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path: root/glgfx.cpp
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#include "glgfx.h"
//buffer handles are the ints that gl returns
//buffer data is the data you bind to opengl
GLuint vbhandler; //vertex buffer handle
GLuint ebhandler;
GLuint texhandlers[2];
//handlers for the perspective transforms
GLint projhandler;
GLint tranhandler;
GLint rothandler;
GLint camhandler;
GLint camposhandler;
GLint lightposhandler;
GLint lightattribhandler;
//device coordinates
//      ^
//    (y+)
//      |
//<(x-)-+-(x+)>
//      |
//    (y-)
//      v
//shaders
// z+ is close to screen z- is farther away
GLuint vertexshaderhandle;
GLuint fragmentshaderhandle;
GLuint shaderprogramhandle;
GLuint vertexshadowshaderhandle;
GLuint fragmentshadowshaderhandle;
GLuint shadowshaderprogramhandle;
GLuint geomshadowshaderhandle;
int initglgfx() {
	//glew is the library that links all of opengl's fnctions
	//for you
	glewExperimental = GL_TRUE;
	glewInit();
	//glEnable (GL_BLEND);
	// so we can have transparent polygons
	//glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);	
	//culls back face triagnles, which is determined by whether vertexes are clockwise
	// or counterclockwise
	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);

	float vertexdata[] = {
-0.500000,0.500000,-0.500000, 0.000000,0.000000,-1.000000, 0.000000,1.000000,0.000000, 	0.500000,0.500000,-0.500000, 0.000000,0.000000,-1.000000, 1.000000,1.000000,0.000000, 	-0.500000,-0.500000,-0.500000, 0.000000,0.000000,-1.000000, 0.000000,0.000000,0.000000, 
-0.500000,-0.500000,-0.500000, 0.000000,0.000000,-1.000000, 0.000000,0.000000,0.000000, 	0.500000,0.500000,-0.500000, 0.000000,0.000000,-1.000000, 1.000000,1.000000,0.000000, 	0.500000,-0.500000,-0.500000, 0.000000,0.000000,-1.000000, 1.000000,0.000000,0.000000, 
0.500000,0.500000,-0.500000, 1.000000,0.000000,0.000000, 0.000000,1.000000,0.000000, 	0.500000,0.500000,0.500000, 1.000000,0.000000,0.000000, 1.000000,1.000000,0.000000, 	0.500000,-0.500000,-0.500000, 1.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 
0.500000,-0.500000,-0.500000, 1.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 	0.500000,0.500000,0.500000, 1.000000,0.000000,0.000000, 1.000000,1.000000,0.000000, 	0.500000,-0.500000,0.500000, 1.000000,0.000000,0.000000, 1.000000,0.000000,0.000000, 
0.500000,0.500000,0.500000, 0.000000,0.000000,1.000000, 0.000000,1.000000,0.000000, 	-0.500000,0.500000,0.500000, 0.000000,0.000000,1.000000, 1.000000,1.000000,0.000000, 	0.500000,-0.500000,0.500000, 0.000000,0.000000,1.000000, 0.000000,0.000000,0.000000, 
-0.500000,0.500000,0.500000, 0.000000,0.000000,1.000000, 1.000000,1.000000,0.000000, 	-0.500000,-0.500000,0.500000, 0.000000,0.000000,1.000000, 1.000000,0.000000,0.000000, 	0.500000,-0.500000,0.500000, 0.000000,0.000000,1.000000, 0.000000,0.000000,0.000000, 
-0.500000,0.500000,0.500000, -1.000000,0.000000,0.000000, 0.000000,1.000000,0.000000, 	-0.500000,0.500000,-0.500000, -1.000000,0.000000,0.000000, 1.000000,1.000000,0.000000, 	-0.500000,-0.500000,0.500000, -1.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 
-0.500000,0.500000,-0.500000, -1.000000,0.000000,0.000000, 1.000000,1.000000,0.000000, 	-0.500000,-0.500000,-0.500000, -1.000000,0.000000,0.000000, 1.000000,0.000000,0.000000, 	-0.500000,-0.500000,0.500000, -1.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 
-0.500000,-0.500000,-0.500000, 0.000000,-1.000000,0.000000, 0.000000,0.000000,0.000000, 	0.500000,-0.500000,0.500000, 0.000000,-1.000000,0.000000, 1.000000,1.000000,0.000000, 	-0.500000,-0.500000,0.500000, 0.000000,-1.000000,0.000000, 0.000000,1.000000,0.000000, 
0.500000,-0.500000,-0.500000, 0.000000,-1.000000,0.000000, 1.000000,0.000000,0.000000, 	0.500000,-0.500000,0.500000, 0.000000,-1.000000,0.000000, 1.000000,1.000000,0.000000, 	-0.500000,-0.500000,-0.500000, 0.000000,-1.000000,0.000000, 0.000000,0.000000,0.000000, 
