ref: 8e821de1576a47f6373a359658468c02936b309f
dir: /SDL_Examples/menu.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"
#include "../include/zbuffer.h"
#define CHAD_API_IMPL
#define CHAD_MATH_IMPL
#include "include/3dMath.h"
#ifdef PLAY_MUSIC
#include "include/api_audio.h"
#else
typedef unsigned char uchar;
#endif
#define STB_IMAGE_IMPLEMENTATION
#include "include/stb_image.h"
#include <SDL/SDL.h>
#ifndef M_PI
#define M_PI 3.14159265
#endif
GLuint tex = 0;
int winSizeX = 640;
int winSizeY = 480;
double tpassed = 0;
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 drawBox(GLfloat x, GLfloat y, GLfloat xdim, GLfloat ydim){ //0,0 is top left, 1,1 is bottom right
x*=2;xdim*=2;
y*=2;ydim*=2;
glBegin(GL_TRIANGLES);
// TRIANGLE 1,
glTexCoord2f(0, 0);
glVertex3f(-1+x, 1-y-ydim, 0.5); //Bottom Left Corner
glTexCoord2f(1, -1);
glVertex3f(-1+x+xdim, 1-y , 0.5); //Top Right Corner
glTexCoord2f(0, -1);
glVertex3f(-1+x, 1-y, 0.5); //Top Left
// TRIANGLE 2
glTexCoord2f(0, 0);
glVertex3f(-1+x, 1-y-ydim, 0.5); //Bottom Left Corner
glTexCoord2f(1, 0);
glVertex3f(-1+x+xdim, 1-y-ydim, 0.5);
glTexCoord2f(1, -1);
glVertex3f(-1+x+xdim, 1-y , 0.5); //Top Right Corner
glEnd();
}
void drawTB(const char* text, GLuint textcolor, GLfloat x, GLfloat y, GLint size){
size = (size>64)?64:((size<8)?8:size);
size >>= 3; //divide by 8 to get the GLTEXTSIZE
if(!size || !text) return;
int mw = 0, h = 1, cw = 0; //max width, height, current width
for(int i = 0; text[i] != '\0' && (text[i] & 127);i++){
if(text[i] != '\n')
cw++;
else
{cw = 0; h++;}
if(mw<cw)mw=cw;
}
float w = (size)*8*(mw) / (float)winSizeX;
float bw = 3*size/(float)winSizeX;
float h_ = (size)*8*(h)/(float)winSizeY;
float bh = 3*size/(float)winSizeY;
drawBox(x-bw/2,y-bh/2, w+bw, h_+bh);
glTextSize(size);
glDrawText((unsigned char*)text, x*winSizeX, y*winSizeY, textcolor);
}
void draw() {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_TRIANGLES);
// TRIANGLE 1,
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0.5);
glTexCoord2f(1, -1);
glVertex3f(1, 1, 0.5);
glTexCoord2f(0, -1);
glVertex3f(-1, 1, 0.5);
// TRIANGLE 2
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0.5);
glTexCoord2f(1, 0);
glVertex3f(1, -1, 0.5);
glTexCoord2f(1, -1);
glVertex3f(1, 1, 0.5);
glEnd();
glColor4f(1,1,1,1);
//glDisable(GL_TEXTURE_2D);
drawBox(0.8,0.8,0.2,0.2);
glColor3f(1,1,1);
glDisable(GL_TEXTURE_2D);
drawTB("I hate text", 0x00, 0.4, 0.4 + 0.1 * sinf(tpassed),24);
}
void initScene() {
static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
static GLfloat white[4] = {1.0, 1.0, 1.0, 0.0};
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_CULL_FACE );
glDisable(GL_BLEND);
//glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
// glEnable( GL_LIGHT0 );
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glShadeModel(GL_SMOOTH);
glTextSize(GL_TEXT_SIZE24x24);
{
int sw = 0, sh = 0, sc = 0; // sc goes unused.
uchar* source_data = stbi_load("texture.png", &sw, &sh, &sc, 3);
if (source_data) {
tex = loadRGBTexture(source_data, sw, sh);
free(source_data);
} else {
printf("\nCan't load texture!\n");
}
}
glEnable(GL_NORMALIZE);
}
int main(int argc, char** argv) {
// initialize SDL video:
unsigned int fps = 0;
char needsRGBAFix = 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);
larg = argv[i];
}
}
#ifdef PLAY_MUSIC
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
#else
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
#endif
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
track* myTrack = NULL;
myTrack = lmus("WWGW.mp3");
mplay(myTrack, -1, 1000);
#endif
SDL_ShowCursor(SDL_ENABLE);
SDL_WM_SetCaption(argv[0], 0);
// initialize TinyGL:
int mode;
switch (screen->format->BitsPerPixel) {
case 16:
// fprintf(stderr,"\nUnsupported by maintainer!!!");
mode = ZB_MODE_5R6G5B;
// return 1;
break;
case 32:
mode = ZB_MODE_RGBA;
break;
default:
return 1;
break;
}
ZBuffer* frameBuffer = ZB_open(winSizeX, winSizeY, mode, 0);
glInit(frameBuffer);
// initialize GL:
glClearColor(0.0, 0.0, 0.0, 0.0);
glViewport(0, 0, winSizeX, winSizeY);
glEnable(GL_DEPTH_TEST);
// GLfloat h = (GLfloat) winSizeY / (GLfloat) winSizeX;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// glTranslatef( 0.0, 0.0, -45.0 );
initScene();
// variables for timing:
long long unsigned int frames = 0;
unsigned int tNow = SDL_GetTicks();
unsigned int tLastFps = tNow;
// main loop:
int isRunning = 1;
while (isRunning) {
++frames;
tpassed += frames * 16.666666/1000.0;
tNow = SDL_GetTicks();
// do event handling:
SDL_Event evt;
while (SDL_PollEvent(&evt))
switch (evt.type) {
case SDL_KEYDOWN:
switch (evt.key.keysym.sym) {
break;
case SDLK_ESCAPE:
case SDLK_q:
isRunning = 0;
default:
break;
}
break;
case SDL_QUIT:
isRunning = 0;
break;
}
// draw scene:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw();
//glDrawText((unsigned char*)"\nBlitting text\nto the screen!", 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:
ZB_close(frameBuffer);
glClose();
if (SDL_WasInit(SDL_INIT_VIDEO))
SDL_QuitSubSystem(SDL_INIT_VIDEO);
#ifdef PLAY_MUSIC
mhalt();
Mix_FreeMusic(myTrack);
acleanup();
#endif
SDL_Quit();
return 0;
}