Mercurial > sdl-ios-xcode
view test/testgl.c @ 1733:0b1070f2f94d SDL-1.3
Implemented gamma correction on Windows.
Added general code to restore the video mode and gamma when windows lose focus.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 09 Jul 2006 09:02:26 +0000 |
parents | a51dfda0ff33 |
children |
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#include <stdlib.h> #include <stdio.h> #include <string.h> #include <math.h> #include "SDL.h" #ifdef __MACOS__ #define HAVE_OPENGL #endif #ifdef HAVE_OPENGL #include "SDL_opengl.h" /* Undefine this if you want a flat cube instead of a rainbow cube */ #define SHADED_CUBE /* Define this to be the name of the logo image to use with -logo */ #define LOGO_FILE "icon.bmp" static SDL_Surface *global_image = NULL; static GLuint global_texture = 0; static GLuint cursor_texture = 0; /**********************************************************************/ void HotKey_ToggleFullScreen(void) { SDL_Surface *screen; screen = SDL_GetVideoSurface(); if (SDL_WM_ToggleFullScreen(screen)) { printf("Toggled fullscreen mode - now %s\n", (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); } else { printf("Unable to toggle fullscreen mode\n"); } } void HotKey_ToggleGrab(void) { SDL_GrabMode mode; printf("Ctrl-G: toggling input grab!\n"); mode = SDL_WM_GrabInput(SDL_GRAB_QUERY); if (mode == SDL_GRAB_ON) { printf("Grab was on\n"); } else { printf("Grab was off\n"); } mode = SDL_WM_GrabInput(!mode); if (mode == SDL_GRAB_ON) { printf("Grab is now on\n"); } else { printf("Grab is now off\n"); } } void HotKey_Iconify(void) { printf("Ctrl-Z: iconifying window!\n"); SDL_WM_IconifyWindow(); } int HandleEvent(SDL_Event * event) { int done; done = 0; switch (event->type) { case SDL_ACTIVEEVENT: /* See what happened */ printf("app %s ", event->active.gain ? "gained" : "lost"); if (event->active.state & SDL_APPACTIVE) { printf("active "); } else if (event->active.state & SDL_APPMOUSEFOCUS) { printf("mouse "); } else if (event->active.state & SDL_APPINPUTFOCUS) { printf("input "); } printf("focus\n"); break; case SDL_KEYDOWN: if (event->key.keysym.sym == SDLK_ESCAPE) { done = 1; } if ((event->key.keysym.sym == SDLK_g) && (event->key.keysym.mod & KMOD_CTRL)) { HotKey_ToggleGrab(); } if ((event->key.keysym.sym == SDLK_z) && (event->key.keysym.mod & KMOD_CTRL)) { HotKey_Iconify(); } if ((event->key.keysym.sym == SDLK_RETURN) && (event->key.keysym.mod & KMOD_ALT)) { HotKey_ToggleFullScreen(); } printf("key '%s' pressed\n", SDL_GetKeyName(event->key.keysym.sym)); break; case SDL_QUIT: done = 1; break; } return (done); } void SDL_GL_Enter2DMode() { SDL_Surface *screen = SDL_GetVideoSurface(); /* Note, there may be other things you need to change, depending on how you have your OpenGL state set up. */ glPushAttrib(GL_ENABLE_BIT); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); /* This allows alpha blending of 2D textures with the scene */ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, screen->w, screen->h); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0, (GLdouble) screen->w, (GLdouble) screen->h, 0.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); } void SDL_GL_Leave2DMode() { glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); } /* Quick utility function for texture creation */ static int power_of_two(int input) { int value = 1; while (value < input) { value <<= 1; } return value; } GLuint SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord) { GLuint texture; int w, h; SDL_Surface *image; SDL_Rect area; Uint32 saved_flags; Uint8 saved_alpha; /* Use the surface width and height expanded to powers of 2 */ w = power_of_two(surface->w); h = power_of_two(surface->h); texcoord[0] = 0.0f; /* Min X */ texcoord[1] = 0.0f; /* Min Y */ texcoord[2] = (GLfloat) surface->w / w; /* Max X */ texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #endif ); if (image == NULL) { return 0; } /* Save the alpha blending attributes */ saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); saved_alpha = surface->format->alpha; if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { SDL_SetAlpha(surface, 0, 0); } /* Copy the surface into the GL texture image */ area.x = 0; area.y = 0; area.w = surface->w; area.h = surface->h; SDL_BlitSurface(surface, &area, image, &area); /* Restore the alpha blending attributes */ if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { SDL_SetAlpha(surface, saved_flags, saved_alpha); } /* Create an OpenGL texture for the image */ glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); SDL_FreeSurface(image); /* No longer needed */ return texture; } void DrawLogoCursor(void) { static GLfloat texMinX, texMinY; static GLfloat texMaxX, texMaxY; static int w, h; int x, y; if (!cursor_texture) { SDL_Surface *image; GLfloat texcoord[4]; /* Load the image (could use SDL_image library here) */ image = SDL_LoadBMP(LOGO_FILE); if (image == NULL) { return; } w = image->w; h = image->h; /* Convert the image into an OpenGL texture */ cursor_texture = SDL_GL_LoadTexture(image, texcoord); /* Make texture coordinates easy to understand */ texMinX = texcoord[0]; texMinY = texcoord[1]; texMaxX = texcoord[2]; texMaxY = texcoord[3]; /* We don't need the original image anymore */ SDL_FreeSurface(image); /* Make sure that the texture conversion is okay */ if (!cursor_texture) { return; } } /* Move the image around */ SDL_GetMouseState(&x, &y); x -= w / 2; y -= h / 2; /* Show the image on the screen */ SDL_GL_Enter2DMode(); glBindTexture(GL_TEXTURE_2D, cursor_texture); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(texMinX, texMinY); glVertex2i(x, y); glTexCoord2f(texMaxX, texMinY); glVertex2i(x + w, y); glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y + h); glTexCoord2f(texMaxX, texMaxY); glVertex2i(x + w, y + h); glEnd(); SDL_GL_Leave2DMode(); } void DrawLogoTexture(void) { static GLfloat texMinX, texMinY; static GLfloat texMaxX, texMaxY; static int x = 0; static int y = 0; static int w, h; static int delta_x = 1; static int delta_y = 1; SDL_Surface *screen = SDL_GetVideoSurface(); if (!global_texture) { SDL_Surface *image; GLfloat texcoord[4]; /* Load the image (could use SDL_image library here) */ image = SDL_LoadBMP(LOGO_FILE); if (image == NULL) { return; } w = image->w; h = image->h; /* Convert the image into an OpenGL texture */ global_texture = SDL_GL_LoadTexture(image, texcoord); /* Make texture coordinates easy to understand */ texMinX = texcoord[0]; texMinY = texcoord[1]; texMaxX = texcoord[2]; texMaxY = texcoord[3]; /* We don't need the original image anymore */ SDL_FreeSurface(image); /* Make sure that the texture conversion is okay */ if (!global_texture) { return; } } /* Move the image around */ x += delta_x; if (x < 0) { x = 0; delta_x = -delta_x; } else if ((x + w) > screen->w) { x = screen->w - w; delta_x = -delta_x; } y += delta_y; if (y < 0) { y = 0; delta_y = -delta_y; } else if ((y + h) > screen->h) { y = screen->h - h; delta_y = -delta_y; } /* Show the image on the screen */ SDL_GL_Enter2DMode(); glBindTexture(GL_TEXTURE_2D, global_texture); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(texMinX, texMinY); glVertex2i(x, y); glTexCoord2f(texMaxX, texMinY); glVertex2i(x + w, y); glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y + h); glTexCoord2f(texMaxX, texMaxY); glVertex2i(x + w, y + h); glEnd(); SDL_GL_Leave2DMode(); } int RunGLTest(int argc, char *argv[], int logo, int logocursor, int slowly, int bpp, float gamma, int noframe, int fsaa, int sync, int accel) { int i; int rgb_size[3]; int w = 640; int h = 480; int done = 0; int frames; Uint32 start_time, this_time; float color[8][3] = { {1.0, 1.0, 0.0}, {1.0, 0.0, 0.0}, {0.