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	<title>GaanZa &#187; 2d sprite</title>
	<atom:link href="http://www.gaanza.com/blog/tag/2d-sprite/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gaanza.com</link>
	<description></description>
	<lastBuildDate>Tue, 03 Jan 2012 10:09:04 +0000</lastBuildDate>
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		<item>
		<title>Moving 2D Sprite using Opengl with SDL</title>
		<link>http://www.gaanza.com/blog/moving-2d-sprite/</link>
		<comments>http://www.gaanza.com/blog/moving-2d-sprite/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 05:04:19 +0000</pubDate>
		<dc:creator>padam</dc:creator>
				<category><![CDATA[Opengl]]></category>
		<category><![CDATA[2d graphics]]></category>
		<category><![CDATA[2d sprite]]></category>
		<category><![CDATA[sdl]]></category>
		<category><![CDATA[texture mapping]]></category>

		<guid isPermaLink="false">http://www.gaanza.com/blog/?p=13</guid>
		<description><![CDATA[Moving 2D Sprite: SO on my previous post i showed you the code to display a 2D sprite using OpenGl with SDL. Now i&#8217;ll show how to move a 2D Sprite using opengl with sdl. There will be some minor changes in the code and rest will be the same. I&#8217;ll write the new changes [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-60" title="sdl_opengl" src="http://www.gaanza.com/wp-content/uploads/2009/06/sdl_opengl.png" alt="" width="480" height="150" /><br />
<strong>Moving 2D Sprite:</strong> SO on my previous <a href="http://www.gaanza.com/blog/?p=4" target="_blank">post</a> i showed you the code to display a 2D sprite using OpenGl with SDL. Now i&#8217;ll show how to move a 2D Sprite using opengl with sdl. There will be some minor changes in the code and rest will be the same.</p>
<p>I&#8217;ll write the new changes in black and bold and rest are the same as in previous code on my previous post.</p>
<p>Here is the full code:</p>
<div class="codesnip-container" >
<div class="codesnip"><span class="co2">#include &quot;SDL.h&quot; </span><br />
&nbsp;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co2">#include &quot;SDL_image.h&quot; </span><br />
&nbsp;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co2">#include &quot;SDL_opengl.h&quot; </span><br />
&nbsp;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co2">#include &amp;lt;stdio.h&amp;gt;</span></p>
<p>GLuint texture=<span class="kw2">NULL</span>; <span class="co1">//this is a handle to our texture object</span></p>
<p>GLenum texture_format=<span class="kw2">NULL</span>;</p>
<p>GLint nofcolors;</p>
<p>SDL_Event event;</p>
<p>bool LEFT=<span class="kw2">false</span>;</p>
<p>bool RIGHT=<span class="kw2">false</span>;</p>
<p><span class="kw4">float</span> x=<span class="nu0">100</span>.<span class="nu0">0</span>,y=<span class="nu0">100</span>.<span class="nu0">0</span>;</p>
<p><span class="kw4">int</span> loadImage<span class="br0">&#40;</span><span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p>SDL_Surface *surface; <span class="co1">// this surface will tell us the details of the image</span></p>
<p><span class="kw1">if</span> <span class="br0">&#40;</span> <span class="br0">&#40;</span>surface = IMG_Load<span class="br0">&#40;</span><span class="st0">&#8220;flower.png&#8221;</span><span class="br0">&#41;</span><span class="br0">&#41;</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span></p>
<p><span class="co1">// Check that the image&#8217;s width is a power of 2</span></p>
<p><span class="kw1">if</span> <span class="br0">&#40;</span> <span class="br0">&#40;</span>surface-&amp;gt;w &amp;amp; <span class="br0">&#40;</span>surface-&amp;gt;w &#8211; <span class="nu0">1</span><span class="br0">&#41;</span><span class="br0">&#41;</span> != <span class="nu0">0</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span></p>
<p><a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;warning: image.bmp&#8217;s width is not a power of 2<span class="es0">\n</span>&#8220;</span><span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="co1">// Also check if the height is a power of 2</span></p>
<p><span class="kw1">if</span> <span class="br0">&#40;</span> <span class="br0">&#40;</span>surface-&amp;gt;h &amp;amp; <span class="br0">&#40;</span>surface-&amp;gt;h &#8211; <span class="nu0">1</span><span class="br0">&#41;</span><span class="br0">&#41;</span> != <span class="nu0">0</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span></p>
<p><a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;warning: image.bmp&#8217;s height is not a power of 2<span class="es0">\n</span>&#8220;</span><span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="co1">//get number of channels in the SDL surface</span></p>
<p>nofcolors=surface-&amp;gt;format-&amp;gt;BytesPerPixel;</p>
<p><span class="co1">//contains an alpha channel</span></p>
<p><span class="kw1">if</span><span class="br0">&#40;</span>nofcolors==<span class="nu0">4</span><span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="kw1">if</span><span class="br0">&#40;</span>surface-&amp;gt;format-&amp;gt;Rmask==0x000000ff<span class="br0">&#41;</span></p>
<p>texture_format=GL_RGBA;</p>
<p><span class="kw1">else</span></p>
<p>texture_format=GL_BGRA;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw1">else</span> <span class="kw1">if</span><span class="br0">&#40;</span>nofcolors==<span class="nu0">3</span><span class="br0">&#41;</span> <span class="co1">//no alpha channel</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="kw1">if</span><span class="br0">&#40;</span>surface-&amp;gt;format-&amp;gt;Rmask==0x000000ff<span class="br0">&#41;</span></p>
<p>texture_format=GL_RGB;</p>
<p><span class="kw1">else</span></p>
<p>texture_format=GL_BGR;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw1">else</span></p>
<p><span class="br0">&#123;</span></p>
<p><a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;warning: the image is not truecolor&#8230;this will break &#8220;</span><span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="co1">// Have OpenGL generate a texture object handle for us</span></p>
<p>glGenTextures<span class="br0">&#40;</span> <span class="nu0">1</span>, &amp;amp;texture <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bind the texture object</span></p>
<p>glBindTexture<span class="br0">&#40;</span> GL_TEXTURE_2D, texture <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Set the texture&#8217;s stretching properties</span></p>
<p>glTexParameteri<span class="br0">&#40;</span> GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR <span class="br0">&#41;</span>;</p>
