test/testgl.c
author Sam Lantinga <slouken@libsdl.org>
Tue, 06 Nov 2001 01:48:36 +0000
changeset 234 1af4be6a73cd
parent 233 5b42a7f5fab3
child 243 cf4944faad96
permissions -rw-r--r--
Modified the logo texture load to accept any width/height image
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include "SDL.h"
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#ifdef HAVE_OPENGL
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#include "SDL_opengl.h"
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/* Undefine this if you want a flat cube instead of a rainbow cube */
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#define SHADED_CUBE
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/* Define this to be the name of the logo image to use with -logo */
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#define LOGO_FILE	"icon.bmp"
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/* The SDL_OPENGLBLIT interface is deprecated.
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   The code is still available for benchmark purposes though.
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*/
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static SDL_bool USE_DEPRECATED_OPENGLBLIT = SDL_FALSE;
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/**********************************************************************/
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void HotKey_ToggleFullScreen(void)
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{
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	SDL_Surface *screen;
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	screen = SDL_GetVideoSurface();
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	if ( SDL_WM_ToggleFullScreen(screen) ) {
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		printf("Toggled fullscreen mode - now %s\n",
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		    (screen->flags&SDL_FULLSCREEN) ? "fullscreen" : "windowed");
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	} else {
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		printf("Unable to toggle fullscreen mode\n");
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	}
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}
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void HotKey_ToggleGrab(void)
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{
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	SDL_GrabMode mode;
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	printf("Ctrl-G: toggling input grab!\n");
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	mode = SDL_WM_GrabInput(SDL_GRAB_QUERY);
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	if ( mode == SDL_GRAB_ON ) {
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		printf("Grab was on\n");
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	} else {
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		printf("Grab was off\n");
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	}
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	mode = SDL_WM_GrabInput(!mode);
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	if ( mode == SDL_GRAB_ON ) {
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		printf("Grab is now on\n");
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	} else {
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		printf("Grab is now off\n");
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	}
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}
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void HotKey_Iconify(void)
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{
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	printf("Ctrl-Z: iconifying window!\n");
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	SDL_WM_IconifyWindow();
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}
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int HandleEvent(SDL_Event *event)
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{
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	int done;
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	done = 0;
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	switch( event->type ) {
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	    case SDL_ACTIVEEVENT:
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		/* See what happened */
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		printf( "app %s ", event->active.gain ? "gained" : "lost" );
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		if ( event->active.state & SDL_APPACTIVE ) {
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			printf( "active " );
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		} else if ( event->active.state & SDL_APPMOUSEFOCUS ) {
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			printf( "mouse " );
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		} else if ( event->active.state & SDL_APPINPUTFOCUS ) {
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			printf( "input " );
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		}
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		printf( "focus\n" );
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		break;
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	    case SDL_KEYDOWN:
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		if ( event->key.keysym.sym == SDLK_ESCAPE ) {
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			done = 1;
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		}
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		if ( (event->key.keysym.sym == SDLK_g) &&
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		     (event->key.keysym.mod & KMOD_CTRL) ) {
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			HotKey_ToggleGrab();
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		}
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		if ( (event->key.keysym.sym == SDLK_z) &&
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		     (event->key.keysym.mod & KMOD_CTRL) ) {
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			HotKey_Iconify();
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		}
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		if ( (event->key.keysym.sym == SDLK_RETURN) &&
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		     (event->key.keysym.mod & KMOD_ALT) ) {
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			HotKey_ToggleFullScreen();
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		}
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		printf("key '%s' pressed\n", 
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			SDL_GetKeyName(event->key.keysym.sym));
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		break;
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	    case SDL_QUIT:
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		done = 1;
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		break;
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	}
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	return(done);
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}
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void SDL_GL_Enter2DMode()
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{
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	SDL_Surface *screen = SDL_GetVideoSurface();
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	/* Note, there may be other things you need to change,
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	   depending on how you have your OpenGL state set up.
