view test/testgl.c @ 5172:ededa1ccf91c

Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available. This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 03 Feb 2011 21:13:55 -0800
parents 27ab20a36eba
children
line wrap: on
line source

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>

#include "SDL.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

/* Define this to be the name of the logo image to use with -logo */
#define LOGO_FILE	"icon.bmp"

static SDL_Surface *global_image = NULL;
static GLuint global_texture = 0;
static GLuint cursor_texture = 0;

/**********************************************************************/

void
HotKey_ToggleFullScreen(void)
{
    SDL_Surface *screen;

    screen = SDL_GetVideoSurface();
    if (SDL_WM_ToggleFullScreen(screen)) {
        printf("Toggled fullscreen mode - now %s\n",
               (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed");
    } else {
        printf("Unable to toggle fullscreen mode\n");
    }
}

void
HotKey_ToggleGrab(void)
{
    SDL_GrabMode mode;

    printf("Ctrl-G: toggling input grab!\n");
    mode = SDL_WM_GrabInput(SDL_GRAB_QUERY);
    if (mode == SDL_GRAB_ON) {
        printf("Grab was on\n");
    } else {
        printf("Grab was off\n");
    }
    mode = SDL_WM_GrabInput(!mode);
    if (mode == SDL_GRAB_ON) {
        printf("Grab is now on\n");
    } else {
        printf("Grab is now off\n");
    }
}

void
HotKey_Iconify(void)
{
    printf("Ctrl-Z: iconifying window!\n");
    SDL_WM_IconifyWindow();
}

int
HandleEvent(SDL_Event * event)
{
    int done;

    done = 0;
    switch (event->type) {
    case SDL_ACTIVEEVENT:
        /* See what happened */
        printf("app %s ", event->active.gain ? "gained" : "lost");
        if (event->active.state & SDL_APPACTIVE) {
            printf("active ");
        } else if (event->active.state & SDL_APPMOUSEFOCUS) {
            printf("mouse ");
        } else if (event->active.state & SDL_APPINPUTFOCUS) {
            printf("input ");
        }
        printf("focus\n");
        break;


    case SDL_KEYDOWN:
        if (event->key.keysym.sym == SDLK_ESCAPE) {
            done = 1;
        }
        if ((event->key.keysym.sym == SDLK_g) &&
            (event->key.keysym.mod & KMOD_CTRL)) {
            HotKey_ToggleGrab();
        }
        if ((event->key.keysym.sym == SDLK_z) &&
            (event->key.keysym.mod & KMOD_CTRL)) {
            HotKey_Iconify();
        }
        if ((event->key.keysym.sym == SDLK_RETURN) &&
            (event->key.keysym.mod & KMOD_ALT)) {
            HotKey_ToggleFullScreen();
        }
        printf("key '%s' pressed\n", SDL_GetKeyName(event->key.keysym.sym));
        break;
    case SDL_QUIT:
        done = 1;
        break;
    }
    return (done);
}

void
SDL_GL_Enter2DMode()
{
    SDL_Surface *screen = SDL_GetVideoSurface();

    /* Note, there may be other things you need to change,
       depending on how you have your OpenGL state set up.
     */
    glPushAttrib(GL_ENABLE_BIT);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);
    glEnable(GL_TEXTURE_2D);

    /* This allows alpha blending of 2D textures with the scene */
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glViewport(0, 0, screen->w, screen->h);

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();

    glOrtho(0.0, (GLdouble) screen->w, (GLdouble) screen->h, 0.0, 0.0, 1.0);

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}

void
SDL_GL_Leave2DMode()
{
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();

    glMatrixMode(GL_PROJECTION);
    glPopMatrix();

    glPopAttrib();
}

/* Quick utility function for texture creation */
static int
power_of_two(int input)
{
    int value = 1;

    while (value < input) {
        value <<= 1;
    }
    return value;
}

GLuint
SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
{
    GLuint texture;
    int w, h;
    SDL_Surface *image;
    SDL_Rect area;
    Uint32 saved_flags;
    Uint8 saved_alpha;

