Hi, your procedure is working fine if it is alone. But when I incorporate it into my code, I no longer see the "HELLO WORLD".
Code: Select all
UsePNGImageDecoder()
UseJPEGImageDecoder()
image$="f:\9332.jpg"
;-CONSTANTS
Enumeration
#MainWindow
#OpenGLGadget
EndEnumeration
;These two GL constants are used for texture creation. Don't change their values.
#GL_BGR = $80E0
#GL_BGRA = $80E1
If ExamineDesktops()
ddw=DesktopWidth(0)
ddh=DesktopHeight(0)
Else
ddw=1024
ddh=768
EndIf
;-STRUCTURES
Structure Integer2
X.i
Y.i
EndStructure
Global.Integer2 WindowDim
WindowDim\X = ddw
WindowDim\Y = ddh
;-GLOBALS
Global.i Image1, Image2
Global.i Texture1, Texture2
;-DEFINES
Define.i Event
Define.i WindowFlags = #PB_Window_ScreenCentered | #PB_Window_MinimizeGadget
;-DECLARES
Declare Render()
Declare Render2DQuad(OGLTexture.i, StartX.d, StartY.d, Width.i, Height.i, Z.d)
Declare SetupOpenGL()
Declare SetupGLTexture(ImageHandle.i)
;-MAIN WINDOW
win=OpenWindow(#MainWindow, 0, 0,ddw,ddh, "Polygons_Maker",#PB_Window_Maximize|#PB_Window_BorderLess)
If win=0
Beep_(500,250) : Delay(150) : Beep_(500,250)
MessageRequester("Erreur","OpenWindow() impossible")
End
EndIf
screenGL=OpenGLGadget(#OpenGLGadget,0,0,ddw,ddh)
If screenGL=0
Beep_(500,250) : Delay(150) : Beep_(500,250)
MessageRequester("Erreur","OpenGLGadget() impossible")
End
EndIf
SetupOpenGL()
;Load images.
Image1 = LoadImage(#PB_Any,image$)
Texture1 = SetupGLTexture(Image1)
AddKeyboardShortcut(0, #PB_Shortcut_Escape, 666) ; quitter
Dim poly_x(1000)
Dim poly_y(1000)
;;;;;;;;;;;;;;;;;;;
glOrtho_(0,ddw,ddh,0,-1,1)
glMatrixMode_(#GL_MODELVIEW)
glLoadIdentity_()
glClear_(0)
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
Procedure.i OpenGLDrawText(Gadget.i, x.f, y.f, Text$, Textcolor=#White)
Protected Image.i, TextWidth.i, TextHeight.i, Result.i, tmpy.f
Image = CreateImage(#PB_Any, 1, 1)
If Image
If StartDrawing(ImageOutput(Image))
TextWidth = TextWidth(Text$)
TextHeight = TextHeight(Text$)
StopDrawing()
If ResizeImage(Image, TextWidth, TextHeight)
If StartDrawing(ImageOutput(Image))
DrawingMode(#PB_2DDrawing_Transparent)
DrawText(0, 0, Text$, Textcolor)
tmpy = y - (1 / GadgetHeight(Gadget) * TextHeight * 2)
glRasterPos2f_(x, tmpy)
glDrawPixels_(TextWidth, TextHeight, #GL_BGR_EXT, #GL_UNSIGNED_BYTE, DrawingBuffer())
Result = #True
StopDrawing()
EndIf
EndIf
EndIf
FreeImage(Image)
EndIf
ProcedureReturn Result
EndProcedure
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
Repeat ;- ..... Repeat
glClear_ (#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
Render()
glReadPixels_(Resx, ddh-1-Resy, 1 , 1, #GL_RGBA, #GL_UNSIGNED_BYTE, @pixels )
Event = WaitWindowEvent()
Select Event
Case #PB_Event_Gadget
Select EventGadget()
Case 1
Resx = GetGadgetAttribute(1, #PB_OpenGL_MouseX)
Resy = GetGadgetAttribute(1, #PB_OpenGL_MouseY)
;;;;;;;
Select EventType()
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Case #PB_EventType_LeftClick
Beep_(1500,33) ;;debug "Clic avec le bouton gauche de la souris"
poly_x(0)+1
poly_x(poly_x(0))=Resx
poly_y(poly_x(0))=Resy
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Case #PB_EventType_RightDoubleClick
If poly_x(0)>0
Beep_(500,400) ;: ;debug "Double-clic avec le bouton droit de la souris"
Dim poly_x(1000)
Dim poly_y(1000)
EndIf
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Case #PB_EventType_RightClick
If poly_x(0)>0
Beep_(500,33) ;;debug "Clic avec le bouton droit de la souris"
poly_x(0)-1
EndIf
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Case #PB_EventType_MiddleButtonDown
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
EndSelect
EndSelect
Case #PB_Event_Menu
Select EventMenu()
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Case 666
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
EndSelect
EndSelect
glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE_MINUS_SRC_ALPHA)
glBegin_(#GL_POLYGON)
glVertex2f_(0,0)
glVertex2f_(192,0)
glVertex2f_(128,128)
glVertex2f_(0,128)
glEnd_()
OpenGLDrawText(1, 0, 0, "Hello World", #Green) ;-********************** HELLO WORLD
SetGadgetAttribute(#OpenGLGadget, #PB_OpenGL_FlipBuffers, #True)
ForEver
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
;*********************************************************************************************************************************
Procedure Render()
;Clearing buffers and resetting clear color to remove old graphics from the last frame.
glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
; glClearColor_(0.2, 0.2, 0.2, 1.0)
glClearColor_(0,0,0,1)
;## DRAWING TEXTURES/IMAGES
;First enable the Texture system.
glEnable_(#GL_TEXTURE_2D)
;This procedure will create a quad and apply a texture to it.
;The Texture variable contains the texture created earlier using SetupGLTexture().
Render2DQuad(Texture1, 0, 0, ImageWidth(Image1), ImageHeight(Image1), -2)
; Render2DQuad(Texture2, 0, 0, ImageWidth(Image2), ImageHeight(Image2), -1)
;After all the textures have been displayed disable the texture system.
;Otherwise it will conflict with the non texture graphics.
glDisable_(#GL_TEXTURE_2D)
EndProcedure
Procedure Render2DQuad(OGLTexture.i, StartX.d, StartY.d, Width.i, Height.i, Z.d)
;The texture is first bound which tells OpenGL to use this texture for any future rendering.
glBindTexture_(#GL_TEXTURE_2D, OGLTexture)
glBegin_(#GL_QUADS)
glColor4f_ (1,1,1,1)
glNormal3f_ (0,0,1.0)
glTexCoord2f_(1.0,1.0)
glVertex3f_ (StartX+Width,StartY,Z)
glTexCoord2f_(0.0,1.0)
glVertex3f_ (StartX,StartY,Z)
glTexCoord2f_(0.0,0.0)
glVertex3f_ (StartX,StartY+Height,Z)
glTexCoord2f_(1.0,0.0)
glVertex3f_ (StartX+Width,StartY+Height,Z)
glEnd_()
EndProcedure
Procedure SetupOpenGL()
glMatrixMode_(#GL_PROJECTION)
glOrtho_(0.0, WindowDim\X, WindowDim\Y, 0.0, -1000.0, 1000.0)
glMatrixMode_(#GL_MODELVIEW)
; glEnable_(#GL_DEPTH_TEST)
glEnable_(#GL_BLEND)
glBlendFunc_(#GL_SRC_ALPHA, #GL_ONE_MINUS_SRC_ALPHA)
EndProcedure
Procedure SetupGLTexture(ImageHandle.i)
Define.i ImageW, ImageH, ImageD
Define.i MemoryAddress
Define.i TextureHandle
If IsImage(ImageHandle) = 0
ProcedureReturn #False
EndIf
ImageD = ImageDepth(ImageHandle, #PB_Image_InternalDepth)
StartDrawing(ImageOutput(ImageHandle))
MemoryAddress = DrawingBuffer()
StopDrawing()
If MemoryAddress = 0
ProcedureReturn #False
EndIf
glGenTextures_(1, @TextureHandle)
glBindTexture_(#GL_TEXTURE_2D, TextureHandle)
ImageW = ImageWidth(ImageHandle)
ImageH = ImageHeight(ImageHandle)
If ImageD = 32
glTexImage2D_(#GL_TEXTURE_2D, 0, 4, ImageW, ImageH, 0, #GL_BGRA, #GL_UNSIGNED_BYTE, MemoryAddress)
Else
glTexImage2D_(#GL_TEXTURE_2D, 0, 3, ImageW, ImageH, 0, #GL_BGR, #GL_UNSIGNED_BYTE, MemoryAddress)
EndIf
glTexParameteri_(#GL_TEXTURE_2D, #GL_TEXTURE_MIN_FILTER, #GL_LINEAR)
; glTexParameteri_(#GL_TEXTURE_2D, #GL_TEXTURE_MAG_FILTER, #GL_LINEAR)
ProcedureReturn TextureHandle
EndProcedure