Added GLES2 sprite example

This commit is contained in:
pelya
2016-09-18 21:03:34 +03:00
parent 9a36bff8a5
commit 54f3fcbe2c
5 changed files with 717 additions and 0 deletions

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# The application settings for Android libSDL port
# Specify application name (e.x. My Application)
AppName="GLES2 SDL test"
# Specify reversed site name of application (e.x. com.mysite.myapp)
AppFullName=gles2.sdl.test
# Application version code (integer)
AppVersionCode=1
# Application user-visible version name (string)
AppVersionName="1"
# Specify path to download application data in zip archive in the form 'Description|URL|MirrorURL^Description2|URL2|MirrorURL2^...'
# If you'll start Description with '!' symbol it will be enabled by default, other downloads should be selected by user from startup config menu
# If the URL in in the form ':dir/file.dat:http://URL/' it will be downloaded as binary BLOB to the application dir and not unzipped
# If the URL does not contain 'http://' it is treated as file from 'project/jni/application/src/AndroidData' dir -
# these files are put inside .apk package by build system
# You can specify Google Play expansion files in the form 'obb:main.12345' or 'obb:patch.12345' where 12345 is the app version, first associated with the file
AppDataDownloadUrl="!!Data|data.zip"
# Reset SDL config when updating application to the new version (y) / (n)
ResetSdlConfigForThisVersion=n
# Delete application data files when upgrading (specify file/dir paths separated by spaces)
DeleteFilesOnUpgrade="%"
# Here you may type readme text, which will be shown during startup. Format is:
# Text in English, use \\\\n to separate lines (that's four backslashes)^de:Text in Deutsch^ru:Text in Russian^button:Button that will open some URL:http://url-to-open/
ReadmeText='^text'
# libSDL version to use (1.2/1.3/2.0)
LibSdlVersion=1.2
# Specify screen orientation: (v)ertical/(p)ortrait or (h)orizontal/(l)andscape
ScreenOrientation=h
# Video color depth - 16 BPP is the fastest and supported for all modes, 24 bpp is supported only
# with SwVideoMode=y, SDL_OPENGL mode supports everything. (16)/(24)/(32)
VideoDepthBpp=24
# Enable OpenGL depth buffer (needed only for 3-d applications, small speed decrease) (y) or (n)
NeedDepthBuffer=n
# Enable OpenGL stencil buffer (needed only for 3-d applications, small speed decrease) (y) or (n)
NeedStencilBuffer=n
# Use GLES 2.x context
# you need this option only if you're developing 3-d app (y) or (n)
NeedGles2=y
# Use GLES 3.x context
# you need this option only if you're developing 3-d app (y) or (n)
NeedGles3=n
# Use glshim library for provide OpenGL 1.x functionality to OpenGL ES accelerated cards (y) or (n)
UseGlshim=n
# Application uses software video buffer - you're calling SDL_SetVideoMode() without SDL_HWSURFACE and without SDL_OPENGL,
# this will allow small speed optimization. Enable this even when you're using SDL_HWSURFACE. (y) or (n)
SwVideoMode=n
# Application video output will be resized to fit into native device screen (y)/(n)
SdlVideoResize=n
# Application resizing will keep 4:3 aspect ratio, with black bars at sides (y)/(n)
SdlVideoResizeKeepAspect=n
# Do not allow device to sleep when the application is in foreground, set this for video players or apps which use accelerometer
InhibitSuspend=y
# Create Android service, so the app is less likely to be killed while in background
CreateService=n
# Application does not call SDL_Flip() or SDL_UpdateRects() appropriately, or draws from non-main thread -
# enabling the compatibility mode will force screen update every 100 milliseconds, which is laggy and inefficient (y) or (n)
CompatibilityHacksForceScreenUpdate=n
# Application does not call SDL_Flip() or SDL_UpdateRects() after mouse click (ScummVM and all Amiga emulators do that) -
# force screen update by moving mouse cursor a little after each click (y) or (n)
CompatibilityHacksForceScreenUpdateMouseClick=n
