ref: 2298e130a5cf4bbf8d828cca6ed3902da8faaa83
dir: /SDL_Examples/model.c/
/* sdlGears.c */ /* * 3-D gear wheels by Brian Paul. This program is in the public domain. * * ported to libSDL/TinyGL by Gerald Franz (gfz@o2online.de) */ //#define PLAY_MUSIC #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include "../include/GL/gl.h" #define STB_IMAGE_IMPLEMENTATION #include "include/stb_image.h" #define CHAD_MATH_IMPL #include "include/3dMath.h" #include "include/tobjparse.h" #define CHAD_API_IMPL #include "../include/zbuffer.h" #include "include/api_audio.h" #include <SDL/SDL.h> #include <time.h> #ifndef M_PI #define M_PI 3.14159265 #endif vec3 campos = (vec3){.d[0] = 0, .d[1] = 0, .d[2] = -3}; vec3 camforw = (vec3){.d[0] = 0, .d[1] = 0, .d[2] = -1}; vec3 camup = (vec3){.d[0] = 0, .d[1] = 1, .d[2] = 0}; uint wasdstate[4] = {0, 0, 0, 0}; const float mouseratiox = 1.0 / 300.0f; const float mouseratioy = 1.0 / 300.0f; int mousex = 0, mousey = 0; void rotateCamera() { vec3 a; a.d[1] = (float)mousex * mouseratiox; a.d[2] = (float)mousey * mouseratioy; // if(fabsf(camforw.d[0]) < 0.001) camforw.d[0] = 0.001; vec3 right = normalizev3(crossv3(normalizev3(camforw), normalizev3(camup))); right.d[1] = 0; vec3 result = rotatev3(camforw, right, -a.d[2]); camup = crossv3(right, camforw); camforw = rotatev3(result, camup, -a.d[1]); // if(fabsf(camforw.d[0]) < 0.001) camforw.d[0] = 0.001; } GLuint loadRGBTexture(unsigned char* buf, unsigned int w, unsigned int h) { GLuint t = 0; glGenTextures(1, &t); // for(unsigned int i = 0; i < w * h; i++) // { // unsigned char t = 0; // unsigned char* r = buf + i*3; // // unsigned char* g = buf + i*3+1; // unsigned char* b = buf + i*3+2; // t = *r; // *r = *b; // *b = t; // } glBindTexture(GL_TEXTURE_2D, t); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, buf); return t; } void drawModel( // HUGE important note! these depend on the math library using // f_ as float and not double! // Remember that! vec3* points, uint npoints, vec3* colors, vec3* normals, vec3* texcoords) { if (!points) return; glBegin(GL_TRIANGLES); for (uint i = 0; i < npoints; i++) { if (colors) { // Fix for TinyGL color interpolation. glColor3f(colors[i].d[0], colors[i].d[1], colors[i].d[2]); } if (texcoords) glTexCoord2f(texcoords[i].d[0], texcoords[i].d[1]); if (normals) glNormal3f(normals[i].d[0], normals[i].d[1], normals[i].d[2]); glVertex3f(points[i].d[0], points[i].d[1], points[i].d[2]); } glEnd(); } GLuint createModelDisplayList( // HUGE important note! these depend on the math library using // f_ as float and not double! // Remember that! vec3* points, uint npoints, vec3* colors, vec3* normals, vec3* texcoords) { GLuint ret = 0; if (!points) return 0; ret = glGenLists(1); glNewList(ret, GL_COMPILE); glBegin(GL_TRIANGLES); for (uint i = 0; i < npoints; i++) { if (colors) { glColor3f(colors[i].d[0], colors[i].d[1], colors[i].d[2]); } if (texcoords) glTexCoord2f(texcoords[i].d[0], texcoords[i].d[1]); if (normals) glNormal3f(normals[i].d[0], normals[i].d[1], normals[i].d[2]); glVertex3f(points[i].d[0], points[i].d[1], points[i].d[2]); } // printf("\ncreateModelDisplayList is not the problem.