Add nehe10 sample
This commit is contained in:
parent
dbb94d0cb9
commit
68c6936b25
|
@ -148,6 +148,7 @@ gen_sample(nehe06 samples/nehe06/main.c samples/loadbmp.c)
|
|||
gen_sample(nehe06_vq samples/nehe06_vq/main.c)
|
||||
gen_sample(nehe06_4444twid samples/nehe06_4444twid/main.c)
|
||||
gen_sample(nehe08 samples/nehe08/main.c samples/nehe08/pvr-texture.c)
|
||||
gen_sample(nehe10 samples/nehe10/main.c samples/loadbmp.c)
|
||||
gen_sample(nehe20 samples/nehe20/main.c samples/loadbmp.c)
|
||||
gen_sample(ortho2d samples/ortho2d/main.c)
|
||||
gen_sample(paletted samples/paletted/main.c)
|
||||
|
|
317
samples/nehe10/main.c
Normal file
317
samples/nehe10/main.c
Normal file
|
@ -0,0 +1,317 @@
|
|||
/*
|
||||
KallistiOS 2.0.0
|
||||
|
||||
nehe08.c
|
||||
(c)2021 Luke Benstead
|
||||
(c)2014 Josh Pearson
|
||||
(c)2001 Benoit Miller
|
||||
(c)2000 Jeff Molofee
|
||||
*/
|
||||
|
||||
#ifdef __DREAMCAST__
|
||||
#include <kos.h>
|
||||
#endif
|
||||
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glu.h>
|
||||
#include <GL/glkos.h>
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
#include "../loadbmp.h"
|
||||
|
||||
#ifdef __DREAMCAST__
|
||||
extern uint8 romdisk[];
|
||||
KOS_INIT_ROMDISK(romdisk);
|
||||
#define IMG_PATH "/rd/brick.bmp"
|
||||
#else
|
||||
#define IMG_PATH "../samples/nehe10/romdisk/brick.bmp"
|
||||
#endif
|
||||
|
||||
bool keys[256]; // Array Used For The Keyboard Routine
|
||||
bool active = GL_TRUE; // Window Active Flag Set To TRUE By Default
|
||||
bool fullscreen = GL_TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
|
||||
bool blend; // Blending ON/OFF
|
||||
bool bp; // B Pressed?
|
||||
bool fp; // F Pressed?
|
||||
|
||||
const float piover180 = 0.0174532925f;
|
||||
float heading;
|
||||
float xpos;
|
||||
float zpos;
|
||||
|
||||
GLfloat yrot; // Y Rotation
|
||||
GLfloat walkbias = 0;
|
||||
GLfloat walkbiasangle = 0;
|
||||
GLfloat lookupdown = 0.0f;
|
||||
GLfloat z=0.0f; // Depth Into The Screen
|
||||
|
||||
GLuint filter; // Which Filter To Use
|
||||
GLuint texture[3]; // Storage For 3 Textures
|
||||
|
||||
typedef struct tagVERTEX
|
||||
{
|
||||
float x, y, z;
|
||||
float u, v;
|
||||
} VERTEX;
|
||||
|
||||
typedef struct tagTRIANGLE
|
||||
{
|
||||
VERTEX vertex[3];
|
||||
} TRIANGLE;
|
||||
|
||||
typedef struct tagSECTOR
|
||||
{
|
||||
int numtriangles;
|
||||
TRIANGLE* triangle;
|
||||
} SECTOR;
|
||||
|
||||
SECTOR sector1;
|
||||
|
||||
void readstr(FILE *f,char *string)
|
||||
{
|
||||
do
|
||||
{
|
||||
fgets(string, 255, f);
|
||||
} while ((string[0] == '/') || (string[0] == '\n'));
|
||||
return;
|
||||
}
|
||||
|
||||
void SetupWorld()
|
||||
{
|
||||
float x, y, z, u, v;
|
||||
int numtriangles;
|
||||
