comparison test/testgl2.c @ 1915:a228436a2404

Implemented multi-window OpenGL program with test framework.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 19 Jul 2006 04:24:41 +0000
parents 051df511279c
children c773b0c0ac89
comparison
equal deleted inserted replaced
1914:051df511279c 1915:a228436a2404
1 #include <stdlib.h> 1 #include <stdlib.h>
2 #include <stdio.h> 2 #include <stdio.h>
3 #include <string.h> 3 #include <string.h>
4 #include <math.h> 4 #include <math.h>
5 5
6 #include "SDL.h" 6 #include "common.h"
7 7
8 #ifdef __MACOS__ 8 #ifdef __MACOS__
9 #define HAVE_OPENGL 9 #define HAVE_OPENGL
10 #endif 10 #endif
11 11
14 #include "SDL_opengl.h" 14 #include "SDL_opengl.h"
15 15
16 /* Undefine this if you want a flat cube instead of a rainbow cube */ 16 /* Undefine this if you want a flat cube instead of a rainbow cube */
17 #define SHADED_CUBE 17 #define SHADED_CUBE
18 18
19 /* Define this to be the name of the logo image to use with -logo */ 19 static CommonState *state;
20 #define LOGO_FILE "icon.bmp" 20 static SDL_GLContext context;
21 21
22 static SDL_Surface *global_image = NULL; 22 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
23 static GLuint global_texture = 0; 23 static void
24 static GLuint cursor_texture = 0; 24 quit(int rc)
25
26 /**********************************************************************/
27
28 void
29 HotKey_ToggleFullScreen(void)
30 { 25 {
31 SDL_Surface *screen; 26 if (context) {
32 27 SDL_GL_MakeCurrent(0, NULL);
33 screen = SDL_GetVideoSurface(); 28 SDL_GL_DeleteContext(context);
34 if (SDL_WM_ToggleFullScreen(screen)) { 29 }
35 printf("Toggled fullscreen mode - now %s\n", 30 CommonQuit(state);
36 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); 31 exit(rc);
37 } else {
38 printf("Unable to toggle fullscreen mode\n");
39 }
40 } 32 }
41 33
42 void 34 static void
43 HotKey_ToggleGrab(void) 35 Render()
44 { 36 {
45 SDL_GrabMode mode; 37 static float color[8][3] = {
46 38 {1.0, 1.0, 0.0},
47 printf("Ctrl-G: toggling input grab!\n"); 39 {1.0, 0.0, 0.0},
48 mode = SDL_WM_GrabInput(SDL_GRAB_QUERY); 40 {0.0, 0.0, 0.0},
49 if (mode == SDL_GRAB_ON) { 41 {0.0, 1.0, 0.0},
50 printf("Grab was on\n"); 42 {0.0, 1.0, 1.0},
51 } else { 43 {1.0, 1.0, 1.0},
52 printf("Grab was off\n"); 44 {1.0, 0.0, 1.0},
53 } 45 {0.0, 0.0, 1.0}
54 mode = SDL_WM_GrabInput(!mode); 46 };
55 if (mode == SDL_GRAB_ON) { 47 static float cube[8][3] = {
56 printf("Grab is now on\n"); 48 {0.5, 0.5, -0.5},
57 } else { 49 {0.5, -0.5, -0.5},
58 printf("Grab is now off\n"); 50 {-0.5, -0.5, -0.5},
59 } 51 {-0.5, 0.5, -0.5},
52 {-0.5, 0.5, 0.5},
53 {0.5, 0.5, 0.5},
54 {0.5, -0.5, 0.5},
55 {-0.5, -0.5, 0.5}
56 };
57
58 /* Do our drawing, too. */
59 glClearColor(0.0, 0.0, 0.0, 1.0);
60 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
61
62 glBegin(GL_QUADS);
63
64 #ifdef SHADED_CUBE
65 glColor3fv(color[0]);
66 glVertex3fv(cube[0]);
67 glColor3fv(color[1]);
68 glVertex3fv(cube[1]);
69 glColor3fv(color[2]);
70 glVertex3fv(cube[2]);
71 glColor3fv(color[3]);
72 glVertex3fv(cube[3]);
73
74 glColor3fv(color[3]);
75 glVertex3fv(cube[3]);
76 glColor3fv(color[4]);
77 glVertex3fv(cube[4]);
78 glColor3fv(color[7]);
79 glVertex3fv(cube[7]);
80 glColor3fv(color[2]);
81 glVertex3fv(cube[2]);
82
83 glColor3fv(color[0]);
84 glVertex3fv(cube[0]);
85 glColor3fv(color[5]);
86 glVertex3fv(cube[5]);
87 glColor3fv(color[6]);
88 glVertex3fv(cube[6]);
