1 | // Test stuff |
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2 | |
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3 | #ifdef WIN32 |
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4 | # define WIN32_LEAN_AND_MEAN |
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5 | # include <windows.h> |
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6 | #endif |
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7 | #if defined __APPLE__ && defined __MACH__ |
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8 | # include <OpenGL/gl.h> |
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9 | #else |
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10 | # define GL_GLEXT_PROTOTYPES |
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11 | # include <GL/gl.h> |
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12 | # include <GL/glext.h> |
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13 | #endif |
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14 | |
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15 | #include <SDL.h> |
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16 | #include <SDL_image.h> |
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17 | |
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18 | #include <stdio.h> |
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19 | #include <math.h> |
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20 | |
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21 | #include "video.h" |
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22 | |
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23 | /* Storage for one texture */ |
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24 | GLuint texture[1]; |
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25 | |
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26 | /* Storage for 3 vertex buffers */ |
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27 | GLuint buflist[3]; |
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28 | |
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29 | /* Storage for map layers */ |
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30 | int *layers[128]; |
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31 | int width = 32, height = 32; |
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32 | int nlayers = 0; |
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33 | |
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34 | // Load Bitmaps And Convert To Textures |
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35 | void LoadGLTextures(void) |
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36 | { |
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37 | SDL_Surface *image1 = IMG_Load("art/test/groundtest.png"); |
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38 | |
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39 | if (!image1) |
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40 | { |
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41 | SDL_Quit(); |
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42 | exit(1); |
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43 | } |
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44 | |
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45 | glGenTextures(1, &texture[0]); |
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46 | glBindTexture(GL_TEXTURE_2D, texture[0]); |
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47 | |
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48 | glTexImage2D(GL_TEXTURE_2D, 0, 4, image1->w, image1->h, 0, |
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49 | GL_RGBA, GL_UNSIGNED_BYTE, image1->pixels); |
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50 | |
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51 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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52 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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53 | }; |
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54 | |
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55 | void MakeVBOs(void) |
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56 | { |
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57 | glGenBuffers(3, buflist); |
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58 | } |
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59 | |
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60 | void LoadMap(void) |
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61 | { |
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62 | FILE *fp = popen("grep '^ ' maps/testmap.tmx | while read i; do echo -n \"$i\" | perl -MMIME::Base64 -ne 'print decode_base64($_)' | gunzip; done", "r"); |
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63 | while (fp && !feof(fp)) |
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64 | { |
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65 | layers[nlayers] = (int *)malloc(width * height * sizeof(int)); |
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66 | fread(layers[nlayers], sizeof(int), width * height, fp); |
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67 | if (feof(fp)) |
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68 | { |
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69 | free(layers[nlayers]); |
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70 | layers[nlayers] = 0; |
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71 | fclose(fp); |
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72 | break; |
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73 | } |
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74 | for (int n = 0; n < width * height; n++) |
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75 | { |
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76 | unsigned int i = layers[nlayers][n]; |
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77 | //i = (i >> 24) | ((i >> 8) & 0xff00) | ((i << 8) & 0xff0000) | (i << 24); |
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78 | layers[nlayers][n] = i ? i - 1 : 0; |
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79 | } |
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80 | nlayers++; |
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81 | } |
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82 | } |
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83 | |
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84 | void PutMap(int const *themap, int width, int height) |
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85 | { |
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86 | // Put map |
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87 | float uvs[8 * width * height]; |
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88 | |
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89 | for (int y = 0; y < height; y++) |
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90 | for (int x = 0; x < width; x++) |
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91 | { |
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92 | int tile = themap[width * y + x]; |
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93 | float ty = .0625f * (tile / 16); |
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94 | float tx = .0625f * (tile % 16); |
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95 | uvs[8 * (width * y + x) + 0] = tx; |
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96 | uvs[8 * (width * y + x) + 1] = ty; |
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97 | uvs[8 * (width * y + x) + 2] = tx + .0625f; |
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98 | uvs[8 * (width * y + x) + 3] = ty; |
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99 | uvs[8 * (width * y + x) + 4] = tx + .0625f; |
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100 | uvs[8 * (width * y + x) + 5] = ty + .0625f; |
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101 | uvs[8 * (width * y + x) + 6] = tx; |
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102 | uvs[8 * (width * y + x) + 7] = ty + .0625f; |
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103 | } |
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104 | glBindBuffer(GL_ARRAY_BUFFER, buflist[1]); |
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105 | glBufferData(GL_ARRAY_BUFFER, |
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106 | 8 * width * height * sizeof(float), uvs, GL_STATIC_DRAW); |
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107 | |
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108 | float vertices[8 * width * height]; |
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109 | for (int y = 0; y < height; y++) |
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110 | for (int x = 0; x < width; x++) |
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111 | { |
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112 | vertices[8 * (width * y + x) + 0] = x * 32; |
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113 | vertices[8 * (width * y + x) + 1] = y * 32; |
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114 | vertices[8 * (width * y + x) + 2] = x * 32 + 32; |
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115 | vertices[8 * (width * y + x) + 3] = y * 32; |
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116 | vertices[8 * (width * y + x) + 4] = x * 32 + 32; |
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117 | vertices[8 * (width * y + x) + 5] = y * 32 + 32; |
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118 | vertices[8 * (width * y + x) + 6] = x * 32; |
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119 | vertices[8 * (width * y + x) + 7] = y * 32 + 32; |
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120 | } |
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121 | glBindBuffer(GL_ARRAY_BUFFER, buflist[0]); |
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122 | glBufferData(GL_ARRAY_BUFFER, |
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123 | 8 * width * height * sizeof(float), vertices, GL_STATIC_DRAW); |
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124 | |
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125 | int indices[4 * width * height]; |
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126 | for (int n = 0; n < 4 * width * height; n++) |
