/******************************************************************* * * * 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 #include #include #include 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 ); glEnable( GL_TEXTURE_2D ); // Needed when we're using the fixed-function pipeline. 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 textures GLuint texture; { const int DDS_SIZE = 65664; FILE *dds = fopen("ship.dds", "rb"); assert(dds); char *ddsdata = (char*)malloc(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, 256, 256, 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 ); } // second texture GLuint texture2; { const int DDS_SIZE = 32896; FILE *dds = fopen("bloom.dds", "rb"); assert(dds); char *ddsdata = (char*)malloc(DDS_SIZE); assert(fread(ddsdata, 1, DDS_SIZE, dds) == DDS_SIZE); fclose(dds); glGenTextures( 1, &texture2 ); glBindTexture( GL_TEXTURE_2D, texture2 ); assert(!glGetError()); glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 256, 256, 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 ); } // third, a non-square texture with mipmaps GLuint texture3; { const int DDS_SIZE = 43920; FILE *dds = fopen("water.dds", "rb"); assert(dds); char *ddsdata = (char*)malloc(DDS_SIZE); assert(fread(ddsdata, 1, DDS_SIZE, dds) == DDS_SIZE); fclose(dds); glGenTextures( 1, &texture3 ); glBindTexture( GL_TEXTURE_2D, texture3 ); assert(!glGetError()); glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 512, 64, 0, 512*64, 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, 4); glBindTexture( GL_TEXTURE_2D, texture3 ); glDrawArrays(GL_QUADS, 4, 4); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); // Render the last item using oldschool glBegin etc glBindTexture( GL_TEXTURE_2D, texture2 ); 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; }