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GLGears for SDL2 + OpenGL ES 2
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/* | |
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a | |
* copy of this software and associated documentation files (the "Software"), | |
* to deal in the Software without restriction, including without limitation | |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
* and/or sell copies of the Software, and to permit persons to whom the | |
* Software is furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included | |
* in all copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL | |
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN | |
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | |
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
*/ | |
/* | |
* Ported to GLES2. | |
* Kristian Høgsberg <[email protected]> | |
* May 3, 2010 | |
* | |
* Improve GLES2 port: | |
* * Refactor gear drawing. | |
* * Use correct normals for surfaces. | |
* * Improve shader. | |
* * Use perspective projection transformation. | |
* * Add FPS count. | |
* * Add comments. | |
* Alexandros Frantzis <[email protected]> | |
* Jul 13, 2010 | |
*/ | |
/* | |
* Ported to SDL2 | |
* David Ludwig <[email protected]> | |
* Feb 14, 2015 | |
*/ | |
#define GL_GLEXT_PROTOTYPES | |
#define EGL_EGLEXT_PROTOTYPES | |
#define _GNU_SOURCE | |
#include <math.h> | |
#include <stdlib.h> | |
#include <stdio.h> | |
#include <string.h> | |
#include <SDL.h> | |
#include <SDL_opengles2.h> | |
#ifndef _MSC_VER | |
#include <unistd.h> | |
#else | |
#pragma warning(disable:4244 4305) /* disable float <--> double conversion warnings */ | |
#endif | |
#define STRIPS_PER_TOOTH 7 | |
#define VERTICES_PER_TOOTH 34 | |
#define GEAR_VERTEX_STRIDE 6 | |
/** | |
* Struct describing the vertices in triangle strip | |
*/ | |
struct vertex_strip { | |
/** The first vertex in the strip */ | |
GLint first; | |
/** The number of consecutive vertices in the strip after the first */ | |
GLint count; | |
}; | |
/* Each vertex consist of GEAR_VERTEX_STRIDE GLfloat attributes */ | |
typedef GLfloat GearVertex[GEAR_VERTEX_STRIDE]; | |
/** | |
* Struct representing a gear. | |
*/ | |
struct gear { | |
/** The array of vertices comprising the gear */ | |
GearVertex *vertices; | |
/** The number of vertices comprising the gear */ | |
int nvertices; | |
/** The array of triangle strips comprising the gear */ | |
struct vertex_strip *strips; | |
/** The number of triangle strips comprising the gear */ | |
int nstrips; | |
/** The Vertex Buffer Object holding the vertices in the graphics card */ | |
GLuint vbo; | |
}; | |
/** The view rotation [x, y, z] */ | |
static GLfloat view_rot[3] = { 20.0, 30.0, 0.0 }; | |
/** The gears */ | |
static struct gear *gear1, *gear2, *gear3; | |
/** The current gear rotation angle */ | |
static GLfloat angle = 0.0; | |
/** The location of the shader uniforms */ | |
static GLuint ModelViewProjectionMatrix_location, | |
NormalMatrix_location, | |
LightSourcePosition_location, | |
MaterialColor_location; | |
/** The projection matrix */ | |
static GLfloat ProjectionMatrix[16]; | |
/** The direction of the directional light for the scene */ | |
