parent
bc1c9b5284
commit
d1fe0d2dcc
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@ -41,8 +41,6 @@ enum LightType
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* \brief Light
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*
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* This structure was created as analog to DirectX's D3DLIGHT.
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*
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* It contains analogous fields as the D3DLIGHT struct.
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*/
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struct Light
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{
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@ -54,29 +52,40 @@ struct Light
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Gfx::Color diffuse;
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//! Color of specular light
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Gfx::Color specular;
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//! Position in world space
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//! Position in world space (for point & spot lights)
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Math::Vector position;
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//! Direction in world space
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//! Direction in world space (for directional & spot lights)
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Math::Vector direction;
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//! Cutoff range
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float range;
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//! Falloff
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float falloff;
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//! Inner angle of spotlight cone
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float theta;
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//! Outer angle of spotlight cone
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float phi;
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//! Constant attenuation
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//! Constant attenuation factor
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float attenuation0;
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//! Linear attenuation
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//! Linear attenuation factor
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float attenuation1;
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//! Quadratic attenuation
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//! Quadratic attenuation factor
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float attenuation2;
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//! Angle of spotlight cone (0-90 degrees)
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float spotAngle;
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//! Intensity of spotlight (0 = uniform; 128 = most intense)
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float spotIntensity;
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//! Constructor; calls LoadDefault()
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Light()
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{
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LoadDefault();
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}
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//! Loads default values
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void LoadDefault()
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{
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type = LIGHT_POINT;
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range = falloff = theta = phi = attenuation0 = attenuation1 = attenuation2 = 0.0f;
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ambient = Gfx::Color(0.4f, 0.4f, 0.4f);
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diffuse = Gfx::Color(0.8f, 0.8f, 0.8f);
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specular = Gfx::Color(1.0f, 1.0f, 1.0f);
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position = Math::Vector(0.0f, 0.0f, 0.0f);
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direction = Math::Vector(0.0f, 0.0f, 1.0f);
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attenuation0 = 1.0f;
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attenuation1 = attenuation2 = 0.0f;
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spotAngle = 90.0f;
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spotIntensity = 0.0f;
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}
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};
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@ -101,12 +110,12 @@ struct LightProgression
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};
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/**
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* \struct SceneLight
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* \struct DynamicLight
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* \brief Dynamic light in 3D scene
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*
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* TODO documentation
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*/
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struct SceneLight
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struct DynamicLight
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{
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//! true -> light exists
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bool used;
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@ -128,6 +137,53 @@ struct SceneLight
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Gfx::LightProgression colorBlue;
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};
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// TODO CLight
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/**
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\class CLight
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\brief Manager for dynamic lights in 3D scene
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*/
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class CLight
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{
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public:
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CLight(CInstanceManager *iMan, Gfx::CEngine* engine);
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virtual ~CLight();
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void SetDevice(Gfx::CDevice* device);
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void FlushLight();
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int CreateLight();
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bool DeleteLight(int lightRank);
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bool SetLight(int lightRank, const Gfx::Light &light);
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bool GetLight(int lightRank, Gfx::Light &light);
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bool LightEnable(int lightRank, bool enable);
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bool SetLightIncludeType(int lightRank, Gfx::EngineObjectType type);
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bool SetLightExcludeType(int lightRank, Gfx::EngineObjectType type);
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bool SetLightPos(int lightRank, const Math::Vector &pos);