# Application initializes SDL audio/video inside static constructors (which is bad, you won't be able to run ndk-gdb) (y)/(n)
CompatibilityHacksStaticInit=n
# On-screen Android soft text input emulates hardware keyboard, this will only work with Hackers Keyboard app (y)/(n)
CompatibilityHacksTextInputEmulatesHwKeyboard=n
# Built-in text input keyboards with custom layouts for emulators, requires CompatibilityHacksTextInputEmulatesHwKeyboard=y
# 0 or empty - standard Android keyboard
# 1 - Simple QWERTY keyboard, no function keys, no arrow keys
# 2 - Commodore 64 keyboard
# 3 - Amiga keyboard
# 4 - Atari800 keyboard
TextInputKeyboard=0
# Hack for broken devices: prevent audio chopping, by sleeping a bit after pushing each audio chunk (y)/(n)
CompatibilityHacksPreventAudioChopping=n
# Hack for broken apps: application ignores audio buffer size returned by SDL (y)/(n)
CompatibilityHacksAppIgnoresAudioBufferSize=n
# Hack for VCMI: preload additional shared libraries before aplication start
CompatibilityHacksAdditionalPreloadedSharedLibraries=""
# Hack for Free Heroes 2, which redraws the screen inside SDL_PumpEvents(): slow and compatible SDL event queue -
# do not use it with accelerometer/gyroscope, or your app may freeze at random (y)/(n)
CompatibilityHacksSlowCompatibleEventQueue=n
# Save and restore OpenGL state when drawing on-screen keyboard for apps that use SDL_OPENGL
CompatibilityHacksTouchscreenKeyboardSaveRestoreOpenGLState=n
# Application uses SDL_UpdateRects() properly, and does not draw in any region outside those rects.
# This improves drawing speed, but I know only one application that does that, and it's written by me (y)/(n)
CompatibilityHacksProperUsageOfSDL_UpdateRects=
# Application uses mouse (y) or (n), this will show mouse emulation dialog to the user
AppUsesMouse=y
# Application needs two-button mouse, will also enable advanced point-and-click features (y) or (n)
AppNeedsTwoButtonMouse=n
# Right mouse button can do long-press/drag&drop action, necessary for some games (y) or (n)
# If you disable it, swiping with two fingers will send mouse wheel events
RightMouseButtonLongPress=
# Show SDL mouse cursor, for applications that do not draw cursor at all (y) or (n)
ShowMouseCursor=n
# Screen follows mouse cursor, when it's covered by soft keyboard, this works only in software video mode (y) or (n)
ScreenFollowsMouse=
# Generate more touch events, by default SDL generates one event per one video frame, this is useful for drawing apps (y) or (n)
GenerateSubframeTouchEvents=
# Force relative (laptop) mouse movement mode, useful when both on-screen keyboard and mouse are needed (y) or (n)
ForceRelativeMouseMode=n
# Show on-screen dpad/joystick, that will act as arrow keys (y) or (n)
AppNeedsArrowKeys=n
# On-screen dpad/joystick will appear under finger when it touches the screen (y) or (n)
# Joystick always follows finger, so moving mouse requires touching the screen with other finger
FloatingScreenJoystick=
# Application needs text input (y) or (n), enables button for text input on screen
AppNeedsTextInput=y
# Application uses joystick (y) or (n), the on-screen DPAD will be used as joystick 0 axes 0-1
# This will disable AppNeedsArrowKeys option
AppUsesJoystick=n
# Application uses second on-screen joystick, as SDL joystick 0 axes 2-3 (y)/(n)
AppUsesSecondJoystick=n
# Application uses third on-screen joystick, as SDL joystick 0 axes 20-21 (y)/(n)
AppUsesThirdJoystick=
# Application uses accelerometer (y) or (n), the accelerometer will be used as joystick 1 axes 0-1 and 5-7
AppUsesAccelerometer=n
# Application uses gyroscope (y) or (n), the gyroscope will be used as joystick 1 axes 2-4
AppUsesGyroscope=n
# Application uses orientation sensor (y) or (n), reported as joystick 1 axes 8-10
AppUsesOrientationSensor=
