/* * Small SDL example to demonstrate dynamically loading * OpenGL lib and functions * * (FYI it was supposed to look like snow in the wind or something...) * * Compile with : * gcc testdyngl.c `sdl-config --libs --cflags` -o testdyngl -DHAVE_OPENGL * * You can specify a different OpenGL lib on the command line, i.e. : * ./testdyngl /usr/X11R6/lib/libGL.so.1.2 * or * ./testdyngl /usr/lib/libGL.so.1.0.4496 * */ #include #include #include "SDL.h" #ifdef __IPHONEOS__ #define HAVE_OPENGLES #endif #ifdef HAVE_OPENGLES #include "SDL_opengles.h" /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } void * get_funcaddr(const char *p) { void *f = SDL_GL_GetProcAddress(p); if (f) { return f; } else { printf("Unable to get function pointer for %s\n", p); quit(1); } return NULL; } typedef struct { //void (APIENTRY * glBegin) (GLenum); //void (APIENTRY * glEnd) (); //void (APIENTRY * glVertex3f) (GLfloat, GLfloat, GLfloat); void (APIENTRY * glEnableClientState) (GLenum array); void (APIENTRY * glVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid * pointer); void (APIENTRY * glDrawArrays) (GLenum mode, GLint first, GLsizei count); void (APIENTRY * glClearColor) (GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glClear) (GLbitfield); void (APIENTRY * glDisable) (GLenum); void (APIENTRY * glEnable) (GLenum); void (APIENTRY * glColor4f) (GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glPointSize) (GLfloat); void (APIENTRY * glHint) (GLenum, GLenum); void (APIENTRY * glBlendFunc) (GLenum, GLenum); void (APIENTRY * glMatrixMode) (GLenum); void (APIENTRY * glLoadIdentity) (); void (APIENTRY * glOrthof) (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glRotatef) (GLfloat, GLfloat, GLfloat, GLfloat); void (APIENTRY * glViewport) (GLint, GLint, GLsizei, GLsizei); void (APIENTRY * glFogf) (GLenum, GLfloat); } glfuncs; void init_glfuncs(glfuncs * f) { f->glEnableClientState = get_funcaddr("glEnableClientState"); f->glVertexPointer = get_funcaddr("glVertexPointer"); f->glDrawArrays = get_funcaddr("glDrawArrays"); f->glClearColor = get_funcaddr("glClearColor"); f->glClear = get_funcaddr("glClear"); f->glDisable = get_funcaddr("glDisable"); f->glEnable = get_funcaddr("glEnable"); f->glColor4f = get_funcaddr("glColor4f"); f->glPointSize = get_funcaddr("glPointSize"); f->glHint = get_funcaddr("glHint"); f->glBlendFunc = get_funcaddr("glBlendFunc"); f->glMatrixMode = get_funcaddr("glMatrixMode"); f->glLoadIdentity = get_funcaddr("glLoadIdentity"); f->glOrthof = get_funcaddr("glOrthof"); f->glRotatef = get_funcaddr("glRotatef"); f->glViewport = get_funcaddr("glViewport"); f->glFogf = get_funcaddr("glFogf"); } #define NB_PIXELS 1000 int main(int argc, char *argv[]) { glfuncs f; int i; SDL_Event event; int done = 0; GLfloat pixels[NB_PIXELS * 3]; const char *gl_library = NULL; /* Use the default GL library */ int video_w, video_h; /* you may want to change these according to the platform */ video_w = 320; video_h = 480; #ifdef __QNXNTO__ video_h = 640; video_w = 480; #endif /* __QNXNTO__ */ if (argv[1]) { gl_library = argv[1]; } if (SDL_Init(SDL_INIT_VIDEO) < 0) { printf("Unable to init SDL : %s\n", SDL_GetError()); return (1); } if (SDL_GL_LoadLibrary(gl_library) < 0) { printf("Unable to dynamically open GL ES lib : %s\n", SDL_GetError()); quit(1); } if (SDL_SetVideoMode(video_h, video_w, 0, SDL_OPENGL) == NULL) { printf("Unable to open video mode : %s\n", SDL_GetError()); quit(1); } /* Set the window manager title bar */ SDL_WM_SetCaption("SDL Dynamic OpenGL ES Loading Test", "testdyngles"); init_glfuncs(&f); for (i = 0; i < NB_PIXELS; i++) { pixels[3 * i] = rand() % 250 - 125; pixels[3 * i + 1] = rand() % 250 - 125; pixels[3 * i + 2] = rand() % 250 - 125; } #ifdef __QNXNTO__ f.glViewport(0, 0, video_h, video_w); #else f.glViewport(0, 0, video_w, video_h); #endif /* __QNXNTO__ */ f.glMatrixMode(GL_PROJECTION); f.glLoadIdentity(); f.glOrthof(-100, 100, -100, 100, -500, 500); f.glMatrixMode(GL_MODELVIEW); f.glLoadIdentity(); f.glEnable(GL_DEPTH_TEST); f.glDisable(GL_TEXTURE_2D); f.glEnable(GL_BLEND); f.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); f.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); f.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f.glEnable(GL_POINT_SMOOTH); f.glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); f.glPointSize(5.0f); f.glEnable(GL_FOG); f.glFogf(GL_FOG_START, -500); f.glFogf(GL_FOG_END, 500); f.glFogf(GL_FOG_DENSITY, 0.005); do { f.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); f.glRotatef(2.0, 1.0, 1.0, 1.0); f.glRotatef(1.0, 0.0, 1.0, 1.0); f.glColor4f(1.0, 1.0, 1.0, 1.0); f.glEnableClientState(GL_VERTEX_ARRAY); f.glVertexPointer(3, GL_FLOAT, 0, pixels); f.glDrawArrays(GL_POINTS, 0, NB_PIXELS); SDL_GL_SwapBuffers(); while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) done = 1; if (event.type == SDL_KEYDOWN) done = 1; } SDL_Delay(20); } while (!done); SDL_Quit(); return 0; } #else /* HAVE_OPENGLES */ int main(int argc, char *argv[]) { printf("No OpenGL ES support on this system\n"); return 1; } #endif /* HAVE_OPENGLES */