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Math::Vector GetLightPos(int lightRank);
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bool SetLightDir(int lightRank, const Math::Vector &dir);
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Math::Vector GetLightDir(int lightRank);
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bool SetLightIntensitySpeed(int lightRank, float speed);
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bool SetLightIntensity(int lightRank, float value);
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float GetLightIntensity(int lightRank);
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void AdaptLightColor(const Gfx::Color &color, float factor);
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bool SetLightColorSpeed(int lightRank, float speed);
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bool SetLightColor(int lightRank, const Gfx::Color &color);
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Gfx::Color GetLightColor(int lightRank);
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void FrameLight(float rTime);
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void LightUpdate();
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void LightUpdate(Gfx::EngineObjectType type);
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protected:
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CInstanceManager* m_iMan;
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CEngine* m_engine;
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CDevice* m_device;
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float m_time;
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std::vector<Gfx::DynamicLight> m_dynLights;
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};
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}; // namespace Gfx
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@ -19,6 +19,9 @@
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#pragma once
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#include "graphics/common/color.h"
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namespace Gfx {
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/**
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@ -52,6 +52,7 @@ void Gfx::GLDeviceConfig::LoadDefault()
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Gfx::CGLDevice::CGLDevice()
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{
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m_wasInit = false;
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m_lighting = false;
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m_texturing = false;
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}
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@ -86,6 +87,9 @@ bool Gfx::CGLDevice::Create()
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// To use separate specular color in drawing primitives
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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// To avoid problems with scaling & lighting
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glEnable(GL_RESCALE_NORMAL);
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// Set just to be sure
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glMatrixMode(GL_PROJECTION);
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@ -100,9 +104,9 @@ bool Gfx::CGLDevice::Create()
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int maxTextures = 0;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextures);
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m_currentTextures = std::vector<Gfx::Texture> (maxTextures, Gfx::Texture());
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m_texturesEnabled = std::vector<bool> (maxTextures, false);
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m_textureStageParams = std::vector<Gfx::TextureStageParams>(maxTextures, Gfx::TextureStageParams());
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m_currentTextures = std::vector<Gfx::Texture> (maxTextures, Gfx::Texture());
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m_texturesEnabled = std::vector<bool> (maxTextures, false);
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m_textureStageParams = std::vector<Gfx::TextureStageParams>(maxTextures, Gfx::TextureStageParams());
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return true;
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}
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@ -213,15 +217,21 @@ void Gfx::CGLDevice::UpdateModelviewMatrix()
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glLoadIdentity();
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glScalef(1.0f, 1.0f, -1.0f);
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glMultMatrixf(m_modelviewMat.Array());
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if (m_lighting)
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{
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for (int index = 0; index < (int)m_lights.size(); ++index)
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UpdateLightPosition(index);
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}
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}
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void Gfx::CGLDevice::SetMaterial(const Gfx::Material &material)
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{
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m_material = material;
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, m_material.ambient.Array());
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, m_material.diffuse.Array());
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, m_material.specular.Array());
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glMaterialfv(GL_FRONT, GL_AMBIENT, m_material.ambient.Array());
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glMaterialfv(GL_FRONT, GL_DIFFUSE, m_material.diffuse.Array());
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glMaterialfv(GL_FRONT, GL_SPECULAR, m_material.specular.Array());
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}
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const Gfx::Material& Gfx::CGLDevice::GetMaterial()
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@ -246,23 +256,56 @@ void Gfx::CGLDevice::SetLight(int index, const Gfx::Light &light)
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glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, const_cast<GLfloat*>(light.diffuse.Array()));
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glLightfv(GL_LIGHT0 + index, GL_SPECULAR, const_cast<GLfloat*>(light.specular.Array()));
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GLfloat position[4] = { light.position.x, light.position.y, light.position.z, 0.0f };
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if (light.type == LIGHT_DIRECTIONAL)
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position[3] = 0.0f;
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else
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position[3] = 1.0f;
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glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
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GLfloat direction[4] = { light.direction.x, light.direction.y, light.direction.z, 0.0f };
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glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, direction);
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glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, light.range);
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// TODO: falloff?, phi?, theta?
