GLdc/samples/nehe20/main.c

347 lines
12 KiB
C
Raw Normal View History

2021-05-08 13:17:57 +00:00
/* DREAMCAST
*IAN MICHEAL Ported SDL+OPENGL USING SDL[DREAMHAL][GLDC][KOS2.0]2021
* Cleaned and tested on dreamcast hardware by Ianmicheal
* This Code Was Created By Pet & Commented/Cleaned Up By Jeff Molofee
* If You've Found This Code Useful, Please Let Me Know.
* Visit NeHe Productions At http://nehe.gamedev.net
*/
#include <math.h> // Header File For Windows Math Library
#include <stdio.h> // Header File For Standard Input/Output
#include <stdint.h>
#include <stdlib.h>
#define FPS 60
uint32_t waittime = 1000.0f/FPS;
uint32_t framestarttime = 0;
int32_t delaytime;
#ifdef __DREAMCAST__
extern uint8_t romdisk[];
KOS_INIT_ROMDISK(romdisk);
#endif
/*
* This Code Was Created By Jeff Molofee 2000
* And Modified By Giuseppe D'Agata (waveform@tiscalinet.it)
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
#include <math.h> // Header File For Windows Math Library
#include <stdio.h> // Header File For Standard Input/Output
#include <assert.h>
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h> // Header File For The OpenGL32 Library
#include <OpenGL/glu.h> // Header File For The GLu32 Library
#elif defined(__DREAMCAST__)
#include <kos.h>
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#include <GL/glkos.h>
#else
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#endif
#define BOOL int
#define FALSE 0
#define TRUE 1
uint8_t* keys; // Array Used For The Keyboard Routine
BOOL active=TRUE; // Window Active Flag Set To TRUE By Default
BOOL fullscreen=FALSE; // Fullscreen Flag Set To Fullscreen Mode By Default
BOOL masking=TRUE; // Masking On/Off
BOOL mp; // M Pressed?
BOOL sp; // Space Pressed?
BOOL scene; // Which Scene To Draw
GLuint texture[5]; // Storage For Our Five Textures
GLuint loop; // Generic Loop Variable
GLfloat roll; // Rolling Texture
/* Image type - contains height, width, and data */
struct Image {
unsigned long sizeX;
unsigned long sizeY;
char *data;
};
typedef struct Image Image;
int ImageLoad(char *filename, Image *image) {
FILE *file;
unsigned long size; // size of the image in bytes.
unsigned long i; // standard counter.
unsigned short int planes; // number of planes in image (must be 1)
unsigned short int bpp; // number of bits per pixel (must be 24)
char temp; // temporary color storage for bgr-rgb conversion.
// make sure the file is there.
if ((file = fopen(filename, "rb"))==NULL)
{
printf("File Not Found : %s\n",filename);
return 0;
}
// seek through the bmp header, up to the width/height:
fseek(file, 18, SEEK_CUR);
// read the width
if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {
printf("Error reading width from %s.\n", filename);
return 0;
}
printf("Width of %s: %lu\n", filename, image->sizeX);
// read the height
if ((i = fread(&image->sizeY, 4, 1, file)) != 1) {
printf("Error reading height from %s.\n", filename);
return 0;
}
printf("Height of %s: %lu\n", filename, image->sizeY);
// calculate the size (assuming 24 bits or 3 bytes per pixel).
size = image->sizeX * image->sizeY * 3;
// read the planes
if ((fread(&planes, 2, 1, file)) != 1) {
printf("Error reading planes from %s.\n", filename);
return 0;
}
if (planes != 1) {
printf("Planes from %s is not 1: %u\n", filename, planes);
return 0;
}
// read the bpp
if ((i = fread(&bpp, 2, 1, file)) != 1) {
printf("Error reading bpp from %s.\n", filename);
return 0;
}
if (bpp != 24) {
printf("Bpp from %s is not 24: %u\n", filename, bpp);
return 0;
}
// seek past the rest of the bitmap header.
fseek(file, 24, SEEK_CUR);
// read the data.
image->data = (char *) malloc(size);
if (image->data == NULL) {
printf("Error allocating memory for color-corrected image data");
return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1) {
fprintf(stderr, "Error reading image data from %s.\n", filename);
return 0;
}
for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
// we're done.
