- fixed problems with lighting
- added light_test
dev-ui
Piotr Dziwinski 2012-07-26 19:05:09 +02:00
parent bc1c9b5284
commit d1fe0d2dcc
6 changed files with 617 additions and 44 deletions

View File

@ -41,8 +41,6 @@ enum LightType
* \brief Light
*
* This structure was created as analog to DirectX's D3DLIGHT.
*
* It contains analogous fields as the D3DLIGHT struct.
*/
struct Light
{
@ -54,29 +52,40 @@ struct Light
Gfx::Color diffuse;
//! Color of specular light
Gfx::Color specular;
//! Position in world space
//! Position in world space (for point & spot lights)
Math::Vector position;
//! Direction in world space
//! Direction in world space (for directional & spot lights)
Math::Vector direction;
//! Cutoff range
float range;
//! Falloff
float falloff;
//! Inner angle of spotlight cone
float theta;
//! Outer angle of spotlight cone
float phi;
//! Constant attenuation
//! Constant attenuation factor
float attenuation0;
//! Linear attenuation
//! Linear attenuation factor
float attenuation1;
//! Quadratic attenuation
//! Quadratic attenuation factor
float attenuation2;
//! Angle of spotlight cone (0-90 degrees)
float spotAngle;
//! Intensity of spotlight (0 = uniform; 128 = most intense)
float spotIntensity;
//! Constructor; calls LoadDefault()
Light()
{
LoadDefault();
}
//! Loads default values
void LoadDefault()
{
type = LIGHT_POINT;
range = falloff = theta = phi = attenuation0 = attenuation1 = attenuation2 = 0.0f;
ambient = Gfx::Color(0.4f, 0.4f, 0.4f);
diffuse = Gfx::Color(0.8f, 0.8f, 0.8f);
specular = Gfx::Color(1.0f, 1.0f, 1.0f);
position = Math::Vector(0.0f, 0.0f, 0.0f);
direction = Math::Vector(0.0f, 0.0f, 1.0f);
attenuation0 = 1.0f;
attenuation1 = attenuation2 = 0.0f;
spotAngle = 90.0f;
spotIntensity = 0.0f;
}
};
@ -101,12 +110,12 @@ struct LightProgression
};
/**
* \struct SceneLight
* \struct DynamicLight
* \brief Dynamic light in 3D scene
*
* TODO documentation
*/
struct SceneLight
struct DynamicLight
{
//! true -> light exists
bool used;
@ -128,6 +137,53 @@ struct SceneLight
Gfx::LightProgression colorBlue;
};
// TODO CLight
/**
\class CLight
\brief Manager for dynamic lights in 3D scene
*/
class CLight
{
public:
CLight(CInstanceManager *iMan, Gfx::CEngine* engine);
virtual ~CLight();
void SetDevice(Gfx::CDevice* device);
void FlushLight();
int CreateLight();
bool DeleteLight(int lightRank);
bool SetLight(int lightRank, const Gfx::Light &light);
bool GetLight(int lightRank, Gfx::Light &light);
bool LightEnable(int lightRank, bool enable);
bool SetLightIncludeType(int lightRank, Gfx::EngineObjectType type);
bool SetLightExcludeType(int lightRank, Gfx::EngineObjectType type);
bool SetLightPos(int lightRank, const Math::Vector &pos);
Math::Vector GetLightPos(int lightRank);
bool SetLightDir(int lightRank, const Math::Vector &dir);
Math::Vector GetLightDir(int lightRank);
bool SetLightIntensitySpeed(int lightRank, float speed);
bool SetLightIntensity(int lightRank, float value);
float GetLightIntensity(int lightRank);
void AdaptLightColor(const Gfx::Color &color, float factor);
bool SetLightColorSpeed(int lightRank, float speed);
bool SetLightColor(int lightRank, const Gfx::Color &color);
Gfx::Color GetLightColor(int lightRank);
void FrameLight(float rTime);
void LightUpdate();
void LightUpdate(Gfx::EngineObjectType type);
protected:
CInstanceManager* m_iMan;
CEngine* m_engine;
CDevice* m_device;
float m_time;
std::vector<Gfx::DynamicLight> m_dynLights;
};
}; // namespace Gfx

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@ -19,6 +19,9 @@
#pragma once
#include "graphics/common/color.h"
namespace Gfx {
/**