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glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, light.attenuation0);
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glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, light.attenuation1);
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glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, light.attenuation2);
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if (light.type == Gfx::LIGHT_SPOT)
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{
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glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, light.spotAngle);
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glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, light.spotIntensity);
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}
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else
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{
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glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
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}
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UpdateLightPosition(index);
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}
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void Gfx::CGLDevice::UpdateLightPosition(int index)
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{
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assert(index >= 0);
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assert(index < (int)m_lights.size());
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if ((! m_lighting) || (! m_lightsEnabled[index]))
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return;
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glScalef(1.0f, 1.0f, -1.0f);
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glMultMatrixf(m_viewMat.Array());
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if (m_lights[index].type == LIGHT_DIRECTIONAL)
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{
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GLfloat position[4] = { m_lights[index].direction.x, m_lights[index].direction.y, m_lights[index].direction.z, 0.0f };
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glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
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}
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else
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{
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GLfloat position[4] = { m_lights[index].position.x, m_lights[index].position.y, m_lights[index].position.z, 1.0f };
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glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
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}
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if (m_lights[index].type == Gfx::LIGHT_SPOT)
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{
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GLfloat direction[4] = { m_lights[index].direction.x, m_lights[index].direction.y, m_lights[index].direction.z, 0.0f };
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glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, direction);
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}
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glPopMatrix();
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}
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const Gfx::Light& Gfx::CGLDevice::GetLight(int index)
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@ -803,12 +846,29 @@ int Gfx::CGLDevice::ComputeSphereVisibility(const Math::Vector ¢er, float ra
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void Gfx::CGLDevice::SetRenderState(Gfx::RenderState state, bool enabled)
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{
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if (state == RENDER_STATE_DEPTH_WRITE)
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if (state == Gfx::RENDER_STATE_DEPTH_WRITE)
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{
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glDepthMask(enabled ? GL_TRUE : GL_FALSE);
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return;
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}
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else if (state == RENDER_STATE_TEXTURING)
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else if (state == Gfx::RENDER_STATE_LIGHTING)
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{
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m_lighting = enabled;
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if (enabled)
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glEnable(GL_LIGHTING);
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else
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glDisable(GL_LIGHTING);
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if (enabled)
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{
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for (int index = 0; index < (int)m_lights.size(); ++index)
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UpdateLightPosition(index);
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}
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return;
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}
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else if (state == Gfx::RENDER_STATE_TEXTURING)
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{
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m_texturing = enabled;
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@ -829,7 +889,6 @@ void Gfx::CGLDevice::SetRenderState(Gfx::RenderState state, bool enabled)
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switch (state)
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{
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case Gfx::RENDER_STATE_LIGHTING: flag = GL_LIGHTING; break;
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case Gfx::RENDER_STATE_BLENDING: flag = GL_BLEND; break;
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case Gfx::RENDER_STATE_FOG: flag = GL_FOG; break;
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case Gfx::RENDER_STATE_DEPTH_TEST: flag = GL_DEPTH_TEST; break;
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@ -847,7 +906,10 @@ void Gfx::CGLDevice::SetRenderState(Gfx::RenderState state, bool enabled)
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bool Gfx::CGLDevice::GetRenderState(Gfx::RenderState state)
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{
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if (state == RENDER_STATE_TEXTURING)
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if (state == Gfx::RENDER_STATE_LIGHTING)
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return m_lighting;
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if (state == Gfx::RENDER_STATE_TEXTURING)
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return m_texturing;
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GLenum flag = 0;
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@ -855,7 +917,6 @@ bool Gfx::CGLDevice::GetRenderState(Gfx::RenderState state)
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switch (state)
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{
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case Gfx::RENDER_STATE_DEPTH_WRITE: flag = GL_DEPTH_WRITEMASK; break;
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case Gfx::RENDER_STATE_LIGHTING: flag = GL_DEPTH_WRITEMASK; break;
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case Gfx::RENDER_STATE_BLENDING: flag = GL_BLEND; break;
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case Gfx::RENDER_STATE_FOG: flag = GL_FOG; break;
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case Gfx::RENDER_STATE_DEPTH_TEST: flag = GL_DEPTH_TEST; break;
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@ -155,6 +155,8 @@ public:
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private:
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//! Updates internal modelview matrix
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void UpdateModelviewMatrix();
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//! Updates position for given light based on transformation matrices
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void UpdateLightPosition(int index);
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private:
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//! Was initialized?