# Use gyroscope to move mouse cursor (y) or (n), it eats battery, and can be disabled in settings, do not use with AppUsesGyroscope setting
MoveMouseWithGyroscope=
# Application uses multitouch (y) or (n), multitouch events are passed as SDL_JOYBALLMOTION events for the joystick 0
AppUsesMultitouch=n
# Application records audio (it will use any available source, such a s microphone)
# API is defined in file SDL_android.h: int SDL_ANDROID_OpenAudioRecording(SDL_AudioSpec *spec); void SDL_ANDROID_CloseAudioRecording(void);
# This option will add additional permission to Android manifest (y)/(n)
AppRecordsAudio=n
# Application needs to access SD card. Always disable it, unless you want to access user photos and downloads. (y) / (n)
AccessSdCard=
# Application needs Internet access. If you disable it, you'll have to bundle all your data files inside .apk (y) / (n)
AccessInternet=
# Immersive mode - Android will hide on-screen Home/Back keys. Looks bad if you invoke Android keyboard. (y) / (n)
ImmersiveMode=
# Application implements Android-specific routines to put to background, and will not draw anything to screen
# between SDL_ACTIVEEVENT lost / gained notifications - you should check for them
# rigth after SDL_Flip(), if (n) then SDL_Flip() will block till app in background (y) or (n)
# This option is reported to be buggy, sometimes failing to restore video state
NonBlockingSwapBuffers=n
# Redefine common hardware keys to SDL keysyms
# BACK hardware key is available on all devices, MENU is available on pre-ICS devices, other keys may be absent
# SEARCH and CALL by default return same keycode as DPAD_CENTER - one of those keys is available on most devices
# Use word NO_REMAP if you want to preserve native functionality for certain key (volume keys are 3-rd and 4-th)
# Keys: TOUCHSCREEN (works only when AppUsesMouse=n), DPAD_CENTER/SEARCH, VOLUMEUP, VOLUMEDOWN, MENU, BACK, CAMERA
RedefinedKeys="RETURN"
# Number of virtual keyboard keys (currently 6 is maximum)
AppTouchscreenKeyboardKeysAmount=0
# Redefine on-screen keyboard keys to SDL keysyms - 6 keyboard keys + 4 multitouch gestures (zoom in/out and rotate left/right)
RedefinedKeysScreenKb="RETURN"
# Names for on-screen keyboard keys, such as Fire, Jump, Run etc, separated by spaces, they are used in SDL config menu
RedefinedKeysScreenKbNames="RETURN"
# On-screen keys theme
# 0 = Ultimate Droid by Sean Stieber (green, with cross joystick)
# 1 = Simple Theme by Beholder (white, with cross joystick)
# 2 = Sun by Sirea (yellow, with round joystick)
# 3 = Keen by Gerstrong (multicolor, with round joystick)
# 4 = Retro by Santiago Radeff (red/white, with cross joystick)
# 5 = GameBoy from RetroArch
# 6 = PlayStation from RetroArch
# 7 = SuperNintendo from RetroArch
# 8 = DualShock from RetroArch
# 9 = Nintendo64 from RetroArch
TouchscreenKeysTheme=2
# Redefine gamepad keys to SDL keysyms, button order is:
# A B X Y L1 R1 L2 R2 LThumb RThumb
RedefinedKeysGamepad="RETURN"
# How long to show startup menu button, in msec, 0 to disable startup menu
StartupMenuButtonTimeout=0
# Menu items to hide from startup menu, available menu items:
# SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.CommandlineConfig SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout SettingsMenuKeyboard.ScreenKeyboardAdvanced
HiddenMenuOptions=''
# Menu items to show at startup - this is Java code snippet, leave empty for default
# new SettingsMenuMisc.ShowReadme(), (AppUsesMouse \&\& \! ForceRelativeMouseMode \? new SettingsMenuMouse.DisplaySizeConfig(true) : new SettingsMenu.DummyMenu()), new SettingsMenuMisc.OptionalDownloadConfig(true), new SettingsMenuMisc.GyroscopeCalibration()
# Available menu items:
# SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.CommandlineConfig SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout SettingsMenuKeyboard.ScreenKeyboardAdvanced
FirstStartMenuOptions=''
