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- /*
- * Copyright (c) 2012 Broadcom Europe Ltd
- *
- * Licensed to the Apache Software Foundation (ASF) under one or more
- * contributor license agreements. See the NOTICE file distributed with
- * this work for additional information regarding copyright ownership.
- * The ASF licenses this file to You under the Apache License, Version 2.0
- * (the "License"); you may not use this file except in compliance with
- * the License. You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- *
- * A rotating cube rendered with OpenGL|ES. Three images used as textures on the cube faces.
- */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <math.h>
- #include <assert.h>
- #include <unistd.h>
- #include "bcm_host.h"
- #include "GLES/gl.h"
- #include "EGL/egl.h"
- #include "EGL/eglext.h"
- #include "cube_texture_and_coords.h"
- #define PATH "./"
- #define IMAGE_SIZE 128
- #ifndef M_PI
- #define M_PI 3.141592654
- #endif
- typedef struct
- {
- uint32_t screen_width;
- uint32_t screen_height;
- // OpenGL|ES objects
- EGLDisplay display;
- EGLSurface surface;
- EGLContext context;
- GLuint tex[6];
- // model rotation vector and direction
- GLfloat rot_angle_x_inc;
- GLfloat rot_angle_y_inc;
- GLfloat rot_angle_z_inc;
- // current model rotation angles
- GLfloat rot_angle_x;
- GLfloat rot_angle_y;
- GLfloat rot_angle_z;
- // current distance from camera
- GLfloat distance;
- GLfloat distance_inc;
- // pointers to texture buffers
- char *tex_buf1;
- char *tex_buf2;
- char *tex_buf3;
- } CUBE_STATE_T;
- static void init_ogl(CUBE_STATE_T *state);
- static void init_model_proj(CUBE_STATE_T *state);
- static void reset_model(CUBE_STATE_T *state);
- static GLfloat inc_and_wrap_angle(GLfloat angle, GLfloat angle_inc);
- static GLfloat inc_and_clip_distance(GLfloat distance, GLfloat distance_inc);
- static void redraw_scene(CUBE_STATE_T *state);
- static void update_model(CUBE_STATE_T *state);
- static void init_textures(CUBE_STATE_T *state);
- static void load_tex_images(CUBE_STATE_T *state);
- static void exit_func(void);
- static volatile int terminate;
- static CUBE_STATE_T _state, *state=&_state;
- /***********************************************************
- * Name: init_ogl
- *
- * Arguments:
- * CUBE_STATE_T *state - holds OGLES model info
- *
- * Description: Sets the display, OpenGL|ES context and screen stuff
- *
- * Returns: void
- *
- ***********************************************************/
- static void init_ogl(CUBE_STATE_T *state)
- {
- int32_t success = 0;
- EGLBoolean result;
- EGLint num_config;
- static EGL_DISPMANX_WINDOW_T nativewindow;
- DISPMANX_ELEMENT_HANDLE_T dispman_element;
- DISPMANX_DISPLAY_HANDLE_T dispman_display;
- DISPMANX_UPDATE_HANDLE_T dispman_update;
- VC_RECT_T dst_rect;
- VC_RECT_T src_rect;
- static const EGLint attribute_list[] =
- {
- EGL_RED_SIZE, 8,
- EGL_GREEN_SIZE, 8,
- EGL_BLUE_SIZE, 8,
- EGL_ALPHA_SIZE, 8,
- EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
- EGL_NONE
- };
- EGLConfig config;
- // get an EGL display connection
- state->display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
- assert(state->display!=EGL_NO_DISPLAY);
- // initialize the EGL display connection
- result = eglInitialize(state->display, NULL, NULL);
- assert(EGL_FALSE != result);
- // get an appropriate EGL frame buffer configuration
- result = eglChooseConfig(state->display, attribute_list, &config, 1, &num_config);
- assert(EGL_FALSE != result);
- // create an EGL rendering context
- state->context = eglCreateContext(state->display, config, EGL_NO_CONTEXT, NULL);
- assert(state->context!=EGL_NO_CONTEXT);
- // create an EGL window surface
- success = graphics_get_display_size(0 /* LCD */, &state->screen_width, &state->screen_height);
- assert( success >= 0 );
- dst_rect.x = 0;
- dst_rect.y = 0;
- dst_rect.width = state->screen_width;
- dst_rect.height = state->screen_height;
- src_rect.x = 0;
- src_rect.y = 0;
- src_rect.width = state->screen_width << 16;
- src_rect.height = state->screen_height << 16;