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@ -174,6 +176,8 @@ private:
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//! The current material
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Gfx::Material m_material;
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//! Whether lighting is enabled
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bool m_lighting;
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//! Current lights
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std::vector<Gfx::Light> m_lights;
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//! Current lights enable status
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@ -55,6 +55,15 @@ set(TRANSFORM_SOURCES
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transform_test.cpp
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)
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set(LIGHT_SOURCES
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../gldevice.cpp
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../../../common/logger.cpp
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../../../common/image.cpp
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../../../common/iman.cpp
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../../../app/system.cpp
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light_test.cpp
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)
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include_directories(../../../ ${CMAKE_CURRENT_BINARY_DIR})
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set(LIBS
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@ -73,3 +82,6 @@ target_link_libraries(model_test ${LIBS})
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add_executable(transform_test ${TRANSFORM_SOURCES})
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target_link_libraries(transform_test ${LIBS})
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add_executable(light_test ${LIGHT_SOURCES})
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target_link_libraries(light_test ${LIBS})
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@ -0,0 +1,437 @@
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#include "app/system.h"
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#include "common/logger.h"
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#include "common/image.h"
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#include "common/iman.h"
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#include "graphics/opengl/gldevice.h"
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#include "math/geometry.h"
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#include <SDL/SDL.h>
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#include <SDL/SDL_image.h>
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#include <unistd.h>
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#include <iostream>
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#include <map>
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enum KeySlots
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{
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K_Forward,
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K_Back,
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K_Left,
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K_Right,
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K_Up,
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K_Down,
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K_Count
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};
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bool KEYMAP[K_Count] = { false };