# Minimum amount of RAM application requires, in Mb, SDL will print warning to user if it's lower
AppMinimumRAM=0
# GCC version, or 'clang' for CLANG
NDK_TOOLCHAIN_VERSION=
# Specify architectures to compile, 'all' or 'y' to compile for all architectures.
# Available architectures: armeabi armeabi-v7a x86 mips arm64-v8a
MultiABI='armeabi-v7a'
# Optional shared libraries to compile - removing some of them will save space
# MP3 support by libMAD is encumbered by patents and libMAD is GPL-ed
# Available libraries: mad (GPL-ed!) sdl_mixer sdl_image sdl_ttf sdl_net sdl_blitpool sdl_gfx sdl_sound intl xml2 lua jpeg png ogg flac tremor vorbis freetype xerces curl theora fluidsynth lzma lzo2 mikmod openal timidity zzip bzip2 yaml-cpp python boost_date_time boost_filesystem boost_iostreams boost_program_options boost_regex boost_signals boost_system boost_thread glu avcodec avdevice avfilter avformat avresample avutil swscale swresample bzip2
CompiledLibraries="sdl_image"
# Application uses custom build script AndroidBuild.sh instead of Android.mk (y) or (n)
CustomBuildScript=n
# Aditional CFLAGS for application
AppCflags='-O2'
# Aditional C++-specific compiler flags for application, added after AppCflags
AppCppflags=''
# Additional LDFLAGS for application
AppLdflags=''
# If application has headers with the same name as system headers, this option tries to fix compiler flags to make it compilable
AppOverlapsSystemHeaders=
# Build only following subdirs (empty will build all dirs, ignored with custom script)
AppSubdirsBuild=''
# Exclude these files from build
AppBuildExclude=''
# Application command line parameters, including app name as 0-th param
AppCmdline=''
# Screen size is used by Google Play to prevent an app to be installed on devices with smaller screens
# Minimum screen size that application supports: (s)mall / (m)edium / (l)arge
MinimumScreenSize=s
# Your AdMob Publisher ID, (n) if you don't want advertisements
AdmobPublisherId=n
# Your AdMob test device ID, to receive a test ad
AdmobTestDeviceId=
# Your AdMob banner size (BANNER/FULL_BANNER/LEADERBOARD/MEDIUM_RECTANGLE/SMART_BANNER/WIDE_SKYSCRAPER/FULL_WIDTH:Height/Width:AUTO_HEIGHT/Width:Height)
AdmobBannerSize=
# Google Play Game Services application ID, required for cloud saves to work
GooglePlayGameServicesId=

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sdl_hello: *.cpp
g++ -g3 -O0 -o $@ $? `sdl-config --cflags` `sdl-config --libs` -lGLESv2 -lSDL_image
unzip -o AndroidData/*.zip

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#include <string>
#include <vector>
#include <stdio.h>
#include <GLES2/gl2.h>
#include <SDL.h>
#include <SDL_image.h>
#ifdef __ANDROID__
#include <android/log.h>
#define printf(...) __android_log_print(ANDROID_LOG_INFO, "Test-GLES3", __VA_ARGS__)
#endif
int screenWidth = 0;
int screenHeight = 0;
GLuint drawTextureProgram = 0;
GLint drawTextureSamplerLocation = 0;
static void initSDL()
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
SDL_EnableUNICODE(1);
screenWidth = SDL_GetVideoInfo()->current_w;
screenHeight = SDL_GetVideoInfo()->current_h;
if ( ! SDL_SetVideoMode(screenWidth, screenHeight, 24, SDL_OPENGL|SDL_DOUBLEBUF|SDL_FULLSCREEN) )
