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#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <GL/glut.h>
/* ascii code for the escape key */
#define ESCAPE 27
/* The number of our GLUT window */
int window;
/* floats for x rotation, y rotation, z rotation */
float xrot, yrot, zrot;
/* storage for one texture */
int texture[1];
/* Image type - contains height, width, and data */
struct Image {
unsigned long sizeX;
unsigned long sizeY;
char *data;
};
typedef struct Image Image;
/******* PSP specific debugging ********************************************/
extern void __psp_log (const char *fmt, ...);
/* enable GLerror logging to "ms0:/log.txt" */
#if 1
#define GLCHK(x) \
do { \
GLint errcode; \
x; \
errcode = glGetError(); \
if (errcode != GL_NO_ERROR) { \
__psp_log("%s (%d): GL error 0x%04x\n", \
__FUNCTION__, __LINE__, \
(unsigned int) errcode); \
} \
} while (0)
#else
#define GLCHK(x) x
#endif
/******* end of PSP specific debugging *************************************/
// quick and dirty bitmap loader...for 24 bit bitmaps with 1 plane only.
int ImageLoad(char *filename, Image *image) {
FILE *file;
unsigned long size; // size of the image in bytes.
unsigned long i; // standard counter.
unsigned short int planes; // number of planes in image (must be 1)
unsigned short int bpp; // number of bits per pixel (must be 24)
char temp; // temporary color storage for bgr-rgb conversion.
// make sure the file is there.
if ((file = fopen(filename, "rb"))==NULL)
{
printf("File Not Found : %s\n",filename);
//return 0;
}
// seek through the bmp header, up to the width/height:
fseek(file, 18, SEEK_CUR);
// read the width
if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {
printf("Error reading width from %s.\n", filename);
//return 0;
}
printf("Width of %s: %lu\n", filename, image->sizeX);
// read the height
if ((i = fread(&image->sizeY, 4, 1, file)) != 1) {
printf("Error reading height from %s.\n", filename);
//return 0;
}
printf("Height of %s: %lu\n", filename, image->sizeY);
// calculate the size (assuming 24 bits or 3 bytes per pixel).
size = image->sizeX * image->sizeY * 3;
// read the planes
if ((fread(&planes, 2, 1, file)) != 1) {
printf("Error reading planes from %s.\n", filename);
//return 0;
}
if (planes != 1) {
printf("Planes from %s is not 1: %u\n", filename, planes);
//return 0;
}
// read the bpp
if ((i = fread(&bpp, 2, 1, file)) != 1) {
printf("Error reading bpp from %s.\n", filename);
//return 0;
}
if (bpp != 24) {
printf("Bpp from %s is not 24: %u\n", filename, bpp);
//return 0;
}
// seek past the rest of the bitmap header.
fseek(file, 24, SEEK_CUR);
// read the data.
image->data = (char *) malloc(size);
if (image->data == NULL) {
printf("Error allocating memory for color-corrected image data");
//return 0;
}
if ((i = fread(image->data, size, 1, file)) != 1) {
printf("Error reading image data from %s.\n", filename);
//return 0;
}
for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)
temp = image->data[i];
image->data[i] = image->data[i+2];
image->data[i+2] = temp;
}
// we're done.
