#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); 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); glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f); glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0001); glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.00001); } /* 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; }