198 строки
5.3 KiB
C
198 строки
5.3 KiB
C
/*******************************************************************
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* *
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* Using SDL With OpenGL *
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* *
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* Tutorial by Kyle Foley (sdw) *
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* *
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* http://gpwiki.org/index.php/SDL:Tutorials:Using_SDL_with_OpenGL *
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* *
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*******************************************************************/
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/*
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THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION
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AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN.
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THE ORIGINAL AUTHOR IS KYLE FOLEY.
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THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY
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OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF
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MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE,
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ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE
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RESULTING FROM THE USE, MODIFICATION, OR
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REDISTRIBUTION OF THIS SOFTWARE.
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*/
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#ifndef __EMSCRIPTEN__
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#define USE_GLEW 0
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#endif
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#if USE_GLEW
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#include "GL/glew.h"
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#endif
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#include "SDL/SDL.h"
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#include "SDL/SDL_image.h"
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#if !USE_GLEW
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#include "SDL/SDL_opengl.h"
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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int main(int argc, char *argv[])
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{
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SDL_Surface *screen;
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// Slightly different SDL initialization
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if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) {
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printf("Unable to initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); // *new*
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screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); // *changed*
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if ( !screen ) {
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printf("Unable to set video mode: %s\n", SDL_GetError());
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return 1;
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}
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// Set the OpenGL state after creating the context with SDL_SetVideoMode
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glClearColor( 0, 0, 0, 0 );
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#ifndef __EMSCRIPTEN__
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glEnable( GL_TEXTURE_2D ); // Need this to display a texture XXX unnecessary in OpenGL ES 2.0/WebGL
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#endif
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glViewport( 0, 0, 640, 480 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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// Clear the screen before drawing
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glClear( GL_COLOR_BUFFER_BIT );
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typedef struct Vertex {
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GLfloat x;
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GLfloat y;
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} Vertex;
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typedef struct Color {
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GLubyte r;
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GLubyte g;
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GLubyte b;
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GLubyte a;
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} Color;
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typedef struct Type1 {
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Vertex location;
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Color color;
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} Type1;
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typedef struct Type2 {
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GLuint unused1;
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Vertex location;
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GLfloat unused2;
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Color color;
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} Type2;
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Type1 first[3] = {
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{{-1.0, 0.0}, {0xFF, 0x00, 0x00, 0xFF}},
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{{ 0.0, 1.0}, {0x00, 0xFF, 0x00, 0xFF}},
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{{ 1.0, 0.0}, {0x00, 0x00, 0xFF, 0xFF}}
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};
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Type2 second[3] = {
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{0.0, {-1.0, 0.0}, 0.0, {0xFF, 0x00, 0x00, 0xFF}},
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{0.0, { 1.0, 0.0}, 0.0, {0x00, 0x00, 0xFF, 0xFF}},
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{0.0, { 0.0, -1.0}, 0.0, {0x00, 0xFF, 0x00, 0xFF}}};
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// make two vbo objects
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GLuint vbo[2];
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glGenBuffers(2, &vbo[0]);
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// load the first into the context
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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// allocate enough space for 100 vertices
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glBufferData(GL_ARRAY_BUFFER, sizeof(Type1)*100, NULL, GL_DYNAMIC_DRAW);
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// load the second into the context
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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// allocate enough space for 100 vertices
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glBufferData(GL_ARRAY_BUFFER, sizeof(Type2)*100, NULL, GL_DYNAMIC_DRAW);
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// DRAW
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GLbyte * pointer;
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// Clear the screen before drawing
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glClear( GL_COLOR_BUFFER_BIT );
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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// FIRST
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// load the first into the context
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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// Load actual data in
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Type1)*3, &first[0]);
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// point to the buffer's location data
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glVertexPointer(2, GL_FLOAT, sizeof(Type1), NULL);
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pointer = (GLbyte*)(((GLbyte*)&first[0].color) - ((GLbyte*)&first[0].location));
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printf("location = %p\n", pointer);
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// point to the buffer's color data
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Type1), pointer);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
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// SECOND
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// load the first into the context
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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// Load actual data in
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Type2)*3, &second[0]);
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pointer = (GLbyte*)((GLbyte*)&second[0].location - (GLbyte*)&second[0].unused1);
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// point to the buffer's location data
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printf("location = %p\n", pointer);
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glVertexPointer(2, GL_FLOAT, sizeof(Type2), pointer);
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pointer = (GLbyte*)((GLbyte*)&second[0].color - (GLbyte*)&second[0].unused1);
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// point to the buffer's location data
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printf("location = %p\n", pointer);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Type2), pointer);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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for(int i = 0; i <= 2; ++ i)
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{
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SDL_GL_SetSwapInterval(i);
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assert(SDL_GL_GetSwapInterval() == i);
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}
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SDL_GL_SwapBuffers();
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#ifndef __EMSCRIPTEN__
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// Wait for 3 seconds to give us a chance to see the image
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SDL_Delay(3000);
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#endif
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SDL_Quit();
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return 0;
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}
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