add util for copying a texture

This commit is contained in:
Mylloon 2023-05-21 21:26:16 +02:00
parent f8f62312f9
commit 0bdb9a18fe
Signed by: Anri
GPG key ID: A82D63DFF8D1317F
3 changed files with 41 additions and 1 deletions

View file

@ -1,6 +1,7 @@
#ifndef DEMO_UTILS_H #ifndef DEMO_UTILS_H
#define DEMO_UTILS_H 1 #define DEMO_UTILS_H 1
#include <GL4D/gl4dh.h>
#include <GL4D/gl4duw_SDL2.h> #include <GL4D/gl4duw_SDL2.h>
#include <SDL_image.h> #include <SDL_image.h>
#include <string.h> #include <string.h>
@ -32,4 +33,7 @@ void rotate_vec(GLfloat *, GLfloat);
// Load an image into a GL texture // Load an image into a GL texture
void load_img(const char *filename, GLuint texture); void load_img(const char *filename, GLuint texture);
// Copy a texture
void copy_texture(GLuint, GLuint);
#endif #endif

View file

@ -37,7 +37,7 @@ static void init(void) {
glGenTextures(2, _texId); glGenTextures(2, _texId);
load_img("images/wall.png", _texId[0]); load_img("images/wall.png", _texId[0]);
load_img("images/wall.png", _texId[1]); copy_texture(_texId[0], _texId[1]);
TTF_Font *font = NULL; TTF_Font *font = NULL;
if (initFont(&font, "fonts/Instrument.ttf", 100)) { if (initFont(&font, "fonts/Instrument.ttf", 100)) {

View file

@ -50,3 +50,39 @@ void load_img(const char *filename, GLuint texture) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
} }
void copy_texture(GLuint src, GLuint dst) {
if (!(src || dst)) {
fprintf(stderr,
"Erreur copie texture: Source/Destination pas initalisée\n");
exit(4);
}
glBindTexture(GL_TEXTURE_2D, src);
GLint w, h;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
SDL_Surface *s;
if (!(s = SDL_CreateRGBSurface(0, w, h, 32, R_MASK, G_MASK, B_MASK,
A_MASK))) {
fprintf(stderr, "Erreur copie texture : %s\n", SDL_GetError());
exit(4);
}
// Copie des données
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, s->pixels);
// Copy data
glBindTexture(GL_TEXTURE_2D, dst);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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, GL_RGBA, s->w, s->h, 0, GL_RGBA,
GL_UNSIGNED_BYTE, s->pixels);
SDL_FreeSurface(s);
glBindTexture(GL_TEXTURE_2D, 0);
}