shithub: tinygl

ref: e2e12c60ee18888709eaccaa8fc55b7c9fb3cf45
dir: /SDL_Examples/model.c/

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/* 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"
#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 "../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,
	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;
    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);


    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);
#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));
//	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;
	if(doTextures){
		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);
	//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        
        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;
}