ref: f309b6ddcca27bdc4681cf61d87672a38fc2aa1f
dir: /SDL_Examples/texture.c/
/* texture.c */ /* * Texture test written by Gek * */ //#define PLAY_MUSIC #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include "../include/GL/gl.h" #include "../include/zbuffer.h" #define CHAD_API_IMPL #define CHAD_MATH_IMPL #include "include/3dMath.h" #ifdef PLAY_MUSIC #include "include/api_audio.h" #else typedef unsigned char uchar; #endif #define STB_IMAGE_IMPLEMENTATION #include "include/stb_image.h" #include <SDL/SDL.h> #ifndef M_PI #define M_PI 3.14159265 #endif GLuint tex = 0; GLfloat texture_mult = 1.0; GLuint loadRGBTexture(unsigned char* buf, unsigned int w, unsigned int h) { GLuint t = 0; glGenTextures(1, &t); // for(unsigned int i = 0; i < w * h; i++) // { // unsigned char t = 0; // unsigned char* r = buf + i*3; // // unsigned char* g = buf + i*3+1; // unsigned char* b = buf + i*3+2; // t = *r; // *r = *b; // *b = t; // } glBindTexture(GL_TEXTURE_2D, t); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, buf); return t; } void draw() { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, tex); glBegin(GL_TRIANGLES); // TRIANGLE 1, glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.5); glTexCoord2f(1 * texture_mult, -1 * texture_mult); glVertex3f(1, 1, 0.5); glTexCoord2f(0, -1* texture_mult); glVertex3f(-1, 1, 0.5); // TRIANGLE 2 glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.5); glTexCoord2f(1 * texture_mult, 0); glVertex3f(1, -1, 0.5); glTexCoord2f(1 * texture_mult, -1 * texture_mult); glVertex3f(1, 1, 0.5); glEnd(); } void initScene() { static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0}; static GLfloat white[4] = {1.0, 1.0, 1.0, 0.0}; glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_DIFFUSE, white); // glLightfv( GL_LIGHT0, GL_AMBIENT, white); // glLightfv( GL_LIGHT0, GL_SPECULAR, white); glEnable(GL_CULL_FACE); // glDisable( GL_CULL_FACE ); glDisable(GL_BLEND); //glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); // glEnable( GL_LIGHT0 ); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glTextSize(GL_TEXT_SIZE24x24); { int sw = 0, sh = 0, sc = 0; // sc goes unused. uchar* source_data = stbi_load("texture.png", &sw, &sh, &sc, 3); if (source_data) { tex = loadRGBTexture(source_data, sw, sh); free(source_data); } else { printf("\nCan't load texture!\n"); } } glEnable(GL_NORMALIZE); } int main(int argc, char** argv) { // initialize SDL video: int winSizeX = 640; int winSizeY = 480; unsigned int fps = 0; char needsRGBAFix = 0; if (argc > 2) { char* larg = argv[1]; for (int i = 0; i < argc; i++) { if (!strcmp(larg, "-w")) winSizeX = atoi(argv[i]); if (!strcmp(larg, "-h")) winSizeY = atoi(argv[i]); if (!strcmp(larg, "-fps")) fps = strtoull(argv[i], 0, 10); if (!strcmp(larg, "-texscale")) texture_mult = atof(argv[i]); larg = argv[i]; } } #ifdef PLAY_MUSIC if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { #else if (SDL_Init(SDL_INIT_VIDEO) < 0) { #endif fprintf(stderr, "ERROR: cannot initialize SDL video.\n"); return 1; } #ifdef PLAY_MUSIC ainit(0); #endif SDL_Surface* screen = NULL; if ((screen = SDL_SetVideoMode(winSizeX, winSizeY, TGL_FEATURE_RENDER_BITS, SDL_SWSURFACE)) == 0) { fprintf(stderr, "ERROR: Video mode set failed.