<p>glTexParameteri<span class="br0">&#40;</span> GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR <span class="br0">&#41;</span>;</p>
<p>glTexImage2D<span class="br0">&#40;</span> GL_TEXTURE_2D, <span class="nu0">0</span>, nofcolors, surface-&amp;gt;w, surface-&amp;gt;h, <span class="nu0">0</span>,</p>
<p>texture_format, GL_UNSIGNED_BYTE, surface-&amp;gt;pixels <span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw1">else</span> <span class="br0">&#123;</span></p>
<p><a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;SDL could not load image.bmp: %s<span class="es0">\n</span>&#8220;</span>, SDL_GetError<span class="br0">&#40;</span><span class="br0">&#41;</span><span class="br0">&#41;</span>;</p>
<p>SDL_Quit<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="kw1">return</span> <span class="nu0">1</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="co1">// Free the SDL_Surface only if it was successfully created</span></p>
<p><span class="kw1">if</span> <span class="br0">&#40;</span> surface <span class="br0">&#41;</span> <span class="br0">&#123;</span></p>
<p>SDL_FreeSurface<span class="br0">&#40;</span> surface <span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw4">void</span> drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="co1">// Clear the screen before drawing</span></p>
<p>glClear<span class="br0">&#40;</span> GL_COLOR_BUFFER_BIT <span class="br0">&#41;</span>;</p>
<p>glTranslatef<span class="br0">&#40;</span> x, y, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bind the texture to which subsequent calls refer to</span></p>
<p>glBindTexture<span class="br0">&#40;</span> GL_TEXTURE_2D, texture <span class="br0">&#41;</span>;</p>
<p>glBegin<span class="br0">&#40;</span> GL_QUADS <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Top-left vertex (corner)</span></p>
<p>glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p>glVertex3f<span class="br0">&#40;</span> <span class="nu0">100</span>, <span class="nu0">100</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bottom-left vertex (corner)</span></p>
<p>glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">1</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p>glVertex3f<span class="br0">&#40;</span> <span class="nu0">228</span>, <span class="nu0">100</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bottom-right vertex (corner)</span></p>
<p>glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">1</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;</p>
<p>glVertex3f<span class="br0">&#40;</span> <span class="nu0">228</span>, <span class="nu0">228</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Top-right vertex (corner)</span></p>
<p>glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;</p>
<p>glVertex3f<span class="br0">&#40;</span> <span class="nu0">100</span>, <span class="nu0">228</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p>glEnd<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>SDL_GL_SwapBuffers<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw4">int</span> init<span class="br0">&#40;</span><span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p>SDL_Surface *screen;</p>
<p><span class="co1">// Slightly different SDL initialization</span></p>
<p><span class="kw1">if</span> <span class="br0">&#40;</span> SDL_Init<span class="br0">&#40;</span>SDL_INIT_VIDEO<span class="br0">&#41;</span> != <span class="nu0">0</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span></p>
<p><a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;Unable to initialize SDL: %s<span class="es0">\n</span>&#8220;</span>, SDL_GetError<span class="br0">&#40;</span><span class="br0">&#41;</span><span class="br0">&#41;</span>;</p>
<p><span class="kw1">return</span> <span class="nu0">1</span>;</p>
<p><span class="br0">&#125;</span></p>
<p>SDL_GL_SetAttribute<span class="br0">&#40;</span> SDL_GL_DOUBLEBUFFER, <span class="nu0">1</span> <span class="br0">&#41;</span>;</p>
<p>screen = SDL_SetVideoMode<span class="br0">&#40;</span> <span class="nu0">640</span>, <span class="nu0">480</span>, <span class="nu0">16</span>, SDL_OPENGL|SDL_FULLSCREEN<span class="br0">&#41;</span>;</p>
<p><span class="kw1">if</span> <span class="br0">&#40;</span> !screen <span class="br0">&#41;</span> <span class="br0">&#123;</span></p>
<p><a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;Unable to set video mode: %s<span class="es0">\n</span>&#8220;</span>, SDL_GetError<span class="br0">&#40;</span><span class="br0">&#41;</span><span class="br0">&#41;</span>;</p>
<p><span class="kw1">return</span> <span class="nu0">1</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw4">void</span> init_GL<span class="br0">&#40;</span><span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="co1">// Set the OpenGL state after creating the context with SDL_SetVideoMode</span></p>
<p>glClearColor<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span>, <span class="nu0">0</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p>glEnable<span class="br0">&#40;</span> GL_TEXTURE_2D <span class="br0">&#41;</span>; <span class="co1">// Need this to display a texture</span></p>
<p>glViewport<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span>, <span class="nu0">640</span>, <span class="nu0">480</span> <span class="br0">&#41;</span>;</p>
<p>glMatrixMode<span class="br0">&#40;</span> GL_PROJECTION <span class="br0">&#41;</span>;</p>
<p>glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>glOrtho<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">640</span>, <span class="nu0">480</span>, <span class="nu0">0</span>, -<span class="nu0">1</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;</p>
<p>glMatrixMode<span class="br0">&#40;</span> GL_MODELVIEW <span class="br0">&#41;</span>;</p>
<p>glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw4">void</span> clean_up<span class="br0">&#40;</span><span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p>glDeleteTextures<span class="br0">&#40;</span> <span class="nu0">1</span>, &amp;amp;texture <span class="br0">&#41;</span>;</p>
<p>SDL_Quit<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw4">int</span> main<span class="br0">&#40;</span><span class="kw4">int</span> argc, <span class="kw4">char</span> *argv<span class="br0">&#91;</span><span class="br0">&#93;</span><span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="co1">//Make sure the program waits for a quit</span></p>
<p>bool quit = <span class="kw2">false</span>;</p>