89 glColor3fv(color[1]);
90 glVertex3fv(cube[1]);
91
92 glColor3fv(color[5]);
93 glVertex3fv(cube[5]);
94 glColor3fv(color[4]);
95 glVertex3fv(cube[4]);
96 glColor3fv(color[7]);
97 glVertex3fv(cube[7]);
98 glColor3fv(color[6]);
99 glVertex3fv(cube[6]);
100
101 glColor3fv(color[5]);
102 glVertex3fv(cube[5]);
103 glColor3fv(color[0]);
104 glVertex3fv(cube[0]);
105 glColor3fv(color[3]);
106 glVertex3fv(cube[3]);
107 glColor3fv(color[4]);
108 glVertex3fv(cube[4]);
109
110 glColor3fv(color[6]);
111 glVertex3fv(cube[6]);
112 glColor3fv(color[1]);
113 glVertex3fv(cube[1]);
114 glColor3fv(color[2]);
115 glVertex3fv(cube[2]);
116 glColor3fv(color[7]);
117 glVertex3fv(cube[7]);
118 #else /* flat cube */
119 glColor3f(1.0, 0.0, 0.0);
120 glVertex3fv(cube[0]);
121 glVertex3fv(cube[1]);
122 glVertex3fv(cube[2]);
123 glVertex3fv(cube[3]);
124
125 glColor3f(0.0, 1.0, 0.0);
126 glVertex3fv(cube[3]);
127 glVertex3fv(cube[4]);
128 glVertex3fv(cube[7]);
129 glVertex3fv(cube[2]);
130
131 glColor3f(0.0, 0.0, 1.0);
132 glVertex3fv(cube[0]);
133 glVertex3fv(cube[5]);
134 glVertex3fv(cube[6]);
135 glVertex3fv(cube[1]);
136
137 glColor3f(0.0, 1.0, 1.0);
138 glVertex3fv(cube[5]);
139 glVertex3fv(cube[4]);
140 glVertex3fv(cube[7]);
141 glVertex3fv(cube[6]);
142
143 glColor3f(1.0, 1.0, 0.0);
144 glVertex3fv(cube[5]);
145 glVertex3fv(cube[0]);
146 glVertex3fv(cube[3]);
147 glVertex3fv(cube[4]);
148
149 glColor3f(1.0, 0.0, 1.0);
150 glVertex3fv(cube[6]);
151 glVertex3fv(cube[1]);
152 glVertex3fv(cube[2]);
153 glVertex3fv(cube[7]);
154 #endif /* SHADED_CUBE */
155
156 glEnd();
157
158 glMatrixMode(GL_MODELVIEW);
159 glRotatef(5.0, 1.0, 1.0, 1.0);
60 } 160 }
61 161
62 void 162 int
63 HotKey_Iconify(void) 163 main(int argc, char *argv[])
64 { 164 {
65 printf("Ctrl-Z: iconifying window!\n"); 165 int fsaa, accel;
66 SDL_WM_IconifyWindow(); 166 int value;
67 } 167 int i, done;
68 168 SDL_Event event;
69 int 169 Uint32 then, now, frames;
70 HandleEvent(SDL_Event * event) 170
71 { 171 /* Initialize parameters */
72 int done; 172 fsaa = 0;
73 173 accel = 0;
74 done = 0; 174
75 switch (event->type) { 175 /* Initialize test framework */
76 case SDL_ACTIVEEVENT: 176 state = CommonCreateState(argv, SDL_INIT_VIDEO);
77 /* See what happened */ 177 if (!state) {
78 printf("app %s ", event->active.gain ? "gained" : "lost"); 178 return 1;
79 if (event->active.state & SDL_APPACTIVE) { 179 }
80 printf("active "); 180 for (i = 1; i < argc;) {
81 } else if (event->active.state & SDL_APPMOUSEFOCUS) { 181 int consumed;
82 printf("mouse "); 182
83 } else if (event->active.state & SDL_APPINPUTFOCUS) { 183 consumed = CommonArg(state, i);
84 printf("input "); 184 if (consumed == 0) {
185 if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
186 ++fsaa;
187 consumed = 1;
188 } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
189 ++accel;
190 consumed = 1;
191 } else {
192 consumed = -1;
193 }
85 } 194 }
86 printf("focus\n"); 195 if (consumed < 0) {
87 break; 196 fprintf(stderr, "Usage: %s [--fsaa] [--accel] %s", argv[0],
88 197 CommonUsage(state));
89 198 quit(1);
90 case SDL_KEYDOWN:
91 if (event->key.keysym.sym == SDLK_ESCAPE) {
92 done = 1;
93 } 199 }
94 if ((event->key.keysym.sym == SDLK_g) && 200 i += consumed;
95 (event->key.keysym.mod & KMOD_CTRL)) { 201 }
96 HotKey_ToggleGrab(); 202
97 } 203 /* Set OpenGL parameters */
98 if ((event->key.keysym.sym == SDLK_z) && 204 state->window_flags |= SDL_WINDOW_OPENGL;
