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common.c
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common.c
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// Common functions
#include "SDL.h"
#include "lodepng.h"
#include "lodepng.c"
#include "list.c"
#define LOG_TAG "SDL"
#ifdef ANDROID
#include <jni.h>
#include <android/log.h>
#define LOG(...) __android_log_print(ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__);
#define LOGI(...) __android_log_print(ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__);
#define LOGE(...) __android_log_print(ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__);
#define ASSETS_DIR ""
#else
#define LOG(...) printf(__VA_ARGS__);printf("\n");
#define LOGI(...) printf(__VA_ARGS__);printf("\n");
#define LOGE(...) printf(__VA_ARGS__);printf("\n");
#define ASSETS_DIR "assets/"
#endif
#define CHECK_SDL(...) _checkSDLError(__FILE__, __LINE__);
#define CHECK_GL(...) _checkGLError(__FILE__, __LINE__);
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
SDL_Window * mainwindow; // Our window handle
SDL_GLContext maincontext; // Our opengl context handle
Uint32 then, now, frames; // Used for FPS
float _mouse_x = 0.0;
float _mouse_y = 0.0;
static Uint32 next_time;
GLuint gvPositionHandle; // shader handler
GLuint gvTexCoordHandle;
GLuint gvSamplerHandle;
GLuint gvMatrixHandle;
GLuint gvRotateHandle;
struct { // screen size structure
int w;
int h;
} screen;
float mvp_matrix[] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
float rotate_matrix[] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
float ortho_matrix[] =
{
1.0f, 0.0f, 0.0f, -1.0f,
0.0f, 1.0, 0.0f, 1.0f,
0.0f, 0.0f, -1.0f, -1.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
Uint32 time_left(void)
{
Uint32 now;
now = SDL_GetTicks();
if(next_time <= now)
return 0;
else
return next_time - now;
}
// cleanup before quiting
static int
cleanup(int rc)
{
// TODO: delete texture objects
// Print out some timing information
now = SDL_GetTicks();
if (now > then) {
LOGE("%2.2f frames per second",
((double) frames * 1000) / (now - then));
}
if(maincontext)
SDL_GL_DeleteContext(maincontext);
if(mainwindow)
SDL_DestroyWindow(mainwindow);
SDL_Quit();
exit(rc);
}
void
checkSDLError(int line)
{
const char *error = SDL_GetError();
if (*error != '\0')
{
LOG("SDL ERROR: %s", error);
if (line != -1)
LOG("at line: %i", line);
SDL_ClearError();
}
}
void
_checkSDLError(char * file, int line)
{
const char *error = SDL_GetError();
if (*error != '\0')
{
LOG("SDL ERROR: file:%s line:%d error:%s", file, line, error);
SDL_ClearError();
}
}
GLuint
checkGlError(int line)
{
GLuint err = glGetError();
if (err > 0 ) {
LOG("GL ERROR(%d)", err);
if (line != -1)
LOG("at line: %i", line);
}
return err;
}
GLuint
_checkGLError(char * file, int line)
{
GLuint err = glGetError();
if (err > 0 ) {
LOG("GL ERROR: file:%s line:%d error:%d", file, line, err);
}
return err;
}
char * loadFile(const char * filename, int * size) {
SDL_RWops * file;
char * buffer;
char filename_final[256] = "";
strcpy(filename_final, ASSETS_DIR );
strcat(filename_final, filename);
LOG("open filename %s", filename_final);
file = SDL_RWFromFile(filename_final, "rb");
if (file==NULL) {
LOG("Unable to open file");
return 0;
}
LOG("Read success");
SDL_RWseek(file, 0, SEEK_END);
LOG("Seek");
int finalPos = SDL_RWtell(file);
LOG("Final Position (%d)", finalPos);
SDL_RWclose(file);
LOG("File closed");
/* allocate memory for entire content */
buffer = calloc( 1, sizeof(char) * (finalPos + 1));
LOG("Memory allocated");
file = SDL_RWFromFile(filename_final, "rb");
LOG("SDL_RWFromFile");
int n_blocks = SDL_RWread(file, buffer, 1, finalPos);
LOG("Read the file");
if(n_blocks < 0) {
LOG("Unable to read any block");
}
if(n_blocks == 0) {
LOG("No block read");
}
LOG("Block read %d", n_blocks);
*size = finalPos;
SDL_RWclose(file);
LOG("Quit loadFile");
return buffer;
}
GLuint
loadShader(GLenum type, const char * filename) {
// Create a shader object, load the shader source, and
// compile the shader.
