Merge branch 'master' of https://github.com/Kazade/GLdc
Conflicts: samples/Makefile
This commit is contained in:
commit
ecccfe9d55
34
GL/clip.c
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34
GL/clip.c
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@ -0,0 +1,34 @@
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#include <float.h>
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#include "clip.h"
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ClipResult clipLineToNearZ(const float* v1, const float* v2, const float dist, float* vout, float* t) {
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if(v1[2] < dist && v2[2] < dist) {
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// Both behind, no clipping
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return CLIP_RESULT_ALL_BEHIND;
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}
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if(v1[2] > dist && v2[2] > dist) {
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return CLIP_RESULT_ALL_IN_FRONT;
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}
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float vec [] = {v2[0] - v1[0], v2[1] - v1[1], v2[2] - v1[2]};
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/*
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* The plane normal will always be pointing down the negative Z so we can simplify the dot products as x and y will always be zero
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* the resulting calculation will result in simply -z of the vector
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*/
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float vecDotP = -vec[2];
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/* If the dot product is zero there is no intersection */
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if(vecDotP > FLT_MIN || vecDotP < -FLT_MIN) {
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*t = (-(dist - v1[2])) / vecDotP;
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vout[0] = v1[0] + (vec[0] * (*t));
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vout[1] = v1[1] + (vec[1] * (*t));
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vout[2] = v1[2] + (vec[2] * (*t));
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return (v1[2] >= dist) ? CLIP_RESULT_FRONT_TO_BACK : CLIP_RESULT_BACK_TO_FRONT;
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} else {
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return CLIP_RESULT_ALL_ON_PLANE;
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}
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}
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22
GL/clip.h
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22
GL/clip.h
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#ifndef CLIP_H
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#define CLIP_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum {
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CLIP_RESULT_ALL_IN_FRONT,
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CLIP_RESULT_ALL_BEHIND,
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CLIP_RESULT_ALL_ON_PLANE,
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CLIP_RESULT_FRONT_TO_BACK,
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CLIP_RESULT_BACK_TO_FRONT
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} ClipResult;
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ClipResult clipLineToNearZ(const float* v1, const float* v2, const float dist, float* vout, float* t);
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#ifdef __cplusplus
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}
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#endif
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#endif // CLIP_H
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@ -4,7 +4,7 @@
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#include "../include/gl.h"
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#include "../containers/aligned_vector.h"
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#include "../containers/named_array.h"
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#include "./clip.h"
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#define TRACE_ENABLED 0
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#define TRACE() if(TRACE_ENABLED) {fprintf(stderr, "%s\n", __func__);}
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2
Makefile
2
Makefile
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@ -7,7 +7,7 @@
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TARGET = libGLdc.a
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OBJS = GL/draw.o GL/flush.o GL/framebuffer.o GL/immediate.o GL/lighting.o GL/state.o GL/texture.o GL/glu.o
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OBJS += GL/matrix.o GL/fog.o GL/error.o containers/stack.o containers/named_array.o containers/aligned_vector.o
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OBJS += GL/matrix.o GL/fog.o GL/error.o GL/clip.o containers/stack.o containers/named_array.o containers/aligned_vector.o
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SUBDIRS =
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@ -12,4 +12,8 @@ all:
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$(KOS_MAKE) -C nehe03 all
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$(KOS_MAKE) -C nehe06 all
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$(KOS_MAKE) -C ortho2d all
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$(KOS_MAKE) -C lerabot01 all
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<<<<<<< HEAD
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$(KOS_MAKE) -C lerabot01 all
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=======
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$(KOS_MAKE) -C zclip all
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>>>>>>> 5b05039dfd461861a8541aa66ea325f59bb9f746
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29
samples/zclip/Makefile
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29
samples/zclip/Makefile
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TARGET = zclip.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist:
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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265
samples/zclip/main.c
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265
samples/zclip/main.c
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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/* Image type - contains height, width, and data */
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typedef struct // Create A Structure
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{
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GLubyte *imageData; // Image Data (Up To 32 Bits)
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GLuint bpp; // Image Color Depth In Bits Per Pixel
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GLuint width; // Image Width
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GLuint height; // Image Height
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GLuint texID; // Texture ID Used To Select A Texture
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} TextureImage; // Structure Name
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TextureImage textures[3];
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TextureImage road;
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GLboolean LoadTGA(TextureImage *texture, const char *filename) // Loads A TGA File Into Memory
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{
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GLubyte TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA Header
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GLubyte TGAcompare[12]; // Used To Compare TGA Header
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GLubyte header[6]; // First 6 Useful Bytes From The Header
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GLuint bytesPerPixel; // Holds Number Of Bytes Per Pixel Used In The TGA File
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GLuint imageSize; // Used To Store The Image Size When Setting Aside Ram
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GLuint temp; // Temporary Variable
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GLuint type=GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)
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FILE *file = fopen(filename, "rb"); // Open The TGA File
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if( file==NULL || // Does File Even Exist?
