mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-08 16:07:14 +00:00
574 lines
15 KiB
C
574 lines
15 KiB
C
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <unistd.h>
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#include <SDL/SDL.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#define TFV_PINK_TEXTURE 62
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#define TOTAL_TEXTURES 63
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/* As much as I have memorized... */
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#define PI 3.141592653589793238462643383279502884197169399
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#define D2R(x) ((x*PI*2.0)/360.0)
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static GLuint textures[TOTAL_TEXTURES];
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#define UP_PRESSED 1
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#define DOWN_PRESSED 2
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#define LEFT_PRESSED 4
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#define RIGHT_PRESSED 8
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#define ACTION1_PRESSED 16
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#define ACTION2_PRESSED 32
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#define CONFIRM_PRESSED 64
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#define CANCEL_PRESSED 128
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#define PAN_LEFT_PRESSED 256
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#define PAN_RIGHT_PRESSED 512
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#define PAUSE_PRESSED 1024
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#define MENU_PRESSED 2048
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/* MODEL -> We pretend we essentially have essentially 10 buttons */
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/* Right now this reflects the Gravis-Gamepad I have. Eventually */
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/* I will add some sort of generic config utility for custom controls */
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/* UP, DOWN, LEFT, RIGHT */
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/* 1 (A or ACTION1)
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* 2 (Z or ACTION2)
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* 3 (ENTER or CONFIRM)
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* 4 (SPACE or CANCEL)
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* 5 (J or PAN_LEFT)
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* 6 (K or PAN_RIGHT)
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* 9 (P or PAUSE)
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*10 (ESCAPE or MENU)
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*/
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int check_keyboard(char *alphanum,int reset) {
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SDL_Event event;
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static int keys_down=0;
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int momentary=0;
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int button,axis,jdirection;
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int keypressed;
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*alphanum=0;
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if (reset) {
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keys_down=0;
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return 1;
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}
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while ( SDL_PollEvent(&event) ) {
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if ( event.type == SDL_QUIT ) {
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keys_down|=MENU_PRESSED;
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return 1;
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}
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if (event.type == SDL_VIDEORESIZE) {
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printf("RESIZE\b");
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}
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if (event.type == SDL_JOYBUTTONDOWN) {
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button=event.jbutton.button;
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switch(button) {
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case 0: momentary|=ACTION1_PRESSED;
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keys_down|=ACTION1_PRESSED;
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break;
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case 1: momentary|=ACTION2_PRESSED;
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keys_down|=ACTION2_PRESSED;
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break;
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case 2: momentary|=CONFIRM_PRESSED;
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keys_down|=CONFIRM_PRESSED;
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break;
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case 3: momentary|=CANCEL_PRESSED;
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keys_down|=CANCEL_PRESSED;
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break;
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case 4: momentary|=PAN_LEFT_PRESSED;
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keys_down|=PAN_LEFT_PRESSED;
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break;
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case 5: momentary|=PAN_RIGHT_PRESSED;
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keys_down|=PAN_RIGHT_PRESSED;
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break;
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case 8: momentary|=PAUSE_PRESSED;
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keys_down|=PAUSE_PRESSED;
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break;
