Mercurial > sdl-ios-xcode
annotate test/testgl.c @ 791:ab0d977f91f8
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author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 29 Jan 2004 04:35:51 +0000 |
parents | 864e2d2a9a55 |
children | 4ab6d1fd028f |
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 |
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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 |
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22 static SDL_bool USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; |
0 | 23 |
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24 static SDL_Surface *global_image = NULL; |
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25 static GLuint global_texture = 0; |
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26 |
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27 /**********************************************************************/ |
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28 |
0 | 29 void HotKey_ToggleFullScreen(void) |
30 { | |
31 SDL_Surface *screen; | |
32 | |
33 screen = SDL_GetVideoSurface(); | |
34 if ( SDL_WM_ToggleFullScreen(screen) ) { | |
35 printf("Toggled fullscreen mode - now %s\n", | |
36 (screen->flags&SDL_FULLSCREEN) ? "fullscreen" : "windowed"); | |
37 } else { | |
38 printf("Unable to toggle fullscreen mode\n"); | |
39 } | |
40 } | |
41 | |
42 void HotKey_ToggleGrab(void) | |
43 { | |
44 SDL_GrabMode mode; | |
45 | |
46 printf("Ctrl-G: toggling input grab!\n"); | |
47 mode = SDL_WM_GrabInput(SDL_GRAB_QUERY); | |
48 if ( mode == SDL_GRAB_ON ) { | |
49 printf("Grab was on\n"); | |
50 } else { | |
51 printf("Grab was off\n"); | |
52 } | |
53 mode = SDL_WM_GrabInput(!mode); | |
54 if ( mode == SDL_GRAB_ON ) { | |
55 printf("Grab is now on\n"); | |
56 } else { | |
57 printf("Grab is now off\n"); | |
58 } | |
59 } | |
60 | |
61 void HotKey_Iconify(void) | |
62 { | |
63 printf("Ctrl-Z: iconifying window!\n"); | |
64 SDL_WM_IconifyWindow(); | |
65 } | |
66 | |
67 int HandleEvent(SDL_Event *event) | |
68 { | |
69 int done; | |
70 | |
71 done = 0; | |
72 switch( event->type ) { | |
73 case SDL_ACTIVEEVENT: | |
74 /* See what happened */ | |
75 printf( "app %s ", event->active.gain ? "gained" : "lost" ); | |
76 if ( event->active.state & SDL_APPACTIVE ) { | |
77 printf( "active " ); | |
78 } else if ( event->active.state & SDL_APPMOUSEFOCUS ) { | |
79 printf( "mouse " ); | |
80 } else if ( event->active.state & SDL_APPINPUTFOCUS ) { | |
81 printf( "input " ); | |
82 } | |
83 printf( "focus\n" ); | |
84 break; | |
85 | |
86 | |
87 case SDL_KEYDOWN: | |
88 if ( event->key.keysym.sym == SDLK_ESCAPE ) { | |
89 done = 1; | |
90 } | |
91 if ( (event->key.keysym.sym == SDLK_g) && | |
92 (event->key.keysym.mod & KMOD_CTRL) ) { | |
93 HotKey_ToggleGrab(); | |
94 } | |
95 if ( (event->key.keysym.sym == SDLK_z) && | |
96 (event->key.keysym.mod & KMOD_CTRL) ) { | |
97 HotKey_Iconify(); | |
98 } | |
99 if ( (event->key.keysym.sym == SDLK_RETURN) && | |
100 (event->key.keysym.mod & KMOD_ALT) ) { | |
101 HotKey_ToggleFullScreen(); | |
102 } | |
103 printf("key '%s' pressed\n", | |
104 SDL_GetKeyName(event->key.keysym.sym)); | |
105 break; | |
106 case SDL_QUIT: | |
107 done = 1; | |
108 break; | |
109 } | |
110 return(done); | |
111 } | |
112 | |
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113 void SDL_GL_Enter2DMode() |
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114 { |
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115 SDL_Surface *screen = SDL_GetVideoSurface(); |
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116 |
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117 /* Note, there may be other things you need to change, |
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118 depending on how you have your OpenGL state set up. |
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119 */ |
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120 glPushAttrib(GL_ENABLE_BIT); |
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121 glDisable(GL_DEPTH_TEST); |
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122 glDisable(GL_CULL_FACE); |
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123 glEnable(GL_TEXTURE_2D); |
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124 |
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125 /* This allows alpha blending of 2D textures with the scene */ |
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126 glEnable(GL_BLEND); |
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127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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128 |
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129 glViewport(0, 0, screen->w, screen->h); |
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130 |
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131 glMatrixMode(GL_PROJECTION); |
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132 glPushMatrix(); |
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133 glLoadIdentity(); |
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134 |
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135 glOrtho(0.0, (GLdouble)screen->w, (GLdouble)screen->h, 0.0, 0.0, 1.0); |
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136 |
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137 glMatrixMode(GL_MODELVIEW); |