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	*/
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	glPushAttrib(GL_ENABLE_BIT);
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	glDisable(GL_DEPTH_TEST);
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	glDisable(GL_CULL_FACE);
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	glEnable(GL_TEXTURE_2D);
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	glViewport(0, 0, screen->w, screen->h);
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	glMatrixMode(GL_PROJECTION);
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	glPushMatrix();
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	glLoadIdentity();
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	glOrtho(0.0, (GLdouble)screen->w, (GLdouble)screen->h, 0.0, 0.0, 1.0);
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	glMatrixMode(GL_MODELVIEW);
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	glPushMatrix();
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	glLoadIdentity();
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	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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}
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void SDL_GL_Leave2DMode()
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{
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	glMatrixMode(GL_MODELVIEW);
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	glPopMatrix();
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	glMatrixMode(GL_PROJECTION);
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	glPopMatrix();
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	glPopAttrib();
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}
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/* Quick utility function for texture creation */
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static int power_of_two(int input)
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{
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	int value = 1;
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	while ( value < input ) {
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		value <<= 1;
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	}
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	return value;
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}
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GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
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{
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	GLuint texture;
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	int w, h;
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	SDL_Surface *image;
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	SDL_Rect area;
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	Uint32 saved_flags;
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	Uint8  saved_alpha;
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	/* Use the surface width and height expanded to powers of 2 */
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	w = power_of_two(surface->w);
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	h = power_of_two(surface->h);
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	texcoord[0] = 0.0f;			/* Min X */
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	texcoord[1] = 0.0f;			/* Min Y */
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	texcoord[2] = (GLfloat)surface->w / w;	/* Max X */
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	texcoord[3] = (GLfloat)surface->h / h;	/* Max Y */
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	image = SDL_CreateRGBSurface(
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			SDL_SWSURFACE,
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			w, h,
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			32,
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
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			0x000000FF, 
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			0x0000FF00, 
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			0x00FF0000, 
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			0xFF000000
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#else
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			0xFF000000,
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			0x00FF0000, 
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			0x0000FF00, 
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			0x000000FF
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#endif
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		       );
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	if ( image == NULL ) {
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		return 0;
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	}
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	/* Save the alpha blending attributes */
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	saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
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	saved_alpha = surface->format->alpha;
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	if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
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		SDL_SetAlpha(surface, 0, 0);
