Mercurial > sdl-ios-xcode
changeset 2430:166821fa1591 gsoc2008_iphone
A version of testgl2 written using OpenGL ES calls. Necessary because there's no glBegin/glEnd, etc.
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
---|---|
date | Fri, 15 Aug 2008 00:54:21 +0000 |
parents | 2c55b72ba46e |
children | 7e449145b6ca |
files | test/testgles.c |
diffstat | 1 files changed, 231 insertions(+), 0 deletions(-) [+] |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/test/testgles.c Fri Aug 15 00:54:21 2008 +0000 @@ -0,0 +1,231 @@ +#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; + +/* 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 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; + + /* 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); + } + + /* 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); + 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(); + 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; + 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_OPENGLES */ + +int +main(int argc, char *argv[]) +{ + printf("No OpenGL ES support on this system\n"); + return 1; +} + +#endif /* HAVE_OPENGLES */