Mercurial > sdl-ios-xcode
annotate test/testgl.c @ 234:1af4be6a73cd
Modified the logo texture load to accept any width/height image
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 06 Nov 2001 01:48:36 +0000 |
parents | 5b42a7f5fab3 |
children | cf4944faad96 |
rev | line source |
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0 | 1 #include <stdlib.h> |
2 #include <stdio.h> | |
3 #include <string.h> | |
4 #include <math.h> | |
5 | |
6 #include "SDL.h" | |
7 | |
8 #ifdef HAVE_OPENGL | |
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9 |
214
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10 #include "SDL_opengl.h" |
0 | 11 |
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12 /* Undefine this if you want a flat cube instead of a rainbow cube */ |
0 | 13 #define SHADED_CUBE |
14 | |
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15 /* Define this to be the name of the logo image to use with -logo */ |
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16 #define LOGO_FILE "icon.bmp" |
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17 |
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18 /* The SDL_OPENGLBLIT interface is deprecated. |
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19 The code is still available for benchmark purposes though. |
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20 */ |
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21 static SDL_bool USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; |
0 | 22 |
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23 /**********************************************************************/ |
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24 |
0 | 25 void HotKey_ToggleFullScreen(void) |
26 { | |
27 SDL_Surface *screen; | |
28 | |
29 screen = SDL_GetVideoSurface(); | |
30 if ( SDL_WM_ToggleFullScreen(screen) ) { | |
31 printf("Toggled fullscreen mode - now %s\n", | |
32 (screen->flags&SDL_FULLSCREEN) ? "fullscreen" : "windowed"); | |
33 } else { | |
34 printf("Unable to toggle fullscreen mode\n"); | |
35 } | |
36 } | |
37 | |
38 void HotKey_ToggleGrab(void) | |
39 { | |
40 SDL_GrabMode mode; | |
41 | |
42 printf("Ctrl-G: toggling input grab!\n"); | |
43 mode = SDL_WM_GrabInput(SDL_GRAB_QUERY); | |
44 if ( mode == SDL_GRAB_ON ) { | |
45 printf("Grab was on\n"); | |
46 } else { | |
47 printf("Grab was off\n"); | |
48 } | |
49 mode = SDL_WM_GrabInput(!mode); | |
50 if ( mode == SDL_GRAB_ON ) { | |
51 printf("Grab is now on\n"); | |
52 } else { | |
53 printf("Grab is now off\n"); | |
54 } | |
55 } | |
56 | |
57 void HotKey_Iconify(void) | |
58 { | |
59 printf("Ctrl-Z: iconifying window!\n"); | |
60 SDL_WM_IconifyWindow(); | |
61 } | |
62 | |
63 int HandleEvent(SDL_Event *event) | |
64 { | |
65 int done; | |
66 | |
67 done = 0; | |
68 switch( event->type ) { | |
69 case SDL_ACTIVEEVENT: | |
70 /* See what happened */ | |
71 printf( "app %s ", event->active.gain ? "gained" : "lost" ); | |
72 if ( event->active.state & SDL_APPACTIVE ) { | |
73 printf( "active " ); | |
74 } else if ( event->active.state & SDL_APPMOUSEFOCUS ) { | |
75 printf( "mouse " ); | |
76 } else if ( event->active.state & SDL_APPINPUTFOCUS ) { | |
77 printf( "input " ); | |
78 } | |
79 printf( "focus\n" ); | |
80 break; | |
81 | |
82 | |
83 case SDL_KEYDOWN: | |
84 if ( event->key.keysym.sym == SDLK_ESCAPE ) { | |
85 done = 1; | |
86 } | |
87 if ( (event->key.keysym.sym == SDLK_g) && | |
88 (event->key.keysym.mod & KMOD_CTRL) ) { | |
89 HotKey_ToggleGrab(); | |
90 } | |
91 if ( (event->key.keysym.sym == SDLK_z) && | |
92 (event->key.keysym.mod & KMOD_CTRL) ) { | |
93 HotKey_Iconify(); | |
94 } | |
95 if ( (event->key.keysym.sym == SDLK_RETURN) && | |
96 (event->key.keysym.mod & KMOD_ALT) ) { | |
97 HotKey_ToggleFullScreen(); | |
98 } | |
99 printf("key '%s' pressed\n", | |
100 SDL_GetKeyName(event->key.keysym.sym)); | |
101 break; | |
102 case SDL_QUIT: | |
103 done = 1; | |
104 break; | |
105 } | |
106 return(done); | |
107 } | |
108 | |
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109 void SDL_GL_Enter2DMode() |
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110 { |
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111 SDL_Surface *screen = SDL_GetVideoSurface(); |
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112 |
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113 /* Note, there may be other things you need to change, |
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114 depending on how you have your OpenGL state set up. |
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115 */ |
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116 glPushAttrib(GL_ENABLE_BIT); |
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117 glDisable(GL_DEPTH_TEST); |
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118 glDisable(GL_CULL_FACE); |
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119 glEnable(GL_TEXTURE_2D); |
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120 |
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121 glViewport(0, 0, screen->w, screen->h); |