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 1.0, 1.0}, {1.0, 1.0, 1.0}, {1.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; float cube[8][3] = { {0.5, 0.5, -0.5}, {0.5, -0.5, -0.5}, {-0.5, -0.5, -0.5}, {-0.5, 0.5, -0.5}, {-0.5, 0.5, 0.5}, {0.5, 0.5, 0.5}, {0.5, -0.5, 0.5}, {-0.5, -0.5, 0.5} }; Uint32 video_flags; int value; if (SDL_Init(SDL_INIT_VIDEO) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } /* See if we should detect the display depth */ if (bpp == 0) { if (SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8) { bpp = 8; } else { bpp = 16; /* More doesn't seem to work */ } } /* Set the flags we want to use for setting the video mode */ video_flags = SDL_OPENGL; for (i = 1; argv[i]; ++i) { if (strcmp(argv[i], "-fullscreen") == 0) { video_flags |= SDL_FULLSCREEN; } } if (noframe) { video_flags |= SDL_NOFRAME; } /* Initialize the display */ switch (bpp) { case 8: rgb_size[0] = 3; rgb_size[1] = 3; rgb_size[2] = 2; break; case 15: case 16: rgb_size[0] = 5; rgb_size[1] = 5; rgb_size[2] = 5; break; default: rgb_size[0] = 8; rgb_size[1] = 8; rgb_size[2] = 8; break; } SDL_GL_SetAttribute(SDL_GL_RED_SIZE, rgb_size[0]); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, rgb_size[1]); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, rgb_size[2]); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); if (fsaa) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa); } if (accel) { SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); } if (sync) { SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); } else { SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 0); } if (SDL_SetVideoMode(w, h, bpp, video_flags) == NULL) { fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError()); SDL_Quit(); exit(1); } printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel); printf("\n"); printf("Vendor : %s\n", glGetString(GL_VENDOR)); printf("Renderer : %s\n", glGetString(GL_RENDERER)); printf("Version : %s\n", glGetString(GL_VERSION)); printf("Extensions : %s\n", glGetString(GL_EXTENSIONS)); printf("\n"); SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); printf("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1], value); SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2], value); SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value); SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value); printf("SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value); if (fsaa) { SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value); } if (accel) { SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); } if (sync) { SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &value); printf("SDL_GL_SWAP_CONTROL: requested 1, got %d\n", value); } /* Set the window manager title bar */ SDL_WM_SetCaption("SDL GL test", "testgl"); /* Set the gamma for the window */ if (gamma != 0.0) { SDL_SetGamma(gamma, gamma, gamma); } glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glShadeModel(GL_SMOOTH); /* Loop until done. */ start_time = SDL_GetTicks(); frames = 0; while (!done) { GLenum gl_error; char *sdl_error; SDL_Event event; /* Do our drawing, too. */ glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_QUADS); #ifdef SHADED_CUBE