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@ -52,6 +52,7 @@ void Gfx::GLDeviceConfig::LoadDefault()
Gfx::CGLDevice::CGLDevice()
{
m_wasInit = false;
m_lighting = false;
m_texturing = false;
}
@ -86,6 +87,9 @@ bool Gfx::CGLDevice::Create()
// To use separate specular color in drawing primitives
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
// To avoid problems with scaling & lighting
glEnable(GL_RESCALE_NORMAL);
// Set just to be sure
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glMatrixMode(GL_PROJECTION);
@ -100,9 +104,9 @@ bool Gfx::CGLDevice::Create()
int maxTextures = 0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextures);
m_currentTextures = std::vector<Gfx::Texture> (maxTextures, Gfx::Texture());
m_texturesEnabled = std::vector<bool> (maxTextures, false);
m_textureStageParams = std::vector<Gfx::TextureStageParams>(maxTextures, Gfx::TextureStageParams());
m_currentTextures = std::vector<Gfx::Texture> (maxTextures, Gfx::Texture());
m_texturesEnabled = std::vector<bool> (maxTextures, false);
m_textureStageParams = std::vector<Gfx::TextureStageParams>(maxTextures, Gfx::TextureStageParams());
return true;
}
@ -213,15 +217,21 @@ void Gfx::CGLDevice::UpdateModelviewMatrix()
glLoadIdentity();
glScalef(1.0f, 1.0f, -1.0f);
glMultMatrixf(m_modelviewMat.Array());
if (m_lighting)
{
for (int index = 0; index < (int)m_lights.size(); ++index)
UpdateLightPosition(index);
}
}
void Gfx::CGLDevice::SetMaterial(const Gfx::Material &material)
{
m_material = material;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, m_material.ambient.Array());
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, m_material.diffuse.Array());
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, m_material.specular.Array());
glMaterialfv(GL_FRONT, GL_AMBIENT, m_material.ambient.Array());
glMaterialfv(GL_FRONT, GL_DIFFUSE, m_material.diffuse.Array());
glMaterialfv(GL_FRONT, GL_SPECULAR, m_material.specular.Array());
}
const Gfx::Material& Gfx::CGLDevice::GetMaterial()
@ -246,23 +256,56 @@ void Gfx::CGLDevice::SetLight(int index, const Gfx::Light &light)
glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, const_cast<GLfloat*>(light.diffuse.Array()));
glLightfv(GL_LIGHT0 + index, GL_SPECULAR, const_cast<GLfloat*>(light.specular.Array()));
GLfloat position[4] = { light.position.x, light.position.y, light.position.z, 0.0f };
if (light.type == LIGHT_DIRECTIONAL)
position[3] = 0.0f;
else
position[3] = 1.0f;
glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
GLfloat direction[4] = { light.direction.x, light.direction.y, light.direction.z, 0.0f };
glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, direction);
glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, light.range);
// TODO: falloff?, phi?, theta?
glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, light.attenuation0);
glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, light.attenuation1);
glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, light.attenuation2);
if (light.type == Gfx::LIGHT_SPOT)
{
glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, light.spotAngle);
glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, light.spotIntensity);
}
else
{
glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
}
UpdateLightPosition(index);
}
void Gfx::CGLDevice::UpdateLightPosition(int index)
{
assert(index >= 0);
assert(index < (int)m_lights.size());
if ((! m_lighting) || (! m_lightsEnabled[index]))
return;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef(1.0f, 1.0f, -1.0f);
glMultMatrixf(m_viewMat.Array());
if (m_lights[index].type == LIGHT_DIRECTIONAL)
{
GLfloat position[4] = { m_lights[index].direction.x, m_lights[index].direction.y, m_lights[index].direction.z, 0.0f };
glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
}
else
{
GLfloat position[4] = { m_lights[index].position.x, m_lights[index].position.y, m_lights[index].position.z, 1.0f };
glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
}
if (m_lights[index].type == Gfx::LIGHT_SPOT)
{
GLfloat direction[4] = { m_lights[index].direction.x, m_lights[index].direction.y, m_lights[index].direction.z, 0.0f };
glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, direction);
}
glPopMatrix();
}
const Gfx::Light& Gfx::CGLDevice::GetLight(int index)
@ -803,12 +846,29 @@ int Gfx::CGLDevice::ComputeSphereVisibility(const Math::Vector &center, float ra
void Gfx::CGLDevice::SetRenderState(Gfx::RenderState state, bool enabled)
{
if (state == RENDER_STATE_DEPTH_WRITE)
if (state == Gfx::RENDER_STATE_DEPTH_WRITE)
{
glDepthMask(enabled ? GL_TRUE : GL_FALSE);
return;
}
else if (state == RENDER_STATE_TEXTURING)
else if (state == Gfx::RENDER_STATE_LIGHTING)
{
m_lighting = enabled;
if (enabled)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
if (enabled)
{
for (int index = 0; index < (int)m_lights.size(); ++index)
UpdateLightPosition(index);
}
return;
}
else if (state == Gfx::RENDER_STATE_TEXTURING)
{
m_texturing = enabled;
@ -829,7 +889,6 @@ void Gfx::CGLDevice::SetRenderState(Gfx::RenderState state, bool enabled)
switch (state)
{
case Gfx::RENDER_STATE_LIGHTING: flag = GL_LIGHTING; break;
case Gfx::RENDER_STATE_BLENDING: flag = GL_BLEND; break;
case Gfx::RENDER_STATE_FOG: flag = GL_FOG; break;
case Gfx::RENDER_STATE_DEPTH_TEST: flag = GL_DEPTH_TEST; break;
@ -847,7 +906,10 @@ void Gfx::CGLDevice::SetRenderState(Gfx::RenderState state, bool enabled)
bool Gfx::CGLDevice::GetRenderState(Gfx::RenderState state)
{
if (state == RENDER_STATE_TEXTURING)
if (state == Gfx::RENDER_STATE_LIGHTING)
return m_lighting;
if (state == Gfx::RENDER_STATE_TEXTURING)
return m_texturing;
GLenum flag = 0;
@ -855,7 +917,6 @@ bool Gfx::CGLDevice::GetRenderState(Gfx::RenderState state)
switch (state)
{
case Gfx::RENDER_STATE_DEPTH_WRITE: flag = GL_DEPTH_WRITEMASK; break;
case Gfx::RENDER_STATE_LIGHTING: flag = GL_DEPTH_WRITEMASK; break;
case Gfx::RENDER_STATE_BLENDING: flag = GL_BLEND; break;
case Gfx::RENDER_STATE_FOG: flag = GL_FOG; break;
case Gfx::RENDER_STATE_DEPTH_TEST: flag = GL_DEPTH_TEST; break;