- dispman_display = vc_dispmanx_display_open( 0 /* LCD */);
- dispman_update = vc_dispmanx_update_start( 0 );
- dispman_element = vc_dispmanx_element_add ( dispman_update, dispman_display,
- 0/*layer*/, &dst_rect, 0/*src*/,
- &src_rect, DISPMANX_PROTECTION_NONE, 0 /*alpha*/, 0/*clamp*/, 0/*transform*/);
- nativewindow.element = dispman_element;
- nativewindow.width = state->screen_width;
- nativewindow.height = state->screen_height;
- vc_dispmanx_update_submit_sync( dispman_update );
- state->surface = eglCreateWindowSurface( state->display, config, &nativewindow, NULL );
- assert(state->surface != EGL_NO_SURFACE);
- // connect the context to the surface
- result = eglMakeCurrent(state->display, state->surface, state->surface, state->context);
- assert(EGL_FALSE != result);
- // Set background color and clear buffers
- glClearColor(0.15f, 0.25f, 0.35f, 1.0f);
- glClear( GL_COLOR_BUFFER_BIT );
- glClear( GL_DEPTH_BUFFER_BIT );
- glShadeModel(GL_FLAT);
- // Enable back face culling.
- glEnable(GL_CULL_FACE);
- }
- /***********************************************************
- * Name: init_model_proj
- *
- * Arguments:
- * CUBE_STATE_T *state - holds OGLES model info
- *
- * Description: Sets the OpenGL|ES model to default values
- *
- * Returns: void
- *
- ***********************************************************/
- static void init_model_proj(CUBE_STATE_T *state)
- {
- float nearp = 1.0f;
- float farp = 500.0f;
- float hht;
- float hwd;
- glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
- glViewport(0, 0, (GLsizei)state->screen_width, (GLsizei)state->screen_height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- hht = nearp * (float)tan(45.0 / 2.0 / 180.0 * M_PI);
- hwd = hht * (float)state->screen_width / (float)state->screen_height;
- glFrustumf(-hwd, hwd, -hht, hht, nearp, farp);
- glEnableClientState( GL_VERTEX_ARRAY );
- glVertexPointer( 3, GL_BYTE, 0, quadx );
- glEnableClientState( GL_COLOR_ARRAY );
- glColorPointer(4, GL_FLOAT, 0, colorsf);
- reset_model(state);
- }
- /***********************************************************
- * Name: reset_model
- *
- * Arguments:
- * CUBE_STATE_T *state - holds OGLES model info
- *
- * Description: Resets the Model projection and rotation direction
- *
- * Returns: void
- *
- ***********************************************************/
- static void reset_model(CUBE_STATE_T *state)
- {
- // reset model position
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.f, 0.f, -50.f);
- // reset model rotation
- state->rot_angle_x = 45.f; state->rot_angle_y = 30.f; state->rot_angle_z = 0.f;
- state->rot_angle_x_inc = 0.5f; state->rot_angle_y_inc = 0.5f; state->rot_angle_z_inc = 0.f;
- state->distance = 40.f;
- }
- /***********************************************************
- * Name: update_model
- *
- * Arguments:
- * CUBE_STATE_T *state - holds OGLES model info
- *
- * Description: Updates model projection to current position/rotation
- *
- * Returns: void
- *
- ***********************************************************/
- static void update_model(CUBE_STATE_T *state)
- {
- // update position
- state->rot_angle_x = inc_and_wrap_angle(state->rot_angle_x, state->rot_angle_x_inc);
- state->rot_angle_y = inc_and_wrap_angle(state->rot_angle_y, state->rot_angle_y_inc);
- state->rot_angle_z = inc_and_wrap_angle(state->rot_angle_z, state->rot_angle_z_inc);
- state->distance = inc_and_clip_distance(state->distance, state->distance_inc);
- glLoadIdentity();
- // move camera back to see the cube
- glTranslatef(0.f, 0.f, -state->distance);
- // Rotate model to new position
- glRotatef(state->rot_angle_x, 1.f, 0.f, 0.f);
- glRotatef(state->rot_angle_y, 0.f, 1.f, 0.f);
- glRotatef(state->rot_angle_z, 0.f, 0.f, 1.f);
- }
- /***********************************************************
- * Name: inc_and_wrap_angle
- *
- * Arguments:
- * GLfloat angle current angle
- * GLfloat angle_inc angle increment
- *
- * Description: Increments or decrements angle by angle_inc degrees
- * Wraps to 0 at 360 deg.
