test/testgl2.c
author Sam Lantinga <slouken@libsdl.org>
Wed, 19 Jul 2006 04:24:41 +0000
changeset 1915 a228436a2404
parent 1914 051df511279c
child 1916 c773b0c0ac89
permissions -rw-r--r--
Implemented multi-window OpenGL program with test framework.
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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 "common.h"
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#ifdef __MACOS__
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#define HAVE_OPENGL
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#endif
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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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static CommonState *state;
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static SDL_GLContext context;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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    if (context) {
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        SDL_GL_MakeCurrent(0, NULL);
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        SDL_GL_DeleteContext(context);
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    }
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    CommonQuit(state);
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    exit(rc);
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}
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static void
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Render()
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{
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    static float color[8][3] = {
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        {1.0, 1.0, 0.0},
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        {1.0, 0.0, 0.0},
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        {0.0, 0.0, 0.0},
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        {0.0, 1.0, 0.0},
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        {0.0, 1.0, 1.0},
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        {1.0, 1.0, 1.0},
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        {1.0, 0.0, 1.0},
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        {0.0, 0.0, 1.0}
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    };
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    static float cube[8][3] = {
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        {0.5, 0.5, -0.5},
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        {0.5, -0.5, -0.5},
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        {-0.5, -0.5, -0.5},
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        {-0.5, 0.5, -0.5},
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        {-0.5, 0.5, 0.5},
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        {0.5, 0.5, 0.5},
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        {0.5, -0.5, 0.5},
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        {-0.5, -0.5, 0.5}
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    };
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    /* Do our drawing, too. */
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    glClearColor(0.0, 0.0, 0.0, 1.0);
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    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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    glBegin(GL_QUADS);
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#ifdef SHADED_CUBE
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    glColor3fv(color[0]);
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    glVertex3fv(cube[0]);
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    glColor3fv(color[1]);
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    glVertex3fv(cube[1]);
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    glColor3fv(color[2]);
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    glVertex3fv(cube[2]);
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    glColor3fv(color[3]);
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    glVertex3fv(cube[3]);
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    glColor3fv(color[3]);
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    glVertex3fv(cube[3]);
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    glColor3fv(color[4]);
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    glVertex3fv(cube[4]);
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    glColor3fv(color[7]);
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    glVertex3fv(cube[7]);
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    glColor3fv(color[2]);
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    glVertex3fv(cube[2]);
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    glColor3fv(color[0]);
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    glVertex3fv(cube[0]);
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    glColor3fv(color[5]);
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    glVertex3fv(cube[5]);
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    glColor3fv(color[6]);
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    glVertex3fv(cube[6]);
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    glColor3fv(color[1]);
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    glVertex3fv(cube[1]);
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    glColor3fv(color[5]);
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    glVertex3fv(cube[5]);
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    glColor3fv(color[4]);
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    glVertex3fv(cube[4]);
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    glColor3fv(color[7]);
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    glVertex3fv(cube[7]);
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    glColor3fv(color[6]);
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    glVertex3fv(cube[6]);
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    glColor3fv(color[5]);
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    glVertex3fv(cube[5]);
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    glColor3fv(color[0]);
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    glVertex3fv(cube[0]);
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    glColor3fv(color[3]);
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    glVertex3fv(cube[3]);
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    glColor3fv(color[4]);
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    glVertex3fv(cube[4]);
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    glColor3fv(color[6]);
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    glVertex3fv(cube[6]);
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    glColor3fv(color[1]);
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    glVertex3fv(cube[1]);
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    glColor3fv(color[2]);
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    glVertex3fv(cube[2]);
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    glColor3fv(color[7]);
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    glVertex3fv(cube[7]);
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#else /* flat cube */
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    glColor3f(1.0, 0.0, 0.0);
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    glVertex3fv(cube[0]);
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    glVertex3fv(cube[1]);
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    glVertex3fv(cube[2]);
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    glVertex3fv(cube[3]);
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    glColor3f(0.0, 1.0, 0.0);
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    glVertex3fv(cube[3]);
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    glVertex3fv(cube[4]);
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    glVertex3fv(cube[7]);
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    glVertex3fv(cube[2]);
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    glColor3f(0.0, 0.0, 1.0);
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    glVertex3fv(cube[0]);
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    glVertex3fv(cube[5]);
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    glVertex3fv(cube[6]);
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    glVertex3fv(cube[1]);
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    glColor3f(0.0, 1.0, 1.0);
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    glVertex3fv(cube[5]);
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    glVertex3fv(cube[4]);
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    glVertex3fv(cube[7]);
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    glVertex3fv(cube[6]);
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    glColor3f(1.0, 1.0, 0.0);
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    glVertex3fv(cube[5]);
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    glVertex3fv(cube[0]);
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    glVertex3fv(cube[3]);
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    glVertex3fv(cube[4]);
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    glColor3f(1.0, 0.0, 1.0);
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    glVertex3fv(cube[6]);
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    glVertex3fv(cube[1]);
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    glVertex3fv(cube[2]);
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    glVertex3fv(cube[7]);
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#endif /* SHADED_CUBE */
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    glEnd();
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    glMatrixMode(GL_MODELVIEW);
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    glRotatef(5.0, 1.0, 1.0, 1.0);
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}
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int
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main(int argc, char *argv[])
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{
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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_Event event;
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    Uint32 then, now, frames;
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    /* Initialize parameters */
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    fsaa = 0;