FILE *filein;
|
||||
char oneline[255];
|
||||
filein = fopen("/rd/world.txt", "rt"); // File To Load World Data From
|
||||
|
||||
readstr(filein,oneline);
|
||||
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
|
||||
|
||||
sector1.triangle = (TRIANGLE*) malloc(sizeof(TRIANGLE) * numtriangles);
|
||||
sector1.numtriangles = numtriangles;
|
||||
for (int loop = 0; loop < numtriangles; loop++)
|
||||
{
|
||||
for (int vert = 0; vert < 3; vert++)
|
||||
{
|
||||
readstr(filein,oneline);
|
||||
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
|
||||
sector1.triangle[loop].vertex[vert].x = x;
|
||||
sector1.triangle[loop].vertex[vert].y = y;
|
||||
sector1.triangle[loop].vertex[vert].z = z;
|
||||
sector1.triangle[loop].vertex[vert].u = u;
|
||||
sector1.triangle[loop].vertex[vert].v = v;
|
||||
}
|
||||
}
|
||||
fclose(filein);
|
||||
return;
|
||||
}
|
||||
|
||||
int LoadGLTextures() // Load Bitmaps And Convert To Textures
|
||||
{
|
||||
int Status = GL_FALSE; // Status Indicator
|
||||
|
||||
Image image1;
|
||||
|
||||
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
|
||||
if (ImageLoad(IMG_PATH, &image1))
|
||||
{
|
||||
Status = GL_TRUE; // Set The Status To TRUE
|
||||
|
||||
glGenTextures(3, &texture[0]); // Create Three Textures
|
||||
|
||||
// Create Nearest Filtered Texture
|
||||
glBindTexture(GL_TEXTURE_2D, texture[0]);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1.sizeX, image1.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1.data);
|
||||
|
||||
// Create Linear Filtered Texture
|
||||
glBindTexture(GL_TEXTURE_2D, texture[1]);
|
||||
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, image1.sizeX, image1.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1.data);
|
||||
|
||||
// Create MipMapped Texture
|
||||
glBindTexture(GL_TEXTURE_2D, texture[2]);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
|
||||
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image1.sizeX, image1.sizeY, GL_RGB, GL_UNSIGNED_BYTE, image1.data);
|
||||
}
|
||||
|
||||
return Status; // Return The Status
|
||||
}
|
||||
|
||||
/* A general OpenGL initialization function. Sets all of the initial parameters. */
|
||||
GLboolean InitGL(int width, int height) // We call this right after our OpenGL window is created.
|
||||
{
|
||||
glViewport(0, 0, width, height); // Reset The Current Viewport
|
||||
|
||||
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
|
||||
glLoadIdentity(); // Reset The Projection Matrix
|
||||
|
||||
// Calculate The Aspect Ratio Of The Window
|
||||
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
||||
glLoadIdentity();
|
||||
|
||||
if (!LoadGLTextures()) // Jump To Texture Loading Routine
|
||||
{
|
||||