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138 glPushMatrix(); |
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139 glLoadIdentity(); |
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140 |
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141 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); |
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142 } |
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143 |
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144 void SDL_GL_Leave2DMode() |
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145 { |
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146 glMatrixMode(GL_MODELVIEW); |
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147 glPopMatrix(); |
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148 |
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149 glMatrixMode(GL_PROJECTION); |
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150 glPopMatrix(); |
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151 |
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152 glPopAttrib(); |
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153 } |
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154 |
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155 /* Quick utility function for texture creation */ |
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156 static int power_of_two(int input) |
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157 { |
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158 int value = 1; |
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159 |
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160 while ( value < input ) { |
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161 value <<= 1; |
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162 } |
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163 return value; |
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164 } |
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165 |
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166 GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord) |
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167 { |
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168 GLuint texture; |
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169 int w, h; |
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170 SDL_Surface *image; |
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171 SDL_Rect area; |
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172 Uint32 saved_flags; |
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173 Uint8 saved_alpha; |
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174 |
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175 /* Use the surface width and height expanded to powers of 2 */ |
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176 w = power_of_two(surface->w); |
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177 h = power_of_two(surface->h); |
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178 texcoord[0] = 0.0f; /* Min X */ |
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179 texcoord[1] = 0.0f; /* Min Y */ |
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180 texcoord[2] = (GLfloat)surface->w / w; /* Max X */ |
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181 texcoord[3] = (GLfloat)surface->h / h; /* Max Y */ |
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182 |
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183 image = SDL_CreateRGBSurface( |
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184 SDL_SWSURFACE, |
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185 w, h, |
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186 32, |
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187 #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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188 0x000000FF, |
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189 0x0000FF00, |
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190 0x00FF0000, |
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191 0xFF000000 |
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192 #else |
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193 0xFF000000, |
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194 0x00FF0000, |
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195 0x0000FF00, |
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196 0x000000FF |
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197 #endif |
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198 ); |
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199 if ( image == NULL ) { |
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200 return 0; |
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201 } |
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202 |
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203 /* Save the alpha blending attributes */ |
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204 saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK); |
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205 saved_alpha = surface->format->alpha; |
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206 if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { |
