view test/testgl2.c @ 3502:98a819296cdc

Whenever a window becomes fullscreen, shown, unminimized, and has input focus it will change the display to the corresponding fullscreen video mode. If it loses any of those properties the desktop mode will be restored.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 01 Dec 2009 08:56:12 +0000
parents fba883490f72
children 7812d3e9564e
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;
    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 {
                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;
    state->gl_red_size = 5;
    state->gl_green_size = 5;
    state->gl_blue_size = 5;
    state->gl_depth_size = 16;
    state->gl_double_buffer = 1;
    if (fsaa) {
        state->gl_multisamplebuffers = 1;
        state->gl_multisamplesamples = fsaa;
    }
    if (accel) {
        state->gl_accelerated=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");

    status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
    if (!status) {
        printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
    } else {
        printf("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 {
        printf("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 {
        printf("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", 16, value);
    } else {
        printf("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 {
            printf("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 {
            printf("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 {
            printf("Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
                   SDL_GetError());
        }
    }

    /* 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 */