Beispiel #1
0
int main()
{
	viewport_t *viewport;
	int last_x, last_y;
	pthread_attr_t  attr;
	pthread_t tid;
	int i;
	GLfloat ratio;
    static GLfloat light_position[] = { 5.0, 5.0, 10.0, 0.0 };
    static GLfloat diffuse_light[] = { 1.0, 1.0, 1.0, 1.0 };
	



//printf("main 1\n");

	viewport = new_viewport(1280, 1024);


//printf("main 2\n");
	viewport->xrot = 20.0;
	viewport->yrot = 30.0;
	viewport->zoom = -40.0;





//#if UNFINISHED


// Initialize OpenGL
// From the reshape event handler
  	glViewport(0, 0, viewport->w, viewport->h);
//printf("main 2\n");
	glMatrixMode(GL_PROJECTION);
//printf("main 2\n");
	glLoadIdentity();
//printf("main 2\n");

  	ratio = (GLfloat)viewport->h / (GLfloat)viewport->w;
//printf("main 2\n");
 	glFrustum(-1.0, 
		1.0, 
		-ratio, 
		ratio, 
		5.0, 
		600.0);
//printf("main 2\n");
	glMatrixMode(GL_MODELVIEW);
//printf("main 2\n");
	glLoadIdentity();
//printf("main 2\n");


    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_light);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
	glDepthMask(GL_FALSE);
//printf("main 2\n");











// Initialize texture
//#if 0
{
	png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, 0, 0, 0);
	png_infop info_ptr = png_create_info_struct(png_ptr);
	FILE *fd = fopen(TEXTURE_FILE, "rb");
	int w;
	int h;
	int color_model;
	unsigned char **row_pointers;
	unsigned char *data;

	if(!fd)
	{
		printf("Couldn't open %s.\n", TEXTURE_FILE);
		exit(1);
	}

	png_init_io(png_ptr, fd);
	png_read_info(png_ptr, info_ptr);
	w = png_get_image_width(png_ptr, info_ptr);
	h = png_get_image_height(png_ptr, info_ptr);
	color_model = png_get_color_type(png_ptr, info_ptr);
	row_pointers = (unsigned char**)calloc(1, sizeof(png_bytep) * h);
	data = (unsigned char*)calloc(1, w * h * 3);
	for(i = 0; i < h; i++) row_pointers[i] = data + w * 3 * i;
	png_read_image(png_ptr, row_pointers);


    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glGenTextures(1, &viewport->texName);
	glBindTexture(GL_TEXTURE_2D, viewport->texName);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
	glTexImage2D(GL_TEXTURE_2D, 
		0, 
		GL_RGB, 
		w,
        h, 
		0, 
		GL_RGB, 
		GL_UNSIGNED_BYTE,
        row_pointers[0]);
//printf("main 3\n");

	png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
	free(row_pointers);
	free(data);
	fclose(fd);
}


//printf("main 4\n");


//#endif // 0




// Initialize status
	init_status(&viewport->status);

	





	pthread_attr_init(&attr);
	pthread_create(&tid, &attr, viewport_loop, viewport);
//	pthread_create(&tid, &attr, texture_loop, viewport);

	
	while(!viewport->done)
	{
//printf("main 5\n");
		viewport_draw(viewport);

//		SDL_ScanFrameBuffer(viewport->screen);
		
//printf("main 6 press a key\n");
//getc(stdin);
//exit(0);
	}


//#endif // UNFINISHED

//printf("main 8\n");

	return 0;
}
Beispiel #2
0
int main()
{
	viewport_t *viewport;
	int last_x, last_y;
	pthread_attr_t  attr;
	pthread_t tid;
	int i;
	GLfloat ratio;
    static GLfloat light_position[] = { 5.0, 5.0, 10.0, 0.0 };
    static GLfloat diffuse_light[] = { 1.0, 1.0, 1.0, 1.0 };
	



//printf("main 1\n");

	viewport = new_viewport(1280, 1024);


//printf("main 2\n");
	viewport->xrot = 20.0;
	viewport->yrot = 30.0;
	viewport->zoom = -40.0;
	viewport->x1 = 0;
	viewport->y1 = 0;
	viewport->y2 = TEXTURE_SIDE;
	viewport->x2 = TEXTURE_SIDE;

	viewport->tex_x1 = 0;
	viewport->tex_y1 = 0;
	viewport->tex_x2 = 1;
	viewport->tex_y2 = 1;


//#if UNFINISHED


// Initialize OpenGL
// From the reshape event handler
  	glViewport(0, 0, viewport->w, viewport->h);
//printf("main 2\n");
	glMatrixMode(GL_PROJECTION);
//printf("main 2\n");
	glLoadIdentity();
//printf("main 2\n");

  	ratio = (GLfloat)viewport->h / (GLfloat)viewport->w;
//printf("main 2\n");
 	glFrustum(-1.0, 
		1.0, 
		-ratio, 
		ratio, 
		5.0, 
		600.0);
//printf("main 2\n");
	glMatrixMode(GL_MODELVIEW);
//printf("main 2\n");
	glLoadIdentity();
//printf("main 2\n");


    glEnable(GL_BLEND);
	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_CULL_FACE);
	glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHT0);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_light);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    glEnable(GL_LIGHTING);
//	glShadeModel(GL_SMOOTH);
	glEnable(GL_COLOR_MATERIAL);
	glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
//	glDepthMask(GL_FALSE);
//printf("main 2\n");











// Initialize movie
{
	unsigned char **row_pointers;
	int j, w, h;
	

	viewport->frame_size = TEXTURE_SIDE * TEXTURE_SIDE * 4;
	viewport->total_frames = TOTAL_FRAMES;
	viewport->movie_data = calloc(1, 
		TEXTURE_SIDE * TEXTURE_SIDE * 4);

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	
	for(i = 0; i < TEXTURE_COUNT; i++)
	{
		glGenTextures(1, &viewport->texture[i]);
		glBindTexture(GL_TEXTURE_2D, viewport->texture[i]);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
		glTexImage2D(GL_TEXTURE_2D, 
			0, 
			GL_RGB, 
			TEXTURE_SIDE,
        	TEXTURE_SIDE, 
			0, 
			GL_RGB, 
			GL_UNSIGNED_BYTE,
        	viewport->movie_data);
	}
//printf("main 3\n");
}
	viewport->current_frame = 0;
	viewport->frame_step = 1;

//printf("main 4\n");


//#endif // 0




// Initialize status
	init_status(&viewport->status);

	



	viewport_draw(viewport);


	pthread_attr_init(&attr);
	pthread_create(&tid, &attr, viewport_loop, viewport);

	pthread_join(tid, 0);

//#endif // UNFINISHED

//printf("main 8\n");

	return 0;
}