\n"); glEnd(); glEndList(); return ret; } GLubyte stipplepattern[128] = {0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55}; #define BEGIN_EVENT_HANDLER \ void events(SDL_Event* e) { \ switch (e->type) { #define E_KEYSYM e->key.keysym.sym #define END_EVENT_HANDLER \ } \ } #define EVENT_HANDLER events #define E_MOTION e->motion #define E_BUTTON e->button.button #define E_WINEVENT e->window.event #define E_WINW e->window.data1 #define E_WINH e->window.data2 int isRunning = 1; /* mousex = (kHeld & KEY_Y)?-30:0 + (kHeld & KEY_A)?30:0; mousey = (kHeld & KEY_X)?-30:0 + (kHeld & KEY_B)?30:0; */ BEGIN_EVENT_HANDLER case SDL_KEYDOWN: switch (E_KEYSYM) { case SDLK_w: wasdstate[0] = 1; break; case SDLK_a: wasdstate[1] = 1; break; case SDLK_s: wasdstate[2] = 1; break; case SDLK_d: wasdstate[3] = 1; break; case SDLK_UP: mousey = -30; break; case SDLK_DOWN: mousey = 30; break; case SDLK_LEFT: mousex = -30; break; case SDLK_RIGHT: mousex = 30; break; case SDLK_ESCAPE: case SDLK_q: isRunning = 0; break; default: break; } break; case SDL_KEYUP: switch (E_KEYSYM) { case SDLK_w: wasdstate[0] = 0; break; case SDLK_a: wasdstate[1] = 0; break; case SDLK_s: wasdstate[2] = 0; break; case SDLK_d: wasdstate[3] = 0; break; case SDLK_UP: case SDLK_DOWN: mousey = 0; break; case SDLK_LEFT: case SDLK_RIGHT: mousex = 0; break; default: break; } break; case SDL_QUIT: isRunning = 0; break; END_EVENT_HANDLER int main(int argc, char** argv) { // initialize SDL video: int winSizeX = 640; int winSizeY = 480; char needsRGBAFix = 0; unsigned int count = 40; GLuint modelDisplayList = 0; int dlExists = 0; int doTextures = 1; char* modelName = "extrude.obj"; track* myTrack = NULL; unsigned int fps = 0; if (argc > 2) { char* larg = argv[1]; for (int i = 0; i < argc; i++) { if (!strcmp(larg, "-w")) winSizeX = atoi(argv[i]); if (!strcmp(larg, "-h")) winSizeY = atoi(argv[i]); if (!strcmp(larg, "-fps")) fps = strtoull(argv[i], 0, 10); if (!strcmp(larg, "-count")) count = strtoull(argv[i], 0, 10); if (!strcmp(larg, "-m")) modelName = argv[i]; if (!strcmp(argv[i], "-notexture") || !strcmp(larg, "-notexture")) doTextures = 0; larg = argv[i]; } } if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { fprintf(stderr, "ERROR: cannot initialize SDL video.\n"); return 1; } #ifdef PLAY_MUSIC ainit(0); #endif SDL_Surface* screen = NULL; if ((screen = SDL_SetVideoMode(winSizeX, winSizeY, TGL_FEATURE_RENDER_BITS, SDL_SWSURFACE)) == 0) { fprintf(stderr, "ERROR: Video mode set failed.\n"); return 1; } printf("\nRMASK IS %u", screen->format->Rmask); printf("\nGMASK IS %u", screen->format->Gmask); printf("\nBMASK IS %u", screen->format->Bmask); printf("\nAMASK IS %u", screen->format->Amask); #if TGL_FEATURE_RENDER_BITS == 32 if (screen->format->Rmask != 0x00FF0000 || screen->format->Gmask != 0x0000FF00 || screen->format->Bmask != 0x000000FF) { needsRGBAFix = 1; printf("\nYour screen is using an RGBA output different than this library expects."); printf("\nYou should consider using the 16 bit version for optimal performance"); } #endif printf("\nRSHIFT IS %u", screen->format->Rshift); printf("\nGSHIFT IS %u", screen->format->Gshift); printf("\nBSHIFT IS %u", screen->format->Bshift); printf("\nASHIFT IS %u\n", screen->format->Ashift); fflush(stdout); #ifdef PLAY_MUSIC myTrack = lmus("WWGW.mp3"); mplay(myTrack, -1, 1000); #endif SDL_ShowCursor(SDL_DISABLE); SDL_WM_SetCaption(argv[0], 0); // initialize TinyGL: int mode; switch (screen->format->BitsPerPixel) { case 8: fprintf(stderr, "ERROR: Palettes are currently not supported.