return GL_FALSE; // If Texture Didn't Load Return false
|
||||
}
|
||||
|
||||
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
|
||||
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
|
||||
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
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
|
||||
|
||||
SetupWorld();
|
||||
|
||||
return GL_TRUE;
|
||||
}
|
||||
|
||||
void DrawGLScene(void) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
|
||||
glLoadIdentity(); // Reset The View
|
||||
|
||||
GLfloat x_m, y_m, z_m, u_m, v_m;
|
||||
GLfloat xtrans = -xpos;
|
||||
GLfloat ztrans = -zpos;
|
||||
GLfloat ytrans = -walkbias-0.25f;
|
||||
GLfloat sceneroty = 360.0f - yrot;
|
||||
|
||||
int numtriangles;
|
||||
|
||||
glRotatef(lookupdown,1.0f,0,0);
|
||||
glRotatef(sceneroty,0,1.0f,0);
|
||||
|
||||
glTranslatef(xtrans, ytrans, ztrans);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[filter]);
|
||||
|
||||
numtriangles = sector1.numtriangles;
|
||||
|
||||
// Process Each Triangle
|
||||
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
|
||||
{
|
||||
glBegin(GL_TRIANGLES);
|
||||
glNormal3f( 0.0f, 0.0f, 1.0f);
|
||||
x_m = sector1.triangle[loop_m].vertex[0].x;
|
||||
y_m = sector1.triangle[loop_m].vertex[0].y;
|
||||
z_m = sector1.triangle[loop_m].vertex[0].z;
|
||||
u_m = sector1.triangle[loop_m].vertex[0].u;
|
||||
v_m = sector1.triangle[loop_m].vertex[0].v;
|
||||
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
|
||||
|
||||
x_m = sector1.triangle[loop_m].vertex[1].x;
|
||||
y_m = sector1.triangle[loop_m].vertex[1].y;
|
||||
z_m = sector1.triangle[loop_m].vertex[1].z;
|
||||
u_m = sector1.triangle[loop_m].vertex[1].u;
|
||||
v_m = sector1.triangle[loop_m].vertex[1].v;
|
||||
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
|
||||
|
||||
x_m = sector1.triangle[loop_m].vertex[2].x;
|
||||
y_m = sector1.triangle[loop_m].vertex[2].y;
|
||||
z_m = sector1.triangle[loop_m].vertex[2].z;
|
||||
u_m = sector1.triangle[loop_m].vertex[2].u;
|
||||
v_m = sector1.triangle[loop_m].vertex[2].v;
|
||||
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
|
||||
glEnd();
|
||||
}
|
||||
/* Finish the frame */
|
||||
glKosSwapBuffers();
|
||||
}
|
||||
|
||||
int ReadController(void) {
|
||||
#ifdef __DREAMCAST__
|
||||
maple_device_t *cont;
|
||||
cont_state_t *state;
|
||||
|
||||
cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
|
||||
|
||||
/* Check key status */
|
||||
state = (cont_state_t *)maple_dev_status(cont);
|
||||
if(!state) {
|
||||
printf("Error reading controller\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
if(state->buttons & CONT_START)
|
||||
return 0;
|
||||
|
||||
if(state->buttons & CONT_DPAD_UP) {
|
||||
