Mercurial > sdl-ios-xcode
annotate test/testgl2.c @ 5133:ec13e48ee0d9
Fixed bug #1112 (retina display support)
Vittorio Giovara 2011-02-01 02:21:50 PST
with the attached patch, the opengles context will always use the maximum
screensize available; this is particularly useful for supporting retina display
on latest iphone.
please note: Apple documentation warns that using the "upscaled" gl context
actually uses more memory and bandwitdh, so it might be worth to let the user
decide whether to disable it or not, either with a flag or a sdl function...
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 01 Feb 2011 08:54:34 -0800 |
parents | 19691cebb866 |
children | 762e40fb8e28 |
rev | line source |
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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 #ifdef __MACOS__ |
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9 #define HAVE_OPENGL |
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10 #endif |
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11 |
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12 #ifdef HAVE_OPENGL |
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13 |
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14 #include "SDL_opengl.h" |
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15 |
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16 /* Undefine this if you want a flat cube instead of a rainbow cube */ |
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17 #define SHADED_CUBE |
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18 |
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19 static CommonState *state; |
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20 static SDL_GLContext context; |
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21 |
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22 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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23 static void |
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24 quit(int rc) |
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25 { |
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26 if (context) { |
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27 /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */ |
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28 SDL_GL_DeleteContext(context); |
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29 } |
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30 CommonQuit(state); |
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31 exit(rc); |
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32 } |
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33 |
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34 static void |
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35 Render() |
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36 { |
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37 static float color[8][3] = { |
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38 {1.0, 1.0, 0.0}, |
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39 {1.0, 0.0, 0.0}, |
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40 {0.0, 0.0, 0.0}, |
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41 {0.0, 1.0, 0.0}, |
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42 {0.0, 1.0, 1.0}, |
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43 {1.0, 1.0, 1.0}, |
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44 {1.0, 0.0, 1.0}, |
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45 {0.0, 0.0, 1.0} |
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46 }; |
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47 static float cube[8][3] = { |
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48 {0.5, 0.5, -0.5}, |
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49 {0.5, -0.5, -0.5}, |
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50 {-0.5, -0.5, -0.5}, |
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51 {-0.5, 0.5, -0.5}, |
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52 {-0.5, 0.5, 0.5}, |
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53 {0.5, 0.5, 0.5}, |
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54 {0.5, -0.5, 0.5}, |
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55 {-0.5, -0.5, 0.5} |
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56 }; |
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57 |
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58 /* Do our drawing, too. */ |
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59 glClearColor(0.0, 0.0, 0.0, 1.0); |
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60 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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61 |
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62 glBegin(GL_QUADS); |
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63 |
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64 #ifdef SHADED_CUBE |
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65 glColor3fv(color[0]); |
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66 glVertex3fv(cube[0]); |
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67 glColor3fv(color[1]); |
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68 glVertex3fv(cube[1]); |
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69 glColor3fv(color[2]); |
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70 glVertex3fv(cube[2]); |
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71 glColor3fv(color[3]); |
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72 glVertex3fv(cube[3]); |
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73 |
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74 glColor3fv(color[3]); |
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75 glVertex3fv(cube[3]); |
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76 glColor3fv(color[4]); |
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77 glVertex3fv(cube[4]); |
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78 glColor3fv(color[7]); |
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79 glVertex3fv(cube[7]); |
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80 glColor3fv(color[2]); |
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81 glVertex3fv(cube[2]); |
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82 |
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83 glColor3fv(color[0]); |
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84 glVertex3fv(cube[0]); |
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85 glColor3fv(color[5]); |
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86 glVertex3fv(cube[5]); |
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87 glColor3fv(color[6]); |
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88 glVertex3fv(cube[6]); |
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89 glColor3fv(color[1]); |
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90 glVertex3fv(cube[1]); |
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92 glColor3fv(color[5]); |
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93 glVertex3fv(cube[5]); |
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94 glColor3fv(color[4]); |
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95 glVertex3fv(cube[4]); |
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96 glColor3fv(color[7]); |
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97 glVertex3fv(cube[7]); |
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98 glColor3fv(color[6]); |
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99 glVertex3fv(cube[6]); |
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100 |
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101 glColor3fv(color[5]); |
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102 glVertex3fv(cube[5]); |
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103 glColor3fv(color[0]); |
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104 glVertex3fv(cube[0]); |
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105 glColor3fv(color[3]); |
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106 glVertex3fv(cube[3]); |
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107 glColor3fv(color[4]); |
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108 glVertex3fv(cube[4]); |
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109 |
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110 glColor3fv(color[6]); |
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111 glVertex3fv(cube[6]); |
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112 glColor3fv(color[1]); |
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113 glVertex3fv(cube[1]); |
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114 glColor3fv(color[2]); |
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115 glVertex3fv(cube[2]); |
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116 glColor3fv(color[7]); |
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117 glVertex3fv(cube[7]); |
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118 #else /* flat cube */ |
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119 glColor3f(1.0, 0.0, 0.0); |