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122 |
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123 glMatrixMode(GL_PROJECTION); |
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124 glPushMatrix(); |
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125 glLoadIdentity(); |
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126 |
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127 glOrtho(0.0, (GLdouble)screen->w, (GLdouble)screen->h, 0.0, 0.0, 1.0); |
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128 |
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129 glMatrixMode(GL_MODELVIEW); |
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130 glPushMatrix(); |
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131 glLoadIdentity(); |
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132 |
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133 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); |
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134 } |
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135 |
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136 void SDL_GL_Leave2DMode() |
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137 { |
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138 glMatrixMode(GL_MODELVIEW); |
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139 glPopMatrix(); |
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140 |
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141 glMatrixMode(GL_PROJECTION); |
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142 glPopMatrix(); |
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143 |
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144 glPopAttrib(); |
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145 } |
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146 |
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147 /* Quick utility function for texture creation */ |
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148 static int power_of_two(int input) |
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149 { |
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150 int value = 1; |
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151 |
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152 while ( value < input ) { |
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153 value <<= 1; |
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154 } |
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155 return value; |
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156 } |
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157 |
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158 GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord) |
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159 { |
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160 GLuint texture; |
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161 int w, h; |
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162 SDL_Surface *image; |
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163 SDL_Rect area; |
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164 Uint32 saved_flags; |
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165 Uint8 saved_alpha; |
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166 |
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167 /* Use the surface width and height expanded to powers of 2 */ |
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168 w = power_of_two(surface->w); |
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169 h = power_of_two(surface->h); |
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170 texcoord[0] = 0.0f; /* Min X */ |
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171 texcoord[1] = 0.0f; /* Min Y */ |
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172 texcoord[2] = (GLfloat)surface->w / w; /* Max X */ |
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173 texcoord[3] = (GLfloat)surface->h / h; /* Max Y */ |
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174 |
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175 image = SDL_CreateRGBSurface( |
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176 SDL_SWSURFACE, |
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177 w, h, |
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178 32, |
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179 #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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180 0x000000FF, |
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181 0x0000FF00, |
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182 0x00FF0000, |
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183 0xFF000000 |
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184 #else |
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185 0xFF000000, |
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186 0x00FF0000, |
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187 0x0000FF00, |
