_TITLE "Learning OpenGL" 'giving title to your window
SCREEN _NEWIMAGE(600, 600, 32) 'creating a window of 600x600
'This is our main loop
DO
_LIMIT 40 'Adding this will prevent high cpu usage.
LOOP
SUB _GL ()
STATIC glInit
'Here we'll put our OpenGL commands!
IF NOT glInit THEN
glInit = -1
_glViewport 0, 0, _WIDTH, _HEIGHT 'here _WIDTH() and _HEIGHT() gives the width and height of our window.
img& = _LOADIMAGE("texture_2.jpg")
img2& = _NEWIMAGE(_WIDTH(img&), _HEIGHT(img&), 32)
_PUTIMAGE (0, _HEIGHT(img&))-(_WIDTH(img&), 0), img&, img2&
STATIC myTex AS LONG, myMask AS LONG 'our texture handle
_glGenTextures 1, _OFFSET(myTex) 'generate our texture handle
_glBindTexture _GL_TEXTURE_2D, myTex 'select our texture handle
DIM m AS _MEM
m = _MEMIMAGE(img2&) 'we will take data from our image using _MEM
'giving image data to our texture handle
_glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _WIDTH(img&), _HEIGHT(img&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET
_MEMFREE m
_FREEIMAGE img&
_FREEIMAGE img2&
'set out texture filtering
_glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
_glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
msk& = _LOADIMAGE("mask.png")
img2& = _NEWIMAGE(_WIDTH(msk&), _HEIGHT(msk&), 32)
_PUTIMAGE (0, _HEIGHT)-(_WIDTH, 0), msk&, img2&
_glGenTextures 1, _OFFSET(myMask)
_glBindTexture _GL_TEXTURE_2D, myMask 'select our texture handle
m = _MEMIMAGE(img2&) 'we will take data from our image using _MEM
'giving image data to our texture handle
_glTexImage2D _GL_TEXTURE_2D, 0, _GL_RGB, _WIDTH(msk&), _HEIGHT(msk&), 0, _GL_BGRA_EXT, _GL_UNSIGNED_BYTE, m.OFFSET
_MEMFREE m
_FREEIMAGE msk&
_FREEIMAGE img2&
'set out texture filtering
_glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MAG_FILTER, _GL_LINEAR 'for scaling up
_glTexParameteri _GL_TEXTURE_2D, _GL_TEXTURE_MIN_FILTER, _GL_NEAREST 'for scaling down
END IF
_glEnable _GL_TEXTURE_2D 'enable texture mapping
_glEnable _GL_BLEND 'enable blending
_glClearColor 0, 0, 0, 1 'set color to solid black
_glClear _GL_COLOR_BUFFER_BIT
_glBindTexture _GL_TEXTURE_2D, myTex
_glBegin _GL_QUADS
_glTexCoord2f 0, 1
_glVertex2f -1, 1
_glTexCoord2f 1, 1
_glVertex2f 1, 1
_glTexCoord2f 1, 0
_glVertex2f 1, -1
_glTexCoord2f 0, 0
_glVertex2f -1, -1
_glEnd
_glBlendFunc _GL_ZERO, _GL_ONE_MINUS_SRC_COLOR 'one liner modification ;)
_glBindTexture _GL_TEXTURE_2D, 0
FOR i = -1 TO 1 STEP 0.3
FOR j = 1 TO -1 STEP -0.3
_glBegin _GL_QUADS
_glVertex2f i - 0.1, j + 0.1
_glVertex2f i + 0.1, j + 0.1
_glVertex2f i + 0.1, j - 0.1
_glVertex2f i - 0.1, j - 0.1
_glEnd
NEXT
NEXT
_glFlush
END SUB