-0.500000,0.500000,-0.500000, 0.000000,1.000000,0.000000, 0.000000,0.000000,0.000000, 	-0.500000,0.500000,0.500000, 0.000000,1.000000,0.000000, 1.000000,0.000000,0.000000, 	0.500000,0.500000,0.500000, 0.000000,1.000000,0.000000, 1.000000,1.000000,0.000000, 
0.500000,0.500000,0.500000, 0.000000,1.000000,0.000000, 1.000000,1.000000,0.000000, 	0.500000,0.500000,-0.500000, 0.000000,1.000000,0.000000, 0.000000,1.000000,0.000000, 	-0.500000,0.500000,-0.500000, 0.000000,1.000000,0.000000, 0.000000,0.000000,0.000000, 
	};

	GLuint elementdata[] = {
		0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35
	};
	//binds to the element buffer
	glGenBuffers(1,&vbhandler);
	glBindBuffer(GL_ARRAY_BUFFER,vbhandler);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertexdata), vertexdata, GL_DYNAMIC_DRAW);
	glGenBuffers(1,&ebhandler);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,ebhandler);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elementdata), elementdata, GL_DYNAMIC_DRAW);
	//loads textures
	glGenTextures(2, texhandlers);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, texhandlers[0]);
	glgfxloadtexture("textures/tex.bmp");	
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, texhandlers[1]);
	glgfxloadtexture("textures/elev.bmp");
	//loads the shaders
	genshaders();
	genshadowshaders();
}
//loads shaders and models
GLuint loadshaderscript(const char * file, GLenum type) {
	std::string source = readfile(file).c_str();
	const char * shaderstr = source.c_str();
	GLuint handle = glCreateShader(type);
	int len = source.length();
	glShaderSource(handle, 1, (&shaderstr), &len);
	glCompileShader(handle);
	char buffer[512];
	GLint err;
	glGetShaderiv(handle, GL_COMPILE_STATUS, &err);
	if (err == false) {
		glGetShaderInfoLog(handle, 512, NULL, buffer);
		printf("error compiling shader in file : %s\n", file);
		printf(buffer);
	}
	return handle;
}
int genshaders() {
//flowchart
//vertex shader receives raw vertex data, outputs that data transformed in 3d space(camera), that data is passed to
//geometry shader, which is where we will add normal vector for
//light calculations // also where we make the volumetric information
//all these are rasterized, and blended for every pixel value
//then passed to fragment shader
//which is where we do the light calculations
//tests and blending(multiple buffers?)
	//---=[make the shader program]=---
	//|				  |
	//|				  |
	//---------------------------------
	GLuint vertexshaderhandle = loadshaderscript("vertexshader.glsl", GL_VERTEX_SHADER);
	GLuint fragmentshaderhandle = loadshaderscript("fragmentshader.glsl", GL_FRAGMENT_SHADER);
	//GLuint vertexshaderhandle = loadshaderscript("vertexshader.glsl", GL_VERTEX_SHADER);
	shaderprogramhandle = glCreateProgram();
	glAttachShader(shaderprogramhandle,vertexshaderhandle);
	glAttachShader(shaderprogramhandle,fragmentshaderhandle);
	//the 0 is which buffer, 0 is the default, 1 will be fore volumetric shading
	glBindFragDataLocation(shaderprogramhandle,0,"outpix");
	glLinkProgram(shaderprogramhandle);
	glUseProgram(shaderprogramhandle);
	//---=[vertex data format declaration]=---
	//|					 |
	//|					 |
	//----------------------------------------
	//vertex data
	GLint pos;
	pos = glGetAttribLocation(shaderprogramhandle, "position");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
	glEnableVertexAttribArray(pos);
	GLint vnorm;
	vnorm = glGetAttribLocation(shaderprogramhandle, "vnormal");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(vnorm, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void *) (3 * sizeof(float)) );
	glEnableVertexAttribArray(vnorm);
	GLint texcoord;
