aboutsummaryrefslogtreecommitdiff
path: root/tests/perspective.c
blob: 7799855724d7c208ac7a77643921c212045334bb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
/*
 * SDL OpenGL Tutorial.
 * (c) Michael Vance, 2000
 * briareos@lokigames.com
 *
 * Distributed under terms of the LGPL.
 */

#include <SDL/SDL.h>

#ifdef __EMSCRIPTEN__
#include <GL/gl.h>
#include <GL/glu.h>
#include "emscripten.h"
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#include <stdio.h>
#include <stdlib.h>

#ifdef __EMSCRIPTEN__
  #define emColor4ubv(x)
#else
#define emColor4ubv(x) glColor4ubv(x)
#endif

static GLboolean should_rotate = GL_TRUE;

static void quit_tutorial( int code )
{
    /*
     * Quit SDL so we can release the fullscreen
     * mode and restore the previous video settings,
     * etc.
     */
    SDL_Quit( );
    
    /* Exit program. */
    exit( code );
}

static void handle_key_down( SDL_keysym* keysym )
{
    
    /*
     * We're only interested if 'Esc' has
     * been presssed.
     *
     * EXERCISE:
     * Handle the arrow keys and have that change the
     * viewing position/angle.
     */
    switch( keysym->sym ) {
        case SDLK_ESCAPE:
            quit_tutorial( 0 );
            break;
        case SDLK_SPACE:
            should_rotate = !should_rotate;
            break;
        default:
            break;
    }
    
}

static void process_events( void )
{
    /* Our SDL event placeholder. */
    SDL_Event event;
    
    /* Grab all the events off the queue. */
    while( SDL_PollEvent( &event ) ) {
        
        switch( event.type ) {
            case SDL_KEYDOWN:
                /* Handle key presses. */
                handle_key_down( &event.key.keysym );
                break;
            case SDL_QUIT:
                /* Handle quit requests (like Ctrl-c). */
                quit_tutorial( 0 );
                break;
        }
        
    }
    
}

static void draw_screen( void )
{
    /* Our angle of rotation. */
    static float angle = 0.0f;
    
    /*
     * EXERCISE:
     * Replace this awful mess with vertex
     * arrays and a call to glDrawElements.
     *
     * EXERCISE:
     * After completing the above, change
     * it to use compiled vertex arrays.
     *
     * EXERCISE:
     * Verify my windings are correct here ;).
     */
    static GLfloat v0[] = { -1.0f, -1.0f,  1.0f };
    static GLfloat v1[] = {  1.0f, -1.0f,  1.0f };
    static GLfloat v2[] = {  1.0f,  1.0f,  1.0f };
    static GLfloat v3[] = { -1.0f,  1.0f,  1.0f };
    static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };
    static GLfloat v5[] = {  1.0f, -1.0f, -1.0f };
    static GLfloat v6[] = {  1.0f,  1.0f, -1.0f };
    static GLfloat v7[] = { -1.0f,  1.0f, -1.0f };
    static GLubyte red[]    = { 255,   0,   0, 255 };
    static GLubyte green[]  = {   0, 255,   0, 255 };
    static GLubyte blue[]   = {   0,   0, 255, 255 };
    static GLubyte white[]  = { 255, 255, 255, 255 };
    static GLubyte yellow[] = {   0, 255, 255, 255 };
    static GLubyte black[]  = {   0,   0,   0, 255 };
    static GLubyte orange[] = { 255, 255,   0, 255 };
    static GLubyte purple[] = { 255,   0, 255,   0 };
    
    /* Clear the color and depth buffers. */
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    
    /* We don't want to modify the projection matrix. */
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity( );
    
    /* Move down the z-axis. */
    glTranslatef( 0.0, 0.0, -5.0 );
    
    /* Rotate. */
    glRotatef( angle, 0.0, 1.0, 0.0 );
    
    if( should_rotate ) {
        
        if( ++angle > 360.0f ) {
            angle = 0.0f;
        }
        
    }
    
    /* Send our triangle data to the pipeline. */
    glBegin( GL_TRIANGLES );
    
    emColor4ubv( red );
    glVertex3fv( v0 );
    emColor4ubv( green );
    glVertex3fv( v1 );
    emColor4ubv( blue );
    glVertex3fv( v2 );
    
    emColor4ubv( red );
    glVertex3fv( v0 );
    emColor4ubv( blue );
    glVertex3fv( v2 );
    emColor4ubv( white );
    glVertex3fv( v3 );
    
    emColor4ubv( green );
    glVertex3fv( v1 );
    emColor4ubv( black );
    glVertex3fv( v5 );
    emColor4ubv( orange );
    glVertex3fv( v6 );
    
    emColor4ubv( green );
    glVertex3fv( v1 );
    emColor4ubv( orange );
    glVertex3fv( v6 );
    emColor4ubv( blue );
    glVertex3fv( v2 );
    
    emColor4ubv( black );
    glVertex3fv( v5 );
    emColor4ubv( yellow );
    glVertex3fv( v4 );
    emColor4ubv( purple );
    glVertex3fv( v7 );
    
    emColor4ubv( black );
    glVertex3fv( v5 );
    emColor4ubv( purple );
    glVertex3fv( v7 );
    emColor4ubv( orange );
    glVertex3fv( v6 );
    
    emColor4ubv( yellow );
    glVertex3fv( v4 );
    emColor4ubv( red );
    glVertex3fv( v0 );
    emColor4ubv( white );
    glVertex3fv( v3 );
    
