117 lines
3.6 KiB
C++
117 lines
3.6 KiB
C++
#include <GLFW/glfw3.h>
|
|
#include <SDL2/SDL.h>
|
|
#include <SDL2/SDL_image.h>
|
|
#include <stdio.h>
|
|
#include <iostream>
|
|
|
|
GLuint loadBMP_custom(const char * imagepath);
|
|
|
|
void EnableTransparency()
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
GLuint LoadTexture(char *filename,int *textw,int *texth) {
|
|
SDL_Surface *surface;
|
|
GLuint textureid;
|
|
int mode;
|
|
surface = IMG_Load(filename);
|
|
// Or if you don't use SDL_image you can use SDL_LoadBMP here instead:
|
|
// surface = SDL_LoadBMP(filename);
|
|
|
|
// could not load filename
|
|
if (!surface) {
|
|
return 0;
|
|
}
|
|
|
|
// work out what format to tell glTexImage2D to use...
|
|
if (surface->format->BytesPerPixel == 3) { // RGB 24bit
|
|
mode = GL_RGB;
|
|
|
|
} else if (surface->format->BytesPerPixel == 4) { // RGBA 32bit
|
|
mode = GL_RGBA;
|
|
} else {
|
|
SDL_FreeSurface(surface);
|
|
return 0;
|
|
}
|
|
|
|
*textw=surface->w;
|
|
*texth=surface->h;
|
|
// create one texture name
|
|
glGenTextures(1, &textureid);
|
|
// tell opengl to use the generated texture name
|
|
glBindTexture(GL_TEXTURE_2D, textureid);
|
|
// this reads from the sdl surface and puts it into an opengl texture
|
|
glTexImage2D(GL_TEXTURE_2D, 0, mode, surface->w, surface->h, 0, mode, GL_UNSIGNED_BYTE, surface->pixels);
|
|
// these affect how this texture is drawn later on...glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
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_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
// clean up
|
|
SDL_FreeSurface(surface);
|
|
return textureid;
|
|
|
|
}
|
|
|
|
void DrawTexture(int x, int y, GLuint textureid,int textw,int texth) {
|
|
//printf("x: %d\ty: %d\tw: %d\th: %d\n", x, y, textw, texth);
|
|
//int textw,texth;
|
|
// tell opengl to use the generated texture name
|
|
glBindTexture(GL_TEXTURE_2D, textureid);
|
|
glEnable(GL_TEXTURE_2D);
|
|
// make a rectangle
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2d(0.0,0.0); glVertex2f(-1, -1);
|
|
glTexCoord2d(1.0,0.0); glVertex2f(1, -1);
|
|
glTexCoord2d(1.0,1.0); glVertex2f(1, 1);
|
|
glTexCoord2d(0.0,1.0); glVertex2f(-1, 1);
|
|
glEnd();
|
|
glDisable(GL_TEXTURE_2D );
|
|
}
|
|
|
|
int main(int argc, char* args[]) {
|
|
GLFWwindow* window;
|
|
GLuint myglu;
|
|
int textw, texth;
|
|
|
|
|
|
/* Initialize the library */
|
|
/* GLFW */
|
|
if (!glfwInit())
|
|
return -1;
|
|
/* SDL */
|
|
if (SDL_Init(SDL_INIT_VIDEO) < 0)
|
|
printf("SDL Error");
|
|
/* Create a windowed mode window and its OpenGL context */
|
|
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
|
|
if (!window) {
|
|
glfwTerminate();
|
|
return -1;
|
|
}
|
|
/* Make the window's context current */
|
|
glfwMakeContextCurrent(window);
|
|
// INIT
|
|
|
|
myglu=LoadTexture("../img/tests/stones.bmp",&textw,&texth);
|
|
|
|
// INIT END
|
|
/* Loop until the user closes the window */
|
|
while (!glfwWindowShouldClose(window)) {
|
|
/* Render here */
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
// RENDER
|
|
DrawTexture(50,50,myglu,textw,texth);
|
|
|
|
|
|
// RENDER END
|
|
/* Swap front and back buffers */
|
|
glfwSwapBuffers(window);
|
|
/* Poll for and process events */
|
|
glfwPollEvents();
|
|
}
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|