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case 9: momentary|=MENU_PRESSED;
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keys_down|=MENU_PRESSED;
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break;
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}
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//printf("Button: %i\n",button);
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}
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if (event.type == SDL_JOYAXISMOTION) {
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axis=event.jaxis.axis;
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jdirection=event.jaxis.value;
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if (axis==0) { /* X */
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if (jdirection>20000) {
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keys_down|=RIGHT_PRESSED;
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}
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else if (jdirection<-20000) {
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keys_down|=LEFT_PRESSED;
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}
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else if ((jdirection>5000) || (jdirection<-5000)) {
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keys_down&=(~RIGHT_PRESSED);
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keys_down&=(~LEFT_PRESSED);
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// printf("X: %i\n",jdirection);
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}
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}
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if (axis==1) { /* Y */
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if (jdirection>20000) {
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keys_down|=DOWN_PRESSED;
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}
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else if (jdirection<-20000) {
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keys_down|=UP_PRESSED;
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}
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else if ((jdirection>5000) || (jdirection<-5000)) {
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keys_down&=(~UP_PRESSED);
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keys_down&=(~DOWN_PRESSED);
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// printf("Y: %i\n",jdirection);
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}
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// printf("Y: %i\n",jdirection);
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}
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}
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if (event.type == SDL_JOYBUTTONUP) {
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button=event.jbutton.button;
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switch(button) {
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case 0: keys_down&=(~ACTION1_PRESSED);
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break;
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case 1: keys_down&=(~ACTION2_PRESSED);
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break;
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case 2: keys_down&=(~CONFIRM_PRESSED);
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break;
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case 3: keys_down&=(~CANCEL_PRESSED);
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break;
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case 4: keys_down&=(~PAN_LEFT_PRESSED);
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break;
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case 5: keys_down&=(~PAN_RIGHT_PRESSED);
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break;
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case 8: keys_down&=(~PAUSE_PRESSED);
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break;
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case 9: keys_down&=(~MENU_PRESSED);
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break;
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}
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//printf("Button: %i\n",button);
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}
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if (event.type == SDL_KEYUP) {
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keypressed=event.key.keysym.sym;
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switch(keypressed) {
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case SDLK_UP: keys_down&=(~UP_PRESSED);
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break;
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case SDLK_DOWN: keys_down&=(~DOWN_PRESSED);
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break;
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case SDLK_RIGHT: keys_down&=(~RIGHT_PRESSED);
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break;
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case SDLK_LEFT: keys_down&=(~LEFT_PRESSED);
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break;
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case SDLK_ESCAPE: keys_down&=(~MENU_PRESSED);
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break;
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case SDLK_RETURN: keys_down&=(~CONFIRM_PRESSED);
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break;
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case SDLK_SPACE: keys_down&=(~CANCEL_PRESSED);
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break;
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case 'a': case 'A': keys_down&=(~ACTION1_PRESSED); break;
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case 'z': case 'Z': keys_down&=(~ACTION2_PRESSED); break;
