simple crossplatform mipmap gen w/o glu

This commit is contained in:
2024-03-12 19:09:23 +11:00
parent 978f99edd6
commit 43307791e4
2 changed files with 3 additions and 11 deletions

View File

@@ -8,7 +8,7 @@ add_executable(Lesson10 Lesson10.cpp)
set_target_properties(Lesson10 PROPERTIES
CXX_STANDARD 98
WIN32_EXECUTABLE ON)
target_link_libraries(Lesson10 SDL3::SDL3 OpenGL::GL $<$<PLATFORM_ID:Windows>:OpenGL::GLU>)
target_link_libraries(Lesson10 SDL3::SDL3 OpenGL::GL)
target_compile_options(Lesson10 PRIVATE $<$<CXX_COMPILER_ID:GNU>:-Wall -Wextra -pedantic>)
target_compile_definitions(Lesson10 PRIVATE $<$<CXX_COMPILER_ID:MSVC>:_CRT_SECURE_NO_WARNINGS>)

View File

@@ -11,11 +11,7 @@
#include <stdlib.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#define GL_GLEXT_PROTOTYPES
#include <SDL3/SDL_opengl.h> // Header File For The OpenGL32 Library
#ifdef _WIN32
# include <gl/GLU.h>
#endif
SDL_Window* hWnd=NULL; // Holds Our Window Handle
SDL_GLContext hRC=NULL; // Permanent Rendering Context
@@ -170,12 +166,8 @@ int LoadGLTextures() // Load Bitmaps And Conv
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
#ifndef _WIN32
glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->w, TextureImage->h, 0, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
glGenerateMipmap(GL_TEXTURE_2D);
#else
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage->w, TextureImage->h, GL_BGR, GL_UNSIGNED_BYTE, TextureImage->pixels);
#endif
}
SDL_DestroySurface(TextureImage); // Free The Image Structure
@@ -375,7 +367,7 @@ bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Must Support Double Buffering
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // Select Our Color Depth
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0); // Color Bits Ignored