static const GLfloat LightSourcePosition[4] = { 5.0, 5.0, 10.0, 1.0}; | |
/** The SDL window */ | |
static SDL_Window * window = NULL; | |
/** The SDL OpenGL context */ | |
static SDL_GLContext gl_context = NULL; | |
/** Should the main loop be running? */ | |
static SDL_bool app_running = SDL_TRUE; | |
#ifndef __GLIBC__ | |
/** | |
* sincos() for platforms that do not support it. | |
*/ | |
void sincos(double x, double *_sin, double *_cos) | |
{ | |
*_sin = sin(x); | |
*_cos = cos(x); | |
} | |
#endif | |
/** | |
* Fills a gear vertex. | |
* | |
* @param v the vertex to fill | |
* @param x the x coordinate | |
* @param y the y coordinate | |
* @param z the z coortinate | |
* @param n pointer to the normal table | |
* | |
* @return the operation error code | |
*/ | |
static GearVertex * | |
vert(GearVertex *v, GLfloat x, GLfloat y, GLfloat z, GLfloat n[3]) | |
{ | |
v[0][0] = x; | |
v[0][1] = y; | |
v[0][2] = z; | |
v[0][3] = n[0]; | |
v[0][4] = n[1]; | |
v[0][5] = n[2]; | |
return v + 1; | |
} | |
/** | |
* Create a gear wheel. | |
* | |
* @param inner_radius radius of hole at center | |
* @param outer_radius radius at center of teeth | |
* @param width width of gear | |
* @param teeth number of teeth | |
* @param tooth_depth depth of tooth | |
* | |
* @return pointer to the constructed struct gear | |
*/ | |
static struct gear * | |
create_gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, | |
GLint teeth, GLfloat tooth_depth) | |
{ | |
GLfloat r0, r1, r2; | |
GLfloat da; | |
GearVertex *v; | |
struct gear *gear; | |
double s[5], c[5]; | |
GLfloat normal[3]; | |
int cur_strip = 0; | |
int i; | |
/* Allocate memory for the gear */ | |
gear = (struct gear *)malloc(sizeof *gear); | |
if (gear == NULL) | |
return NULL; | |
/* Calculate the radii used in the gear */ | |
r0 = inner_radius; | |
r1 = outer_radius - tooth_depth / 2.0; | |
r2 = outer_radius + tooth_depth / 2.0; | |
da = 2.0 * M_PI / teeth / 4.0; | |
/* Allocate memory for the triangle strip information */ | |
gear->nstrips = STRIPS_PER_TOOTH * teeth; | |
gear->strips = (struct vertex_strip *)calloc(gear->nstrips, sizeof (*gear->strips)); | |
/* Allocate memory for the vertices */ | |
gear->vertices = (GearVertex *)calloc(VERTICES_PER_TOOTH * teeth, sizeof(*gear->vertices)); | |
v = gear->vertices; | |
for (i = 0; i < teeth; i++) { | |
/* Calculate needed sin/cos for varius angles */ | |
sincos(i * 2.0 * M_PI / teeth, &s[0], &c[0]); | |
sincos(i * 2.0 * M_PI / teeth + da, &s[1], &c[1]); | |
sincos(i * 2.0 * M_PI / teeth + da * 2, &s[2], &c[2]); | |
sincos(i * 2.0 * M_PI / teeth + da * 3, &s[3], &c[3]); | |
sincos(i * 2.0 * M_PI / teeth + da * 4, &s[4], &c[4]); | |
/* A set of macros for making the creation of the gears easier */ | |
#define GEAR_POINT(r, da) { (r) * c[(da)], (r) * s[(da)] } | |
#define SET_NORMAL(x, y, z) do { \ | |
normal[0] = (x); normal[1] = (y); normal[2] = (z); \ | |
} while(0) | |
#define GEAR_VERT(v, point, sign) vert((v), p[(point)].x, p[(point)].y, (sign) * width * 0.5, normal) | |
#define START_STRIP do { \ | |
gear->strips[cur_strip].first = v - gear->vertices; \ | |
} while(0); | |
#define END_STRIP do { \ | |
int _tmp = (v - gear->vertices); \ | |
gear->strips[cur_strip].count = _tmp - gear->strips[cur_strip].first; \ | |
cur_strip++; \ | |