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Math::Point MOUSE_POS_BASE;
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Math::Vector TRANSLATION(0.0f, 2.0f, 0.0f);
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Math::Vector ROTATION, ROTATION_BASE;
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float CUBE_ORBIT = 0.0f;
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const int FRAME_DELAY = 5000;
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SystemTimeStamp *PREV_TIME = NULL, *CURR_TIME = NULL;
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void Init(Gfx::CGLDevice *device)
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{
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device->SetRenderState(Gfx::RENDER_STATE_DEPTH_TEST, true);
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device->SetShadeModel(Gfx::SHADE_SMOOTH);
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}
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void Render(Gfx::CGLDevice *device)
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{
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device->BeginScene();
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/* Unlit part of scene */
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device->SetRenderState(Gfx::RENDER_STATE_LIGHTING, false);
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device->SetRenderState(Gfx::RENDER_STATE_CULLING, false); // Double-sided drawing
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Math::Matrix persp;
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Math::LoadProjectionMatrix(persp, Math::PI / 4.0f, (800.0f) / (600.0f), 0.1f, 100.0f);
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device->SetTransform(Gfx::TRANSFORM_PROJECTION, persp);
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Math::Matrix viewMat;
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Math::Matrix mat;
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viewMat.LoadIdentity();
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Math::LoadRotationXMatrix(mat, -ROTATION.x);
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viewMat = Math::MultiplyMatrices(viewMat, mat);
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Math::LoadRotationYMatrix(mat, -ROTATION.y);
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viewMat = Math::MultiplyMatrices(viewMat, mat);
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Math::LoadTranslationMatrix(mat, -TRANSLATION);
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viewMat = Math::MultiplyMatrices(viewMat, mat);
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device->SetTransform(Gfx::TRANSFORM_VIEW, viewMat);
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Math::Matrix worldMat;
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worldMat.LoadIdentity();
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device->SetTransform(Gfx::TRANSFORM_WORLD, worldMat);
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Gfx::VertexCol line[2] = { Gfx::VertexCol() };
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for (int x = -40; x <= 40; ++x)
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{
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line[0].color = Gfx::Color(0.7f + x / 120.0f, 0.0f, 0.0f);
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line[0].coord.z = -40;
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line[0].coord.x = x;
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line[1].color = Gfx::Color(0.7f + x / 120.0f, 0.0f, 0.0f);
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line[1].coord.z = 40;
