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#Actualnickme

Posted 22 November 2012 - 09:51 PM

hi,

i am writing a fractal program. i want to load a png file as a splash screen. i used texture 2d to read and display on the screen. i suspect the loadTexture2D function do not work correctly. i hope some one can point out what i do wrong.

thanks.
#include <math.h>
#include <stdio.h>
#include <gl/glut.h>
GLuint SplashScreen;
const GLint win_sizeX = 1904, win_sizeY = 1000;
const GLdouble w = 1024.0, h = 1024.0; // margins.
const GLdouble wleft = -w *0.5, wright = w *0.5, wtop = h /2, wbottom = - h/2;
void clear()
{
glClearColor(1.0, 1.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
GLuint LoadTexture2D( const char * filename, int width, int height)
{
GLuint texture;
FILE * file;
file = fopen( filename, "rb" );
if ( file == NULL ) {
system("PAUSE");
exit(1);
}
GLubyte * data = new unsigned char [width * height * 3]; // texture data for color bar file
fread( data, 1, width * height * 3, file );
fclose( file );
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
delete [] data;
return texture;
}
void display_splash_screen(int time)
{
clear();
glEnable( GL_TEXTURE_2D );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture( GL_TEXTURE_2D, SplashScreen);
glBegin( GL_QUADS );

glTexCoord2d(0.0,0.0); glVertex2d(wleft + 20, wtop-20);
glTexCoord2d(1.0,0.0); glVertex2d(wright -20, wtop -20);
glTexCoord2d(1.0,1.0); glVertex2d(wright -20, wbottom + 20);
glTexCoord2d(0.0,1.0); glVertex2d(wleft + 20, wbottom + 20);

glEnd();
glFlush();
Sleep(time);
}
void init()
{
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
SplashScreen = LoadTexture2D("SplashScreen.png", w, h);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void render() {
clear();
display_splash_screen(0);
}
void winReshapeFcn(GLint newWidth, GLint newHeight)
{
glutReshapeWindow(w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(wleft, wright, wbottom, wtop);
glMatrixMode(GL_MODELVIEW);
}
void processNormalKeys(unsigned char key, int x, int y)
{
if (key == 27)
exit(0);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(0, 0);
glutInitWindowSize(win_sizeX, win_sizeY);
glutCreateWindow(" Texture testing by ");
init();
glutIgnoreKeyRepeat(0);
glutReshapeFunc(winReshapeFcn);
glutDisplayFunc(render);
glutKeyboardFunc(processNormalKeys);
glutMainLoop();
glDeleteTextures(1, &SplashScreen);
return 0;
}

#1nickme

Posted 21 November 2012 - 07:50 PM

hi,

i am writing a fractal program. i want to load a png file as a splash screen. i used texture 2d to read and display on the screen. i suspect the loadTexture2D function do not work correctly. i hope some one can point out what i do wrong.

thanks.
#include <math.h>
#include <stdio.h>
#include <gl/glut.h>
GLuint SplashScreen;
const GLint win_sizeX = 1904, win_sizeY = 1000;
const GLdouble w = 1024.0, h = 1024.0; // margins.
const GLdouble wleft = -w *0.5, wright = w *0.5, wtop = h /2, wbottom = - h/2;
void clear()
{
glClearColor(1.0, 1.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
GLuint LoadTexture2D( const char * filename, int width, int height)
{
GLuint texture;
FILE * file;
file = fopen( filename, "rb" );
if ( file == NULL ) {
system("PAUSE");
exit(1);
}
GLubyte * data = new unsigned char [width * height * 3]; // texture data for color bar file
fread( data, 1, width * height * 3, file );
fclose( file );
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
delete [] data;
return texture;
}
void display_splash_screen(int time)
{
clear();
glEnable( GL_TEXTURE_2D );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture( GL_TEXTURE_2D, SplashScreen);
glBegin( GL_QUADS );

glTexCoord2d(0.0,0.0); glVertex2d(wleft + 20, wtop-20);
glTexCoord2d(1.0,0.0); glVertex2d(wright -20, wtop -20);
glTexCoord2d(1.0,1.0); glVertex2d(wright -20, wbottom + 20);
glTexCoord2d(0.0,1.0); glVertex2d(wleft + 20, wbottom + 20);

glEnd();
glFlush();
Sleep(time);
}
void init()
{
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
SplashScreen = LoadTexture2D("SplashScreen.png", w, h);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void render() {
clear();
display_splash_screen(0);
}
void winReshapeFcn(GLint newWidth, GLint newHeight)
{
glutReshapeWindow(w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(wleft, wright, wbottom, wtop);
glMatrixMode(GL_MODELVIEW);
}
void processNormalKeys(unsigned char key, int x, int y)
{
if (key == 27)
exit(0);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(0, 0);
glutInitWindowSize(win_sizeX, win_sizeY);
glutCreateWindow(" Texture testing by Robert Tran");
init();
glutIgnoreKeyRepeat(0);
glutReshapeFunc(winReshapeFcn);
glutDisplayFunc(render);
glutKeyboardFunc(processNormalKeys);
glutMainLoop();
glDeleteTextures(1, &SplashScreen);
return 0;
}

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