Mercurial > hg > forks > gldragon
view glxdragon.cpp @ 5:5dcae4dddcd9
Cleanups.
author | Matti Hamalainen <ccr@tnsp.org> |
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date | Sun, 27 Oct 2019 18:29:23 +0200 |
parents | be31ff9e5f58 |
children | 4d6fec8f0c64 |
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// // Copyright (c) 2009, Thomas Trummer // All rights reserved. // // Port to libSDL2 and cleanups by Matti Hämäläinen <ccr@tnsp.org> // (C) Copyright 2019 Tecnic Software productions (TNSP) // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of the <organization> nor the // names of its contributors may be used to endorse or promote products // derived from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY Thomas Trummer ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED // WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY // DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND // ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // #include <SDL.h> #include <SDL_opengl.h> #include <GL/glu.h> #include <iostream> #include <sstream> #include <fstream> #include <stdexcept> #include <string> #include <vector> #include <algorithm> #include <cstdio> #include <ctime> #define SET_FRAMES (180 * 2) SDL_Window *s_window = NULL; SDL_GLContext s_context; struct Mesh { int nvertices, nfaces; std::vector<float> vertices; std::vector<unsigned> faces; }; bool dmInitSDLGL(const int width, const int height, const char *title) { SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_EVENTS) != 0) { printf("ERROR: Unable to initialize SDL: %s\n", SDL_GetError()); return false; } if ((s_window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE)) == NULL) { printf("ERROR: Could not create SDL window: %s", SDL_GetError()); return false; } if ((s_context = SDL_GL_CreateContext(s_window)) == NULL) { printf("ERROR: Unable to create SDL OpenGL context: %s\n", SDL_GetError()); return false; } printf( "GL_VENDOR : %s\n" "GL_RENDERER : %s\n" "GL_VERSION : %s\n", glGetString(GL_VENDOR), glGetString(GL_RENDERER), glGetString(GL_VERSION)); // Setup the window and view port glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, GLfloat(width) / GLfloat(height), 0.1f, 1000.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Enable back face culling glEnable(GL_CULL_FACE); // Enable smooth shading glShadeModel(GL_SMOOTH); // Enable the depth buffer glEnable(GL_DEPTH_TEST); // Setup depth buffer glClearDepth(1.0f); // Set the depth buffer function glDepthFunc(GL_LEQUAL); // Enable vertex and and normal arrays glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); // Set correct perspective correction glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); return true; } void dmInitScene(void) { glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glMateriali(GL_FRONT, GL_SHININESS, 96); float specReflection[] = { 0.8f, 0.8f, 0.8f, 1.0f }; glMaterialfv(GL_FRONT, GL_SPECULAR, specReflection); glEnable(GL_LIGHT0); // Define the light components and position GLfloat ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f }; GLfloat diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f }; GLfloat specular[] = { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat position[] = { 10.0f, 10.0f, 0.0f, 0.0f }; // Define the light components and position glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, specular); glLightfv(GL_LIGHT0, GL_POSITION, position); // Define the camera gluLookAt(0, 0.12, 0.24, 0, 0.12, 0, 0, 1, 0); } void dmFinish() { SDL_GL_DeleteContext(s_context); SDL_DestroyWindow(s_window); s_window = NULL; SDL_Quit(); } void dmDrawModelVA(const Mesh &mesh) { int maxIndices; glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &maxIndices); glVertexPointer(3, GL_FLOAT, 24, &mesh.vertices[0]); glNormalPointer(GL_FLOAT, 24, &mesh.vertices[3]); for (int n = 0; n < mesh.nfaces; n += maxIndices) { const int count = std::min(maxIndices, int(mesh.nfaces - n)); glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_INT, &mesh.faces[n * 3]); } } void dmPaintGL(Mesh &mesh) { glClear(GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0, 1.0, 0.0, 1.0, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); // Draw the background gradient glBegin(GL_QUADS); { glColor3ub(0x3B, 0x3B, 0x75); glVertex2f(0.0f, 0.0f); glVertex2f(1.0f, 0.0f); glColor3ub(0x00, 0x00, 0x00); glVertex2f(1.0f, 1.0f); glVertex2f(0.0f, 1.0f); } glEnd(); // Restore the 3D projection glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); // Set the color of the model glColor3ub(0x90, 0x80, 0x90); // Draw the model using vertex arrays dmDrawModelVA(mesh); } void dmLoadMesh(const std::string &filename, Mesh &mesh, int nvertices, int nfaces) { std::ifstream in(filename.c_str(), std::ios::binary); if (!in.is_open()) { std::stringstream ss; ss << "Unable to open file: " << filename << '\n'; throw std::runtime_error(ss.str()); } mesh.nvertices = nvertices; mesh.vertices.resize(mesh.nvertices * 6); in.read(reinterpret_cast<char*>(&mesh.vertices[0]), mesh.nvertices * 6 * 4); mesh.nfaces = nfaces; mesh.faces.resize(mesh.nfaces * 3); for (int i = 0; i < nfaces; i++) { in.seekg(1, std::ios::cur); in.read(reinterpret_cast<char*>(&mesh.faces[i * 3]), 3 * 4); } } int main() { try { struct Mesh dragonMesh; dmLoadMesh("dragon.mesh", dragonMesh, 100139, 200198); //if (!dmInitSDLGL(640, 480, "glxdragon")) if (!dmInitSDLGL(1280, 960, "glxdragon")) throw std::runtime_error("Fatal error."); dmInitScene(); bool exitFlag = false; int steps = 0; std::clock_t startTime = std::clock(); while (!exitFlag) { SDL_Event event; // Check for quit events while (SDL_PollEvent(&event)) switch (event.type) { case SDL_QUIT: exitFlag = true; break; case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: case SDLK_q: exitFlag = true; break; } } // Render the next frame dmPaintGL(dragonMesh); // Draw the current frame SDL_GL_SwapWindow(s_window); // Rotate for 2 degrees glRotatef(2.0f, 0, 1, 0); // Return true if a full rotation was done if (steps++ == SET_FRAMES) { // Reset steps steps = 0; // Get the time it took to render a full turn double time = (double(std::clock() - startTime) * 1000.0f) / CLOCKS_PER_SEC; // Print the current frames per second printf("%.1lf ms for %d frames = %.1lf FPS\n", time, SET_FRAMES, (SET_FRAMES * 1000.0f) / time); // Restart the timer startTime = std::clock(); } } } catch(std::runtime_error & e) { std::cerr << e.what(); } dmFinish(); }