GLuint shader;
GLint compiled;
// Create the shader object
LOG("glCreateShader");
shader = glCreateShader(type);
if(shader == 0) {
LOG("Shader creation failed %d", type);
return 0;
}
// Load the shader source
int size;
const GLchar* buffer = (const GLchar*) loadFile(filename, &size);
glShaderSource(shader, 1, &buffer, NULL);
// Compile the shader
LOG("Compile shader");
glCompileShader(shader);
//free(buffer);
CHECK_GL();
// Check the compile status
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
CHECK_GL();
if(!compiled)
{
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = malloc(sizeof(char) * infoLen);
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
LOG("Error compiling shader:\n %s", infoLog);
free(infoLog);
return cleanup(1);
}
glDeleteShader(shader);
return 0;
}
CHECK_GL();
return shader;
}
GLuint initProgram(const char * vertexFile, const char * fragmentFile) {
// create the shaders and the program
GLuint vertexShader;
GLuint fragmentShader;
GLint linked;
vertexShader = loadShader(GL_VERTEX_SHADER, vertexFile);
CHECK_GL();
fragmentShader = loadShader(GL_FRAGMENT_SHADER, fragmentFile);
CHECK_GL();
GLuint programObject = glCreateProgram();
if(programObject == 0) {
LOGE("Unable to initialize the shader programm");
return cleanup(1);
}
CHECK_GL();
glAttachShader(programObject, vertexShader);
CHECK_GL();
glAttachShader(programObject, fragmentShader);
CHECK_GL();
// Link the program
glLinkProgram(programObject);
// Check the link status
glGetProgramiv(programObject, GL_LINK_STATUS, &linked);
if(!linked)
{
GLint infoLen = 0;
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = malloc(sizeof(char) * infoLen);
glGetProgramInfoLog(programObject, infoLen, NULL, infoLog);
LOG("Error linking program:\n%s\n", infoLog);
free(infoLog);
return cleanup(1);
}
glDeleteProgram(programObject);
return 0;
}
CHECK_GL();
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
CHECK_GL();
LOG("Shader completed")
return programObject;
}
int useProgram(GLuint programObject) {
CHECK_GL();
// You need to 'use' the program before you can get it's uniforms.
glUseProgram(programObject);
CHECK_GL();
gvPositionHandle = glGetAttribLocation(programObject, "a_position");
// gvNormalHandle=glGetAttribLocation(gProgram,"a_normal");
gvTexCoordHandle = glGetAttribLocation(programObject, "a_texCoord");
gvSamplerHandle = glGetUniformLocation(programObject, "s_texture");
gvMatrixHandle = glGetUniformLocation(programObject, "mvp_matrix");
gvRotateHandle = glGetUniformLocation(programObject, "rotate_matrix");
glEnableVertexAttribArray(gvPositionHandle);
//glEnableVertexAttribArray(gvNormalHandle);
glEnableVertexAttribArray(gvTexCoordHandle);
CHECK_GL();
// Set the sampler texture unit to 0
// glUniform1i(gvSamplerHandle, 0);
}
struct waveInfos {
SDL_AudioSpec spec;
Uint8 *sound; /* Pointer to wave data */
Uint32 soundlen; /* Length of wave data */
int soundpos; /* Current play position */
};
loadSound(char * filename, struct waveInfos * sound) {
// Load the WAV
char filename_final[256] = "";
strcpy(filename_final, ASSETS_DIR);
strcat(filename_final, filename);
LOG("loadSound %s", filename_final);
if ( SDL_LoadWAV(filename_final, &sound->spec, &sound->sound,
&sound->soundlen) == NULL ) {
LOG("Couldn't load %s: %s\n",
"assets/sword2.wav", SDL_GetError());
exit(1);
}
}
struct ImageData {
unsigned char * pixels;
int width;
int height;
int nbColors;
char * filename;
GLuint type;
};
struct TextureInfos {
float x;
float y;
float angle;
// pivot point
float px;
float py;
// velocity
float vx;
float vy;
float vr;
//char* filename;
GLuint texture;
int width;
int height;
GLfloat * vertices;
int verticesSize;
GLuint vertexBuffer;
GLuint indexBuffer;
GLushort * indices;
};
