view test/testgl2.c @ 5133:ec13e48ee0d9

Fixed bug #1112 (retina display support) Vittorio Giovara 2011-02-01 02:21:50 PST with the attached patch, the opengles context will always use the maximum screensize available; this is particularly useful for supporting retina display on latest iphone. please note: Apple documentation warns that using the "upscaled" gl context actually uses more memory and bandwitdh, so it might be worth to let the user decide whether to disable it or not, either with a flag or a sdl function...
author Sam Lantinga <slouken@libsdl.org>
date Tue, 01 Feb 2011 08:54:34 -0800
parents 19691cebb866
children 762e40fb8e28
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 = -1;

    /* 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 && i+1 < argc) {
                accel = atoi(argv[i+1]);
                consumed = 2;
            } else {
                consumed = -1;
            }
        }
        if (consumed < 0) {
            fprintf(stderr, "Usage: %s %s [--fsaa] [--accel n]\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 >= 0) {
        state->gl_accelerated = accel;
    }

    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 >= 0) {
        status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
        if (!status) {
            printf("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
                   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 */