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path: root/gltest.cpp
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#include <SDL.h>
#include "generic.h"
#include "Main.h"
#include "glbase.h"
#include "gltexture.h"

CODE_BEGINS
virtual int startup() throw (GeneralException) {
    Uint8 * texture;
    verbosity = M_INFO;
    mogltk::glbase::setup();
    
    mogltk::texture * mytex = new mogltk::texture(256, 256);
    
    texture = (Uint8 *) mytex->GetSurface()->pixels;
    
    for (int y = 0; y < 256; y++) {
	for (int x = 0; x < 256; x++) {
	    int r = random() % 256;
	    texture[(x + y * 256) * 4 + 0] = r;
	    texture[(x + y * 256) * 4 + 1] = r;
	    texture[(x + y * 256) * 4 + 2] = r;
	    texture[(x + y * 256) * 4 + 3] = 255;
	}
    }
    
    SDL_Surface * s = SDL_LoadBMP("pattern6.bmp");
    SDL_BlitSurface(s, NULL, mytex->GetSurface(), NULL);
/*    
    for (int y = 0; y < 256; y += 2) {
	for (int x = 0; x < 256; x += 2) {
	    texture[(x + y * 256) * 4 + 0] = 255;
	    texture[(x + y * 256) * 4 + 1] = 255;
	    texture[(x + y * 256) * 4 + 2] = 255;
	    texture[(x + y * 256) * 4 + 3] = 255;
	}
    }
*/    
    mytex->Generate();
    
    mogltk::glbase::Enter2DMode();
    
    mytex->Bind();
    glBegin(GL_TRIANGLE_STRIP);
    glTexCoord2i(0, 0);
    glVertex2f(50, 50);
    glTexCoord2i(511, 0);
    glVertex2f(561, 50);
    glTexCoord2i(0, 511);
    glVertex2f(50, 561);
    glTexCoord2i(511, 511);
    glVertex2f(561, 561);
    glEnd();
    
    mogltk::texture::Unbind();
    glBegin(GL_TRIANGLE_STRIP);
//    glTexCoord2i(0, 0);
    glColor3d(0, 0, 0);
    glVertex2i(400, 100);
//    glTexCoord2i(256, 0);
    glColor3d(1, 0, 0);
    glVertex2i(450, 100);
//    glTexCoord2i(0, 256);
    glColor3d(0, 1, 0);
    glVertex2i(400, 150);
//    glTexCoord2i(256, 256);
    glColor3d(0, 0, 1);
    glVertex2i(450, 150);
    glEnd();
    mogltk::glbase::Leave2DMode();
    
    mogltk::glbase::Flip();
    
//    sleep(15);
    getchar();
    
    delete mytex;
    
    return 0;
}
CODE_ENDS