return 1;
}
// Load Bitmaps And Convert To Textures
void LoadGLTextures() {
// Load Texture
Image *image1;
// allocate space for texture
image1 = (Image *) malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
//exit(0);
}
if (!ImageLoad("Image.bmp", image1)) {
//exit(1);
}
// Create Texture
GLCHK(glGenTextures(1, &texture[0]));
GLCHK(glBindTexture(GL_TEXTURE_2D, texture[0])); // 2d texture (x and y size)
GLCHK(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); // scale linearly when image bigger than texture
GLCHK(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); // scale linearly when image smalled than texture
// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
GLCHK(glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data));
};
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
//LoadGLTextures(); // Load The Texture(s)
GLCHK(glEnable(GL_TEXTURE_2D)); // Enable Texture Mapping
GLCHK(glClearColor(0.0f, 0.0f, 1.0f, 0.0f)); // Clear The Background Color To Blue
GLCHK(glClearDepth(1.0)); // Enables Clearing Of The Depth Buffer
GLCHK(glDepthFunc(GL_LESS)); // The Type Of Depth Test To Do
GLCHK(glEnable(GL_DEPTH_TEST)); // Enables Depth Testing
GLCHK(glShadeModel(GL_SMOOTH)); // Enables Smooth Color Shading
GLCHK(glMatrixMode(GL_PROJECTION));
GLCHK(glLoadIdentity()); // Reset The Projection Matrix
GLCHK(gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f)); // Calculate The Aspect Ratio Of The Window
GLCHK(glMatrixMode(GL_MODELVIEW));
}
static
void reshape (int w, int h)
{
GLCHK(glViewport(0, 0, w, h));
GLCHK(glMatrixMode(GL_PROJECTION));
GLCHK(glLoadIdentity());
GLCHK(glOrtho(-2, 2, -2, 2, -2, 2));
GLCHK(gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f));
GLCHK(glMatrixMode(GL_MODELVIEW));
GLCHK(glLoadIdentity());
}
static float delta = 1.0;
static
void display (void)
{
GLCHK(glShadeModel(GL_SMOOTH));
GLCHK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); // Clear The Screen And The Depth Buffer
GLCHK(glLoadIdentity()); // Reset The View
GLCHK(glTranslatef(0.0f,0.0f,-5.0f)); // move 5 units into the screen.
GLCHK(glRotatef(xrot,1.0f,0.0f,0.0f)); // Rotate On The X Axis
GLCHK(glRotatef(yrot,0.0f,1.0f,0.0f)); // Rotate On The Y Axis
GLCHK(glRotatef(zrot,0.0f,0.0f,1.0f)); // Rotate On The Z Axis
GLCHK(glBindTexture(GL_TEXTURE_2D, texture[0])); // choose the texture to use.
GLCHK(glBegin(GL_QUADS)); // begin drawing a cube
// Front Face (note that the texture's corners have to match the quad's corners)
GLCHK(glTexCoord2f(0.0f, 0.0f)); GLCHK(glVertex3f(-1.0f, -1.0f, 1.0f)); // Bottom Left Of The Texture and Quad
GLCHK(glTexCoord2f(1.0f, 0.0f)); GLCHK(glVertex3f( 1.0f, -1.0f, 1.0f)); // Bottom Right Of The Texture and Quad
GLCHK(glTexCoord2f(1.0f, 1.0f)); GLCHK(glVertex3f( 1.0f, 1.0f, 1.0f)); // Top Right Of The Texture and Quad
GLCHK(glTexCoord2f(0.0f, 1.0f)); GLCHK(glVertex3f(-1.0f, 1.0f, 1.0f)); // Top Left Of The Texture and Quad
// Back Face
GLCHK(glTexCoord2f(1.0f, 0.0f)); GLCHK(glVertex3f(-1.0f, -1.0f, -1.0f)); // Bottom Right Of The Texture and Quad
GLCHK(glTexCoord2f(1.0f, 1.0f)); GLCHK(glVertex3f(-1.0f, 1.0f, -1.0f)); // Top Right Of The Texture and Quad
