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authorAlon Zakai <alonzakai@gmail.com>2012-06-13 18:23:47 -0700
committerAlon Zakai <alonzakai@gmail.com>2012-06-13 18:23:47 -0700
commiteb93218eb68901cd76af900d7710b033f4faa7ed (patch)
tree441500dbac3a0b9242a5da6cba3e53dbb5e8257c /tests/s3tc.c
parentcdd280fef41d1af57ead47819a48f13765cad510 (diff)
s3tc compression support
Diffstat (limited to 'tests/s3tc.c')
-rw-r--r--tests/s3tc.c158
1 files changed, 158 insertions, 0 deletions
diff --git a/tests/s3tc.c b/tests/s3tc.c
new file mode 100644
index 00000000..c2736feb
--- /dev/null
+++ b/tests/s3tc.c
@@ -0,0 +1,158 @@
+/*******************************************************************
+ * *
+ * 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.
+*/
+
+#include "SDL/SDL.h"
+#include "SDL/SDL_image.h"
+#include "SDL/SDL_opengl.h"
+
+#include <stdio.h>
+#include <string.h>
+#include <assert.h>
+
+int hasext(const char *exts, const char *ext) // from cube2, zlib licensed
+{
+ int len = strlen(ext);
+ if(len) for(const char *cur = exts; (cur = strstr(cur, ext)); cur += len)
+ {
+ if((cur == exts || cur[-1] == ' ') && (cur[len] == ' ' || !cur[len])) return 1;
+ }
+ return 0;
+}
+
+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;
+ }
+
+ // Check extensions
+
+ const char *exts = (const char *)glGetString(GL_EXTENSIONS);
+ assert(hasext(exts, "GL_ARB_texture_compression"));
+ assert(hasext(exts, "GL_EXT_texture_compression_s3tc"));
+
+ // Set the OpenGL state after creating the context with SDL_SetVideoMode
+
+ glClearColor( 0, 0, 0, 0 );
+
+#if !EMSCRIPTEN
+ glEnable( GL_TEXTURE_2D ); // Need this to display a texture XXX unnecessary in OpenGL ES 2.0/WebGL
+#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); // test loadmatrix
+
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+
+
+ // Load the OpenGL texture
+
+ GLuint texture;
+
+ #define DDS_SIZE 262272
+ FILE *dds = fopen("screenshot.dds", "rb");
+ char *ddsdata = (char*)malloc(512*512*4);//DDS_SIZE);
+ assert(fread(ddsdata, 1, DDS_SIZE, dds) == DDS_SIZE);
+ fclose(dds);
+
+ glGenTextures( 1, &texture );
+ glBindTexture( GL_TEXTURE_2D, texture );
+
+ assert(!glGetError());
+ glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 512, 512, 0, DDS_SIZE-128, ddsdata+128);
+ assert(!glGetError());
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+
+ // Prepare and Render
+
+ // Clear the screen before drawing
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ // Bind the texture to which subsequent calls refer to
+ glBindTexture( GL_TEXTURE_2D, texture );
+
+ // Use clientside vertex pointers to render two items
+ GLfloat vertexData[] = { 0, 0, 10, 10, // texture2, position2
+ 1, 0, 300, 10,
+ 1, 1, 300, 128,
+ 0, 1, 10, 128,
+ 0, 0.5, 410, 10,
+ 1, 0.5, 600, 10,
+ 1, 1, 630, 200,
+ 0.5, 1, 310, 250 };
+
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, 4*4, &vertexData[0]);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 4*4, &vertexData[2]);
+
+ glDrawArrays(GL_QUADS, 0, 8);
+
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+
+ // Render the last item using oldschool glBegin etc
+ glBegin( GL_TRIANGLE_STRIP );
+ glTexCoord2i( 0, 0 ); glVertex3f( 100, 300, 0 );
+ glTexCoord2i( 1, 0 ); glVertex3f( 300, 300, 0 );
+ glTexCoord2i( 1, 1 ); glVertex3f( 300, 400, 0 );
+ glTexCoord2i( 0, 1 ); glVertex3f( 500, 410, 0 );
+ glEnd();
+
+ SDL_GL_SwapBuffers();
+
+#if !EMSCRIPTEN
+ // Wait for 3 seconds to give us a chance to see the image
+ SDL_Delay(1500);
+#endif
+
+ // Now we can delete the OpenGL texture and close down SDL
+ glDeleteTextures( 1, &texture );
+
+ SDL_Quit();
+
+ return 0;
+}