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188 0x000000FF |
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189 #endif |
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190 ); |
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191 if ( image == NULL ) { |
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192 return 0; |
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193 } |
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194 |
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195 /* Save the alpha blending attributes */ |
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196 saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK); |
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197 saved_alpha = surface->format->alpha; |
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198 if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { |
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199 SDL_SetAlpha(surface, 0, 0); |
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200 } |
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201 |
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202 /* Copy the surface into the GL texture image */ |
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203 area.x = 0; |
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204 area.y = 0; |
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205 area.w = surface->w; |
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206 area.h = surface->h; |
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207 SDL_BlitSurface(surface, &area, image, &area); |
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208 |
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209 /* Restore the alpha blending attributes */ |
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210 if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { |
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211 SDL_SetAlpha(surface, saved_flags, saved_alpha); |
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212 } |
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213 |
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214 /* Create an OpenGL texture for the image */ |
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215 glGenTextures(1, &texture); |
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216 glBindTexture(GL_TEXTURE_2D, texture); |
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217 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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218 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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219 glTexImage2D(GL_TEXTURE_2D, |
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220 0, |
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221 GL_RGBA, |
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222 w, h, |
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223 0, |
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224 GL_RGBA, |
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225 GL_UNSIGNED_BYTE, |
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226 image->pixels); |
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227 SDL_FreeSurface(image); /* No longer needed */ |
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228 |
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229 return texture; |
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230 } |
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231 |
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232 void DrawLogoTexture(void) |
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233 { |
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234 static GLuint texture; |
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235 static GLfloat texMinX, texMinY; |
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236 static GLfloat texMaxX, texMaxY; |
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237 static int x = 0; |
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238 static int y = 0; |
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239 static int w, h; |
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240 static int delta_x = 1; |
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241 static int delta_y = 1; |
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242 static Uint32 last_moved = 0; |
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243 |
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244 SDL_Surface *screen = SDL_GetVideoSurface(); |
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245 |
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246 if ( ! texture ) { |
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247 SDL_Surface *image; |
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248 GLfloat texcoord[4]; |
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249 |
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250 /* Load the image (could use SDL_image library here) */ |