GLCHK(glTexCoord2f(0.0f, 1.0f)); GLCHK(glVertex3f( 1.0f, 1.0f, -1.0f)); // Top Left Of The Texture and Quad
GLCHK(glTexCoord2f(0.0f, 0.0f)); GLCHK(glVertex3f( 1.0f, -1.0f, -1.0f)); // Bottom Left Of The Texture and Quad
// Top Face
GLCHK(glTexCoord2f(0.0f, 1.0f)); GLCHK(glVertex3f(-1.0f, 1.0f, -1.0f)); // Top Left Of The Texture and Quad
GLCHK(glTexCoord2f(0.0f, 0.0f)); GLCHK(glVertex3f(-1.0f, 1.0f, 1.0f)); // Bottom Left Of The Texture and Quad
GLCHK(glTexCoord2f(1.0f, 0.0f)); GLCHK(glVertex3f( 1.0f, 1.0f, 1.0f)); // Bottom Right Of The Texture and Quad
GLCHK(glTexCoord2f(1.0f, 1.0f)); GLCHK(glVertex3f( 1.0f, 1.0f, -1.0f)); // Top Right Of The Texture and Quad
// Bottom Face
GLCHK(glTexCoord2f(1.0f, 1.0f)); GLCHK(glVertex3f(-1.0f, -1.0f, -1.0f)); // Top Right Of The Texture and Quad
GLCHK(glTexCoord2f(0.0f, 1.0f)); GLCHK(glVertex3f( 1.0f, -1.0f, -1.0f)); // Top Left Of The Texture and Quad
GLCHK(glTexCoord2f(0.0f, 0.0f)); GLCHK(glVertex3f( 1.0f, -1.0f, 1.0f)); // Bottom Left Of The Texture and Quad
GLCHK(glTexCoord2f(1.0f, 0.0f)); GLCHK(glVertex3f(-1.0f, -1.0f, 1.0f)); // Bottom Right Of The Texture and Quad
// Right face
GLCHK(glTexCoord2f(1.0f, 0.0f)); GLCHK(glVertex3f( 1.0f, -1.0f, -1.0f)); // Bottom Right Of The Texture and Quad
GLCHK(glTexCoord2f(1.0f, 1.0f)); GLCHK(glVertex3f( 1.0f, 1.0f, -1.0f)); // Top Right Of The Texture and Quad
GLCHK(glTexCoord2f(0.0f, 1.0f)); GLCHK(glVertex3f( 1.0f, 1.0f, 1.0f)); // Top Left Of The Texture and Quad
GLCHK(glTexCoord2f(0.0f, 0.0f)); GLCHK(glVertex3f( 1.0f, -1.0f, 1.0f)); // Bottom Left Of The Texture and Quad
// Left Face
GLCHK(glTexCoord2f(0.0f, 0.0f)); GLCHK(glVertex3f(-1.0f, -1.0f, -1.0f)); // Bottom Left Of The Texture and Quad
GLCHK(glTexCoord2f(1.0f, 0.0f)); GLCHK(glVertex3f(-1.0f, -1.0f, 1.0f)); // Bottom Right Of The Texture and Quad
GLCHK(glTexCoord2f(1.0f, 1.0f)); GLCHK(glVertex3f(-1.0f, 1.0f, 1.0f)); // Top Right Of The Texture and Quad
GLCHK(glTexCoord2f(0.0f, 1.0f)); GLCHK(glVertex3f(-1.0f, 1.0f, -1.0f)); // Top Left Of The Texture and Quad
GLCHK(glEnd()); // done with the polygon.
xrot+=15.0f; // X Axis Rotation
yrot+=15.0f; // Y Axis Rotation
zrot+=15.0f; // Z Axis Rotation
// since this is double buffered, swap the buffers to display what just got drawn.
glutSwapBuffers();
glutPostRedisplay();
}
static
void keydown (unsigned char key, int x, int y)
{
switch (key) {
case 'd': /* delta, triangle */
break;
case 'o': /* round */
delta = 0.0f;
break;
case 'q': /* square*/
break;
case 'x': /* cross button */
exit(0);
break;
default:
;
}
}
static
void keyup (unsigned char key, int x, int y)
{
switch (key) {
case 'o':
delta = 1.0f;
break;
default:
;
}
}
static
void joystick (unsigned int buttonMask, int x, int y, int z)
{
GLCHK(glClearColor(x * 1.0f/2000.0f + 0.5f, y * 1.0f/2000.0f + 0.5f, 1.0f, 1.0f));
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutCreateWindow( __FILE__ );
glutKeyboardFunc(keydown);
glutKeyboardUpFunc(keyup);
glutJoystickFunc(joystick, 0);
glutReshapeFunc(reshape);
glutDisplayFunc(display);
InitGL(480, 272);
glutMainLoop();
return 0;
}
edit: Okay, figure out the weird shaped object problem. its because pspgl only read in triangles not quads. that problem has now been fix. but the texture problem is still there.