ref: 837611268a2e7b1fe305623d6e7bce8c538adcc4
dir: /src/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)
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.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/api_audio.h"
#include <SDL/SDL.h>
#include "../zbuffer.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,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA,
0xAA,0xAA,0xAA,0xAA,
~0xAA,~0xAA,~0xAA,~0xAA
};
#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;
unsigned int count = 40;
GLuint modelDisplayList = 0; int dlExists = 0;
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];
larg = argv[i];
}
}
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)<0) {
fprintf(stderr,"ERROR: cannot initialize SDL video.\n");
return 1;
}
ainit(0);
SDL_Surface* screen = NULL;
if((screen=SDL_SetVideoMode( winSizeX, winSizeY, 32, SDL_HWSURFACE | SDL_DOUBLEBUF)) == 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);
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",screen->format->Ashift);
fflush(stdout);
myTrack = lmus("WWGW.mp3");
mplay(myTrack, -1, 1000);
SDL_ShowCursor(SDL_DISABLE);
SDL_WM_SetCaption(argv[0],0);
// initialize TinyGL:
unsigned int pitch;
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:
pitch = screen->pitch;
fprintf(stderr,"\nUnsupported by maintainer!!!");
mode = ZB_MODE_5R6G5B;
return 1;
break;
case 24:
pitch = ( screen->pitch * 2 ) / 3;
fprintf(stderr,"\nUnsupported by maintainer!!!");
mode = ZB_MODE_RGB24;
return 1;
break;
case 32:
pitch = screen->pitch / 2;
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));
// initGL(winSizeX,winSizeY);
// initialize GL:
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
// glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,1);
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;
{
int sw = 0, sh = 0, sc = 0; //sc goes unused.
uchar* source_data = stbi_load("tex.jpg", &sw, &sh, &sc, 3);
if(source_data){
tex = loadRGBTexture(source_data, sw, sh);
free(source_data);
}
//tex =
}
glDisable(GL_LIGHTING);
// 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);
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 {
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);
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
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;
}
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);
mhalt();
Mix_FreeMusic(myTrack);
acleanup();
SDL_Quit();
return 0;
}