	texcoord = glGetAttribLocation(shaderprogramhandle, "texcoord");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(texcoord, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void *) (6 * sizeof(float)) );
	glEnableVertexAttribArray(texcoord);
	//---=[uniform handler loading]=---
	//|				  |
	//|				  |
	//---------------------------------
	//getting uniform handler
	glUniform1i(glGetUniformLocation(shaderprogramhandle, "tex"), 0);
	glUniform1i(glGetUniformLocation(shaderprogramhandle, "elev"), 1);
	/*projhandler = glGetUniformLocation(shaderprogramhandle, "proj");
	camhandler = glGetUniformLocation(shaderprogramhandle, "cam");
	tranhandler = glGetUniformLocation(shaderprogramhandle, "tran");
	rothandler = glGetUniformLocation(shaderprogramhandle, "rot");
	lightposhandler = glGetUniformLocation(shaderprogramhandle, "lightpos");
	camposhandler = glGetUniformLocation(shaderprogramhandle, "campos");
	lightattribhandler = glGetUniformLocation(shaderprogramhandle, "lightattrib");*/
}

int genshadowshaders() {
//flowchart
//vertex shadowshader receives raw vertex data, outputs that data transformed in 3d space(camera), that data is passed to
//geometry shadowshader, which is where we will add normal vector for
//light calculations // also where we make the volumetric information
//all these are rasterized, and blended for every pixel value
//then passed to fragment shadowshader
//which is where we do the light calculations
//tests and blending(multiple buffers?)
	//---=[make the shadowshader program]=---
	//|				  |
	//|				  |
	//---------------------------------
	GLuint vertexshadowshaderhandle = loadshaderscript("vertexshadowshader.glsl", GL_VERTEX_SHADER);
	GLuint fragmentshadowshaderhandle = loadshaderscript("fragmentshadowshader.glsl", GL_FRAGMENT_SHADER);
	//GLuint vertexshadowshaderhandle = loadshaderscript("vertexshader.glsl", GL_VERTEX_SHADER);
	shadowshaderprogramhandle = glCreateProgram();
	glAttachShader(shadowshaderprogramhandle,vertexshadowshaderhandle);
	glAttachShader(shadowshaderprogramhandle,fragmentshadowshaderhandle);
	//the 0 is which buffer, 0 is the default, 1 will be fore volumetric shading
	glBindFragDataLocation(shadowshaderprogramhandle,0,"outpix");
	glLinkProgram(shadowshaderprogramhandle);
	glUseProgram(shadowshaderprogramhandle);
	//---=[vertex data format declaration]=---
	//|					 |
	//|					 |
	//----------------------------------------
	//vertex data
	GLint pos;
	pos = glGetAttribLocation(shadowshaderprogramhandle, "position");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
	glEnableVertexAttribArray(pos);
	GLint vnorm;
	vnorm = glGetAttribLocation(shadowshaderprogramhandle, "vnormal");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(vnorm, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void *) (3 * sizeof(float)) );
	glEnableVertexAttribArray(vnorm);
	GLint texcoord;
	texcoord = glGetAttribLocation(shadowshaderprogramhandle, "texcoord");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(texcoord, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void *) (6 * sizeof(float)) );
	glEnableVertexAttribArray(texcoord);
	//---=[uniform handler loading]=---
	//|				  |
	//|				  |
	//---------------------------------
	//getting uniform handler
	glUniform1i(glGetUniformLocation(shadowshaderprogramhandle, "tex"), 0);
	glUniform1i(glGetUniformLocation(shadowshaderprogramhandle, "elev"), 1);
	/*projhandler = glGetUniformLocation(shadowshaderprogramhandle, "proj");
	camhandler = glGetUniformLocation(shadowshaderprogramhandle, "cam");
	tranhandler = glGetUniformLocation(shadowshaderprogramhandle, "tran");
	rothandler = glGetUniformLocation(shadowshaderprogramhandle, "rot");
	lightposhandler = glGetUniformLocation(shadowshaderprogramhandle, "lightpos");
	camposhandler = glGetUniformLocation(shadowshaderprogramhandle, "campos");
