GLdc/samples/mipmap/main.c

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#include <stdio.h>
#include <stdlib.h>
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#include <stdint.h>
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#ifdef __DREAMCAST__
#include <kos.h>
#endif
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#include "GL/gl.h"
#include "GL/glu.h"
#include "GL/glext.h"
#include "GL/glkos.h"
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#ifdef __DREAMCAST__
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extern uint8_t romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#define IMAGE_FILENAME "/rd/NeHe.bmp"
#else
#define IMAGE_FILENAME "samples/mipmap/romdisk/NeHe.bmp"
#endif
#include "../loadbmp.h"
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/* storage for one texture */
int texture[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);
}
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if (!ImageLoad(IMAGE_FILENAME, image1)) {
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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_MIPMAP_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.
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
glGenerateMipmapEXT(GL_TEXTURE_2D);
free(image1);
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};
/* 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;
}
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void DrawQuad() {
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left Of The Texture and Quad
glEnd(); // done with the polygon.
}
static GLboolean mipmap_enabled = GL_FALSE;
static GLuint timer = 0;
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/* The main drawing function. */
void DrawGLScene()
{
timer++;
if(timer > 60) {
timer = 0;
mipmap_enabled = !mipmap_enabled;
if(mipmap_enabled) {
printf("Enabling mipmaps!\n");
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
} else {
printf("Disabling mipmaps!\n");
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
}
}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glClearColor(0.5, 0.5, 0.5, 1.0);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTranslatef(-1.5f, 0.0f, -4.5f);
DrawQuad();
glTranslatef(1.0f, 0.0f, -5.0f);
DrawQuad();
glTranslatef(1.5f, 0.0f, -5.0f);
DrawQuad();
glTranslatef(2.0f, 0.0f, -5.0f);
DrawQuad();
glTranslatef(3.5f, 0.0f, -5.0f);
DrawQuad();
glKosSwapBuffers();
}
int main(int argc, char **argv)
{
glKosInit();
InitGL(640, 480);
ReSizeGLScene(640, 480);
while(1) {
if(check_start())
break;
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DrawGLScene();
}
return 0;
}