colobot/test/envs/opengl/light_test.cpp

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#include "app/system.h"
#include "common/config.h"
#include "common/logger.h"
#include "common/image.h"
#include "graphics/opengl/gldevice.h"
#include "math/geometry.h"
#include <SDL.h>
#include <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, 50.0f);
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] = {};
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] = {};
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);
int planes = device->ComputeSphereVisibility(Math::Vector(0.0f, 0.0f, 0.0f), 1.0f);
printf("Planes:");
if (planes == 0)
printf(" (none)");
if (planes & Gfx::FRUSTUM_PLANE_LEFT)
printf(" LEFT");
if (planes & Gfx::FRUSTUM_PLANE_RIGHT)
printf(" RIGHT");
if (planes & Gfx::FRUSTUM_PLANE_BOTTOM)
printf(" BOTTOM");
if (planes & Gfx::FRUSTUM_PLANE_TOP)
printf(" TOP");
if (planes & Gfx::FRUSTUM_PLANE_FRONT)
printf(" FRONT");
if (planes & Gfx::FRUSTUM_PLANE_BACK)
printf(" BACK");
printf("\n");
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
GetSystemUtils()->GetCurrentTimeStamp(CURR_TIME);
float timeDiff = GetSystemUtils()->TimeStampDiff(PREV_TIME, CURR_TIME, STU_SEC);
GetSystemUtils()->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(static_cast<float>(x), static_cast<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 + (static_cast<float> (x - MOUSE_POS_BASE.x) / 800.0f) * Math::PI;
ROTATION.x = ROTATION_BASE.x + (static_cast<float> (y - MOUSE_POS_BASE.y) / 600.0f) * Math::PI;
}
extern "C"
{
int SDL_MAIN_FUNC(int argc, char *argv[])
{
CLogger logger;
CSystemUtils* systemUtils = CSystemUtils::Create(); // platform-specific utils
systemUtils->Init();
PREV_TIME = GetSystemUtils()->CreateTimeStamp();
CURR_TIME = GetSystemUtils()->CreateTimeStamp();
GetSystemUtils()->GetCurrentTimeStamp(PREV_TIME);
GetSystemUtils()->GetCurrentTimeStamp(CURR_TIME);
// 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(Gfx::GLDeviceConfig());
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();
GetSystemUtils()->DestroyTimeStamp(PREV_TIME);
GetSystemUtils()->DestroyTimeStamp(CURR_TIME);
return 0;
}
} // extern "C"