void convertBGRAtoRGBA(char * bgra, int num)
{
LOG("convert BGRA to RGBA");
int i;
int buffer;
// inverse B and R
for (i=0; i<(num * 4); i=i+4) {
buffer = bgra[i];
bgra[i] = bgra[i+2];
bgra[i+2] = buffer;
}
}
void convertBGRtoRGB(char * bgr, int num)
{
LOG("convert BGR to RGB");
int i;
int buffer;
// inverse B and R
for (i=0; i<(num * 3); i=i+3) {
buffer = bgr[i];
bgr[i] = bgr[i+2];
bgr[i+2] = buffer;
}
}
void loadPNG(struct ImageData * data)
{
unsigned error;
int size;
char * buffer;
buffer = loadFile(data->filename, &size);
error = lodepng_decode32(&data->pixels, &data->width, &data->height, buffer, size);
if(error) {
LOG("error %u: %s\n", error, lodepng_error_text(error));
exit(1);
}
checkImageDimension(data);
data->nbColors = 4;
data->type = GL_RGBA;
}
void loadBMP(struct ImageData * data)
{
// This surface will tell us the details of the image
SDL_Surface * surface;
GLenum texture_format;
GLint nOfColors;
char filename_final[256] = "";
strcpy(filename_final, ASSETS_DIR);
strcat(filename_final, data->filename);
LOG("loadBMP %s", filename_final)
if ( !(surface = SDL_LoadBMP(filename_final)) ) {
LOG("SDL could not load %s: %s", filename_final, SDL_GetError());
exit(0);
}
data->width = surface->w;
data->height = surface->h;
checkImageDimension(data);
Uint32 rmask, gmask, bmask, amask;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
#endif
// get the number of channels in the SDL surface
// Openg ES only support GL_RGB and GL_RGBA
data->nbColors = surface->format->BytesPerPixel;
int nbPixels = (data->width * data->height);
LOG("surface->format->BytesPerPixel %d", data->nbColors);
LOG("surface->format->Rmask %d", surface->format->Rmask);
if (data->nbColors == 4) // contains an alpha channel
{
LOG("Image %s has an alpha channel", data->filename);
if (surface->format->Rmask == rmask) {
LOG("Image format: GL_RGBA");
data->type = GL_RGBA;
} else {
convertBGRAtoRGBA(surface->pixels, nbPixels);
data->type = GL_RGBA;
}
} else if (data->nbColors == 3) // no alpha channel
{
LOGE("Image %s does not have an alpha channel", data->filename);
if (surface->format->Rmask == rmask) {
LOG("Image format: GL_RGB");
data->type = GL_RGB;
} else {
convertBGRtoRGB(surface->pixels, nbPixels);
data->type = GL_RGB;
}
} else {
LOG("The image is not truecolor.");
exit(1);
}
int buffer_size = sizeof(unsigned char) * nbPixels * data->nbColors;
data->pixels = malloc(buffer_size);
data->pixels = memcpy(data->pixels, surface->pixels, buffer_size);
SDL_FreeSurface(surface);
}
int checkImageDimension(struct ImageData * data) {
int max_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
LOG("Max image size %d", max_size);
if(data->width > max_size || data->height > max_size) {
LOG("Image is too big (%d, %d)", data->width, data->height);
exit(0);
}
// Check that the image's width is a power of 2
if ( (data->width & (data->width - 1)) != 0 ) {
LOG("warning: %s width is not a power of 2", data->filename);
}
// Also check if the height is a power of 2
if ( (data->height & (data->height - 1)) != 0 ) {
LOG("warning: %s height is not a power of 2", data->filename);
}
}
int
loadTexture(struct TextureInfos * infos, struct ImageData * data, float xscale, float yscale) {
CHECK_GL();
// glPixelStorei(GL_PACK_ALIGNMENT, 4);
// Have OpenGL generate a texture object handle for us
glGenTextures( 1, &infos->texture );
CHECK_GL();
// Bind the texture
glActiveTexture(GL_TEXTURE0);
CHECK_GL();
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, infos->texture);
CHECK_GL();
// Set the texture's stretching properties
// Those parameters are needed.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
CHECK_GL();
// internalformat specifies the color components in the texture. Must be same as format.