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120 glVertex3fv(cube[0]); |
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121 glVertex3fv(cube[1]); |
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122 glVertex3fv(cube[2]); |
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123 glVertex3fv(cube[3]); |
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124 |
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125 glColor3f(0.0, 1.0, 0.0); |
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126 glVertex3fv(cube[3]); |
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127 glVertex3fv(cube[4]); |
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128 glVertex3fv(cube[7]); |
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129 glVertex3fv(cube[2]); |
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130 |
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131 glColor3f(0.0, 0.0, 1.0); |
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132 glVertex3fv(cube[0]); |
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133 glVertex3fv(cube[5]); |
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134 glVertex3fv(cube[6]); |
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135 glVertex3fv(cube[1]); |
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136 |
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137 glColor3f(0.0, 1.0, 1.0); |
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138 glVertex3fv(cube[5]); |
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139 glVertex3fv(cube[4]); |
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140 glVertex3fv(cube[7]); |
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141 glVertex3fv(cube[6]); |
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142 |
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143 glColor3f(1.0, 1.0, 0.0); |
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144 glVertex3fv(cube[5]); |
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145 glVertex3fv(cube[0]); |
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146 glVertex3fv(cube[3]); |
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147 glVertex3fv(cube[4]); |
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148 |
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149 glColor3f(1.0, 0.0, 1.0); |
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150 glVertex3fv(cube[6]); |
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151 glVertex3fv(cube[1]); |
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152 glVertex3fv(cube[2]); |
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153 glVertex3fv(cube[7]); |
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154 #endif /* SHADED_CUBE */ |
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155 |
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156 glEnd(); |
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157 |
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158 glMatrixMode(GL_MODELVIEW); |
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159 glRotatef(5.0, 1.0, 1.0, 1.0); |
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160 } |
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161 |
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162 int |
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163 main(int argc, char *argv[]) |
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164 { |
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165 int fsaa, accel; |
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166 int value; |
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167 int i, done; |
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01e29c3e9a29
In general, fill in pointers to structures, rather than return them.
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168 SDL_DisplayMode mode; |
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169 SDL_Event event; |
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170 Uint32 then, now, frames; |
3099
82e60908fab1
Date: Mon, 23 Mar 2009 09:17:24 +0200
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171 int status; |
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172 |
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173 /* Initialize parameters */ |
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174 fsaa = 0; |
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175 accel = -1; |
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176 |
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177 /* Initialize test framework */ |
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178 state = CommonCreateState(argv, SDL_INIT_VIDEO); |
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179 if (!state) { |
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180 return 1; |
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181 } |
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182 for (i = 1; i < argc;) { |
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183 int consumed; |
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184 |
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185 consumed = CommonArg(state, i); |
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186 if (consumed == 0) { |
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187 if (SDL_strcasecmp(argv[i], "--fsaa") == 0) { |
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188 ++fsaa; |
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189 consumed = 1; |
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190 } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) { |
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191 accel = atoi(argv[i+1]); |
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192 consumed = 2; |
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193 } else { |
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194 consumed = -1; |
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195 } |
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196 } |
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197 if (consumed < 0) { |
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198 fprintf(stderr, "Usage: %s %s [--fsaa] [--accel n]\n", argv[0], |
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199 CommonUsage(state)); |
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200 quit(1); |
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201 } |
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202 i += consumed; |
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203 } |
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204 |
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205 /* Set OpenGL parameters */ |
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206 state->window_flags |= SDL_WINDOW_OPENGL; |
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207 state->gl_red_size = 5; |
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208 state->gl_green_size = 5; |
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209 state->gl_blue_size = 5; |
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210 state->gl_depth_size = 16; |
3418 | 211 state->gl_double_buffer = 1; |
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|
212 if (fsaa) { |
3408
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213 state->gl_multisamplebuffers = 1; |
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214 state->gl_multisamplesamples = fsaa; |
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215 } |
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216 if (accel >= 0) { |
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217 state->gl_accelerated = accel; |
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218 } |
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219 |
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220 if (!CommonInit(state)) { |
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221 quit(2); |
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222 } |
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223 |
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224 /* Create OpenGL context */ |
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225 context = SDL_GL_CreateContext(state->windows[0]); |
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226 if (!context) { |
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227 fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError()); |
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228 quit(2); |
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229 } |
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230 |
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231 if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) { |
1914
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232 SDL_GL_SetSwapInterval(1); |
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233 } else { |
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|
234 SDL_GL_SetSwapInterval(0); |
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|
235 } |
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236 |
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In general, fill in pointers to structures, rather than return them.