<p>init<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>init_GL<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>loadImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="kw1">while</span><span class="br0">&#40;</span> quit == <span class="kw2">false</span> <span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="kw1">if</span><span class="br0">&#40;</span> SDL_PollEvent<span class="br0">&#40;</span> &amp;amp;event <span class="br0">&#41;</span> <span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="co1">//If a key was pressed</span></p>
<p><span class="kw1">if</span><span class="br0">&#40;</span> event.<span class="me1">type</span> == SDL_KEYDOWN <span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="kw1">switch</span><span class="br0">&#40;</span> event.<span class="me1">key</span>.<span class="me1">keysym</span>.<span class="me1">sym</span> <span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="kw1">case</span> SDLK_LEFT:</p>
<p>LEFT=<span class="kw2">true</span>;</p>
<p><span class="kw2">break</span>;</p>
<p><span class="kw1">case</span> SDLK_RIGHT:</p>
<p>RIGHT=<span class="kw2">true</span>;</p>
<p><span class="kw2">break</span>;</p>
<p><span class="kw1">case</span> SDLK_ESCAPE:</p>
<p>quit=<span class="kw2">true</span>;</p>
<p><span class="kw2">break</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="br0">&#125;</span></p>
<p><span class="co1">//If a key was released</span></p>
<p><span class="kw1">else</span> <span class="kw1">if</span><span class="br0">&#40;</span> event.<span class="me1">type</span> == SDL_KEYUP <span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="kw1">switch</span><span class="br0">&#40;</span> event.<span class="me1">key</span>.<span class="me1">keysym</span>.<span class="me1">sym</span> <span class="br0">&#41;</span></p>
<p><span class="br0">&#123;</span></p>
<p><span class="kw1">case</span> SDLK_LEFT:</p>
<p>LEFT=<span class="kw2">false</span>;</p>
<p><span class="kw2">break</span>;</p>
<p><span class="kw1">case</span> SDLK_RIGHT:</p>
<p>RIGHT=<span class="kw2">false</span>;</p>
<p><span class="kw2">break</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="br0">&#125;</span></p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw1">if</span><span class="br0">&#40;</span>LEFT==<span class="kw2">true</span><span class="br0">&#41;</span><span class="br0">&#123;</span></p>
<p>x-=<span class="nu0">2</span>;</p>
<p>drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw1">else</span> <span class="kw1">if</span><span class="br0">&#40;</span>RIGHT==<span class="kw2">true</span><span class="br0">&#41;</span><span class="br0">&#123;</span></p>
<p>x+=<span class="nu0">2</span>;</p>
<p>drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="br0">&#125;</span></p>
<p>clean_up<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="kw1">return</span> <span class="nu0">0</span>;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="br0">&#125;</span></div>
</div>
<p><strong>In above code i have used two bool variable(LEFT and RIGHT) and two float variables(x and y) to store the position of  sprite. In the main function inside the loop we are taking the key input from the user. So when the user press left arrow key &#8220;LEFT bool variable is assigned TRUE&#8221; and when user releases the left arrow key &#8221; LEFT bool variable is assigned FALSE&#8221;. Same applies for pressing right arrow key. So in this code :</strong></p>
<div class="codesnip-container" >
<div class="codesnip"><span class="kw1">if</span><span class="br0">&#40;</span>LEFT==<span class="kw2">true</span><span class="br0">&#41;</span><span class="br0">&#123;</span></div>
</div>
<div class="codesnip-container" >
<div class="codesnip">x-=<span class="nu0">2</span>;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip">drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="br0">&#125;</span></p>
<p><span class="kw1">else</span> <span class="kw1">if</span><span class="br0">&#40;</span>RIGHT==<span class="kw2">true</span><span class="br0">&#41;</span><span class="br0">&#123;</span></p>
<p>x+=<span class="nu0">2</span>;</p>
<p>drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="br0">&#125;</span></div>
</div>
<p><strong>when left arrow key is pressed &#8220;LEFT bool variable becomes TRUE&#8221; and x position of sprite is incremented by 2. Then we draw the sprite again. And when left arrow key is released &#8220;LEFT bool variable becomes FALSE&#8221; which means x position of sprite should not be updated. Same concept applies for moving right.</strong></p>
<p><strong>Now we have code to update the x and y position of  sprite. But how to render the sprite with updated x and y coordinates. This is done by gTranslatef(x,y,z) function. It translates the position of sprite. So we&#8217;ll be updating x and y to move the sprite, and z will be zero. So in this code:</strong></p>
<div class="codesnip-container" >
<div class="codesnip"><span class="kw4">void</span> drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span></div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="br0">&#123;</span></div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co1">// Clear the screen before drawing</span></p>
<p>glClear<span class="br0">&#40;</span> GL_COLOR_BUFFER_BIT <span class="br0">&#41;</span>;</p>
<p>glTranslatef<span class="br0">&#40;</span> x, y, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bind the texture to which subsequent calls refer to</span></p>
<p>glBindTexture<span class="br0">&#40;</span> GL_TEXTURE_2D, texture <span class="br0">&#41;</span>;</p>
<p>glBegin<span class="br0">&#40;</span> GL_QUADS <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Top-left vertex (corner)</span></p>
<p>glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p>glVertex3f<span class="br0">&#40;</span> <span class="nu0">100</span>, <span class="nu0">100</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bottom-left vertex (corner)</span></p>
<p>glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">1</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p>glVertex3f<span class="br0">&#40;</span> <span class="nu0">228</span>, <span class="nu0">100</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bottom-right vertex (corner)</span></p>
<p>glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">1</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;</p>
<p>glVertex3f<span class="br0">&#40;</span> <span class="nu0">228</span>, <span class="nu0">228</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Top-right vertex (corner)</span></p>
