GLdc/samples/zclip/main.c

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#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "gl.h"
#include "glext.h"
#include "glu.h"
#include "glkos.h"
extern uint8 romdisk[];
KOS_INIT_ROMDISK(romdisk);
/* Image type - contains height, width, and data */
typedef struct // Create A Structure
{
GLubyte *imageData; // Image Data (Up To 32 Bits)
GLuint bpp; // Image Color Depth In Bits Per Pixel
GLuint width; // Image Width
GLuint height; // Image Height
GLuint texID; // Texture ID Used To Select A Texture
} TextureImage; // Structure Name
TextureImage textures[3];
TextureImage road;
TextureImage lightmap;
GLboolean LoadTGA(TextureImage *texture, const char *filename) // Loads A TGA File Into Memory
{
GLubyte TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA Header
GLubyte TGAcompare[12]; // Used To Compare TGA Header
GLubyte header[6]; // First 6 Useful Bytes From The Header
GLuint bytesPerPixel; // Holds Number Of Bytes Per Pixel Used In The TGA File
GLuint imageSize; // Used To Store The Image Size When Setting Aside Ram
GLuint temp; // Temporary Variable
GLuint type=GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)
FILE *file = fopen(filename, "rb"); // Open The TGA File
if( file==NULL || // Does File Even Exist?
fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) || // Are There 12 Bytes To Read?
memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0 || // Does The Header Match What We Want?
fread(header,1,sizeof(header),file)!=sizeof(header)) // If So Read Next 6 Header Bytes
{
if (file == NULL) { // Did The File Even Exist? *Added Jim Strong*
fprintf(stderr, "Missing file\n");
return GL_FALSE; // Return False
} else
{
fprintf(stderr, "Invalid format\n");
fclose(file); // If Anything Failed, Close The File
return GL_FALSE; // Return False
}
}
texture->width = header[1] * 256 + header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
texture->height = header[3] * 256 + header[2]; // Determine The TGA Height (highbyte*256+lowbyte)
if( texture->width <=0 || // Is The Width Less Than Or Equal To Zero
texture->height <=0 || // Is The Height Less Than Or Equal To Zero
(header[4]!=24 && header[4]!=32)) // Is The TGA 24 or 32 Bit?
{
fprintf(stderr, "Wrong format\n");
fclose(file); // If Anything Failed, Close The File
return GL_FALSE; // Return False
}
texture->bpp = header[4]; // Grab The TGA's Bits Per Pixel (24 or 32)
bytesPerPixel = texture->bpp/8; // Divide By 8 To Get The Bytes Per Pixel
imageSize = texture->width*texture->height*bytesPerPixel; // Calculate The Memory Required For The TGA Data
texture->imageData=(GLubyte *)malloc(imageSize); // Reserve Memory To Hold The TGA Data
if( texture->imageData==NULL || // Does The Storage Memory Exist?
fread(texture->imageData, 1, imageSize, file)!=imageSize) // Does The Image Size Match The Memory Reserved?
{
if(texture->imageData!=NULL) // Was Image Data Loaded
free(texture->imageData); // If So, Release The Image Data
fclose(file); // Close The File
return GL_FALSE; // Return False
}
GLuint i;
for(i = 0; i < (int)imageSize; i += bytesPerPixel) // Loop Through The Image Data
{ // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
temp=texture->imageData[i]; // Temporarily Store The Value At Image Data 'i'
texture->imageData[i] = texture->imageData[i + 2]; // Set The 1st Byte To The Value Of The 3rd Byte
texture->imageData[i + 2] = temp; // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
}
fclose (file); // Close The File
// Build A Texture From The Data
glGenTextures(1, &texture[0].texID); // Generate OpenGL texture IDs
glBindTexture(GL_TEXTURE_2D, texture[0].texID); // Bind Our Texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtered
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtered
if (texture[0].bpp==24) // Was The TGA 24 Bits
{
type=GL_RGB; // If So Set The 'type' To GL_RGB
}
glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);
return GL_TRUE; // Texture Building Went Ok, Return True
}
// Load Bitmaps And Convert To Textures
void LoadGLTextures() {
const char* filenames [] = {
"/rd/facade00.tga",
"/rd/facade01.tga",
"/rd/facade02.tga"
};
GLubyte i;
for(i = 0; i < 3; ++i) {
LoadTGA(&textures[i], filenames[i]);
}
if(!LoadTGA(&road, "/rd/floor.tga")) {
fprintf(stderr, "Error loading road texture");
}
if(!LoadTGA(&lightmap, "/rd/lightmap.tga")) {
fprintf(stderr, "Error loading lightmap texture");
}
}
/* 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();
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
glEnable(GL_TEXTURE_2D);
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);
glLoadIdentity();
}
/* 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);
}
void RenderTower(counter) {
counter = counter % 3;
float height = (counter + 1) * 5.0f;
float width = 3.5f;
float v = 1.0f * (counter + 1);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textures[counter].texID);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, lightmap.texID);
glBegin(GL_QUADS);
glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
glVertex3f(-width, 0,-width);
glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
glVertex3f(-width, 0, width);
glMultiTexCoord2f(GL_TEXTURE0, 1, v);
glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
glVertex3f(-width, height, width);
glMultiTexCoord2f(GL_TEXTURE0, 0, v);
glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
glVertex3f(-width, height,-width);
glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
glVertex3f(-width, 0, width);
glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
glVertex3f( width, 0, width);
glMultiTexCoord2f(GL_TEXTURE0, 1, v);
glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
glVertex3f( width, height, width);
glMultiTexCoord2f(GL_TEXTURE0, 0, v);
glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
glVertex3f(-width, height, width);
glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
glVertex3f(width, 0,width);
glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
glVertex3f(width, 0,-width);
glMultiTexCoord2f(GL_TEXTURE0, 1, v);
glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
glVertex3f(width, height,-width);
glMultiTexCoord2f(GL_TEXTURE0, 0, v);
glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
glVertex3f(width, height, width);
glEnd();
}
void RenderFloor() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, road.texID);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-100, 0, 0);
glTexCoord2f(50.0f, 0.0f);
glVertex3f( 100, 0, 0);
glTexCoord2f(50.0f, 100.0f);
glVertex3f( 100, 0, -200.0);
glTexCoord2f(0.0f, 100.0f);
glVertex3f(-100, 0, -200.0);
glEnd();
}
/* The main drawing function. */
void DrawGLScene()
{
static float z = 0.0f;
static char increasing = 1;
if(increasing) {
z += 10.0f;
} else {
z -= 10.0f;
}
if(z > 10.0f) {
increasing = !increasing;
z = 10.0f;
}
if(z < 0.0f) {
increasing = !increasing;
z = 0.0f;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0, 0, z);
GLubyte i = 0;
glPushMatrix();
glTranslatef(0.0f, -5.0f, 10.0f);
RenderFloor();
glPopMatrix();
glPushMatrix();
glTranslatef(-8.5f, -5.0f,-16.0f); // Move Left 1.5 Units And Into The Screen 6.0
for(i = 0; i < 10; ++i) {
RenderTower(i);
glTranslatef(0, 0, -8.0f);
}
glPopMatrix();
glPushMatrix();
glTranslatef(8.5f, -5.0f,-16.0f); // Move Left 1.5 Units And Into The Screen 6.0
for(i = 1; i < 11; ++i) {
RenderTower(i);
glTranslatef(0, 0, -8.0f);
}
glPopMatrix();
// 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) {
DrawGLScene();
}
return 0;
}