381 lines
13 KiB
C
381 lines
13 KiB
C
#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <assert.h>
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#ifdef __DREAMCAST__
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#include <kos.h>
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#endif
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#include "GL/gl.h"
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#include "GL/glu.h"
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#include "GL/glext.h"
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#include "GL/glkos.h"
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#ifdef __DREAMCAST__
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#include <kos.h>
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#define IMG_PATH "/rd/NeHe.pcx"
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#define IMG_ALPHA_PATH "/rd/NeHe-Alpha.pcx"
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#else
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#define IMG_PATH "../samples/paletted_pcx/romdisk/NeHe.pcx"
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#define IMG_ALPHA_PATH "../samples/paletted_pcx/romdisk/NeHe-Alpha.pcx"
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#endif
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/* floats for x rotation, y rotation, z rotation */
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float xrot, yrot, zrot;
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int textures[3];
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typedef struct {
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unsigned int height;
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unsigned int width;
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unsigned int palette_width;
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char* palette;
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char* data;
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} Image;
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#pragma pack(push)
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#pragma pack(1)
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/* PCX header */
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typedef struct {
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uint8_t manufacturer;
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uint8_t version;
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uint8_t encoding;
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uint8_t bits_per_pixel;
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uint16_t xmin, ymin;
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uint16_t xmax, ymax;
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uint16_t horz_res, vert_res;
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uint8_t palette[48];
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uint8_t reserved;
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uint8_t num_color_planes;
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uint16_t bytes_per_scan_line;
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uint16_t palette_type;
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uint16_t horz_size, vert_size;
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uint8_t padding[54];
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} Header;
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#pragma pack(pop)
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int LoadPalettedPCX(const char* filename, Image* image) {
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FILE* filein = NULL;
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filein = fopen(filename, "rb");
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if(!filein) {
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printf("Unable to open file\n");
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return 0;
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}
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Header header;
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fread(&header, sizeof(header), 1, filein);
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if(header.manufacturer != 0x0a) {
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printf("Invalid file\n");
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return 0;
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}
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/* Read the rest of the file */
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long pos = ftell(filein);
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fseek(filein, 0, SEEK_END);
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long end = ftell(filein);
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fseek(filein, pos, SEEK_SET);
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long size = end - pos;
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uint8_t* buffer = (uint8_t*) malloc(size);
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fread(buffer, 1, size, filein);
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image->width = header.xmax - header.xmin + 1;
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image->height = header.ymax - header.ymin + 1;
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image->data = (char*) malloc(sizeof(char) * image->width * image->height);
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int bitcount = header.bits_per_pixel * header.num_color_planes;
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if(bitcount != 8) {
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printf("Wrong bitcount\n");
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return 0;
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}
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uint8_t palette_marker = buffer[size - 769];
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const uint8_t* palette = (palette_marker == 12) ? &buffer[size - 768] : header.palette;
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image->palette_width = (palette_marker == 12) ? 256 : 16;
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image->palette = (char*) malloc(sizeof(char) * 3 * image->palette_width);
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memcpy(image->palette, palette, sizeof(char) * 3 * image->palette_width);
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int32_t rle_count = 0;
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int32_t rle_value = 0;
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const uint8_t* image_data = buffer;
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uint32_t idx;
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for(idx = 0; idx < (image->width * image->height); idx++) {
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if(rle_count == 0) {
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rle_value = *image_data;
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++image_data;
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if((rle_value & 0xc0) == 0xc0) {
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rle_count = rle_value & 0x3f;
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rle_value = *image_data;
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++image_data;
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} else {
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rle_count = 1;
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}
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}
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rle_count--;
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assert(rle_value < 256);
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image->data[idx] = rle_value;
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}
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free(buffer);
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return 1;
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}
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures() {
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// Load Texture
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Image image1, image2;
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if(!LoadPalettedPCX(IMG_PATH, &image1)) {
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exit(1);
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}
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if(!LoadPalettedPCX(IMG_ALPHA_PATH, &image2)) {
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exit(1);
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}
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glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
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/* First palette */
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glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGBA8, image1.palette_width, GL_RGB, GL_UNSIGNED_BYTE, image1.palette);
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char* inversed_palette = (char*) malloc(sizeof(char) * image1.palette_width * 3);
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GLuint i;