<p>glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;</p>
<p>glVertex3f<span class="br0">&#40;</span> <span class="nu0">100</span>, <span class="nu0">228</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p>glEnd<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>SDL_GL_SwapBuffers<span class="br0">&#40;</span><span class="br0">&#41;</span>;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="br0">&#125;</span></div>
</div>
<p>when we update the position of x and y then we call the above function where we have included new code glTranslatef(x,y,z) which will make the sprite to be drawn in given x.y and z location.</p>
<p>So thats it. I hope this will give u some pretty basic idea. Now you can write your own code for moving 2d Sprite.</p>
<p><strong>Gracias.</strong></p>
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		<item>
		<title>Drawing 2D Sprite Using OpenGl with SDL</title>
		<link>http://www.gaanza.com/blog/display-2d-sprite/</link>
		<comments>http://www.gaanza.com/blog/display-2d-sprite/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 03:33:48 +0000</pubDate>
		<dc:creator>padam</dc:creator>
				<category><![CDATA[Opengl]]></category>
		<category><![CDATA[2d graphics]]></category>
		<category><![CDATA[2d sprite]]></category>
		<category><![CDATA[2d texture]]></category>
		<category><![CDATA[sdl]]></category>
		<category><![CDATA[texture mapping]]></category>

		<guid isPermaLink="false">http://www.gaanza.com/blog/?p=4</guid>
		<description><![CDATA[In many forums, i have seen people asking about making 2D games using OpenGl and there weren&#8217;t any satisfactory answers. So i searched the google on doing 2D graphics using Opengl. Surprisingly there were not many results on that, there were very very few info on doing 2D graphics using OpenGl. So i did some [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-60" title="sdl_opengl" src="http://www.gaanza.com/wp-content/uploads/2009/06/sdl_opengl.png" alt="" width="480" height="150" /></p>
<p>In many forums, i have seen people asking about making 2D games using OpenGl and there weren&#8217;t any satisfactory answers. So i searched the google on doing 2D graphics using Opengl. Surprisingly there were not many results on that, there were very very few info on doing 2D graphics using OpenGl.</p>
<p>So i did some research on this and came up with this code. I hope this will be of some use to those who wants to get started making 2D games using OpenGl. I don&#8217;t claim that this code is efficient way to do it. I am still learning OpenGl. But this code will give you a base to start off.</p>
<p>Here i&#8217;ll be using SDL with OpenGL. I&#8217;l be using SDL for creating the window, taking input, and loading texture data. And I&#8217;ll be using SDL_image extension library to load images(BMP, PNM, XPM, LBM, PCX, GIF, JPEG, TGA and PNG files.). Lastly, Opengl wiil be used for rendering the graphics.</p>
<p>If you don&#8217;t know how to set up libraries then here is the <a href="http://lazyfoo.net/SDL_tutorials/lesson01/index.php" target="_blank">guide to set up SDL</a>, <a href="http://lazyfoo.net/SDL_tutorials/lesson03/windows/msvsnet0508e/index.php" target="_blank">guide to setup SDL_image extension library</a> and <a href="http://www.cosc.brocku.ca/Offerings/3P98/course/OpenGL/3P98Examples/GettingStarted/msvcnetglut.html" target="_blank">guide to set up OpenGl</a><strong>.</strong></p>
<p>This code has been tested on windows using visual studio 2005.</p>
<p>So lets start:</p>
<div class="codesnip-container" >
<div class="codesnip"><span class="co2">#include &quot;SDL.h&quot;</span><br />
<span class="co2">#include &quot;SDL_image.h&quot;</span><br />
<span class="co2">#include &quot;SDL_opengl.h&quot; </span><br />
&nbsp;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"></div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co2">#include &amp;lt;stdio.h&amp;gt; </span><br />
&nbsp;</div>
</div>
<p>First we will include the necessary header files.</p>
<div class="codesnip-container" >
<div class="codesnip">GLuint texture=<span class="kw2">NULL</span>; <span class="co1">//this is a handle to our texture object</span><br />
GLenum texture_format=<span class="kw2">NULL</span>;<br />
GLint nofcolors;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"></div>
</div>
<div class="codesnip-container" >
<div class="codesnip">SDL_Event event;</div>
</div>
<p>texture is the handle to our texture object. texture_format will store the information about the image loaded. A SDL_Event structure stores event data for us to handle.</p>
<div class="codesnip-container" >
<div class="codesnip"><span class="kw4">int</span> loadImage<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
SDL_Surface *surface; <span class="co1">// this surface will tell us the details of the image </span><br />
&nbsp;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="kw1">if</span> <span class="br0">&#40;</span> <span class="br0">&#40;</span>surface = IMG_Load<span class="br0">&#40;</span><span class="st0">&#8220;flower.png&#8221;</span><span class="br0">&#41;</span><span class="br0">&#41;</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span></p>
<p><span class="co1">// Check that the image&#8217;s width is a power of 2</span><br />
<span class="kw1">if</span> <span class="br0">&#40;</span> <span class="br0">&#40;</span>surface-&amp;gt;w &amp;amp; <span class="br0">&#40;</span>surface-&amp;gt;w &#8211; <span class="nu0">1</span><span class="br0">&#41;</span><span class="br0">&#41;</span> != <span class="nu0">0</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;warning: image.bmp&#8217;s width is not a power of 2<span class="es0">\n</span>&#8220;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="co1">// Also check if the height is a power of 2</span><br />
<span class="kw1">if</span> <span class="br0">&#40;</span> <span class="br0">&#40;</span>surface-&amp;gt;h &amp;amp; <span class="br0">&#40;</span>surface-&amp;gt;h &#8211; <span class="nu0">1</span><span class="br0">&#41;</span><span class="br0">&#41;</span> != <span class="nu0">0</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;warning: image.bmp&#8217;s height is not a power of 2<span class="es0">\n</span>&#8220;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="co1">//get number of channels in the SDL surface</span><br />
nofcolors=surface-&amp;gt;format-&amp;gt;BytesPerPixel;</p>
