//
// Thwomper-c
//
// Port of Thwomper for Perl, to C
// Nick DeClario
//
#include <GL/glut.h> // Header File For The GLUT Library
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#include <stdio.h> // Header file for standard file i/o.
#include <stdlib.h> // Header file for malloc/free.
#include <unistd.h> // needed to sleep.
#include <math.h>
/* ascii code for the escape key */
#define ESCAPE 27
#define ZMIN -100
#define ZMAX -12
#define MAX_DISPLAY_TIME 5 // in seconds
#define VER $Id: thwomper.c,v 1.2 2009/04/13 04:13:40 nick Exp $
/* The number of our GLUT window */
int window;
int dir = 0;
int fullscreen = 0;
/* floats for x rotation, y rotation, z rotation */
float xrot, yrot, zrot;
float zoom = ZMIN;
float locX, locY = 0.0f;
/* storage for one texture */
int texture[1];
/* Image type - contains height, width, and data */
struct Image {
unsigned long sizeX;
unsigned long sizeY;
char *data;
float locX, locY, xrot, yrot, zrot, zoom;
int displayTime; // How long have we been still for?
};
typedef struct Image Image;
struct Nick {
unsigned long X;
unsigned long Y;
};
typedef struct Nick Nick;
/* Letter/Shape 3D Object */
// quick and dirty bitmap loader...for 24 bit bitmaps with 1 plane only.
// See http://www.dcs.ed.ac.uk/~mxr/gfx/2d/BMP.txt for more info.
int ImageLoad(char *filename, Image *image) {
FILE *file;
unsigned long size; // size of the image in bytes.
unsigned long i; // standard counter.
unsigned short int planes; // number of planes in image (must be 1)
unsigned short int bpp; // number of bits per pixel (must be 24)
char temp; // temporary color storage for bgr-rgb conversion.
Nick *ntest;
// make sure the file is there.
if ((file = fopen(filename, "rb"))==NULL)
{
printf("File Not Found : %s\n",filename);
return 0;
}
// seek through the bmp header, up to the width/height:
fseek(file, 18, SEEK_CUR);
/*
ntest = ( Nick * ) malloc( sizeof( Nick ) );
fread( &ntest.X, 4, 1, file );
printf( " Nick's Width Test: %lu\n", ntest.X );
*/
// read the width
if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {
printf("Error reading width from %s.\n", filename);
return 0;
}
printf("Width of %s: %lu\n", filename, image->sizeX);
// read the height
if ((i = fread(&image->sizeY, 4, 1, file)) != 1) {
printf("Error reading height from %s.\n", filename);
return 0;
}
printf("Height of %s: %lu\n", filename, image->sizeY);
// calculate the size (assuming 24 bits or 3 bytes per pixel).
size = image->sizeX * image->sizeY * 3;
// read the planes
if ((fread(&planes, 2, 1, file)) != 1) {
printf("Error reading planes from %s.\n", filename);
return 0;
}
if (planes != 1) {
printf("Planes from %s is not 1: %u\n", filename, planes);
return 0;
}
// read the bpp
if ((i = fread(&bpp, 2, 1, file)) != 1) {
printf("Error reading bpp from %s.\n", filename);
return 0;
}
if (bpp != 24) {
printf("Bpp from %s is not 24: %u\n", filename, bpp);
return 0;
}
// seek past the rest of the bitmap header.
fseek(file, 24, SEEK_CUR);
// read the data.
image->data = (char *) malloc(size);
if (image->data == NULL) {
printf("Error allocating memory for color-corrected image data\n");
return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1) {
printf("Error reading image data from %s.\n", filename);
return 0;
}
for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
// we're done.