- *
- * Returns: new value of angle
- *
- ***********************************************************/
- static GLfloat inc_and_wrap_angle(GLfloat angle, GLfloat angle_inc)
- {
- angle += angle_inc;
- if (angle >= 360.0)
- angle -= 360.f;
- else if (angle <=0)
- angle += 360.f;
- return angle;
- }
- /***********************************************************
- * Name: inc_and_clip_distance
- *
- * Arguments:
- * GLfloat distance current distance
- * GLfloat distance_inc distance increment
- *
- * Description: Increments or decrements distance by distance_inc units
- * Clips to range
- *
- * Returns: new value of angle
- *
- ***********************************************************/
- static GLfloat inc_and_clip_distance(GLfloat distance, GLfloat distance_inc)
- {
- distance += distance_inc;
- if (distance >= 120.0f)
- distance = 120.f;
- else if (distance <= 40.0f)
- distance = 40.0f;
- return distance;
- }
- /***********************************************************
- * Name: redraw_scene
- *
- * Arguments:
- * CUBE_STATE_T *state - holds OGLES model info
- *
- * Description: Draws the model and calls eglSwapBuffers
- * to render to screen
- *
- * Returns: void
- *
- ***********************************************************/
- static void redraw_scene(CUBE_STATE_T *state)
- {
- // Start with a clear screen
- glClear( GL_COLOR_BUFFER_BIT );
- glMatrixMode(GL_MODELVIEW);
- glEnable(GL_TEXTURE_2D);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- // Draw first (front) face:
- // Bind texture surface to current vertices
- glBindTexture(GL_TEXTURE_2D, state->tex[0]);
- // Need to rotate textures - do this by rotating each cube face
- glRotatef(270.f, 0.f, 0.f, 1.f ); // front face normal along z axis
- // draw first 4 vertices
- glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
- // same pattern for other 5 faces - rotation chosen to make image orientation 'nice'
- glBindTexture(GL_TEXTURE_2D, state->tex[1]);
- glRotatef(90.f, 0.f, 0.f, 1.f ); // back face normal along z axis
- glDrawArrays( GL_TRIANGLE_STRIP, 4, 4);
- glBindTexture(GL_TEXTURE_2D, state->tex[2]);
- glRotatef(90.f, 1.f, 0.f, 0.f ); // left face normal along x axis
- glDrawArrays( GL_TRIANGLE_STRIP, 8, 4);
- glBindTexture(GL_TEXTURE_2D, state->tex[3]);
- glRotatef(90.f, 1.f, 0.f, 0.f ); // right face normal along x axis
- glDrawArrays( GL_TRIANGLE_STRIP, 12, 4);
- glBindTexture(GL_TEXTURE_2D, state->tex[4]);
- glRotatef(270.f, 0.f, 1.f, 0.f ); // top face normal along y axis
- glDrawArrays( GL_TRIANGLE_STRIP, 16, 4);
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBindTexture(GL_TEXTURE_2D, state->tex[5]);
- glRotatef(90.f, 0.f, 1.f, 0.f ); // bottom face normal along y axis
- glDrawArrays( GL_TRIANGLE_STRIP, 20, 4);
- glDisable(GL_TEXTURE_2D);
- eglSwapBuffers(state->display, state->surface);
- }
- /***********************************************************
- * Name: init_textures
- *
- * Arguments:
- * CUBE_STATE_T *state - holds OGLES model info
- *
- * Description: Initialise OGL|ES texture surfaces to use image
- * buffers
- *
- * Returns: void
- *
- ***********************************************************/
- static void init_textures(CUBE_STATE_T *state)
- {
- // load three texture buffers but use them on six OGL|ES texture surfaces
- load_tex_images(state);
- glGenTextures(6, &state->tex[0]);
- // setup first texture
- glBindTexture(GL_TEXTURE_2D, state->tex[0]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, IMAGE_SIZE, IMAGE_SIZE, 0,
- GL_RGB, GL_UNSIGNED_BYTE, state->tex_buf1);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLfloat)GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLfloat)GL_NEAREST);
- // setup second texture - reuse first image
- glBindTexture(GL_TEXTURE_2D, state->tex[1]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, IMAGE_SIZE, IMAGE_SIZE, 0,
- GL_RGB, GL_UNSIGNED_BYTE, state->tex_buf1);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLfloat)GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLfloat)GL_NEAREST);