<p><span class="co1">//contains an alpha channel</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span>nofcolors==<span class="nu0">4</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span>surface-&amp;gt;format-&amp;gt;Rmask==0x000000ff<span class="br0">&#41;</span><br />
texture_format=GL_RGBA;<br />
<span class="kw1">else</span><br />
texture_format=GL_BGRA;<br />
<span class="br0">&#125;</span><br />
<span class="kw1">else</span> <span class="kw1">if</span><span class="br0">&#40;</span>nofcolors==<span class="nu0">3</span><span class="br0">&#41;</span> <span class="co1">//no alpha channel</span><br />
<span class="br0">&#123;</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span>surface-&amp;gt;format-&amp;gt;Rmask==0x000000ff<span class="br0">&#41;</span><br />
texture_format=GL_RGB;<br />
<span class="kw1">else</span><br />
texture_format=GL_BGR;<br />
<span class="br0">&#125;</span><br />
<span class="kw1">else</span><br />
<span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;warning: the image is not truecolor&#8230;this will break &#8220;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="co1">// Have OpenGL generate a texture object handle for us</span><br />
glGenTextures<span class="br0">&#40;</span> <span class="nu0">1</span>, &amp;amp;texture <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bind the texture object</span><br />
glBindTexture<span class="br0">&#40;</span> GL_TEXTURE_2D, texture <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Set the texture&#8217;s stretching properties</span><br />
glTexParameteri<span class="br0">&#40;</span> GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR <span class="br0">&#41;</span>;<br />
glTexParameteri<span class="br0">&#40;</span> GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR <span class="br0">&#41;</span>;</p>
<p>glTexImage2D<span class="br0">&#40;</span> GL_TEXTURE_2D, <span class="nu0">0</span>, nofcolors, surface-&amp;gt;w, surface-&amp;gt;h, <span class="nu0">0</span>,<br />
texture_format, GL_UNSIGNED_BYTE, surface-&amp;gt;pixels <span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span><br />
<span class="kw1">else</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;SDL could not load image.bmp: %s<span class="es0">\n</span>&#8220;</span>, SDL_GetError<span class="br0">&#40;</span><span class="br0">&#41;</span><span class="br0">&#41;</span>;<br />
SDL_Quit<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="kw1">return</span> <span class="nu0">1</span>;<br />
<span class="br0">&#125;</span></div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co1">// Free the SDL_Surface only if it was successfully created</span><br />
<span class="kw1">if</span> <span class="br0">&#40;</span> surface <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
SDL_FreeSurface<span class="br0">&#40;</span> surface <span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></div>
</div>
<p>This is the loadImage() function to load the image. First we&#8217;ll use Img_Load() function to load an image. Then we&#8217;ll check whether the height and width of an image is power of 2. If its not a power of 2 then program will terminate. Then we&#8217;ll check the information of image i.e if image contains alpha channel or not. So according to that we&#8217;ll use our texture_format. Lastly we&#8217;l map the image to the texture object. <span class="text">glBindTexture(GL_TEXTURE_2D, &amp;texture) tells OpenGL to bind the named texture texture to a texture target. </span><span class="text">The main function of glBindTexture is to assign a texture name to texture data.  In this case we&#8217;re telling OpenGL there is memory available at &amp;texture.  When we create the texture, it will be stored in the memory that &amp;texture references.</span></p>
<div class="codesnip-container" >
<div class="codesnip"><span class="kw4">void</span> drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span></div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co1">// Clear the screen before drawing</span><br />
glClear<span class="br0">&#40;</span> GL_COLOR_BUFFER_BIT <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bind the texture to which subsequent calls refer to</span><br />
glBindTexture<span class="br0">&#40;</span> GL_TEXTURE_2D, texture <span class="br0">&#41;</span>;</p>
<p>glBegin<span class="br0">&#40;</span> GL_QUADS <span class="br0">&#41;</span>;<br />
<span class="co1">// Top-left vertex (corner)</span><br />
glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;<br />
glVertex3f<span class="br0">&#40;</span> <span class="nu0">100</span>, <span class="nu0">100</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bottom-left vertex (corner)</span><br />
glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">1</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;<br />
glVertex3f<span class="br0">&#40;</span> <span class="nu0">228</span>, <span class="nu0">100</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bottom-right vertex (corner)</span><br />
glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">1</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;<br />
glVertex3f<span class="br0">&#40;</span> <span class="nu0">228</span>, <span class="nu0">228</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co1">// Top-right vertex (corner)</span><br />
glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;<br />
glVertex3f<span class="br0">&#40;</span> <span class="nu0">100</span>, <span class="nu0">228</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;<br />
glEnd<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
SDL_GL_SwapBuffers<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></div>
</div>
<p>This is the drawImage() function. As name suggest this will render our 2D sprite. There is nothing to explain here. We are creating a quad and mapping our texture to the quad and rendering that quad.</p>
<p><span class="text">To properly map a texture onto a quad, you have to make sure the top right of the texture is mapped to the top right of the quad.  The top left of the texture is mapped to the top left of the quad, the bottom right of the texture is mapped to the bottom right of the quad, and finally, the bottom left of the texture is mapped to the bottom left of the quad.  If the corners of the texture do not match the same corners of the quad, the image may appear upside down, sideways, or not at all. </span></p>
<p><span class="text">The first value of glTexCoord2i is the X coordinate.  0 is the left side of the texture  and 1 is the right side of the texture.  The second value of glTexCoord2f is the Y coordinate  0 is the bottom of the texture and 1 is the top of the texture.<br />