99 (event->key.keysym.mod & KMOD_CTRL)) { 205 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
100 HotKey_Iconify(); 206 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
101 } 207 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
102 if ((event->key.keysym.sym == SDLK_RETURN) &&
103 (event->key.keysym.mod & KMOD_ALT)) {
104 HotKey_ToggleFullScreen();
105 }
106 printf("key '%s' pressed\n", SDL_GetKeyName(event->key.keysym.sym));
107 break;
108 case SDL_QUIT:
109 done = 1;
110 break;
111 }
112 return (done);
113 }
114
115 void
116 SDL_GL_Enter2DMode()
117 {
118 SDL_Surface *screen = SDL_GetVideoSurface();
119
120 /* Note, there may be other things you need to change,
121 depending on how you have your OpenGL state set up.
122 */
123 glPushAttrib(GL_ENABLE_BIT);
124 glDisable(GL_DEPTH_TEST);
125 glDisable(GL_CULL_FACE);
126 glEnable(GL_TEXTURE_2D);
127
128 /* This allows alpha blending of 2D textures with the scene */
129 glEnable(GL_BLEND);
130 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131
132 glViewport(0, 0, screen->w, screen->h);
133
134 glMatrixMode(GL_PROJECTION);
135 glPushMatrix();
136 glLoadIdentity();
137
138 glOrtho(0.0, (GLdouble) screen->w, (GLdouble) screen->h, 0.0, 0.0, 1.0);
139
140 glMatrixMode(GL_MODELVIEW);
141 glPushMatrix();
142 glLoadIdentity();
143
144 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
145 }
146
147 void
148 SDL_GL_Leave2DMode()
149 {
150 glMatrixMode(GL_MODELVIEW);
151 glPopMatrix();
152
153 glMatrixMode(GL_PROJECTION);
154 glPopMatrix();
155
156 glPopAttrib();
157 }
158
159 /* Quick utility function for texture creation */
160 static int
161 power_of_two(int input)
162 {
163 int value = 1;
164
165 while (value < input) {
166 value <<= 1;
167 }
168 return value;
169 }
170
171 GLuint
172 SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
173 {
174 GLuint texture;
175 int w, h;
176 SDL_Surface *image;
177 SDL_Rect area;
178 Uint32 saved_flags;
179 Uint8 saved_alpha;
180
181 /* Use the surface width and height expanded to powers of 2 */
182 w = power_of_two(surface->w);
183 h = power_of_two(surface->h);
184 texcoord[0] = 0.0f; /* Min X */
185 texcoord[1] = 0.0f; /* Min Y */
186 texcoord[2] = (GLfloat) surface->w / w; /* Max X */
187 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
188
189 image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
190 #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
191 0x000000FF,
192 0x0000FF00, 0x00FF0000, 0xFF000000
193 #else
194 0xFF000000,
195 0x00FF0000, 0x0000FF00, 0x000000FF
196 #endif
197 );
198 if (image == NULL) {
199 return 0;
200 }
201
202 /* Save the alpha blending attributes */
203 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
204 saved_alpha = surface->format->alpha;
205 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
206 SDL_SetAlpha(surface, 0, 0);
207 }
208
209 /* Copy the surface into the GL texture image */
210 area.x = 0;
211 area.y = 0;
212 area.w = surface->w;
213 area.h = surface->h;
214 SDL_BlitSurface(surface, &area, image, &area);
215
216 /* Restore the alpha blending attributes */
217 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
218 SDL_SetAlpha(surface, saved_flags, saved_alpha);
219 }
220
221 /* Create an OpenGL texture for the image */
222 glGenTextures(1, &texture);
223 glBindTexture(GL_TEXTURE_2D, texture);
224 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
