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/*
* Copyright 1994-2022 Olivier Girondel
*
* This file is part of lebiniou.
*
* lebiniou is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* lebiniou is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with lebiniou. If not, see <http://www.gnu.org/licenses/>.
*/
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include "biniou.h"
#include "defaults.h"
#include "commands.h"
#include "commands_key.h"
#define NO_MOUSE_CURSOR
uint32_t options = BO_NONE;
uint32_t version = 0;
static SDL_Window *window = NULL;
static Plugin_t *glcube = NULL;
static SDL_GLContext glcontext;
static void
SDL_get_event(Context_t *ctx)
{
// TODO middle = change color, right = erase (3x3)
SDL_Event evt;
while (SDL_PollEvent(&evt)) {
BKey_t key;
switch (evt.type) {
case SDL_KEYDOWN:
key.val = evt.key.keysym.sym;
key.mod = evt.key.keysym.mod;
on_key(ctx, &key);
break;
case SDL_QUIT:
json_decref(Context_process_command(ctx, CMD_APP_QUIT, NULL, BC_SDL2));
break;
case SDL_MOUSEMOTION:
// printf("motion.state: %d\n", evt.motion.state);
//printf("left: %d\n", SDL_BUTTON_LEFT);
//printf("right: %d\n", SDL_BUTTON_RIGHT);
switch (evt.motion.state) {
/* TODO un switch pour le mouse drag/drop mode */
case SDL_BUTTON_LEFT:
#ifdef WITH_GL
ctx->params3d.gl_xe = evt.motion.x;
ctx->params3d.gl_ye = evt.motion.y;
Params3d_rotate_GL(&ctx->params3d);
#else
ctx->params3d.xe = evt.motion.x;
ctx->params3d.ye = evt.motion.y;
Params3d_rotate(&ctx->params3d);
#endif
// printf("left button motion @ %d %d\n", evt.motion.x, evt.motion.y);
break;
case SDL_BUTTON_RIGHT+SDL_BUTTON_LEFT: /* <- WTF ? */
// printf("right button motion @ %d %d\n", evt.motion.x, evt.motion.y);
set_pixel_nc(active_buffer(ctx), evt.motion.x, MAXY-evt.motion.y, 255);
break;
default:
break;
}
break;
case SDL_MOUSEBUTTONDOWN:
/* printf("type= %d, button= %d\n", evt.button.type, evt.button.button); */
switch (evt.button.button) {
case SDL_BUTTON_LEFT:
#ifdef WITH_GL /* TODO switch GL/not-GL */
ctx->params3d.gl_xs = evt.motion.x;
ctx->params3d.gl_ys = evt.motion.y;
#else
ctx->params3d.xs = evt.motion.x;
ctx->params3d.ys = evt.motion.y;
#endif
break;
case SDL_BUTTON_RIGHT:
// printf("button down @ %d %d\n", evt.motion.x, evt.motion.y);
set_pixel_nc(active_buffer(ctx), evt.motion.x, MAXY-evt.motion.y, 255);
break;
}
break;
case SDL_MOUSEWHEEL:
if (evt.wheel.y > 0) { // scroll up
#ifdef WITH_GL /* TODO switch GL/not-GL */
if (ctx->params3d.gl_fov > 1) {
ctx->params3d.gl_fov--;
}
//printf("FOV: %f\n", ctx->params3d.gl_fov);
#else
ctx->params3d.scale_factor /= 0.9;
/* printf("scale: %d\n", ctx->params3d->scale_factor); */
#endif
} else if (evt.wheel.y < 0) { // scroll down
#ifdef WITH_GL /* TODO switch GL/not-GL */
ctx->params3d.gl_fov++;
//printf("FOV: %f\n", ctx->params3d.gl_fov);
#else
if (ctx->params3d.scale_factor > 11) {
ctx->params3d.scale_factor *= 0.9;
}
#endif
}
break;
default:
break;
}
}
}
/* "Le Superbe Rectangle Noir sur son Fond Blanc" */
void
test_gl(void)
{
glOrtho(0.0,1.0,0.0,1.0,-1.0,1.0);
glBegin(GL_POLYGON);
glColor3f(1,1,1);
glVertex2f(0.1,0.1);
glVertex2f(0.1,0.9);
glVertex2f(0.9,0.9);
glVertex2f(0.9,0.1);