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127 | indices[n] = n; |
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128 | glBindBuffer(GL_ARRAY_BUFFER, buflist[2]); |
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129 | glBufferData(GL_ARRAY_BUFFER, |
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130 | 4 * width * height * sizeof(int), indices, GL_STATIC_DRAW); |
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131 | |
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132 | glEnableClientState(GL_VERTEX_ARRAY); |
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133 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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134 | glEnableClientState(GL_INDEX_ARRAY); |
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135 | |
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136 | glBindTexture(GL_TEXTURE_2D, texture[0]); |
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137 | |
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138 | glBindBuffer(GL_ARRAY_BUFFER, buflist[0]); |
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139 | glVertexPointer(2, GL_FLOAT, 0, NULL); |
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140 | glBindBuffer(GL_ARRAY_BUFFER, buflist[1]); |
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141 | glTexCoordPointer(2, GL_FLOAT, 0, NULL); |
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142 | glBindBuffer(GL_ARRAY_BUFFER, buflist[2]); |
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143 | glIndexPointer(GL_INT, 0, NULL); |
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144 | |
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145 | glDrawArrays(GL_QUADS, 0, 4 * width * height); |
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146 | |
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147 | glDisableClientState(GL_VERTEX_ARRAY); |
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148 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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149 | glDisableClientState(GL_INDEX_ARRAY); |
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150 | } |
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151 | |
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152 | /* The main drawing function. */ |
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153 | void DrawScene() |
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154 | { |
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155 | /* |
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156 | int ground[20 * 15] = |
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157 | { |
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158 | 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, |
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159 | 18, 1, 2, 2, 2, 34, 2, 2, 2, 2, 2, 2, 3, 34, 4, 18, 18, 18, 18, 18, |
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160 | 18, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 17, 18, 20, 4, 18, 18, 18, 18, |
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161 | 18, 19, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 17, 18, 17, 19, 18, 18, 18, 18, |
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162 | 18, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 17, 18, 17, 17, 18, 18, 18, 18, |
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163 | 18, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 18, 20, 36, 18, 18, 18, 18, |
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164 | 18, 33, 2, 2, 2, 2, 2, 2, 2, 2, 34, 2, 35, 2, 36, 18, 18, 18, 18, 18, |
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165 | 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, |
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166 | 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, |
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167 | 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, |
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168 | 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, |
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169 | 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, |
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170 | 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, |
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171 | 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, |
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172 | 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, |
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173 | }; |
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174 | |
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175 | int l1objects[20 * 15] = |
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176 | { |
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177 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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178 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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179 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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180 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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181 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 49, 0, 0, 0, 0, 0, 0, 0, 0, |
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182 | 0, 0, 0, 0, 49, 49, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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183 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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184 | 0, 0, 0, 0, 49, 49, 49, 49, 49, 49, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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185 | 0, 0, 0, 0, 0, 49, 49, 49, 49, 0, 0, 0, 0, 25, 9, 9, 9, 8, 0, 0, |
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186 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 40, 39, 39, 41, 0, 0, |
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187 | 0, 0, 0, 49, 49, 32, 0, 50, 0, 0, 0, 48, 0, 24, 23, 54, 40, 55, 0, 0, |
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188 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 0, 64, 0, 24, 23, 24, 23, 7, 0, 0, |
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189 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 38, 24, 23, 7, 0, 0, |
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190 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 38, 22, 0, 0, |
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191 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, |
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192 | }; |
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193 | */ |
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194 | |
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195 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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196 | glLoadIdentity(); |
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197 | |
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198 | for (int i = 0; i < nlayers; i++) |
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199 | PutMap(layers[i], width, height); |
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200 | } |
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201 | |
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202 | int main(int argc, char **argv) |
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203 | { |
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204 | Video *video = new Video("Deus Hax", 640, 480); |
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205 | |
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206 | int done; |
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207 | |
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208 | /* Loop, drawing and checking events */ |
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209 | LoadGLTextures(); |
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210 | MakeVBOs(); |
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211 | LoadMap(); |
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212 | |
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213 | done = 0; |
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214 | while (!done) |
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215 | { |
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216 | DrawScene(); |
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217 | |
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218 | video->Refresh(33.33333f); |
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219 | |
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220 | /* This could go in a separate function */ |
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221 | SDL_Event event; |
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222 | while (SDL_PollEvent(&event)) |
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223 | { |
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224 | if (event.type == SDL_QUIT) |
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225 | done = 1; |
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226 | if (event.type == SDL_KEYDOWN) |
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227 | { |
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228 | if (event.key.keysym.sym == SDLK_RETURN) |
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229 | video->FullScreen(); |
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230 | else if (event.key.keysym.sym == SDLK_ESCAPE) |
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231 | done = 1; |
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232 | } |
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233 | } |
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234 | } |
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235 | |
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236 | delete video; |
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237 | |
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238 | return EXIT_SUCCESS; |
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239 | } |
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240 | |
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