225 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
226 glTexImage2D(GL_TEXTURE_2D,
227 0,
228 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
229 SDL_FreeSurface(image); /* No longer needed */
230
231 return texture;
232 }
233
234 void
235 DrawLogoCursor(void)
236 {
237 static GLfloat texMinX, texMinY;
238 static GLfloat texMaxX, texMaxY;
239 static int w, h;
240 int x, y;
241
242 if (!cursor_texture) {
243 SDL_Surface *image;
244 GLfloat texcoord[4];
245
246 /* Load the image (could use SDL_image library here) */
247 image = SDL_LoadBMP(LOGO_FILE);
248 if (image == NULL) {
249 return;
250 }
251 w = image->w;
252 h = image->h;
253
254 /* Convert the image into an OpenGL texture */
255 cursor_texture = SDL_GL_LoadTexture(image, texcoord);
256
257 /* Make texture coordinates easy to understand */
258 texMinX = texcoord[0];
259 texMinY = texcoord[1];
260 texMaxX = texcoord[2];
261 texMaxY = texcoord[3];
262
263 /* We don't need the original image anymore */
264 SDL_FreeSurface(image);
265
266 /* Make sure that the texture conversion is okay */
267 if (!cursor_texture) {
268 return;
269 }
270 }
271
272 /* Move the image around */
273 SDL_GetMouseState(&x, &y);
274 x -= w / 2;
275 y -= h / 2;
276
277 /* Show the image on the screen */
278 SDL_GL_Enter2DMode();
279 glBindTexture(GL_TEXTURE_2D, cursor_texture);
280 glBegin(GL_TRIANGLE_STRIP);
281 glTexCoord2f(texMinX, texMinY);
282 glVertex2i(x, y);
283 glTexCoord2f(texMaxX, texMinY);
284 glVertex2i(x + w, y);
285 glTexCoord2f(texMinX, texMaxY);
286 glVertex2i(x, y + h);
287 glTexCoord2f(texMaxX, texMaxY);
288 glVertex2i(x + w, y + h);
289 glEnd();
290 SDL_GL_Leave2DMode();
291 }
292
293 void
294 DrawLogoTexture(void)
295 {
296 static GLfloat texMinX, texMinY;
297 static GLfloat texMaxX, texMaxY;
298 static int x = 0;
299 static int y = 0;
300 static int w, h;
301 static int delta_x = 1;
302 static int delta_y = 1;
303
304 SDL_Surface *screen = SDL_GetVideoSurface();
305
306 if (!global_texture) {
307 SDL_Surface *image;
308 GLfloat texcoord[4];
309
310 /* Load the image (could use SDL_image library here) */
311 image = SDL_LoadBMP(LOGO_FILE);
312 if (image == NULL) {
313 return;
314 }
315 w = image->w;
316 h = image->h;
317
318 /* Convert the image into an OpenGL texture */
319 global_texture = SDL_GL_LoadTexture(image, texcoord);
320
321 /* Make texture coordinates easy to understand */
322 texMinX = texcoord[0];
323 texMinY = texcoord[1];
324 texMaxX = texcoord[2];
325 texMaxY = texcoord[3];
326
327 /* We don't need the original image anymore */
328 SDL_FreeSurface(image);
329
330 /* Make sure that the texture conversion is okay */
331 if (!global_texture) {
332 return;
333 }
334 }
335
336 /* Move the image around */
337 x += delta_x;
338 if (x < 0) {
339 x = 0;
340 delta_x = -delta_x;
341 } else if ((x + w) > screen->w) {
342 x = screen->w - w;
343 delta_x = -delta_x;
344 }
345 y += delta_y;
346 if (y < 0) {
347 y = 0;
348 delta_y = -delta_y;
349 } else if ((y + h) > screen->h) {
350 y = screen->h - h;
351 delta_y = -delta_y;
352 }
353
354 /* Show the image on the screen */
355 SDL_GL_Enter2DMode();
356 glBindTexture(GL_TEXTURE_2D, global_texture);
357 glBegin(GL_TRIANGLE_STRIP);
358 glTexCoord2f(texMinX, texMinY);
359 glVertex2i(x, y);
360 glTexCoord2f(texMaxX, texMinY);
361 glVertex2i(x + w, y);
362 glTexCoord2f(texMinX, texMaxY);