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251 image = SDL_LoadBMP(LOGO_FILE); |
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252 if ( image == NULL ) { |
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253 return; |
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254 } |
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255 w = image->w; |
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256 h = image->h; |
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257 |
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258 /* Convert the image into an OpenGL texture */ |
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259 texture = SDL_GL_LoadTexture(image, texcoord); |
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260 |
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261 /* Make texture coordinates easy to understand */ |
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262 texMinX = texcoord[0]; |
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263 texMinY = texcoord[1]; |
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264 texMaxX = texcoord[2]; |
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265 texMaxY = texcoord[3]; |
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266 |
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267 /* We don't need the original image anymore */ |
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268 SDL_FreeSurface(image); |
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269 |
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270 /* Make sure that the texture conversion is okay */ |
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271 if ( ! texture ) { |
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272 return; |
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273 } |
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274 } |
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275 |
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276 /* Move the image around */ |
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277 x += delta_x; |
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278 if ( x < 0 ) { |
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279 x = 0; |
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280 delta_x = -delta_x; |
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281 } else |
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282 if ( (x+w) > screen->w ) { |
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283 x = screen->w-w; |
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284 delta_x = -delta_x; |
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285 } |
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286 y += delta_y; |
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287 if ( y < 0 ) { |
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288 y = 0; |
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289 delta_y = -delta_y; |
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290 } else |
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291 if ( (y+h) > screen->h ) { |
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292 y = screen->h-h; |
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293 delta_y = -delta_y; |
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294 } |
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295 |
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296 /* Show the image on the screen */ |
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297 SDL_GL_Enter2DMode(); |
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298 glBindTexture(GL_TEXTURE_2D, texture); |
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299 glBegin(GL_TRIANGLE_STRIP); |
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300 glTexCoord2f(texMinX, texMinY); glVertex2i(x, y ); |
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301 glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y ); |
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302 glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y+h); |
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303 glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h); |
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304 glEnd(); |
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305 SDL_GL_Leave2DMode(); |
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306 } |
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307 |
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308 /* This code is deprecated, but available for speed comparisons */ |
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309 void DrawLogoBlit(void) |
0 | 310 { |
311 static SDL_Surface *image = NULL; | |
233
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SDL_OPENGLBLIT is deprecated, show the "right way" of doing things
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312 static GLuint texture; |
234
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313 static GLfloat texMinX, texMinY; |
