test/testgl.c
author Sam Lantinga <slouken@libsdl.org>
Thu, 22 Nov 2001 06:34:25 +0000
changeset 243 cf4944faad96
parent 234 1af4be6a73cd
child 320 66f815c147ed
permissions -rw-r--r--
Fixed testgl so that SDL_GL_Enter2DMode() allows alpha blending
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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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	/* This allows alpha blending of 2D textures with the scene */
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	glEnable(GL_BLEND);
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	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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;
slouken@234
   389
	SDL_BlitSurface(image, NULL, screen, &dst);
slouken@234
   390
slouken@234
   391
	/* Show the image on the screen */
slouken@234
   392
	SDL_UpdateRects(screen, 1, &dst);
slouken@0
   393
}
slouken@0
   394
slouken@0
   395
int RunGLTest( int argc, char* argv[],
slouken@0
   396
               int logo, int slowly, int bpp, float gamma )
slouken@0
   397
{
slouken@0
   398
	int i;
slouken@0
   399
	int rgb_size[3];
slouken@0
   400
	int w = 640;
slouken@0
   401
	int h = 480;
slouken@0
   402
	int done = 0;
slouken@0
   403
	int frames;
slouken@0
   404
	Uint32 start_time, this_time;
slouken@0
   405
        float color[8][3]= {{ 1.0,  1.0,  0.0}, 
slouken@0
   406
			    { 1.0,  0.0,  0.0},
slouken@0
   407
			    { 0.0,  0.0,  0.0},
slouken@0
   408
			    { 0.0,  1.0,  0.0},
slouken@0
   409
			    { 0.0,  1.0,  1.0},
slouken@0
   410
			    { 1.0,  1.0,  1.0},
slouken@0
   411
			    { 1.0,  0.0,  1.0},
slouken@0
   412
			    { 0.0,  0.0,  1.0}};
slouken@0
   413
	float cube[8][3]= {{ 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
			   {-0.5,  0.5,  0.5},
slouken@0
   418
			   { 0.5,  0.5,  0.5},
slouken@0
   419
			   { 0.5, -0.5,  0.5},
slouken@0
   420
			   {-0.5, -0.5,  0.5}};
slouken@0
   421
	Uint32 video_flags;
slouken@0
   422
	int value;
slouken@0
   423
slouken@0
   424
	if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
slouken@0
   425
		fprintf(stderr,"Couldn't initialize SDL: %s\n",SDL_GetError());
slouken@0
   426
		exit( 1 );
slouken@0
   427
	}
slouken@0
   428
slouken@0
   429
	/* See if we should detect the display depth */
slouken@0
   430
	if ( bpp == 0 ) {
slouken@0
   431
		if ( SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8 ) {
slouken@0
   432
			bpp = 8;
slouken@0
   433
		} else {
slouken@0
   434
			bpp = 16;  /* More doesn't seem to work */
slouken@0
   435
		}
slouken@0
   436
	}
slouken@0
   437
slouken@0
   438
	/* Set the flags we want to use for setting the video mode */
slouken@233
   439
	if ( logo && USE_DEPRECATED_OPENGLBLIT ) {
slouken@0
   440
		video_flags = SDL_OPENGLBLIT;
slouken@0
   441
	} else {
slouken@0
   442
		video_flags = SDL_OPENGL;
slouken@0
   443
	}
slouken@0
   444
	for ( i=1; argv[i]; ++i ) {
slouken@0
   445
		if ( strcmp(argv[1], "-fullscreen") == 0 ) {
slouken@0
   446
			video_flags |= SDL_FULLSCREEN;
slouken@0
   447
		}
slouken@0
   448
	}
slouken@0
   449
slouken@0
   450
	/* Initialize the display */
slouken@0
   451
	switch (bpp) {
slouken@0
   452
	    case 8:
slouken@0
   453
		rgb_size[0] = 2;
slouken@0
   454
		rgb_size[1] = 3;
slouken@0
   455
		rgb_size[2] = 3;
slouken@0
   456
		break;
slouken@0
   457
	    case 15:
slouken@0
   458
	    case 16:
slouken@0
   459
		rgb_size[0] = 5;
slouken@0
   460
		rgb_size[1] = 5;
slouken@0
   461
		rgb_size[2] = 5;
slouken@0
   462
		break;
slouken@0
   463
            default:
slouken@0
   464
		rgb_size[0] = 8;
slouken@0
   465
		rgb_size[1] = 8;
slouken@0
   466
		rgb_size[2] = 8;
slouken@0
   467
		break;
slouken@0
