diff options
Diffstat (limited to 'sdl/pyramid.c')
-rw-r--r-- | sdl/pyramid.c | 277 |
1 files changed, 277 insertions, 0 deletions
diff --git a/sdl/pyramid.c b/sdl/pyramid.c new file mode 100644 index 0000000..c31531c --- /dev/null +++ b/sdl/pyramid.c @@ -0,0 +1,277 @@ +/* pyramid.c + * + * TODO: use native tga loader, fix window resize, multiple keys + */ + +#include <SDL/SDL.h> +#include <SDL/SDL_image.h> +/* for some reason order of the headers matters */ +#include "math3d.h" + +static GLfloat xRot = 0.0f; +static GLfloat yRot = 0.0f; + +static void resize(int w, int h) +{ + printf("window: resizing to %dx%d\n", w, h); + GLfloat fAspect = (GLfloat) w / (GLfloat) h; + if (h == 0) + h = 1; + glViewport(0, 0, w, h); + + /* reset coordinate system */ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + /* produce the perspective projection */ + gluPerspective(35.0f, fAspect, 1.0, 40.0); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); +} + +static void SetupRC() +{ + GLbyte *pBytes; + GLint iWidth, iHeight, iComponents; + GLenum eFormat; + + /* light values and coordinates */ + GLfloat whiteLight[] = { 0.05f, 0.05f, 0.05f, 1.0f }; + GLfloat sourceLight[] = { 0.75f, 0.75f, 0.75f, 1.0f }; + GLfloat lightPos[] = { -10.f, 5.0f, 5.0f, 1.0f }; + + glEnable(GL_DEPTH_TEST); /* hidden surface removal */ + glFrontFace(GL_CCW); /* counter clock-wise polygons face out */ + glEnable(GL_CULL_FACE); /* do not calculate inside of a pyramid */ + + /* enable lighting */ + glEnable(GL_LIGHTING); + + /* setup and enable light 0 */ + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, whiteLight); + glLightfv(GL_LIGHT0, GL_AMBIENT, sourceLight); + glLightfv(GL_LIGHT0, GL_DIFFUSE, sourceLight); + glLightfv(GL_LIGHT0, GL_POSITION, lightPos); + glEnable(GL_LIGHT0); + + /* enable color tracking */ + glEnable(GL_COLOR_MATERIAL); + + /* set Material properties to follow glColor values */ + glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); + + /* gray background */ + glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + + /* load texture */ + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + pBytes = gltLoadTGA("stone.tga", &iWidth, &iHeight, &iComponents, &eFormat); + + /* load texture image */ + glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat, + GL_UNSIGNED_BYTE, pBytes); + free(pBytes); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glEnable(GL_TEXTURE_2D); +} + +static void keys(SDL_keysym *keysym) +{ + switch (keysym->sym) + { + case SDLK_ESCAPE: exit(0); break; + case SDLK_w: xRot -= 5.0f; break; + case SDLK_s: xRot += 5.0f; break; + case SDLK_a: yRot -= 5.0f; break; + case SDLK_d: yRot += 5.0f; break; + default: break; + } + + xRot = (GLfloat) ((const int) xRot % 360); + yRot = (GLfloat) ((const int) yRot % 360); +} + +/* process SDL events */ +void processEvents() +{ + SDL_Event event; + unsigned static int m_Keys[SDLK_LAST]; + SDLKey sym = event.key.keysym.sym; + + while (SDL_PollEvent(&event)) + { + switch (event.type) + { + case SDL_KEYUP: + { + m_Keys[sym] = 0; + keys(&event.key.keysym); + break; + } + case SDL_KEYDOWN: + { + m_Keys[sym] = 1; + keys(&event.key.keysym); + break; + } + case SDL_VIDEORESIZE: { resize(event.resize.w, event.resize.h); break; } + case SDL_QUIT: { printf("status: exiting...