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line[1].coord.x = x;
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device->DrawPrimitive(Gfx::PRIMITIVE_LINES, line, 2);
|
||||
}
|
||||
|
||||
for (int z = -40; z <= 40; ++z)
|
||||
{
|
||||
line[0].color = Gfx::Color(0.0f, 0.7f + z / 120.0f, 0.0f);
|
||||
line[0].coord.z = z;
|
||||
line[0].coord.x = -40;
|
||||
line[1].color = Gfx::Color(0.0f, 0.7f + z / 120.0f, 0.0f);
|
||||
line[1].coord.z = z;
|
||||
line[1].coord.x = 40;
|
||||
device->DrawPrimitive(Gfx::PRIMITIVE_LINES, line, 2);
|
||||
}
|
||||
|
||||
|
||||
Gfx::VertexCol quad[6] = { Gfx::VertexCol() };
|
||||
|
||||
quad[0].coord = Math::Vector(-1.0f, -1.0f, 0.0f);
|
||||
quad[1].coord = Math::Vector( 1.0f, -1.0f, 0.0f);
|
||||
quad[2].coord = Math::Vector(-1.0f, 1.0f, 0.0f);
|
||||
quad[3].coord = Math::Vector( 1.0f, 1.0f, 0.0f);
|
||||
|
||||
for (int i = 0; i < 6; ++i)
|
||||
quad[i].color = Gfx::Color(1.0f, 1.0f, 0.0f);
|
||||
|
||||
Math::LoadTranslationMatrix(worldMat, Math::Vector(40.0f, 2.0f, 40.0f));
|
||||
device->SetTransform(Gfx::TRANSFORM_WORLD, worldMat);
|
||||
|
||||
device->DrawPrimitive(Gfx::PRIMITIVE_TRIANGLE_STRIP, quad, 4);
|
||||
|
||||
for (int i = 0; i < 6; ++i)
|
||||
quad[i].color = Gfx::Color(0.0f, 1.0f, 1.0f);
|
||||
|
||||
Math::LoadTranslationMatrix(worldMat, Math::Vector(-40.0f, 2.0f, -40.0f));
|
||||
device->SetTransform(Gfx::TRANSFORM_WORLD, worldMat);
|
||||
|
||||
device->DrawPrimitive(Gfx::PRIMITIVE_TRIANGLE_STRIP, quad, 4);
|
||||
|
||||
for (int i = 0; i < 6; ++i)
|
||||
quad[i].color = Gfx::Color(1.0f, 0.0f, 1.0f);
|
||||
|
||||
Math::LoadTranslationMatrix(worldMat, Math::Vector(10.0f, 4.5f, 5.0f));
|
||||
device->SetTransform(Gfx::TRANSFORM_WORLD, worldMat);
|
||||
|
||||
device->DrawPrimitive(Gfx::PRIMITIVE_TRIANGLE_STRIP, quad, 4);
|
||||
|
||||
/* Moving lit cube */
|
||||
device->SetRenderState(Gfx::RENDER_STATE_LIGHTING, true);
|
||||
device->SetRenderState(Gfx::RENDER_STATE_CULLING, true); // Culling (CCW faces)
|
||||
|
||||
device->SetGlobalAmbient(Gfx::Color(0.4f, 0.4f, 0.4f));
|
||||
|
||||
Gfx::Light light1;
|
||||
light1.type = Gfx::LIGHT_POINT;
|
||||
light1.position = Math::Vector(10.0f, 4.5f, 5.0f);
|
||||
light1.ambient = Gfx::Color(0.2f, 0.2f, 0.2f);
|
||||
light1.diffuse = Gfx::Color(1.0f, 0.1f, 0.1f);
|
||||
light1.specular = Gfx::Color(0.0f, 0.0f, 0.0f);
|
||||
device->SetLight(0, light1);
|
||||
device->SetLightEnabled(0, true);
|
||||
|
||||
/*Gfx::Light light2;
|
||||
device->SetLight(1, light2);
|
||||
device->SetLightEnabled(1, true);*/
|
||||
|
||||
Gfx::Material material;
|
||||
material.ambient = Gfx::Color(0.3f, 0.3f, 0.3f);
|
||||
material.diffuse = Gfx::Color(0.8f, 0.7f, 0.6f);
|
||||
material.specular = Gfx::Color(0.0f, 0.0f, 0.0f);
|
||||
device->SetMaterial(material);
|
||||
|
||||
const Gfx::Vertex cube[6][4] =
|
||||
{
|
||||
{
|
||||
// Front
|
||||
Gfx::Vertex(Math::Vector(-1.0f, -1.0f, -1.0f), Math::Vector( 0.0f, 0.0f, -1.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, -1.0f, -1.0f), Math::Vector( 0.0f, 0.0f, -1.0f)),
|
||||
Gfx::Vertex(Math::Vector(-1.0f, 1.0f, -1.0f), Math::Vector( 0.0f, 0.0f, -1.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, 1.0f, -1.0f), Math::Vector( 0.0f, 0.0f, -1.0f))
|
||||
},
|
||||
|
||||
{
|
||||
// Back
|
||||
Gfx::Vertex(Math::Vector( 1.0f, -1.0f, 1.0f), Math::Vector( 0.0f, 0.0f, 1.0f)),
|
||||
Gfx::Vertex(Math::Vector(-1.0f, -1.0f, 1.0f), Math::Vector( 0.0f, 0.0f, 1.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, 1.0f, 1.0f), Math::Vector( 0.0f, 0.0f, 1.0f)),
|
||||
Gfx::Vertex(Math::Vector(-1.0f, 1.0f, 1.0f), Math::Vector( 0.0f, 0.0f, 1.0f))
|
||||
},
|
||||
|
||||
{
|
||||
// Top
|
||||