glColor3fv(color[0]); glVertex3fv(cube[0]); glColor3fv(color[1]); glVertex3fv(cube[1]); glColor3fv(color[2]); glVertex3fv(cube[2]); glColor3fv(color[3]); glVertex3fv(cube[3]); glColor3fv(color[3]); glVertex3fv(cube[3]); glColor3fv(color[4]); glVertex3fv(cube[4]); glColor3fv(color[7]); glVertex3fv(cube[7]); glColor3fv(color[2]); glVertex3fv(cube[2]); glColor3fv(color[0]); glVertex3fv(cube[0]); glColor3fv(color[5]); glVertex3fv(cube[5]); glColor3fv(color[6]); glVertex3fv(cube[6]); glColor3fv(color[1]); glVertex3fv(cube[1]); glColor3fv(color[5]); glVertex3fv(cube[5]); glColor3fv(color[4]); glVertex3fv(cube[4]); glColor3fv(color[7]); glVertex3fv(cube[7]); glColor3fv(color[6]); glVertex3fv(cube[6]); glColor3fv(color[5]); glVertex3fv(cube[5]); glColor3fv(color[0]); glVertex3fv(cube[0]); glColor3fv(color[3]); glVertex3fv(cube[3]); glColor3fv(color[4]); glVertex3fv(cube[4]); glColor3fv(color[6]); glVertex3fv(cube[6]); glColor3fv(color[1]); glVertex3fv(cube[1]); glColor3fv(color[2]); glVertex3fv(cube[2]); glColor3fv(color[7]); glVertex3fv(cube[7]); #else /* flat cube */ glColor3f(1.0, 0.0, 0.0); glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]); glColor3f(0.0, 1.0, 0.0); glVertex3fv(cube[3]); glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[2]); glColor3f(0.0, 0.0, 1.0); glVertex3fv(cube[0]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[1]); glColor3f(0.0, 1.0, 1.0); glVertex3fv(cube[5]); glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glColor3f(1.0, 1.0, 0.0); glVertex3fv(cube[5]); glVertex3fv(cube[0]); glVertex3fv(cube[3]); glVertex3fv(cube[4]); glColor3f(1.0, 0.0, 1.0); glVertex3fv(cube[6]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[7]); #endif /* SHADED_CUBE */ glEnd(); glMatrixMode(GL_MODELVIEW); glRotatef(5.0, 1.0, 1.0, 1.0); /* Draw 2D logo onto the 3D display */ if (logo) { DrawLogoTexture(); } if (logocursor) { DrawLogoCursor(); } SDL_GL_SwapBuffers(); /* Check for error conditions. */ gl_error = glGetError(); if (gl_error != GL_NO_ERROR) { fprintf(stderr, "testgl: OpenGL error: %d\n", gl_error); } sdl_error = SDL_GetError(); if (sdl_error[0] != '\0') { fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error); SDL_ClearError(); } /* Allow the user to see what's happening */ if (slowly) { SDL_Delay(20); } /* Check if there's a pending event. */ while (SDL_PollEvent(&event)) { done = HandleEvent(&event); } ++frames; } /* Print out the frames per second */ this_time = SDL_GetTicks(); if (this_time != start_time) { printf("%2.2f FPS\n", ((float) frames / (this_time - start_time)) * 1000.0); } if (global_image) { SDL_FreeSurface(global_image); global_image = NULL; } if (global_texture) { glDeleteTextures(1, &global_texture); global_texture = 0; } if (cursor_texture) { glDeleteTextures(1, &cursor_texture); cursor_texture = 0; } /* Destroy our GL context, etc. */ SDL_Quit(); return (0); } int main(int argc, char *argv[]) { int i, logo, logocursor = 0; int numtests; int bpp = 0; int slowly; float gamma = 0.0; int noframe = 0; int fsaa = 0; int accel = 0; int sync = 0; logo = 0; slowly = 0; numtests = 1; for (i = 1; argv[i]; ++i) { if (strcmp(argv[i], "-twice") == 0) { ++numtests; } if (strcmp(argv[i], "-logo") == 0) { logo = 1; } if (strcmp(argv[i], "-logocursor") == 0) { logocursor = 1; } if (strcmp(argv[i], "-slow") == 0) { slowly = 1; } if (strcmp(argv[i], "-bpp") == 0) { bpp = atoi(argv[++i]); } if (strcmp(argv[i], "-gamma") == 0) { gamma = (float) atof(argv[++i]); } if (strcmp(argv[i], "-noframe") == 0) { noframe = 1; } if (strcmp(argv[i], "-fsaa") == 0) { ++fsaa; } if (strcmp(argv[i], "-accel") == 0) { ++accel; } if (strcmp(argv[i], "-sync") == 0) { ++sync; } if (strncmp(argv[i], "-h", 2) == 0) { printf ("Usage: %s [-twice] [-logo] [-logocursor] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa] [-accel] [-sync] [-fullscreen]\n", argv[0]); exit(0); } } for (i = 0; i < numtests; ++i) { RunGLTest(argc, argv, logo, logocursor, slowly, bpp, gamma, noframe, fsaa, sync, accel); } return 0; } #else /* HAVE_OPENGL */ int main(int argc, char *argv[]) { printf("No OpenGL support on this system\n"); return 1; } #endif /* HAVE_OPENGL */