} while (0) | |
#define QUAD_WITH_NORMAL(p1, p2) do { \ | |
SET_NORMAL((p[(p1)].y - p[(p2)].y), -(p[(p1)].x - p[(p2)].x), 0); \ | |
v = GEAR_VERT(v, (p1), -1); \ | |
v = GEAR_VERT(v, (p1), 1); \ | |
v = GEAR_VERT(v, (p2), -1); \ | |
v = GEAR_VERT(v, (p2), 1); \ | |
} while(0) | |
struct point { | |
GLfloat x; | |
GLfloat y; | |
}; | |
/* Create the 7 points (only x,y coords) used to draw a tooth */ | |
struct point p[7] = { | |
GEAR_POINT(r2, 1), // 0 | |
GEAR_POINT(r2, 2), // 1 | |
GEAR_POINT(r1, 0), // 2 | |
GEAR_POINT(r1, 3), // 3 | |
GEAR_POINT(r0, 0), // 4 | |
GEAR_POINT(r1, 4), // 5 | |
GEAR_POINT(r0, 4), // 6 | |
}; | |
/* Front face */ | |
START_STRIP; | |
SET_NORMAL(0, 0, 1.0); | |
v = GEAR_VERT(v, 0, +1); | |
v = GEAR_VERT(v, 1, +1); | |
v = GEAR_VERT(v, 2, +1); | |
v = GEAR_VERT(v, 3, +1); | |
v = GEAR_VERT(v, 4, +1); | |
v = GEAR_VERT(v, 5, +1); | |
v = GEAR_VERT(v, 6, +1); | |
END_STRIP; | |
/* Inner face */ | |
START_STRIP; | |
QUAD_WITH_NORMAL(4, 6); | |
END_STRIP; | |
/* Back face */ | |
START_STRIP; | |
SET_NORMAL(0, 0, -1.0); | |
v = GEAR_VERT(v, 6, -1); | |
v = GEAR_VERT(v, 5, -1); | |
v = GEAR_VERT(v, 4, -1); | |
v = GEAR_VERT(v, 3, -1); | |
v = GEAR_VERT(v, 2, -1); | |
v = GEAR_VERT(v, 1, -1); | |
v = GEAR_VERT(v, 0, -1); | |
END_STRIP; | |
/* Outer face */ | |
START_STRIP; | |
QUAD_WITH_NORMAL(0, 2); | |
END_STRIP; | |
START_STRIP; | |
QUAD_WITH_NORMAL(1, 0); | |
END_STRIP; | |
START_STRIP; | |
QUAD_WITH_NORMAL(3, 1); | |
END_STRIP; | |
START_STRIP; | |
QUAD_WITH_NORMAL(5, 3); | |
END_STRIP; | |
} | |
gear->nvertices = (v - gear->vertices); | |
/* Store the vertices in a vertex buffer object (VBO) */ | |
glGenBuffers(1, &gear->vbo); | |
glBindBuffer(GL_ARRAY_BUFFER, gear->vbo); | |
glBufferData(GL_ARRAY_BUFFER, gear->nvertices * sizeof(GearVertex), | |
gear->vertices, GL_STATIC_DRAW); | |
return gear; | |
} | |
/** | |
* Multiplies two 4x4 matrices. | |
* | |
* The result is stored in matrix m. | |
* | |
* @param m the first matrix to multiply | |
* @param n the second matrix to multiply | |
*/ | |
static void | |
multiply(GLfloat *m, const GLfloat *n) | |
{ | |
GLfloat tmp[16]; | |
const GLfloat *row, *column; | |
div_t d; | |
int i, j; | |
for (i = 0; i < 16; i++) { | |
tmp[i] = 0; | |
d = div(i, 4); | |
row = n + d.quot * 4; | |
column = m + d.rem; | |
for (j = 0; j < 4; j++) | |
tmp[i] += row[j] * column[j * 4]; | |
} | |
memcpy(m, &tmp, sizeof tmp); | |
} | |
/** | |
* Rotates a 4x4 matrix. | |
* | |
* @param[in,out] m the matrix to rotate | |
* @param angle the angle to rotate | |
* @param x the x component of the direction to rotate to | |
* @param y the y component of the direction to rotate to | |
* @param z the z component of the direction to rotate to | |
*/ | |
static void | |
rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) | |
{ | |
double s, c; | |
sincos(angle, &s, &c); | |
GLfloat r[16] = { | |
x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0, | |
x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0, | |
x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0, | |
0, 0, 0, 1 | |
}; | |
multiply(m, r); | |
} | |
/** | |
* Translates a 4x4 matrix. | |
* | |
* @param[in,out] m the matrix to translate | |
* @param x the x component of the direction to translate to | |
