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私は以下の例に従っていますが、VS2015の代わりにiOS/Xcodeを使用しています(これはAndroidのクロスプラットフォームプロジェクトの例です)。iOS SDL2テクスチャを描画できない
私は、コードがすべての私のテクスチャのいずれかを表示することができません。私が何を試しても、小さな白い矩形しか得られません。私は間違って何をしていますか?
これはOpenGL ES1.xでなければならないので、シェーダは必要ありません。
#import <Foundation/Foundation.h>
#include "SDL.h"
#include <time.h>
#include "SDL_opengles.h"
#define FALSE 0
#define TRUE 1
#ifndef BOOL
#define BOOL int
#endif
#define min(a,b) ((a) < (b) ? (a) : (b))
#define max(a,b) ((a) > (b) ? (a) : (b))
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
GLuint g_Texture = 0;
BOOL g_Running = TRUE;
SDL_Window *g_SDLWindow = NULL;
SDL_Surface *g_SDLSurface = NULL;
SDL_Renderer *g_SDLRenderer = NULL;
SDL_Texture *g_SDLTexture = NULL;
int g_ScreenHeight = SCREEN_HEIGHT;
int g_ScreenWidth = SCREEN_WIDTH;
unsigned char treeData[420] = {
0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x10, 0x00, 0x10, 0x00, 0x20, 0x08, 0x82, 0x00, 0x00, 0x00, 0x00, 0x01,
0x16, 0x1D, 0x38, 0xFF, 0x10, 0x50, 0x6C, 0xFF, 0x83, 0x16, 0x1D, 0x38,
0xFF, 0x00, 0x10, 0x50, 0x6C, 0xFF, 0x82, 0x16, 0x1D, 0x38, 0xFF, 0x82,
0x00, 0x00, 0x00, 0x00, 0x83, 0x00, 0x00, 0x00, 0x00, 0x81, 0x16, 0x1D,
0x38, 0xFF, 0x00, 0x10, 0x50, 0x6C, 0xFF, 0x84, 0x16, 0x1D, 0x38, 0xFF,
0x83, 0x00, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, 0x00, 0x82, 0x16,
0x1D, 0x38, 0xFF, 0x00, 0x10, 0x50, 0x6C, 0xFF, 0x85, 0x00, 0x00, 0x00,
0x00, 0x85, 0x00, 0x00, 0x00, 0x00, 0x01, 0x16, 0x1D, 0x38, 0xFF, 0x10,
0x50, 0x6C, 0xFF, 0x81, 0x16, 0x1D, 0x38, 0xFF, 0x85, 0x00, 0x00, 0x00,
0x00, 0x85, 0x00, 0x00, 0x00, 0x00, 0x83, 0x16, 0x1D, 0x38, 0xFF, 0x85,
0x00, 0x00, 0x00, 0x00, 0x85, 0x00, 0x00, 0x00, 0x00, 0x03, 0x16, 0x1D,
0x38, 0xFF, 0x10, 0x50, 0x6C, 0xFF, 0x16, 0x1D, 0x38, 0xFF, 0x10, 0x50,
0x6C, 0xFF, 0x85, 0x00, 0x00, 0x00, 0x00, 0x82, 0x00, 0x00, 0x00, 0x00,
0x89, 0x24, 0xBA, 0x24, 0xFF, 0x82, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00,
0x00, 0x00, 0x00, 0x87, 0x24, 0xBA, 0x24, 0xFF, 0x00, 0x1A, 0x87, 0x2F,
0xFF, 0x82, 0x24, 0xBA, 0x24, 0xFF, 0x81, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x82, 0x24, 0xBA, 0x24, 0xFF, 0x00, 0x1A, 0x87,
0x2F, 0xFF, 0x81, 0x24, 0xBA, 0x24, 0xFF, 0x00, 0x1A, 0x87, 0x2F, 0xFF,
0x86, 0x24, 0xBA, 0x24, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x8F, 0x24,
0xBA, 0x24, 0xFF, 0x81, 0x24, 0xBA, 0x24, 0xFF, 0x00, 0x1A, 0x87, 0x2F,
0xFF, 0x86, 0x24, 0xBA, 0x24, 0xFF, 0x05, 0x1A, 0x87, 0x2F, 0xFF, 0x24,
0xBA, 0x24, 0xFF, 0x1A, 0x87, 0x2F, 0xFF, 0x24, 0xBA, 0x24, 0xFF, 0x1A,
0x87, 0x2F, 0xFF, 0x24, 0xBA, 0x24, 0xFF, 0x86, 0x24, 0xBA, 0x24, 0xFF,
0x00, 0x1A, 0x87, 0x2F, 0xFF, 0x87, 0x24, 0xBA, 0x24, 0xFF, 0x81, 0x24,
0xBA, 0x24, 0xFF, 0x02, 0x1A, 0x87, 0x2F, 0xFF, 0x24, 0xBA, 0x24, 0xFF,
0x1A, 0x87, 0x2F, 0xFF, 0x8A, 0x24, 0xBA, 0x24, 0xFF, 0x00, 0x00, 0x00,
0x00, 0x00, 0x88, 0x24, 0xBA, 0x24, 0xFF, 0x02, 0x1A, 0x87, 0x2F, 0xFF,
0x24, 0xBA, 0x24, 0xFF, 0x1A, 0x87, 0x2F, 0xFF, 0x81, 0x24, 0xBA, 0x24,
0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, 0x00, 0x00, 0x84,
0x24, 0xBA, 0x24, 0xFF, 0x00, 0x1A, 0x87, 0x2F, 0xFF, 0x85, 0x24, 0xBA,
0x24, 0xFF, 0x81, 0x00, 0x00, 0x00, 0x00, 0x83, 0x00, 0x00, 0x00, 0x00,