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207 SDL_SetAlpha(surface, 0, 0); |
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208 } |
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209 |
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210 /* Copy the surface into the GL texture image */ |
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211 area.x = 0; |
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212 area.y = 0; |
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213 area.w = surface->w; |
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214 area.h = surface->h; |
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215 SDL_BlitSurface(surface, &area, image, &area); |
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216 |
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217 /* Restore the alpha blending attributes */ |
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218 if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { |
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219 SDL_SetAlpha(surface, saved_flags, saved_alpha); |
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220 } |
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221 |
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222 /* Create an OpenGL texture for the image */ |
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223 glGenTextures(1, &texture); |
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224 glBindTexture(GL_TEXTURE_2D, texture); |
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225 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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226 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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227 glTexImage2D(GL_TEXTURE_2D, |
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228 0, |
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229 GL_RGBA, |
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230 w, h, |
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231 0, |
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232 GL_RGBA, |
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233 GL_UNSIGNED_BYTE, |
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234 image->pixels); |
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235 SDL_FreeSurface(image); /* No longer needed */ |
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236 |
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237 return texture; |
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238 } |
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239 |
492
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240 |
234
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241 void DrawLogoTexture(void) |
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242 { |
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243 static GLfloat texMinX, texMinY; |
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244 static GLfloat texMaxX, texMaxY; |
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245 static int x = 0; |
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246 static int y = 0; |
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247 static int w, h; |
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248 static int delta_x = 1; |
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249 static int delta_y = 1; |
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250 static Uint32 last_moved = 0; |
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251 |
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252 SDL_Surface *screen = SDL_GetVideoSurface(); |
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253 |
492
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254 if ( ! global_texture ) { |
234
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255 SDL_Surface *image; |
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256 GLfloat texcoord[4]; |
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257 |
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258 /* Load the image (could use SDL_image library here) */ |
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259 image = SDL_LoadBMP(LOGO_FILE); |
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260 if ( image == NULL ) { |
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261 return; |
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262 } |
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263 w = image->w; |
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264 h = image->h; |
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265 |
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266 /* Convert the image into an OpenGL texture */ |
492
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267 global_texture = SDL_GL_LoadTexture(image, texcoord); |
234
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268 |
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269 /* Make texture coordinates easy to understand */ |
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270 texMinX = texcoord[0]; |
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271 texMinY = texcoord[1]; |
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272 texMaxX = texcoord[2]; |
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273 texMaxY = texcoord[3]; |
