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/*******************************************************************
* *
* 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>
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 ); // 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;
}
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