Gfx::Vertex(Math::Vector(-1.0f, 1.0f, -1.0f), Math::Vector( 0.0f, 1.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, 1.0f, -1.0f), Math::Vector( 0.0f, 1.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector(-1.0f, 1.0f, 1.0f), Math::Vector( 0.0f, 1.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, 1.0f, 1.0f), Math::Vector( 0.0f, 1.0f, 0.0f))
|
||||
},
|
||||
|
||||
{
|
||||
// Bottom
|
||||
Gfx::Vertex(Math::Vector(-1.0f, -1.0f, 1.0f), Math::Vector( 0.0f, -1.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, -1.0f, 1.0f), Math::Vector( 0.0f, -1.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector(-1.0f, -1.0f, -1.0f), Math::Vector( 0.0f, -1.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, -1.0f, -1.0f), Math::Vector( 0.0f, -1.0f, 0.0f))
|
||||
},
|
||||
|
||||
{
|
||||
// Left
|
||||
Gfx::Vertex(Math::Vector(-1.0f, -1.0f, 1.0f), Math::Vector(-1.0f, 0.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector(-1.0f, -1.0f, -1.0f), Math::Vector(-1.0f, 0.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector(-1.0f, 1.0f, 1.0f), Math::Vector(-1.0f, 0.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector(-1.0f, 1.0f, -1.0f), Math::Vector(-1.0f, 0.0f, 0.0f))
|
||||
},
|
||||
|
||||
{
|
||||
// Right
|
||||
Gfx::Vertex(Math::Vector( 1.0f, -1.0f, -1.0f), Math::Vector( 1.0f, 0.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, -1.0f, 1.0f), Math::Vector( 1.0f, 0.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, 1.0f, -1.0f), Math::Vector( 1.0f, 0.0f, 0.0f)),
|
||||
Gfx::Vertex(Math::Vector( 1.0f, 1.0f, 1.0f), Math::Vector( 1.0f, 0.0f, 0.0f))
|
||||
}
|
||||
};
|
||||
|
||||
Math::Matrix cubeTrans;
|
||||
Math::LoadTranslationMatrix(cubeTrans, Math::Vector(10.0f, 2.0f, 5.0f));
|
||||
Math::Matrix cubeRot;
|
||||
Math::LoadRotationMatrix(cubeRot, Math::Vector(0.0f, 1.0f, 0.0f), CUBE_ORBIT);
|
||||
Math::Matrix cubeRotInv;
|
||||
Math::LoadRotationMatrix(cubeRotInv, Math::Vector(0.0f, 1.0f, 0.0f), -CUBE_ORBIT);
|
||||
Math::Matrix cubeTransRad;
|
||||
Math::LoadTranslationMatrix(cubeTransRad, Math::Vector(0.0f, 0.0f, 6.0f));
|
||||
worldMat = Math::MultiplyMatrices(cubeTransRad, cubeRotInv);
|
||||
worldMat = Math::MultiplyMatrices(cubeRot, worldMat);
|
||||
worldMat = Math::MultiplyMatrices(cubeTrans, worldMat);
|
||||
device->SetTransform(Gfx::TRANSFORM_WORLD, worldMat);
|
||||
|
||||
for (int i = 0; i < 6; ++i)
|
||||
device->DrawPrimitive(Gfx::PRIMITIVE_TRIANGLE_STRIP, cube[i], 4);
|
||||
|
||||
device->EndScene();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
const float TRANS_SPEED = 6.0f; // units / sec
|
||||
|
||||
GetCurrentTimeStamp(CURR_TIME);
|
||||
float timeDiff = TimeStampDiff(PREV_TIME, CURR_TIME, STU_SEC);
|
||||
CopyTimeStamp(PREV_TIME, CURR_TIME);
|
||||
|
||||
CUBE_ORBIT += timeDiff * (Math::PI / 4.0f);
|
||||
|
||||
Math::Vector incTrans;
|
||||
|
||||
if (KEYMAP[K_Forward])
|
||||
incTrans.z = +TRANS_SPEED * timeDiff;
|
||||
if (KEYMAP[K_Back])
|
||||
incTrans.z = -TRANS_SPEED * timeDiff;
|
||||
if (KEYMAP[K_Right])
|
||||
incTrans.x = +TRANS_SPEED * timeDiff;
|
||||
if (KEYMAP[K_Left])
|
||||
incTrans.x = -TRANS_SPEED * timeDiff;
|
||||
if (KEYMAP[K_Up])
|
||||
incTrans.y = +TRANS_SPEED * timeDiff;
|
||||
if (KEYMAP[K_Down])
|
||||
incTrans.y = -TRANS_SPEED * timeDiff;
|
||||
|
||||
Math::Point rotTrans = Math::RotatePoint(-ROTATION.y, Math::Point(incTrans.x, incTrans.z));
|
||||
incTrans.x = rotTrans.x;
|
||||
incTrans.z = rotTrans.y;
|
||||
TRANSLATION += incTrans;
|
||||
}
|
||||
|
||||
void KeyboardDown(SDLKey key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case SDLK_w:
|
||||
KEYMAP[K_Forward] = true;
|
||||
break;
|
||||
case SDLK_s:
|
||||
KEYMAP[K_Back] = true;
