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/*
 * This code was created by Jeff Molofee '99 
 * (ported to Linux/SDL by Ti Leggett '01)
 *
 * If you've found this code useful, please let me know.
 *
 * Visit Jeff at http://nehe.gamedev.net/
 * 
 * or for port-specific comments, questions, bugreports etc. 
 * email to leggett@eecs.tulane.edu
 */

#include <stdio.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "SDL.h"

/* screen width, height, and bit depth */
#define SCREEN_WIDTH  640
#define SCREEN_HEIGHT 480
#define SCREEN_BPP     16

/* Define our booleans */
#define TRUE  1
#define FALSE 0

/* This is our SDL surface */
SDL_Surface *surface;

/* function to release/destroy our resources and restoring the old desktop */
void Quit( int returnCode )
{
    /* clean up the window */
    SDL_Quit( );

    /* and exit appropriately */
    exit( returnCode );
}

/* function to reset our viewport after a window resize */
int resizeWindow( int width, int height )
{
    /* Height / width ration */
    GLfloat ratio;

    /* Protect against a divide by zero */
   if ( height == 0 )
	height = 1;

    ratio = ( GLfloat )width / ( GLfloat )height;

    /* Setup our viewport. */
    glViewport( 0, 0, ( GLsizei )width, ( GLsizei )height );

    /* change to the projection matrix and set our viewing volume. */
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity( );

    /* Set our perspective */
    gluPerspective( 45.0f, ratio, 0.1f, 100.0f );

    /* Make sure we're chaning the model view and not the projection */
    glMatrixMode( GL_MODELVIEW );

    /* Reset The View */
    glLoadIdentity( );

    return( TRUE );
}

/* function to handle key press events */
void handleKeyPress( SDL_keysym *keysym )
{
    switch ( keysym->sym )
	{
	case SDLK_ESCAPE:
	    /* ESC key was pressed */
	    Quit( 0 );
	    break;
	case SDLK_F1:
	    /* F1 key was pressed
	     * this toggles fullscreen mode
	     */
	    SDL_WM_ToggleFullScreen( surface );
	    break;
	default:
	    break;
	}

    return;
}

/* general OpenGL initialization function */
int initGL( GLvoid )
{

    /* Enable smooth shading */
    glShadeModel( GL_SMOOTH );

    /* Set the background black */
    glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );

    /* Depth buffer setup */
    glClearDepth( 1.0f );

    /* Enables Depth Testing */
    glEnable( GL_DEPTH_TEST );

    /* The Type Of Depth Test To Do */
    glDepthFunc( GL_LEQUAL );

    /* Really Nice Perspective Calculations */
    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );

    return( TRUE );
}

/* Here goes our drawing code */
int drawGLScene( GLvoid )
{
    /* rotational vars for the triangle and quad, respectively */
    static GLfloat rtri, rquad;
    /* These are to calculate our fps */
    static GLint T0     = 0;
    static GLint Frames = 0;


    /* Clear The Screen And The Depth Buffer */
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    /* Move Left 1.5 Units And Into The Screen 6.0 */
    glLoadIdentity();
    glTranslatef( -1.5f, 0.0f, -6.0f );

    /* Rotate The Triangle On The Y axis ( NEW ) */
    glRotatef( rtri, 0.0f, 1.0f, 0.0f );

    glBegin( GL_TRIANGLES );             /* Drawing Using Triangles       */
      glColor3f(   1.0f,  0.0f,  0.0f ); /* Red                           */
      glVertex3f(  0.0f,  1.0f,  0.0f ); /* Top Of Triangle (Front)       */
      glColor3f(   0.0f,  1.0f,  0.0f ); /* Green                         */
      glVertex3f( -1.0f, -1.0f,  1.0f ); /* Left Of Triangle (Front)      */
      glColor3f(   0.0f,  0.0f,  1.0f ); /* Blue                          */
      glVertex3f(  1.0f, -1.0f,  1.0f ); /* Right Of Triangle (Front)     */

      glColor3f(   1.0f,  0.0f,  0.0f ); /* Red                           */
      glVertex3f(  0.0f,  1.0f,  0.0f ); /* Top Of Triangle (Right)       */
      glColor3f(   0.0f,  0.0f,  1.0f ); /* Blue                          */
      glVertex3f(  1.0f, -1.0f,  1.0f ); /* Left Of Triangle (Right)      */
      glColor3f(   0.0f,  1.0f,  0.0f ); /* Green                         */
      glVertex3f(  1.0f, -1.0f, -1.0f ); /* Right Of Triangle (Right)     */

