#include #include #include #include #include #ifdef __DREAMCAST__ #include #endif #include "GL/gl.h" #include "GL/glu.h" #include "GL/glext.h" #include "GL/glkos.h" #ifdef __DREAMCAST__ #include extern uint8 romdisk[]; KOS_INIT_ROMDISK(romdisk); #define IMG_PATH "/rd/NeHe.pcx" #define IMG_ALPHA_PATH "/rd/NeHe-Alpha.pcx" #else #define IMG_PATH "../samples/paletted_pcx/romdisk/NeHe.pcx" #define IMG_ALPHA_PATH "../samples/paletted_pcx/romdisk/NeHe-Alpha.pcx" #endif /* floats for x rotation, y rotation, z rotation */ float xrot, yrot, zrot; int textures[3]; typedef struct { unsigned int height; unsigned int width; unsigned int palette_width; char* palette; char* data; } Image; #pragma pack(push) #pragma pack(1) /* PCX header */ typedef struct { uint8_t manufacturer; uint8_t version; uint8_t encoding; uint8_t bits_per_pixel; uint16_t xmin, ymin; uint16_t xmax, ymax; uint16_t horz_res, vert_res; uint8_t palette[48]; uint8_t reserved; uint8_t num_color_planes; uint16_t bytes_per_scan_line; uint16_t palette_type; uint16_t horz_size, vert_size; uint8_t padding[54]; } Header; #pragma pack(pop) int LoadPalettedPCX(const char* filename, Image* image) { FILE* filein = NULL; filein = fopen(filename, "rb"); if(!filein) { printf("Unable to open file\n"); return 0; } Header header; fread(&header, sizeof(header), 1, filein); if(header.manufacturer != 0x0a) { printf("Invalid file\n"); return 0; } /* Read the rest of the file */ long pos = ftell(filein); fseek(filein, 0, SEEK_END); long end = ftell(filein); fseek(filein, pos, SEEK_SET); long size = end - pos; uint8_t* buffer = (uint8_t*) malloc(size); fread(buffer, 1, size, filein); image->width = header.xmax - header.xmin + 1; image->height = header.ymax - header.ymin + 1; image->data = (char*) malloc(sizeof(char) * image->width * image->height); int bitcount = header.bits_per_pixel * header.num_color_planes; if(bitcount != 8) { printf("Wrong bitcount\n"); return 0; } uint8_t palette_marker = buffer[size - 769]; const uint8_t* palette = (palette_marker == 12) ? &buffer[size - 768] : header.palette; image->palette_width = (palette_marker == 12) ? 256 : 16; image->palette = (char*) malloc(sizeof(char) * 3 * image->palette_width); memcpy(image->palette, palette, sizeof(char) * 3 * image->palette_width); int32_t rle_count = 0; int32_t rle_value = 0; const uint8_t* image_data = buffer; uint32_t idx; for(idx = 0; idx < (image->width * image->height); idx++) { if(rle_count == 0) { rle_value = *image_data; ++image_data; if((rle_value & 0xc0) == 0xc0) { rle_count = rle_value & 0x3f; rle_value = *image_data; ++image_data; } else { rle_count = 1; } } rle_count--; assert(rle_value < 256); image->data[idx] = rle_value; } free(buffer); return 1; } // Load Bitmaps And Convert To Textures void LoadGLTextures() { // Load Texture Image image1, image2; if(!LoadPalettedPCX(IMG_PATH, &image1)) { exit(1); } if(!LoadPalettedPCX(IMG_ALPHA_PATH, &image2)) { exit(1); } glEnable(GL_SHARED_TEXTURE_PALETTE_EXT); /* First palette */ glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGBA8, image1.palette_width, GL_RGB, GL_UNSIGNED_BYTE, image1.palette); char* inversed_palette = (char*) malloc(sizeof(char) * image1.palette_width * 3); GLuint i; for(i = 0; i < image1.palette_width; i++) { /* Swap red and green */ inversed_palette[i * 3] = image1.palette[(i * 3) + 1]; inversed_palette[(i * 3) + 1] = image1.palette[(i * 3)]; inversed_palette[(i * 3) + 2] = image1.palette[(i * 3) + 2]; } glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_1_KOS, GL_RGBA8, image1.palette_width, GL_RGB, GL_UNSIGNED_BYTE, inversed_palette); // Create Texture glGenTextures(3, textures); glBindTexture(GL_TEXTURE_2D, textures[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, GL_COLOR_INDEX8_EXT, image1.width, image1.height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, image1.data); glBindTexture(GL_TEXTURE_2D, textures[1]); // 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 /* Texture-specific palette! */ glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, image1.palette_width, GL_RGB, GL_UNSIGNED_BYTE, inversed_palette); // 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, GL_COLOR_INDEX8_EXT, image1.width, image1.height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, image1.data); glBindTexture(GL_TEXTURE_2D, textures[2]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_NEAREST); char* new_palette = (char*) malloc(image2.palette_width * 4); for(i = 0; i < image2.palette_width; ++i) { new_palette[(i * 4) + 0] = image2.palette[(i * 3) + 0]; new_palette[(i * 4) + 1] = image2.palette[(i * 3) + 1]; new_palette[(i * 4) + 2] = image2.palette[(i * 3) + 2]; new_palette[(i * 4) + 3] = (i == 2) ? 0 : 255; } glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, image2.palette_width, GL_RGBA, GL_UNSIGNED_BYTE, new_palette); glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, image2.width, image2.height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, image2.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_LEQUAL); // 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); } int check_start() { #ifdef __DREAMCAST__ maple_device_t *cont; cont_state_t *state; cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER); if(cont) { state = (cont_state_t *)maple_dev_status(cont); if(state) return state->buttons & CONT_START; } #endif return 0; } void DrawPolygon() { 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. } /* The main drawing function. */ void DrawGLScene() { static GLuint switch_counter = 0; static GLuint current_bank = 0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glEnable(GL_SHARED_TEXTURE_PALETTE_EXT); glTranslatef(-1.5f,0.0f,-8.0f); // move 5 units into the screen. glPushMatrix(); 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, textures[0]); // choose the texture to use. if(switch_counter++ > 200) { switch_counter = 0; current_bank = !current_bank; glTexParameteri(GL_TEXTURE_2D, GL_SHARED_TEXTURE_BANK_KOS, current_bank); } DrawPolygon(); glPopMatrix(); glDisable(GL_SHARED_TEXTURE_PALETTE_EXT); glBindTexture(GL_TEXTURE_2D, textures[1]); glTranslatef(3.0, 0, 0); DrawPolygon(); static float x = 0.0f; x += 0.05f; if(x > 5.0f) { x = 0.0f; } glAlphaFunc(GL_GREATER, 0.666f); glEnable(GL_ALPHA_TEST); glBindTexture(GL_TEXTURE_2D, textures[2]); glTranslatef(x - 3.0, 0, 3.0); DrawPolygon(); glDisable(GL_ALPHA_TEST); 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) { GLdcConfig config; glKosInitConfig(&config); config.internal_palette_format = GL_RGBA8; glKosInitEx(&config); InitGL(640, 480); ReSizeGLScene(640, 480); while(1) { if(check_start()) break; DrawGLScene(); } return 0; }