// Edit the texture object's image data using the information SDL_Surface gives us
glTexImage2D(GL_TEXTURE_2D, 0, data->type, data->width, data->height, 0,
data->type, GL_UNSIGNED_BYTE, data->pixels );
CHECK_GL();
infos->width = xscale * data->width;
infos->height = yscale * data->height;
// init values
infos->x = 0;
infos->y = 0;
infos->px = 0;
infos->py = 0;
infos->vx = 0;
infos->vy = 0;
float hw = infos->width / 2.0;
float hh = infos->height / 2.0;
CHECK_GL();
infos->verticesSize = 4;
infos->vertices = malloc(20 * sizeof(GLfloat));
// Position 0
infos->vertices[0] = -hw;
infos->vertices[1] = hh;
infos->vertices[2] = 0.0f;
// TexCoord 0
infos->vertices[3] = 0.0f;
infos->vertices[4] = 0.0f;
// Position 1
infos->vertices[5] = -hw;
infos->vertices[6] = -hh;
infos->vertices[7] = 0.0f;
// TexCoord 1
infos->vertices[8] = 0.0f;
infos->vertices[9] = 1.0f;
// Position 2
infos->vertices[10] = hw;
infos->vertices[11] = -hh;
infos->vertices[12] = 0.0f;
// TexCoord 2
infos->vertices[13] = 1.0f;
infos->vertices[14] = 1.0f;
// Position 4
infos->vertices[15] = hw;
infos->vertices[16] = hh;
infos->vertices[17] = 0.0f;
// TexCoord 3
infos->vertices[18] = 1.0f;
infos->vertices[19] = 0.0f;
// buffers
glGenBuffers(1, &infos->vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, infos->vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, 20 * sizeof(GLfloat), infos->vertices, GL_STATIC_DRAW);
infos->indices = malloc(6 * sizeof(GLshort));
infos->indices[0] = 0;
infos->indices[1] = 1;
infos->indices[2] = 2;
infos->indices[3] = 0;
infos->indices[4] = 2;
infos->indices[5] = 3;
glGenBuffers(1, &infos->indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, infos->indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(GLushort), infos->indices, GL_STATIC_DRAW);
CHECK_GL();
return 0;
}
int drawTexture(struct TextureInfos * texture, float x, float y, float angle) {
// Specifies the byte offset between consecutive generic vertex attributes.
// If stride is 0, the generic vertex attributes are understood to be tightly packed in the array
GLsizei stride = 5 * sizeof(GLfloat); // 3 for position, 2 for texture
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Load the vertex position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride,
texture->vertices);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride,
texture->vertices+3);
// Load the texture coordinate
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride,
texture->vertices+6);
// Bind the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->texture);
// matrix transformations
mvp_matrix[12] = 2.0 * x / (float)screen.w;
mvp_matrix[13] = 2.0 * y / (float)screen.h;
rotate_matrix[0] = cos(angle);
rotate_matrix[1] = sin(angle);
rotate_matrix[4] = -rotate_matrix[1];
rotate_matrix[5] = rotate_matrix[0];
glUniformMatrix4fv(gvRotateHandle, 1, GL_FALSE, rotate_matrix);
glUniformMatrix4fv(gvMatrixHandle, 1, GL_FALSE, mvp_matrix);
glDrawElements(GL_TRIANGLES, ((texture->verticesSize - 2) * 3), GL_UNSIGNED_SHORT, texture->indices);
CHECK_GL();
}
int drawBufferTexture(struct TextureInfos * texture, float x, float y, float angle) {
// Specifies the byte offset between consecutive generic vertex attributes.