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fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) || // Are There 12 Bytes To Read?
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memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0 || // Does The Header Match What We Want?
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fread(header,1,sizeof(header),file)!=sizeof(header)) // If So Read Next 6 Header Bytes
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{
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if (file == NULL) { // Did The File Even Exist? *Added Jim Strong*
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fprintf(stderr, "Missing file\n");
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return GL_FALSE; // Return False
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} else
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{
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fprintf(stderr, "Invalid format\n");
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fclose(file); // If Anything Failed, Close The File
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return GL_FALSE; // Return False
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}
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}
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texture->width = header[1] * 256 + header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
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texture->height = header[3] * 256 + header[2]; // Determine The TGA Height (highbyte*256+lowbyte)
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if( texture->width <=0 || // Is The Width Less Than Or Equal To Zero
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texture->height <=0 || // Is The Height Less Than Or Equal To Zero
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(header[4]!=24 && header[4]!=32)) // Is The TGA 24 or 32 Bit?
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{
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fprintf(stderr, "Wrong format\n");
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fclose(file); // If Anything Failed, Close The File
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return GL_FALSE; // Return False
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}
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texture->bpp = header[4]; // Grab The TGA's Bits Per Pixel (24 or 32)
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bytesPerPixel = texture->bpp/8; // Divide By 8 To Get The Bytes Per Pixel
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imageSize = texture->width*texture->height*bytesPerPixel; // Calculate The Memory Required For The TGA Data
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texture->imageData=(GLubyte *)malloc(imageSize); // Reserve Memory To Hold The TGA Data
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if( texture->imageData==NULL || // Does The Storage Memory Exist?
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fread(texture->imageData, 1, imageSize, file)!=imageSize) // Does The Image Size Match The Memory Reserved?