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    accel = 0;
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    /* Initialize test framework */
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    state = CommonCreateState(argv, SDL_INIT_VIDEO);
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    if (!state) {
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        return 1;
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    }
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    for (i = 1; i < argc;) {
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        int consumed;
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        consumed = CommonArg(state, i);
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        if (consumed == 0) {
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            if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
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                ++fsaa;
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                consumed = 1;
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            } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
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                ++accel;
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                consumed = 1;
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            } else {
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                consumed = -1;
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            }
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        }
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        if (consumed < 0) {
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            fprintf(stderr, "Usage: %s [--fsaa] [--accel] %s", argv[0],
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                    CommonUsage(state));
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            quit(1);
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        }
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        i += consumed;
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    }
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    /* Set OpenGL parameters */
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    state->window_flags |= SDL_WINDOW_OPENGL;
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    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
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    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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    if (fsaa) {
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        SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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        SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
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    }
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    if (accel) {
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        SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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    }
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    if (!CommonInit(state)) {
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        quit(2);
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    }
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    /* Create OpenGL context */
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    context = SDL_GL_CreateContext(state->windows[0]);
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    if (!context) {
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        fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
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        quit(2);
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    }
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    if (SDL_GL_MakeCurrent(state->windows[0], context) < 0) {
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        fprintf(stderr, "SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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        quit(2);
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    }
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    if (state->render_flags & SDL_Renderer_PresentVSync) {
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        SDL_GL_SetSwapInterval(1);
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    } else {
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        SDL_GL_SetSwapInterval(0);
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    }
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    printf("Screen BPP: %d\n",
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           SDL_BITSPERPIXEL(SDL_GetCurrentDisplayMode()->format));
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    printf("\n");
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    printf("Vendor     : %s\n", glGetString(GL_VENDOR));
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    printf("Renderer   : %s\n", glGetString(GL_RENDERER));
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    printf("Version    : %s\n", glGetString(GL_VERSION));
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    printf("Extensions : %s\n", glGetString(GL_EXTENSIONS));
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    printf("\n");
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    SDL_GL_GetWindowAttribute(state->windows[0], 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_GetWindowAttribute(state->windows[0], 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_GetWindowAttribute(state->windows[0], 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_GetWindowAttribute(state->windows[0], 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_GetWindowAttribute(state->windows[0], SDL_GL_DOUBLEBUFFER, &value);
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    printf("SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value);
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    if (fsaa) {
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        SDL_GL_GetWindowAttribute(state->windows[0],
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                                  SDL_GL_MULTISAMPLEBUFFERS, &value);
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        printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
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        SDL_GL_GetWindowAttribute(state->windows[0],
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                                  SDL_GL_MULTISAMPLESAMPLES, &value);
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        printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
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               value);
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    }
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    if (accel) {
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        SDL_GL_GetWindowAttribute(state->windows[0],
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                                  SDL_GL_ACCELERATED_VISUAL, &value);
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        printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
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    }
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    /* Set rendering settings */
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    glMatrixMode(GL_PROJECTION);
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    glLoadIdentity();
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    glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
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    glMatrixMode(GL_MODELVIEW);
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    glLoadIdentity();
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    glEnable(GL_DEPTH_TEST);
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    glDepthFunc(GL_LESS);
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    glShadeModel(GL_SMOOTH);
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    /* Main render loop */
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    frames = 0;
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    then = SDL_GetTicks();
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    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)) {
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            CommonEvent(state, &event, &done);
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        }
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        for (i = 0; i < state->num_windows; ++i) {
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            int w, h;
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            SDL_GL_MakeCurrent(state->windows[i], context);
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            SDL_GetWindowSize(state->windows[i], &w, &h);
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            glViewport(0, 0, w, h);
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            Render();
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            SDL_GL_SwapWindow(state->windows[i]);
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        }
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    }
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    /* Print out some timing information */
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    now = SDL_GetTicks();
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    if (now > then) {
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        printf("%2.2f frames per second\n",
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               ((double) frames * 1000) / (now - then));
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    }
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    quit(0);
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}
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#else /* HAVE_OPENGL */
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int
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main(int argc, char *argv[])
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{
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    printf("No OpenGL support on this system\n");
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    return 1;
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}
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#endif /* HAVE_OPENGL */