ref: e2e12c60ee18888709eaccaa8fc55b7c9fb3cf45
dir: /SDL_Examples/helloworld.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 <stdlib.h> #include <stdio.h> #include <string.h> #include "../include/GL/gl.h" //#include <GL/glu.h> #define CHAD_API_IMPL #include "include/api_audio.h" #define STB_IMAGE_IMPLEMENTATION #include "include/stb_image.h" #include <SDL/SDL.h> #include "../include/zbuffer.h" #ifndef M_PI # define M_PI 3.14159265 #endif GLuint tex = 0; double time_passed = 0.0; int winSizeX=640; int winSizeY=480; void draw() { //glEnable(GL_TEXTURE_2D); //glBindTexture(GL_TEXTURE_2D,tex); //time_passed += 0.0166666; glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); glRotatef(time_passed,0, 0, 1); glBegin( GL_TRIANGLES ); glColor3f(0.2, 0.2, 1.0); //BLUE! //glColor3f(1.0, 0.2, 0.2); //RED! glVertex3f(-0.8,-0.8,0.2); glColor3f(0.2, 1.0, 0.2); //GREEN! //glColor3f(1.0, 0.2, 0.2); //RED! glVertex3f(0.8,-0.8,0.2); glColor3f(1.0, 0.2, 0.2); //RED! glVertex3f(0,1.2,0.2); glEnd(); glPopMatrix(); } void draw2(){ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); int x = 0; // Select and setup the projection matrix glMatrixMode( GL_PROJECTION ); glLoadIdentity(); //gluPerspective( 65.0f, (GLfloat)winSizeX/(GLfloat)winSizeY, 1.0f, 100.0f ); GLfloat h = (GLfloat) winSizeY / (GLfloat) winSizeX; glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 ); // Select and setup the modelview matrix glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glRotatef(-90, 1,0,0); glTranslatef(0,0,-1.0f); // Draw a rotating colorful triangle glTranslatef( 0.0f, 14.0f, 0.0f ); glRotatef( 0.3f*(GLfloat)x + (GLfloat)time_passed*100.0f, 0.0f, 0.0f, 1.0f ); glBegin( GL_TRIANGLES ); glColor4f( 1.0f, 0.0f, 0.0f, 0.0f ); glVertex3f( -5.0f, 0.0f, -4.0f ); glColor4f( 0.0f, 1.0f, 0.0f, 0.0f ); glVertex3f( 5.0f, 0.0f, -4.0f ); glColor4f( 0.0f, 0.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, 0.0f, 6.0f ); glEnd(); } void initScene() { //glLightfv( GL_LIGHT0, GL_AMBIENT, white); //glLightfv( GL_LIGHT0, GL_SPECULAR, white); glEnable( GL_CULL_FACE ); //glDisable( GL_CULL_FACE ); glEnable( GL_LIGHTING ); glDisable( 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: 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; } #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); 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; #ifdef PLAY_MUSIC myTrack = lmus("WWGW.mp3"); mplay(myTrack, -1, 1000); #endif 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: //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 ); // 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(); time_passed += 0.01666666; // do event handling: SDL_Event evt; while( SDL_PollEvent( &evt ) ) switch(evt.type) { case SDL_KEYDOWN: switch(evt.key.keysym.sym) { 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*)"Hello World!\nFrom TinyGL", 0, 0, 0x00FFFFFF); // 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 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); if(SDL_WasInit(SDL_INIT_VIDEO)) SDL_QuitSubSystem(SDL_INIT_VIDEO); #ifdef PLAY_MUSIC mhalt(); Mix_FreeMusic(myTrack); acleanup(); #endif SDL_Quit(); return 0; }