    /* Use the surface width and height expanded to powers of 2 */
    w = power_of_two(surface->w);
    h = power_of_two(surface->h);
    texcoord[0] = 0.0f;         /* Min X */
    texcoord[1] = 0.0f;         /* Min Y */
    texcoord[2] = (GLfloat) surface->w / w;     /* Max X */
    texcoord[3] = (GLfloat) surface->h / h;     /* Max Y */

    image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN     /* OpenGL RGBA masks */
                                 0x000000FF,
                                 0x0000FF00, 0x00FF0000, 0xFF000000
#else
                                 0xFF000000,
                                 0x00FF0000, 0x0000FF00, 0x000000FF
#endif
        );
    if (image == NULL) {
        return 0;
    }

    /* Save the alpha blending attributes */
    saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
    SDL_GetSurfaceAlphaMod(surface, &saved_alpha);
    if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
        SDL_SetAlpha(surface, 0, 0);
    }

    /* Copy the surface into the GL texture image */
    area.x = 0;
    area.y = 0;
    area.w = surface->w;
    area.h = surface->h;
    SDL_BlitSurface(surface, &area, image, &area);

    /* Restore the alpha blending attributes */
    if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
        SDL_SetAlpha(surface, saved_flags, saved_alpha);
    }

    /* Create an OpenGL texture for the image */
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D,
                 0,
                 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
    SDL_FreeSurface(image);     /* No longer needed */

    return texture;
}

void
DrawLogoCursor(void)
{
    static GLfloat texMinX, texMinY;
    static GLfloat texMaxX, texMaxY;
    static int w, h;
    int x, y;

    if (!cursor_texture) {
        SDL_Surface *image;
        GLfloat texcoord[4];

        /* Load the image (could use SDL_image library here) */
        image = SDL_LoadBMP(LOGO_FILE);
        if (image == NULL) {
            return;
        }
        w = image->w;
        h = image->h;

        /* Convert the image into an OpenGL texture */
        cursor_texture = SDL_GL_LoadTexture(image, texcoord);

        /* Make texture coordinates easy to understand */
        texMinX = texcoord[0];
        texMinY = texcoord[1];
        texMaxX = texcoord[2];
        texMaxY = texcoord[3];

        /* We don't need the original image anymore */
        SDL_FreeSurface(image);

        /* Make sure that the texture conversion is okay */
        if (!cursor_texture) {
            return;
        }
    }

    /* Move the image around */
    SDL_GetMouseState(&x, &y);
    x -= w / 2;
    y -= h / 2;

    /* Show the image on the screen */
    SDL_GL_Enter2DMode();
    glBindTexture(GL_TEXTURE_2D, cursor_texture);
    glBegin(GL_TRIANGLE_STRIP);
    glTexCoord2f(texMinX, texMinY);
    glVertex2i(x, y);
    glTexCoord2f(texMaxX, texMinY);
    glVertex2i(x + w, y);
    glTexCoord2f(texMinX, texMaxY);
    glVertex2i(x, y + h);
    glTexCoord2f(texMaxX, texMaxY);
    glVertex2i(x + w, y + h);
    glEnd();
    SDL_GL_Leave2DMode();
}

void
DrawLogoTexture(void)
{
    static GLfloat texMinX, texMinY;
    static GLfloat texMaxX, texMaxY;
    static int x = 0;
    static int y = 0;
    static int w, h;
    static int delta_x = 1;
    static int delta_y = 1;

    SDL_Surface *screen = SDL_GetVideoSurface();

    if (!global_texture) {
        SDL_Surface *image;
        GLfloat texcoord[4];

        /* Load the image (could use SDL_image library here) */
        image = SDL_LoadBMP(LOGO_FILE);
        if (image == NULL) {
            return;
        }
        w = image->w;
        h = image->h;