\n"); fprintf(stderr, "\nUnsupported by maintainer!!!"); return 1; case 16: // fprintf(stderr,"\nUnsupported by maintainer!!!"); mode = ZB_MODE_5R6G5B; // return 1; break; case 24: fprintf(stderr, "\nUnsupported by maintainer!!!"); mode = ZB_MODE_RGB24; return 1; break; case 32: mode = ZB_MODE_RGBA; break; default: return 1; break; } ZBuffer* frameBuffer = ZB_open(winSizeX, winSizeY, mode, 0, 0, 0, 0); glInit(frameBuffer); srand(time(NULL)); glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); static GLfloat white[4] = {1.0, 1.0, 1.0, 0.0};static GLfloat pos[4] = {5, 5, 10, 0.0}; // Light at infinity. glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_DIFFUSE, white); // glLightfv( GL_LIGHT0, GL_AMBIENT, white); // glLightfv( GL_LIGHT0, GL_SPECULAR, white); glEnable(GL_CULL_FACE); //glDisable( GL_LIGHTING ); glEnable(GL_LIGHT0); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_COLOR_MATERIAL); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glClearColor(0, 0, 0, 0); glClearDepth(1.0f); glClearColor(0, 0, 0.3, 0); glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); //glDisable(GL_LIGHTING); glShadeModel(GL_SMOOTH); // glDisable(GL_DEPTH_TEST); double t = 0; glViewport(0, 0, winSizeX, winSizeY); // glEnable(GL_POLYGON_STIPPLE); // glPolygonStipple(stipplepattern); // initScene(); { objraw omodel; model m = initmodel(); omodel = tobj_load(modelName); if (!omodel.positions) { puts("\nERROR! No positions in model. Aborting...\n"); } else { m = tobj_tomodel(&omodel); printf("\nHas %d points.\n", m.npoints); modelDisplayList = createModelDisplayList(m.d, m.npoints, m.c, m.n, m.t); dlExists = 1; freemodel(&m); } freeobjraw(&omodel); } GLuint tex = 0; if (doTextures) { int sw = 0, sh = 0, sc = 0; // sc goes unused. #if TGL_FEATURE_NO_DRAW_COLOR == 1 uchar* source_data = stbi_load("tex_hole.png", &sw, &sh, &sc, 3); #else uchar* source_data = stbi_load("tex.jpg", &sw, &sh, &sc, 3); #endif if (source_data) { tex = loadRGBTexture(source_data, sw, sh); free(source_data); } // tex = } //glDisable(GL_LIGHTING); // glEnable( GL_NORMALIZE ); // variables for timing: unsigned int frames = 0; unsigned int tNow = SDL_GetTicks(); unsigned int tLastFps = tNow; // main loop: while (isRunning) { ++frames; t += 0.016666f; tNow = SDL_GetTicks(); // do event handling: SDL_Event evt; mousex = 0; mousey = 0; while (SDL_PollEvent(&evt)) EVENT_HANDLER(&evt); /* switch(evt.type) { } */ // draw scene: #define WIDTH winSizeX #define HEIGHT winSizeY glMatrixMode(GL_PROJECTION); glLoadIdentity(); // gluPerspective(70,(float)WIDTH/(float)HEIGHT,1,512); mat4 matrix = perspective(70, (float)WIDTH / (float)HEIGHT, 1, 512); glLoadMatrixf(matrix.d); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); // Pushing on the LookAt Matrix. vec3 right = normalizev3(crossv3(normalizev3(camforw), normalizev3(camup))); right.d[1] = 0; matrix = (lookAt(campos, addv3(campos, camforw), camup)); // Using right vector to correct for screen rotation. glLoadMatrixf(matrix.d); if (wasdstate[0]) campos = addv3(campos, scalev3(0.1, camforw)); if (wasdstate[2]) campos = addv3(campos, scalev3(-0.1, camforw)); if (wasdstate[1]) campos = addv3(campos, scalev3(-0.1, right)); if (wasdstate[3]) campos = addv3(campos, scalev3(0.1, right)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); if (doTextures) glBindTexture(GL_TEXTURE_2D, tex); // glDisable(GL_BLEND); // glDisable(GL_TEXTURE_2D); // printf("\nNew triangle!