View File

@ -155,6 +155,8 @@ public:
private:
//! Updates internal modelview matrix
void UpdateModelviewMatrix();
//! Updates position for given light based on transformation matrices
void UpdateLightPosition(int index);
private:
//! Was initialized?
@ -174,6 +176,8 @@ private:
//! The current material
Gfx::Material m_material;
//! Whether lighting is enabled
bool m_lighting;
//! Current lights
std::vector<Gfx::Light> m_lights;
//! Current lights enable status

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@ -55,6 +55,15 @@ set(TRANSFORM_SOURCES
transform_test.cpp
)
set(LIGHT_SOURCES
../gldevice.cpp
../../../common/logger.cpp
../../../common/image.cpp
../../../common/iman.cpp
../../../app/system.cpp
light_test.cpp
)
include_directories(../../../ ${CMAKE_CURRENT_BINARY_DIR})
set(LIBS
@ -73,3 +82,6 @@ target_link_libraries(model_test ${LIBS})
add_executable(transform_test ${TRANSFORM_SOURCES})
target_link_libraries(transform_test ${LIBS})
add_executable(light_test ${LIGHT_SOURCES})
target_link_libraries(light_test ${LIBS})

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@ -0,0 +1,437 @@
#include "app/system.h"
#include "common/logger.h"
#include "common/image.h"
#include "common/iman.h"
#include "graphics/opengl/gldevice.h"
#include "math/geometry.h"
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <unistd.h>
#include <iostream>
#include <map>
enum KeySlots
{
K_Forward,
K_Back,
K_Left,
K_Right,
K_Up,
K_Down,
K_Count
};
bool KEYMAP[K_Count] = { false };
Math::Point MOUSE_POS_BASE;
Math::Vector TRANSLATION(0.0f, 2.0f, 0.0f);
Math::Vector ROTATION, ROTATION_BASE;
float CUBE_ORBIT = 0.0f;
const int FRAME_DELAY = 5000;
SystemTimeStamp *PREV_TIME = NULL, *CURR_TIME = NULL;
void Init(Gfx::CGLDevice *device)
{
device->SetRenderState(Gfx::RENDER_STATE_DEPTH_TEST, true);
device->SetShadeModel(Gfx::SHADE_SMOOTH);
}
void Render(Gfx::CGLDevice *device)
{
device->BeginScene();
/* Unlit part of scene */
device->SetRenderState(Gfx::RENDER_STATE_LIGHTING, false);
device->SetRenderState(Gfx::RENDER_STATE_CULLING, false); // Double-sided drawing
Math::Matrix persp;
Math::LoadProjectionMatrix(persp, Math::PI / 4.0f, (800.0f) / (600.0f), 0.1f, 100.0f);
device->SetTransform(Gfx::TRANSFORM_PROJECTION, persp);
Math::Matrix viewMat;
Math::Matrix mat;
viewMat.LoadIdentity();
Math::LoadRotationXMatrix(mat, -ROTATION.x);
viewMat = Math::MultiplyMatrices(viewMat, mat);
Math::LoadRotationYMatrix(mat, -ROTATION.y);
viewMat = Math::MultiplyMatrices(viewMat, mat);
Math::LoadTranslationMatrix(mat, -TRANSLATION);
viewMat = Math::MultiplyMatrices(viewMat, mat);
device->SetTransform(Gfx::TRANSFORM_VIEW, viewMat);
Math::Matrix worldMat;
worldMat.LoadIdentity();
device->SetTransform(Gfx::TRANSFORM_WORLD, worldMat);
Gfx::VertexCol line[2] = { Gfx::VertexCol() };
for (int x = -40; x <= 40; ++x)
{
line[0].color = Gfx::Color(0.7f + x / 120.0f, 0.0f, 0.0f);
line[0].coord.z = -40;
line[0].coord.x = x;
line[1].color = Gfx::Color(0.7f + x / 120.0f, 0.0f, 0.0f);
line[1].coord.z = 40;
line[1].coord.x = x;
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;
}