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case 'j': case 'J': keys_down&=(~PAN_LEFT_PRESSED); break;
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case 'k': case 'K': keys_down&=(~PAN_RIGHT_PRESSED); break;
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case 'p': case 'P': keys_down&=(~PAUSE_PRESSED); break;
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}
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}
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if ( event.type == SDL_KEYDOWN ) {
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keypressed=event.key.keysym.sym;
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switch (keypressed) {
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case 'a': case 'A':
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momentary|=ACTION1_PRESSED;
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keys_down|=ACTION1_PRESSED;
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break;
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case 'z': case 'Z':
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momentary|=ACTION2_PRESSED;
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keys_down|=ACTION2_PRESSED;
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break;
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case SDLK_RETURN: momentary|=CONFIRM_PRESSED;
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keys_down|=CONFIRM_PRESSED;
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break;
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case SDLK_SPACE: momentary|=CANCEL_PRESSED;
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keys_down|=CANCEL_PRESSED;
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break;
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case 'j': case 'J':
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momentary|=PAN_LEFT_PRESSED;
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keys_down|=PAN_LEFT_PRESSED;
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break;
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case 'k': case 'K':
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momentary|=PAN_RIGHT_PRESSED;
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keys_down|=PAN_RIGHT_PRESSED;
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break;
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case 'p': case 'P':
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momentary|=PAUSE_PRESSED;
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keys_down|=PAUSE_PRESSED;
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break;
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case SDLK_ESCAPE: momentary|=MENU_PRESSED;
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keys_down|=MENU_PRESSED;
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break;
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case SDLK_RIGHT: momentary|=RIGHT_PRESSED;
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keys_down|=RIGHT_PRESSED;
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break;
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case SDLK_LEFT: momentary|=LEFT_PRESSED;
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keys_down|=LEFT_PRESSED;
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break;
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case SDLK_UP:
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momentary|=UP_PRESSED;
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keys_down|=UP_PRESSED;
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break;
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case SDLK_DOWN: momentary|=DOWN_PRESSED;
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keys_down|=DOWN_PRESSED;
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break;
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default: *alphanum=keypressed; break;
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}
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}
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}
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return (momentary<<16)+keys_down;
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}
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static void LoadPinkTexture(int x,int y,int which_one,int transparent,
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int repeat_type) {
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static GLubyte *texture;
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int i;
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texture=calloc(64*64*4,sizeof(GLubyte));
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for(i=0;i<64*64;i++) {
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texture[(i*4)+0]=0xff;
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texture[(i*4)+1]=0x44;
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texture[(i*4)+2]=0xfd;
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texture[(i*4)+3]=0xff;
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}
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glBindTexture(GL_TEXTURE_2D,textures[which_one]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y,
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0,GL_RGBA,GL_UNSIGNED_BYTE,texture);
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}
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static void reshape(int w,int h) {
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glViewport(0,0,(GLsizei)w,(GLsizei)h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0,(GLfloat)w/(GLfloat)h,1.0,100.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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//glTranslatef(0.0,0.0,-3.6);
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}
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static int generate_sphere(float radius, int latitudes, int longitudes, int texture) {