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	}
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	/* Copy the surface into the GL texture image */
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	area.x = 0;
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	area.y = 0;
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	area.w = surface->w;
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	area.h = surface->h;
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	SDL_BlitSurface(surface, &area, image, &area);
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	/* Restore the alpha blending attributes */
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	if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
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		SDL_SetAlpha(surface, saved_flags, saved_alpha);
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	}
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	/* Create an OpenGL texture for the image */
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	glGenTextures(1, &texture);
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	glBindTexture(GL_TEXTURE_2D, texture);
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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	glTexImage2D(GL_TEXTURE_2D,
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		     0,
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		     GL_RGBA,
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		     w, h,
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		     0,
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		     GL_RGBA,
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		     GL_UNSIGNED_BYTE,
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		     image->pixels);
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	SDL_FreeSurface(image); /* No longer needed */
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	return texture;
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}
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void DrawLogoTexture(void)
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{
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	static GLuint texture;
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	static GLfloat texMinX, texMinY;
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	static GLfloat texMaxX, texMaxY;
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	static int x = 0;
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	static int y = 0;
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	static int w, h;
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	static int delta_x = 1;
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	static int delta_y = 1;
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	static Uint32 last_moved = 0;
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	SDL_Surface *screen = SDL_GetVideoSurface();
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	if ( ! texture ) {
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		SDL_Surface *image;
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		GLfloat texcoord[4];
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		/* Load the image (could use SDL_image library here) */
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		image = SDL_LoadBMP(LOGO_FILE);
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		if ( image == NULL ) {
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			return;
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		}
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		w = image->w;
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		h = image->h;
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		/* Convert the image into an OpenGL texture */
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		texture = SDL_GL_LoadTexture(image, texcoord);
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		/* Make texture coordinates easy to understand */
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		texMinX = texcoord[0];
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		texMinY = texcoord[1];
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		texMaxX = texcoord[2];
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		texMaxY = texcoord[3];
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		/* We don't need the original image anymore */
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		SDL_FreeSurface(image);
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		/* Make sure that the texture conversion is okay */
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		if ( ! texture ) {
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			return;
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		}
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	}
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	/* Move the image around */
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	x += delta_x;
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	if ( x < 0 ) {
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		x = 0;
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		delta_x = -delta_x;
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	} else
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	if ( (x+w) > screen->w ) {
