view test/testgles.c @ 3164:c5b2884c26b4

Added an ifdef so that if you #define SDL_NO_COMPAT before you include SDL.h then SDL_compat.h will never be included in your code. This is useful for making sure that your code uses only SDL 1.3 features. It is also handy for finding things that are in SDL_compat.h that belong elsewhere.
author Bob Pendleton <bob@pendleton.com>
date Thu, 04 Jun 2009 21:00:45 +0000
parents 7f684f249ec9
children c18c03927a77
line wrap: on
line source

#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;

/* 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 {
                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);
    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);
    }

    context = SDL_calloc(state->num_windows, sizeof(SDL_GLContext));
    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", 16, 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;
        }

        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)) {
            CommonEvent(state, &event, &done);
        }
        for (i = 0; i < state->num_windows; ++i) {
            int w, h;
            status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
            if (status) {
                printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());

                /* Continue for next window */
                continue;
            }
            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_OPENGLES */

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

#endif /* HAVE_OPENGLES */