	lightattribhandler = glGetUniformLocation(shadowshaderprogramhandle, "lightattrib");*/
}
int useregshaders () {
	glUseProgram(shaderprogramhandle);
	/*GLint pos;
	pos = glGetAttribLocation(shaderprogramhandle, "position");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
	glEnableVertexAttribArray(pos);
	GLint vnorm;
	vnorm = glGetAttribLocation(shaderprogramhandle, "vnormal");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(vnorm, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void *) (3 * sizeof(float)) );
	glEnableVertexAttribArray(vnorm);
	GLint texcoord;
	texcoord = glGetAttribLocation(shaderprogramhandle, "texcoord");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(texcoord, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void *) (6 * sizeof(float)) );
	glEnableVertexAttribArray(texcoord); */
	//glUniform1i(glGetUniformLocation(shaderprogramhandle, "tex"), 0);
	//glUniform1i(glGetUniformLocation(shaderprogramhandle, "elev"), 1);
	projhandler = glGetUniformLocation(shaderprogramhandle, "proj");
	camhandler = glGetUniformLocation(shaderprogramhandle, "cam");
	tranhandler = glGetUniformLocation(shaderprogramhandle, "tran");
	rothandler = glGetUniformLocation(shaderprogramhandle, "rot");
	lightposhandler = glGetUniformLocation(shaderprogramhandle, "lightpos");
	camposhandler = glGetUniformLocation(shaderprogramhandle, "campos");
	lightattribhandler = glGetUniformLocation(shaderprogramhandle, "lightattrib");
}
int useshadowshaders() {
	glUseProgram(shadowshaderprogramhandle);
	/*GLint pos;
	pos = glGetAttribLocation(shadowshaderprogramhandle, "position");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
	glEnableVertexAttribArray(pos);
	GLint vnorm;
	vnorm = glGetAttribLocation(shadowshaderprogramhandle, "vnormal");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(vnorm, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void *) (3 * sizeof(float)) );
	glEnableVertexAttribArray(vnorm);
	GLint texcoord;
	texcoord = glGetAttribLocation(shadowshaderprogramhandle, "texcoord");
	//the actual atribute, number of values, type, whether they need to be normalied to -1 1,
	//number of bytes between values, offset from beginning in bytes
	glVertexAttribPointer(texcoord, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void *) (6 * sizeof(float)) );
	glEnableVertexAttribArray(texcoord);*/
	//glUniform1i(glGetUniformLocation(shadowshaderprogramhandle, "tex"), 0);
	//glUniform1i(glGetUniformLocation(shadowshaderprogramhandle, "elev"), 1);
	projhandler = glGetUniformLocation(shadowshaderprogramhandle, "proj");
	camhandler = glGetUniformLocation(shadowshaderprogramhandle, "cam");
	tranhandler = glGetUniformLocation(shadowshaderprogramhandle, "tran");
	rothandler = glGetUniformLocation(shadowshaderprogramhandle, "rot");
	lightposhandler = glGetUniformLocation(shadowshaderprogramhandle, "lightpos");
	camposhandler = glGetUniformLocation(shadowshaderprogramhandle, "campos");
	lightattribhandler = glGetUniformLocation(shadowshaderprogramhandle, "lightattrib");
}
//opens a filebuffer stream and reads every char
std::string readfile(char const * filename) {
	std::ifstream filebuffer;
	std::string line;
	std::string rstr;
	rstr = "";
	char c;
	filebuffer.open(filename);
	if (!filebuffer.is_open()) {
		printf("error reading file");
	}
	while (filebuffer.get(c)) {
		rstr = rstr + c;
	}
	filebuffer.close();
	return rstr;
}
int setcam (float cpx, float cpy, float cpz, float clx, float cly, float clz, float cux, float cuy, float cuz) {
	//lookat eye position of camera, center center of screen, up up direction
	//glm::mat4 cam = glm::lookAt(glm::vec3(0,0,1), glm::vec3(0,0,0),glm::vec3(0,1,0));
	glm::mat4 cam = glm::lookAt(glm::vec3(cpx, cpy, cpz), glm::vec3(clx, cly, clz), glm::vec3(cux, cuy, cuz));
	glUniformMatrix4fv(camhandler, 1, GL_FALSE, glm::value_ptr(cam));
