#include #include "gl.h" #include "glu.h" #include "glkos.h" 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; GLenum internalFormat; GLboolean mipmapped; unsigned int dataSize; }; typedef struct Image Image; int ImageLoad(char *filename, Image *image) { FILE* file = NULL; // make sure the file is there. if ((file = fopen(filename, "rb")) == NULL) { printf("File Not Found : %s\n",filename); return 0; } struct { char id[4]; // 'DTEX' short width; short height; int type; int size; } header; fread(&header, sizeof(header), 1, file); GLboolean twiddled = (header.type & (1 << 26)) > 0; GLboolean compressed = (header.type & (1 << 30)) > 0; GLboolean mipmapped = (header.type & (1 << 31)) > 0; GLboolean strided = (header.type & (1 << 25)) > 0; GLuint format = (header.type >> 27) & 0b111; image->data = (char *) malloc (header.size); image->sizeX = header.width; image->sizeY = header.height; image->dataSize = header.size; fread(image->data, image->dataSize, 1, file); fclose(file); if(compressed) { if(twiddled) { switch(format) { case 0: image->internalFormat = GL_COMPRESSED_ARGB_1555_VQ_TWID_KOS; break; case 1: image->internalFormat = GL_COMPRESSED_RGB_565_VQ_TWID_KOS; break; case 2: image->internalFormat = GL_COMPRESSED_ARGB_4444_VQ_TWID_KOS; break; default: fprintf(stderr, "Invalid texture format"); return 0; } } else { switch(format) { case 0: image->internalFormat = GL_COMPRESSED_ARGB_1555_VQ_KOS; break; case 1: image->internalFormat = GL_COMPRESSED_RGB_565_VQ_KOS; break; case 2: image->internalFormat = GL_COMPRESSED_ARGB_4444_VQ_KOS; break; default: fprintf(stderr, "Invalid texture format"); return 0; } } } else { printf("Not a compressed texture"); return 0; } // 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/NeHe.tex", 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. glCompressedTexImage2D( GL_TEXTURE_2D, 0, image1->internalFormat, image1->sizeX, image1->sizeY, 0, image1->dataSize, 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); } /* 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); } /* 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(0.0f,0.0f,-5.0f); // move 5 units into the screen. glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use. glBegin(GL_QUADS); // begin drawing a cube // Front Face (note that the texture's corners have to match the quad's corners) glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad glEnd(); // done with the polygon. xrot+=1.5f; // X Axis Rotation yrot+=1.5f; // Y Axis Rotation zrot+=1.5f; // Z Axis Rotation // // 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; }