camera.orig; - mylight.p = camera.p; + //mylight.orig = camera.orig; + //mylight.p = camera.p; mylight2.orig = camera.orig; - mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100); + 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.render (pass_depth); camera.render (pass_postdepth); - camera.render (pass_light); + camera.render (pass_light2); //camera.render (view::LIGHTED, pass_light2); camera.end ();