363 glVertex2i(x, y + h);
364 glTexCoord2f(texMaxX, texMaxY);
365 glVertex2i(x + w, y + h);
366 glEnd();
367 SDL_GL_Leave2DMode();
368 }
369
370 int
371 RunGLTest(int argc, char *argv[],
372 int logo, int logocursor, int slowly, int bpp, float gamma,
373 int noframe, int fsaa, int sync, int accel)
374 {
375 int i;
376 int rgb_size[3];
377 int w = 640;
378 int h = 480;
379 int done = 0;
380 int frames;
381 Uint32 start_time, this_time;
382 float color[8][3] = { {1.0, 1.0, 0.0},
383 {1.0, 0.0, 0.0},
384 {0.0, 0.0, 0.0},
385 {0.0, 1.0, 0.0},
386 {0.0, 1.0, 1.0},
387 {1.0, 1.0, 1.0},
388 {1.0, 0.0, 1.0},
389 {0.0, 0.0, 1.0}
390 };
391 float cube[8][3] = { {0.5, 0.5, -0.5},
392 {0.5, -0.5, -0.5},
393 {-0.5, -0.5, -0.5},
394 {-0.5, 0.5, -0.5},
395 {-0.5, 0.5, 0.5},
396 {0.5, 0.5, 0.5},
397 {0.5, -0.5, 0.5},
398 {-0.5, -0.5, 0.5}
399 };
400 Uint32 video_flags;
401 int value;
402
403 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
404 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
405 exit(1);
406 }
407
408 /* See if we should detect the display depth */
409 if (bpp == 0) {
410 if (SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8) {
411 bpp = 8;
412 } else {
413 bpp = 16; /* More doesn't seem to work */
414 }
415 }
416
417 /* Set the flags we want to use for setting the video mode */
418 video_flags = SDL_OPENGL;
419 for (i = 1; argv[i]; ++i) {
420 if (strcmp(argv[i], "-fullscreen") == 0) {
421 video_flags |= SDL_FULLSCREEN;
422 }
423 }
424
425 if (noframe) {
426 video_flags |= SDL_NOFRAME;
427 }
428
429 /* Initialize the display */
430 switch (bpp) {
431 case 8:
432 rgb_size[0] = 3;
433 rgb_size[1] = 3;
434 rgb_size[2] = 2;
435 break;
436 case 15:
437 case 16:
438 rgb_size[0] = 5;
439 rgb_size[1] = 5;
440 rgb_size[2] = 5;
441 break;
442 default:
443 rgb_size[0] = 8;
444 rgb_size[1] = 8;
445 rgb_size[2] = 8;
446 break;
447 }
448 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, rgb_size[0]);
449 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, rgb_size[1]);
450 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, rgb_size[2]);
451 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); 208 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
452 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); 209 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
453 if (fsaa) { 210 if (fsaa) {
454 SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); 211 SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
455 SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa); 212 SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
456 } 213 }
457 if (accel) { 214 if (accel) {
458 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); 215 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
459 } 216 }
460 if (SDL_SetVideoMode(w, h, bpp, video_flags) == NULL) { 217 if (!CommonInit(state)) {
461 fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError()); 218 quit(2);
462 SDL_Quit(); 219 }
463 exit(1); 220
464 } 221 /* Create OpenGL context */
465 if (sync) { 222 context = SDL_GL_CreateContext(state->windows[0]);
223 if (!context) {
224 fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
225 quit(2);
226 }
227 if (SDL_GL_MakeCurrent(state->windows[0], context) < 0) {
228 fprintf(stderr, "SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
229 quit(2);
230 }
231
232 if (state->render_flags & SDL_Renderer_PresentVSync) {