// If stride is 0, the generic vertex attributes are understood to be tightly packed in the array
GLsizei stride = 5 * sizeof(GLfloat); // 3 for position, 2 for texture
glBindBuffer(GL_ARRAY_BUFFER, texture->vertexBuffer);
//glEnableVertexAttribArray(gvPositionHandle);
//glEnableVertexAttribArray(gvTexCoordHandle);
// Load the vertex position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)(3 * sizeof(GLfloat)));
// Load the texture coordinate
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)(6 * sizeof(GLfloat)));
// Bind the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->texture);
// matrix transformations
mvp_matrix[12] = 2.0 * x / (float)screen.w;
mvp_matrix[13] = 2.0 * y / (float)screen.h;
rotate_matrix[0] = cos(angle);
rotate_matrix[1] = sin(angle);
rotate_matrix[4] = -rotate_matrix[1];
rotate_matrix[5] = rotate_matrix[0];
glUniformMatrix4fv(gvRotateHandle, 1, GL_FALSE, rotate_matrix);
glUniformMatrix4fv(gvMatrixHandle, 1, GL_FALSE, mvp_matrix);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, texture->indexBuffer);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//CHECK_GL();
}
GLfloat * transformTexture(struct TextureInfos * texture, float tx, float ty, float angle) {
// transform all the vertices of the current textureInfos object
int i, j;
float x, y, new_x, new_y;
int size = texture->verticesSize * 5;
// useful for basic caculation
texture->x += tx;
texture->y += ty;
float cos_a = cos(angle);
float sin_a = sin(angle);
// rotate and translate the vertices
for(i=0; i<size; i=i+5) {
// back to the origin
x = texture->vertices[i+0] - texture->px;
y = texture->vertices[i+1] - texture->py;
// rotate point
float new_x = x * cos_a - y * sin_a;
float new_y = x * sin_a + y * cos_a;
// translate back from pivot and add translation
new_x = new_x + texture->px + tx;
new_y = new_y + texture->py + ty;
texture->vertices[i+0] = new_x;
texture->vertices[i+1] = new_y;
}
}
int drawLines(GLfloat * vertices, int nbPoints) {
CHECK_GL();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CHECK_GL();
glEnable(GL_BLEND);
CHECK_GL();
//glEnable(GL_LINE_SMOOTH);
glLineWidth(5.0f);
CHECK_GL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
CHECK_GL();
// Load the vertex position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0,
vertices);
CHECK_GL();
// matrix transformations
mvp_matrix[12] = 0;
mvp_matrix[13] = 0;
rotate_matrix[0] = cos(0);
rotate_matrix[1] = sin(0);
rotate_matrix[4] = -rotate_matrix[1];
rotate_matrix[5] = rotate_matrix[0];
glUniformMatrix4fv(gvRotateHandle, 1, GL_FALSE, rotate_matrix);
glUniformMatrix4fv(gvMatrixHandle, 1, GL_FALSE, mvp_matrix);
glEnableVertexAttribArray(0);
glDrawArrays(GL_LINE_STRIP, 0, nbPoints);
CHECK_GL();
}
int drawLinesFromVertices(GLfloat * vertices, int nbPoints) {
CHECK_GL();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CHECK_GL();
glEnable(GL_BLEND);
CHECK_GL();
//glEnable(GL_LINE_SMOOTH);
glLineWidth(10.0f);
CHECK_GL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
CHECK_GL();
GLsizei stride = 5 * sizeof(GLfloat); // 3 for position, 2 for texture
// Load the vertex position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride,
vertices);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride,
vertices);
CHECK_GL();
// matrix transformations
mvp_matrix[12] = 0;
mvp_matrix[13] = 0;
rotate_matrix[0] = cos(0);
rotate_matrix[1] = sin(0);
rotate_matrix[4] = -rotate_matrix[1];
rotate_matrix[5] = rotate_matrix[0];
glUniformMatrix4fv(gvRotateHandle, 1, GL_FALSE, rotate_matrix);
glUniformMatrix4fv(gvMatrixHandle, 1, GL_FALSE, mvp_matrix);
glEnableVertexAttribArray(0);
glDrawArrays(GL_LINE_STRIP, 0, nbPoints);