</span></p>
<div class="codesnip-container" >
<div class="codesnip"><span class="kw4">int</span> init<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
SDL_Surface *screen;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co1">// Slightly different SDL initialization</span><br />
<span class="kw1">if</span> <span class="br0">&#40;</span> SDL_Init<span class="br0">&#40;</span>SDL_INIT_VIDEO<span class="br0">&#41;</span> != <span class="nu0">0</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;Unable to initialize SDL: %s<span class="es0">\n</span>&#8220;</span>, SDL_GetError<span class="br0">&#40;</span><span class="br0">&#41;</span><span class="br0">&#41;</span>;<br />
<span class="kw1">return</span> <span class="nu0">1</span>;<br />
<span class="br0">&#125;</span></p>
<p>SDL_GL_SetAttribute<span class="br0">&#40;</span> SDL_GL_DOUBLEBUFFER, <span class="nu0">1</span> <span class="br0">&#41;</span>;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip">screen = SDL_SetVideoMode<span class="br0">&#40;</span> <span class="nu0">640</span>, <span class="nu0">480</span>, <span class="nu0">16</span>, SDL_OPENGL<span class="br0">&#41;</span>;<br />
<span class="kw1">if</span> <span class="br0">&#40;</span> !screen <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;Unable to set video mode: %s<span class="es0">\n</span>&#8220;</span>, SDL_GetError<span class="br0">&#40;</span><span class="br0">&#41;</span><span class="br0">&#41;</span>;<br />
<span class="kw1">return</span> <span class="nu0">1</span>;<br />
<span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></div>
</div>
<p>This is a  init() function to set up the window.We create our OpenGL window. When we want to use OpenGL we pass the SDL_OPENGL flag to SDL_SetVideoMode() instead of SDL_SWSURFACE. Now the window will use OpenGL&#8217;s hardware accelerated rendering instead of SDL&#8217;s software rendering.</p>
<div class="codesnip-container" >
<div class="codesnip"><span class="kw4">void</span> init_GL<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="co1">// Set the OpenGL state after creating the context with SDL_SetVideoMode </span><br />
&nbsp;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip">glClearColor<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span>, <span class="nu0">0</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p>glEnable<span class="br0">&#40;</span> GL_TEXTURE_2D <span class="br0">&#41;</span>; <span class="co1">// Need this to display a texture</span></p>
<p>glViewport<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span>, <span class="nu0">640</span>, <span class="nu0">480</span> <span class="br0">&#41;</span>;</p>
<p>glMatrixMode<span class="br0">&#40;</span> GL_PROJECTION <span class="br0">&#41;</span>;<br />
glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>glOrtho<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">640</span>, <span class="nu0">480</span>, <span class="nu0">0</span>, -<span class="nu0">1</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip">glMatrixMode<span class="br0">&#40;</span> GL_MODELVIEW <span class="br0">&#41;</span>;<br />
glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></div>
</div>
<p>This function will set up out Opengl world. The first thing we do is set the clear color.When we clear the screen, we want it to be black. So we set the clear color to be black (R, G, B, A) with glClearColor(). Then we set the matrix mode to projection using glMatrixMode(). Then we intialize the projection matrix by calling glLoadIdentity(). glLoadIdentity() essentially resets the matrix by setting it to be the identity matrix.We are using Orthographic projection for projecting two-dimensional image onto a two-dimensional screen. Above code<em> glOrtho( 0, 640, 480, 0, -1, 1 );</em> will create two-dimensional screen with top left(0,0) and bottom right(640,480).</p>
<div class="codesnip-container" >
<div class="codesnip"><span class="kw4">void</span> clean_up<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
glDeleteTextures<span class="br0">&#40;</span> <span class="nu0">1</span>, &amp;amp;texture <span class="br0">&#41;</span>;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"></div>
</div>
<div class="codesnip-container" >
<div class="codesnip">SDL_Quit<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></div>
</div>
<p><strong>The above function will clean up the resource and then terminate the window.</strong></p>
<div class="codesnip-container" >
<div class="codesnip"><span class="kw4">int</span> main<span class="br0">&#40;</span><span class="kw4">int</span> argc, <span class="kw4">char</span> *argv<span class="br0">&#91;</span><span class="br0">&#93;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="co1">//Make sure the program waits for a quit</span><br />
bool quit = <span class="kw2">false</span>;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip">init<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
init_GL<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
loadImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="kw1">while</span><span class="br0">&#40;</span> quit == <span class="kw2">false</span> <span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span> SDL_PollEvent<span class="br0">&#40;</span> &amp;amp;event <span class="br0">&#41;</span> <span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="co1">//If a key was pressed</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span> event.<span class="me1">type</span> == SDL_KEYDOWN <span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="co1">//Adjust the velocity</span><br />
<span class="kw1">switch</span><span class="br0">&#40;</span> event.<span class="me1">key</span>.<span class="me1">keysym</span>.<span class="me1">sym</span> <span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="kw1">case</span> SDLK_ESCAPE:<br />
quit=<span class="kw2">true</span>;<br />
<span class="kw2">break</span>;<br />
<span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></p>
<p><span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></div>
</div>
<div class="codesnip-container" >
<div class="codesnip">clean_up<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="kw1">return</span> <span class="nu0">0</span>;<br />
<span class="br0">&#125;</span></div>
</div>
<p>This is the main function. We&#8217;ll be calling all the function i.e setting up window and OpenGl; loading Sprite and rendering it.</p>