xpos -= (float)sin(heading*piover180) * 0.05f;
|
||||
zpos -= (float)cos(heading*piover180) * 0.05f;
|
||||
if (walkbiasangle >= 359.0f)
|
||||
{
|
||||
walkbiasangle = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
walkbiasangle+= 10;
|
||||
}
|
||||
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
|
||||
}
|
||||
|
||||
|
||||
if(state->buttons & CONT_DPAD_DOWN) {
|
||||
xpos += (float)sin(heading*piover180) * 0.05f;
|
||||
zpos += (float)cos(heading*piover180) * 0.05f;
|
||||
if (walkbiasangle <= 1.0f)
|
||||
{
|
||||
walkbiasangle = 359.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
walkbiasangle-= 10;
|
||||
}
|
||||
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
|
||||
}
|
||||
|
||||
|
||||
if(state->buttons & CONT_DPAD_LEFT) {
|
||||
heading += 1.0f;
|
||||
yrot = heading;
|
||||
}
|
||||
|
||||
if(state->buttons & CONT_DPAD_RIGHT) {
|
||||
heading -= 1.0f;
|
||||
yrot = heading;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/* Switch to the blended polygon list if needed */
|
||||
if(blend) {
|
||||
glEnable(GL_BLEND);
|
||||
glDepthMask(0);
|
||||
}
|
||||
else {
|
||||
glDisable(GL_BLEND);
|
||||
glDepthMask(1);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
printf("nehe10 beginning\n");
|
||||
|
||||
/* Get basic stuff initialized */
|
||||
glKosInit();
|
||||
|
||||
InitGL(640, 480);
|
||||
|
||||
while(1) {
|
||||
if (!ReadController())
|
||||
break;
|
||||
|
||||
DrawGLScene();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
BIN
samples/nehe10/romdisk/brick.bmp
Normal file
BIN
samples/nehe10/romdisk/brick.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 48 KiB |
160
samples/nehe10/romdisk/world.txt
Normal file
160
samples/nehe10/romdisk/world.txt
Normal file
|
@ -0,0 +1,160 @@
|
|||
|
||||
NUMPOLLIES 36
|
||||
|
||||
// Floor 1
|
||||
-3.0 0.0 -3.0 0.0 6.0
|
||||
-3.0 0.0 3.0 0.0 0.0
|
||||
3.0 0.0 3.0 6.0 0.0
|
||||
|
||||
-3.0 0.0 -3.0 0.0 6.0
|
||||
3.0 0.0 -3.0 6.0 6.0
|
||||
3.0 0.0 3.0 6.0 0.0
|
||||
|
||||
// Ceiling 1
|
||||
-3.0 1.0 -3.0 0.0 6.0
|
||||
-3.0 1.0 3.0 0.0 0.0
|
||||
3.0 1.0 3.0 6.0 0.0
|
||||
-3.0 1.0 -3.0 0.0 6.0
|
||||
3.0 1.0 -3.0 6.0 6.0
|
||||
3.0 1.0 3.0 6.0 0.0
|
||||
|
||||
// A1
|
||||
|
||||
-2.0 1.0 -2.0 0.0 1.0
|
||||
-2.0 0.0 -2.0 0.0 0.0
|
||||
-0.5 0.0 -2.0 1.5 0.0
|
||||
-2.0 1.0 -2.0 0.0 1.0
|
||||
-0.5 1.0 -2.0 1.5 1.0
|
||||
-0.5 0.0 -2.0 1.5 0.0
|
||||
|
||||
// A2
|
||||
|
||||
2.0 1.0 -2.0 2.0 1.0
|
||||
2.0 0.0 -2.0 2.0 0.0
|
||||
0.5 0.0 -2.0 0.5 0.0
|
||||
2.0 1.0 -2.0 2.0 1.0
|
||||
0.5 1.0 -2.0 0.5 1.0
|
||||
0.5 0.0 -2.0 0.5 0.0
|
||||
|
||||
// B1
|
||||
|
||||
-2.0 1.0 2.0 2.0 1.0
|
||||
-2.0 0.0 2.0 2.0 0.0
|
||||
-0.5 0.0 2.0 0.5 0.0
|
||||
-2.0 1.0 2.0 2.0 1.0
|
||||