\n"); if (!dlExists) { glDisable(GL_TEXTURE_2D); glBegin(GL_TRIANGLES); // glColor3f(0,0,1); glColor3f(1, 0, 0); glTexCoord2f(0, 0); glVertex3f(-1, -1, -10); glColor3f(0, 1, 0); glTexCoord2f(1, 0); glVertex3f(1, -1, -10); glColor3f(0, 0, 1); glTexCoord2f(0.5, 1); glVertex3f(0, 1, -10); // glColor3f(0,1,0); glEnd(); } else { if (doTextures) glEnable(GL_TEXTURE_2D); // glDisable(GL_TEXTURE_2D); glEnable(GL_POLYGON_STIPPLE); // glDisable(GL_COLOR_MATERIAL); for (unsigned int i = 0; i < count; i++) { glPushMatrix(); glTranslatef((float)(i % 10) * 8.0, (float)(i / 10) * 8.0, -10); glCallList(modelDisplayList); // drawModel( // m.d, m.npoints, // m.c, // m.n, // m.t // ); glPopMatrix(); } glDisable(GL_POLYGON_STIPPLE); if (doTextures) glDisable(GL_TEXTURE_2D); } // draw(); glPopMatrix(); // The view transform. rotateCamera(); glTextSize(GL_TEXT_SIZE16x16); glDrawText((unsigned char*)"\nModel Viewer Demo-\nTinyGL\nSDL 1.2\n", 0, 0, 0x000000FF); // swap buffers: if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) { fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError()); return 1; } /* printf("\nRMASK IS %u",screen->format->Rmask); printf("\nGMASK IS %u",screen->format->Gmask); printf("\nBMASK IS %u",screen->format->Bmask); printf("\nAMASK IS %u",screen->format->Amask); */ // Quickly convert all pixels to the correct format #if TGL_FEATURE_RENDER_BITS == 32 if (needsRGBAFix) for (int i = 0; i < frameBuffer->xsize * frameBuffer->ysize; i++) { #define DATONE (frameBuffer->pbuf[i]) DATONE = ((DATONE & 0x000000FF)) << screen->format->Rshift | ((DATONE & 0x0000FF00) >> 8) << screen->format->Gshift | ((DATONE & 0x00FF0000) >> 16) << screen->format->Bshift; } #endif ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch); if (SDL_MUSTLOCK(screen)) SDL_UnlockSurface(screen); SDL_Flip(screen); if (fps > 0) if ((1000 / fps) > (SDL_GetTicks() - tNow)) { SDL_Delay((1000 / fps) - (SDL_GetTicks() - tNow)); // Yay stable framerate! } // check for error conditions: char* sdl_error = SDL_GetError(); if (sdl_error[0] != '\0') { fprintf(stderr, "SDL ERROR: \"%s\"\n", sdl_error); SDL_ClearError(); } // update fps: if (tNow >= tLastFps + 5000) { printf("%i frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f, (float)frames * 1000.0f / (float)(tNow - tLastFps)); tLastFps = tNow; frames = 0; } } printf("%i frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f, (float)frames * 1000.0f / (float)(tNow - tLastFps)); // cleanup: glDeleteTextures(1, &tex); // glDeleteList(modelDisplayList); glDeleteLists(modelDisplayList, 1); ZB_close(frameBuffer); if (SDL_WasInit(SDL_INIT_VIDEO)) SDL_QuitSubSystem(SDL_INIT_VIDEO); #ifdef PLAY_MUSIC mhalt(); Mix_FreeMusic(myTrack); acleanup(); #endif SDL_Quit(); return 0; }