* @param y the y component of the direction to translate to | |
* @param z the z component of the direction to translate to | |
*/ | |
static void | |
translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z) | |
{ | |
GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 }; | |
multiply(m, t); | |
} | |
/** | |
* Creates an identity 4x4 matrix. | |
* | |
* @param m the matrix make an identity matrix | |
*/ | |
static void | |
identity(GLfloat *m) | |
{ | |
GLfloat t[16] = { | |
1.0, 0.0, 0.0, 0.0, | |
0.0, 1.0, 0.0, 0.0, | |
0.0, 0.0, 1.0, 0.0, | |
0.0, 0.0, 0.0, 1.0, | |
}; | |
memcpy(m, t, sizeof(t)); | |
} | |
/** | |
* Transposes a 4x4 matrix. | |
* | |
* @param m the matrix to transpose | |
*/ | |
static void | |
transpose(GLfloat *m) | |
{ | |
GLfloat t[16] = { | |
m[0], m[4], m[8], m[12], | |
m[1], m[5], m[9], m[13], | |
m[2], m[6], m[10], m[14], | |
m[3], m[7], m[11], m[15]}; | |
memcpy(m, t, sizeof(t)); | |
} | |
/** | |
* Inverts a 4x4 matrix. | |
* | |
* This function can currently handle only pure translation-rotation matrices. | |
* Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118 | |
* for an explanation. | |
*/ | |
static void | |
invert(GLfloat *m) | |
{ | |
GLfloat t[16]; | |
identity(t); | |
// Extract and invert the translation part 't'. The inverse of a | |
// translation matrix can be calculated by negating the translation | |
// coordinates. | |
t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14]; | |
// Invert the rotation part 'r'. The inverse of a rotation matrix is | |
// equal to its transpose. | |
m[12] = m[13] = m[14] = 0; | |
transpose(m); | |
// inv(m) = inv(r) * inv(t) | |
multiply(m, t); | |
} | |
/** | |
* Calculate a perspective projection transformation. | |
* | |
* @param m the matrix to save the transformation in | |
* @param fovy the field of view in the y direction | |
* @param aspect the view aspect ratio | |
* @param zNear the near clipping plane | |
* @param zFar the far clipping plane | |
*/ | |
void perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) | |
{ | |
GLfloat tmp[16]; | |
identity(tmp); | |
double sine, cosine, cotangent, deltaZ; | |
GLfloat radians = fovy / 2 * M_PI / 180; | |
deltaZ = zFar - zNear; | |
sincos(radians, &sine, &cosine); | |
if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) | |
return; | |
cotangent = cosine / sine; | |
tmp[0] = cotangent / aspect; | |
tmp[5] = cotangent; | |
tmp[10] = -(zFar + zNear) / deltaZ; | |
tmp[11] = -1; | |
tmp[14] = -2 * zNear * zFar / deltaZ; | |
tmp[15] = 0; | |
memcpy(m, tmp, sizeof(tmp)); | |
} | |
/** | |
* Draws a gear. | |
* | |
* @param gear the gear to draw | |
* @param transform the current transformation matrix | |
* @param x the x position to draw the gear at | |
* @param y the y position to draw the gear at | |
* @param angle the rotation angle of the gear | |
* @param color the color of the gear | |
*/ | |
static void | |
draw_gear(struct gear *gear, GLfloat *transform, | |
GLfloat x, GLfloat y, GLfloat angle, const GLfloat color[4]) | |
{ | |
GLfloat model_view[16]; | |
GLfloat normal_matrix[16]; | |
GLfloat model_view_projection[16]; | |
/* Translate and rotate the gear */ | |
memcpy(model_view, transform, sizeof (model_view)); | |
