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| #ifndef __EMSCRIPTEN__ |
| #define USE_GLEW 1 |
| #endif |
|
|
| #if USE_GLEW |
| #include "GL/glew.h" |
| #endif |
|
|
| #include "SDL/SDL.h" |
| #include "SDL/SDL_image.h" |
| #if !USE_GLEW |
| #include "SDL/SDL_opengl.h" |
| #endif |
|
|
| #include <stdio.h> |
| #include <string.h> |
| #include <assert.h> |
|
|
| void shaders() { |
| #if USE_GLEW |
| glewInit(); |
| #endif |
|
|
| GLint ok; |
|
|
| const char *vertexShader = "void main(void) \n" |
| "{ \n" |
| " gl_Position = ftransform(); \n" |
| " gl_TexCoord[0] = gl_MultiTexCoord0; \n" |
| " gl_FrontColor = gl_Color; \n" |
| "} \n"; |
| const char *fragmentShader = "uniform sampler2D tex0; \n" |
| "void main(void) \n" |
| "{ \n" |
| " gl_FragColor = gl_Color * texture2D(tex0, gl_TexCoord[0].xy); \n" |
| "} \n"; |
|
|
| GLuint vs = glCreateShader(GL_VERTEX_SHADER); |
| glShaderSource(vs, 1, &vertexShader, NULL); |
| glCompileShader(vs); |
| glGetShaderiv(vs, GL_COMPILE_STATUS, &ok); |
| assert(ok); |
|
|
| GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); |
| glShaderSource(fs, 1, &fragmentShader, NULL); |
| glCompileShader(fs); |
| glGetShaderiv(fs, GL_COMPILE_STATUS, &ok); |
| assert(ok); |
|
|
| GLuint program = glCreateProgram(); |
|
|
| glAttachShader(program, vs); |
| glAttachShader(program, fs); |
| glLinkProgram(program); |
| glGetProgramiv(program, GL_LINK_STATUS, &ok); |
| assert(ok); |
|
|
| glUseProgram(program); |
| } |
|
|
| int main(int argc, char *argv[]) |
| { |
| SDL_Surface *screen; |
|
|
| |
| if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { |
| printf("Unable to initialize SDL: %s\n", SDL_GetError()); |
| return 1; |
| } |
|
|
| SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); |
|
|
| screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); |
| if ( !screen ) { |
| printf("Unable to set video mode: %s\n", SDL_GetError()); |
| return 1; |
| } |
| |
| |
|
|
| glClearColor( 0, 0, 0, 0 ); |
| |
| #ifndef __EMSCRIPTEN__ |
| glEnable( GL_TEXTURE_2D ); |
| #endif |
|
|
| glViewport( 0, 0, 640, 480 ); |
|
|
| glMatrixMode( GL_PROJECTION ); |
| GLfloat matrixData[] = { 2.0/640, 0, 0, 0, |
| 0, -2.0/480, 0, 0, |
| 0, 0, -1, 0, |
| -1, 1, 0, 1 }; |
| glLoadMatrixf(matrixData); |
|
|
| glMatrixMode( GL_MODELVIEW ); |
| glLoadIdentity(); |
| |
| |
|
|
| GLuint texture; |
| SDL_Surface *surface; |
| |
| if ( (surface = IMG_Load("screenshot.png")) ) { |
| |
| |
| if ( (surface->w & (surface->w - 1)) != 0 ) { |
| printf("warning: image.bmp's width is not a power of 2\n"); |
| } |
| |
| |
| if ( (surface->h & (surface->h - 1)) != 0 ) { |
| printf("warning: image.bmp's height is not a power of 2\n"); |
| } |
| |
| |
| glGenTextures( 1, &texture ); |
| |
| |
| glBindTexture( GL_TEXTURE_2D, texture ); |
| |
| |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
|
|
| |
|
|
| |
| memset(surface->pixels, 0x66, surface->w*surface->h); |
|
|
| |
| glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels ); |
|
|
| |
| } |
| else { |
| printf("SDL could not load image.bmp: %s\n", SDL_GetError()); |
| SDL_Quit(); |
| return 1; |
| } |
| |
| |
| if ( surface ) { |
| SDL_FreeSurface( surface ); |
| } |
| |
| |
| glClear( GL_COLOR_BUFFER_BIT ); |
| |
| shaders(); |
|
|
| |
| glBindTexture( GL_TEXTURE_2D, texture ); |
|
|
| |
| |
| GLfloat vertexData[] = { 10, 10, |
| 300, 10, |
| 300, 128, |
| 10, 128, |
| 410, 10, |
| 600, 10, |
| 630, 200, |
| 310, 250, |
| 100, 300, |
| 300, 300, |
| 300, 400, |
| 100, 400 }; |
| GLfloat textureData[] = { 0, 0, |
| 1, 0, |
| 1, 1, |
| 0, 1, |
| 0, 0.5, |
| 1, 0.5, |
| 1, 1, |
| 0.5, 1, |
| 0, 0, |
| 1, 0, |
| 1, 1, |
| 0, 1, }; |
|
|
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| glTexCoordPointer(2, GL_FLOAT, 0, textureData); |
| glEnableClientState(GL_VERTEX_ARRAY); |
| glVertexPointer(2, GL_FLOAT, 0, vertexData); |
|
|
| glDrawArrays(GL_QUADS, 0, 12); |
|
|
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| glDisableClientState(GL_VERTEX_ARRAY); |
|
|
| SDL_GL_SwapBuffers(); |
| |
| #ifndef __EMSCRIPTEN__ |
| |
| SDL_Delay(3000); |
| #endif |
|
|
| |
| glDeleteTextures( 1, &texture ); |
| |
| SDL_Quit(); |
| |
| return 0; |
| } |
|
|