diff --git a/samples/Makefile b/samples/Makefile index 0ff1815..ca3c239 100644 --- a/samples/Makefile +++ b/samples/Makefile @@ -12,4 +12,5 @@ all: $(KOS_MAKE) -C nehe03 all $(KOS_MAKE) -C nehe06 all $(KOS_MAKE) -C ortho2d all - $(KOS_MAKE) -C zclip all \ No newline at end of file + $(KOS_MAKE) -C lerabot01 all + $(KOS_MAKE) -C zclip all diff --git a/samples/lerabot01/Makefile b/samples/lerabot01/Makefile new file mode 100644 index 0000000..cc15d71 --- /dev/null +++ b/samples/lerabot01/Makefile @@ -0,0 +1,30 @@ +TARGET = lerabot01.elf +OBJS = main.o +KOS_CFLAGS += -std=c99 + +all: rm-elf $(TARGET) + +include $(KOS_BASE)/Makefile.rules + +clean: + -rm -f $(TARGET) $(OBJS) romdisk.* + +rm-elf: + -rm -f $(TARGET) romdisk.* + +$(TARGET): $(OBJS) romdisk.o + $(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \ + $(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS) + +romdisk.img: + $(KOS_GENROMFS) -f romdisk.img -d romdisk -v + +romdisk.o: romdisk.img + $(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o + +run: $(TARGET) + $(KOS_LOADER) $(TARGET) + +dist: + rm -f $(OBJS) romdisk.o romdisk.img + $(KOS_STRIP) $(TARGET) diff --git a/samples/lerabot01/main.c b/samples/lerabot01/main.c new file mode 100644 index 0000000..d002df9 --- /dev/null +++ b/samples/lerabot01/main.c @@ -0,0 +1,289 @@ +#include +#include "gl.h" +#include "glu.h" +#include "glkos.h" +#include + +extern uint8 romdisk[]; +KOS_INIT_ROMDISK(romdisk); + +/* floats for x rotation, y rotation, z rotation */ +float xrot, yrot, zrot; + +/* storage for one texture */ +int texture[1]; + +/* Image type - contains height, width, and data */ +struct Image { + unsigned long sizeX; + unsigned long sizeY; + char *data; +}; +typedef struct Image Image; + +// quick and dirty bitmap loader...for 24 bit bitmaps with 1 plane only. +// See http://www.dcs.ed.ac.uk/~mxr/gfx/2d/BMP.txt for more info. +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) { + printf(stderr, "Error reading image data from %s.\n", filename); + return 0; + } + + for (i=0;i rgb) + temp = image->data[i]; + image->data[i] = image->data[i+2]; + image->data[i+2] = temp; + } + + // 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("/rd/flag1.bmp", 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. + glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data); +}; + +/* 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); + glEnable(GL_LIGHTING); + glDisable(GL_LIGHT0); + glEnable(GL_LIGHT1); + glEnable(GL_COLOR_MATERIAL); + + GLfloat l1_pos[] = {5.0, 0.0, 1.0, 1.0}; + GLfloat l1_diff[] = {1.0, 0.0, 0.0, 1.0}; + GLfloat l1_amb[] = {0.5, 0.5, 0.5, 1.0}; + + //glLightfv(GL_LIGHT1, GL_AMBIENT, l1_amb); + glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_diff); + glLightfv(GL_LIGHT1, GL_POSITION, l1_pos); +} + +/* 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 DrawTexturedQuad(int *tex, float x, float y, float z) +{ + GLfloat texW = 10; + GLfloat texH = 10; + GLfloat x0 = x - texW / 2; + GLfloat y0 = y - texH / 2; + GLfloat x1 = x + texW / 2; + GLfloat y1 = y + texH / 2; + GLfloat color[] = {1.0f, 1.0f, 1.0f, 1.0f}; + GLfloat mat_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f}; + + GLfloat vertex_data[] = { + /* 2D Coordinate, texture coordinate */ + x0, y1, z, + x1, y1, z, + x1, y0, z, + x0, y0, z + }; + + GLfloat uv_data[] = { + /* 2D Coordinate, texture coordinate */ + 0.0f, 1.0f, + 1.0f, 1.0f, + 1.0f, 0.0f, + 0.0f, 0.0f + }; + + GLfloat normal_data[] = { + /* 2D Coordinate, texture coordinate */ + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0, + 0.0, 0.0, 1.0 + }; + + GLfloat color_data[] = { + /* 2D Coordinate, texture coordinate */ + color[0], color[1], color[2], color[3], + color[0], color[1], color[2], color[3], + color[0], color[1], color[2], color[3], + color[0], color[1], color[2], color[3] + }; + + //GLint indices[] = {0,1,2,3,2,3}; + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + + glVertexPointer(3, GL_FLOAT, 0, vertex_data); + glTexCoordPointer(2, GL_FLOAT, 0, uv_data); + glNormalPointer(GL_FLOAT, 0, normal_data); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_ambient); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glVertexPointer(3, GL_FLOAT, 0, vertex_data); + glDrawArrays(GL_QUADS, 0, 4); + + + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); +} + + +float delta = 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(-5.0f, -5.0f, -10.0f); + glTranslatef(-50.0f, 0.0f, -200.0f); + + GLfloat l1_pos[] = {50 + sin(delta) * 100.0f, 25.0, 1.0, 1.0}; + delta+= 0.03; + + glLightfv(GL_LIGHT1, GL_POSITION, l1_pos); + //glLightfv(GL_LIGHT1, GL_SPOT_EXPONENT, 3); + DrawTexturedQuad(texture[0], l1_pos[0], l1_pos[1], l1_pos[2]); + + for (int i = 0; i < 5; i++) + DrawTexturedQuad(texture[0], i * 20, 0.0f, 0.0f); // Draw the textured quad. + // 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; +} diff --git a/samples/lerabot01/romdisk/NeHe.bmp b/samples/lerabot01/romdisk/NeHe.bmp new file mode 100644 index 0000000..6b3db10 Binary files /dev/null and b/samples/lerabot01/romdisk/NeHe.bmp differ diff --git a/samples/lerabot01/romdisk/PLACEHOLDER b/samples/lerabot01/romdisk/PLACEHOLDER new file mode 100644 index 0000000..e69de29 diff --git a/samples/lerabot01/romdisk/flag1.bmp b/samples/lerabot01/romdisk/flag1.bmp new file mode 100644 index 0000000..f3f5385 Binary files /dev/null and b/samples/lerabot01/romdisk/flag1.bmp differ