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{
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if(texture->imageData!=NULL) // Was Image Data Loaded
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free(texture->imageData); // If So, Release The Image Data
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fclose(file); // Close The File
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return GL_FALSE; // Return False
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}
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GLuint i;
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for(i = 0; i < (int)imageSize; i += bytesPerPixel) // Loop Through The Image Data
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{ // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
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temp=texture->imageData[i]; // Temporarily Store The Value At Image Data 'i'
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texture->imageData[i] = texture->imageData[i + 2]; // Set The 1st Byte To The Value Of The 3rd Byte
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texture->imageData[i + 2] = temp; // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
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}
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fclose (file); // Close The File
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// Build A Texture From The Data
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glGenTextures(1, &texture[0].texID); // Generate OpenGL texture IDs
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glBindTexture(GL_TEXTURE_2D, texture[0].texID); // Bind Our Texture
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtered
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtered
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if (texture[0].bpp==24) // Was The TGA 24 Bits
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{
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type=GL_RGB; // If So Set The 'type' To GL_RGB
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}
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glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);
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return GL_TRUE; // Texture Building Went Ok, Return True
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}
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures() {
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const char* filenames [] = {
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"/rd/facade00.tga",
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"/rd/facade01.tga",
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"/rd/facade02.tga"
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};
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GLubyte i;
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for(i = 0; i < 3; ++i) {
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LoadTGA(&textures[i], filenames[i]);
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}
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if(!LoadTGA(&road, "/rd/floor.tga")) {
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fprintf(stderr, "Error loading road texture");
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}
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};
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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LoadGLTextures();
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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void RenderTower(counter) {
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counter = counter % 3;
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float height = (counter + 1) * 5.0f;
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float width = 3.5f;
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float v = 1.0f * (counter + 1);
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glBindTexture(GL_TEXTURE_2D, textures[counter].texID);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex3f(-width, 0,-width);
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glTexCoord2f(1, 0);
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glVertex3f(-width, 0, width);
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glTexCoord2f(1, v);
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glVertex3f(-width, height, width);
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glTexCoord2f(0, v);
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glVertex3f(-width, height,-width);
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glTexCoord2f(0, 0);
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glVertex3f(-width, 0, width);
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glTexCoord2f(1, 0);
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glVertex3f( width, 0, width);
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glTexCoord2f(1, v);
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glVertex3f( width, height, width);
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glTexCoord2f(0, v);
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glVertex3f(-width, height, width);
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glTexCoord2f(0, 0);
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glVertex3f(width, 0,width);
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glTexCoord2f(1, 0);
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glVertex3f(width, 0,-width);
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glTexCoord2f(1, v);
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glVertex3f(width, height,-width);
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glTexCoord2f(0, v);
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glVertex3f(width, height, width);
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glEnd();
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}
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void RenderFloor() {
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glBindTexture(GL_TEXTURE_2D, road.texID);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-100, 0, -0.0);
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glTexCoord2f(50.0f, 0.0f);
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glVertex3f( 100, 0, -0.0);
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glTexCoord2f(50.0f, 100.0f);
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glVertex3f( 100, 0, -200.0);
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glTexCoord2f(0.0f, 100.0f);
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glVertex3f(-100, 0, -200.0);
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glEnd();
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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GLubyte i = 0;
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glPushMatrix();
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glTranslatef(0.0f, -5.0f, 10.0f);
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RenderFloor();
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glPopMatrix();
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glPushMatrix();
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glTranslatef(-8.5f, -5.0f,-16.0f); // Move Left 1.5 Units And Into The Screen 6.0
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for(i = 0; i < 10; ++i) {
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RenderTower(i);
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glTranslatef(0, 0, -8.0f);
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}
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glPopMatrix();
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glPushMatrix();
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glTranslatef(8.5f, -5.0f,-16.0f); // Move Left 1.5 Units And Into The Screen 6.0
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for(i = 1; i < 11; ++i) {
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RenderTower(i);
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glTranslatef(0, 0, -8.0f);
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}
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glPopMatrix();
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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|
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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|
||||
while(1) {
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DrawGLScene();
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}
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|
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return 0;
|
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}
|
0
samples/zclip/romdisk/PLACEHOLDER
Normal file
0
samples/zclip/romdisk/PLACEHOLDER
Normal file
BIN
samples/zclip/romdisk/facade00.tga
Executable file
BIN
samples/zclip/romdisk/facade00.tga
Executable file
Binary file not shown.
After Width: | Height: | Size: 192 KiB |
BIN
samples/zclip/romdisk/facade01.tga
Executable file
BIN
samples/zclip/romdisk/facade01.tga
Executable file
Binary file not shown.
After Width: | Height: | Size: 192 KiB |
BIN
samples/zclip/romdisk/facade02.tga
Executable file
BIN
samples/zclip/romdisk/facade02.tga
Executable file
Binary file not shown.
After Width: | Height: | Size: 192 KiB |
BIN
samples/zclip/romdisk/floor.tga
Normal file
BIN
samples/zclip/romdisk/floor.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 192 KiB |
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