{
printf("Couldn't set GL video mode: %s\n", SDL_GetError());
SDL_Quit();
exit(2);
}
}
static GLuint loadShader ( GLenum type, const char *shaderSrc )
{
GLuint shader;
GLint compiled;
// Create the shader object
shader = glCreateShader ( type );
if ( shader == 0 )
{
return 0;
}
// Load the shader source
glShaderSource ( shader, 1, &shaderSrc, NULL );
// Compile the shader
glCompileShader ( shader );
// Check the compile status
glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled )
{
GLint infoLen = 0;
glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen );
if ( infoLen > 1 )
{
char *infoLog = (char *) malloc ( sizeof ( char ) * infoLen );
glGetShaderInfoLog ( shader, infoLen, NULL, infoLog );
printf ( "===========> Error compiling shader:\n");
printf ( "===========> %s\n", infoLog );
printf ( "===========> %s\n", shaderSrc );
free ( infoLog );
}
glDeleteShader ( shader );
return 0;
}
return shader;
}
static GLuint loadProgram ( const char *vertShaderSrc, const char *fragShaderSrc )
{
GLuint vertexShader;
GLuint fragmentShader;
GLuint programObject;
GLint linked;
// Load the vertex/fragment shaders
vertexShader = loadShader ( GL_VERTEX_SHADER, vertShaderSrc );
if ( vertexShader == 0 )
{
return 0;
}
fragmentShader = loadShader ( GL_FRAGMENT_SHADER, fragShaderSrc );
if ( fragmentShader == 0 )
{
glDeleteShader ( vertexShader );
return 0;
}
// Create the program object
programObject = glCreateProgram ( );
if ( programObject == 0 )
{
return 0;
}
glAttachShader ( programObject, vertexShader );
glAttachShader ( programObject, fragmentShader );
// Link the program
glLinkProgram ( programObject );
// Check the link status
glGetProgramiv ( programObject, GL_LINK_STATUS, &linked );
if ( !linked )
{
GLint infoLen = 0;
glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen );
if ( infoLen > 1 )
{
char *infoLog = (char *) malloc ( sizeof ( char ) * infoLen );
glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog );
printf ( "===========> Error linking program:\n" );
printf ( "===========> %s\n", infoLog );
free ( infoLog );
}
glDeleteProgram ( programObject );
return 0;
}
// Free up no longer needed shader resources
glDeleteShader ( vertexShader );
glDeleteShader ( fragmentShader );
return programObject;
}
static void initShaders()
{
char *vertexShaderStr = NULL;
asprintf( &vertexShaderStr,
"#version 100 \n"
"const highp float screenWidthDiv = 2.0 / %d.0; \n"
"const highp float screenHeightDiv = 2.0 / %d.0; \n"
"attribute highp vec2 a_position; \n"
"attribute highp vec2 a_texCoord; \n"
"attribute lowp vec4 a_color; \n"
"varying highp vec2 v_texCoord; \n"
"varying lowp vec4 v_color; \n"
"void main() \n"
"{ \n"
" gl_Position = vec4( \n"
" a_position.x * screenWidthDiv - 1.0, \n"
" 1.0 - a_position.y * screenHeightDiv, \n"
" 0, 1); \n"
" v_texCoord = a_texCoord; \n"
" v_color = a_color; \n"
"} \n"
, screenWidth, screenHeight );
const char *fragmentShaderStr =
"#version 100 \n"
"varying highp vec2 v_texCoord; \n"
"varying lowp vec4 v_color; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord ) * v_color; \n"
"} \n";
//printf("initShaders(): vertex shader:\n%s\n", vertexShaderStr);
