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#!/usr/bin/perl -w
# This code was created by Jeff Molofee '99
# (ported to SDL by Sam Lantinga '2000)
# (ported to Perl/SDL by Wayne Keenan '2000)
#
# If you've found this code useful, please let me know.
#
# Visit me at www.demonews.com/hosted/nehe
use strict;
use Getopt::Long;
use Data::Dumper;
use Benchmark;
use SDL::App;
use SDL::OpenGL;
use SDL::Event;
my $arg_screen_width =640;
my $arg_screen_height=512;
my $arg_fullscreen=0;
my $delay = 3;
GetOptions(
"width:i" => \$arg_screen_width,
"height:i" => \$arg_screen_height,
"fullscreen!" => \$arg_fullscreen,
"delay:i" => \$delay,
) or die $!;
############################################################
my ($xrot, $yrot, $zrot) = (0,0,0);
main();
exit;
sub main
{
my $done=0;
my $app = new SDL::App ( -title => "Jeff Molofee's GL Code Tutorial ... NeHe '99",
-icon => "Data/perl.png",
-width => $arg_screen_width,
-height =>$arg_screen_height,
-opengl => 1,
);
$app->fullscreen() if $arg_fullscreen;
SDL::ShowCursor(0);
my $event = new SDL::Event;
$event->set(SDL_SYSWMEVENT,SDL_IGNORE);
InitGL($arg_screen_width, $arg_screen_height);
while ( not $done ) {
DrawGLScene();
$app->sync();
for (1 .. 10) {
$event->pump;
$event->poll;
$app->delay($delay);
}
if ( $event->type == SDL_QUIT ) {
$done = 1;
}
if ( $event->type == SDL_KEYDOWN ) {
if ( $event->key_sym == SDLK_ESCAPE ) {
$done = 1;
}
}
}
}
#########################################################################
#Pretty much in original form, but 'Perlised'
sub InitGL
{
my ($Width, $Height) = @_;
glViewport(0, 0, $Width, $Height);
LoadGLTextures(); # Load The Texture(s)
glEnable(GL_TEXTURE_2D()); # Enable Texture Mapping
glClearColor(0.0, 0.0, 1.0, 0.0); # This Will Clear The Background Color To Black
glClearDepth(1.0); # Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); # The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); # Enables Depth Testing
glShadeModel(GL_SMOOTH); # Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); # Reset The Projection Matrix
gluPerspective(45.0, $Width/$Height, 0.1, 100.0); # Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
}
# The main drawing function.
sub DrawGLScene
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); # Clear The Screen And The Depth Buffer
glLoadIdentity(); # Reset The View
glTranslate(0.0,0.0,-5.0); # move 5 units into the screen.
glRotate($xrot,1.0,0.0,0.0); # Rotate On The X Axis
glRotate($yrot,0.0,1.0,0.0); # Rotate On The Y Axis
glRotate($zrot,0.0,0.0,1.0); # Rotate On The Z Axis
glBindTexture(GL_TEXTURE_2D, 1); # choose the texture to use.
