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- #include <SDL.h>
- #include <SDL_image.h>
- #include <gl.h>
- #include <glu.h>
- #include <cstring>
- #include <thread>
- #include <iostream>
- #include <windows.h>
- #include <wingdi.h>
- #define WINDOW_WIDTH 1365
- #define WINDOW_HEIGHT 704
- using namespace std;
- SDL_Window *screen;
- SDL_GLContext ctx;
- GLuint red = 0;
- SDL_Surface *flipSurface(SDL_Surface *surface)
- {
- int current_line, pitch;
- SDL_Surface *fliped_surface = SDL_CreateRGBSurface(SDL_SWSURFACE, surface->w,surface->h, surface->format->BitsPerPixel, surface->format->Rmask, surface->format->Gmask, surface->format->Bmask, surface->format->Amask);
- SDL_LockSurface(surface);
- SDL_LockSurface(fliped_surface);
- pitch = surface->pitch;
- for(current_line = 0; current_line < surface->h; current_line++)
- memcpy(&((unsigned char*)fliped_surface->pixels)[current_line*pitch], &((unsigned char*)surface->pixels)[(surface->h - 1 - current_line)*pitch], pitch);
- SDL_UnlockSurface(fliped_surface);
- SDL_UnlockSurface(surface);
- return fliped_surface;
- }
- GLuint loadTexture(const char *filename)
- {
- GLuint glID;
- SDL_Surface *picture_surface, *gl_surface, *gl_fliped_surface;
- Uint32 rmask, gmask, bmask, amask;
- picture_surface = IMG_Load(filename);
- if(picture_surface == NULL)
- return 0;
- #if SDL_BYTEORDER == SDL_BIG_ENDIAN
- rmask = 0xff000000;
- gmask = 0x00ff0000;
- bmask = 0x0000ff00;
- amask = 0x000000ff;
- #else
- rmask = 0x000000ff;
- gmask = 0x0000ff00;
- bmask = 0x00ff0000;
- amask = 0xff000000;
- #endif
- SDL_PixelFormat format = *(picture_surface->format);
- format.BitsPerPixel = 32;
- format.BytesPerPixel = 4;
- format.Rmask = rmask;
- format.Gmask = gmask;
- format.Bmask = bmask;
- format.Amask = amask;
- gl_surface = SDL_ConvertSurface(picture_surface, &format, SDL_SWSURFACE);
- gl_fliped_surface = flipSurface(gl_surface);
- glGenTextures(1, &glID);
- glBindTexture(GL_TEXTURE_2D, glID);
- glTexImage2D(GL_TEXTURE_2D, 0, 4, gl_fliped_surface->w, gl_fliped_surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, gl_fliped_surface->pixels);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- SDL_FreeSurface(gl_fliped_surface);
- SDL_FreeSurface(gl_surface);
- SDL_FreeSurface(picture_surface);
- return glID;
- }
- void render(GLuint picture)
- {
- glBindTexture(GL_TEXTURE_2D, picture);
- glBegin(GL_QUADS);
- glTexCoord2d(0, 0); glVertex2f(-WINDOW_WIDTH, -WINDOW_HEIGHT);
- glTexCoord2d(0, 1); glVertex2f(-WINDOW_WIDTH, WINDOW_HEIGHT);
- glTexCoord2d(1, 1); glVertex2f(WINDOW_WIDTH, WINDOW_HEIGHT);
- glTexCoord2d(1, 0); glVertex2f(WINDOW_WIDTH, -WINDOW_HEIGHT);
- glEnd();
- }
- void registerRed()
- {
- SDL_GLContext ctxa = SDL_GL_CreateContext(screen);
- bool a = wglShareLists((HGLRC)ctx, (HGLRC)ctxa);
- cout << "a" <<a;
- red = loadTexture("red.jpg");
- wglShareLists((HGLRC)ctx, (HGLRC)ctxa);
- cout << endl << "Registered: " << red << endl << endl;
- }
- int main(int argc, char** argv)
- {
- SDL_Init(SDL_INIT_VIDEO);
- screen = SDL_CreateWindow("My App", 100, 100, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL);
- SDL_Event event;
- ctx = SDL_GL_CreateContext(screen);
- bool running = true;
- glEnable(GL_TEXTURE_2D);
- GLuint blue = loadTexture("blue.jpg");
- thread registerRedThread = thread(®isterRed);
- while(running)
- {
- SDL_PollEvent(&event);
- switch(event.type)
- {
- case SDL_QUIT:
- {
- running = false;
- break;
- }
- }
- cout << SDL_GetTicks() << endl;
- glClear(GL_COLOR_BUFFER_BIT);
- render(blue);
- if(red != 0)
- {
- cout << "Rendering the red picture..." << endl;
- render(red);
- }
- glFlush();
- SDL_GL_SwapWindow(screen);
- SDL_Delay(1000);
- }
- registerRedThread.detach();
- SDL_Quit();
- return 0;
- }
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