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314 static GLfloat texMaxX, texMaxY; |
0 | 315 static int x = 0; |
316 static int y = 0; | |
233
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317 static int w, h; |
0 | 318 static int delta_x = 1; |
319 static int delta_y = 1; | |
320 static Uint32 last_moved = 0; | |
321 | |
322 SDL_Rect dst; | |
234
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323 SDL_Surface *screen = SDL_GetVideoSurface(); |
0 | 324 |
325 if ( image == NULL ) { | |
326 SDL_Surface *temp; | |
327 | |
234
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328 /* Load the image (could use SDL_image library here) */ |
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329 temp = SDL_LoadBMP(LOGO_FILE); |
0 | 330 if ( temp == NULL ) { |
331 return; | |
332 } | |
234
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333 w = temp->w; |
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334 h = temp->h; |
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335 |
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336 /* Convert the image into the screen format */ |
0 | 337 image = SDL_CreateRGBSurface( |
338 SDL_SWSURFACE, | |
234
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339 w, h, |
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340 screen->format->BitsPerPixel, |
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341 screen->format->Rmask, |
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342 screen->format->Gmask, |
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343 screen->format->Bmask, |
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344 screen->format->Amask); |
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345 if ( image ) { |
0 | 346 SDL_BlitSurface(temp, NULL, image, NULL); |
347 } | |
348 SDL_FreeSurface(temp); | |
234
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349 |
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350 /* Make sure that the texture conversion is okay */ |
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351 if ( ! image ) { |
0 | 352 return; |
353 } | |
354 } | |
355 | |
234
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356 /* Move the image around |
0 | 357 Note that we do not clear the old position. This is because we |
358 perform a glClear() which clears the framebuffer and then only | |
359 update the new area. | |
360 Note that you can also achieve interesting effects by modifying | |
361 the screen surface alpha channel. It's set to 255 by default.. | |
362 */ | |
234
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363 x += delta_x; |
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364 if ( x < 0 ) { |
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365 x = 0; |
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366 delta_x = -delta_x; |
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367 } else |
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368 if ( (x+w) > screen->w ) { |
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369 x = screen->w-w; |
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370 delta_x = -delta_x; |
0 | 371 } |
234
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372 y += delta_y; |
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373 if ( y < 0 ) { |
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374 y = 0; |
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375 delta_y = -delta_y; |
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376 } else |
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377 if ( (y+h) > screen->h ) { |
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378 y = screen->h-h; |
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379 delta_y = -delta_y; |
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380 } |
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381 dst.x = x; |
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382 dst.y = y; |
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383 dst.w = w; |
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384 dst.h = h; |
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385 SDL_BlitSurface(image, NULL, screen, &dst); |
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386 |
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387 /* Show the image on the screen */ |
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388 SDL_UpdateRects(screen, 1, &dst); |
0 | 389 } |
390 | |
391 int RunGLTest( int argc, char* argv[], | |
392 int logo, int slowly, int bpp, float gamma ) | |
393 { | |
394 int i; | |
395 int rgb_size[3]; | |
396 int w = 640; | |
397 int h = 480; | |
398 int done = 0; | |
399 int frames; | |
400 Uint32 start_time, this_time; | |
401 float color[8][3]= {{ 1.0, 1.0, 0.0}, | |
402 { 1.0, 0.0, 0.0}, | |
403 { 0.0, 0.0, 0.0}, | |
404 { 0.0, 1.0, 0.0}, | |
405 { 0.0, 1.0, 1.0}, | |
406 { 1.0, 1.0, 1.0}, | |
407 { 1.0, 0.0, 1.0}, | |
408 { 0.0, 0.0, 1.0}}; | |
409 float cube[8][3]= {{ 0.5, 0.5, -0.5}, | |
