Mercurial > sdl-ios-xcode
view test/testgl2.c @ 2042:3908e1f808e1
Fixed bug #292
I might be on crack here.
It looks like SDL_ConvertMono() in src/audio/SDL_audiocvt.c adds the left and
right channels of a stereo stream together, and clamps the new mono channel if
it would overflow.
Shouldn't it be dividing by 2 to average the two sample points instead of
clamping? Otherwise the mono sample point's volume doubles in the conversion.
This would also make the conversion faster, as it replaces two branches per
sample frame with a bitwise shift.
--ryan.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 24 Sep 2006 15:56:36 +0000 |
parents | 8055185ae4ed |
children | 114a541cfae2 |
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#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); 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 (SDL_GL_MakeCurrent(state->windows[0], context) < 0) { fprintf(stderr, "SDL_GL_MakeCurrent(): %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); } #else /* HAVE_OPENGL */ int main(int argc, char *argv[]) { printf("No OpenGL support on this system\n"); return 1; } #endif /* HAVE_OPENGL */