	glUniform3fv(camposhandler, 1, glm::value_ptr(glm::vec3(cpx,cpy,cpz)));
	return 0;
}
int setlight (float x, float y, float z, float r, float g, float b, float lim) {
	glUniform3fv(lightposhandler, 1, glm::value_ptr(glm::vec3(x,y,z)));	
	glUniform4fv(lightattribhandler, 1, glm::value_ptr(glm::vec4(r,g,b,lim)));
	return 0;
}
//draws the model, setting perspective transform and position transform
//done with magic numbers for now for testing purposes
int drawmodel(float x, float y, float z, float xr, float yr, float zr, float xs, float ys, float zs) {
// the transformation matrix = rotation matrix of object * scaling matrix * translaton matrix representing difference in camera and object location * -rotation matrix of the camera * perspective transform
//order of application ir right to left
	//fov, aspect ratio, size of near and far planes distance
	glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)maxx/(float)maxy, 0.1f, 100.0f);
	glUniformMatrix4fv(projhandler, 1, GL_FALSE, glm::value_ptr(proj));

	//a valid tranlation matrix showing the colun first conventions of glm::mat4
	//tran = glm::mat4(
	//	glm::vec4(1.0f,0.0f,0.0f,0.0f), //x transform is the one on the last column
	//	glm::vec4(0.0f,1.0f,0.0f,0.0f), //y
	//	glm::vec4(0.0f,0.0f,1.0f,0.0f), // z
	//	glm::vec4(0.0f,0.0f,0.5f,1.0f)  //w just make it 1
	//);
	//the translation matrix, matrixes added last are applied first
	glm::mat4 tran;	
	tran = glm::translate(tran, glm::vec3(x,y,z));
	tran = glm::rotate(tran,glm::radians(xr),glm::vec3(1,0,0)); // axis of rotation x y z
	tran = glm::rotate(tran,glm::radians(yr),glm::vec3(0,1,0));
	tran = glm::rotate(tran,glm::radians(zr),glm::vec3(0,0,1));
	tran = glm::scale(tran, glm::vec3(xs, ys, zs));
	glm::mat4 rot;
	rot = glm::rotate(rot,glm::radians(xr),glm::vec3(1,0,0)); // axis of rotation x y z
	rot = glm::rotate(rot,glm::radians(yr),glm::vec3(0,1,0));
	rot = glm::rotate(rot,glm::radians(zr),glm::vec3(0,0,1));
	//deprecated debug stuff
	//printf("translated vector x%f\n",(tran * glm::vec4(1.0f,0.0f,0.0f,1.0f)).x);
	//printf("translated vector y%f\n",(tran * glm::vec4(0.0f,1.0f,0.0f,1.0f)).y);
	//printf("translated vector z%f\n",(tran * glm::vec4(0.0f,0.0f,1.0f,1.0f)).z);
	//printf("translated vector x%f\n",(rot * glm::vec4(1.0f,0.0f,0.0f,1.0f)).x);
	//printf("translated vector y%f\n",(rot * glm::vec4(0.0f,1.0f,0.0f,1.0f)).y);
	//printf("translated vector z%f\n",(rot * glm::vec4(0.0f,0.0f,1.0f,1.0f)).z);
	//loads the transaltion stuff
	glUniformMatrix4fv(tranhandler, 1, GL_FALSE, glm::value_ptr(tran));
	glUniformMatrix4fv(rothandler, 1, GL_FALSE, glm::value_ptr(rot));
	//glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
	glDrawArrays(GL_TRIANGLES,0,36);
}
int quitglgfx() {
}
int clearglgfx() {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	return 0;
}
int glgfxloadtexture (const char * file) {
	SDL_Surface * tsp;
	tsp = SDL_LoadBMP(file);
	//we're just gonna forget their handlers since loading texture data is a
	//one time thing anyways
	//texture to bind to, detail,format, 
	printf("num of pixels\n %d \n", tsp->format->BitsPerPixel); //32 bits per pixel
	printf("Rmask\n %04x \n", tsp->format->Rmask); // ff000000
	printf("Gmask\n %04x \n", tsp->format->Gmask); // 00ff0000
	printf("Bmask\n %04x \n", tsp->format->Bmask); // 0000ff00
	printf("Amask\n %04x \n", tsp->format->Amask); // 000000ff
	tsp = SDL_ConvertSurfaceFormat(tsp, SDL_PIXELFORMAT_RGBA32, 0);
	//int w;
	//int h;
	//int c;
	//unsigned char * data =SOIL_load_image(file, &w, &h,&c, SOIL_LOAD_BMP);
	//printf("w%d\n",h);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tsp->w, tsp->h, 0, GL_RGBA, GL_UNSIGNED_BYTE,(void *) tsp->pixels);
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );	
	//drawimg(0,0,100,100,file);
	SDL_FreeSurface(tsp);
}