\n"); return 1; } printf("\nRMASK IS %u", screen->format->Rmask); printf("\nGMASK IS %u", screen->format->Gmask); printf("\nBMASK IS %u", screen->format->Bmask); printf("\nAMASK IS %u", screen->format->Amask); #if TGL_FEATURE_RENDER_BITS == 32 if (screen->format->Rmask != 0x00FF0000 || screen->format->Gmask != 0x0000FF00 || screen->format->Bmask != 0x000000FF) { needsRGBAFix = 1; printf("\nYour screen is using an RGBA output different than this library expects."); printf("\nYou should consider using the 16 bit version for optimal performance"); } #endif printf("\nRSHIFT IS %u", screen->format->Rshift); printf("\nGSHIFT IS %u", screen->format->Gshift); printf("\nBSHIFT IS %u", screen->format->Bshift); printf("\nASHIFT IS %u\n", screen->format->Ashift); fflush(stdout); #ifdef PLAY_MUSIC track* myTrack = NULL; myTrack = lmus("WWGW.mp3"); mplay(myTrack, -1, 1000); #endif SDL_ShowCursor(SDL_DISABLE); SDL_WM_SetCaption(argv[0], 0); // initialize TinyGL: int mode; switch (screen->format->BitsPerPixel) { case 16: // fprintf(stderr,"\nUnsupported by maintainer!!!"); mode = ZB_MODE_5R6G5B; // return 1; break; case 32: mode = ZB_MODE_RGBA; break; default: return 1; break; } ZBuffer* frameBuffer = ZB_open(winSizeX, winSizeY, mode, 0); glInit(frameBuffer); // initialize GL: glClearColor(0.0, 0.0, 0.0, 0.0); glViewport(0, 0, winSizeX, winSizeY); glEnable(GL_DEPTH_TEST); // GLfloat h = (GLfloat) winSizeY / (GLfloat) winSizeX; glMatrixMode(GL_PROJECTION); glLoadIdentity(); // glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // glTranslatef( 0.0, 0.0, -45.0 ); initScene(); // variables for timing: unsigned int frames = 0; unsigned int tNow = SDL_GetTicks(); unsigned int tLastFps = tNow; // main loop: int isRunning = 1; while (isRunning) { ++frames; tNow = SDL_GetTicks(); // do event handling: SDL_Event evt; while (SDL_PollEvent(&evt)) switch (evt.type) { case SDL_KEYDOWN: switch (evt.key.keysym.sym) { break; case SDLK_ESCAPE: case SDLK_q: isRunning = 0; default: break; } break; case SDL_QUIT: isRunning = 0; break; } // draw scene: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); draw(); glDrawText((unsigned char*)"\nBlitting text\nto the screen!", 0, 0, 0x000000FF); glPixelZoom(0.5,1); glRasterPos2f(-1,-1); { GLint xsize, ysize; void* data = glGetTexturePixmap(tex, 0, &xsize, &ysize); if(data) glDrawPixels(xsize,ysize, GL_RGB, (TGL_FEATURE_RENDER_BITS==32)?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, data ); } // swap buffers: if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) { fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError()); return 1; } /* printf("\nRMASK IS %u",screen->format->Rmask); printf("\nGMASK IS %u",screen->format->Gmask); printf("\nBMASK IS %u",screen->format->Bmask); printf("\nAMASK IS %u",screen->format->Amask); */ // Quickly convert all pixels to the correct format #if TGL_FEATURE_RENDER_BITS == 32 if (needsRGBAFix) for (int i = 0; i < frameBuffer->xsize * frameBuffer->ysize; i++) { #define DATONE (frameBuffer->pbuf[i]) DATONE = ((DATONE & 0x000000FF)) << screen->format->Rshift | ((DATONE & 0x0000FF00) >> 8) << screen->format->Gshift | ((DATONE & 0x00FF0000) >> 16) << screen->format->Bshift; } #endif ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch); if (SDL_MUSTLOCK(screen)) SDL_UnlockSurface(screen); SDL_Flip(screen); if (fps > 0) if ((1000 / fps) > (SDL_GetTicks() - tNow)) { SDL_Delay((1000 / fps) - (SDL_GetTicks() - tNow)); // Yay stable framerate! } // check for error conditions: char* sdl_error = SDL_GetError(); if (sdl_error[0] != '\0') { fprintf(stderr, "SDL ERROR: \"%s\"\n", sdl_error); SDL_ClearError(); } // update fps: if (tNow >= tLastFps + 5000) { printf("%i frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f, (float)frames * 1000.0f / (float)(tNow - tLastFps)); tLastFps = tNow; frames = 0; } } printf("%i frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f, (float)frames * 1000.0f / (float)(tNow - tLastFps)); // cleanup: ZB_close(frameBuffer); glClose(); if (SDL_WasInit(SDL_INIT_VIDEO)) SDL_QuitSubSystem(SDL_INIT_VIDEO); #ifdef PLAY_MUSIC mhalt(); Mix_FreeMusic(myTrack); acleanup(); #endif SDL_Quit(); return 0; }