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274 |
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275 /* We don't need the original image anymore */ |
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276 SDL_FreeSurface(image); |
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277 |
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278 /* Make sure that the texture conversion is okay */ |
492
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279 if ( ! global_texture ) { |
234
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280 return; |
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281 } |
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282 } |
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283 |
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284 /* Move the image around */ |
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285 x += delta_x; |
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286 if ( x < 0 ) { |
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287 x = 0; |
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288 delta_x = -delta_x; |
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289 } else |
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290 if ( (x+w) > screen->w ) { |
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291 x = screen->w-w; |
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292 delta_x = -delta_x; |
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293 } |
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294 y += delta_y; |
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295 if ( y < 0 ) { |
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296 y = 0; |
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297 delta_y = -delta_y; |
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298 } else |
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299 if ( (y+h) > screen->h ) { |
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300 y = screen->h-h; |
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301 delta_y = -delta_y; |
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302 } |
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303 |
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304 /* Show the image on the screen */ |
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305 SDL_GL_Enter2DMode(); |
492
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306 glBindTexture(GL_TEXTURE_2D, global_texture); |
234
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307 glBegin(GL_TRIANGLE_STRIP); |
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308 glTexCoord2f(texMinX, texMinY); glVertex2i(x, y ); |
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309 glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y ); |
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310 glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y+h); |
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311 glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h); |
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312 glEnd(); |
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313 SDL_GL_Leave2DMode(); |
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314 } |
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315 |
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316 /* This code is deprecated, but available for speed comparisons */ |
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317 void DrawLogoBlit(void) |
0 | 318 { |
319 static int x = 0; | |
320 static int y = 0; | |
233
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321 static int w, h; |
0 | 322 static int delta_x = 1; |
323 static int delta_y = 1; | |
324 static Uint32 last_moved = 0; | |
325 | |
326 SDL_Rect dst; | |
234
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327 SDL_Surface *screen = SDL_GetVideoSurface(); |
0 | 328 |
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329 if ( global_image == NULL ) { |
0 | 330 SDL_Surface *temp; |
331 | |
234
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332 /* Load the image (could use SDL_image library here) */ |
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333 temp = SDL_LoadBMP(LOGO_FILE); |
0 | 334 if ( temp == NULL ) { |
335 return; | |
336 } | |
234
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337 w = temp->w; |
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338 h = temp->h; |
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339 |
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340 /* Convert the image into the screen format */ |
492
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341 global_image = SDL_CreateRGBSurface( |
0 | 342 SDL_SWSURFACE, |
234
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343 w, h, |
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344 screen->format->BitsPerPixel, |
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345 screen->format->Rmask, |
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346 screen->format->Gmask, |
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347 screen->format->Bmask, |
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348 screen->format->Amask); |
492
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349 if ( global_image ) { |
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350 SDL_BlitSurface(temp, NULL, global_image, NULL); |