466 SDL_GL_SetSwapInterval(1); 233 SDL_GL_SetSwapInterval(1);
467 } else { 234 } else {
468 SDL_GL_SetSwapInterval(0); 235 SDL_GL_SetSwapInterval(0);
469 } 236 }
470 237
471 printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel); 238 printf("Screen BPP: %d\n",
239 SDL_BITSPERPIXEL(SDL_GetCurrentDisplayMode()->format));
472 printf("\n"); 240 printf("\n");
473 printf("Vendor : %s\n", glGetString(GL_VENDOR)); 241 printf("Vendor : %s\n", glGetString(GL_VENDOR));
474 printf("Renderer : %s\n", glGetString(GL_RENDERER)); 242 printf("Renderer : %s\n", glGetString(GL_RENDERER));
475 printf("Version : %s\n", glGetString(GL_VERSION)); 243 printf("Version : %s\n", glGetString(GL_VERSION));
476 printf("Extensions : %s\n", glGetString(GL_EXTENSIONS)); 244 printf("Extensions : %s\n", glGetString(GL_EXTENSIONS));
477 printf("\n"); 245 printf("\n");
478 246
479 SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); 247 SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_RED_SIZE, &value);
480 printf("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); 248 printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
481 SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); 249 SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_GREEN_SIZE, &value);
482 printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1], value); 250 printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
483 SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); 251 SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_BLUE_SIZE, &value);
484 printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2], value); 252 printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
485 SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); 253 SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_DEPTH_SIZE, &value);
486 printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value); 254 printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
487 SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value); 255 SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_DOUBLEBUFFER, &value);
488 printf("SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value); 256 printf("SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value);
489 if (fsaa) { 257 if (fsaa) {
490 SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); 258 SDL_GL_GetWindowAttribute(state->windows[0],
259 SDL_GL_MULTISAMPLEBUFFERS, &value);
491 printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); 260 printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
492 SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); 261 SDL_GL_GetWindowAttribute(state->windows[0],
262 SDL_GL_MULTISAMPLESAMPLES, &value);
493 printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, 263 printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
494 value); 264 value);
495 } 265 }
496 if (accel) { 266 if (accel) {
497 SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); 267 SDL_GL_GetWindowAttribute(state->windows[0],
268 SDL_GL_ACCELERATED_VISUAL, &value);
498 printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); 269 printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
499 } 270 }
500 if (sync) { 271
501 printf("Buffer swap interval: requested 1, got %d\n", 272 /* Set rendering settings */
502 SDL_GL_GetSwapInterval());
503 }
504
505 /* Set the window manager title bar */
