Buckets:
| /******************************************************************* | |
| * * | |
| * Using SDL With OpenGL * | |
| * * | |
| * Tutorial by Kyle Foley (sdw) * | |
| * * | |
| * http://gpwiki.org/index.php/SDL:Tutorials:Using_SDL_with_OpenGL * | |
| * * | |
| *******************************************************************/ | |
| /* | |
| THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION | |
| AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN. | |
| THE ORIGINAL AUTHOR IS KYLE FOLEY. | |
| THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY | |
| OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF | |
| MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE, | |
| ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE | |
| RESULTING FROM THE USE, MODIFICATION, OR | |
| REDISTRIBUTION OF THIS SOFTWARE. | |
| */ | |
| void shaders() { | |
| glewInit(); | |
| 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; | |
| // Slightly different SDL initialization | |
| 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 ); // *new* | |
| screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); // *changed* | |
| if ( !screen ) { | |
| printf("Unable to set video mode: %s\n", SDL_GetError()); | |
| return 1; | |
| } | |
| // Set the OpenGL state after creating the context with SDL_SetVideoMode | |
| glClearColor( 0, 0, 0, 0 ); | |
| glEnable( GL_TEXTURE_2D ); // Need this to display a texture XXX unnecessary in OpenGL ES 2.0/WebGL | |
| 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); // test loadmatrix | |
| glMatrixMode( GL_MODELVIEW ); | |
| glLoadIdentity(); | |
| // Load the OpenGL texture | |
| GLuint texture; // Texture object handle | |
| SDL_Surface *surface; // Gives us the information to make the texture | |
| if ( (surface = IMG_Load("screenshot.png")) ) { | |
| // Check that the image's width is a power of 2 | |
| if ( (surface->w & (surface->w - 1)) != 0 ) { | |
| printf("warning: image.bmp's width is not a power of 2\n"); | |
| } | |
| // Also check if the height is a power of 2 | |
| if ( (surface->h & (surface->h - 1)) != 0 ) { | |
| printf("warning: image.bmp's height is not a power of 2\n"); | |
| } | |
| // Have OpenGL generate a texture object handle for us | |
| glGenTextures( 1, &texture ); | |
| // Bind the texture object | |
| glBindTexture( GL_TEXTURE_2D, texture ); | |
| // Set the texture's stretching properties | |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); | |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); | |
| //SDL_LockSurface(surface); | |
| // Add some greyness | |
| memset(surface->pixels, 0x66, surface->w*surface->h); | |
| // Edit the texture object's image data using the information SDL_Surface gives us | |
| glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, | |
| GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels ); | |
| //SDL_UnlockSurface(surface); | |
| } | |
| else { | |
| printf("SDL could not load image.bmp: %s\n", SDL_GetError()); | |
| SDL_Quit(); | |
| return 1; | |
| } | |
| // Free the SDL_Surface only if it was successfully created | |
| if ( surface ) { | |
| SDL_FreeSurface( surface ); | |
| } | |
| // Clear the screen before drawing | |
| glClear( GL_COLOR_BUFFER_BIT ); | |
| shaders(); | |
| // Bind the texture to which subsequent calls refer to | |
| glBindTexture( GL_TEXTURE_2D, texture ); | |
| // Use clientside vertex pointers to render two items. In this test we have each | |
| // attribute in a separate buffer, packed (i.e. stride == 0) | |
| 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(); | |
| // Wait for 3 seconds to give us a chance to see the image | |
| SDL_Delay(3000); | |
| // Now we can delete the OpenGL texture and close down SDL | |
| glDeleteTextures( 1, &texture ); | |
| SDL_Quit(); | |
| return 0; | |
| } | |
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