X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fscreen.cpp;h=712bd260982bd422a489747dcc0efbd9e4032017;hp=e97995c5af67c79a0da4b2b4b00cb72e811eb7c5;hb=eb7a30473a78452a890bd453f80d4a90aee5d364;hpb=4e0ddbcec6e182430a31e0f1c661f2c93c9e0308 diff --git a/src/screen.cpp b/src/screen.cpp index e97995c..712bd26 100644 --- a/src/screen.cpp +++ b/src/screen.cpp @@ -18,6 +18,10 @@ Screen::Screen() } 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); @@ -135,6 +139,9 @@ void Screen::ScreenShot(const char * filename) const 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()); @@ -142,3 +149,62 @@ void Screen::ScreenShot(const char * filename) const delete [] pixels; Debug("Succeeded!"); } + +/** + * Render a BMP + * NOT PART OF THE DOCUMENT FORMAT + */ +void Screen::RenderBMP(const char * filename) const +{ + SDL_Surface * bmp = SDL_LoadBMP(filename); + if (bmp == NULL) + Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError()); + + int w = bmp->w; + int h = bmp->h; + + GLenum texture_format; + switch (bmp->format->BytesPerPixel) + { + case 4: //contains alpha + texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA; + break; + case 3: //does not contain alpha + texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR; + break; + default: + 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); + + + 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); + + 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(0,0); + 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); +}