\n"); exit(0); break; } + default: + } + } +} + +static void render(void) +{ + M3DVector3f vNormal; + M3DVector3f vCorners[5] = { + { 0.0f, .80f, 0.0f }, /* top 0 */ + { -0.5f, 0.0f, -.50f }, /* back left 1 */ + { 0.5f, 0.0f, -0.50f }, /* back right 2 */ + { 0.5f, 0.0f, 0.5f }, /* front right 3 */ + { -0.5f, 0.0f, 0.5f } /* front left 4 */ + }; + + /* clear the window with current clearing color */ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + /* save the matrix state and do the rotations */ + glPushMatrix(); + /* move object back and do in place rotation */ + glTranslatef(0.0f, -0.25f, -4.0f); + glRotatef(xRot, 1.0f, 0.0f, 0.0f); + glRotatef(yRot, 0.0f, 1.0f, 0.0f); + + /* draw the pyramid */ + glColor3f(1.0f, 1.0f, 1.0f); + glBegin(GL_TRIANGLES); + + /* bottom section - two triangles */ + glNormal3f(0.0f, -1.0f, 0.0f); + + /* map texture to geometry */ + glTexCoord2f(1.0f, 1.0f); + glVertex3fv(vCorners[2]); + + glTexCoord2f(0.0f, 1.0f); + glVertex3fv(vCorners[4]); + + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[1]); + + + glTexCoord2f(1.0f, 1.0f); + glVertex3fv(vCorners[2]); + + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[3]); + + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[4]); + + /* front face */ + m3dFindNormal(vNormal, vCorners[0], vCorners[4], vCorners[3]); + glNormal3fv(vNormal); + glTexCoord2f(0.5f, 1.0f); + glVertex3fv(vCorners[0]); + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[4]); + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[3]); + + /* left face */ + m3dFindNormal(vNormal, vCorners[0], vCorners[1], vCorners[4]); + glNormal3fv(vNormal); + glTexCoord2f(0.5f, 1.0f); + glVertex3fv(vCorners[0]); + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[1]); + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[4]); + + /* back face */ + m3dFindNormal(vNormal, vCorners[0], vCorners[2], vCorners[1]); + glNormal3fv(vNormal); + glTexCoord2f(0.5f, 1.0f); + glVertex3fv(vCorners[0]); + + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[2]); + + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[1]); + + /* right face */ + m3dFindNormal(vNormal, vCorners[0], vCorners[3], vCorners[2]); + glNormal3fv(vNormal); + glTexCoord2f(0.5f, 1.0f); + glVertex3fv(vCorners[0]); + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[3]); + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[2]); + glEnd(); + + /* restore the matrix state */ + glPopMatrix(); + + /* buffer swap */ + SDL_GL_SwapBuffers(); +} + +int main(int argc, char **argv) +{ + SDL_Surface *screen; + + if (SDL_Init(SDL_INIT_VIDEO) < 0 ) + { + fprintf(stderr, "unable to init SDL: %s\n", SDL_GetError()); + exit(-1); + } + atexit(SDL_Quit); + SDL_WM_SetCaption("Textured Pyramid", "Textured Pyramid"); + + if ((screen = SDL_SetVideoMode(640, 480, 32, SDL_OPENGL | SDL_GL_DOUBLEBUFFER + | SDL_RESIZABLE)) == NULL) + { + fprintf(stderr, "unable to set video mode: %s\n", SDL_GetError()); + exit(-1); + } + + SDL_EnableUNICODE(1); + /* SDL doesn't trigger off a ResizeEvent at startup, but as we need this + * for OpenGL, we do this ourselves */ + SDL_Event resizeEvent; + resizeEvent.type = SDL_VIDEORESIZE; + resizeEvent.resize.w = 640; + resizeEvent.resize.h = 480; + SDL_PushEvent(&resizeEvent); + + /* initalize glew */ + GLenum glewerr = glewInit(); + if (GLEW_OK != glewerr) + { + fprintf(stderr, "error: %s\n", glewGetErrorString(glewerr)); + return -1; + } + else + fprintf(stdout, "status: using GLEW %s\n", glewGetString(GLEW_VERSION)); + + SetupRC(); + + for (;;) + { + processEvents(); + render(); + } + + return 0; +} + |