translate(model_view, x, y, 0); | |
rotate(model_view, 2 * M_PI * angle / 360.0, 0, 0, 1); | |
/* Create and set the ModelViewProjectionMatrix */ | |
memcpy(model_view_projection, ProjectionMatrix, sizeof(model_view_projection)); | |
multiply(model_view_projection, model_view); | |
glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, GL_FALSE, | |
model_view_projection); | |
/* | |
* Create and set the NormalMatrix. It's the inverse transpose of the | |
* ModelView matrix. | |
*/ | |
memcpy(normal_matrix, model_view, sizeof (normal_matrix)); | |
invert(normal_matrix); | |
transpose(normal_matrix); | |
glUniformMatrix4fv(NormalMatrix_location, 1, GL_FALSE, normal_matrix); | |
/* Set the gear color */ | |
glUniform4fv(MaterialColor_location, 1, color); | |
/* Set the vertex buffer object to use */ | |
glBindBuffer(GL_ARRAY_BUFFER, gear->vbo); | |
/* Set up the position of the attributes in the vertex buffer object */ | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, | |
6 * sizeof(GLfloat), NULL); | |
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, | |
6 * sizeof(GLfloat), (GLfloat *) 0 + 3); | |
/* Enable the attributes */ | |
glEnableVertexAttribArray(0); | |
glEnableVertexAttribArray(1); | |
/* Draw the triangle strips that comprise the gear */ | |
int n; | |
for (n = 0; n < gear->nstrips; n++) | |
glDrawArrays(GL_TRIANGLE_STRIP, gear->strips[n].first, gear->strips[n].count); | |
/* Disable the attributes */ | |
glDisableVertexAttribArray(1); | |
glDisableVertexAttribArray(0); | |
} | |
/** | |
* Draws the gears. | |
*/ | |
static void | |
gears_draw(void) | |
{ | |
const static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 }; | |
const static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 }; | |
const static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 }; | |
GLfloat transform[16]; | |
identity(transform); | |
glClearColor(0.0, 0.0, 0.0, 0.0); | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
/* Translate and rotate the view */ | |
translate(transform, 0, 0, -20); | |
rotate(transform, 2 * M_PI * view_rot[0] / 360.0, 1, 0, 0); | |
rotate(transform, 2 * M_PI * view_rot[1] / 360.0, 0, 1, 0); | |
rotate(transform, 2 * M_PI * view_rot[2] / 360.0, 0, 0, 1); | |
/* Draw the gears */ | |
draw_gear(gear1, transform, -3.0, -2.0, angle, red); | |
draw_gear(gear2, transform, 3.1, -2.0, -2 * angle - 9.0, green); | |
draw_gear(gear3, transform, -3.1, 4.2, -2 * angle - 25.0, blue); | |
SDL_GL_SwapWindow(window); | |
} | |
/** | |
* Handles a new window size or exposure. | |
* | |
* @param width the window width | |
* @param height the window height | |
*/ | |
static void | |
gears_reshape(int width, int height) | |
{ | |
/* Update the projection matrix */ | |
perspective(ProjectionMatrix, 60.0, width / (float)height, 1.0, 1024.0); | |
/* Set the viewport */ | |
glViewport(0, 0, (GLint) width, (GLint) height); | |
} | |
/** | |
* Handles SDL events. | |
* | |
* @param event the event to handle. | |
*/ | |
static void | |
gears_event(SDL_Event * event) | |
{ | |
switch (event->type) { | |
case SDL_KEYDOWN: | |
{ | |
switch (event->key.keysym.sym) { | |
case SDLK_LEFT: | |
view_rot[1] += 5.0; | |
break; | |
case SDLK_RIGHT: | |
view_rot[1] -= 5.0; | |
break; | |
case SDLK_UP: | |