506 SDL_WM_SetCaption("SDL GL test", "testgl");
507
508 /* Set the gamma for the window */
509 if (gamma != 0.0) {
510 SDL_SetGamma(gamma, gamma, gamma);
511 }
512
513 glViewport(0, 0, w, h);
514 glMatrixMode(GL_PROJECTION); 273 glMatrixMode(GL_PROJECTION);
515 glLoadIdentity(); 274 glLoadIdentity();
516
517 glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0); 275 glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
518
519 glMatrixMode(GL_MODELVIEW); 276 glMatrixMode(GL_MODELVIEW);
520 glLoadIdentity(); 277 glLoadIdentity();
521
522 glEnable(GL_DEPTH_TEST); 278 glEnable(GL_DEPTH_TEST);
523
524 glDepthFunc(GL_LESS); 279 glDepthFunc(GL_LESS);
525
526 glShadeModel(GL_SMOOTH); 280 glShadeModel(GL_SMOOTH);
527 281
528 /* Loop until done. */ 282 /* Main render loop */
529 start_time = SDL_GetTicks();
530 frames = 0; 283 frames = 0;
284 then = SDL_GetTicks();
285 done = 0;
531 while (!done) { 286 while (!done) {
532 GLenum gl_error; 287 /* Check for events */
533 char *sdl_error; 288 ++frames;
534 SDL_Event event; 289 while (SDL_PollEvent(&event)) {
535 290 CommonEvent(state, &event, &done);
536 /* Do our drawing, too. */
537 glClearColor(0.0, 0.0, 0.0, 1.0);
538 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
539
540 glBegin(GL_QUADS);
541
542 #ifdef SHADED_CUBE
543 glColor3fv(color[0]);
544 glVertex3fv(cube[0]);
545 glColor3fv(color[1]);
546 glVertex3fv(cube[1]);
547 glColor3fv(color[2]);
548 glVertex3fv(cube[2]);
549 glColor3fv(color[3]);
550 glVertex3fv(cube[3]);
551
552 glColor3fv(color[3]);
553 glVertex3fv(cube[3]);
554 glColor3fv(color[4]);
555 glVertex3fv(cube[4]);
556 glColor3fv(color[7]);
557 glVertex3fv(cube[7]);
558 glColor3fv(color[2]);
559 glVertex3fv(cube[2]);
560
561 glColor3fv(color[0]);
562 glVertex3fv(cube[0]);
563 glColor3fv(color[5]);
564 glVertex3fv(cube[5]);
565 glColor3fv(color[6]);
566 glVertex3fv(cube[6]);
567 glColor3fv(color[1]);
568 glVertex3fv(cube[1]);
569
570 glColor3fv(color[5]);
571 glVertex3fv(cube[5]);
572 glColor3fv(color[4]);
573 glVertex3fv(cube[4]);
574 glColor3fv(color[7]);
575 glVertex3fv(cube[7]);
576 glColor3fv(color[6]);
577 glVertex3fv(cube[6]);
578
579 glColor3fv(color[5]);
580 glVertex3fv(cube[5]);
581 glColor3fv(color[0]);
582 glVertex3fv(cube[0]);
583 glColor3fv(color[3]);
584 glVertex3fv(cube[3]);
585 glColor3fv(color[4]);
586 glVertex3fv(cube[4]);
587
588 glColor3fv(color[6]);
589 glVertex3fv(cube[6]);
590 glColor3fv(color[1]);
591 glVertex3fv(cube[1]);
592 glColor3fv(color[2]);
593 glVertex3fv(cube[2]);
594 glColor3fv(color[7]);
595 glVertex3fv(cube[7]);
596 #else /* flat cube */
597 glColor3f(1.0, 0.0, 0.0);
598 glVertex3fv(cube[0]);
599 glVertex3fv(cube[1]);
600 glVertex3fv(cube[2]);
601 glVertex3fv(cube[3]);
602
603 glColor3f(0.0, 1.0, 0.0);
604 glVertex3fv(cube[3]);
605 glVertex3fv(cube[4]);
606 glVertex3fv(cube[7]);
607 glVertex3fv(cube[2]);
608
609 glColor3f(0.0, 0.0, 1.0);
610 glVertex3fv(cube[0]);
611 glVertex3fv(cube[5]);
612 glVertex3fv(cube[6]);
613 glVertex3fv(cube[1]);
614
615 glColor3f(0.0, 1.0, 1.0);
616 glVertex3fv(cube[5]);
617 glVertex3fv(cube[4]);
618 glVertex3fv(cube[7]);
619 glVertex3fv(cube[6]);
620
621 glColor3f(1.0, 1.0, 0.0);
622 glVertex3fv(cube[5]);
623 glVertex3fv(cube[0]);
624 glVertex3fv(cube[3]);
625 glVertex3fv(cube[4]);
626
627 glColor3f(1.0, 0.0, 1.0);
628 glVertex3fv(cube[6]);
629 glVertex3fv(cube[1]);
630 glVertex3fv(cube[2]);