   468
	}
slouken@0
   469
	SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] );
slouken@0
   470
	SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] );
slouken@0
   471
	SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] );
slouken@0
   472
	SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
slouken@0
   473
	SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
slouken@0
   474
	if ( SDL_SetVideoMode( w, h, bpp, video_flags ) == NULL ) {
slouken@0
   475
		fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError());
slouken@0
   476
		SDL_Quit();
slouken@0
   477
		exit(1);
slouken@0
   478
	}
slouken@0
   479
slouken@0
   480
	printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel);
slouken@0
   481
	printf("\n");
slouken@0
   482
	printf( "Vendor     : %s\n", glGetString( GL_VENDOR ) );
slouken@0
   483
	printf( "Renderer   : %s\n", glGetString( GL_RENDERER ) );
slouken@0
   484
	printf( "Version    : %s\n", glGetString( GL_VERSION ) );
slouken@0
   485
	printf( "Extensions : %s\n", glGetString( GL_EXTENSIONS ) );
slouken@0
   486
	printf("\n");
slouken@0
   487
slouken@0
   488
	SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value );
slouken@0
   489
	printf( "SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0],value);
slouken@0
   490
	SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value );
slouken@0
   491
	printf( "SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1],value);
slouken@0
   492
	SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value );
slouken@0
   493
	printf( "SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2],value);
slouken@0
   494
	SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value );
slouken@0
   495
	printf( "SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value );
slouken@0
   496
	SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value );
slouken@0
   497
	printf( "SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value );
slouken@0
   498
slouken@0
   499
	/* Set the window manager title bar */
slouken@0
   500
	SDL_WM_SetCaption( "SDL GL test", "testgl" );
slouken@0
   501
slouken@0
   502
	/* Set the gamma for the window */
slouken@0
   503
	if ( gamma != 0.0 ) {
slouken@0
   504
		SDL_SetGamma(gamma, gamma, gamma);
slouken@0
   505
	}
slouken@0
   506
slouken@0
   507
	glViewport( 0, 0, w, h );
slouken@0
   508
	glMatrixMode( GL_PROJECTION );
slouken@0
   509
	glLoadIdentity( );
slouken@0
   510
slouken@0
   511
	glOrtho( -2.0, 2.0, -2.0, 2.0, -20.0, 20.0 );
slouken@0
   512
slouken@0
   513
	glMatrixMode( GL_MODELVIEW );
slouken@0
   514
	glLoadIdentity( );
slouken@0
   515
slouken@0
   516
	glEnable(GL_DEPTH_TEST);
slouken@0
   517
slouken@0
   518
	glDepthFunc(GL_LESS);
slouken@0
   519
slouken@0
   520
	glShadeModel(GL_SMOOTH);
slouken@0
   521
slouken@0
   522
	/* Loop until done. */
slouken@0
   523
	start_time = SDL_GetTicks();
slouken@0
   524
	frames = 0;
slouken@0
   525
	while( !done ) {
slouken@0
   526
		GLenum gl_error;
slouken@0
   527
		char* sdl_error;
slouken@0
   528
		SDL_Event event;
slouken@0
   529
slouken@0
   530
		/* Do our drawing, too. */
slouken@0
   531
		glClearColor( 0.0, 0.0, 0.0, 1.0 );
slouken@0
   532
		glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
slouken@0
   533
slouken@0
   534
		glBegin( GL_QUADS );
slouken@0
   535
slouken@0
   536
#ifdef SHADED_CUBE
slouken@0
   537
			glColor3fv(color[0]);
slouken@0
   538
			glVertex3fv(cube[0]);
slouken@0
   539
			glColor3fv(color[1]);
slouken@0
   540
			glVertex3fv(cube[1]);
slouken@0
   541
			glColor3fv(color[2]);
slouken@0
   542
			glVertex3fv(cube[2]);
slouken@0
   543
			glColor3fv(color[3]);
slouken@0
   544
			glVertex3fv(cube[3]);
slouken@0
   545
			