<p>So thats it. Now your are off.</p>
<p><div id="attachment_5" class="wp-caption alignnone" style="width: 528px"><img class="size-full wp-image-5 " title="program" src="http://www.gaanza.com/wp-content/uploads/2009/06/program.png" alt="program" width="518" height="410" /><p class="wp-caption-text">displaying 2D sprite(PNG) using OpenGl with SDL</p></div></p>
<p>You can save this image(flower.png) for testing.</p>
<p><img class="alignnone size-full wp-image-6" title="flower" src="http://www.gaanza.com/wp-content/uploads/2009/06/flower.png" alt="flower" width="128" height="128" /></p>
<p><strong>So here is the full code:</strong></p>
<div class="codesnip-container" >
<div class="codesnip"><span class="co2">#include &quot;SDL.h&quot;</span><br />
<span class="co2">#include &quot;SDL_image.h&quot;</span><br />
<span class="co2">#include &quot;SDL_opengl.h&quot; </span><br />
&nbsp;</div>
</div>
<div class="codesnip-container" >
<div class="codesnip"><span class="co2">#include &amp;lt;stdio.h&amp;gt;</span></p>
<p>GLuint texture=<span class="kw2">NULL</span>; <span class="co1">//this is a handle to our texture object</span><br />
GLenum texture_format=<span class="kw2">NULL</span>;<br />
GLint nofcolors;</p>
<p>SDL_Event event;</p>
<p><span class="kw4">int</span> loadImage<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
SDL_Surface *surface; <span class="co1">// this surface will tell us the details of the image</span></p>
<p><span class="kw1">if</span> <span class="br0">&#40;</span> <span class="br0">&#40;</span>surface = IMG_Load<span class="br0">&#40;</span><span class="st0">&#8220;flower.png&#8221;</span><span class="br0">&#41;</span><span class="br0">&#41;</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span></p>
<p><span class="co1">// Check that the image&#8217;s width is a power of 2</span><br />
<span class="kw1">if</span> <span class="br0">&#40;</span> <span class="br0">&#40;</span>surface-&amp;gt;w &amp;amp; <span class="br0">&#40;</span>surface-&amp;gt;w &#8211; <span class="nu0">1</span><span class="br0">&#41;</span><span class="br0">&#41;</span> != <span class="nu0">0</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;warning: image.bmp&#8217;s width is not a power of 2<span class="es0">\n</span>&#8220;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="co1">// Also check if the height is a power of 2</span><br />
<span class="kw1">if</span> <span class="br0">&#40;</span> <span class="br0">&#40;</span>surface-&amp;gt;h &amp;amp; <span class="br0">&#40;</span>surface-&amp;gt;h &#8211; <span class="nu0">1</span><span class="br0">&#41;</span><span class="br0">&#41;</span> != <span class="nu0">0</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;warning: image.bmp&#8217;s height is not a power of 2<span class="es0">\n</span>&#8220;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="co1">//get number of channels in the SDL surface</span><br />
nofcolors=surface-&amp;gt;format-&amp;gt;BytesPerPixel;</p>
<p><span class="co1">//contains an alpha channel</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span>nofcolors==<span class="nu0">4</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span>surface-&amp;gt;format-&amp;gt;Rmask==0x000000ff<span class="br0">&#41;</span><br />
texture_format=GL_RGBA;<br />
<span class="kw1">else</span><br />
texture_format=GL_BGRA;<br />
<span class="br0">&#125;</span><br />
<span class="kw1">else</span> <span class="kw1">if</span><span class="br0">&#40;</span>nofcolors==<span class="nu0">3</span><span class="br0">&#41;</span> <span class="co1">//no alpha channel</span><br />
<span class="br0">&#123;</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span>surface-&amp;gt;format-&amp;gt;Rmask==0x000000ff<span class="br0">&#41;</span><br />
texture_format=GL_RGB;<br />
<span class="kw1">else</span><br />
texture_format=GL_BGR;<br />
<span class="br0">&#125;</span><br />
<span class="kw1">else</span><br />
<span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;warning: the image is not truecolor&#8230;this will break &#8220;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="co1">// Have OpenGL generate a texture object handle for us</span><br />
glGenTextures<span class="br0">&#40;</span> <span class="nu0">1</span>, &amp;amp;texture <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bind the texture object</span><br />
glBindTexture<span class="br0">&#40;</span> GL_TEXTURE_2D, texture <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Set the texture&#8217;s stretching properties</span><br />
glTexParameteri<span class="br0">&#40;</span> GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR <span class="br0">&#41;</span>;<br />
glTexParameteri<span class="br0">&#40;</span> GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR <span class="br0">&#41;</span>;</p>
<p>glTexImage2D<span class="br0">&#40;</span> GL_TEXTURE_2D, <span class="nu0">0</span>, nofcolors, surface-&amp;gt;w, surface-&amp;gt;h, <span class="nu0">0</span>,<br />
texture_format, GL_UNSIGNED_BYTE, surface-&amp;gt;pixels <span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span><br />
<span class="kw1">else</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;SDL could not load image.bmp: %s<span class="es0">\n</span>&#8220;</span>, SDL_GetError<span class="br0">&#40;</span><span class="br0">&#41;</span><span class="br0">&#41;</span>;<br />
SDL_Quit<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="kw1">return</span> <span class="nu0">1</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="co1">// Free the SDL_Surface only if it was successfully created</span><br />
<span class="kw1">if</span> <span class="br0">&#40;</span> surface <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
SDL_FreeSurface<span class="br0">&#40;</span> surface <span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></p>
<p><span class="kw4">void</span> drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span></p>
<p><span class="co1">// Clear the screen before drawing</span><br />
glClear<span class="br0">&#40;</span> GL_COLOR_BUFFER_BIT <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bind the texture to which subsequent calls refer to</span><br />
glBindTexture<span class="br0">&#40;</span> GL_TEXTURE_2D, texture <span class="br0">&#41;</span>;</p>
<p>glBegin<span class="br0">&#40;</span> GL_QUADS <span class="br0">&#41;</span>;<br />
<span class="co1">// Top-left vertex (corner)</span><br />
glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;<br />