-0.5 1.0 2.0 0.5 1.0
|
||||
-0.5 0.0 2.0 0.5 0.0
|
||||
|
||||
// B2
|
||||
|
||||
2.0 1.0 2.0 2.0 1.0
|
||||
2.0 0.0 2.0 2.0 0.0
|
||||
0.5 0.0 2.0 0.5 0.0
|
||||
2.0 1.0 2.0 2.0 1.0
|
||||
0.5 1.0 2.0 0.5 1.0
|
||||
0.5 0.0 2.0 0.5 0.0
|
||||
|
||||
// C1
|
||||
|
||||
-2.0 1.0 -2.0 0.0 1.0
|
||||
-2.0 0.0 -2.0 0.0 0.0
|
||||
-2.0 0.0 -0.5 1.5 0.0
|
||||
-2.0 1.0 -2.0 0.0 1.0
|
||||
-2.0 1.0 -0.5 1.5 1.0
|
||||
-2.0 0.0 -0.5 1.5 0.0
|
||||
|
||||
// C2
|
||||
|
||||
-2.0 1.0 2.0 2.0 1.0
|
||||
-2.0 0.0 2.0 2.0 0.0
|
||||
-2.0 0.0 0.5 0.5 0.0
|
||||
-2.0 1.0 2.0 2.0 1.0
|
||||
-2.0 1.0 0.5 0.5 1.0
|
||||
-2.0 0.0 0.5 0.5 0.0
|
||||
|
||||
// D1
|
||||
|
||||
2.0 1.0 -2.0 0.0 1.0
|
||||
2.0 0.0 -2.0 0.0 0.0
|
||||
2.0 0.0 -0.5 1.5 0.0
|
||||
2.0 1.0 -2.0 0.0 1.0
|
||||
2.0 1.0 -0.5 1.5 1.0
|
||||
2.0 0.0 -0.5 1.5 0.0
|
||||
|
||||
// D2
|
||||
|
||||
2.0 1.0 2.0 2.0 1.0
|
||||
2.0 0.0 2.0 2.0 0.0
|
||||
2.0 0.0 0.5 0.5 0.0
|
||||
2.0 1.0 2.0 2.0 1.0
|
||||
2.0 1.0 0.5 0.5 1.0
|
||||
2.0 0.0 0.5 0.5 0.0
|
||||
|
||||
// Upper hallway - L
|
||||
-0.5 1.0 -3.0 0.0 1.0
|
||||
-0.5 0.0 -3.0 0.0 0.0
|
||||
-0.5 0.0 -2.0 1.0 0.0
|
||||
-0.5 1.0 -3.0 0.0 1.0
|
||||
-0.5 1.0 -2.0 1.0 1.0
|
||||
-0.5 0.0 -2.0 1.0 0.0
|
||||
|
||||
// Upper hallway - R
|
||||
0.5 1.0 -3.0 0.0 1.0
|
||||
0.5 0.0 -3.0 0.0 0.0
|
||||
0.5 0.0 -2.0 1.0 0.0
|
||||
0.5 1.0 -3.0 0.0 1.0
|
||||
0.5 1.0 -2.0 1.0 1.0
|
||||
0.5 0.0 -2.0 1.0 0.0
|
||||
|
||||
// Lower hallway - L
|
||||
-0.5 1.0 3.0 0.0 1.0
|
||||
-0.5 0.0 3.0 0.0 0.0
|
||||
-0.5 0.0 2.0 1.0 0.0
|
||||
-0.5 1.0 3.0 0.0 1.0
|
||||
-0.5 1.0 2.0 1.0 1.0
|
||||
-0.5 0.0 2.0 1.0 0.0
|
||||
|
||||
// Lower hallway - R
|
||||
0.5 1.0 3.0 0.0 1.0
|
||||
0.5 0.0 3.0 0.0 0.0
|
||||
0.5 0.0 2.0 1.0 0.0
|
||||
0.5 1.0 3.0 0.0 1.0
|
||||
0.5 1.0 2.0 1.0 1.0
|
||||
0.5 0.0 2.0 1.0 0.0
|
||||
|
||||
|
||||
// Left hallway - Lw
|
||||
|
||||
-3.0 1.0 0.5 1.0 1.0
|
||||
-3.0 0.0 0.5 1.0 0.0
|
||||
-2.0 0.0 0.5 0.0 0.0
|
||||
-3.0 1.0 0.5 1.0 1.0
|
||||
-2.0 1.0 0.5 0.0 1.0
|
||||
-2.0 0.0 0.5 0.0 0.0
|
||||
|
||||
// Left hallway - Hi
|
||||
|
||||
-3.0 1.0 -0.5 1.0 1.0
|
||||
-3.0 0.0 -0.5 1.0 0.0
|
||||
-2.0 0.0 -0.5 0.0 0.0
|
||||
-3.0 1.0 -0.5 1.0 1.0
|
||||
-2.0 1.0 -0.5 0.0 1.0
|
||||
-2.0 0.0 -0.5 0.0 0.0
|
||||
|
||||
// Right hallway - Lw
|
||||
|
||||
3.0 1.0 0.5 1.0 1.0
|
||||
3.0 0.0 0.5 1.0 0.0
|
||||
2.0 0.0 0.5 0.0 0.0
|
||||
3.0 1.0 0.5 1.0 1.0
|
||||
2.0 1.0 0.5 0.0 1.0
|
||||
2.0 0.0 0.5 0.0 0.0
|
||||
|
||||
// Right hallway - Hi
|
||||
|
||||
3.0 1.0 -0.5 1.0 1.0
|
||||
3.0 0.0 -0.5 1.0 0.0
|
||||
2.0 0.0 -0.5 0.0 0.0
|
||||
3.0 1.0 -0.5 1.0 1.0
|
||||
2.0 1.0 -0.5 0.0 1.0
|
||||
2.0 0.0 -0.5 0.0 0.0
|
Loading…
Reference in New Issue
Block a user