Mercurial > sdl-ios-xcode
view test/testgl2.c @ 2947:fec0db6c44b7
Date: Thu, 01 Jan 2009 21:32:12 +0100
From: Couriersud
Subject: Fusionsound audio driver
attached is a diff containing a audio driver for the FusionSound
library. This sound library is closely related to DirectFB and uses the
same transport (fusion) as DirectFB when running applications "remote",
i.e. over the network. As such, it natively redirects sound where
DirectFB redirects video. This may be handy for everyone using SDL over
DirectFB.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 01 Jan 2009 21:34:22 +0000 |
parents | 91e601d9df8b |
children | 82e60908fab1 |
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#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; /* 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); 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) { SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 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"); SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value); SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value); SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value); SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, 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) { SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); } /* 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 */