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		x = screen->w-w;
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		delta_x = -delta_x;
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	}
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	y += delta_y;
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	if ( y < 0 ) {
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		y = 0;
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		delta_y = -delta_y;
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	} else
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	if ( (y+h) > screen->h ) {
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		y = screen->h-h;
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		delta_y = -delta_y;
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	}
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	/* Show the image on the screen */
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	SDL_GL_Enter2DMode();
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	glBindTexture(GL_TEXTURE_2D, texture);
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	glBegin(GL_TRIANGLE_STRIP);
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	glTexCoord2f(texMinX, texMinY); glVertex2i(x,   y  );
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	glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y  );
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	glTexCoord2f(texMinX, texMaxY); glVertex2i(x,   y+h);
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	glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h);
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	glEnd();
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	SDL_GL_Leave2DMode();
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}
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/* This code is deprecated, but available for speed comparisons */
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void DrawLogoBlit(void)
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{
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	static SDL_Surface *image = NULL;
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	static GLuint texture;
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	static GLfloat texMinX, texMinY;
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	static GLfloat texMaxX, texMaxY;
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	static int x = 0;
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	static int y = 0;
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	static int w, h;
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	static int delta_x = 1;
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	static int delta_y = 1;
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	static Uint32 last_moved = 0;
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	SDL_Rect dst;
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	SDL_Surface *screen = SDL_GetVideoSurface();
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	if ( image == NULL ) {
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		SDL_Surface *temp;
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		/* Load the image (could use SDL_image library here) */
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		temp = SDL_LoadBMP(LOGO_FILE);
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		if ( temp == NULL ) {
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			return;
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		}
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		w = temp->w;
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		h = temp->h;
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		/* Convert the image into the screen format */
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		image = SDL_CreateRGBSurface(
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				SDL_SWSURFACE,
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				w, h,
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				screen->format->BitsPerPixel,
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				screen->format->Rmask,
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				screen->format->Gmask,
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				screen->format->Bmask,
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				screen->format->Amask);
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		if ( image ) {
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			SDL_BlitSurface(temp, NULL, image, NULL);
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		}
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		SDL_FreeSurface(temp);
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		/* Make sure that the texture conversion is okay */
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		if ( ! image ) {
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			return;
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		}
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	}
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	/* Move the image around
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           Note that we do not clear the old position.  This is because we
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           perform a glClear() which clears the framebuffer and then only