CHECK_GL();
}
int drawPoints(GLfloat * vertices, int nbPoints) {
CHECK_GL();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CHECK_GL();
glEnable(GL_BLEND);
CHECK_GL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
CHECK_GL();
// Load the vertex position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0,
vertices);
CHECK_GL();
// matrix transformations
mvp_matrix[12] = 0;
mvp_matrix[13] = 0;
rotate_matrix[0] = cos(0);
rotate_matrix[1] = sin(0);
rotate_matrix[4] = -rotate_matrix[1];
rotate_matrix[5] = rotate_matrix[0];
glUniformMatrix4fv(gvRotateHandle, 1, GL_FALSE, rotate_matrix);
glUniformMatrix4fv(gvMatrixHandle, 1, GL_FALSE, mvp_matrix);
glEnableVertexAttribArray(0);
glDrawArrays(GL_POINTS, 0, nbPoints);
CHECK_GL();
}
int init() {
// Init the window, the GL context
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) { /* Initialize SDL's Video subsystem */
LOG("Unable to initialize SDL");
return cleanup(0);
}
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(0, &mode);
CHECK_SDL();
#ifdef ANDROID
screen.w = mode.w;
screen.h = mode.h;
#else
screen.w = (int)(mode.h - 200) / 1.5;
screen.h = mode.h - 200;
#endif
float zoom = 1.0f;
// we want the top left corner to be the reference
mvp_matrix[0] = (zoom * 2.0) / (float)screen.w;
mvp_matrix[5] = (zoom * 2.0) / (float)screen.h;
// Create our window centered
mainwindow = SDL_CreateWindow("Simple texture moving", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
screen.w, screen.h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
if (!mainwindow) {
// Die if creation failed
LOG("Unable to create window");
return cleanup(0);
}
#ifdef ANDROID
SDL_SetWindowFullscreen(mainwindow, SDL_TRUE);
#endif
CHECK_SDL();
// Create our opengl context and attach it to our window
maincontext = SDL_GL_CreateContext(mainwindow);
CHECK_SDL();
if (!maincontext) {
LOG("Unable to create GL context");
return cleanup(0);
}
// setup the viewport
glViewport(0, 0, screen.w, screen.h);
glClear(GL_COLOR_BUFFER_BIT);
// Swap our back buffer to the front
SDL_GL_SwapWindow(mainwindow);
glClear(GL_COLOR_BUFFER_BIT);
// enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
struct waveInfos wave;
// The function to call when the audio device needs more data
void SDLCALL fill_audio(void *userdata, Uint8 *stream, int len)
{
Uint8 *waveptr;
int waveleft;
/* Set up the pointers */
waveptr = wave.sound + wave.soundpos;
waveleft = wave.soundlen - wave.soundpos;
// Finish the sound
while ( waveleft <= len ) {
SDL_memcpy(stream, waveptr, waveleft);
stream += waveleft;
len -= waveleft;
waveptr = wave.sound;
waveleft = wave.soundlen;
wave.soundpos = 0;
}
SDL_memcpy(stream, waveptr, len);
wave.soundpos += len;
}
void playSound() {
loadSound("sword2.wav", &wave);
/* Initialize fill_audio() variables */
SDL_AudioSpec wav_spec_obtained;
wave.spec.callback = fill_audio;
if ( SDL_OpenAudio(&wave.spec, &wav_spec_obtained) < 0 ) {
LOG("Could not open audio: %s\n", SDL_GetError());
SDL_FreeWAV(wave.sound);
exit(1);
}
SDL_PauseAudio(0);
/* Let the audio run */
LOG("Using audio driver: %s\n", SDL_GetAudioDriver(0));
/*while ( (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
SDL_Delay(1000);*/
}
GenericList mouse_buffer = { 0, NULL, NULL };
struct MousePosition {
int x;
int y;
};
typedef struct MousePosition MousePosition;
int getMouse(int* x, int* y) {
// instead of top left reference we use the center of
// the screen
int hw = screen.w / 2.0;
int hh = screen.h / 2.0;
#ifdef ANDROID
*(x) = (int)_mouse_x - hw;
*(y) = -((int)_mouse_y - hh);
#else
int _x, _y;
SDL_GetMouseState(&_x, &_y);
*(x) = _x - hw;
*(y) = -(_y - hh);
#endif