410 { 0.5, -0.5, -0.5}, | |
411 {-0.5, -0.5, -0.5}, | |
412 {-0.5, 0.5, -0.5}, | |
413 {-0.5, 0.5, 0.5}, | |
414 { 0.5, 0.5, 0.5}, | |
415 { 0.5, -0.5, 0.5}, | |
416 {-0.5, -0.5, 0.5}}; | |
417 Uint32 video_flags; | |
418 int value; | |
419 | |
420 if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { | |
421 fprintf(stderr,"Couldn't initialize SDL: %s\n",SDL_GetError()); | |
422 exit( 1 ); | |
423 } | |
424 | |
425 /* See if we should detect the display depth */ | |
426 if ( bpp == 0 ) { | |
427 if ( SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8 ) { | |
428 bpp = 8; | |
429 } else { | |
430 bpp = 16; /* More doesn't seem to work */ | |
431 } | |
432 } | |
433 | |
434 /* Set the flags we want to use for setting the video mode */ | |
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435 if ( logo && USE_DEPRECATED_OPENGLBLIT ) { |
0 | 436 video_flags = SDL_OPENGLBLIT; |
437 } else { | |
438 video_flags = SDL_OPENGL; | |
439 } | |
440 for ( i=1; argv[i]; ++i ) { | |
441 if ( strcmp(argv[1], "-fullscreen") == 0 ) { | |
442 video_flags |= SDL_FULLSCREEN; | |
443 } | |
444 } | |
445 | |
446 /* Initialize the display */ | |
447 switch (bpp) { | |
448 case 8: | |
449 rgb_size[0] = 2; | |
450 rgb_size[1] = 3; | |
451 rgb_size[2] = 3; | |
452 break; | |
453 case 15: | |
454 case 16: | |
455 rgb_size[0] = 5; | |
456 rgb_size[1] = 5; | |
457 rgb_size[2] = 5; | |
458 break; | |
459 default: | |
460 rgb_size[0] = 8; | |
461 rgb_size[1] = 8; | |
462 rgb_size[2] = 8; | |
463 break; | |
464 } | |
465 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] ); | |
466 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] ); | |
467 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] ); | |
468 SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); | |
469 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); | |
470 if ( SDL_SetVideoMode( w, h, bpp, video_flags ) == NULL ) { | |
471 fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError()); | |
472 SDL_Quit(); | |
473 exit(1); | |
474 } | |
475 | |
476 printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel); | |
477 printf("\n"); | |
478 printf( "Vendor : %s\n", glGetString( GL_VENDOR ) ); | |
479 printf( "Renderer : %s\n", glGetString( GL_RENDERER ) ); | |
480 printf( "Version : %s\n", glGetString( GL_VERSION ) ); | |
481 printf( "Extensions : %s\n", glGetString( GL_EXTENSIONS ) ); | |
482 printf("\n"); | |
483 | |
484 SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value ); | |
485 printf( "SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0],value); | |
486 SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value ); | |
487 printf( "SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1],value); | |
488 SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value ); | |
489 printf( "SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2],value); | |
490 SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value ); | |
491 printf( "SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value ); | |
492 SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value ); | |
493 printf( "SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value ); | |
494 | |
495 /* Set the window manager title bar */ | |
496 SDL_WM_SetCaption( "SDL GL test", "testgl" ); | |
497 | |
498 /* Set the gamma for the window */ | |
499 if ( gamma != 0.0 ) { | |
500 SDL_SetGamma(gamma, gamma, gamma); | |
501 } | |
502 | |
503 glViewport( 0, 0, w, h ); | |
504 glMatrixMode( GL_PROJECTION ); | |
505 glLoadIdentity( ); | |
506 | |
507 glOrtho( -2.0, 2.0, -2.0, 2.0, -20.0, 20.0 ); | |
508 | |
509 glMatrixMode( GL_MODELVIEW ); | |
510 glLoadIdentity( ); | |
511 | |
512 glEnable(GL_DEPTH_TEST); | |
513 | |
514 glDepthFunc(GL_LESS); | |
515 | |
516 glShadeModel(GL_SMOOTH); | |
517 | |
518 /* Loop until done. */ | |
519 start_time = SDL_GetTicks(); | |
520 frames = 0; | |
521 while( !done ) { | |
522 GLenum gl_error; | |
523 char* sdl_error; | |
524 SDL_Event event; | |
525 | |
526 /* Do our drawing, too. */ | |
527 glClearColor( 0.0, 0.0, 0.0, 1.0 ); | |
528 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
529 | |
530 glBegin( GL_QUADS ); | |
531 | |
532 #ifdef SHADED_CUBE | |
533 glColor3fv(color[0]); | |
534 glVertex3fv(cube[0]); | |
535 glColor3fv(color[1]); | |
536 glVertex3fv(cube[1]); | |
537 glColor3fv(color[2]); | |
538 glVertex3fv(cube[2]); | |
539 glColor3fv(color[3]); | |
540 glVertex3fv(cube[3]); | |
541 | |
542 glColor3fv(color[3]); | |
543 glVertex3fv(cube[3]); | |
544 glColor3fv(color[4]); | |
545 glVertex3fv(cube[4]); | |
546 glColor3fv(color[7]); | |
547 glVertex3fv(cube[7]); | |
548 glColor3fv(color[2]); | |
549 glVertex3fv(cube[2]); | |
550 | |
551 glColor3fv(color[0]); | |
552 glVertex3fv(cube[0]); | |
553 glColor3fv(color[5]); | |
554 glVertex3fv(cube[5]); | |
555 glColor3fv(color[6]); | |
556 glVertex3fv(cube[6]); | |
557 glColor3fv(color[1]); | |
558 glVertex3fv(cube[1]); | |
559 | |
560 glColor3fv(color[5]); | |
561 glVertex3fv(cube[5]); | |
562 glColor3fv(color[4]); | |
563 glVertex3fv(cube[4]); | |
564 glColor3fv(color[7]); | |