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           update the new area.
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           Note that you can also achieve interesting effects by modifying
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           the screen surface alpha channel.  It's set to 255 by default..
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         */
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	x += delta_x;
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	if ( x < 0 ) {
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		x = 0;
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		delta_x = -delta_x;
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	} else
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	if ( (x+w) > screen->w ) {
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		x = screen->w-w;
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		delta_x = -delta_x;
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	}
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	y += delta_y;
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	if ( y < 0 ) {
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		y = 0;
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		delta_y = -delta_y;
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	} else
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	if ( (y+h) > screen->h ) {
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		y = screen->h-h;
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		delta_y = -delta_y;
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	}
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	dst.x = x;
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	dst.y = y;
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	dst.w = w;
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	dst.h = h;
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	SDL_BlitSurface(image, NULL, screen, &dst);
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	/* Show the image on the screen */
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	SDL_UpdateRects(screen, 1, &dst);
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   389
}
slouken@0
   390
slouken@0
   391
int RunGLTest( int argc, char* argv[],
slouken@0
   392
               int logo, int slowly, int bpp, float gamma )
slouken@0
   393
{
slouken@0
   394
	int i;
slouken@0
   395
	int rgb_size[3];
slouken@0
   396
	int w = 640;
slouken@0
   397
	int h = 480;
slouken@0
   398
	int done = 0;
slouken@0
   399
	int frames;
slouken@0
   400
	Uint32 start_time, this_time;
slouken@0
   401
        float color[8][3]= {{ 1.0,  1.0,  0.0}, 
slouken@0
   402
			    { 1.0,  0.0,  0.0},
slouken@0
   403
			    { 0.0,  0.0,  0.0},
slouken@0
   404
			    { 0.0,  1.0,  0.0},
slouken@0
   405
			    { 0.0,  1.0,  1.0},
slouken@0
   406
			    { 1.0,  1.0,  1.0},
slouken@0
   407
			    { 1.0,  0.0,  1.0},
slouken@0
   408
			    { 0.0,  0.0,  1.0}};
slouken@0
   409
	float cube[8][3]= {{ 0.5,  0.5, -0.5}, 
slouken@0
   410
			   { 0.5, -0.5, -0.5},
slouken@0
   411
			   {-0.5, -0.5, -0.5},
slouken@0
   412
			   {-0.5,  0.5, -0.5},
slouken@0
   413
			   {-0.5,  0.5,  0.5},
slouken@0
   414
			   { 0.5,  0.5,  0.5},
slouken@0
   415
			   { 0.5, -0.5,  0.5},
slouken@0
   416
			   {-0.5, -0.5,  0.5}};
slouken@0
   417
	Uint32 video_flags;
slouken@0
   418
	int value;
slouken@0
   419
slouken@0
   420
	if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
slouken@0
   421
		fprintf(stderr,"Couldn't initialize SDL: %s\n",SDL_GetError());
slouken@0
   422
		exit( 1 );
slouken@0
   423
	}
slouken@0
   424
slouken@0
   425
	/* See if we should detect the display depth */
slouken@0
   426
	if ( bpp == 0 ) {
slouken@0
   427
		if ( SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8 ) {
slouken@0
   428
			bpp = 8;
slouken@0
   429
		} else {
slouken@0
   430
			bpp = 16;  /* More doesn't seem to work */
slouken@0
   431
		}
slouken@0
   432
	}
slouken@0
   433
slouken@0
   434
	/* Set the flags we want to use for setting the video mode */
slouken@233
   435
	if ( logo && USE_DEPRECATED_OPENGLBLIT ) {
slouken@0
   436
		video_flags = SDL_OPENGLBLIT;
slouken@0
   437
	} else {
slouken@0
   438
		video_flags = SDL_OPENGL;
slouken@0
   439
	}
slouken@0
   440
	for ( i=1; argv[i]; ++i ) {
slouken@0
   441
		if ( strcmp(argv[1], "-fullscreen") == 0 ) {
slouken@0
   442
			video_flags |= SDL_FULLSCREEN;
slouken@0
   443
		}
slouken@0
   444
	}
slouken@0
   445
slouken@0
   446
	/* Initialize the display */
slouken@0
   447
	switch (bpp) {
slouken@0
   448
	    case 8:
slouken@0
   449
		rgb_size[0] = 2;
slouken@0
   450
		rgb_size[1] = 3;
slouken@0
   451
		rgb_size[2] = 3;
slouken@0
   452
		break;
slouken@0
   453
	    case 15:
slouken@0
   454
	    case 16:
slouken@0
   455
		rgb_size[0] = 5;
slouken@0
   456
		rgb_size[1] = 5;
slouken@0
   457
		rgb_size[2] = 5;
slouken@0
   458
		break;
slouken@0
   459
            default:
slouken@0
   460
		rgb_size[0] = 8;
slouken@0
   461
		rgb_size[1] = 8;
slouken@0
   462
		rgb_size[2] = 8;
slouken@0
   463
		break;
slouken@0
   464
	}
slouken@0
   465
	SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] );
slouken@0
   466
	SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] );