view_rot[0] += 5.0; | |
break; | |
case SDLK_DOWN: | |
view_rot[0] -= 5.0; | |
break; | |
} | |
break; | |
} | |
case SDL_QUIT: | |
app_running = SDL_FALSE; | |
break; | |
case SDL_WINDOWEVENT: | |
{ | |
switch (event->window.event) { | |
case SDL_WINDOWEVENT_SIZE_CHANGED: | |
gears_reshape(event->window.data1, event->window.data2); | |
break; | |
} | |
break; | |
} | |
} | |
} | |
static void | |
gears_idle(void) | |
{ | |
static int frames = 0; | |
static double tRot0 = -1.0, tRate0 = -1.0; | |
double dt, t = SDL_GetTicks() / 1000.0; | |
if (tRot0 < 0.0) | |
tRot0 = t; | |
dt = t - tRot0; | |
tRot0 = t; | |
/* advance rotation for next frame */ | |
angle += 70.0 * dt; /* 70 degrees per second */ | |
if (angle > 3600.0) | |
angle -= 3600.0; | |
//eglutPostRedisplay(); | |
frames++; | |
if (tRate0 < 0.0) | |
tRate0 = t; | |
if (t - tRate0 >= 5.0) { | |
GLfloat seconds = t - tRate0; | |
GLfloat fps = frames / seconds; | |
SDL_Log("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds, | |
fps); | |
tRate0 = t; | |
frames = 0; | |
} | |
} | |
static const char vertex_shader[] = | |
"attribute vec3 position;\n" | |
"attribute vec3 normal;\n" | |
"\n" | |
"uniform mat4 ModelViewProjectionMatrix;\n" | |
"uniform mat4 NormalMatrix;\n" | |
"uniform vec4 LightSourcePosition;\n" | |
"uniform vec4 MaterialColor;\n" | |
"\n" | |
"varying vec4 Color;\n" | |
"\n" | |
"void main(void)\n" | |
"{\n" | |
" // Transform the normal to eye coordinates\n" | |
" vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));\n" | |
"\n" | |
" // The LightSourcePosition is actually its direction for directional light\n" | |
" vec3 L = normalize(LightSourcePosition.xyz);\n" | |
"\n" | |
" // Multiply the diffuse value by the vertex color (which is fixed in this case)\n" | |
" // to get the actual color that we will use to draw this vertex with\n" | |
" float diffuse = max(dot(N, L), 0.0);\n" | |
" Color = diffuse * MaterialColor;\n" | |
"\n" | |
" // Transform the position to clip coordinates\n" | |
" gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);\n" | |
"}"; | |
static const char fragment_shader[] = | |
"precision mediump float;\n" | |
"varying vec4 Color;\n" | |
"\n" | |
"void main(void)\n" | |
"{\n" | |
" gl_FragColor = Color;\n" | |
"}"; | |
static void | |
gears_init(void) | |
{ | |
GLuint v, f, program; | |
const char *p; | |
char msg[512]; | |
glEnable(GL_CULL_FACE); | |
glEnable(GL_DEPTH_TEST); | |
/* Compile the vertex shader */ | |
p = vertex_shader; | |
v = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(v, 1, &p, NULL); | |
glCompileShader(v); | |
glGetShaderInfoLog(v, sizeof msg, NULL, msg); | |
SDL_Log("vertex shader info: %s\n", msg); | |
/* Compile the fragment shader */ | |
p = fragment_shader; | |
f = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(f, 1, &p, NULL); | |
glCompileShader(f); | |
glGetShaderInfoLog(f, sizeof msg, NULL, msg); | |
SDL_Log("fragment shader info: %s\n", msg); | |
/* Create and link the shader program */ | |
program = glCreateProgram(); | |
glAttachShader(program, v); | |
glAttachShader(program, f); | |
glBindAttribLocation(program, 0, "position"); | |
glBindAttribLocation(program, 1, "normal"); | |
glLinkProgram(program); | |
glGetProgramInfoLog(program, sizeof msg, NULL, msg); | |
