Created
May 9, 2014 11:04
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#include <SDL2/SDL.h> | |
#include "seal_quadColours_triangles.h" | |
#include "seal_texture.h" | |
int main( const int argc, const char * const argv[] ) | |
{ | |
const int W = 320, H = 240; | |
SDL_Init( SDL_INIT_VIDEO ); | |
/* Request a stencil buffer of at least 1bit per pixel. */ | |
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 1 ); | |
SDL_Window *window = SDL_CreateWindow( "SDL2 & OpenGL (stencil buffer)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, W, H, SDL_WINDOW_OPENGL ); | |
SDL_GLContext context = SDL_GL_CreateContext( window ); | |
glMatrixMode( GL_PROJECTION ); | |
glLoadIdentity(); | |
glOrtho( 0, W, 0, H, -1, 1 ); | |
glMatrixMode( GL_MODELVIEW ); | |
glClearColor( 0, 0, 0, 1 ); | |
glEnable( GL_STENCIL_TEST ); | |
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); | |
glEnable( GL_BLEND ); | |
glEnableClientState( GL_VERTEX_ARRAY ); | |
glEnableClientState( GL_COLOR_ARRAY ); | |
seal_QuadColours_Triangles quadColours( 1, 1, 1, 1 ); | |
seal_Texture *texture = new seal_Texture( "texture.png", 128, 128 ); | |
seal_Quad_Triangles geometryQuad( W / 2 - 64, H / 2 - 64, 128, 128 ), textureQuad; | |
texture->p_GetSubTextureQuad( 0, &textureQuad ); | |
seal_Quad_Triangles maskGeometry; | |
maskGeometry.p_SetTopLeftCorner( W / 2, H / 2 + 64 ); // Top | |
maskGeometry.p_SetTopRightCorner( W / 2 + 64, H / 2 ); // Right | |
maskGeometry.p_SetBottomRightCorner( W / 2, H / 2 - 64 ); // Bottom | |
maskGeometry.p_SetBottomLeftCorner( W / 2 - 64, H / 2 ); // Left | |
seal_QuadColours_Triangles maskColour( 1, 1, 1, 1 ); | |
bool quit = false; | |
do | |
{ | |
SDL_Event event; | |
while( SDL_PollEvent( &event )) | |
if( event.type == SDL_QUIT ) | |
quit = true; | |
glClear( GL_STENCIL_BUFFER_BIT ); | |
glStencilFunc( GL_ALWAYS, 1 , 0xffffffff ); | |
glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE ); | |
glDisable( GL_TEXTURE_2D ); | |
glDisableClientState( GL_TEXTURE_COORD_ARRAY ); | |
glVertexPointer( 2, GL_FLOAT, 0, maskGeometry.m_coordinates ); | |
glColorPointer( 4, GL_FLOAT, 0, maskColour.m_rgba ); | |
glDrawArrays( GL_TRIANGLES, 0, 6 ); | |
glStencilFunc( GL_EQUAL, 1, 0xffffffff ); | |
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); | |
glEnable( GL_TEXTURE_2D ); | |
glEnableClientState( GL_TEXTURE_COORD_ARRAY ); | |
glClear( GL_COLOR_BUFFER_BIT ); | |
glVertexPointer( 2, GL_FLOAT, 0, geometryQuad.m_coordinates ); | |
glColorPointer( 4, GL_FLOAT, 0, quadColours.m_rgba ); | |
glTexCoordPointer( 2, GL_FLOAT, 0, textureQuad.m_coordinates ); | |
texture->p_Bind(); | |
glDrawArrays( GL_TRIANGLES, 0, 6 ); | |
SDL_GL_SwapWindow( window ); | |
} | |
while( !quit ); | |
delete texture; | |
SDL_GL_DeleteContext( context ); | |
SDL_DestroyWindow( window ); | |
SDL_Quit(); | |
return 0; | |
} |
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