Rect bounds(0,0,1,1);
Colour c(0,0,0,1);
- const char * output_to_bmp = NULL;
+ const char * input_bmp = NULL;
+ const char * output_bmp = NULL;
const char * input_filename = NULL;
int i = 0;
case 'o':
mode = OUTPUT_TO_BMP;
if (++i >= argc)
- Fatal("No argument following -o switch");
- output_to_bmp = argv[i];
+ Fatal("No input argument following -o switch");
+ input_bmp = argv[i];
+ if (++i >= argc)
+ Fatal("No output argument following -o switch");
+ output_bmp = argv[i];
+
break;
case 'c':
{
{
doc.Load(input_filename);
}
- else
+ else
{
doc.Add(RECT_FILLED, Rect(0.2,0.2,0.6,0.6));
}
if (mode == LOOP)
MainLoop(doc, bounds, c);
else if (mode == OUTPUT_TO_BMP)
- OverlayBMP(doc, output_to_bmp, bounds, c);
+ OverlayBMP(doc, input_bmp, output_bmp, bounds, c);
return 0;
}
using namespace std;
using namespace IPDF;
-inline void OverlayBMP(Document & doc, const char * filename, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
+inline void OverlayBMP(Document & doc, const char * input, const char * output, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
{
View view(doc, bounds, c);
Screen scr;
//view.Render();
- scr.RenderBMP(filename);
+ scr.RenderBMP(input);
scr.Present();
- //MainLoop(doc, bounds, c);
- sleep(3);
- scr.ScreenShot(filename);
+ sleep(5);
+ scr.ScreenShot(output);
}
inline void MainLoop(Document & doc, const Rect & bounds = Rect(0,0,1,1), const Colour & c = Colour(0.f,0.f,0.f,1.f))
}
m_gl_context = SDL_GL_CreateContext(m_window);
+
+ glClearColor(1.f,1.f,1.f,1.f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ Present();
ResizeViewport(800, 600);
if (surf == NULL)
Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
+ GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
+ Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", surf->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
+
if (SDL_SaveBMP(surf, filename) != 0)
Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
break;
}
- Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", bmp->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
+ //Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", bmp->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
- GLuint texID;
+ GLuint texID;
+ glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, texID);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
glBegin(GL_QUADS);
- glTexCoord2i(0,0); glVertex2f(-0.5f*w, -0.5f*h);
- glTexCoord2i(1,0); glVertex2f(0.5f*w, -0.5f*h);
- glTexCoord2i(1,1); glVertex2f(0.5f*w, 0.5f*h);
- glTexCoord2i(0,1); glVertex2f(-0.5*w,0.5*h);
+ glTexCoord2i(0,0); glVertex2f(0,0);
+ glTexCoord2i(1,0); glVertex2f(1,0);
+ glTexCoord2i(1,1); glVertex2f(1,1);
+ glTexCoord2i(0,1); glVertex2f(0,1);
glEnd();
glDisable(GL_TEXTURE_2D);
-
- //SDL_FreeSurface(bmp);
+ SDL_FreeSurface(bmp);
}