        /* Convert the image into an OpenGL texture */
        global_texture = SDL_GL_LoadTexture(image, texcoord);

        /* Make texture coordinates easy to understand */
        texMinX = texcoord[0];
        texMinY = texcoord[1];
        texMaxX = texcoord[2];
        texMaxY = texcoord[3];

        /* We don't need the original image anymore */
        SDL_FreeSurface(image);

        /* Make sure that the texture conversion is okay */
        if (!global_texture) {
            return;
        }
    }

    /* Move the image around */
    x += delta_x;
    if (x < 0) {
        x = 0;
        delta_x = -delta_x;
    } else if ((x + w) > screen->w) {
        x = screen->w - w;
        delta_x = -delta_x;
    }
    y += delta_y;
    if (y < 0) {
        y = 0;
        delta_y = -delta_y;
    } else if ((y + h) > screen->h) {
        y = screen->h - h;
        delta_y = -delta_y;
    }

    /* Show the image on the screen */
    SDL_GL_Enter2DMode();
    glBindTexture(GL_TEXTURE_2D, global_texture);
    glBegin(GL_TRIANGLE_STRIP);
    glTexCoord2f(texMinX, texMinY);
    glVertex2i(x, y);
    glTexCoord2f(texMaxX, texMinY);
    glVertex2i(x + w, y);
    glTexCoord2f(texMinX, texMaxY);
    glVertex2i(x, y + h);
    glTexCoord2f(texMaxX, texMaxY);
    glVertex2i(x + w, y + h);
    glEnd();
    SDL_GL_Leave2DMode();
}

int
RunGLTest(int argc, char *argv[],
          int logo, int logocursor, int slowly, int bpp, float gamma,
          int noframe, int fsaa, int sync, int accel)
{
    int i;
    int rgb_size[3];
    int w = 640;
    int h = 480;
    int done = 0;
    int frames;
    Uint32 start_time, this_time;
    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}
    };
    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}
    };
    Uint32 video_flags;
    int value;

    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
        exit(1);
    }

    /* See if we should detect the display depth */
    if (bpp == 0) {
        if (SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8) {
            bpp = 8;
        } else {
            bpp = 16;           /* More doesn't seem to work */
        }
    }

    /* Set the flags we want to use for setting the video mode */
    video_flags = SDL_OPENGL;
    for (i = 1; argv[i]; ++i) {
        if (strcmp(argv[i], "-fullscreen") == 0) {
            video_flags |= SDL_FULLSCREEN;
        }
    }

    if (noframe) {
        video_flags |= SDL_NOFRAME;
    }

    /* Initialize the display */
    switch (bpp) {
    case 8:
        rgb_size[0] = 3;
        rgb_size[1] = 3;
        rgb_size[2] = 2;
        break;
    case 15:
    case 16:
        rgb_size[0] = 5;
        rgb_size[1] = 5;
        rgb_size[2] = 5;
        break;
    default:
        rgb_size[0] = 8;
        rgb_size[1] = 8;
        rgb_size[2] = 8;
        break;
    }
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, rgb_size[0]);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, rgb_size[1]);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, rgb_size[2]);
    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 >= 0) {
        SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, accel);
    }
    if (SDL_SetVideoMode(w, h, bpp, video_flags) == NULL) {
        fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError());
        SDL_Quit();
        exit(1);
    }
    if (sync) {
        SDL_GL_SetSwapInterval(1);
    } else {
        SDL_GL_SetSwapInterval(0);
    }

    printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel);
    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", rgb_size[0], value);
    SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
    printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1], value);
    SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
    printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2], value);
    SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
    printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, 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 >= 0) {
        SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
        printf("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
               value);
    }
    if (sync) {
        printf("Buffer swap interval: requested 1, got %d\n",
               SDL_GL_GetSwapInterval());
    }

