Mercurial > sdl-ios-xcode
view test/testdyngl.c @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | 204be4fc2726 |
children | 8d0889509afb |
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/* * Small SDL example to demonstrate dynamically loading * OpenGL lib and functions * * (FYI it was supposed to look like snow in the wind or something...) * * Compile with : * gcc testdyngl.c `sdl-config --libs --cflags` -o testdyngl -DHAVE_OPENGL * * You can specify a different OpenGL lib on the command line, i.e. : * ./testdyngl /usr/X11R6/lib/libGL.so.1.2 * or * ./testdyngl /usr/lib/libGL.so.1.0.4496 * */ #include <stdio.h> #include <stdlib.h> #include "SDL.h" #ifdef __MACOS__ #define HAVE_OPENGL #endif #ifdef HAVE_OPENGL #include "SDL_opengl.h" /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } void * get_funcaddr(const char *p) { void *f = SDL_GL_GetProcAddress(p); if (f) { return f; } else { printf("Unable to get function pointer for %s\n", p); quit(1); } return NULL; } typedef struct { void (APIENTRY * glBegin) (GLenum); void (APIENTRY * glEnd) (); void (APIENTRY * glVertex3f) (GLfloat, GLfloat, GLfloat); void (APIENTRY * glClearColor) (GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glClear) (GLbitfield); void (APIENTRY * glDisable) (GLenum); void (APIENTRY * glEnable) (GLenum); void (APIENTRY * glColor4ub) (GLubyte, GLubyte, GLubyte, GLubyte); void (APIENTRY * glPointSize) (GLfloat); void (APIENTRY * glHint) (GLenum, GLenum); void (APIENTRY * glBlendFunc) (GLenum, GLenum); void (APIENTRY * glMatrixMode) (GLenum); void (APIENTRY * glLoadIdentity) (); void (APIENTRY * glOrtho) (GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble); void (APIENTRY * glRotatef) (GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glViewport) (GLint, GLint, GLsizei, GLsizei); void (APIENTRY * glFogf) (GLenum, GLfloat); } glfuncs; void init_glfuncs(glfuncs * f) { f->glBegin = get_funcaddr("glBegin"); f->glEnd = get_funcaddr("glEnd"); f->glVertex3f = get_funcaddr("glVertex3f"); f->glClearColor = get_funcaddr("glClearColor"); f->glClear = get_funcaddr("glClear"); f->glDisable = get_funcaddr("glDisable"); f->glEnable = get_funcaddr("glEnable"); f->glColor4ub = get_funcaddr("glColor4ub"); f->glPointSize = get_funcaddr("glPointSize"); f->glHint = get_funcaddr("glHint"); f->glBlendFunc = get_funcaddr("glBlendFunc"); f->glMatrixMode = get_funcaddr("glMatrixMode"); f->glLoadIdentity = get_funcaddr("glLoadIdentity"); f->glOrtho = get_funcaddr("glOrtho"); f->glRotatef = get_funcaddr("glRotatef"); f->glViewport = get_funcaddr("glViewport"); f->glFogf = get_funcaddr("glFogf"); } #define NB_PIXELS 1000 int main(int argc, char *argv[]) { glfuncs f; int i; SDL_Event event; int done = 0; GLfloat pixels[NB_PIXELS * 3]; const char *gl_library = NULL; /* Use the default GL library */ if (argv[1]) { gl_library = argv[1]; } if (SDL_Init(SDL_INIT_VIDEO) < 0) { printf("Unable to init SDL : %s\n", SDL_GetError()); return (1); } if (SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) < 0) { printf("Unable to set GL attribute : %s\n", SDL_GetError()); quit(1); } if (SDL_GL_LoadLibrary(gl_library) < 0) { printf("Unable to dynamically open GL lib : %s\n", SDL_GetError()); quit(1); } if (SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL) { printf("Unable to open video mode : %s\n", SDL_GetError()); quit(1); } /* Set the window manager title bar */ SDL_WM_SetCaption("SDL Dynamic OpenGL Loading Test", "testdyngl"); init_glfuncs(&f); for (i = 0; i < NB_PIXELS; i++) { pixels[3 * i] = rand() % 250 - 125; pixels[3 * i + 1] = rand() % 250 - 125; pixels[3 * i + 2] = rand() % 250 - 125; } f.glViewport(0, 0, 640, 480); f.glMatrixMode(GL_PROJECTION); f.glLoadIdentity(); f.glOrtho(-100, 100, -100, 100, -500, 500); f.glMatrixMode(GL_MODELVIEW); f.glLoadIdentity(); f.glEnable(GL_DEPTH_TEST); f.glDisable(GL_TEXTURE_2D); f.glEnable(GL_BLEND); f.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); f.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); f.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f.glEnable(GL_POINT_SMOOTH); f.glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); f.glPointSize(5.0f); f.glEnable(GL_FOG); f.glFogf(GL_FOG_START, -500); f.glFogf(GL_FOG_END, 500); f.glFogf(GL_FOG_DENSITY, 0.005); do { f.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f.glRotatef(2.0, 1.0, 1.0, 1.0); f.glRotatef(1.0, 0.0, 1.0, 1.0); f.glColor4ub(255, 255, 255, 255); f.glBegin(GL_POINTS); for (i = 0; i < NB_PIXELS; i++) { f.glVertex3f(pixels[3 * i], pixels[3 * i + 1], pixels[3 * i + 2]); } f.glEnd(); SDL_GL_SwapBuffers(); while (SDL_PollEvent(&event)) { if (event.type == SDL_KEYDOWN) done = 1; } SDL_Delay(20); } while (!done); SDL_Quit(); return 0; } #else /* HAVE_OPENGL */ int main(int argc, char *argv[]) { printf("No OpenGL support on this system\n"); return 1; } #endif /* HAVE_OPENGL */