annotate Xcode/TemplatesForXcodeSnowLeopard/SDL OpenGL Application/main.c @ 5178:9b2e99ebd099

Added the Windows framebuffer implementation. This actually ends up being faster than Direct3D with a dynamic texture. (???)
author Sam Lantinga <slouken@libsdl.org>
date Fri, 04 Feb 2011 12:29:58 -0800
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3331
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1
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2 /* Simple program: Create a blank window, wait for keypress, quit.
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3
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4 Please see the SDL documentation for details on using the SDL API:
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5 /Developer/Documentation/SDL/docs.html
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6 */
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7
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8 #include <stdio.h>
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9 #include <stdlib.h>
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10 #include <string.h>
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11 #include <math.h>
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12
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13 #include "SDL.h"
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14
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15 extern void Atlantis_Init ();
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16 extern void Atlantis_Reshape (int w, int h);
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17 extern void Atlantis_Animate ();
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18 extern void Atlantis_Display ();
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19
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20 static SDL_Surface *gScreen;
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21
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22 static void initAttributes ()
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23 {
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24 // Setup attributes we want for the OpenGL context
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25
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26 int value;
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27
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28 // Don't set color bit sizes (SDL_GL_RED_SIZE, etc)
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29 // Mac OS X will always use 8-8-8-8 ARGB for 32-bit screens and
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30 // 5-5-5 RGB for 16-bit screens
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31
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32 // Request a 16-bit depth buffer (without this, there is no depth buffer)
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33 value = 16;
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34 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value);
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35
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36
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37 // Request double-buffered OpenGL
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38 // The fact that windows are double-buffered on Mac OS X has no effect
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39 // on OpenGL double buffering.
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40 value = 1;
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41 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, value);
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42 }
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43
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44 static void printAttributes ()
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45 {
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46 // Print out attributes of the context we created
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47 int nAttr;
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48 int i;
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49
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50 int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE,
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51 SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE };
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52
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53 char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n",
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54 "Alpha size: %d bits\n", "Color buffer size: %d bits\n",
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55 "Depth bufer size: %d bits\n" };
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56
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57 nAttr = sizeof(attr) / sizeof(int);
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58
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59 for (i = 0; i < nAttr; i++) {
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60
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61 int value;
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62 SDL_GL_GetAttribute (attr[i], &value);
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63 printf (desc[i], value);
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64 }
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65 }
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66
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67 static void createSurface (int fullscreen)
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68 {
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69 Uint32 flags = 0;
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70
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71 flags = SDL_OPENGL;
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72 if (fullscreen)
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73 flags |= SDL_FULLSCREEN;
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74
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75 // Create window
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76 gScreen = SDL_SetVideoMode (640, 480, 0, flags);
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77 if (gScreen == NULL) {
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78
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79 fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
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80 SDL_GetError());
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81 SDL_Quit();
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82 exit(2);
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83 }
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84 }
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85
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86 static void initGL ()
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87 {
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88 Atlantis_Init ();
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89 Atlantis_Reshape (gScreen->w, gScreen->h);
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90 }
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91
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92 static void drawGL ()
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93 {
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94 Atlantis_Animate ();
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95 Atlantis_Display ();
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96 }
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97
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98 static void mainLoop ()
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99 {
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100 SDL_Event event;
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101 int done = 0;
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102 int fps = 24;
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103 int delay = 1000/fps;
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104 int thenTicks = -1;
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105 int nowTicks;
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106
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107 while ( !done ) {
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108
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109 /* Check for events */
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110 while ( SDL_PollEvent (&event) ) {
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111 switch (event.type) {
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112
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113 case SDL_MOUSEMOTION:
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114 break;
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115 case SDL_MOUSEBUTTONDOWN:
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116 break;
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117 case SDL_KEYDOWN:
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118 /* Any keypress quits the app... */
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119 case SDL_QUIT:
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120 done = 1;
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121 break;
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122 default:
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123 break;
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124 }
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125 }
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126
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127 // Draw at 24 hz
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128 // This approach is not normally recommended - it is better to
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129 // use time-based animation and run as fast as possible
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130 drawGL ();
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131 SDL_GL_SwapBuffers ();
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132
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133 // Time how long each draw-swap-delay cycle takes
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134 // and adjust delay to get closer to target framerate
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135 if (thenTicks > 0) {
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136 nowTicks = SDL_GetTicks ();
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137 delay += (1000/fps - (nowTicks-thenTicks));
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138 thenTicks = nowTicks;
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139 if (delay < 0)
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140 delay = 1000/fps;
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141 }
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142 else {
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143 thenTicks = SDL_GetTicks ();
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144 }
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145
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146 SDL_Delay (delay);
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147 }
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148 }
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149
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150 int main(int argc, char *argv[])
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151 {
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152 // Init SDL video subsystem
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153 if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
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154
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155 fprintf(stderr, "Couldn't initialize SDL: %s\n",
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156 SDL_GetError());
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157 exit(1);
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158 }
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159
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160 // Set GL context attributes
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161 initAttributes ();
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162
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163 // Create GL context
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164 createSurface (0);
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165
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166 // Get GL context attributes
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167 printAttributes ();
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168
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169 // Init GL state
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170 initGL ();
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171
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172 // Draw, get events...
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173 mainLoop ();
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174
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175 // Cleanup
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176 SDL_Quit();
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177
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178 return 0;
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179 }