slouken@0
   467
	SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] );
slouken@0
   468
	SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
slouken@0
   469
	SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
slouken@0
   470
	if ( SDL_SetVideoMode( w, h, bpp, video_flags ) == NULL ) {
slouken@0
   471
		fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError());
slouken@0
   472
		SDL_Quit();
slouken@0
   473
		exit(1);
slouken@0
   474
	}
slouken@0
   475
slouken@0
   476
	printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel);
slouken@0
   477
	printf("\n");
slouken@0
   478
	printf( "Vendor     : %s\n", glGetString( GL_VENDOR ) );
slouken@0
   479
	printf( "Renderer   : %s\n", glGetString( GL_RENDERER ) );
slouken@0
   480
	printf( "Version    : %s\n", glGetString( GL_VERSION ) );
slouken@0
   481
	printf( "Extensions : %s\n", glGetString( GL_EXTENSIONS ) );
slouken@0
   482
	printf("\n");
slouken@0
   483
slouken@0
   484
	SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value );
slouken@0
   485
	printf( "SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0],value);
slouken@0
   486
	SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value );
slouken@0
   487
	printf( "SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1],value);
slouken@0
   488
	SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value );
slouken@0
   489
	printf( "SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2],value);
slouken@0
   490
	SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value );
slouken@0
   491
	printf( "SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value );
slouken@0
   492
	SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value );
slouken@0
   493
	printf( "SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value );
slouken@0
   494
slouken@0
   495
	/* Set the window manager title bar */
slouken@0
   496
	SDL_WM_SetCaption( "SDL GL test", "testgl" );
slouken@0
   497
slouken@0
   498
	/* Set the gamma for the window */
slouken@0
   499
	if ( gamma != 0.0 ) {
slouken@0
   500
		SDL_SetGamma(gamma, gamma, gamma);
slouken@0
   501
	}
slouken@0
   502
slouken@0
   503
	glViewport( 0, 0, w, h );
slouken@0
   504
	glMatrixMode( GL_PROJECTION );
slouken@0
   505
	glLoadIdentity( );
slouken@0
   506
slouken@0
   507
	glOrtho( -2.0, 2.0, -2.0, 2.0, -20.0, 20.0 );
slouken@0
   508
slouken@0
   509
	glMatrixMode( GL_MODELVIEW );
slouken@0
   510
	glLoadIdentity( );
slouken@0
   511
slouken@0
   512
	glEnable(GL_DEPTH_TEST);
slouken@0
   513
slouken@0
   514
	glDepthFunc(GL_LESS);
slouken@0
   515
slouken@0
   516
	glShadeModel(GL_SMOOTH);
slouken@0
   517
slouken@0
   518
	/* Loop until done. */
slouken@0
   519
	start_time = SDL_GetTicks();
slouken@0
   520
	frames = 0;
slouken@0
   521
	while( !done ) {
slouken@0
   522
		GLenum gl_error;
slouken@0
   523
		char* sdl_error;
slouken@0
   524
		SDL_Event event;
slouken@0
   525
slouken@0
   526
		/* Do our drawing, too. */
slouken@0
   527
		glClearColor( 0.0, 0.0, 0.0, 1.0 );
slouken@0
   528
		glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
slouken@0
   529
slouken@0
   530
		glBegin( GL_QUADS );
slouken@0
   531
slouken@0
   532
#ifdef SHADED_CUBE
slouken@0
   533
			glColor3fv(color[0]);
slouken@0
   534
			glVertex3fv(cube[0]);
slouken@0
   535
			glColor3fv(color[1]);
slouken@0
   536
			glVertex3fv(cube[1]);
slouken@0
   537
			glColor3fv(color[2]);
slouken@0
   538
			glVertex3fv(cube[2]);
slouken@0
   539
			glColor3fv(color[3]);
slouken@0
   540
			glVertex3fv(cube[3]);
slouken@0
   541
			
slouken@0
   542
			glColor3fv(color[3]);
slouken@0
   543
			glVertex3fv(cube[3]);
slouken@0
   544
			glColor3fv(color[4]);
slouken@0
   545
			glVertex3fv(cube[4]);
slouken@0
   546
			glColor3fv(color[7]);
slouken@0
   547
			glVertex3fv(cube[7]);
slouken@0
   548
			glColor3fv(color[2]);
slouken@0
   549
			glVertex3fv(cube[2]);
slouken@0
   550
			
slouken@0
   551
			glColor3fv(color[0]);
slouken@0
   552
			glVertex3fv(cube[0]);
slouken@0
   553
			glColor3fv(color[5]);
slouken@0
   554
			glVertex3fv(cube[5]);
slouken@0
   555
			glColor3fv(color[6]);
slouken@0
   556
			glVertex3fv(cube[6]);
slouken@0
   557
			glColor3fv(color[1]);
slouken@0
   558
			glVertex3fv(cube[1]);
slouken@0
   559
			
slouken@0
   560
			glColor3fv(color[5]);
slouken@0
   561
			glVertex3fv(cube[5]);
slouken@0
   562
			glColor3fv(color[4]);
slouken@0
   563
			glVertex3fv(cube[4]);
slouken@0
   564
			glColor3fv(color[7]);
slouken@0
   565
			glVertex3fv(cube[7]);
slouken@0
   566
			glColor3fv(color[6]);
slouken@0
   567
			glVertex3fv(cube[6]);
slouken@0
   568
slouken@0
   569
			glColor3fv(color[5]);
slouken@0
   570
			glVertex3fv(cube[5]);
slouken@0
   571
			glColor3fv(color[0]);
slouken@0
   572
			glVertex3fv(cube[0]);
slouken@0
   573
			glColor3fv(color[3]);
slouken@0
   574
			glVertex3fv(cube[3]);
slouken@0
   575
			glColor3fv(color[4]);
slouken@0
   576
			glVertex3fv(cube[4]);
slouken@0
   577
slouken@0
   578
			glColor3fv(color[6]);
slouken@0
   579
			glVertex3fv(cube[6]);
slouken@0
   580
			glColor3fv(color[1]);
slouken@0
   581
			glVertex3fv(cube[1]);
slouken@0
   582
			glColor3fv(color[2]);
slouken@0
   583
			glVertex3fv(cube[2]);
slouken@0
   584
			glColor3fv(color[7]);
slouken@0
   585
			glVertex3fv(cube[7]);
slouken@0
   586
#else // flat cube
slouken@0
   587
