/******************************************************************* * * * 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. */ #ifndef __EMSCRIPTEN__ #define USE_GLEW 1 #endif #if USE_GLEW #include "GL/glew.h" #endif #include "SDL/SDL.h" #include "SDL/SDL_image.h" #if !USE_GLEW #include "SDL/SDL_opengl.h" #endif #include #include #include void shaders() { #if USE_GLEW glewInit(); #endif GLint ok; const char *vertexShader = "void main(void) \n" "{ \n" " gl_Position = ftransform(); \n" " gl_TexCoord[0] = gl_MultiTexCoord0; \n" " gl_FrontColor = gl_Color; \n" "} \n"; const char *fragmentShader = "uniform sampler2D tex0; \n" "void main(void) \n" "{ \n" " gl_FragColor = gl_Color * texture2D(tex0, gl_TexCoord[0].xy); \n" "} \n"; GLuint vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &vertexShader, NULL); glCompileShader(vs); glGetShaderiv(vs, GL_COMPILE_STATUS, &ok); assert(ok); GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, &fragmentShader, NULL); glCompileShader(fs); glGetShaderiv(fs, GL_COMPILE_STATUS, &ok); assert(ok); GLuint program = glCreateProgram(); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &ok); assert(ok); glUseProgram(program); } int main(int argc, char *argv[]) { SDL_Surface *screen; // Slightly different SDL initialization if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { printf("Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); // *new* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); // *changed* if ( !screen ) { printf("Unable to set video mode: %s\n", SDL_GetError()); return 1; } // Set the OpenGL state after creating the context with SDL_SetVideoMode glClearColor( 0, 0, 0, 0 ); #ifndef __EMSCRIPTEN__ glEnable( GL_TEXTURE_2D ); // Need this to display a texture XXX unnecessary in OpenGL ES 2.0/WebGL #endif glViewport( 0, 0, 640, 480 ); glMatrixMode( GL_PROJECTION ); GLfloat matrixData[] = { 2.0/640, 0, 0, 0, 0, -2.0/480, 0, 0, 0, 0, -1, 0, -1, 1, 0, 1 }; glLoadMatrixf(matrixData); // test loadmatrix glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // Load the OpenGL texture GLuint texture; // Texture object handle SDL_Surface *surface; // Gives us the information to make the texture if ( (surface = IMG_Load("screenshot.png")) ) { // Check that the image's width is a power of 2 if ( (surface->w & (surface->w - 1)) != 0 ) { printf("warning: image.bmp's width is not a power of 2\n"); } // Also check if the height is a power of 2 if ( (surface->h & (surface->h - 1)) != 0 ) { printf("warning: image.bmp's height is not a power of 2\n"); } // 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_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); //SDL_LockSurface(surface); // Add some greyness memset(surface->pixels, 0x66, surface->w*surface->h); // Edit the texture object's image data using the information SDL_Surface gives us glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels ); //SDL_UnlockSurface(surface); } else { printf("SDL could not load image.bmp: %s\n", SDL_GetError()); SDL_Quit(); return 1; } // Free the SDL_Surface only if it was successfully created if ( surface ) { SDL_FreeSurface( surface ); } // Clear the screen before drawing glClear( GL_COLOR_BUFFER_BIT ); shaders(); // Bind the texture to which subsequent calls refer to glBindTexture( GL_TEXTURE_2D, texture ); // Use clientside vertex pointers to render two items. In this test we have each // attribute in a separate buffer, packed (i.e. stride == 0) GLfloat vertexData[] = { 10, 10, 300, 10, 300, 128, 10, 128, 410, 10, 600, 10, 630, 200, 310, 250, 100, 300, 300, 300, 300, 400, 100, 400 }; GLfloat textureData[] = { 0, 0, 1, 0, 1, 1, 0, 1, 0, 0.5, 1, 0.5, 1, 1, 0.5, 1, 0, 0, 1, 0, 1, 1, 0, 1, }; glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, textureData); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertexData); glDrawArrays(GL_QUADS, 0, 12); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); SDL_GL_SwapBuffers(); #ifndef __EMSCRIPTEN__ // Wait for 3 seconds to give us a chance to see the image SDL_Delay(3000); #endif // Now we can delete the OpenGL texture and close down SDL glDeleteTextures( 1, &texture ); SDL_Quit(); return 0; }