/******************************************************************* * * * 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 #ifdef __EMSCRIPTEN__ #include #endif 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* #ifdef __EMSCRIPTEN__ // Test 1: Check that initializing video mode with size (0,0) will use the size from the element. screen = SDL_SetVideoMode( 0, 0, 16, SDL_OPENGL ); // *changed* // Test 2: Check that getting current canvas size works. int w, h, fs; emscripten_get_canvas_size(&w, &h, &fs); printf("w:%d,h:%d\n", w,h); assert(w == 700); assert(h == 200); // Test 3: Check that resizing the canvas works as well. emscripten_set_canvas_size(640, 480); // Set the OpenGL state after creating the context with SDL_SetVideoMode #else screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); // *changed* #endif if ( !screen ) { printf("Unable to set video mode: %s\n", SDL_GetError()); return 1; } 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 ); glPushMatrix(); // just for testing glLoadIdentity(); glOrtho( 0, 640, 480, 0, -1, 1 ); 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 ); glBegin( GL_QUADS ); glTexCoord2i( 0, 0 ); glVertex3f( 10, 10, 0 ); glTexCoord2i( 1, 0 ); glVertex3f( 300, 10, 0 ); glTexCoord2i( 1, 1 ); glVertex3f( 300, 128, 0 ); glTexCoord2i( 0, 1 ); glVertex3f( 10, 128, 0 ); glTexCoord2f( 0, 0.5 ); glVertex3f( 410, 10, 0 ); glTexCoord2f( 1, 0.5 ); glVertex3f( 600, 10, 0 ); glTexCoord2f( 1, 1 ); glVertex3f( 630, 200, 0 ); glTexCoord2f( 0.5, 1 ); glVertex3f( 310, 250, 0 ); glEnd(); 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(); glDisable(GL_TEXTURE_2D); glColor3ub(90, 255, 255); glBegin( GL_QUADS ); glVertex3f( 10, 410, 0 ); glVertex3f( 300, 410, 0 ); glVertex3f( 300, 480, 0 ); glVertex3f( 10, 470, 0 ); glEnd(); glBegin( GL_QUADS ); glColor3f(1.0, 0, 1.0); glVertex3f( 410, 410, 0 ); glColor3f(0, 1.0, 0); glVertex3f( 600, 410, 0 ); glColor3f(0, 0, 1.0); glVertex3f( 600, 480, 0 ); glColor3f(1.0, 1.0, 1.0); glVertex3f( 410, 470, 0 ); glEnd(); SDL_GL_SwapBuffers(); #ifndef __EMSCRIPTEN__ // Wait for 3 seconds to give us a chance to see the image SDL_Delay(3000); #endif // Now we can delete the OpenGL texture and close down SDL glDeleteTextures( 1, &texture ); SDL_Quit(); return 0; }