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main.cpp
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main.cpp
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#include <SDL/SDL.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include <cmath>
#include <ctime>
#include "dizzyTextures.hpp"
#include <string>
#include <iostream>
using namespace std;
void setColorFromHSV(float H, float V, float S);
int main(int argc, char* argv[])
{
int w = 1024;
int h = 768;
int tres = 64;
bool fs = false;
if(argc > 1)
{
cout << argc << " arguments. starting to parse" << endl;
for(int i = 1; i < argc; i++)
{
cout << argv[i] << endl;
if((string)argv[i] == "-w" && i < argc - 1)
{
w = atoi(argv[++i]);
} else if((string)argv[i] == "-h" && i < argc -1)
{
h = atoi(argv[++i]);
} else if((string)argv[i] == "-f")
{
fs = true;
} else if((string)argv[i] == "-t")
{
tres = atoi(argv[++i]);
}
}
}
cout << "done" << endl;
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_SetVideoMode(w, h, 24, SDL_OPENGL | SDL_HWSURFACE | SDL_NOFRAME | (fs ? SDL_FULLSCREEN : 0));
glViewport(0, 0, w, h);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
dizzyTextures *dt = dizzyTextures::getInstance();
dt->setResolution(tres);
dt->generateTextures();
dt->setTexture(0);
glMatrixMode(GL_PROJECTION);
glOrtho(-320, 320, 240, -240, 1, -1);
glMatrixMode(GL_TEXTURE);
glScalef(50,50,50);
glMatrixMode(GL_MODELVIEW);
int textureID = 0;
bool running = true;
int tick;
SDL_Event event;
while(running)
{
tick = SDL_GetTicks();
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
setColorFromHSV((tick*0.0002f) - (int)(tick*0.0002f),cos(tick * 0.001f)*0.125f + 0.5f, 0.5f);
glPushMatrix();
glRotatef(tick*0.005f, 0, 0, 1);
glTranslatef(sin(tick * 0.0005f) * 100, cos(tick * 0.00075f) * 100, 0);
glBegin(GL_QUADS);
glTexCoord2f( 0, 0); glVertex2f(-800, -800);
glTexCoord2f( 0, 1); glVertex2f(-800, 800);
glTexCoord2f( 1, 1); glVertex2f( 800, 800);
glTexCoord2f( 1, 0); glVertex2f( 800, -800);
glEnd();
glPopMatrix();
glPushMatrix();
glRotatef(tick*-0.0025f, 0, 0, 1);
glTranslatef(sin(tick * 0.0005f) * 100, cos(tick * 0.00075f) * 100, 0);
glBegin(GL_QUADS);
glTexCoord2f( 0, 0); glVertex2f(-800, -800);
glTexCoord2f( 0, 1); glVertex2f(-800, 800);
glTexCoord2f( 1, 1); glVertex2f( 800, 800);
glTexCoord2f( 1, 0); glVertex2f( 800, -800);
glEnd();
glPopMatrix();
SDL_GL_SwapBuffers();
while(SDL_PollEvent(&event))
{
if(event.type == SDL_QUIT)
running = false;
if(event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_LEFT)
dt->setTexture((++textureID)%dt->getCount());
if(event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_RIGHT)
dt->setTexture((--textureID)%dt->getCount());
if(event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)
running=false;
}
SDL_Delay(1);
}
SDL_Quit();
}
// EasyRGB.com
void setColorFromHSV(float H, float V, float S)
{
float var_r, var_g, var_b;
if ( S == 0 )
{
glColor3f(V, V, V);
}
else
{
float var_h = H * 6;
float var_i = int( var_h ); //Or ... var_i = floor( var_h )
float var_1 = V * ( 1 - S );
float var_2 = V * ( 1 - S * ( var_h - var_i ) );
float var_3 = V * ( 1 - S * ( 1 - ( var_h - var_i ) ) );
if ( var_i == 0 ) { var_r = V ; var_g = var_3 ; var_b = var_1 ; }
else if ( var_i == 1 ) { var_r = var_2 ; var_g = V ; var_b = var_1 ; }
else if ( var_i == 2 ) { var_r = var_1 ; var_g = V ; var_b = var_3 ; }
else if ( var_i == 3 ) { var_r = var_1 ; var_g = var_2 ; var_b = V ; }
else if ( var_i == 4 ) { var_r = var_3 ; var_g = var_1 ; var_b = V ; }
else { var_r = V ; var_g = var_1 ; var_b = var_2 ; }
glColor3f(var_r, var_g, var_b);
}
}