Mercurial > sdl-ios-xcode
annotate test/testgles.c @ 5167:97423d858a1a
Added an intro to the features and goals of the 2D rendering API.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 10:03:55 -0800 |
parents | c92950635837 |
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1 #include <stdlib.h> |
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2 #include <stdio.h> |
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3 #include <string.h> |
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4 #include <math.h> |
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5 |
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6 #include "common.h" |
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7 |
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8 #if defined(__IPHONEOS__) || defined(__ANDROID__) |
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9 #define HAVE_OPENGLES |
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10 #endif |
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11 |
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12 #ifdef HAVE_OPENGLES |
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13 |
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14 #include "SDL_opengles.h" |
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15 |
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16 static CommonState *state; |
3139 | 17 static SDL_GLContext *context = NULL; |
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18 static int depth = 16; |
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19 |
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20 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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21 static void |
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22 quit(int rc) |
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23 { |
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24 int i; |
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25 |
3139 | 26 if (context != NULL) { |
27 for (i = 0; i < state->num_windows; i++) { | |
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28 if (context[i]) { |
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29 SDL_GL_DeleteContext(context[i]); |
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30 } |
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31 } |
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32 |
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33 SDL_free(context); |
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34 } |
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35 |
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36 CommonQuit(state); |
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37 exit(rc); |
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38 } |
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39 |
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40 static void |
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41 Render() |
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42 { |
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43 static GLubyte color[8][4] = { {255, 0, 0, 0}, |
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44 {255, 0, 0, 255}, |
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45 {0, 255, 0, 255}, |
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46 {0, 255, 0, 255}, |
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47 {0, 255, 0, 255}, |
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48 {255, 255, 255, 255}, |
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49 {255, 0, 255, 255}, |
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50 {0, 0, 255, 255} |
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51 }; |
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52 static GLfloat cube[8][3] = { {0.5, 0.5, -0.5}, |
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53 {0.5f, -0.5f, -0.5f}, |
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54 {-0.5f, -0.5f, -0.5f}, |
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55 {-0.5f, 0.5f, -0.5f}, |
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56 {-0.5f, 0.5f, 0.5f}, |
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57 {0.5f, 0.5f, 0.5f}, |
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58 {0.5f, -0.5f, 0.5f}, |
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59 {-0.5f, -0.5f, 0.5f} |
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60 }; |
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61 static GLubyte indices[36] = { 0, 3, 4, |
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62 4, 5, 0, |
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63 0, 5, 6, |
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64 6, 1, 0, |
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65 6, 7, 2, |
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66 2, 1, 6, |
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67 7, 4, 3, |
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68 3, 2, 7, |
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69 5, 4, 7, |
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70 7, 6, 5, |
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71 2, 3, 1, |
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72 3, 0, 1 |
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73 }; |
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74 |
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75 |
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76 /* Do our drawing, too. */ |
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77 glClearColor(0.0, 0.0, 0.0, 1.0); |
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78 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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79 |
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80 /* Draw the cube */ |
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81 glColorPointer(4, GL_UNSIGNED_BYTE, 0, color); |
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82 glEnableClientState(GL_COLOR_ARRAY); |
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83 glVertexPointer(3, GL_FLOAT, 0, cube); |
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84 glEnableClientState(GL_VERTEX_ARRAY); |
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85 glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices); |
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86 |
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87 glMatrixMode(GL_MODELVIEW); |
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88 glRotatef(5.0, 1.0, 1.0, 1.0); |
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89 } |
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90 |
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91 int |
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92 main(int argc, char *argv[]) |
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93 { |
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94 int fsaa, accel; |
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95 int value; |
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96 int i, done; |
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97 SDL_DisplayMode mode; |
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98 SDL_Event event; |
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99 Uint32 then, now, frames; |
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100 int status; |
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101 |
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102 /* Initialize parameters */ |
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103 fsaa = 0; |
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104 accel = 0; |
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105 |
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106 /* Initialize test framework */ |
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107 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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108 if (!state) { |
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109 return 1; |
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110 } |
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111 for (i = 1; i < argc;) { |
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112 int consumed; |
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113 |
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114 consumed = CommonArg(state, i); |
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115 if (consumed == 0) { |
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116 if (SDL_strcasecmp(argv[i], "--fsaa") == 0) { |
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117 ++fsaa; |
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118 consumed = 1; |
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119 } else if (SDL_strcasecmp(argv[i], "--accel") == 0) { |
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120 ++accel; |
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121 consumed = 1; |
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122 } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) { |
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123 i++; |
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124 if (!argv[i]) { |
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125 consumed = -1; |
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126 } else { |
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127 depth = SDL_atoi(argv[i]); |
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128 consumed = 1; |
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129 } |
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130 } else { |
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131 consumed = -1; |
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132 } |
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133 } |
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134 if (consumed < 0) { |
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135 fprintf(stderr, "Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0], |
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136 CommonUsage(state)); |
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137 quit(1); |
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138 } |
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139 i += consumed; |
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140 } |
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141 |
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142 /* Set OpenGL parameters */ |
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143 state->window_flags |= SDL_WINDOW_OPENGL; |
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144 state->gl_red_size = 5; |
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145 state->gl_green_size = 5; |
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146 state->gl_blue_size = 5; |
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147 state->gl_depth_size = depth; |
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148 if (fsaa) { |
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149 state->gl_multisamplebuffers=1; |
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150 state->gl_multisamplesamples=fsaa; |
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151 } |
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152 if (accel) { |
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153 state->gl_accelerated=1; |
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154 } |
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155 if (!CommonInit(state)) { |
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156 quit(2); |
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157 } |
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158 |
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159 context = SDL_calloc(state->num_windows, sizeof(context)); |
3139 | 160 if (context == NULL) { |
161 fprintf(stderr, "Out of memory!\n"); | |
162 quit(2); | |
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163 } |
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164 |