0 | 351 } |
352 SDL_FreeSurface(temp); | |
234
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353 |
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354 /* Make sure that the texture conversion is okay */ |
492
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355 if ( ! global_image ) { |
0 | 356 return; |
357 } | |
358 } | |
359 | |
234
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360 /* Move the image around |
0 | 361 Note that we do not clear the old position. This is because we |
362 perform a glClear() which clears the framebuffer and then only | |
363 update the new area. | |
364 Note that you can also achieve interesting effects by modifying | |
365 the screen surface alpha channel. It's set to 255 by default.. | |
366 */ | |
234
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367 x += delta_x; |
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368 if ( x < 0 ) { |
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369 x = 0; |
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370 delta_x = -delta_x; |
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371 } else |
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372 if ( (x+w) > screen->w ) { |
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373 x = screen->w-w; |
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374 delta_x = -delta_x; |
0 | 375 } |
234
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376 y += delta_y; |
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377 if ( y < 0 ) { |
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378 y = 0; |
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379 delta_y = -delta_y; |
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380 } else |
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381 if ( (y+h) > screen->h ) { |
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382 y = screen->h-h; |
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383 delta_y = -delta_y; |
233
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384 } |
234
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385 dst.x = x; |
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386 dst.y = y; |
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387 dst.w = w; |
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388 dst.h = h; |
492
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389 SDL_BlitSurface(global_image, NULL, screen, &dst); |
234
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390 |
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391 /* Show the image on the screen */ |
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392 SDL_UpdateRects(screen, 1, &dst); |
0 | 393 } |
394 | |
395 int RunGLTest( int argc, char* argv[], | |
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396 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa ) |
0 | 397 { |
398 int i; | |
399 int rgb_size[3]; | |
400 int w = 640; | |
401 int h = 480; | |
402 int done = 0; | |
403 int frames; | |
404 Uint32 start_time, this_time; | |
405 float color[8][3]= {{ 1.0, 1.0, 0.0}, | |
406 { 1.0, 0.0, 0.0}, | |
407 { 0.0, 0.0, 0.0}, | |
408 { 0.0, 1.0, 0.0}, | |
409 { 0.0, 1.0, 1.0}, | |
410 { 1.0, 1.0, 1.0}, | |
411 { 1.0, 0.0, 1.0}, | |
412 { 0.0, 0.0, 1.0}}; | |
413 float cube[8][3]= {{ 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 {-0.5, 0.5, 0.5}, | |
418 { 0.5, 0.5, 0.5}, | |
419 { 0.5, -0.5, 0.5}, | |
420 {-0.5, -0.5, 0.5}}; | |
421 Uint32 video_flags; | |
422 int value; | |
423 | |
424 if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { | |
425 fprintf(stderr,"Couldn't initialize SDL: %s\n",SDL_GetError()); | |
426 exit( 1 ); | |
427 } | |
428 | |
429 /* See if we should detect the display depth */ | |
430 if ( bpp == 0 ) { | |
431 if ( SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8 ) { | |
432 bpp = 8; | |
433 } else { | |
434 bpp = 16; /* More doesn't seem to work */ | |
435 } | |
436 } | |
437 | |
438 /* Set the flags we want to use for setting the video mode */ | |
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439 if ( logo && USE_DEPRECATED_OPENGLBLIT ) { |
0 | 440 video_flags = SDL_OPENGLBLIT; |
441 } else { | |
442 video_flags = SDL_OPENGL; | |
443 } | |
444 for ( i=1; argv[i]; ++i ) { | |
445 if ( strcmp(argv[1], "-fullscreen") == 0 ) { | |
446 video_flags |= SDL_FULLSCREEN; | |
447 } | |
448 } | |
449 | |
320
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450 if (noframe) { |
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451 video_flags |= SDL_NOFRAME; |
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452 } |
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453 |
0 | 454 /* Initialize the display */ |
455 switch (bpp) { | |
456 case 8: | |
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457 rgb_size[0] = 3; |
0 | 458 rgb_size[1] = 3; |
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459 rgb_size[2] = 2; |
0 | 460 break; |
461 case 15: | |
462 case 16: | |
463 rgb_size[0] = 5; | |
464 rgb_size[1] = 5; | |
465 rgb_size[2] = 5; | |
466 break; | |
467 default: | |
468 rgb_size[0] = 8; | |
469 rgb_size[1] = 8; | |
470 rgb_size[2] = 8; | |
471 break; | |
472 } | |
473 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] ); | |
474 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] ); | |