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237 SDL_GetCurrentDisplayMode(&mode); |
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238 printf("Screen BPP: %d\n", SDL_BITSPERPIXEL(mode.format)); |
1914
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|
239 printf("\n"); |
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|
240 printf("Vendor : %s\n", glGetString(GL_VENDOR)); |
051df511279c
Added a test program framework for easy initialization.
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241 printf("Renderer : %s\n", glGetString(GL_RENDERER)); |
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242 printf("Version : %s\n", glGetString(GL_VERSION)); |
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243 printf("Extensions : %s\n", glGetString(GL_EXTENSIONS)); |
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244 printf("\n"); |
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245 |
3139 | 246 status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); |
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247 if (!status) { |
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248 printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value); |
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249 } else { |
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250 printf("Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError()); |
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251 } |
3139 | 252 status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); |
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253 if (!status) { |
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254 printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value); |
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255 } else { |
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256 printf("Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError()); |
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257 } |
3139 | 258 status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); |
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259 if (!status) { |
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260 printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value); |
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261 } else { |
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262 printf("Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError()); |
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263 } |
3139 | 264 status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); |
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265 if (!status) { |
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266 printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value); |
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267 } else { |
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268 printf("Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError()); |
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269 } |
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270 if (fsaa) { |
3139 | 271 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); |
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272 if (!status) { |
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273 printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); |
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274 } else { |
3139 | 275 printf("Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n", |
276 SDL_GetError()); | |
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277 } |
3139 | 278 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); |
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279 if (!status) { |
3139 | 280 printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, |
281 value); | |
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282 } else { |
3139 | 283 printf("Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n", |
284 SDL_GetError()); | |
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285 } |
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286 } |
3571
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287 if (accel >= 0) { |
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288 status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); |
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289 if (!status) { |
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290 printf("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel, |
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291 value); |
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292 } else { |
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293 printf("Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n", |
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294 SDL_GetError()); |
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295 } |
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296 } |
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297 |
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298 /* Set rendering settings */ |
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299 glMatrixMode(GL_PROJECTION); |
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300 glLoadIdentity(); |
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301 glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0); |
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302 glMatrixMode(GL_MODELVIEW); |
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303 glLoadIdentity(); |
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304 glEnable(GL_DEPTH_TEST); |
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305 glDepthFunc(GL_LESS); |
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306 glShadeModel(GL_SMOOTH); |
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307 |
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308 /* Main render loop */ |
1914
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309 frames = 0; |
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310 then = SDL_GetTicks(); |
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311 done = 0; |
1914
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312 while (!done) { |
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313 /* Check for events */ |
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314 ++frames; |
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315 while (SDL_PollEvent(&event)) { |
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316 CommonEvent(state, &event, &done); |
1914
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317 } |
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318 for (i = 0; i < state->num_windows; ++i) { |
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319 int w, h; |
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320 SDL_GL_MakeCurrent(state->windows[i], context); |
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321 SDL_GetWindowSize(state->windows[i], &w, &h); |
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322 glViewport(0, 0, w, h); |
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323 Render(); |
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324 SDL_GL_SwapWindow(state->windows[i]); |
1914
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325 } |
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326 } |
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327 |
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328 /* Print out some timing information */ |
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329 now = SDL_GetTicks(); |
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330 if (now > then) { |
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331 printf("%2.2f frames per second\n", |
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332 ((double) frames * 1000) / (now - then)); |
1914
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333 } |
1915
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334 quit(0); |
2232 | 335 return 0; |
1914
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336 } |
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337 |
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338 #else /* HAVE_OPENGL */ |
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339 |
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340 int |
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341 main(int argc, char *argv[]) |
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342 { |
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343 printf("No OpenGL support on this system\n"); |
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344 return 1; |
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345 } |
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346 |
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347 #endif /* HAVE_OPENGL */ |