glVertex3f<span class="br0">&#40;</span> <span class="nu0">100</span>, <span class="nu0">100</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bottom-left vertex (corner)</span><br />
glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">1</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;<br />
glVertex3f<span class="br0">&#40;</span> <span class="nu0">228</span>, <span class="nu0">100</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Bottom-right vertex (corner)</span><br />
glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">1</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;<br />
glVertex3f<span class="br0">&#40;</span> <span class="nu0">228</span>, <span class="nu0">228</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p><span class="co1">// Top-right vertex (corner)</span><br />
glTexCoord2i<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;<br />
glVertex3f<span class="br0">&#40;</span> <span class="nu0">100</span>, <span class="nu0">228</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;<br />
glEnd<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
SDL_GL_SwapBuffers<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="kw4">int</span> init<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
SDL_Surface *screen;</p>
<p><span class="co1">// Slightly different SDL initialization</span><br />
<span class="kw1">if</span> <span class="br0">&#40;</span> SDL_Init<span class="br0">&#40;</span>SDL_INIT_VIDEO<span class="br0">&#41;</span> != <span class="nu0">0</span> <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;Unable to initialize SDL: %s<span class="es0">\n</span>&#8220;</span>, SDL_GetError<span class="br0">&#40;</span><span class="br0">&#41;</span><span class="br0">&#41;</span>;<br />
<span class="kw1">return</span> <span class="nu0">1</span>;<br />
<span class="br0">&#125;</span></p>
<p>SDL_GL_SetAttribute<span class="br0">&#40;</span> SDL_GL_DOUBLEBUFFER, <span class="nu0">1</span> <span class="br0">&#41;</span>;</p>
<p>screen = SDL_SetVideoMode<span class="br0">&#40;</span> <span class="nu0">640</span>, <span class="nu0">480</span>, <span class="nu0">16</span>, SDL_OPENGL<span class="br0">&#41;</span>;<br />
<span class="kw1">if</span> <span class="br0">&#40;</span> !screen <span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
<a href="http://www.opengroup.org/onlinepubs/009695399/functions/printf.html"><span class="kw3">printf</span></a><span class="br0">&#40;</span><span class="st0">&#8220;Unable to set video mode: %s<span class="es0">\n</span>&#8220;</span>, SDL_GetError<span class="br0">&#40;</span><span class="br0">&#41;</span><span class="br0">&#41;</span>;<br />
<span class="kw1">return</span> <span class="nu0">1</span>;<br />
<span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></p>
<p><span class="kw4">void</span> init_GL<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="co1">// Set the OpenGL state after creating the context with SDL_SetVideoMode</span></p>
<p>glClearColor<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span>, <span class="nu0">0</span>, <span class="nu0">0</span> <span class="br0">&#41;</span>;</p>
<p>glEnable<span class="br0">&#40;</span> GL_TEXTURE_2D <span class="br0">&#41;</span>; <span class="co1">// Need this to display a texture</span></p>
<p>glViewport<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">0</span>, <span class="nu0">640</span>, <span class="nu0">480</span> <span class="br0">&#41;</span>;</p>
<p>glMatrixMode<span class="br0">&#40;</span> GL_PROJECTION <span class="br0">&#41;</span>;<br />
glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>glOrtho<span class="br0">&#40;</span> <span class="nu0">0</span>, <span class="nu0">640</span>, <span class="nu0">480</span>, <span class="nu0">0</span>, -<span class="nu0">1</span>, <span class="nu0">1</span> <span class="br0">&#41;</span>;</p>
<p>glMatrixMode<span class="br0">&#40;</span> GL_MODELVIEW <span class="br0">&#41;</span>;<br />
glLoadIdentity<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="kw4">void</span> clean_up<span class="br0">&#40;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
glDeleteTextures<span class="br0">&#40;</span> <span class="nu0">1</span>, &amp;amp;texture <span class="br0">&#41;</span>;</p>
<p>SDL_Quit<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="br0">&#125;</span></p>
<p><span class="kw4">int</span> main<span class="br0">&#40;</span><span class="kw4">int</span> argc, <span class="kw4">char</span> *argv<span class="br0">&#91;</span><span class="br0">&#93;</span><span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="co1">//Make sure the program waits for a quit</span><br />
bool quit = <span class="kw2">false</span>;</p>
<p>init<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
init_GL<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
loadImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
drawImage<span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p><span class="kw1">while</span><span class="br0">&#40;</span> quit == <span class="kw2">false</span> <span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span> SDL_PollEvent<span class="br0">&#40;</span> &amp;amp;event <span class="br0">&#41;</span> <span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="co1">//If a key was pressed</span><br />
<span class="kw1">if</span><span class="br0">&#40;</span> event.<span class="me1">type</span> == SDL_KEYDOWN <span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="co1">//Adjust the velocity</span><br />
<span class="kw1">switch</span><span class="br0">&#40;</span> event.<span class="me1">key</span>.<span class="me1">keysym</span>.<span class="me1">sym</span> <span class="br0">&#41;</span><br />
<span class="br0">&#123;</span><br />
<span class="kw1">case</span> SDLK_ESCAPE:<br />
quit=<span class="kw2">true</span>;<br />
<span class="kw2">break</span>;<br />
<span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></p>
<p><span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></div>
</div>
<div class="codesnip-container" >
<div class="codesnip">clean_up<span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
<span class="kw1">return</span> <span class="nu0">0</span>;<br />
<span class="br0">&#125;</span></div>
</div>
<p>So i hope this will give u a base to start off. On the next post i&#8217;l tell you how to move the 2d Sprite in the screen. I&#8217;ll show u how to handle the key events in my next post.</p>
<p><strong>Gracias.</strong></p>
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