#include #include #include #include #include using namespace SH; #include "SDL.h" #include "SDL_opengl.h" /* Undefine this if you want a flat cube instead of a rainbow cube */ #define SHADED_CUBE /* Define this to be the name of the logo image to use with -logo */ #define LOGO_FILE "icon.bmp" static SDL_Surface *global_image = NULL; static GLuint global_texture = 0; #include "entity.h" #include "txtprt_import.h" /**********************************************************************/ view camera; vec3 camera_velocity; float camera_velocity_factor = 10; ShColor3f color = ShColor3f(.5, 0.9, 0.2); ShPoint3f lightPos = ShPoint3f(0.0, 0.0, 10.0); ShMatrix4x4f mvp; ShProgram vsh, fsh; void init_shaders () { { vsh = SH_BEGIN_PROGRAM ("gpu:vertex") ShInputNormal3f normal; ShInputPosition4f p; ShOutputPoint4f ov; ShOutputNormal3f on; ShOutputVector3f lvv; ShOutputPosition4f opd; opd = mvp | p; on = normalize (mvp | normal); ov = -normalize (mvp | p); lvv = normalize (lightPos - (mvp | p) (0, 1, 2)); SH_END; } // declare and initialize diffuse color ShColor3f kd = ShColor3f (0.5, 0.7, 0.9); { fsh = SH_BEGIN_PROGRAM ("gpu:fragment") ShInputVector4f v; ShInputNormal3f n; ShInputVector3f lvv; ShInputPosition4f p; ShOutputColor3f out; out (0, 1, 2) = color * dot (normalize (n), normalize (lvv)); SH_END; } } void HotKey_ToggleFullScreen (void) { SDL_Surface *screen; screen = SDL_GetVideoSurface (); if (SDL_WM_ToggleFullScreen (screen)) printf ("Toggled fullscreen mode - now %s\n", (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); else printf ("Unable to toggle fullscreen mode\n"); } void HotKey_ToggleGrab (void) { SDL_GrabMode mode; 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 printf ("Grab is now off\n"); } void HotKey_Iconify (void) { printf ("Ctrl-Z: iconifying window!\n"); SDL_WM_IconifyWindow (); } int HandleEvent (SDL_Event * event) { 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 "); } else if (event->active.state & SDL_APPMOUSEFOCUS) { printf ("mouse "); } else if (event->active.state & SDL_APPINPUTFOCUS) { printf ("input "); } printf ("focus\n"); break; #define VELOCITY 10 case SDL_KEYDOWN: if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--; if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; if (event->key.keysym.sym == SDLK_ESCAPE) done = 1; if ((event->key.keysym.sym == SDLK_g) && (event->key.keysym.mod & KMOD_CTRL)) HotKey_ToggleGrab (); if ((event->key.keysym.sym == SDLK_z) && (event->key.keysym.mod & KMOD_CTRL)) HotKey_Iconify (); if ((event->key.keysym.sym == SDLK_RETURN) && (event->key.keysym.mod & KMOD_ALT)) HotKey_ToggleFullScreen (); break; case SDL_KEYUP: if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; break; case SDL_QUIT: done = 1; break; } return (done); } /* Quick utility function for texture creation */ static int power_of_two (int input) { int value = 1; while (value < input) { value <<= 1; } return value; } GLuint SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) { GLuint texture; int w, h; SDL_Surface *image; SDL_Rect area; Uint32 saved_flags; Uint8 saved_alpha; /* Use the surface width and height expanded to powers of 2 */ w = power_of_two (surface->w); h = power_of_two (surface->h); texcoord[0] = 0.0f; /* Min X */ texcoord[1] = 0.0f; /* Min Y */ texcoord[2] = (GLfloat) surface->w / w; /* Max X */ texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #endif ); if (image == NULL) { return 0; } /* Save the alpha blending attributes */ saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); saved_alpha = surface->format->alpha; if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { SDL_SetAlpha (surface, 0, 0); } /* Copy the surface into the GL texture image */ area.x = 0; area.y = 0; area.w = surface->w; area.h = surface->h; SDL_BlitSurface (surface, &area, image, &area); /* Restore the alpha blending attributes */ if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { SDL_SetAlpha (surface, saved_flags, saved_alpha); } /* Create an OpenGL texture for the image */ glGenTextures (1, &texture); glBindTexture (GL_TEXTURE_2D, texture); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); SDL_FreeSurface (image); /* No longer needed */ return texture; } int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) { int i; int rgb_size[3]; int w = 640; int h = 480; int done = 0; int frames; Uint32 start_time, this_time; Uint32 video_flags; int value; if (SDL_Init (SDL_INIT_VIDEO) < 0) { fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); exit (1); } /* See