slouken@0
   546
			glColor3fv(color[3]);
slouken@0
   547
			glVertex3fv(cube[3]);
slouken@0
   548
			glColor3fv(color[4]);
slouken@0
   549
			glVertex3fv(cube[4]);
slouken@0
   550
			glColor3fv(color[7]);
slouken@0
   551
			glVertex3fv(cube[7]);
slouken@0
   552
			glColor3fv(color[2]);
slouken@0
   553
			glVertex3fv(cube[2]);
slouken@0
   554
			
slouken@0
   555
			glColor3fv(color[0]);
slouken@0
   556
			glVertex3fv(cube[0]);
slouken@0
   557
			glColor3fv(color[5]);
slouken@0
   558
			glVertex3fv(cube[5]);
slouken@0
   559
			glColor3fv(color[6]);
slouken@0
   560
			glVertex3fv(cube[6]);
slouken@0
   561
			glColor3fv(color[1]);
slouken@0
   562
			glVertex3fv(cube[1]);
slouken@0
   563
			
slouken@0
   564
			glColor3fv(color[5]);
slouken@0
   565
			glVertex3fv(cube[5]);
slouken@0
   566
			glColor3fv(color[4]);
slouken@0
   567
			glVertex3fv(cube[4]);
slouken@0
   568
			glColor3fv(color[7]);
slouken@0
   569
			glVertex3fv(cube[7]);
slouken@0
   570
			glColor3fv(color[6]);
slouken@0
   571
			glVertex3fv(cube[6]);
slouken@0
   572
slouken@0
   573
			glColor3fv(color[5]);
slouken@0
   574
			glVertex3fv(cube[5]);
slouken@0
   575
			glColor3fv(color[0]);
slouken@0
   576
			glVertex3fv(cube[0]);
slouken@0
   577
			glColor3fv(color[3]);
slouken@0
   578
			glVertex3fv(cube[3]);
slouken@0
   579
			glColor3fv(color[4]);
slouken@0
   580
			glVertex3fv(cube[4]);
slouken@0
   581
slouken@0
   582
			glColor3fv(color[6]);
slouken@0
   583
			glVertex3fv(cube[6]);
slouken@0
   584
			glColor3fv(color[1]);
slouken@0
   585
			glVertex3fv(cube[1]);
slouken@0
   586
			glColor3fv(color[2]);
slouken@0
   587
			glVertex3fv(cube[2]);
slouken@0
   588
			glColor3fv(color[7]);
slouken@0
   589
			glVertex3fv(cube[7]);
slouken@0
   590
#else // flat cube
slouken@0
   591
			glColor3f(1.0, 0.0, 0.0);
slouken@0
   592
			glVertex3fv(cube[0]);
slouken@0
   593
			glVertex3fv(cube[1]);
slouken@0
   594
			glVertex3fv(cube[2]);
slouken@0
   595
			glVertex3fv(cube[3]);
slouken@0
   596
			
slouken@0
   597
			glColor3f(0.0, 1.0, 0.0);
slouken@0
   598
			glVertex3fv(cube[3]);
slouken@0
   599
			glVertex3fv(cube[4]);
slouken@0
   600
			glVertex3fv(cube[7]);
slouken@0
   601
			glVertex3fv(cube[2]);
slouken@0
   602
			
slouken@0
   603
			glColor3f(0.0, 0.0, 1.0);
slouken@0
   604
			glVertex3fv(cube[0]);
slouken@0
   605
			glVertex3fv(cube[5]);
slouken@0
   606
			glVertex3fv(cube[6]);
slouken@0
   607
			glVertex3fv(cube[1]);
slouken@0
   608
			
slouken@0
   609
			glColor3f(0.0, 1.0, 1.0);
slouken@0
   610
			glVertex3fv(cube[5]);
slouken@0
   611
			glVertex3fv(cube[4]);
slouken@0
   612
			glVertex3fv(cube[7]);
slouken@0
   613
			glVertex3fv(cube[6]);
slouken@0
   614
slouken@0
   615
			glColor3f(1.0, 1.0, 0.0);
slouken@0
   616
			glVertex3fv(cube[5]);
slouken@0
   617
			glVertex3fv(cube[0]);
slouken@0
   618
			glVertex3fv(cube[3]);
slouken@0
   619
			glVertex3fv(cube[4]);
slouken@0
   620
slouken@0
   621
			glColor3f(1.0, 0.0, 1.0);
slouken@0
   622
			glVertex3fv(cube[6]);
slouken@0
   623
			glVertex3fv(cube[1]);
slouken@0
   624
			glVertex3fv(cube[2]);
slouken@0
   625
			glVertex3fv(cube[7]);
slouken@0
   626
#endif /* SHADED_CUBE */
slouken@0
   627
slouken@0
   628
		glEnd( );
slouken@0
   629
		