475 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] ); | |
476 SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); | |
477 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); | |
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478 if ( fsaa ) { |
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479 SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ); |
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480 SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa ); |
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481 } |
0 | 482 if ( SDL_SetVideoMode( w, h, bpp, video_flags ) == NULL ) { |
483 fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError()); | |
484 SDL_Quit(); | |
485 exit(1); | |
486 } | |
487 | |
488 printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel); | |
489 printf("\n"); | |
490 printf( "Vendor : %s\n", glGetString( GL_VENDOR ) ); | |
491 printf( "Renderer : %s\n", glGetString( GL_RENDERER ) ); | |
492 printf( "Version : %s\n", glGetString( GL_VERSION ) ); | |
493 printf( "Extensions : %s\n", glGetString( GL_EXTENSIONS ) ); | |
494 printf("\n"); | |
495 | |
496 SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value ); | |
497 printf( "SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0],value); | |
498 SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value ); | |
499 printf( "SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1],value); | |
500 SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value ); | |
501 printf( "SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2],value); | |
502 SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value ); | |
503 printf( "SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value ); | |
504 SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value ); | |
505 printf( "SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value ); | |
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506 if ( fsaa ) { |
656
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507 SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &value ); |
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508 printf( "SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value ); |
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509 SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &value ); |
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510 printf( "SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value ); |
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511 } |
0 | 512 |
513 /* Set the window manager title bar */ | |
514 SDL_WM_SetCaption( "SDL GL test", "testgl" ); | |
515 | |
516 /* Set the gamma for the window */ | |
517 if ( gamma != 0.0 ) { | |
518 SDL_SetGamma(gamma, gamma, gamma); | |
519 } | |
520 | |
521 glViewport( 0, 0, w, h ); | |
522 glMatrixMode( GL_PROJECTION ); | |
523 glLoadIdentity( ); | |
524 | |
525 glOrtho( -2.0, 2.0, -2.0, 2.0, -20.0, 20.0 ); | |
526 | |
527 glMatrixMode( GL_MODELVIEW ); | |
528 glLoadIdentity( ); | |
529 | |
530 glEnable(GL_DEPTH_TEST); | |
531 | |
532 glDepthFunc(GL_LESS); | |
533 | |
534 glShadeModel(GL_SMOOTH); | |
535 | |
536 /* Loop until done. */ | |
537 start_time = SDL_GetTicks(); | |
538 frames = 0; | |
539 while( !done ) { | |
540 GLenum gl_error; | |
541 char* sdl_error; | |
542 SDL_Event event; | |
543 | |
544 /* Do our drawing, too. */ | |
545 glClearColor( 0.0, 0.0, 0.0, 1.0 ); | |
546 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
547 | |
548 glBegin( GL_QUADS ); | |
549 | |
550 #ifdef SHADED_CUBE | |
551 glColor3fv(color[0]); | |
552 glVertex3fv(cube[0]); | |
553 glColor3fv(color[1]); | |
554 glVertex3fv(cube[1]); | |
555 glColor3fv(color[2]); | |
556 glVertex3fv(cube[2]); | |
557 glColor3fv(color[3]); | |
558 glVertex3fv(cube[3]); | |
559 | |
560 glColor3fv(color[3]); | |
561 glVertex3fv(cube[3]); | |
562 glColor3fv(color[4]); | |
563 glVertex3fv(cube[4]); | |
564 glColor3fv(color[7]); | |
565 glVertex3fv(cube[7]); | |
566 glColor3fv(color[2]); | |
567 glVertex3fv(cube[2]); | |
568 | |
569 glColor3fv(color[0]); | |
570 glVertex3fv(cube[0]); | |
571 glColor3fv(color[5]); | |
572 glVertex3fv(cube[5]); | |
573 glColor3fv(color[6]); | |
574 glVertex3fv(cube[6]); | |
575 glColor3fv(color[1]); | |
576 glVertex3fv(cube[1]); | |
577 | |
578 glColor3fv(color[5]); | |
579 glVertex3fv(cube[5]); | |
580 glColor3fv(color[4]); | |
581 glVertex3fv(cube[4]); | |
582 glColor3fv(color[7]); | |
583 glVertex3fv(cube[7]); | |
584 glColor3fv(color[6]); | |
585 glVertex3fv(cube[6]); | |
586 | |
587 glColor3fv(color[5]); | |
588 glVertex3fv(cube[5]); | |
589 glColor3fv(color[0]); | |
590 glVertex3fv(cube[0]); | |
591 glColor3fv(color[3]); | |
592 glVertex3fv(cube[3]); | |
593 glColor3fv(color[4]); | |
594 glVertex3fv(cube[4]); | |
595 | |
596 glColor3fv(color[6]); | |
597 glVertex3fv(cube[6]); | |
598 glColor3fv(color[1]); | |
599 glVertex3fv(cube[1]); | |
600 glColor3fv(color[2]); | |
601 glVertex3fv(cube[2]); | |
602 glColor3fv(color[7]); | |
603 glVertex3fv(cube[7]); | |
604 #else // flat cube | |
605 glColor3f(1.0, 0.0, 0.0); | |
606 glVertex3fv(cube[0]); | |
607 glVertex3fv(cube[1]); | |
608 glVertex3fv(cube[2]); | |
609 glVertex3fv(cube[3]); | |
610 | |
611 glColor3f(0.0, 1.0, 0.0); | |
612 glVertex3fv(cube[3]); | |
613 glVertex3fv(cube[4]); | |
614 glVertex3fv(cube[7]); | |
615 glVertex3fv(cube[2]); | |
616 | |
617 glColor3f(0.0, 0.0, 1.0); | |
