view test/testgl2.c @ 2429:2c55b72ba46e gsoc2008_iphone

testdyngles is exactly what it sounds like -- a version of testdyngl that uses OpenGL ES calls instead of OpenGL. Was necessary to create because glOrtho is called glOrthof in OpenGL ES, and OpenGL ES doesn't have glBegin() type semantics for specifying geometry.
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Fri, 15 Aug 2008 00:52:52 +0000
parents 91e601d9df8b
children 82e60908fab1
line wrap: on
line source

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>

#include "common.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

static CommonState *state;
static SDL_GLContext context;

/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
    if (context) {
        /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
        SDL_GL_DeleteContext(context);
    }
    CommonQuit(state);
    exit(rc);
}

static void
Render()
{
    static 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}
    };
    static 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}
    };

    /* 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);
}

int
main(int argc, char *argv[])
{
    int fsaa, accel;
    int value;
    int i, done;
    SDL_DisplayMode mode;
    SDL_Event event;
    Uint32 then, now, frames;

    /* 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 {
                consumed = -1;
            }
        }
        if (consumed < 0) {
            fprintf(stderr, "Usage: %s %s [--fsaa] [--accel]\n", argv[0],
                    CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }

    /* Set OpenGL parameters */
    state->window_flags |= SDL_WINDOW_OPENGL;
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
    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 (!CommonInit(state)) {
        quit(2);
    }

    /* Create OpenGL context */
    context = SDL_GL_CreateContext(state->windows[0]);
    if (!context) {
        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");

    SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
    printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
    SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
    printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
    SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
    printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
    SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
    printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, 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);
    }

    /* Set rendering settings */
    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);

    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;
    while (!done) {
        /* Check for events */
        ++frames;
        while (SDL_PollEvent(&event)) {
            CommonEvent(state, &event, &done);
        }
        for (i = 0; i < state->num_windows; ++i) {
            int w, h;
            SDL_GL_MakeCurrent(state->windows[i], context);
            SDL_GetWindowSize(state->windows[i], &w, &h);
            glViewport(0, 0, w, h);
            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_OPENGL */

int
main(int argc, char *argv[])
{
    printf("No OpenGL support on this system\n");
    return 1;
}

#endif /* HAVE_OPENGL */