glBegin(GL_QUADS); # begin drawing a cube
# Front Face (note that the texture's corners have to match the quad's corners)
glTexCoord(0.0, 0.0); glVertex(-1.0, -1.0, 1.0); # Bottom Left Of The Texture and Quad
glTexCoord(1.0, 0.0); glVertex( 1.0, -1.0, 1.0); # Bottom Right Of The Texture and Quad
glTexCoord(1.0, 1.0); glVertex( 1.0, 1.0, 1.0); # Top Right Of The Texture and Quad
glTexCoord(0.0, 1.0); glVertex(-1.0, 1.0, 1.0); # Top Left Of The Texture and Quad
# Back Face
glTexCoord(1.0, 0.0); glVertex(-1.0, -1.0, -1.0); # Bottom Right Of The Texture and Quad
glTexCoord(1.0, 1.0); glVertex(-1.0, 1.0, -1.0); # Top Right Of The Texture and Quad
glTexCoord(0.0, 1.0); glVertex( 1.0, 1.0, -1.0); # Top Left Of The Texture and Quad
glTexCoord(0.0, 0.0); glVertex( 1.0, -1.0, -1.0); # Bottom Left Of The Texture and Quad
# Top Face
glTexCoord(0.0, 1.0); glVertex(-1.0, 1.0, -1.0); # Top Left Of The Texture and Quad
glTexCoord(0.0, 0.0); glVertex(-1.0, 1.0, 1.0); # Bottom Left Of The Texture and Quad
glTexCoord(1.0, 0.0); glVertex( 1.0, 1.0, 1.0); # Bottom Right Of The Texture and Quad
glTexCoord(1.0, 1.0); glVertex( 1.0, 1.0, -1.0); # Top Right Of The Texture and Quad
# Bottom Face
glTexCoord(1.0, 1.0); glVertex(-1.0, -1.0, -1.0); # Top Right Of The Texture and Quad
glTexCoord(0.0, 1.0); glVertex( 1.0, -1.0, -1.0); # Top Left Of The Texture and Quad
glTexCoord(0.0, 0.0); glVertex( 1.0, -1.0, 1.0); # Bottom Left Of The Texture and Quad
glTexCoord(1.0, 0.0); glVertex(-1.0, -1.0, 1.0); # Bottom Right Of The Texture and Quad
# Right face
glTexCoord(1.0, 0.0); glVertex( 1.0, -1.0, -1.0); # Bottom Right Of The Texture and Quad
glTexCoord(1.0, 1.0); glVertex( 1.0, 1.0, -1.0); # Top Right Of The Texture and Quad
glTexCoord(0.0, 1.0); glVertex( 1.0, 1.0, 1.0); # Top Left Of The Texture and Quad
glTexCoord(0.0, 0.0); glVertex( 1.0, -1.0, 1.0); # Bottom Left Of The Texture and Quad
# Left Face
glTexCoord(0.0, 0.0); glVertex(-1.0, -1.0, -1.0); # Bottom Left Of The Texture and Quad
glTexCoord(1.0, 0.0); glVertex(-1.0, -1.0, 1.0); # Bottom Right Of The Texture and Quad
glTexCoord(1.0, 1.0); glVertex(-1.0, 1.0, 1.0); # Top Right Of The Texture and Quad
glTexCoord(0.0, 1.0); glVertex(-1.0, 1.0, -1.0); # Top Left Of The Texture and Quad
glEnd(); # done with the polygon.
$xrot+=15.0; # X Axis Rotation
$yrot+=15.0; # Y Axis Rotation
$zrot+=15.0; # Z Axis Rotation
}
#my $image1,$a; #this can cause a segfault in LoadGLTextures/glTexImage2D !!!
