shithub: tinygl

Download patch

ref: b80cec68711cab01f2e5b1a344860204edb8e751
parent: 925d215308b4d9f1d0e9e6d46ce672a01f0a9d57
author: David <gek@katherine>
date: Fri Feb 12 12:55:08 EST 2021

Added texture demo

--- a/src/SDL_Examples/Makefile
+++ b/src/SDL_Examples/Makefile
@@ -2,9 +2,11 @@
 CFLAGS = -g -Wall -O3
 GL_LIBS= -L../ 
 GL_INCLUDES= -I../include/
-ALL_T= gears
+ALL_T= gears texture
 all: $(ALL_T)
 clean:
 	rm -f $(ALL_T)
+texture:
+	gcc texture.c ../libTinyGL.a -o texture $(GL_INCLUDES) $(GL_LIBS) $(CFLAGS) -lSDL -lSDL_mixer -lmad -logg -lmikmod -logg -lm
 gears:
 	gcc gears.c ../libTinyGL.a -o gears $(GL_INCLUDES) $(GL_LIBS) $(CFLAGS) -lSDL -lSDL_mixer -lmad -logg -lmikmod -logg -lm
--- /dev/null
+++ b/src/SDL_Examples/texture.c
@@ -1,0 +1,298 @@
+/* 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 CHAD_API_IMPL
+#include "include/api_audio.h"
+#define STB_IMAGE_IMPLEMENTATION
+#include "../include/stb_image.h"
+#include <SDL/SDL.h>
+#include "../zbuffer.h"
+
+#ifndef M_PI
+#  define M_PI 3.14159265
+#endif
+
+GLuint tex = 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;
+}
+
+static GLfloat view_rotx=20.0, view_roty=30.0;
+static GLint gear1, gear2, gear3;
+static GLfloat angle = 0.0;
+
+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();
+}
+
+
+void initScene() {
+    static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0 };
+    
+    static GLfloat red[4] = {1.0, 0.0, 0.0, 0.0 };
+    static GLfloat green[4] = {0.0, 1.0, 0.0, 0.0 };
+    static GLfloat blue[4] = {0.0, 0.0, 1.0, 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 );
+    glEnable( GL_LIGHTING );
+    glEnable( GL_TEXTURE_2D );
+    glDisable( GL_LIGHTING );
+    //glEnable( GL_LIGHT0 );
+    glEnable( GL_DEPTH_TEST );
+    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:
+    int winSizeX=640;
+    int winSizeY=480;
+	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);
+			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);
+    track* myTrack = NULL;
+    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 );
+
+    // 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:
+    unsigned int frames=0;
+    unsigned int tNow=SDL_GetTicks();
+    unsigned int tLastFps=tNow;
+
+    // main loop:
+    int isRunning=1;
+    while(isRunning) {
+        ++frames;
+        tNow=SDL_GetTicks();
+        // do event handling:
+        SDL_Event evt;
+        while( SDL_PollEvent( &evt ) ) switch(evt.type) {
+        case SDL_KEYDOWN:
+            switch(evt.key.keysym.sym) {
+            case SDLK_UP:
+                view_rotx += 5.0;
+                break;
+            case SDLK_DOWN:
+                view_rotx -= 5.0;
+                break;
+            case SDLK_LEFT:
+                view_roty += 5.0;
+                break;
+            case SDLK_RIGHT:
+                view_roty -= 5.0;
+                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
+        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:
+    ZB_close(frameBuffer);
+    if(SDL_WasInit(SDL_INIT_VIDEO))
+        SDL_QuitSubSystem(SDL_INIT_VIDEO);
+    mhalt();
+    Mix_FreeMusic(myTrack);
+    acleanup();
+    SDL_Quit();
+    return 0;
+}
binary files /dev/null b/src/SDL_Examples/texture.png differ