if we should detect the display depth */ if (bpp == 0) { if (SDL_GetVideoInfo ()->vfmt->BitsPerPixel <= 8) bpp = 8; else bpp = 16; /* More doesn't seem to work */ } video_flags = SDL_OPENGL; for (i = 1; argv[i]; ++i) if (strcmp (argv[1], "-fullscreen") == 0) video_flags |= SDL_FULLSCREEN; if (noframe) video_flags |= SDL_NOFRAME; /* Initialize the display */ switch (bpp) { case 8: rgb_size[0] = 3; rgb_size[1] = 3; rgb_size[2] = 2; break; case 15: case 16: rgb_size[0] = 5; rgb_size[1] = 5; rgb_size[2] = 5; break; default: rgb_size[0] = 8; rgb_size[1] = 8; rgb_size[2] = 8; break; } 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_DOUBLEBUFFER, 1); if (fsaa) { SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, fsaa); } if (SDL_SetVideoMode (w, h, bpp, video_flags) == NULL) { fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); SDL_Quit (); 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 ("\n"); SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); printf ("SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1], value); SDL_GL_GetAttribute (SDL_GL_BLUE_SIZE, &value); printf ("SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2], value); SDL_GL_GetAttribute (SDL_GL_DEPTH_SIZE, &value); printf ("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value); SDL_GL_GetAttribute (SDL_GL_DOUBLEBUFFER, &value); printf ("SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value); if (fsaa) { SDL_GL_GetAttribute (SDL_GL_MULTISAMPLEBUFFERS, &value); printf ("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); SDL_GL_GetAttribute (SDL_GL_MULTISAMPLESAMPLES, &value); printf ("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value); } /* Set the window manager title bar */ SDL_WM_SetCaption ("libgender rendering test", "gendertest"); /* Set the gamma for the window */ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); // load a entity for (int i = 0; i < 7; i++) { txtprt_parser p; entity_transform *f = new entity_transform; entity *e; try { e = p.read ("test.blasc"); } catch (txtprt_i_exception & e) { cout << "ERR: " << e.msg << endl; } f->set (e); f->update (matrix::translation (vec3 (0, -1, -i*5))); f->show (); } camera.orig.x = camera.orig.y = 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 = 90; glMatrixMode (GL_MODELVIEW); glLoadIdentity (); glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); shInit(); shSetBackend("arb"); glEnable(GL_VERTEX_PROGRAM_ARB); glEnable(GL_FRAGMENT_PROGRAM_ARB); init_shaders(); shBind(vsh); shBind(fsh); glShadeModel (GL_SMOOTH); glEnable (GL_LIGHTING); //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); glEnable (GL_LIGHT0); /* Loop until done. */ start_time = SDL_GetTicks (); frames = 0; draw_context c (camera); while (!done) { GLenum gl_error; char *sdl_error; SDL_Event event; glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff; GLfloat lightp[4]; lightp[0] = camera.p.x; lightp[1] = camera.p.y; lightp[2] = camera.p.z; lightp[3] = 1; glLightfv (GL_LIGHT0, GL_POSITION, lightp); #if 0 static GLfloat ry; ry += 0.001; camera.d.x = cos (ry); camera.d.z = sin (ry); //camera.d.y = sin (ry * 0.1); #endif c.mode = draw_context::DEPTH; camera.draw (c); c.mode = draw_context::LIGHTED; camera.draw (c); SDL_GL_SwapBuffers (); timer.frame (); /* Check for error conditions. */ gl_error = glGetError (); if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); sdl_error = SDL_GetError (); if (sdl_error[0] != '\0') { fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); SDL_ClearError (); } /* Allow the user to see what's happening */ //SDL_Delay (20); /* 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); global_texture = 0; } /* Destroy our GL context, etc. */ SDL_Quit (); return (0); } int main (int argc, char *argv[]) { int i, logo; int numtests; int bpp = 0; int slowly; float gamma = 0.0; int noframe = 0; int fsaa = 0; logo = 0; slowly = 0; numtests = 1; for (i = 1; argv[i]; ++i) { if (strcmp (argv[i], "-twice") == 0) { ++numtests; } if (strcmp (argv[i], "-slow") == 0) { slowly = 1; } if (strcmp (argv[i], "-bpp") == 0) { bpp = atoi (argv[++i]); } if (strcmp (argv[i], "-gamma") == 0) { gamma = (float) atof (argv[++i]); } if (strcmp (argv[i], "-noframe") == 0) { noframe = 1; } if (strcmp (argv[i], "-fsaa") == 0) { ++fsaa; } if (strncmp (argv[i], "-h", 2) == 0) { printf ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n", argv[0]); exit (0); } } for (i = 0; i < numtests; ++i) RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); return 0; }