			glColor3f(1.0, 0.0, 0.0);
slouken@0
   588
			glVertex3fv(cube[0]);
slouken@0
   589
			glVertex3fv(cube[1]);
slouken@0
   590
			glVertex3fv(cube[2]);
slouken@0
   591
			glVertex3fv(cube[3]);
slouken@0
   592
			
slouken@0
   593
			glColor3f(0.0, 1.0, 0.0);
slouken@0
   594
			glVertex3fv(cube[3]);
slouken@0
   595
			glVertex3fv(cube[4]);
slouken@0
   596
			glVertex3fv(cube[7]);
slouken@0
   597
			glVertex3fv(cube[2]);
slouken@0
   598
			
slouken@0
   599
			glColor3f(0.0, 0.0, 1.0);
slouken@0
   600
			glVertex3fv(cube[0]);
slouken@0
   601
			glVertex3fv(cube[5]);
slouken@0
   602
			glVertex3fv(cube[6]);
slouken@0
   603
			glVertex3fv(cube[1]);
slouken@0
   604
			
slouken@0
   605
			glColor3f(0.0, 1.0, 1.0);
slouken@0
   606
			glVertex3fv(cube[5]);
slouken@0
   607
			glVertex3fv(cube[4]);
slouken@0
   608
			glVertex3fv(cube[7]);
slouken@0
   609
			glVertex3fv(cube[6]);
slouken@0
   610
slouken@0
   611
			glColor3f(1.0, 1.0, 0.0);
slouken@0
   612
			glVertex3fv(cube[5]);
slouken@0
   613
			glVertex3fv(cube[0]);
slouken@0
   614
			glVertex3fv(cube[3]);
slouken@0
   615
			glVertex3fv(cube[4]);
slouken@0
   616
slouken@0
   617
			glColor3f(1.0, 0.0, 1.0);
slouken@0
   618
			glVertex3fv(cube[6]);
slouken@0
   619
			glVertex3fv(cube[1]);
slouken@0
   620
			glVertex3fv(cube[2]);
slouken@0
   621
			glVertex3fv(cube[7]);
slouken@0
   622
#endif /* SHADED_CUBE */
slouken@0
   623
slouken@0
   624
		glEnd( );
slouken@0
   625
		
slouken@0
   626
		glMatrixMode(GL_MODELVIEW);
slouken@0
   627
		glRotatef(5.0, 1.0, 1.0, 1.0);
slouken@0
   628
slouken@0
   629
		/* Draw 2D logo onto the 3D display */
slouken@0
   630
		if ( logo ) {
slouken@234
   631
			if ( USE_DEPRECATED_OPENGLBLIT ) {
slouken@234
   632
				DrawLogoBlit();
slouken@234
   633
			} else {
slouken@234
   634
				DrawLogoTexture();
slouken@234
   635
			}
slouken@0
   636
		}
slouken@0
   637
slouken@0
   638
		SDL_GL_SwapBuffers( );
slouken@0
   639
slouken@0
   640
		/* Check for error conditions. */
slouken@0
   641
		gl_error = glGetError( );
slouken@0
   642
slouken@0
   643
		if( gl_error != GL_NO_ERROR ) {
slouken@0
   644
			fprintf( stderr, "testgl: OpenGL error: %d\n", gl_error );
slouken@0
   645
		}
slouken@0
   646
slouken@0
   647
		sdl_error = SDL_GetError( );
slouken@0
   648
slouken@0
   649
		if( sdl_error[0] != '\0' ) {
slouken@0
   650
			fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error);
slouken@0
   651
			SDL_ClearError();
slouken@0
   652
		}
slouken@0
   653
slouken@0
   654
		/* Allow the user to see what's happening */
slouken@0
   655
		if ( slowly ) {
slouken@0
   656
			SDL_Delay( 20 );
slouken@0
   657
		}
slouken@0
   658
slouken@0
   659
		/* Check if there's a pending event. */
slouken@0
   660
		while( SDL_PollEvent( &event ) ) {
slouken@0
   661
			done = HandleEvent(&event);
slouken@0
   662
		}
slouken@0
   663
		++frames;
slouken@0
   664
	}
slouken@0
   665
slouken@0
   666
	/* Print out the frames per second */
slouken@0
   667
	this_time = SDL_GetTicks();
slouken@0
   668
	if ( this_time != start_time ) {
slouken@0
   669
		printf("%2.2f FPS\n",
slouken@0
   670
			((float)frames/(this_time-start_time))*1000.0);
slouken@0
   671
	}
slouken@0
   672
slouken@0
   673
	/* Destroy our GL context, etc. */
slouken@0
   674
	SDL_Quit( );
slouken@0
   675
	return(0);
slouken@0
   676
}
slouken@0
   677
slouken@0
   678
int main(int argc, char *argv[])
slouken@0
   679
{
slouken@0
   680
	int i, logo;
slouken@0
   681
	int numtests;
slouken@0
   682
	int bpp = 0;
slouken@0
   683
	int slowly;
slouken@0
   684
	float gamma = 0.0;
slouken@0
   685
slouken@0
   686
	logo = 0;
slouken@0
   687
	slowly = 0;
slouken@0
   688
	numtests = 1;
slouken@0
   689
	for ( i=1; argv[i]; ++i ) {
slouken@0
   690
		if ( strcmp(argv[i], "-twice") == 0 ) {
slouken@0
   691
			++numtests;
slouken@0
   692
		}
slouken@0
   693
		if ( strcmp(argv[i], "-logo") == 0 ) {
slouken@0
   694
			logo = 1;
slouken@233
   695
			USE_DEPRECATED_OPENGLBLIT = SDL_FALSE;
slouken@233
   696
		}
slouken@233
   697
		if ( strcmp(argv[i], "-logoblit") == 0 ) {
slouken@233
   698
			logo = 1;
slouken@233
   699
			USE_DEPRECATED_OPENGLBLIT = SDL_TRUE;
slouken@0
   700
		}
slouken@0
   701
		if ( strcmp(argv[i], "-slow") == 0 ) {
slouken@0
   702
			slowly = 1;
slouken@0
   703
		}
slouken@0
   704
		if ( strcmp(argv[i], "-bpp") == 0 ) {
slouken@0
   705
 		       bpp = atoi(argv[++i]);
slouken@0
   706
		}
slouken@0
   707
		if ( strcmp(argv[i], "-gamma") == 0 ) {
slouken@0
   708
 		       gamma = (float)atof(argv[++i]);
slouken@0
   709
		}
slouken@0
   710
		if ( strncmp(argv[i], "-h", 2) == 0 ) {
slouken@0
   711
 		       printf(
slouken@0
   712
"Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n]\n",
slouken@0
   713
 			      argv[0]);
slouken@0
   714
			exit(0);
slouken@0
   715
		}
slouken@0
   716
	}
slouken@0
   717
	for ( i=0; i<numtests; ++i ) {
slouken@0
   718
 	       RunGLTest(argc, argv, logo, slowly, bpp, gamma);
slouken@0
   719
	}
slouken@0
   720
	return 0;
slouken@0
   721
}
slouken@0
   722
slouken@0
   723
#else /* HAVE_OPENGL */
slouken@0
   724
slouken@0
   725
int main(int argc, char *argv[])
slouken@0
   726
{
slouken@0
   727
	printf("No OpenGL support on this system\n");
slouken@0
   728
	return 1;
slouken@0
   729
}
slouken@0
   730
slouken@0
   731
#endif /* HAVE_OPENGL */