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for(i = 0; i < image1.palette_width; i++) {
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/* Swap red and green */
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inversed_palette[i * 3] = image1.palette[(i * 3) + 1];
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inversed_palette[(i * 3) + 1] = image1.palette[(i * 3)];
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inversed_palette[(i * 3) + 2] = image1.palette[(i * 3) + 2];
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}
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glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_1_KOS, GL_RGBA8, image1.palette_width, GL_RGB, GL_UNSIGNED_BYTE, inversed_palette);
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// Create Texture
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glGenTextures(3, textures);
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glBindTexture(GL_TEXTURE_2D, textures[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); // scale linearly when image smalled than texture
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, image1.width, image1.height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, image1.data);
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glBindTexture(GL_TEXTURE_2D, textures[1]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); // scale linearly when image smalled than texture
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/* Texture-specific palette! */
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glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, image1.palette_width, GL_RGB, GL_UNSIGNED_BYTE, inversed_palette);
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, image1.width, image1.height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, image1.data);
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glBindTexture(GL_TEXTURE_2D, textures[2]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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char* new_palette = (char*) malloc(image2.palette_width * 4);
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for(i = 0; i < image2.palette_width; ++i) {
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new_palette[(i * 4) + 0] = image2.palette[(i * 3) + 0];
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new_palette[(i * 4) + 1] = image2.palette[(i * 3) + 1];
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new_palette[(i * 4) + 2] = image2.palette[(i * 3) + 2];
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new_palette[(i * 4) + 3] = (i == 2) ? 0 : 255;
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}
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glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, image2.palette_width, GL_RGBA, GL_UNSIGNED_BYTE, new_palette);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, image2.width, image2.height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, image2.data);
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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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glEnable(GL_TEXTURE_2D);
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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_LEQUAL); // 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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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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int check_start() {
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#ifdef __DREAMCAST__
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maple_device_t *cont;
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cont_state_t *state;
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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if(cont) {
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state = (cont_state_t *)maple_dev_status(cont);
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if(state)
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return state->buttons & CONT_START;
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}
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#endif
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return 0;
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}
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void DrawPolygon() {
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glBegin(GL_QUADS); // begin drawing a cube
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// Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
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// Back Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
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// Top Face
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
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// Bottom Face
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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// Right face
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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// Left Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
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glEnd(); // done with the polygon.
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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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static GLuint switch_counter = 0;
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static GLuint current_bank = 0;
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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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glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
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glTranslatef(-1.5f,0.0f,-8.0f); // move 5 units into the screen.
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glPushMatrix();
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glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
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glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
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glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
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glBindTexture(GL_TEXTURE_2D, textures[0]); // choose the texture to use.
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if(switch_counter++ > 200) {
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switch_counter = 0;
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current_bank = !current_bank;
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glTexParameteri(GL_TEXTURE_2D, GL_SHARED_TEXTURE_BANK_KOS, current_bank);
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}
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DrawPolygon();
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glPopMatrix();
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glDisable(GL_SHARED_TEXTURE_PALETTE_EXT);
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glBindTexture(GL_TEXTURE_2D, textures[1]);
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glTranslatef(3.0, 0, 0);
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DrawPolygon();
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static float x = 0.0f;
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x += 0.05f;
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if(x > 5.0f) {
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x = 0.0f;
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}
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glAlphaFunc(GL_GREATER, 0.666f);
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glEnable(GL_ALPHA_TEST);
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glBindTexture(GL_TEXTURE_2D, textures[2]);
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glTranslatef(x - 3.0, 0, 3.0);
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DrawPolygon();
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glDisable(GL_ALPHA_TEST);
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xrot+=1.5f; // X Axis Rotation
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yrot+=1.5f; // Y Axis Rotation
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zrot+=1.5f; // Z Axis Rotation
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//
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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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GLdcConfig config;
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glKosInitConfig(&config);
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config.internal_palette_format = GL_RGBA8;
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glKosInitEx(&config);
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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if(check_start())
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break;
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DrawGLScene();
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}
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return 0;
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}
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