565 glVertex3fv(cube[7]); | |
566 glColor3fv(color[6]); | |
567 glVertex3fv(cube[6]); | |
568 | |
569 glColor3fv(color[5]); | |
570 glVertex3fv(cube[5]); | |
571 glColor3fv(color[0]); | |
572 glVertex3fv(cube[0]); | |
573 glColor3fv(color[3]); | |
574 glVertex3fv(cube[3]); | |
575 glColor3fv(color[4]); | |
576 glVertex3fv(cube[4]); | |
577 | |
578 glColor3fv(color[6]); | |
579 glVertex3fv(cube[6]); | |
580 glColor3fv(color[1]); | |
581 glVertex3fv(cube[1]); | |
582 glColor3fv(color[2]); | |
583 glVertex3fv(cube[2]); | |
584 glColor3fv(color[7]); | |
585 glVertex3fv(cube[7]); | |
586 #else // flat cube | |
587 glColor3f(1.0, 0.0, 0.0); | |
588 glVertex3fv(cube[0]); | |
589 glVertex3fv(cube[1]); | |
590 glVertex3fv(cube[2]); | |
591 glVertex3fv(cube[3]); | |
592 | |
593 glColor3f(0.0, 1.0, 0.0); | |
594 glVertex3fv(cube[3]); | |
595 glVertex3fv(cube[4]); | |
596 glVertex3fv(cube[7]); | |
597 glVertex3fv(cube[2]); | |
598 | |
599 glColor3f(0.0, 0.0, 1.0); | |
600 glVertex3fv(cube[0]); | |
601 glVertex3fv(cube[5]); | |
602 glVertex3fv(cube[6]); | |
603 glVertex3fv(cube[1]); | |
604 | |
605 glColor3f(0.0, 1.0, 1.0); | |
606 glVertex3fv(cube[5]); | |
607 glVertex3fv(cube[4]); | |
608 glVertex3fv(cube[7]); | |
609 glVertex3fv(cube[6]); | |
610 | |
611 glColor3f(1.0, 1.0, 0.0); | |
612 glVertex3fv(cube[5]); | |
613 glVertex3fv(cube[0]); | |
614 glVertex3fv(cube[3]); | |
615 glVertex3fv(cube[4]); | |
616 | |
617 glColor3f(1.0, 0.0, 1.0); | |
618 glVertex3fv(cube[6]); | |
619 glVertex3fv(cube[1]); | |
620 glVertex3fv(cube[2]); | |
621 glVertex3fv(cube[7]); | |
622 #endif /* SHADED_CUBE */ | |
623 | |
624 glEnd( ); | |
625 | |
626 glMatrixMode(GL_MODELVIEW); | |
627 glRotatef(5.0, 1.0, 1.0, 1.0); | |
628 | |
629 /* Draw 2D logo onto the 3D display */ | |
630 if ( logo ) { | |
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631 if ( USE_DEPRECATED_OPENGLBLIT ) { |
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632 DrawLogoBlit(); |
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633 } else { |
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634 DrawLogoTexture(); |
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635 } |
0 | 636 } |
637 | |
638 SDL_GL_SwapBuffers( ); | |
639 | |
640 /* Check for error conditions. */ | |
641 gl_error = glGetError( ); | |
642 | |
643 if( gl_error != GL_NO_ERROR ) { | |
644 fprintf( stderr, "testgl: OpenGL error: %d\n", gl_error ); | |
645 } | |
646 | |
647 sdl_error = SDL_GetError( ); | |
648 | |
649 if( sdl_error[0] != '\0' ) { | |
650 fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error); | |
651 SDL_ClearError(); | |
652 } | |
653 | |
654 /* Allow the user to see what's happening */ | |
655 if ( slowly ) { | |
656 SDL_Delay( 20 ); | |
657 } | |
658 | |
659 /* Check if there's a pending event. */ | |
660 while( SDL_PollEvent( &event ) ) { | |
661 done = HandleEvent(&event); | |
662 } | |
663 ++frames; | |
664 } | |
665 | |
666 /* Print out the frames per second */ | |
667 this_time = SDL_GetTicks(); | |
668 if ( this_time != start_time ) { | |
669 printf("%2.2f FPS\n", | |
670 ((float)frames/(this_time-start_time))*1000.0); | |
671 } | |
672 | |
673 /* Destroy our GL context, etc. */ | |
674 SDL_Quit( ); | |
675 return(0); | |
676 } | |
677 | |
678 int main(int argc, char *argv[]) | |
679 { | |
680 int i, logo; | |
681 int numtests; | |
682 int bpp = 0; | |
683 int slowly; | |
684 float gamma = 0.0; | |
685 | |
686 logo = 0; | |
687 slowly = 0; | |
688 numtests = 1; | |
689 for ( i=1; argv[i]; ++i ) { | |
690 if ( strcmp(argv[i], "-twice") == 0 ) { | |
691 ++numtests; | |
692 } | |
693 if ( strcmp(argv[i], "-logo") == 0 ) { | |
694 logo = 1; | |
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695 USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; |
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696 } |
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697 if ( strcmp(argv[i], "-logoblit") == 0 ) { |
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698 logo = 1; |
5b42a7f5fab3
SDL_OPENGLBLIT is deprecated, show the "right way" of doing things
Sam Lantinga <slouken@libsdl.org>
parents:
221
diff
changeset
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699 USE_DEPRECATED_OPENGLBLIT = SDL_TRUE; |
0 | 700 } |
701 if ( strcmp(argv[i], "-slow") == 0 ) { | |
702 slowly = 1; | |
703 } | |
704 if ( strcmp(argv[i], "-bpp") == 0 ) { | |
705 bpp = atoi(argv[++i]); | |
706 } | |
707 if ( strcmp(argv[i], "-gamma") == 0 ) { | |
708 gamma = (float)atof(argv[++i]); | |
709 } | |
710 if ( strncmp(argv[i], "-h", 2) == 0 ) { | |
711 printf( | |
712 "Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n]\n", | |
713 argv[0]); | |
714 exit(0); | |
715 } | |
716 } | |
717 for ( i=0; i<numtests; ++i ) { | |
718 RunGLTest(argc, argv, logo, slowly, bpp, gamma); | |
719 } | |
720 return 0; | |
721 } | |
722 | |
723 #else /* HAVE_OPENGL */ | |
724 | |
725 int main(int argc, char *argv[]) | |
726 { | |
727 printf("No OpenGL support on this system\n"); | |
728 return 1; | |
729 } | |
730 | |
731 #endif /* HAVE_OPENGL */ |