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testgl2.c

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315 lines (277 loc) · 7.91 KB
 
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#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
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#include "common.h"
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#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
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static CommonState *state;
static SDL_GLContext context;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
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if (context) {
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/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
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SDL_GL_DeleteContext(context);
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CommonQuit(state);
exit(rc);
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static void
Render()
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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}
};
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/* Do our drawing, too. */
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBegin(GL_QUADS);
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#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 */
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glEnd();
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glMatrixMode(GL_MODELVIEW);
glRotatef(5.0, 1.0, 1.0, 1.0);
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}
int
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main(int argc, char *argv[])
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int fsaa, accel;
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int value;
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int i, done;
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SDL_DisplayMode mode;
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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;
}
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if (consumed < 0) {
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fprintf(stderr, "Usage: %s %s [--fsaa] [--accel]\n", argv[0],
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CommonUsage(state));
quit(1);
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i += consumed;
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/* 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);
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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);
}
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if (!CommonInit(state)) {
quit(2);
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/* Create OpenGL context */
context = SDL_GL_CreateContext(state->windows[0]);
if (!context) {
fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
quit(2);
}
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if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
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SDL_GetCurrentDisplayMode(&mode);
printf("Screen BPP: %d\n", SDL_BITSPERPIXEL(mode.format));
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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");
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
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printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
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printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
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printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
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printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
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SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value);
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printf("SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value);
if (fsaa) {
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
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printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
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printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
value);
}
if (accel) {
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SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
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printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
}
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/* Set rendering settings */
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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);
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
done = 0;
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while (!done) {
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/* Check for events */
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++frames;
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while (SDL_PollEvent(&event)) {
CommonEvent(state, &event, &done);
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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]);
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/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
printf("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
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quit(0);
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return 0;
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}
#else /* HAVE_OPENGL */
int
main(int argc, char *argv[])
{
printf("No OpenGL support on this system\n");
return 1;
}
#endif /* HAVE_OPENGL */