sub LoadGLTextures
{
# Load Texture
#uncomment this for a different method of loading:
#my $img_data = read_gfx_file(FILENAME=>"../../ScrollerDemos/backdrop2.h");
#my $pixel_ptr = $img_data->{PIXEL_PTR};
#my $pic_info = $img_data->{INFO};
#my $width = $pic_info->{WIDTH};
#my $height = $pic_info->{HEIGHT};
#if you uncomment the bit above, comment this out:
#-snip-
my $surface=create_SDL_surface_from_file("Data/crate.png");
my $width=$surface->width();
my $height=$surface->height();
my $pitch = $surface->pitch();
my $bytespp= $surface->bytes_per_pixel();
my $size=$pitch*$height;
my $pixels = $surface->pixels();
# Create Texture
my $textures = glGenTextures(1); #name texture
die "Could not genereate textures" unless $$textures[0];
glBindTexture(GL_TEXTURE_2D, $$textures[0]); # 2d texture
glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); # scale linearly when image bigger than texture
glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); # scale linearly when image smalled than texture
glTexImage2D(GL_TEXTURE_2D(),
0, #level (0 normal, heighr is form mip-mapping)
GL_RGB(), #internal format (3=GL_RGB)
$width,$height,
0, # border
GL_RGB(), #format RGB color data
GL_UNSIGNED_BYTE(), #unsigned bye data
$pixels); #ptr to texture data
die "Problem setting up 2d Texture (dimensions not a power of 2?)):".glErrorString(glGetError())."\n" if glGetError();
}
sub create_SDL_surface_from_file
{
my $filename=shift;
my $surface = new SDL::Surface( -name => $filename);
return $surface;
}
###################
#alternat loading support:
#keep ref counts up:
my @sprite_c_heap =();
my @sprite_area =();
sub read_gfx_file
{
my %args=(
TYPE => "GIMP_HEADER",
FILENAME => undef,
@_,
);
my $struct = read_gimp_header_image($args{FILENAME});
my $size = length $struct->{DATA};
my $c_array = new OpenGL::Array $size , GL_UNSIGNED_BYTE;
# c_array is the main reason to do the following ref count trickster:
# (otherwise the OpenGL:Array goes out of scope and the memory (image) is ZEROed out (and invalidated) by the DESTROY method
push @sprite_c_heap, $c_array;
push @sprite_area, $struct;
$c_array->assign_data(0, $struct->{DATA} ); #take a copy of the data
return {
PIXEL_PTR => $c_array->ptr(), #could return $c_array instead to kepe ref count alive
INFO => $struct,
};
#that all needs modularising.....
}
#nasty fixed to 3 byte RGB
sub read_gimp_header_image
{
my $file=shift;
my $cached_file="$file.cached-bin";
my ($width, $height,$pixel_format, $data)=(0,0,"RGB","");
#due to that fact that this aint the fastest code ever, we keep a cache.
if (-e $cached_file and (-C $file >= -C $cached_file))
{
print "Reading cached binary bitmap data : $cached_file\n";
open (FH, "<$file.cached-bin") or die "Open: $!";
my $line="";
$width=<FH>;
$height=<FH>;
$pixel_format=<FH>;
chomp $width;
chomp $height;
chomp $pixel_format; #but who cares? not here anyway!!!
#slurp in the rest of the file (its pixel data)
{
local $/;
undef $/;
my @lines= <FH>;
$data=join '', @lines;
}
close (FH);
}
else # there is no cached file, or the cached file is out of date.
{
open (FH, "<$file") or die "Open: $!";
my @data=();
my @pixel=();
while (defined (my $line=<FH>))
{
$width =$1 if ($line =~ /width\s*=\s*(\d+)/);
$height=$1 if ($line =~ /height\s*=\s*(\d+)/);
if ($line =~ /^\s+\"(.+)\"$/g)
{
my $c=$1;
$c =~ s/\\(.)/$1/g; #remove meta guard
$c =~
s/
\G
(.)(.)(.)(.)
/
@data=(ord($1),ord($2),ord($3),ord($4));
chr ( ( ( ( $data[0] - 33) << 2) | ( ($data[1] - 33) >> 4) ) ).
chr ( ( ( ( ( $data[1] - 33) & 0xF) << 4) | ( ($data[2] - 33) >> 2) ) ).
chr ( ( ( ( ( $data[2] - 33) & 0x3) << 6) | ( ($data[3] - 33) ) ) );
/gex;
$data.=$c ;
}
}
close(FH);
print "Writing cached binary bitmap data for: $file as $cached_file\n";
#create a binary cached copy
open (FH, ">$cached_file") or die "Open: $!";
binmode FH; #we might have to put up with weak OSes.
print FH "$width\n$height\n$pixel_format\n$data";
close(FH);
}
return {
WIDTH => $width,
HEIGHT => $height,
FORMAT => $pixel_format,
DATA => $data
};
}
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