      glColor3f(   1.0f,  0.0f,  0.0f ); /* Red                           */
      glVertex3f(  0.0f,  1.0f,  0.0f ); /* Top Of Triangle (Back)        */
      glColor3f(   0.0f,  1.0f,  0.0f ); /* Green                         */
      glVertex3f(  1.0f, -1.0f, -1.0f ); /* Left Of Triangle (Back)       */
      glColor3f(   0.0f,  0.0f,  1.0f ); /* Blue                          */
      glVertex3f( -1.0f, -1.0f, -1.0f ); /* Right Of Triangle (Back)      */

      glColor3f(   1.0f,  0.0f,  0.0f ); /* Red                           */
      glVertex3f(  0.0f,  1.0f,  0.0f ); /* Top Of Triangle (Left)        */
      glColor3f(   0.0f,  0.0f,  1.0f ); /* Blue                          */
      glVertex3f( -1.0f, -1.0f, -1.0f ); /* Left Of Triangle (Left)       */
      glColor3f(   0.0f,  1.0f,  0.0f ); /* Green                         */
      glVertex3f( -1.0f, -1.0f,  1.0f ); /* Right Of Triangle (Left)      */
    glEnd( );                            /* Finished Drawing The Triangle */

    /* Move Right 3 Units */
    glLoadIdentity( );
    glTranslatef( 1.5f, 0.0f, -6.0f );

    /* Rotate The Quad On The X axis ( NEW ) */
    glRotatef( rquad, 1.0f, 0.0f, 0.0f );

    /* Set The Color To Blue One Time Only */
    glColor3f( 0.5f, 0.5f, 1.0f);

    glBegin( GL_QUADS );                 /* Draw A Quad                      */
      glColor3f(   0.0f,  1.0f,  0.0f ); /* Set The Color To Green           */
      glVertex3f(  1.0f,  1.0f, -1.0f ); /* Top Right Of The Quad (Top)      */
      glVertex3f( -1.0f,  1.0f, -1.0f ); /* Top Left Of The Quad (Top)       */
      glVertex3f( -1.0f,  1.0f,  1.0f ); /* Bottom Left Of The Quad (Top)    */
      glVertex3f(  1.0f,  1.0f,  1.0f ); /* Bottom Right Of The Quad (Top)   */

      glColor3f(   1.0f,  0.5f,  0.0f ); /* Set The Color To Orange          */
      glVertex3f(  1.0f, -1.0f,  1.0f ); /* Top Right Of The Quad (Botm)     */
      glVertex3f( -1.0f, -1.0f,  1.0f ); /* Top Left Of The Quad (Botm)      */
      glVertex3f( -1.0f, -1.0f, -1.0f ); /* Bottom Left Of The Quad (Botm)   */
      glVertex3f(  1.0f, -1.0f, -1.0f ); /* Bottom Right Of The Quad (Botm)  */

      glColor3f(   1.0f,  0.0f,  0.0f ); /* Set The Color To Red             */
      glVertex3f(  1.0f,  1.0f,  1.0f ); /* Top Right Of The Quad (Front)    */
      glVertex3f( -1.0f,  1.0f,  1.0f ); /* Top Left Of The Quad (Front)     */
      glVertex3f( -1.0f, -1.0f,  1.0f ); /* Bottom Left Of The Quad (Front)  */
      glVertex3f(  1.0f, -1.0f,  1.0f ); /* Bottom Right Of The Quad (Front) */

      glColor3f(   1.0f,  1.0f,  0.0f ); /* Set The Color To Yellow          */
      glVertex3f(  1.0f, -1.0f, -1.0f ); /* Bottom Left Of The Quad (Back)   */
      glVertex3f( -1.0f, -1.0f, -1.0f ); /* Bottom Right Of The Quad (Back)  */
      glVertex3f( -1.0f,  1.0f, -1.0f ); /* Top Right Of The Quad (Back)     */
      glVertex3f(  1.0f,  1.0f, -1.0f ); /* Top Left Of The Quad (Back)      */

      glColor3f(   0.0f,  0.0f,  1.0f ); /* Set The Color To Blue            */
      glVertex3f( -1.0f,  1.0f,  1.0f ); /* Top Right Of The Quad (Left)     */
      glVertex3f( -1.0f,  1.0f, -1.0f ); /* Top Left Of The Quad (Left)      */
      glVertex3f( -1.0f, -1.0f, -1.0f ); /* Bottom Left Of The Quad (Left)   */
      glVertex3f( -1.0f, -1.0f,  1.0f ); /* Bottom Right Of The Quad (Left)  */

      glColor3f(   1.0f,  0.0f,  1.0f ); /* Set The Color To Violet          */
      glVertex3f(  1.0f,  1.0f, -1.0f ); /* Top Right Of The Quad (Right)    */
      glVertex3f(  1.0f,  1.0f,  1.0f ); /* Top Left Of The Quad (Right)     */
      glVertex3f(  1.0f, -1.0f,  1.0f ); /* Bottom Left Of The Quad (Right)  */
      glVertex3f(  1.0f, -1.0f, -1.0f ); /* Bottom Right Of The Quad (Right) */
    glEnd( );                            /* Done Drawing The Quad            */

