ref: 7f9f108577f22860fedf44520172ed4cd9b025e1
dir: /SDL_Examples/texture.c/
/* sdlGears.c */ /* * 3-D gear wheels by Brian Paul. This program is in the public domain. * * ported to libSDL/TinyGL by Gerald Franz (gfz@o2online.de) */ #include <math.h> #include <stdlib.h> #include <stdio.h> #include <string.h> #include "../include/GL/gl.h" #define CHAD_API_IMPL #include "include/api_audio.h" #define STB_IMAGE_IMPLEMENTATION #include "include/stb_image.h" #include <SDL/SDL.h> #include "../include/zbuffer.h" #ifndef M_PI # define M_PI 3.14159265 #endif GLuint tex = 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,-1); glVertex3f(1,1, 0.5); glTexCoord2f(0,-1); glVertex3f(-1,1 ,0.5); //TRIANGLE 2 glTexCoord2f(0,0); glVertex3f(-1,-1, 0.5); glTexCoord2f(1,0); glVertex3f(1,-1, 0.5); glTexCoord2f(1,-1); 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 ); 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; 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); larg = argv[i]; } } if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)<0) { fprintf(stderr,"ERROR: cannot initialize SDL video.\n"); return 1; } ainit(0); 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); 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",screen->format->Ashift); fflush(stdout); track* myTrack = NULL; myTrack = lmus("WWGW.mp3"); mplay(myTrack, -1, 1000); SDL_ShowCursor(SDL_DISABLE); SDL_WM_SetCaption(argv[0],0); // initialize TinyGL: int mode; switch( screen->format->BitsPerPixel ) { case 8: fprintf(stderr,"ERROR: Palettes are currently not supported.\n"); fprintf(stderr,"\nUnsupported by maintainer!!!"); return 1; case 16: //fprintf(stderr,"\nUnsupported by maintainer!!!"); mode = ZB_MODE_5R6G5B; //return 1; break; case 24: fprintf(stderr,"\nUnsupported by maintainer!!!"); mode = ZB_MODE_RGB24; return 1; break; case 32: mode = ZB_MODE_RGBA; break; default: return 1; break; } ZBuffer *frameBuffer = ZB_open( winSizeX, winSizeY, mode, 0, 0, 0, 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); // 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 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); if(SDL_WasInit(SDL_INIT_VIDEO)) SDL_QuitSubSystem(SDL_INIT_VIDEO); mhalt(); Mix_FreeMusic(myTrack); acleanup(); SDL_Quit(); return 0; }