SDL_Log("info: %s\n", msg); | |
/* Enable the shaders */ | |
glUseProgram(program); | |
/* Get the locations of the uniforms so we can access them */ | |
ModelViewProjectionMatrix_location = glGetUniformLocation(program, "ModelViewProjectionMatrix"); | |
NormalMatrix_location = glGetUniformLocation(program, "NormalMatrix"); | |
LightSourcePosition_location = glGetUniformLocation(program, "LightSourcePosition"); | |
MaterialColor_location = glGetUniformLocation(program, "MaterialColor"); | |
/* Set the LightSourcePosition uniform which is constant throught the program */ | |
glUniform4fv(LightSourcePosition_location, 1, LightSourcePosition); | |
/* make the gears */ | |
gear1 = create_gear(1.0, 4.0, 1.0, 20, 0.7); | |
gear2 = create_gear(0.5, 2.0, 2.0, 10, 0.7); | |
gear3 = create_gear(1.3, 2.0, 0.5, 10, 0.7); | |
} | |
void gears_frame(void *userdata) | |
{ | |
/* Process events */ | |
SDL_Event event; | |
while (SDL_PollEvent(&event)) { | |
gears_event(&event); | |
} | |
/* Update gears */ | |
gears_idle(); | |
/* Draw */ | |
gears_draw(); | |
} | |
int | |
main(int argc, char *argv[]) | |
{ | |
int w, h; | |
void *native_window = NULL; | |
if (argc >= 3 && (SDL_strcmp("--native_window", argv[1]) == 0)) { | |
native_window = (void *)SDL_strtoull(argv[2], NULL, 10); | |
} | |
if (native_window) { | |
SDL_SetMainReady(); | |
} | |
if (SDL_Init(SDL_INIT_VIDEO) != 0) { | |
SDL_Log("Unable to initialize SDL video subsystem: %s\n", SDL_GetError()); | |
return 1; | |
} | |
/* Initialize the window */ | |
if (native_window) { | |
window = SDL_CreateWindowFrom(native_window); | |
} else { | |
Uint32 window_flags = SDL_WINDOW_OPENGL; | |
#if __IPHONEOS__ || __ANDROID__ || __WINRT__ | |
window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; | |
#endif | |
window = SDL_CreateWindow("es2gears", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 300, 300, window_flags); | |
} | |
if (window == NULL) { | |
SDL_Log("Unable to create window: %s", SDL_GetError()); | |
return 1; | |
} | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); | |
gl_context = SDL_GL_CreateContext(window); | |
if (gl_context == NULL) { | |
SDL_Log("Unable to create GL context: %s", SDL_GetError()); | |
return 1; | |
} | |
/* Initialize the gears */ | |
gears_init(); | |
SDL_GetWindowSize(window, &w, &h); | |
gears_reshape(w, h); | |
#if __WINRT__ && SDL_VIDEO_XAML | |
if (native_window) { | |
SDL_WinRTXAMLSetAnimationCallback(&gears_frame, NULL); | |
} | |
#endif /* __WINRT__ && SDL_VIDEO_XAML */ | |
/* Run the main loop */ | |
if (!native_window) { | |
while (app_running) { | |
gears_frame(NULL); | |
} | |
} | |
return 0; | |
} |
Update: made optional OS-native window get passed into main(int,char**), rather than through gears_app_init
Update: enabled optional compilation as C++ code (at least, in MSVC 2013)
Update: white-space cleanups
Update: disabled 'float to/from double' conversion warnings in MSVC
Thanks! I used this to get the gears demo running on my TV under WebOS.
gcc sdl2gles2gears.c $(sdl2-config --cflags --libs) -lm -lGLESv2 -ogles && ./gles # basilar compile and run (works for me)
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Updated: added support for in-progress WinRT/XAML support