0x87, 0x24, 0xBA, 0x24, 0xFF, 0x83, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x54, 0x52, 0x55, 0x45, 0x56, 0x49,
0x53, 0x49, 0x4F, 0x4E, 0x2D, 0x58, 0x46, 0x49, 0x4C, 0x45, 0x2E, 0x00
};
void LoadTree(void)
{
glGenTextures(1, &g_Texture);
glBindTexture(GL_TEXTURE_2D, g_Texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, treeData+18);
}
//--------------------------------------------------------------------------------------------
// InitSDL()
//--------------------------------------------------------------------------------------------
void InitSDL(void)
{
if(SDL_Init(SDL_INIT_VIDEO) < 0)
exit(-1);
atexit(SDL_Quit);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // *new*
SDL_DisplayMode currentDisplay;
SDL_GetCurrentDisplayMode(0, ¤tDisplay);
g_ScreenWidth = max(currentDisplay.w, currentDisplay.h);
g_ScreenHeight = min(currentDisplay.w, currentDisplay.h);
SDL_DisplayMode displayMode;
SDL_GetDesktopDisplayMode(0, &displayMode);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
// PDS: GLES 2 will require shaders etc..
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
g_SDLWindow = SDL_CreateWindow("Test",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
g_ScreenWidth,
g_ScreenHeight,
/* SDL_WINDOW_FULLSCFREEN | */ SDL_WINDOW_OPENGL);
if(g_SDLWindow == NULL)
exit(-1);
SDL_GL_CreateContext(g_SDLWindow);
glViewport(0, 0, g_ScreenWidth, g_ScreenHeight); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
glRotatef(-90, 0, 0, 1);
glOrthof(0.0f, g_ScreenWidth, g_ScreenHeight, 0.0f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
glTranslatef(0.5, 0.5, 0);
glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
LoadTree();
glShadeModel(GL_SMOOTH);
}
float sq[] =
{
-7, 7, 0,
7, 7, 0,
-7, -7, 0,
7, -7, 0
};
float tri[] =
{
sq[ 0 ], sq[ 1 ], sq[ 2 ],
sq[ 3 ], sq[ 4 ], sq[ 5 ],
sq[ 6 ], sq[ 7 ], sq[ 8 ],
sq[ 6 ], sq[ 7 ], sq[ 8 ],
sq[ 3 ], sq[ 4 ], sq[ 5 ],
sq[ 9 ], sq[ 10], sq[ 11]
};
float texCoords[]=
{
0, 1,
1, 1,
0, 0,
0, 0,
1, 1,
1, 0
};
//--------------------------------------------------------------------------------------------
// Draw()
//--------------------------------------------------------------------------------------------
void Draw(int x, int y)
{
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, g_Texture);
glPushMatrix();
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
GLfloat tX = (GLfloat) 10.0f;
GLfloat tY = (GLfloat) 10.0f;
GLfloat xOffset = 0;
GLfloat yOffset = 0;
// PDS: Offset the drawing by half character width since all placement will be done from quad centre..
xOffset = tX;
yOffset = tY;
glTranslatef(xOffset + x, yOffset + y, 0.0f);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glFrontFace(GL_CW);
glVertexPointer( 3, GL_FLOAT, 0, tri);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_BLEND);
}
//--------------------------------------------------------------------------------------------
// main()
//--------------------------------------------------------------------------------------------
int main(int argc, char* argv[])
{
InitSDL();
SDL_Event event;
while(g_Running)
{
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
g_Running = false;
break;
}
}
Draw(100, 100);
SDL_GL_SwapWindow(g_SDLWindow);
}
SDL_Quit();
return EXIT_SUCCESS;
}