(cond ((/= zoomed-image 0) (values zoomed-image width height))))))))))
(defun load-texture (filename &optional (min-filter GL_LINEAR) (mag-filter GL_LINEAR))
- (init-textures)
- (init-video-mode)
- (multiple-value-bind
- (image real-w real-h) (load-image-for-texture filename)
+; (init-textures)
+; (init-video-mode)
+ (progn-textures
+ (multiple-value-bind
+ (image real-w real-h) (load-image-for-texture filename)
(cond (image
(let ((width (surface-w image)) (height (surface-h image))
(byteorder (if (= (SDL_ByteOrder) SDL_LIL_ENDIAN)
(if (= (surface-format-BytesPerPixel image) 3) GL_BGR GL_BGRA)
(if (= (surface-format-BytesPerPixel image) 3) GL_RGB GL_RGBA)))
-
(texture (car (glGenTextures 1))))
(glBindTexture GL_TEXTURE_2D texture)
(glTexImage2D GL_TEXTURE_2D 0 3 width height 0 byteorder GL_UNSIGNED_BYTE (surface-pixels image))
(glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER min-filter)
(glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER mag-filter)
(SDL_FreeSurface image)
- (values texture real-w real-h))))))
+ (values texture real-w real-h)))))))
(defun draw-image-function (filename)
(multiple-value-bind
(draw-rectangle (* f width) (* f height) :texture texture))))))
(defun draw-quad (v1 v2 v3 v4 &key texture color)
- (cond (texture (glBindTexture GL_TEXTURE_2D texture)
- (begin-draw 4)
- (draw-vertex v1 :texture-coord '(0 0))
- (draw-vertex v2 :texture-coord '(1 0))
- (draw-vertex v3 :texture-coord '(1 1))
- (draw-vertex v4 :texture-coord '(0 1))
- (glEnd))
+ (cond (texture (progn-textures
+ (glBindTexture GL_TEXTURE_2D texture)
+ (begin-draw 4)
+ (draw-vertex v1 :texture-coord '(0 0))
+ (draw-vertex v2 :texture-coord '(1 0))
+ (draw-vertex v3 :texture-coord '(1 1))
+ (draw-vertex v4 :texture-coord '(0 1))
+ (glEnd)))
(t (cond (color (draw-color color)))
(draw v1 v2 v3 v4))))