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/* The way I do this is brutally inefficient */
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/* I should optimize it later [ie, do everything in radians] */
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float delta_theta,delta_phi;
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float init_x1,init_y1,init_z1,x1,y1,z1;
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float init_x2,init_y2,init_z2,x2,y2,z2;
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int phi_prime,theta_prime;
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glBindTexture(GL_TEXTURE_2D,textures[texture]);
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delta_phi=180.0/(float)latitudes;
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delta_theta=360.0/(float)longitudes;
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for(phi_prime=0;phi_prime<latitudes;phi_prime++) {
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theta_prime=0;
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glBegin(GL_QUAD_STRIP);
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init_x1=radius*sin(D2R(phi_prime*delta_phi))*cos(D2R(theta_prime*delta_theta));
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init_y1=radius*sin(D2R(phi_prime*delta_phi))*sin(D2R(theta_prime*delta_theta));
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init_z1=radius*cos(D2R(phi_prime*delta_phi));
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glNormal3f(init_x1/radius,init_y1/radius,init_z1/radius);
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glTexCoord2f( (theta_prime*delta_theta)/360.0, (phi_prime*delta_phi)/360.0);
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glVertex3f(init_x1,init_y1,init_z1);
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init_x2=radius*sin(D2R((phi_prime+1)*delta_phi))*cos(D2R(theta_prime*delta_theta));
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init_y2=radius*sin(D2R((phi_prime+1)*delta_phi))*sin(D2R(theta_prime*delta_theta));
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init_z2=radius*cos(D2R((phi_prime+1)*delta_phi));
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// printf("%.2f %.2f %.2f : %.2f %.2f %.2f\n",radius,phi_prime*delta_phi,theta_prime*delta_theta,normalx,normaly,normalz);
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glNormal3f(init_x2/radius,init_y2/radius,init_z2/radius);
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glTexCoord2f( (theta_prime*delta_theta)/360.0, ((phi_prime+1)*delta_phi)/360.0);
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glVertex3f(init_x2,init_y2,init_z2);
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for(theta_prime=1;theta_prime<longitudes;theta_prime++) {
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x1=radius*sin(D2R(phi_prime*delta_phi))*cos(D2R(theta_prime*delta_theta));
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y1=radius*sin(D2R(phi_prime*delta_phi))*sin(D2R(theta_prime*delta_theta));
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z1=radius*cos(D2R(phi_prime*delta_phi));
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glNormal3f(x1/radius,y1/radius,z1/radius);
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glTexCoord2f( (theta_prime*delta_theta)/360.0, (phi_prime*delta_phi)/360.0);
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glVertex3f(x1,y1,z1);
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x2=radius*sin(D2R((phi_prime+1)*delta_phi))*cos(D2R(theta_prime*delta_theta));
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y2=radius*sin(D2R((phi_prime+1)*delta_phi))*sin(D2R(theta_prime*delta_theta));
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z2=radius*cos(D2R((phi_prime+1)*delta_phi));
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glNormal3f(x2/radius,y2/radius,z2/radius);
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glTexCoord2f( (theta_prime*delta_theta)/360.0, ((phi_prime+1)*delta_phi)/360.0);
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glVertex3f(x2,y2,z2);
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}
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glNormal3f(init_x1/radius,init_y1/radius,init_z1/radius);
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glTexCoord2f( (theta_prime*delta_theta)/360.0, (phi_prime*delta_phi)/360.0);
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glVertex3f(init_x1,init_y1,init_z1);
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glNormal3f(init_x1/radius,init_y1/radius,init_z1/radius);
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glTexCoord2f( (theta_prime*delta_theta)/360.0, (phi_prime*delta_phi)/360.0);
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glVertex3f(init_x2,init_y2,init_z2);
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glEnd();
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}
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return 0;
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}
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static int draw_pink_sphere(int xsize, int ysize) {
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char key_alpha;
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int keyspressed;
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double camerax=0,cameray=10,cameraz=20,camera_direction=0;
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int rotation=0;
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GLfloat light_position[]={50.0,50.0,100.0,0.0};
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GLfloat lmodel_ambient[]={0.8,0.8,0.8,1.0};
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GLfloat white_light[]={1.0,1.0,1.0,1.0};
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printf("ENTERING DRAW PINK SPHERE\n"); fflush(stdout);
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/* Init screen and keyboard */
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reshape(xsize,ysize);
