1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174
|
/*******************************************************************
* *
* 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.h"
#include "SDL_opengl.h"
#include <stdio.h>
#include <string.h>
#define WIDTH 640
#define HEIGHT 480
int main(int argc, char* argv[]) {
SDL_Window* window;
SDL_GLContext context;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
window = SDL_CreateWindow(
"OpenGL Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH, HEIGHT, SDL_WINDOW_OPENGL);
if (!window) {
fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
return 0;
}
context = SDL_GL_CreateContext(window);
if (!context) {
fprintf(stderr, "Couldn't create context: %s\n", SDL_GetError());
return 0;
}
#ifndef __EMSCRIPTEN__
// Obtain function pointers.
PFNGLACTIVETEXTUREPROC glActiveTexture_ = (PFNGLACTIVETEXTUREPROC) SDL_GL_GetProcAddress("glActiveTexture");
PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTexture_ = (PFNGLCLIENTACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glClientActiveTexture");
#else
// Emscripten provides these.
#define glActiveTexture_ glActiveTexture
#define glClientActiveTexture_ glClientActiveTexture
#endif
glMatrixMode(GL_PROJECTION);
glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glClearColor(0, 0, 0, 1);
glEnable(GL_TEXTURE_2D);
GLuint texture; // Texture object handle
// 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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLubyte texture_data[] = {
0xffu, 0xffu, 0xffu, 0xffu, // 0.0 0.0
0xffu, 0xffu, 0xffu, 0xffu, // 1.0 0.0
0xffu, 0xffu, 0xffu, 0xffu, // 0.0 1.0
0xffu, 0x00u, 0x00u, 0xffu // 1.0 1.0
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
// Clear the screen before drawing
glClear(GL_COLOR_BUFFER_BIT);
// Bind the texture to which subsequent calls refer to
glBindTexture(GL_TEXTURE_2D, texture);
const GLenum modes[8] = {
GL_POINTS, GL_LINES, GL_LINE_LOOP, GL_LINE_STRIP,
GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_QUADS
};
const GLfloat vertex_data[4][4] = {
{ 0.25f, 0.25f, 0.0f, 0.0f },
{ 0.75f, 0.25f, 1.0f, 0.0f },
{ 0.25f, 0.75f, 0.0f, 1.0f },
{ 0.75f, 0.75f, 1.0f, 1.0f }
};
const GLushort indices[] = {
0u, 1u, 2u, 2u, 1u, 3u,
};
glVertexPointer(2, GL_FLOAT, sizeof (vertex_data[0]), &vertex_data[0][0]);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof (vertex_data[0]), &vertex_data[0][2]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Set up tex unit 1 state.
glActiveTexture_(GL_TEXTURE0 + 1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// Set up tex unit 1 client-side state.
glClientActiveTexture_(GL_TEXTURE0 + 1);
glTexCoordPointer(2, GL_FLOAT, sizeof (vertex_data[0]), &vertex_data[0][2]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture_(GL_TEXTURE0);
// Test GL_TEXTURE matrix mode.
glMatrixMode(GL_TEXTURE);
// Test tex unit 0.
glActiveTexture_(GL_TEXTURE0);
glLoadIdentity();
glRotatef(90, 0.0f, 0.0f, 1.0f);
// Test tex unit 1.
glActiveTexture_(GL_TEXTURE0 + 1);
glLoadIdentity();
glRotatef(270, 0.0f, 0.0f, 1.0f);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
SDL_GL_SwapWindow(window);
#ifndef __EMSCRIPTEN__
SDL_Event e;
while (SDL_WaitEvent(&e)) {
if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_F12) {
void *pixels = malloc(WIDTH * HEIGHT * 3);
if (pixels) {
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels);
SDL_Surface *surface = SDL_CreateRGBSurfaceWithFormatFrom(pixels, WIDTH, HEIGHT, 32, WIDTH * 3, SDL_PIXELFORMAT_RGB24);
if (surface) {
SDL_SaveBMP(surface, "sdl2_glmatrixmode_texture.bmp");
}
}
}
if (e.type == SDL_QUIT)
break;
}
#endif
// Now we can delete the OpenGL texture and close down SDL
glDeleteTextures(1, &texture);
// Don't quit - we need to reftest the canvas! SDL_Quit();
return 0;
}
|