Skip to content
This repository
branch: master
file 541 lines (450 sloc) 17.146 kb
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540
/*
Copyright (c) 2012, Broadcom Europe Ltd
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the copyright holder nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

// 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);

   // Enable back face culling.
   glEnable(GL_CULL_FACE);

   glMatrixMode(GL_MODELVIEW);
}

/***********************************************************
* 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 );

   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 );

   // 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);

   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);

   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);
   
   glEnable(GL_TEXTURE_2D);
}

/***********************************************************
* 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)
   {
      update_model(state);
      redraw_scene(state);
   }
   exit_func();
   return 0;
}

Something went wrong with that request. Please try again.