238 lines
8.4 KiB
C
238 lines
8.4 KiB
C
#include <stdio.h>
|
|
#include <string.h>
|
|
#include <stdlib.h>
|
|
|
|
#include "gl.h"
|
|
#include "glext.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];
|
|
|
|
typedef struct {
|
|
unsigned int height;
|
|
unsigned int width;
|
|
unsigned int palette_width;
|
|
char* palette;
|
|
char* data;
|
|
} Image;
|
|
|
|
int LoadPalettedTex(const char* filename, Image* image) {
|
|
struct {
|
|
char id[4]; // 'DTEX'
|
|
short width;
|
|
short height;
|
|
int type;
|
|
int size;
|
|
} header;
|
|
|
|
FILE* filein = NULL;
|
|
filein = fopen(filename, "rb");
|
|
if(!filein) {
|
|
printf("Unable to open file\n");
|
|
return 0;
|
|
}
|
|
|
|
fread(&header, sizeof(header), 1, filein);
|
|
|
|
if((header.type & (7 << 27)) >> 27 != 6) {
|
|
printf("Not PAL8BPP format\n");
|
|
return 0;
|
|
}
|
|
|
|
image->width = header.width;
|
|
image->height = header.height;
|
|
image->data = (char*) malloc(sizeof(char) * header.size);
|
|
|
|
fread(image->data, header.size, sizeof(char), filein);
|
|
fclose(filein);
|
|
|
|
char palette_filename[100];
|
|
|
|
strcpy(palette_filename, filename);
|
|
strcat(palette_filename, ".pal");
|
|
|
|
filein = fopen(palette_filename, "rb");
|
|
if(!filename) {
|
|
printf("Unable to open the palette file\n");
|
|
return 0;
|
|
}
|
|
|
|
struct {
|
|
char id[4];
|
|
int numcolors;
|
|
} palette_header;
|
|
fread(&palette_header, sizeof(palette_header), 1, filein);
|
|
|
|
image->palette = (unsigned int*) malloc(sizeof(unsigned int) * palette_header.numcolors);
|
|
image->palette_width = palette_header.numcolors;
|
|
|
|
fread(image->palette, sizeof(unsigned int), palette_header.numcolors, filein);
|
|
|
|
unsigned int i = 0;
|
|
for(; i < palette_header.numcolors; ++i) {
|
|
unsigned int* p = (unsigned int*) image->palette;
|
|
|
|
// Swap the colours around from ARGB to RGBA
|
|
char r = (p[i] & 0x00FF0000) >> 16;
|
|
char g = (p[i] & 0x0000FF00) >> 8;
|
|
char b = (p[i] & 0x000000FF);
|
|
char a = (p[i] & 0xFF000000) >> 24;
|
|
|
|
image->palette[i * 4] = r;
|
|
image->palette[i * 4 + 1] = g;
|
|
image->palette[i * 4 + 2] = b;
|
|
image->palette[i * 4 + 3] = a;
|
|
}
|
|
|
|
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 (!LoadPalettedTex("/rd/NeHe.tex", image1)) {
|
|
exit(1);
|
|
}
|
|
|
|
glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
|
|
glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGBA8, image1->palette_width, GL_RGBA, GL_UNSIGNED_BYTE, image1->palette);
|
|
|
|
// 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, GL_COLOR_INDEX8_EXT, image1->width, image1->height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE_TWID_KOS, 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;
|
|
}
|