|
||||
break;
|
||||
case SDLK_d:
|
||||
KEYMAP[K_Right] = true;
|
||||
break;
|
||||
case SDLK_a:
|
||||
KEYMAP[K_Left] = true;
|
||||
break;
|
||||
case SDLK_z:
|
||||
KEYMAP[K_Down] = true;
|
||||
break;
|
||||
case SDLK_x:
|
||||
KEYMAP[K_Up] = true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void KeyboardUp(SDLKey key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case SDLK_w:
|
||||
KEYMAP[K_Forward] = false;
|
||||
break;
|
||||
case SDLK_s:
|
||||
KEYMAP[K_Back] = false;
|
||||
break;
|
||||
case SDLK_d:
|
||||
KEYMAP[K_Right] = false;
|
||||
break;
|
||||
case SDLK_a:
|
||||
KEYMAP[K_Left] = false;
|
||||
break;
|
||||
case SDLK_z:
|
||||
KEYMAP[K_Down] = false;
|
||||
break;
|
||||
case SDLK_x:
|
||||
KEYMAP[K_Up] = false;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void MouseMove(int x, int y)
|
||||
{
|
||||
Math::Point currentPos((float)x, (float)y);
|
||||
|
||||
static bool first = true;
|
||||
if (first || (x < 10) || (y < 10) || (x > 790) || (y > 590))
|
||||
{
|
||||
SDL_WarpMouse(400, 300);
|
||||
MOUSE_POS_BASE.x = 400;
|
||||
MOUSE_POS_BASE.y = 300;
|
||||
ROTATION_BASE = ROTATION;
|
||||
first = false;
|
||||
return;
|
||||
}
|
||||
|
||||
ROTATION.y = ROTATION_BASE.y + ((float) (x - MOUSE_POS_BASE.x) / 800.0f) * Math::PI;
|
||||
ROTATION.x = ROTATION_BASE.x + ((float) (y - MOUSE_POS_BASE.y) / 600.0f) * Math::PI;
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
CLogger logger;
|
||||
|
||||
PREV_TIME = CreateTimeStamp();
|
||||
CURR_TIME = CreateTimeStamp();
|
||||
|
||||
GetCurrentTimeStamp(PREV_TIME);
|
||||
GetCurrentTimeStamp(CURR_TIME);
|
||||
|
||||
CInstanceManager iMan;
|
||||
|
||||
// Without any error checking, for simplicity
|
||||
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
IMG_Init(IMG_INIT_PNG);
|
||||
|
||||
const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
|
||||
|
||||
Uint32 videoFlags = SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_HWPALETTE;
|
||||
|
||||
if (videoInfo->hw_available)
|
||||
videoFlags |= SDL_HWSURFACE;
|
||||
else
|
||||
videoFlags |= SDL_SWSURFACE;
|
||||
|
||||
if (videoInfo->blit_hw)
|
||||
videoFlags |= SDL_HWACCEL;
|
||||
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 8);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
SDL_Surface *surface = SDL_SetVideoMode(800, 600, 32, videoFlags);
|
||||
|
||||
|
||||
SDL_WM_SetCaption("Light Test", "Light Test");
|
||||
|
||||
//SDL_WM_GrabInput(SDL_GRAB_ON);
|
||||
SDL_ShowCursor(SDL_DISABLE);
|
||||
|
||||
Gfx::CGLDevice *device = new Gfx::CGLDevice();
|
||||
device->Create();
|
||||
|
||||
Init(device);
|
||||
|
||||
bool done = false;
|
||||
while (! done)
|
||||
{
|
||||
Render(device);
|
||||
Update();
|
||||
|
||||
SDL_GL_SwapBuffers();
|
||||
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
if (event.type == SDL_QUIT)
|
||||
{
|
||||
break;
|
||||
done = true;
|
||||
}
|
||||
else if (event.type == SDL_KEYDOWN)
|
||||
{
|
||||
if (event.key.keysym.sym == SDLK_q)
|
||||
{
|
||||
done = true;
|
||||
break;
|
||||
}
|
||||
else
|
||||
KeyboardDown(event.key.keysym.sym);
|
||||
}
|
||||
else if (event.type == SDL_KEYUP)
|
||||
KeyboardUp(event.key.keysym.sym);
|
||||
else if (event.type == SDL_MOUSEMOTION)
|
||||
MouseMove(event.motion.x, event.motion.y);
|
||||
}
|
||||
|
||||
usleep(FRAME_DELAY);
|
||||
}
|
||||
|
||||
//SDL_WM_GrabInput(SDL_GRAB_OFF);
|
||||
SDL_ShowCursor(SDL_ENABLE);
|
||||
|
||||
device->Destroy();
|
||||
delete device;
|
||||
|
||||
SDL_FreeSurface(surface);
|
||||
|
||||
IMG_Quit();
|
||||
|
||||
SDL_Quit();
|
||||
|
||||
DestroyTimeStamp(PREV_TIME);
|
||||
DestroyTimeStamp(CURR_TIME);
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue