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utils.c
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utils.c
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#include "config.h"
#include "utils.h"
#include "vmath.h"
#include "glew.h"
#include "SDL.h"
#include "SDL_image.h"
public void glVertexf(Vec4f p)
{
glVertex3fv(&p[0]);
}
public void glVertexi(Vec4i p)
{
glVertex3iv(&p[0]);
}
public void glTexCoordf(Vec2f p)
{
glTexCoord2fv(&p[0]);
}
public void glTranslatev(Vec4f p)
{
glTranslatef(p[0],p[1],p[2]);
}
public GLuint emptyTexture(int width, int height)
{
int data[width*height];
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
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_RGBA,
width,height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
data);
return texture;
}
public GLuint loadTexture(const char* filename)
{
SDL_Surface *surface=IMG_Load(filename);
if ( surface == NULL ) {
return 0;
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
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_RGBA,
surface->w, surface->h,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
surface->pixels);
SDL_FreeSurface(surface);
return texture;
}