631 glVertex3fv(cube[7]);
632 #endif /* SHADED_CUBE */
633
634 glEnd();
635
636 glMatrixMode(GL_MODELVIEW);
637 glRotatef(5.0, 1.0, 1.0, 1.0);
638
639 /* Draw 2D logo onto the 3D display */
640 if (logo) {
641 DrawLogoTexture();
642 } 291 }
643 if (logocursor) { 292 for (i = 0; i < state->num_windows; ++i) {
644 DrawLogoCursor(); 293 int w, h;
294 SDL_GL_MakeCurrent(state->windows[i], context);
295 SDL_GetWindowSize(state->windows[i], &w, &h);
296 glViewport(0, 0, w, h);
297 Render();
298 SDL_GL_SwapWindow(state->windows[i]);
645 } 299 }
646 300 }
647 SDL_GL_SwapBuffers(); 301
648 302 /* Print out some timing information */
649 /* Check for error conditions. */ 303 now = SDL_GetTicks();
650 gl_error = glGetError(); 304 if (now > then) {
651 305 printf("%2.2f frames per second\n",
652 if (gl_error != GL_NO_ERROR) { 306 ((double) frames * 1000) / (now - then));
653 fprintf(stderr, "testgl: OpenGL error: %d\n", gl_error); 307 }
654 } 308 quit(0);
655
656 sdl_error = SDL_GetError();
657
658 if (sdl_error[0] != '\0') {
659 fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error);
660 SDL_ClearError();
661 }
662
663 /* Allow the user to see what's happening */
664 if (slowly) {
665 SDL_Delay(20);
666 }
667
668 /* Check if there's a pending event. */
669 while (SDL_PollEvent(&event)) {
670 done = HandleEvent(&event);
671 }
672 ++frames;
673 }
674
675 /* Print out the frames per second */
676 this_time = SDL_GetTicks();
677 if (this_time != start_time) {
678 printf("%2.2f FPS\n",
679 ((float) frames / (this_time - start_time)) * 1000.0);
680 }
681
682 if (global_image) {
683 SDL_FreeSurface(global_image);
684 global_image = NULL;
685 }
686 if (global_texture) {
687 glDeleteTextures(1, &global_texture);
688 global_texture = 0;
689 }
690 if (cursor_texture) {
691 glDeleteTextures(1, &cursor_texture);
692 cursor_texture = 0;
693 }
694
695 /* Destroy our GL context, etc. */
696 SDL_Quit();
697 return (0);
698 }
699
700 int
701 main(int argc, char *argv[])
702 {
703 int i, logo, logocursor = 0;
704 int numtests;
705 int bpp = 0;
706 int slowly;
707 float gamma = 0.0;
708 int noframe = 0;
709 int fsaa = 0;
710 int accel = 0;
711 int sync = 0;
712
713 logo = 0;
714 slowly = 0;
715 numtests = 1;
716 for (i = 1; argv[i]; ++i) {
717 if (strcmp(argv[i], "-twice") == 0) {
718 ++numtests;
719 }
720 if (strcmp(argv[i], "-logo") == 0) {
721 logo = 1;
722 }
723 if (strcmp(argv[i], "-logocursor") == 0) {
724 logocursor = 1;
725 }
726 if (strcmp(argv[i], "-slow") == 0) {
727 slowly = 1;
728 }
729 if (strcmp(argv[i], "-bpp") == 0) {
730 bpp = atoi(argv[++i]);
731 }
732 if (strcmp(argv[i], "-gamma") == 0) {
733 gamma = (float) atof(argv[++i]);
734 }
735 if (strcmp(argv[i], "-noframe") == 0) {
736 noframe = 1;
737 }
738 if (strcmp(argv[i], "-fsaa") == 0) {
739 ++fsaa;
740 }
741 if (strcmp(argv[i], "-accel") == 0) {
742 ++accel;
743 }
744 if (strcmp(argv[i], "-sync") == 0) {
745 ++sync;
746 }
747 if (strncmp(argv[i], "-h", 2) == 0) {
748 printf
749 ("Usage: %s [-twice] [-logo] [-logocursor] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa] [-accel] [-sync] [-fullscreen]\n",
750 argv[0]);
751 exit(0);
752 }
753 }
754 for (i = 0; i < numtests; ++i) {
755 RunGLTest(argc, argv, logo, logocursor, slowly, bpp, gamma,
756 noframe, fsaa, sync, accel);
757 }
758 return 0;
759 } 309 }
760 310
761 #else /* HAVE_OPENGL */ 311 #else /* HAVE_OPENGL */
762 312
763 int 313 int