618 glVertex3fv(cube[0]); | |
619 glVertex3fv(cube[5]); | |
620 glVertex3fv(cube[6]); | |
621 glVertex3fv(cube[1]); | |
622 | |
623 glColor3f(0.0, 1.0, 1.0); | |
624 glVertex3fv(cube[5]); | |
625 glVertex3fv(cube[4]); | |
626 glVertex3fv(cube[7]); | |
627 glVertex3fv(cube[6]); | |
628 | |
629 glColor3f(1.0, 1.0, 0.0); | |
630 glVertex3fv(cube[5]); | |
631 glVertex3fv(cube[0]); | |
632 glVertex3fv(cube[3]); | |
633 glVertex3fv(cube[4]); | |
634 | |
635 glColor3f(1.0, 0.0, 1.0); | |
636 glVertex3fv(cube[6]); | |
637 glVertex3fv(cube[1]); | |
638 glVertex3fv(cube[2]); | |
639 glVertex3fv(cube[7]); | |
640 #endif /* SHADED_CUBE */ | |
641 | |
642 glEnd( ); | |
643 | |
644 glMatrixMode(GL_MODELVIEW); | |
645 glRotatef(5.0, 1.0, 1.0, 1.0); | |
646 | |
647 /* Draw 2D logo onto the 3D display */ | |
648 if ( logo ) { | |
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649 if ( USE_DEPRECATED_OPENGLBLIT ) { |
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650 DrawLogoBlit(); |
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651 } else { |
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652 DrawLogoTexture(); |
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653 } |
0 | 654 } |
655 | |
656 SDL_GL_SwapBuffers( ); | |
657 | |
658 /* Check for error conditions. */ | |
659 gl_error = glGetError( ); | |
660 | |
661 if( gl_error != GL_NO_ERROR ) { | |
662 fprintf( stderr, "testgl: OpenGL error: %d\n", gl_error ); | |
663 } | |
664 | |
665 sdl_error = SDL_GetError( ); | |
666 | |
667 if( sdl_error[0] != '\0' ) { | |
668 fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error); | |
669 SDL_ClearError(); | |
670 } | |
671 | |
672 /* Allow the user to see what's happening */ | |
673 if ( slowly ) { | |
674 SDL_Delay( 20 ); | |
675 } | |
676 | |
677 /* Check if there's a pending event. */ | |
678 while( SDL_PollEvent( &event ) ) { | |
679 done = HandleEvent(&event); | |
680 } | |
681 ++frames; | |
682 } | |
683 | |
684 /* Print out the frames per second */ | |
685 this_time = SDL_GetTicks(); | |
686 if ( this_time != start_time ) { | |
687 printf("%2.2f FPS\n", | |
688 ((float)frames/(this_time-start_time))*1000.0); | |
689 } | |
690 | |
492
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691 if ( global_image ) { |
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692 SDL_FreeSurface(global_image); |
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693 global_image = NULL; |
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694 } |
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695 if ( global_texture ) { |
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696 glDeleteTextures( 1, &global_texture ); |
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697 global_texture = 0; |
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698 } |
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699 |
0 | 700 /* Destroy our GL context, etc. */ |
701 SDL_Quit( ); | |
702 return(0); | |
703 } | |
704 | |
705 int main(int argc, char *argv[]) | |
706 { | |
707 int i, logo; | |
708 int numtests; | |
709 int bpp = 0; | |
710 int slowly; | |
711 float gamma = 0.0; | |
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712 int noframe = 0; |
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713 int fsaa = 0; |
0 | 714 |
715 logo = 0; | |
716 slowly = 0; | |
717 numtests = 1; | |
718 for ( i=1; argv[i]; ++i ) { | |
719 if ( strcmp(argv[i], "-twice") == 0 ) { | |
720 ++numtests; | |
721 } | |
722 if ( strcmp(argv[i], "-logo") == 0 ) { | |
723 logo = 1; | |
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724 USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; |
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725 } |
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726 if ( strcmp(argv[i], "-logoblit") == 0 ) { |
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727 logo = 1; |
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728 USE_DEPRECATED_OPENGLBLIT = SDL_TRUE; |
0 | 729 } |
730 if ( strcmp(argv[i], "-slow") == 0 ) { | |
731 slowly = 1; | |
732 } | |
733 if ( strcmp(argv[i], "-bpp") == 0 ) { | |
734 bpp = atoi(argv[++i]); | |
735 } | |
736 if ( strcmp(argv[i], "-gamma") == 0 ) { | |
737 gamma = (float)atof(argv[++i]); | |
738 } | |
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739 if ( strcmp(argv[i], "-noframe") == 0 ) { |
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740 noframe = 1; |
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741 } |
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742 if ( strcmp(argv[i], "-fsaa") == 0 ) { |
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743 ++fsaa; |
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744 } |
0 | 745 if ( strncmp(argv[i], "-h", 2) == 0 ) { |
746 printf( | |
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747 "Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n", |
0 | 748 argv[0]); |
749 exit(0); | |
750 } | |
751 } | |
752 for ( i=0; i<numtests; ++i ) { | |
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753 RunGLTest(argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); |
0 | 754 } |
755 return 0; | |
756 } | |
757 | |
758 #else /* HAVE_OPENGL */ | |
759 | |
760 int main(int argc, char *argv[]) | |
761 { | |
762 printf("No OpenGL support on this system\n"); | |
763 return 1; | |
764 } | |
765 | |
766 #endif /* HAVE_OPENGL */ |