return 1;
}
// Load Bitmaps And Convert To Textures
void LoadGLTextures() {
// Load Texture
Image *image1;
// allocate space for texture
image1 = (Image *) malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
exit(0);
}
if (!ImageLoad("Data/tux-128.bmp", image1)) {
exit(1);
}
// Create Texture
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
};
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
LoadGLTextures(); // Load The Texture(s)
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Clear The Background Color To Blue
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
// glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
}
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
void ReSizeGLScene(int Width, int Height)
{
if (Height==0) // Prevent A Divide By Zero If The Window Is Too Small
Height=1;
glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,400.0f);
glMatrixMode(GL_MODELVIEW);
printf( "New Width: %i\nNew Height: %i\n", Width, Height );
}
void drawCharacter( ) {
glPushMatrix();
glColor3f(1.0, 0.0, 0.0 );
glTranslatef(locX, locY, zoom);
glRotatef(xrot, 1.0, 0.0, 0.0);
glRotatef(yrot, 0.0, 1.0, 0.0);
glRotatef(zrot, 0.0, 0.0, 1.0);
glutWireCube(2);
glPopMatrix(); //end the current object transformations
}
/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glColor3f(1.0, 1.0, 1.0 );
glTranslatef(locX,locY,zoom); // move 5 units into the screen.
glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
glBegin(GL_QUADS); // begin drawing a cube
// Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
glEnd(); // done with the polygon.
// xrot+=5.3f; // X Axis Rotation
// yrot+=5.3f; // Y Axis Rotation
usleep( 25000 );
if ( zoom <= ZMAX ) {
zoom += 1.85f;
zrot+=30.0f;
}
/*
* Bounce our cube around
zrot+=1.63f; // Z Axis Rotation
if ( dir ) {
zoom += 0.5f;
if ( zoom >= ZMAX ) { dir = 0; }
}
else {
zoom -= 0.5f;
if ( zoom <= ZMIN ) { dir = 1; }
}
*/
// since this is double buffered, swap the buffers to display what just got drawn.
glutSwapBuffers();
}
/* The function called whenever a key is pressed. */
void keyPressed(unsigned char key, int x, int y)
{
/* avoid thrashing this procedure */
usleep(100);
printf( "Keypressed %c\n", key );
/* If escape is pressed, kill everything. */
if (key == ESCAPE)
{
/* shut down our window */
glutDestroyWindow(window);
/* exit the program...normal termination. */
exit(0);
}
else if ( key == '`' ) {
fullscreen = !fullscreen;
if ( fullscreen ) {
glutFullScreen( );
}
else {
glutReshapeWindow(800,600);
}
}
else {
if ( zoom >= ZMAX ) {
zoom = ZMIN;
locX = rand()/(((unsigned)RAND_MAX + 1) / 7.6);
locY = rand()/(((unsigned)RAND_MAX + 1) / 4.1);
if ( (int)fmod( locX, 2.0f ) ) { locX = ( locX - ( locX * 2.0f ) ) + 1.0f; }
if ( (int)fmod( locY, 2.0f ) ) { locY = ( locY - ( locY * 2.0f ) ) + 1.0f; }
}
}
}
int main(int argc, char **argv)
{
/* Initialize GLUT state - glut will take any command line arguments that pertain to it or
X Windows - look at its documentation at http://reality.sgi.com/mjk/spec3/spec3.html */
glutInit(&argc, argv);
/* Select type of Display mode:
Double buffer
RGBA color
Alpha components supported
Depth buffer */
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH);
/* get a 640 x 480 window */
glutInitWindowSize(800, 600);
/* the window starts at the upper left corner of the screen */
glutInitWindowPosition(0, 0);
/* Open a window */
window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99");
printf("GL_VENDOR : %s\n", (char *) glGetString (GL_VENDOR));
printf("GL_RENDERER : %s\n", (char *) glGetString (GL_RENDERER));
printf("GL_VERSION : %s\n", (char *) glGetString (GL_VERSION));
printf("GL_EXTENSIONS : %s\n", (char *) glGetString (GL_EXTENSIONS));
/* Register the function to do all our OpenGL drawing. */
glutDisplayFunc(&DrawGLScene);
/* Go fullscreen. This is as soon as possible. */
// glutFullScreen();
/* Even if there are no events, redraw our gl scene. */
glutIdleFunc(&DrawGLScene);
/* Register the function called when our window is resized. */
glutReshapeFunc(&ReSizeGLScene);
/* Register the function called when the keyboard is pressed. */
glutKeyboardFunc(&keyPressed);
/* Initialize our window. */
InitGL(800, 600);
/* Start Event Processing Engine */
glutMainLoop();
return 1;
}
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