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165 /* Create OpenGL ES contexts */ |
3139 | 166 for (i = 0; i < state->num_windows; i++) { |
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167 context[i] = SDL_GL_CreateContext(state->windows[i]); |
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168 if (!context[i]) { |
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169 fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError()); |
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170 quit(2); |
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171 } |
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172 } |
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173 |
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174 if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) { |
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175 SDL_GL_SetSwapInterval(1); |
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176 } else { |
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177 SDL_GL_SetSwapInterval(0); |
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178 } |
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179 |
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180 SDL_GetCurrentDisplayMode(&mode); |
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181 printf("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format)); |
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182 printf("\n"); |
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183 printf("Vendor : %s\n", glGetString(GL_VENDOR)); |
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184 printf("Renderer : %s\n", glGetString(GL_RENDERER)); |
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185 printf("Version : %s\n", glGetString(GL_VERSION)); |
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186 printf("Extensions : %s\n", glGetString(GL_EXTENSIONS)); |
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187 printf("\n"); |
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188 |
3139 | 189 status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); |
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190 if (!status) { |
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191 printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value); |
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192 } else { |
3139 | 193 fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n", |
194 SDL_GetError()); | |
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195 } |
3139 | 196 status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); |
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197 if (!status) { |
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198 printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value); |
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199 } else { |
3139 | 200 fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n", |
201 SDL_GetError()); | |
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202 } |
3139 | 203 status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); |
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204 if (!status) { |
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205 printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value); |
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206 } else { |
3139 | 207 fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n", |
208 SDL_GetError()); | |
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209 } |
3139 | 210 status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); |
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211 if (!status) { |
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212 printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value); |
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213 } else { |
3139 | 214 fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", |
215 SDL_GetError()); | |
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216 } |
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217 if (fsaa) { |
3139 | 218 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); |
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219 if (!status) { |
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220 printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); |
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221 } else { |
3139 | 222 fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n", |
223 SDL_GetError()); | |
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224 } |
3139 | 225 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); |
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226 if (!status) { |
3139 | 227 printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, |
228 value); | |
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229 } else { |
3139 | 230 fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n", |
231 SDL_GetError()); | |
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232 } |
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233 } |
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234 if (accel) { |
3139 | 235 status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); |
236 if (!status) { | |
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237 printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); |
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238 } else { |
3139 | 239 fprintf(stderr, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n", |
240 SDL_GetError()); | |
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241 } |
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242 } |
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243 |
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244 /* Set rendering settings for each context */ |
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245 for (i = 0; i < state->num_windows; ++i) { |
3139 | 246 status = SDL_GL_MakeCurrent(state->windows[i], context[i]); |
247 if (status) { | |
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248 printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); |
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249 |
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250 /* Continue for next window */ |
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251 continue; |
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252 } |
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253 |
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254 glViewport(0, 0, state->window_w, state->window_h); |
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255 glMatrixMode(GL_PROJECTION); |
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256 glLoadIdentity(); |
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257 glOrthof(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0); |
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258 glMatrixMode(GL_MODELVIEW); |
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259 glLoadIdentity(); |
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260 glEnable(GL_DEPTH_TEST); |
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261 glDepthFunc(GL_LESS); |
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262 glShadeModel(GL_SMOOTH); |
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263 } |
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264 |
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265 /* Main render loop */ |
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266 frames = 0; |
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267 then = SDL_GetTicks(); |
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268 done = 0; |
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269 while (!done) { |
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270 /* Check for events */ |
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271 ++frames; |
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272 while (SDL_PollEvent(&event)) { |
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273 switch (event.type) { |
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274 case SDL_WINDOWEVENT: |
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275 switch (event.window.event) { |
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276 case SDL_WINDOWEVENT_RESIZED: |
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277 for (i = 0; i < state->num_windows; ++i) { |
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278 if (event.window.windowID == state->windows[i]) { |
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279 status = SDL_GL_MakeCurrent(state->windows[i], context[i]); |
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280 if (status) { |
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281 printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); |
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282 break; |
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283 } |
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284 /* Change view port to the new window dimensions */ |
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285 glViewport(0, 0, event.window.data1, event.window.data2); |
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286 /* Update window content */ |
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287 Render(); |
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288 SDL_GL_SwapWindow(state->windows[i]); |
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289 break; |
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290 } |
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291 } |
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292 break; |
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293 } |
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294 } |
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295 CommonEvent(state, &event, &done); |
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296 } |
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297 for (i = 0; i < state->num_windows; ++i) { |
3139 | 298 status = SDL_GL_MakeCurrent(state->windows[i], context[i]); |
299 if (status) { | |
300 printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); | |
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301 |
3139 | 302 /* Continue for next window */ |
303 continue; | |
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304 } |
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305 Render(); |
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306 SDL_GL_SwapWindow(state->windows[i]); |
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307 } |
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308 } |
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309 |
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310 /* Print out some timing information */ |
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311 now = SDL_GetTicks(); |
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312 if (now > then) { |
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313 printf("%2.2f frames per second\n", |
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314 ((double) frames * 1000) / (now - then)); |
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315 } |
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316 quit(0); |
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317 return 0; |
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318 } |
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319 |
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320 #else /* HAVE_OPENGLES */ |
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321 |
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322 int |
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323 main(int argc, char *argv[]) |
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324 { |
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325 printf("No OpenGL ES support on this system\n"); |
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326 return 1; |
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327 } |
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328 |
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329 #endif /* HAVE_OPENGLES */ |