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check_keyboard(&key_alpha,1);
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printf("ABOUT TO ENTER MAIN LOOP\n"); fflush(stdout);
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while (1) {
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/* Check for input events */
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keyspressed=check_keyboard(&key_alpha,0);
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if (keyspressed&MENU_PRESSED) {
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return 0;
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}
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if (keyspressed&PAN_LEFT_PRESSED) {
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camera_direction-=(2.0*PI)/16.0;
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if (camera_direction<0.0) camera_direction+=2.0*PI;
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camerax=10.0*sin(camera_direction);
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cameray=10.0*cos(camera_direction);
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rotation--;
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if (rotation<0) rotation+=16;
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printf("ROT=%d %.2lf\n",rotation,camera_direction);
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}
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if (keyspressed&PAN_RIGHT_PRESSED) {
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camera_direction+=(2.0*PI)/16.0;
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if (camera_direction>2.0*PI) camera_direction-=2.0*PI;
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camerax=10.0*sin(camera_direction);
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cameray=10.0*cos(camera_direction);
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rotation++;
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if (rotation>15) rotation-=16;
|
||
|
printf("ROT=%d %.2lf\n",rotation,camera_direction);
|
||
|
}
|
||
|
|
||
|
if (keyspressed&UP_PRESSED) {
|
||
|
cameraz+=0.5;
|
||
|
}
|
||
|
|
||
|
if (keyspressed&DOWN_PRESSED) {
|
||
|
cameraz-=0.5;
|
||
|
}
|
||
|
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
glLoadIdentity();
|
||
|
gluLookAt(camerax,cameray,cameraz,
|
||
|
0.0,0.0,0.0,
|
||
|
0.0,0.0,1.0);
|
||
|
|
||
|
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
|
||
|
|
||
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
|
||
|
glLightfv(GL_LIGHT0, GL_SPECULAR,white_light);
|
||
|
|
||
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
||
|
|
||
|
glEnable(GL_LIGHTING);
|
||
|
glEnable(GL_LIGHT0);
|
||
|
|
||
|
{
|
||
|
GLfloat default_a[]={0.6,0.6,0.6,1.0};
|
||
|
GLfloat default_d[]={0.8,0.8,0.8,1.0};
|
||
|
GLfloat default_s[]={0.0,0.0,0.0,1.0};
|
||
|
GLfloat default_e[]={0.0,0.0,0.0,1.0};
|
||
|
|
||
|
glMaterialfv(GL_FRONT,GL_AMBIENT,default_a);
|
||
|
glMaterialfv(GL_FRONT,GL_DIFFUSE,default_d);
|
||
|
glMaterialfv(GL_FRONT,GL_SPECULAR,default_s);
|
||
|
glMaterialfv(GL_FRONT,GL_EMISSION,default_e);
|
||
|
}
|
||
|
|
||
|
glBegin(GL_QUADS);
|
||
|
glVertex3f(-5,-5,0);
|
||
|
glVertex3f(5,-5,0);
|
||
|
glVertex3f(5,5,0);
|
||
|
glVertex3f(-5,5,0);
|
||
|
|
||
|
glVertex3f(-5,5,0);
|
||
|
glVertex3f(5,5,0);
|
||
|
glVertex3f(5,5,5);
|
||
|
glVertex3f(-5,5,5);
|
||
|
|
||
|
glVertex3f(-5,-5,0);
|
||
|
glVertex3f(-5,5,0);
|
||
|
glVertex3f(-5,5,5);
|
||
|
glVertex3f(-5,-5,5);
|
||
|
glEnd();
|
||
|
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
|
||
|
glPushMatrix();
|
||
|
|
||
|
glTranslatef(0,0,6.5);
|
||
|
glRotatef(90,0,1,0);
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(270,0,0,1);
|
||
|
generate_sphere(2,20,20,TFV_PINK_TEXTURE);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPopMatrix();
|
||
|
|
||
|
/* Flush it out to the device */
|
||
|
glFlush();
|
||
|
SDL_GL_SwapBuffers();
|
||
|
|
||
|
glDisable(GL_LIGHTING);
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
|
||
|
/* Emulate low frame-rates */
|
||
|
usleep(100000);
|
||
|
}
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void LoadTextures(void) {
|
||
|
|
||
|
#define _BSD_SOURCE 1
|
||
|
|
||
|
#if (BYTE_ORDER==BIG_ENDIAN)
|
||
|
printf("We are big_endian\n");
|
||
|
glPixelStorei(GL_UNPACK_SWAP_BYTES,1);
|
||
|
#endif
|
||
|
|
||
|
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
|
||
|
|
||
|
glGenTextures(TOTAL_TEXTURES,textures);
|
||
|
|
||
|
LoadPinkTexture(64,64,TFV_PINK_TEXTURE,0,GL_REPEAT);
|
||
|
|
||
|
}
|
||
|
|
||
|
static void init_gl(void) {
|
||
|
|
||
|
#if (BYTE_ORDER==BIG_ENDIAN)
|
||
|
glPixelStorei(GL_UNPACK_SWAP_BYTES,1);
|
||
|
#endif
|
||
|
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
|
||
|
glClearColor(0.0,0.0,0.0,0.0);
|
||
|
glClearDepth(1.0);
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
glEnable(GL_BLEND);
|
||
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
||
|
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
|
||
|
LoadTextures();
|
||
|
}
|
||
|
|
||
|
|
||
|
int main(int argc, char **argv) {
|
||
|
|
||
|
int mode;
|
||
|
int fullscreen=0;
|
||
|
int xsize,ysize;
|
||
|
|
||
|
xsize=640; ysize=480;
|
||
|
|
||
|
/* Initialize SDL */
|
||
|
if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_JOYSTICK)<0) {
|
||
|
printf("Error trying to init SDL: %s\n",SDL_GetError());
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
if (fullscreen) mode=SDL_OPENGL | SDL_FULLSCREEN;
|
||
|
else mode=SDL_OPENGL;
|
||
|
|
||
|
/* Create the OpenGL screen */
|
||
|
if ( SDL_SetVideoMode(xsize, ysize, 0, mode) == NULL ) {
|
||
|
printf("Unable to create OpenGL screen: %s\n", SDL_GetError());
|
||
|
SDL_Quit();
|
||
|
return -2;
|
||
|
}
|
||
|
|
||
|
SDL_WM_SetCaption("Guinea Pig Adventure...",NULL);
|
||
|
|
||
|
/* Setup OpenGL screen */
|
||
|
init_gl();
|
||
|
|
||
|
reshape(xsize,ysize);
|
||
|
|
||
|
draw_pink_sphere(xsize,ysize);
|
||
|
|
||
|
/* Quit */
|
||
|
SDL_Quit();
|
||
|
|
||
|
return 0;
|
||
|
}
|