ref: 0a3d417dd1a15ade2ef21f23250e6ed6b685854c
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-demo/3dMath.h" #ifdef PLAY_MUSIC #include "../include-demo/api_audio.h" #else typedef unsigned char uchar; #endif #define STB_IMAGE_IMPLEMENTATION #include "../include-demo/stb_image.h" #include <SDL/SDL.h> int noSDL = 0; int doPostProcess = 0; #include <math.h> #ifndef M_PI #define M_PI 3.14159265 #endif GLuint tex = 0; GLuint tex2 = 0; GLuint do1D = 0; GLint Row1D = 30; GLint dorect = 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); if (!do1D) glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, buf); else glTexImage1D(GL_TEXTURE_1D, 0, 3, w, 0, GL_RGB, GL_UNSIGNED_BYTE, buf + Row1D * w * 3); return t; } GLuint postProcessingStep(GLint x, GLint y, GLuint pixel, GLushort z) { #if TGL_FEATURE_RENDER_BITS == 32 // 32 bit pixel return pixel & 0x8F8F8F; // Half color mode. #else // 16 bit mode return pixel & (63 << 5); // Solid green #endif } void draw() { glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, tex); if (dorect) glColor3f(1.0, 1.0, 1.0); 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(); if (dorect) { // glDisable(GL_DEPTH_TEST);glDepthMask(GL_FALSE); glDisable(GL_TEXTURE_2D); glColor3f(1.0, 0, 0); glRectf(0, 0, 1, 1); // glEnable(GL_DEPTH_TEST);glDepthMask(GL_TRUE); } if (doPostProcess) glPostProcess(postProcessingStep); // do a post processing step on the rendered geometry. } void initScene() { 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"); } } { int sw = 0, sh = 0, sc = 0; // sc goes unused. uchar* source_data = stbi_load("tex.jpg", &sw, &sh, &sc, 3); if (source_data) { tex2 = 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 > 1) { char* larg = argv[1]; for (int i = 0; i < argc; i++) { if (!strcmp(argv[i], "-pp")) doPostProcess = 1; if (!strcmp(argv[i], "-rect")) dorect = 1; 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]); if (!strcmp(larg, "-1D")) { do1D = 1; Row1D = atoi(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: switch (screen->format->BitsPerPixel) { case 16: // fprintf(stderr,"\nUnsupported by maintainer!!!"); // return 1; break; case 32: break; default: return 1; break; } ZBuffer* frameBuffer = NULL; if (TGL_FEATURE_RENDER_BITS == 32) frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0); else frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 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; unsigned int frames_notreset = 0; // main loop: int isRunning = 1; while (isRunning) { ++frames; frames_notreset++; 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: draw(); glDrawText((unsigned char*)"\nBlitting text\nto the screen!", 0, 0, 0x000000FF); glPixelZoom(2.0, 0.7); glRasterPos3f(0, -1, fabs(sinf(frames_notreset / 200.0))); { GLint xsize, ysize; void* data = glGetTexturePixmap(tex2, 0, &xsize, &ysize); // for(int i = 0; i < winSizeX; i++) // for(int j = 0; j < winSizeY; j++){ // glPlotPixel(i,j,rand() & 0xFFFFFF); //} 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; }