    /* Set the window manager title bar */
    SDL_WM_SetCaption("SDL GL test", "testgl");

    /* Set the gamma for the window */
    if (gamma != 0.0) {
        SDL_SetGamma(gamma, gamma, gamma);
    }

    glViewport(0, 0, w, h);
    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);

    /* Loop until done. */
    start_time = SDL_GetTicks();
    frames = 0;
    while (!done) {
        GLenum gl_error;
        char *sdl_error;
        SDL_Event event;

        /* 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);

        /* Draw 2D logo onto the 3D display */
        if (logo) {
            DrawLogoTexture();
        }
        if (logocursor) {
            DrawLogoCursor();
        }

        SDL_GL_SwapBuffers();

        /* Check for error conditions. */
        gl_error = glGetError();

        if (gl_error != GL_NO_ERROR) {
            fprintf(stderr, "testgl: OpenGL error: %d\n", gl_error);
        }

        sdl_error = (char *)SDL_GetError();

        if (sdl_error[0] != '\0') {
            fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error);
            SDL_ClearError();
        }

        /* Allow the user to see what's happening */
        if (slowly) {
            SDL_Delay(20);
        }

        /* Check if there's a pending event. */
        while (SDL_PollEvent(&event)) {
            done |= HandleEvent(&event);
        }
        ++frames;
    }

    /* Print out the frames per second */
    this_time = SDL_GetTicks();
    if (this_time != start_time) {
        printf("%2.2f FPS\n",
               ((float) frames / (this_time - start_time)) * 1000.0);
    }

    if (global_image) {
        SDL_FreeSurface(global_image);
        global_image = NULL;
    }
    if (global_texture) {
        glDeleteTextures(1, &global_texture);
        global_texture = 0;
    }
    if (cursor_texture) {
        glDeleteTextures(1, &cursor_texture);
        cursor_texture = 0;
    }

    /* Destroy our GL context, etc. */
    SDL_Quit();
    return (0);
}

int
main(int argc, char *argv[])
{
    int i, logo, logocursor = 0;
    int numtests;
    int bpp = 0;
    int slowly;
    float gamma = 0.0;
    int noframe = 0;
    int fsaa = 0;
    int accel = -1;
    int sync = 0;

    logo = 0;
    slowly = 0;
    numtests = 1;
    for (i = 1; argv[i]; ++i) {
        if (strcmp(argv[i], "-twice") == 0) {
            ++numtests;
        }
        if (strcmp(argv[i], "-logo") == 0) {
            logo = 1;
        }
        if (strcmp(argv[i], "-logocursor") == 0) {
            logocursor = 1;
        }
        if (strcmp(argv[i], "-slow") == 0) {
            slowly = 1;
        }
        if (strcmp(argv[i], "-bpp") == 0) {
            bpp = atoi(argv[++i]);
        }
        if (strcmp(argv[i], "-gamma") == 0) {
            gamma = (float) atof(argv[++i]);
        }
        if (strcmp(argv[i], "-noframe") == 0) {
            noframe = 1;
        }
        if (strcmp(argv[i], "-fsaa") == 0) {
            ++fsaa;
        }
        if (strcmp(argv[i], "-accel") == 0) {
            accel = atoi(argv[++i]);
        }
        if (strcmp(argv[i], "-sync") == 0) {
            ++sync;
        }
        if (strncmp(argv[i], "-h", 2) == 0) {
            printf
                ("Usage: %s [-twice] [-logo] [-logocursor] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa] [-accel n] [-sync] [-fullscreen]\n",
                 argv[0]);
            exit(0);
        }
    }
    for (i = 0; i < numtests; ++i) {
        RunGLTest(argc, argv, logo, logocursor, slowly, bpp, gamma,
                  noframe, fsaa, sync, accel);
    }
    return 0;
}

#else /* HAVE_OPENGL */

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

#endif /* HAVE_OPENGL */