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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();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2i(0, 0);
glVertex2i(400, 100);
glTexCoord2i(256, 0);
glVertex2i(450, 100);
glTexCoord2i(0, 256);
glVertex2i(400, 150);
glTexCoord2i(256, 256);
glVertex2i(450, 150);
glEnd();
mogltk::glbase::Leave2DMode();
mogltk::glbase::Flip();
// sleep(15);
getchar();
delete mytex;
return 0;
}
CODE_ENDS
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