//printf("initShaders(): fragment shader:\n%s\n", fragmentShaderStr);
// Load the shaders and get a linked program object
drawTextureProgram = loadProgram ( vertexShaderStr, fragmentShaderStr );
if (drawTextureProgram == 0)
{
printf("Could not init shaders\n");
SDL_Quit();
exit(2);
}
free(vertexShaderStr);
// Get the sampler location
drawTextureSamplerLocation = glGetUniformLocation ( drawTextureProgram, "s_texture" );
}
static void initGL()
{
glViewport(0, 0, screenWidth, screenHeight);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture ( GL_TEXTURE0 );
initShaders();
}
static void clearScreen()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // Always clear your scene before rendering, unless you're sure that you'll fill whole screen with textures/models etc
}
struct Sprite {
Sprite(const char * path, GLint wrap = GL_CLAMP_TO_EDGE)
{
w = h = texture = 0;
imagePath = path;
textureWrap = wrap;
loadTexture();
}
bool loadTexture()
{
SDL_Surface *pic;
pic = IMG_Load(imagePath.c_str());
if (!pic)
{
printf("Error: image %s cannot be loaded\n", imagePath.c_str());
return false;
}
if (pic->format->BitsPerPixel != 32 && pic->format->BitsPerPixel != 24)
{
printf("Error: image %s is %dbpp - it should be either 24bpp or 32bpp, images with palette are not supported\n", imagePath.c_str(), pic->format->BitsPerPixel);
SDL_FreeSurface(pic);
return false;
}
GLenum glFormat = (pic->format->BitsPerPixel == 32 ? GL_RGBA : GL_RGB);
w = pic->w;
h = pic->h;
// GLES3 always supports non-power-of-two textures, no need to recalculate texture dimensions
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, glFormat, GL_UNSIGNED_BYTE, pic->pixels);
SDL_FreeSurface(pic);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, textureWrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, textureWrap);
return true;
}
void draw(GLfloat x, GLfloat y, GLfloat width, GLfloat height,
GLfloat tex_x1 = 0.0f, GLfloat tex_y1 = 0.0f, GLfloat tex_x2 = 1.0f, GLfloat tex_y2 = 1.0f,
GLfloat r = 1.0f, GLfloat g = 1.0f, GLfloat b = 1.0f, GLfloat a = 1.0f)
{
if (texture == 0)
return;
glUseProgram( drawTextureProgram );
GLfloat coords[] = {
x, y, // Position 0
tex_x1, tex_y1, // TexCoord 0
x, y + height, // Position 1
tex_x1, tex_y2, // TexCoord 1
x + width, y + height, // Position 2
tex_x2, tex_y2, // TexCoord 2
x + width, y, // Position 3
tex_x2, tex_y1 // TexCoord 3
};
GLfloat color[] = { r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a };
// Load the vertex position
glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof ( GLfloat ), coords );
// Load the texture coordinate
glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof ( GLfloat ), &coords[2] );
glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE, 0, color );
glEnableVertexAttribArray( 0 );
glEnableVertexAttribArray( 1 );
glEnableVertexAttribArray( 2 );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, texture );
glUniform1i ( drawTextureSamplerLocation, 0 );
glDrawArrays ( GL_TRIANGLE_FAN, 0, 4 );
}
void draw(GLfloat x, GLfloat y)
{
draw(x, y, w, h);
}
void drawColor(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
draw(x, y, width, height, 0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a);
