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authorEhsan Akhgari <ehsan.akhgari@gmail.com>2012-06-21 16:01:02 -0400
committerEhsan Akhgari <ehsan.akhgari@gmail.com>2012-06-21 16:01:32 -0400
commitdfab4e04fc488095c6ca830a510d3bca076e16b1 (patch)
treee491514977fcf84cb3fb405697436eb62fbfb1b9 /tests/sdl_fog_linear.c
parent55a8e9a02636154ebd99b1b030edfa970acad6bd (diff)
Implement GL_LINEAR fog mode
Diffstat (limited to 'tests/sdl_fog_linear.c')
-rw-r--r--tests/sdl_fog_linear.c185
1 files changed, 185 insertions, 0 deletions
diff --git a/tests/sdl_fog_linear.c b/tests/sdl_fog_linear.c
new file mode 100644
index 00000000..8fc18b7c
--- /dev/null
+++ b/tests/sdl_fog_linear.c
@@ -0,0 +1,185 @@
+/*******************************************************************
+ * *
+ * 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 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 );
+
+#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 );
+ glPushMatrix(); // just for testing
+ glLoadIdentity();
+
+ glOrtho( 0, 640, 480, 0, -1000, 1000 );
+
+ 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 );
+
+ // Bind the texture to which subsequent calls refer to
+ glBindTexture( GL_TEXTURE_2D, texture );
+
+ glEnable(GL_FOG);
+ GLfloat fogColor[] = { 1.0, 0.5, 0.5, 0.05 };
+ glFogfv(GL_FOG_COLOR, fogColor);
+ glFogi(GL_FOG_START, 8);
+ glFogi(GL_FOG_END, 13);
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+
+ assert(glIsEnabled(GL_FOG));
+
+ glBegin( GL_QUADS );
+ glTexCoord2i( 0, 0 ); glVertex3f( 10, 10, 10 );
+ glTexCoord2i( 1, 0 ); glVertex3f( 300, 10, 10 );
+ glTexCoord2i( 1, 1 ); glVertex3f( 300, 128, 10 );
+ glTexCoord2i( 0, 1 ); glVertex3f( 10, 128, 10 );
+
+ glTexCoord2f( 0, 0.5 ); glVertex3f( 410, 10, 5 );
+ glTexCoord2f( 1, 0.5 ); glVertex3f( 600, 10, 6 );
+ glTexCoord2f( 1, 1 ); glVertex3f( 630, 200, 7 );
+ glTexCoord2f( 0.5, 1 ); glVertex3f( 310, 250, 8 );
+ glEnd();
+
+ glBegin( GL_TRIANGLE_STRIP );
+ glTexCoord2i( 0, 0 ); glVertex3f( 100, 300, 1 );
+ glTexCoord2i( 1, 0 ); glVertex3f( 300, 300, 1 );
+ glTexCoord2i( 1, 1 ); glVertex3f( 300, 400, 1 );
+ glTexCoord2i( 0, 1 ); glVertex3f( 500, 410, 1 );
+ glEnd();
+
+#if !EMSCRIPTEN
+ glDisable(GL_TEXTURE_2D);
+#endif
+
+ glColor3ub(90, 255, 255);
+ glBegin( GL_QUADS );
+ glVertex3f( 10, 410, 5 );
+ glVertex3f( 300, 410, 50 );
+ glVertex3f( 300, 480, 100 );
+ glVertex3f( 10, 470, 5 );
+ glEnd();
+
+ glBegin( GL_QUADS );
+ glColor3f(1.0, 0, 1.0); glVertex3f( 410, 410, 10 );
+ glColor3f(0, 1.0, 0); glVertex3f( 600, 410, 10 );
+ glColor3f(0, 0, 1.0); glVertex3f( 600, 480, 10 );
+ glColor3f(1.0, 1.0, 1.0); glVertex3f( 410, 470, 10 );
+ glEnd();
+
+ SDL_GL_SwapBuffers();
+
+#if !EMSCRIPTEN
+ // Wait for 3 seconds to give us a chance to see the image
+ SDL_Delay(30000);
+#endif
+
+ // Now we can delete the OpenGL texture and close down SDL
+ glDeleteTextures( 1, &texture );
+
+ SDL_Quit();
+
+ return 0;
+}