GLdc/samples/nehe06_vq/main.c
Falco Girgis 49f2f0917b Nehe20 Build Fix + Warnings cleanup for GCC14.1.0.
Newest toolchain is bitchier, so I wanted to go ahead and clear up all
of the warnings from building GLdc and the various examples...

1) Set CMake CXX standard to 14 instead of 11, since CXXFLAGS were
  enforcing that language standard anyway.
2) Fixed a bunch of strict aliasing violations in immediate.c: glVertex3f.
3) Removed or commented out lots of unused variables.
4) Fixed some "suggested inner braces on initializer" crap.
5) Fixed a bunch of signed vs unsigned pointer assignments.
6) Fixed several printf() warnings from using %d with int32_t (needs to
   be %ld for long int).
7) Fixed build issue with Nehe20 from not including kos.h for the
   KOS_ROMDISK macro.
8) Fixed some signed vs unsigned comparison mismatches in C++ template
   instantiations within clipping tests.
9)
2024-07-31 20:35:34 -05:00

306 lines
10 KiB
C

#include <stdio.h>
#include <stdlib.h>
#ifdef __DREAMCAST__
#include <kos.h>
#endif
#include "GL/gl.h"
#include "GL/glu.h"
#include "GL/glkos.h"
#include "GL/glext.h"
#ifdef __DREAMCAST__
extern uint8 romdisk[];
KOS_INIT_ROMDISK(romdisk);
#define IMG_PATH "/rd/NeHe.tex"
#else
#define IMG_PATH "../samples/nehe06_vq/romdisk/NeHe.tex"
#endif
/* floats for x rotation, y rotation, z rotation */
float xrot, yrot, zrot;
/* storage for one texture */
GLuint texture[1];
/* Image type - contains height, width, and data */
struct Image {
unsigned long sizeX;
unsigned long sizeY;
char *data;
GLenum internalFormat;
GLboolean mipmapped;
unsigned int dataSize;
};
typedef struct Image Image;
int ImageLoad(char *filename, Image *image) {
FILE* file = NULL;
// make sure the file is there.
if ((file = fopen(filename, "rb")) == NULL)
{
printf("File Not Found : %s\n",filename);
return 0;
}
struct {
char id[4]; // 'DTEX'
GLushort width;
GLushort height;
GLuint type;
GLuint size;
} header;
fread(&header, sizeof(header), 1, file);
GLboolean twiddled = (header.type & (1 << 26)) < 1;
GLboolean compressed = (header.type & (1 << 30)) > 0;
GLboolean mipmapped = (header.type & (1 << 31)) > 0;
//GLboolean strided = (header.type & (1 << 25)) > 0;
GLuint format = (header.type >> 27) & 0b111;
image->data = (char *) malloc (header.size);
image->sizeX = header.width;
image->sizeY = header.height;
image->dataSize = header.size;
//GLuint expected = 2 * header.width * header.height;
//GLuint ratio = (GLuint) (((GLfloat) expected) / ((GLfloat) header.size));
fread(image->data, image->dataSize, 1, file);
fclose(file);
if(compressed) {
if(twiddled) {
switch(format) {
case 0: {
if(mipmapped) {
image->internalFormat = GL_COMPRESSED_ARGB_1555_VQ_MIPMAP_TWID_KOS;
} else {
image->internalFormat = GL_COMPRESSED_ARGB_1555_VQ_TWID_KOS;
}
} break;
case 1: {
if(mipmapped) {
image->internalFormat = GL_COMPRESSED_RGB_565_VQ_MIPMAP_TWID_KOS;
} else {
image->internalFormat = GL_COMPRESSED_RGB_565_VQ_TWID_KOS;
}
} break;
case 2: {
if(mipmapped) {
image->internalFormat = GL_COMPRESSED_ARGB_4444_VQ_MIPMAP_TWID_KOS;
} else {
image->internalFormat = GL_COMPRESSED_ARGB_4444_VQ_TWID_KOS;
}
}
break;
default:
fprintf(stderr, "Invalid texture format");
return 0;
}
} else {
switch(format) {
case 0: {
if(mipmapped) {
image->internalFormat = GL_COMPRESSED_ARGB_1555_VQ_MIPMAP_KOS;
} else {
image->internalFormat = GL_COMPRESSED_ARGB_1555_VQ_KOS;
}
} break;
case 1: {
if(mipmapped) {
image->internalFormat = GL_COMPRESSED_RGB_565_VQ_MIPMAP_KOS;
} else {
image->internalFormat = GL_COMPRESSED_RGB_565_VQ_KOS;
}
} break;
case 2: {
if(mipmapped) {
image->internalFormat = GL_COMPRESSED_ARGB_4444_VQ_MIPMAP_KOS;
} else {
image->internalFormat = GL_COMPRESSED_ARGB_4444_VQ_KOS;
}
}
break;
default:
fprintf(stderr, "Invalid texture format");
return 0;
}
}
} else {
printf("Not a compressed texture");
return 0;
}
// we're done.
return 1;
}
// Load Bitmaps And Convert To Textures
void LoadGLTextures() {
// Load Texture
Image *image1;
// allocate space for texture
image1 = (Image *) malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
exit(0);
}
if (!ImageLoad(IMG_PATH, image1)) {
exit(1);
}
// Create Texture
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
glCompressedTexImage2DARB(
GL_TEXTURE_2D, 0, image1->internalFormat, image1->sizeX, image1->sizeY, 0,
image1->dataSize, image1->data
);
free(image1);
};
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
}
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
void ReSizeGLScene(int Width, int Height)
{
if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
Height = 1;
glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}
int check_start() {
#ifdef __DREAMCAST__
maple_device_t *cont;
cont_state_t *state;
cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
if(cont) {
state = (cont_state_t *)maple_dev_status(cont);
if(state)
return state->buttons & CONT_START;
}
#endif
return 0;
}
/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-5.0f); // move 5 units into the screen.
glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
glBegin(GL_QUADS); // begin drawing a cube
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
glEnd(); // done with the polygon.
xrot+=1.5f; // X Axis Rotation
yrot+=1.5f; // Y Axis Rotation
zrot+=1.5f; // Z Axis Rotation
//
// swap buffers to display, since we're double buffered.
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
if(check_start())
break;
DrawGLScene();
}
return 0;
}