return 1;
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
Image TextureImage[5];
if ((ImageLoad("/rd/logo.bmp", &TextureImage[0])) && // Logo Texture
(ImageLoad("/rd/mask1.bmp", &TextureImage[1])) && // First Mask
(ImageLoad("/rd/image1.bmp", &TextureImage[2])) && // First Image
(ImageLoad("/rd/mask2.bmp", &TextureImage[3])) && // Second Mask
(ImageLoad("/rd/image2.bmp", &TextureImage[4]))) // Second Image
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(5, &texture[0]); // Create Five Textures
for (loop=0; loop<5; loop++) // Loop Through All 5 Textures
{
glBindTexture(GL_TEXTURE_2D, texture[loop]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(
GL_TEXTURE_2D, 0, 3,
TextureImage[loop].sizeX,
TextureImage[loop].sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE,
TextureImage[loop].data
);
}
}
return Status; // Return The Status
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); // Calculate Window Aspect Ratio
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glEnable(GL_TEXTURE_2D); // Enable 2D Texture Mapping
return TRUE; // Initialization Went OK
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The Modelview Matrix
glTranslatef(0.0f,0.0f,-2.0f); // Move Into The Screen 5 Units
glBindTexture(GL_TEXTURE_2D, texture[0]); // Select Our Logo Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, -roll+0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(3.0f, -roll+0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(3.0f, -roll+3.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(0.0f, -roll+3.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
glEnable(GL_BLEND); // Enable Blending
glDisable(GL_DEPTH_TEST); // Disable Depth Testing
if (masking) // Is Masking Enabled?
{
glBlendFunc(GL_DST_COLOR,GL_ZERO); // Blend Screen Color With Zero (Black)
}
if (scene) // Are We Drawing The Second Scene?
{
glTranslatef(0.0f,0.0f,-1.0f); // Translate Into The Screen One Unit
glRotatef(roll*360,0.0f,0.0f,1.0f); // Rotate On The Z Axis 360 Degrees.
if (masking) // Is Masking On?
{
glBindTexture(GL_TEXTURE_2D, texture[3]); // Select The Second Mask Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
}
glBlendFunc(GL_ONE, GL_ONE); // Copy Image 2 Color To The Screen
glBindTexture(GL_TEXTURE_2D, texture[4]); // Select The Second Image Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
}
else // Otherwise
{
if (masking) // Is Masking On?
{
glBindTexture(GL_TEXTURE_2D, texture[1]); // Select The First Mask Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(roll+0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(roll+4.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(roll+4.0f, 4.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(roll+0.0f, 4.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
}
glBlendFunc(GL_ONE, GL_ONE); // Copy Image 1 Color To The Screen
glBindTexture(GL_TEXTURE_2D, texture[2]); // Select The First Image Texture
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(roll+0.0f, 0.0f); glVertex3f(-1.1f, -1.1f, 0.0f); // Bottom Left
glTexCoord2f(roll+4.0f, 0.0f); glVertex3f( 1.1f, -1.1f, 0.0f); // Bottom Right
glTexCoord2f(roll+4.0f, 4.0f); glVertex3f( 1.1f, 1.1f, 0.0f); // Top Right
glTexCoord2f(roll+0.0f, 4.0f); glVertex3f(-1.1f, 1.1f, 0.0f); // Top Left
glEnd(); // Done Drawing The Quad
}
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
glDisable(GL_BLEND); // Disable Blending
roll+=0.002f; // Increase Our Texture Roll Variable
if (roll>1.0f) // Is Roll Greater Than One
{
roll-=1.0f; // Subtract 1 From Roll
}
glKosSwapBuffers();
return TRUE; // Everything Went OK
}
int main(int argc, char *argv[])
{
BOOL done=FALSE; // Bool Variable To Exit Loop
glKosInit();
InitGL();
ReSizeGLScene(640, 480);
#ifdef __DREAMCAST__
maple_device_t* cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
assert(cont);
#endif
while(1) {
DrawGLScene();
#ifdef __DREAMCAST__
cont_state_t* state = (cont_state_t *)maple_dev_status(cont);
if((state->buttons & CONT_A) && !sp) {
sp = TRUE;
scene = !scene;
} else {
sp = FALSE;
}
if((state->buttons & CONT_B) && !mp) {
mp = TRUE;
masking = !masking;
} else {
mp = FALSE;
}
if(state->buttons & CONT_START) {
break;
}
#endif
}
return 0;
}