- // third texture
- glBindTexture(GL_TEXTURE_2D, state->tex[2]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, IMAGE_SIZE, IMAGE_SIZE, 0,
- GL_RGB, GL_UNSIGNED_BYTE, state->tex_buf2);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLfloat)GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLfloat)GL_NEAREST);
- // fourth texture - reuse second image
- glBindTexture(GL_TEXTURE_2D, state->tex[3]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, IMAGE_SIZE, IMAGE_SIZE, 0,
- GL_RGB, GL_UNSIGNED_BYTE, state->tex_buf2);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLfloat)GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLfloat)GL_NEAREST);
- //fifth texture
- glBindTexture(GL_TEXTURE_2D, state->tex[4]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, IMAGE_SIZE, IMAGE_SIZE, 0,
- GL_RGB, GL_UNSIGNED_BYTE, state->tex_buf3);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLfloat)GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLfloat)GL_NEAREST);
- // sixth texture - reuse third image
- glBindTexture(GL_TEXTURE_2D, state->tex[5]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, IMAGE_SIZE, IMAGE_SIZE, 0,
- GL_RGB, GL_UNSIGNED_BYTE, state->tex_buf3);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLfloat)GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLfloat)GL_NEAREST);
- // setup overall texture environment
- glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- }
- /***********************************************************
- * Name: load_tex_images
- *
- * Arguments:
- * void
- *
- * Description: Loads three raw images to use as textures on faces
- *
- * Returns: void
- *
- ***********************************************************/
- static void load_tex_images(CUBE_STATE_T *state)
- {
- FILE *tex_file1 = NULL, *tex_file2=NULL, *tex_file3 = NULL;
- int bytes_read, image_sz = IMAGE_SIZE*IMAGE_SIZE*3;
- state->tex_buf1 = malloc(image_sz);
- state->tex_buf2 = malloc(image_sz);
- state->tex_buf3 = malloc(image_sz);
- tex_file1 = fopen(PATH "Lucca_128_128.raw", "rb");
- if (tex_file1 && state->tex_buf1)
- {
- bytes_read=fread(state->tex_buf1, 1, image_sz, tex_file1);
- assert(bytes_read == image_sz); // some problem with file?
- fclose(tex_file1);
- }
- tex_file2 = fopen(PATH "Djenne_128_128.raw", "rb");
- if (tex_file2 && state->tex_buf2)
- {
- bytes_read=fread(state->tex_buf2, 1, image_sz, tex_file2);
- assert(bytes_read == image_sz); // some problem with file?
- fclose(tex_file2);
- }
- tex_file3 = fopen(PATH "Gaudi_128_128.raw", "rb");
- if (tex_file3 && state->tex_buf3)
- {
- bytes_read=fread(state->tex_buf3, 1, image_sz, tex_file3);
- assert(bytes_read == image_sz); // some problem with file?
- fclose(tex_file3);
- }
- }
- //------------------------------------------------------------------------------
- static void exit_func(void)
- // Function to be passed to atexit().
- {
- // clear screen
- glClear( GL_COLOR_BUFFER_BIT );
- eglSwapBuffers(state->display, state->surface);
- // Release OpenGL resources
- eglMakeCurrent( state->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
- eglDestroySurface( state->display, state->surface );
- eglDestroyContext( state->display, state->context );
- eglTerminate( state->display );
- // release texture buffers
- free(state->tex_buf1);
- free(state->tex_buf2);
- free(state->tex_buf3);
- printf("\ncube closed\n");
- } // exit_func()
- //==============================================================================
- int main ()
- {
- bcm_host_init();
- // Clear application state
- memset( state, 0, sizeof( *state ) );
- // Start OGLES
- init_ogl(state);
- // Setup the model world
- init_model_proj(state);
- // initialise the OGLES texture(s)
- init_textures(state);
- while (!terminate)
- {
- //usleep(5*1000);
- update_model(state);
- redraw_scene(state);
- }
- exit_func();
- return 0;
- }
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