Mercurial > sdl-ios-xcode
view test/testgles.c @ 3474:1edb86163d62
Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later.
If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 07:22:59 +0000 |
parents | 55541ddf13e3 |
children | c92950635837 |
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#include <stdlib.h> #include <stdio.h> #include <string.h> #include <math.h> #include "common.h" #ifdef __IPHONEOS__ #define HAVE_OPENGLES #endif #ifdef HAVE_OPENGLES #include "SDL_opengles.h" static CommonState *state; static SDL_GLContext *context = NULL; static int depth = 16; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { int i; if (context != NULL) { for (i = 0; i < state->num_windows; i++) { if (context[i]) { SDL_GL_DeleteContext(context[i]); } } SDL_free(context); } CommonQuit(state); exit(rc); } static void Render() { static GLubyte color[8][4] = { {255, 0, 0, 0}, {255, 0, 0, 255}, {0, 255, 0, 255}, {0, 255, 0, 255}, {0, 255, 0, 255}, {255, 255, 255, 255}, {255, 0, 255, 255}, {0, 0, 255, 255} }; static GLfloat cube[8][3] = { {0.5, 0.5, -0.5}, {0.5f, -0.5f, -0.5f}, {-0.5f, -0.5f, -0.5f}, {-0.5f, 0.5f, -0.5f}, {-0.5f, 0.5f, 0.5f}, {0.5f, 0.5f, 0.5f}, {0.5f, -0.5f, 0.5f}, {-0.5f, -0.5f, 0.5f} }; static GLubyte indices[36] = { 0, 3, 4, 4, 5, 0, 0, 5, 6, 6, 1, 0, 6, 7, 2, 2, 1, 6, 7, 4, 3, 3, 2, 7, 5, 4, 7, 7, 6, 5, 2, 3, 1, 3, 0, 1 }; /* Do our drawing, too. */ glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Draw the cube */ glColorPointer(4, GL_UNSIGNED_BYTE, 0, color); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 0, cube); glEnableClientState(GL_VERTEX_ARRAY); glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices); glMatrixMode(GL_MODELVIEW); glRotatef(5.0, 1.0, 1.0, 1.0); } int main(int argc, char *argv[]) { int fsaa, accel; int value; int i, done; SDL_DisplayMode mode; SDL_Event event; Uint32 then, now, frames; int status; /* Initialize parameters */ fsaa = 0; accel = 0; /* Initialize test framework */ state = CommonCreateState(argv, SDL_INIT_VIDEO); if (!state) { return 1; } for (i = 1; i < argc;) { int consumed; consumed = CommonArg(state, i); if (consumed == 0) { if (SDL_strcasecmp(argv[i], "--fsaa") == 0) { ++fsaa; consumed = 1; } else if (SDL_strcasecmp(argv[i], "--accel") == 0) { ++accel; consumed = 1; } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) { i++; if (!argv[i]) { consumed = -1; } else { depth = SDL_atoi(argv[i]); consumed = 1; } } else { consumed = -1; } } if (consumed < 0) { fprintf(stderr, "Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0], CommonUsage(state)); quit(1); } i += consumed; } /* Set OpenGL parameters */ state->window_flags |= SDL_WINDOW_OPENGL; state->gl_red_size = 5; state->gl_green_size = 5; state->gl_blue_size = 5; state->gl_depth_size = depth; if (fsaa) { state->gl_multisamplebuffers=1; state->gl_multisamplesamples=fsaa; } if (accel) { state->gl_accelerated=1; } if (!CommonInit(state)) { quit(2); } context = SDL_calloc(state->num_windows, sizeof(context)); if (context == NULL) { fprintf(stderr, "Out of memory!\n"); quit(2); } /* Create OpenGL ES contexts */ for (i = 0; i < state->num_windows; i++) { context[i] = SDL_GL_CreateContext(state->windows[i]); if (!context[i]) { fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError()); quit(2); } } if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) { SDL_GL_SetSwapInterval(1); } else { SDL_GL_SetSwapInterval(0); } SDL_GetCurrentDisplayMode(&mode); printf("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format)); 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"); status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); if (!status) { printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value); } else { fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError()); } status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); if (!status) { printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value); } else { fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError()); } status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); if (!status) { printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value); } else { fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError()); } status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); if (!status) { printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value); } else { fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError()); } if (fsaa) { status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); if (!status) { printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); } else { fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n", SDL_GetError()); } status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); if (!status) { printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value); } else { fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n", SDL_GetError()); } } if (accel) { status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); if (!status) { printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); } else { fprintf(stderr, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n", SDL_GetError()); } } /* Set rendering settings for each context */ for (i = 0; i < state->num_windows; ++i) { status = SDL_GL_MakeCurrent(state->windows[i], context[i]); if (status) { printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); /* Continue for next window */ continue; } glViewport(0, 0, state->window_w, state->window_h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(-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); } /* Main render loop */ frames = 0; then = SDL_GetTicks(); done = 0; while (!done) { /* Check for events */ ++frames; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_RESIZED: for (i = 0; i < state->num_windows; ++i) { if (event.window.windowID == state->windows[i]) { status = SDL_GL_MakeCurrent(state->windows[i], context[i]); if (status) { printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); break; } /* Change view port to the new window dimensions */ glViewport(0, 0, event.window.data1, event.window.data2); /* Update window content */ Render(); SDL_GL_SwapWindow(state->windows[i]); break; } } break; } } CommonEvent(state, &event, &done); } for (i = 0; i < state->num_windows; ++i) { status = SDL_GL_MakeCurrent(state->windows[i], context[i]); if (status) { printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); /* Continue for next window */ continue; } Render(); SDL_GL_SwapWindow(state->windows[i]); } } /* Print out some timing information */ now = SDL_GetTicks(); if (now > then) { printf("%2.2f frames per second\n", ((double) frames * 1000) / (now - then)); } quit(0); return 0; } #else /* HAVE_OPENGLES */ int main(int argc, char *argv[]) { printf("No OpenGL ES support on this system\n"); return 1; } #endif /* HAVE_OPENGLES */