}
void drawColor(GLfloat x, GLfloat y, GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
drawColor(x, y, w, h, r, g, b, a);
}
GLuint texture;
int w, h;
std::string imagePath;
GLint textureWrap;
};
int
main(int argc, char *argv[])
{
initSDL();
initGL();
std::vector<Sprite> sprites;
sprites.push_back(Sprite("test.png"));
sprites.push_back(Sprite("element0.png"));
sprites.push_back(Sprite("element1.png"));
sprites.push_back(Sprite("element2.png"));
sprites.push_back(Sprite("element3.png"));
//sprites.push_back(Sprite("stars.jpg", GL_REPEAT)); // Repeating tiles
sprites.push_back(Sprite("stars.jpg", GL_MIRRORED_REPEAT)); // Looks nice
float coords[][2] = { {0, 0},
{200, 0},
{300, 200},
{400, 300} };
float pulse = 1.0f, pulseChange = 0.01f;
int anim = 1;
while ( ! SDL_GetKeyState(NULL)[SDLK_ESCAPE] ) // Exit by pressing Back button
{
// clearScreen(); // Do not clear screen, we will fill the screens with tiled background image instead
sprites[5].draw(0, 0, screenWidth, screenHeight,
coords[0][0] / sprites[5].w * 3,
coords[0][0] / sprites[5].h * 2,
coords[0][0] / sprites[5].w * 3 + (float) screenWidth / sprites[5].w,
coords[0][0] / sprites[5].h * 2 + (float) screenHeight / sprites[5].h);
sprites[1].drawColor(coords[0][0], coords[0][1], pulse, pulse, 1.0f - pulse, 1.0f);
sprites[2].draw(coords[1][0], coords[1][1], sprites[2].w * pulse * 4, sprites[2].h * pulse * 4);
sprites[3].draw(coords[2][0], coords[2][1], sprites[3].w * pulse * 4, sprites[3].h * 2);
sprites[4].draw(coords[3][0], coords[3][1], sprites[4].w, sprites[4].h * pulse * 2);
sprites[1].draw(screenWidth / 2.0f - sprites[1].w / 2.0f, screenHeight / 2.0f - sprites[1].h / 2.0f);
sprites[1].draw(0 - sprites[1].w / 2.0f, 0 - sprites[1].h / 2.0f);
sprites[1].draw(screenWidth - sprites[1].w / 2.0f, screenHeight - sprites[1].h / 2.0f);
sprites[1].draw(0 - sprites[1].w / 2.0f, screenHeight - sprites[1].h / 2.0f);
sprites[1].draw(screenWidth - sprites[1].w / 2.0f, 0 - sprites[1].h / 2.0f);
int mouseX = 0, mouseY = 0, buttons = 0;
buttons = SDL_GetMouseState(&mouseX, &mouseY);
sprites[0].drawColor(mouseX - sprites[0].w/2, mouseY - sprites[0].h/2, 1.0f, 1.0f, 1.0f, pulse);
SDL_GL_SwapBuffers();
SDL_Event event;
while( SDL_PollEvent(&event) )
{
if(event.type == SDL_VIDEORESIZE)
{
// GL context was destroyed - reload all textures
initGL();
for(int i = 0; i < sprites.size(); i++)
sprites[i].loadTexture();
}
if(event.type == SDL_KEYUP || event.type == SDL_KEYDOWN)
{
printf("SDL key event: evt %s state %s key %4d %12s scancode %4d mod %2d unicode %d", event.type == SDL_KEYUP ? "UP " : "DOWN" , event.key.state == SDL_PRESSED ? "PRESSED " : "RELEASED", (int)event.key.keysym.sym, SDL_GetKeyName(event.key.keysym.sym), (int)event.key.keysym.scancode, (int)event.key.keysym.mod, (int)event.key.keysym.unicode);
if(event.key.keysym.sym == SDLK_ESCAPE)
return 0;
}
}
// Some kinda animation
pulse += pulseChange;
if(pulse >= 1.0f)
pulseChange = -0.01f;
if(pulse <= 0)
pulseChange = 0.01f;
for(int i = 0; i < 4; i++)
{
coords[i][0] += anim;
coords[i][1] += anim;
}
if( coords[0][0] < 0 )
anim = 1;
if( coords[3][1] > screenHeight )
anim = -1;
}
SDL_Quit();
return 0;
}