slouken@0
   630
		glMatrixMode(GL_MODELVIEW);
slouken@0
   631
		glRotatef(5.0, 1.0, 1.0, 1.0);
slouken@0
   632
slouken@0
   633
		/* Draw 2D logo onto the 3D display */
slouken@0
   634
		if ( logo ) {
slouken@234
   635
			if ( USE_DEPRECATED_OPENGLBLIT ) {
slouken@234
   636
				DrawLogoBlit();
slouken@234
   637
			} else {
slouken@234
   638
				DrawLogoTexture();
slouken@234
   639
			}
slouken@0
   640
		}
slouken@0
   641
slouken@0
   642
		SDL_GL_SwapBuffers( );
slouken@0
   643
slouken@0
   644
		/* Check for error conditions. */
slouken@0
   645
		gl_error = glGetError( );
slouken@0
   646
slouken@0
   647
		if( gl_error != GL_NO_ERROR ) {
slouken@0
   648
			fprintf( stderr, "testgl: OpenGL error: %d\n", gl_error );
slouken@0
   649
		}
slouken@0
   650
slouken@0
   651
		sdl_error = SDL_GetError( );
slouken@0
   652
slouken@0
   653
		if( sdl_error[0] != '\0' ) {
slouken@0
   654
			fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error);
slouken@0
   655
			SDL_ClearError();
slouken@0
   656
		}
slouken@0
   657
slouken@0
   658
		/* Allow the user to see what's happening */
slouken@0
   659
		if ( slowly ) {
slouken@0
   660
			SDL_Delay( 20 );
slouken@0
   661
		}
slouken@0
   662
slouken@0
   663
		/* Check if there's a pending event. */
slouken@0
   664
		while( SDL_PollEvent( &event ) ) {
slouken@0
   665
			done = HandleEvent(&event);
slouken@0
   666
		}
slouken@0
   667
		++frames;
slouken@0
   668
	}
slouken@0
   669
slouken@0
   670
	/* Print out the frames per second */
slouken@0
   671
	this_time = SDL_GetTicks();
slouken@0
   672
	if ( this_time != start_time ) {
slouken@0
   673
		printf("%2.2f FPS\n",
slouken@0
   674
			((float)frames/(this_time-start_time))*1000.0);
slouken@0
   675
	}
slouken@0
   676
slouken@0
   677
	/* Destroy our GL context, etc. */
slouken@0
   678
	SDL_Quit( );
slouken@0
   679
	return(0);
slouken@0
   680
}
slouken@0
   681
slouken@0
   682
int main(int argc, char *argv[])
slouken@0
   683
{
slouken@0
   684
	int i, logo;
slouken@0
   685
	int numtests;
slouken@0
   686
	int bpp = 0;
slouken@0
   687
	int slowly;
slouken@0
   688
	float gamma = 0.0;
slouken@0
   689
slouken@0
   690
	logo = 0;
slouken@0
   691
	slowly = 0;
slouken@0
   692
	numtests = 1;
slouken@0
   693
	for ( i=1; argv[i]; ++i ) {
slouken@0
   694
		if ( strcmp(argv[i], "-twice") == 0 ) {
slouken@0
   695
			++numtests;
slouken@0
   696
		}
slouken@0
   697
		if ( strcmp(argv[i], "-logo") == 0 ) {
slouken@0
   698
			logo = 1;
slouken@233
   699
			USE_DEPRECATED_OPENGLBLIT = SDL_FALSE;
slouken@233
   700
		}
slouken@233
   701
		if ( strcmp(argv[i], "-logoblit") == 0 ) {
slouken@233
   702
			logo = 1;
slouken@233
   703
			USE_DEPRECATED_OPENGLBLIT = SDL_TRUE;
slouken@0
   704
		}
slouken@0
   705
		if ( strcmp(argv[i], "-slow") == 0 ) {
slouken@0
   706
			slowly = 1;
slouken@0
   707
		}
slouken@0
   708
		if ( strcmp(argv[i], "-bpp") == 0 ) {
slouken@0
   709
 		       bpp = atoi(argv[++i]);
slouken@0
   710
		}
slouken@0
   711
		if ( strcmp(argv[i], "-gamma") == 0 ) {
slouken@0
   712
 		       gamma = (float)atof(argv[++i]);
slouken@0
   713
		}
slouken@0
   714
		if ( strncmp(argv[i], "-h", 2) == 0 ) {
slouken@0
   715
 		       printf(
slouken@0
   716
"Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n]\n",
slouken@0
   717
 			      argv[0]);
slouken@0
   718
			exit(0);
slouken@0
   719
		}
slouken@0
   720
	}
slouken@0
   721
	for ( i=0; i<numtests; ++i ) {
slouken@0
   722
 	       RunGLTest(argc, argv, logo, slowly, bpp, gamma);
slouken@0
   723
	}
slouken@0
   724
	return 0;
slouken@0
   725
}
slouken@0
   726
slouken@0
   727
#else /* HAVE_OPENGL */
slouken@0
   728
slouken@0
   729
int main(int argc, char *argv[])
slouken@0
   730
{
slouken@0
   731
	printf("No OpenGL support on this system\n");
slouken@0
   732
	return 1;
slouken@0
   733
}
slouken@0
   734
slouken@0
   735
#endif /* HAVE_OPENGL */