glEnd();
}
void
test_glbis(void)
{
glOrtho(0.0,1.0,0.0,1.0,-1.0,1.0);
glBegin(GL_POLYGON);
glColor3f(1,0,0.5);
glVertex2f(0.1,0.25);
glVertex2f(0.75,0.25);
glVertex2f(0.75,0.75);
glVertex2f(0.25,0.999);
glEnd();
}
void
test_gl2(void)
{
// glOrtho(0.0,1.0,0.0,1.0,-1.0,1.0);
glBegin(GL_POLYGON);
glColor3f(1,0,0);
glVertex2f(0.0,0.0);
glColor3f(0,1,0);
glVertex2f(1.0, 0.0);
glColor3f(0,0,1);
glVertex2f(1,1);
glColor3f(1,1,1);
glVertex2f(0,1);
glEnd();
}
static inline void
tex_point(const float x, const float y)
{
glTexCoord2f(x, y);
glVertex2f(x, y);
}
void
render(Context_t *ctx)
{
Context_make_GL_RGBA_texture(ctx, ACTIVE_BUFFER);
// TODO: quad texture
glBegin(GL_TRIANGLE_STRIP);
tex_point(0, 0);
tex_point(1, 0);
tex_point(1, 1);
tex_point(0, 0);
tex_point(0, 1);
tex_point(1, 1);
glEnd();
}
void
reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void
run(Context_t *ctx)
{
if (!ctx->gl_done) {
if (ctx->force_cube && (NULL != glcube)) {
glcube->run(ctx);
} else {
reshape(WIDTH, HEIGHT);
render(ctx);
}
}
SDL_GL_SwapWindow(window);
SDL_get_event(ctx);
}
void
fullscreen(const int fs)
{
if (fs) {
printf("[S] Set full-screen\n");
} else {
printf("[S] Unset full-screen\n");
}
SDL_SetWindowFullscreen(window, fs ? SDL_WINDOW_FULLSCREEN : 0);
}
void
destroy(Context_t *ctx)
{
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
SDL_Quit();
}
void
switch_cursor(void)
{
SDL_ShowCursor(SDL_ShowCursor(SDL_QUERY) ? SDL_DISABLE : SDL_ENABLE);
}
static void
init_GL(void)
{
glShadeModel(GL_SMOOTH);
glClearColor(0, 0, 0, 0);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
int8_t
create(Context_t *ctx)
{
char *icon_file;
SDL_Surface *icon = NULL;
Uint32 colorkey;
char *window_title;
const int flags = SDL_WINDOW_OPENGL | SDL_GL_DOUBLEBUFFER;
glcube = Plugins_find("GLCube");
if (NULL != glcube) {
printf("[i] glcube found @%p\n", glcube);
if (NULL != glcube->create) {
(void)glcube->create(ctx);
}
}
/* First, initialize SDL's video subsystem. */
if (!SDL_WasInit(SDL_INIT_VIDEO))
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
/* Failed, exit. */
xerror("Video initialization failed: %s\n", SDL_GetError());
}
/*
* 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);
/* This makes our buffer swap syncronized with the monitor's vertical refresh */
SDL_GL_SetSwapInterval(1);
window_title = g_strdup_printf("Le Biniou OpenGL (%dx%d)", WIDTH, HEIGHT);
window = SDL_CreateWindow(window_title,
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
WIDTH, HEIGHT, flags);
g_free(window_title);
if (NULL == window) {
xerror("Couldn't set %dx%d video mode: %s\n", WIDTH, HEIGHT, SDL_GetError());
}
icon_file = g_strdup_printf("%s/lebiniou.bmp", DEFAULT_DATADIR);
icon = SDL_LoadBMP(icon_file);
g_free(icon_file);
colorkey = SDL_MapRGB(icon->format, 0, 0, 0);
SDL_SetColorKey(icon, SDL_TRUE, colorkey);
SDL_SetWindowIcon(window, icon);
SDL_FreeSurface(icon);
/* Create an OpenGL context associated with the window. */
glcontext = SDL_GL_CreateContext(window);
init_GL();
#ifdef NO_MOUSE_CURSOR
SDL_ShowCursor(SDL_DISABLE);
#endif
glViewport(0, 0, WIDTH, HEIGHT);
return 1;
}
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