    /* Draw it to the screen */
    SDL_GL_SwapBuffers( );

    /* Gather our frames per second */
    Frames++;
    {
	GLint t = SDL_GetTicks();
	if (t - T0 >= 5000) {
	    GLfloat seconds = (t - T0) / 1000.0;
	    GLfloat fps = Frames / seconds;
	    printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
	    T0 = t;
	    Frames = 0;
	}
    }

    /* Increase The Rotation Variable For The Triangle ( NEW ) */
    rtri  += 0.2f;
    /* Decrease The Rotation Variable For The Quad     ( NEW ) */
    rquad -=0.15f;

    return( TRUE );
}

int main( int argc, char **argv )
{
    /* Flags to pass to SDL_SetVideoMode */
    int videoFlags;
    /* main loop variable */
    int done = FALSE;
    /* used to collect events */
    SDL_Event event;
    /* this holds some info about our display */
    const SDL_VideoInfo *videoInfo;
    /* whether or not the window is active */
    int isActive = TRUE;

    /* initialize SDL */
    if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
	{
	    fprintf( stderr, "Video initialization failed: %s\n",
		     SDL_GetError( ) );
	    Quit( 1 );
	}

    /* Fetch the video info */
    videoInfo = SDL_GetVideoInfo( );

    if ( !videoInfo )
	{
	    fprintf( stderr, "Video query failed: %s\n",
		     SDL_GetError( ) );
	    Quit( 1 );
	}

    /* the flags to pass to SDL_SetVideoMode */
    videoFlags  = SDL_OPENGL;          /* Enable OpenGL in SDL */
    videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */
    videoFlags |= SDL_HWPALETTE;       /* Store the palette in hardware */
    videoFlags |= SDL_RESIZABLE;       /* Enable window resizing */

    /* This checks to see if surfaces can be stored in memory */
    if ( videoInfo->hw_available )
	videoFlags |= SDL_HWSURFACE;
    else
	videoFlags |= SDL_SWSURFACE;

    /* This checks if hardware blits can be done */
    if ( videoInfo->blit_hw )
	videoFlags |= SDL_HWACCEL;

    /* Sets up OpenGL double buffering */
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

    /* get a SDL surface */
    surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
				videoFlags );

    /* Verify there is a surface */
    if ( !surface )
	{
	    fprintf( stderr,  "Video mode set failed: %s\n", SDL_GetError( ) );
	    Quit( 1 );
	}

    /* initialize OpenGL */
    initGL( );

    /* resize the initial window */
    resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );

    /* wait for events */ 
    while ( !done )
	{
	    /* handle the events in the queue */

	    while ( SDL_PollEvent( &event ) )
		{
		    switch( event.type )
			{
			case SDL_ACTIVEEVENT:
			    /* Something's happend with our focus
			     * If we lost focus or we are iconified, we
			     * shouldn't draw the screen
			     */
			    if ( event.active.gain == 0 )
				isActive = FALSE;
			    else
				isActive = TRUE;
			    break;			    
			case SDL_VIDEORESIZE:
			    /* handle resize event */
			    surface = SDL_SetVideoMode( event.resize.w,
							event.resize.h,
							16, videoFlags );
			    if ( !surface )
				{
				    fprintf( stderr, "Could not get a surface after resize: %s\n", SDL_GetError( ) );
				    Quit( 1 );
				}
			    resizeWindow( event.resize.w, event.resize.h );
			    break;
			case SDL_KEYDOWN:
			    /* handle key presses */
			    handleKeyPress( &event.key.keysym );
			    break;
			case SDL_QUIT:
			    /* handle quit requests */
			    done = TRUE;
			    break;
			default:
			    break;
			}
		}

	    /* draw the scene */
	    if ( isActive )
		drawGLScene( );
	}

    /* clean ourselves up and exit */
    Quit( 0 );

    /* Should never get here */
    return( 0 );
}
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Page last modified on November 14, 2006, at 10:22 AM