    emColor4ubv( yellow );
    glVertex3fv( v4 );
    emColor4ubv( white );
    glVertex3fv( v3 );
    emColor4ubv( purple );
    glVertex3fv( v7 );
    
    emColor4ubv( white );
    glVertex3fv( v3 );
    emColor4ubv( blue );
    glVertex3fv( v2 );
    emColor4ubv( orange );
    glVertex3fv( v6 );
    
    emColor4ubv( white );
    glVertex3fv( v3 );
    emColor4ubv( orange );
    glVertex3fv( v6 );
    emColor4ubv( purple );
    glVertex3fv( v7 );
    
    emColor4ubv( green );
    glVertex3fv( v1 );
    emColor4ubv( red );
    glVertex3fv( v0 );
    emColor4ubv( yellow );
    glVertex3fv( v4 );
    
    emColor4ubv( green );
    glVertex3fv( v1 );
    emColor4ubv( yellow );
    glVertex3fv( v4 );
    emColor4ubv( black );
    glVertex3fv( v5 );
    
    glEnd( );
    
    /*
     * EXERCISE:
     * Draw text telling the user that 'Spc'
     * pauses the rotation and 'Esc' quits.
     * Do it using vetors and textured quads.
     */
    
    /*
     * Swap the buffers. This this tells the driver to
     * render the next frame from the contents of the
     * back-buffer, and to set all rendering operations
     * to occur on what was the front-buffer.
     *
     * Double buffering prevents nasty visual tearing
     * from the application drawing on areas of the
     * screen that are being updated at the same time.
     */
    SDL_GL_SwapBuffers( );
}

static void setup_opengl( int width, int height )
{
    float ratio = (float) width / (float) height;
    
    /* Our shading model--Gouraud (smooth). */
    glShadeModel( GL_SMOOTH );
    
    /* Culling. */
    glCullFace( GL_BACK );
    glFrontFace( GL_CCW );
    glEnable( GL_CULL_FACE );
    
    /* Set the clear color. */
    glClearColor( 0, 0, 0, 0 );
    
    /* Setup our viewport. */
    glViewport( 0, 0, width, height );
    
    /*
     * Change to the projection matrix and set
     * our viewing volume.
     */
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity( );
    /*
     * EXERCISE:
     * Replace this with a call to glFrustum.
     */
    gluPerspective( 60.0, ratio, 1.0, 1024.0 );
}

void one_iter();
void one_iter() {
    process_events( );
    /* Draw the screen. */
    draw_screen( );
}

int main( int argc, char* argv[] )
{
    /* Information about the current video settings. */
    const SDL_VideoInfo* info = NULL;
    /* Dimensions of our window. */
    int width = 0;
    int height = 0;
    /* Color depth in bits of our window. */
    int bpp = 0;
    /* Flags we will pass into SDL_SetVideoMode. */
    int flags = 0;
    
    /* First, initialize SDL's video subsystem. */
    if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
        /* Failed, exit. */
        fprintf( stderr, "Video initialization failed: %s\n",
                SDL_GetError( ) );
        quit_tutorial( 1 );
    }
    
    /* Let's get some video information. */
    info = SDL_GetVideoInfo( );
    
    if( !info ) {
        /* This should probably never happen. */
        fprintf( stderr, "Video query failed: %s\n",
                SDL_GetError( ) );
        quit_tutorial( 1 );
    }
    
    /*
     * Set our width/height to 640/480 (you would
     * of course let the user decide this in a normal
     * app). We get the bpp we will request from
     * the display. On X11, VidMode can't change
     * resolution, so this is probably being overly
     * safe. Under Win32, ChangeDisplaySettings
     * can change the bpp.
     */
    width = 640;
    height = 480;
    bpp = info->vfmt->BitsPerPixel;
    
    /*
     * Now, we want to setup our requested
     * window attributes for our OpenGL window.
     * We want *at least* 5 bits of red, green
     * and blue. We also want at least a 16-bit
     * depth buffer.
     *
     * The last thing we do is request a double
     * buffered window. '1' turns on double
     * buffering, '0' turns it off.
     *
     * Note that we do not use SDL_DOUBLEBUF in
     * the flags to SDL_SetVideoMode. That does
     * not affect the GL attribute state, only
     * the standard 2D blitting setup.
     */
//    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
//    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
//    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
//    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
//    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
    
    /*
     * We want to request that SDL provide us
     * with an OpenGL window, in a fullscreen
     * video mode.
     *
     * EXERCISE:
     * Make starting windowed an option, and
     * handle the resize events properly with
     * glViewport.
     */
    flags = SDL_OPENGL;// | SDL_FULLSCREEN;
    
    /*
     * Set the video mode
     */
    if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
        /*
         * This could happen for a variety of reasons,
         * including DISPLAY not being set, the specified
         * resolution not being available, etc.
         */
        fprintf( stderr, "Video mode set failed: %s\n",
                SDL_GetError( ) );
        quit_tutorial( 1 );
    }
    
    /*
     * At this point, we should have a properly setup
     * double-buffered window for use with OpenGL.
     */
    setup_opengl( width, height );
    
    /*
     * Now we want to begin our normal app process--
     * an event loop with a lot of redrawing.
     */
    one_iter(); // just one for testing purposes

#ifndef __EMSCRIPTEN__
    SDL_Delay(2000);
#endif    
    
    /*
     * EXERCISE:
     * Record timings using SDL_GetTicks() and
     * and print out frames per second at program
     * end.
     */
    
    /* Never reached. */
    return 0;
}