Beispiel #1
0
static void
Render()
{
    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}
    };

    /* Do our drawing, too. */
    ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
    ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    ctx.glBegin(GL_QUADS);

#ifdef SHADED_CUBE
    ctx.glColor3fv(color[0]);
    ctx.glVertex3fv(cube[0]);
    ctx.glColor3fv(color[1]);
    ctx.glVertex3fv(cube[1]);
    ctx.glColor3fv(color[2]);
    ctx.glVertex3fv(cube[2]);
    ctx.glColor3fv(color[3]);
    ctx.glVertex3fv(cube[3]);

    ctx.glColor3fv(color[3]);
    ctx.glVertex3fv(cube[3]);
    ctx.glColor3fv(color[4]);
    ctx.glVertex3fv(cube[4]);
    ctx.glColor3fv(color[7]);
    ctx.glVertex3fv(cube[7]);
    ctx.glColor3fv(color[2]);
    ctx.glVertex3fv(cube[2]);

    ctx.glColor3fv(color[0]);
    ctx.glVertex3fv(cube[0]);
    ctx.glColor3fv(color[5]);
    ctx.glVertex3fv(cube[5]);
    ctx.glColor3fv(color[6]);
    ctx.glVertex3fv(cube[6]);
    ctx.glColor3fv(color[1]);
    ctx.glVertex3fv(cube[1]);

    ctx.glColor3fv(color[5]);
    ctx.glVertex3fv(cube[5]);
    ctx.glColor3fv(color[4]);
    ctx.glVertex3fv(cube[4]);
    ctx.glColor3fv(color[7]);
    ctx.glVertex3fv(cube[7]);
    ctx.glColor3fv(color[6]);
    ctx.glVertex3fv(cube[6]);

    ctx.glColor3fv(color[5]);
    ctx.glVertex3fv(cube[5]);
    ctx.glColor3fv(color[0]);
    ctx.glVertex3fv(cube[0]);
    ctx.glColor3fv(color[3]);
    ctx.glVertex3fv(cube[3]);
    ctx.glColor3fv(color[4]);
    ctx.glVertex3fv(cube[4]);

    ctx.glColor3fv(color[6]);
    ctx.glVertex3fv(cube[6]);
    ctx.glColor3fv(color[1]);
    ctx.glVertex3fv(cube[1]);
    ctx.glColor3fv(color[2]);
    ctx.glVertex3fv(cube[2]);
    ctx.glColor3fv(color[7]);
    ctx.glVertex3fv(cube[7]);
#else /* flat cube */
    ctx.glColor3f(1.0, 0.0, 0.0);
    ctx.glVertex3fv(cube[0]);
    ctx.glVertex3fv(cube[1]);
    ctx.glVertex3fv(cube[2]);
    ctx.glVertex3fv(cube[3]);

    ctx.glColor3f(0.0, 1.0, 0.0);
    ctx.glVertex3fv(cube[3]);
    ctx.glVertex3fv(cube[4]);
    ctx.glVertex3fv(cube[7]);
    ctx.glVertex3fv(cube[2]);

    ctx.glColor3f(0.0, 0.0, 1.0);
    ctx.glVertex3fv(cube[0]);
    ctx.glVertex3fv(cube[5]);
    ctx.glVertex3fv(cube[6]);
    ctx.glVertex3fv(cube[1]);

    ctx.glColor3f(0.0, 1.0, 1.0);
    ctx.glVertex3fv(cube[5]);
    ctx.glVertex3fv(cube[4]);
    ctx.glVertex3fv(cube[7]);
    ctx.glVertex3fv(cube[6]);

    ctx.glColor3f(1.0, 1.0, 0.0);
    ctx.glVertex3fv(cube[5]);
    ctx.glVertex3fv(cube[0]);
    ctx.glVertex3fv(cube[3]);
    ctx.glVertex3fv(cube[4]);

    ctx.glColor3f(1.0, 0.0, 1.0);
    ctx.glVertex3fv(cube[6]);
    ctx.glVertex3fv(cube[1]);
    ctx.glVertex3fv(cube[2]);
    ctx.glVertex3fv(cube[7]);
#endif /* SHADED_CUBE */

    ctx.glEnd();

    ctx.glMatrixMode(GL_MODELVIEW);
    ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
}
Beispiel #2
0
int
main(int argc, char *argv[])
{
    int fsaa, accel;
    int value;
    int i, done;
    SDL_DisplayMode mode;
    SDL_Event event;
    Uint32 then, now, frames;
    int status;
    int dw, dh;

    /* Enable standard application logging */
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);

    /* Initialize parameters */
    fsaa = 0;
    accel = -1;

    /* Initialize test framework */
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }
    for (i = 1; i < argc;) {
        int consumed;

        consumed = SDLTest_CommonArg(state, i);
        if (consumed == 0) {
            if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) {
                fsaa = atoi(argv[i+1]);
                consumed = 2;
            } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
                accel = atoi(argv[i+1]);
                consumed = 2;
            } else {
                consumed = -1;
            }
        }
        if (consumed < 0) {
            SDL_Log("Usage: %s %s [--fsaa n] [--accel n]\n", argv[0],
                    SDLTest_CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }

    /* Set OpenGL parameters */
    state->window_flags |= SDL_WINDOW_OPENGL;
    state->gl_red_size = 5;
    state->gl_green_size = 5;
    state->gl_blue_size = 5;
    state->gl_depth_size = 16;
    state->gl_double_buffer = 1;
    if (fsaa) {
        state->gl_multisamplebuffers = 1;
        state->gl_multisamplesamples = fsaa;
    }
    if (accel >= 0) {
        state->gl_accelerated = accel;
    }

    if (!SDLTest_CommonInit(state)) {
        quit(2);
    }

    /* Create OpenGL context */
    context = SDL_GL_CreateContext(state->windows[0]);
    if (!context) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
        quit(2);
    }
    
    /* Important: call this *after* creating the context */
    if (LoadContext(&ctx) < 0) {
        SDL_Log("Could not load GL functions\n");
        quit(2);
        return 0;
    }

    if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
        /* try late-swap-tearing first. If not supported, try normal vsync. */
        if (SDL_GL_SetSwapInterval(-1) == -1) {
            SDL_GL_SetSwapInterval(1);
        }
    } else {
        SDL_GL_SetSwapInterval(0);  /* disable vsync. */
    }

    SDL_GetCurrentDisplayMode(0, &mode);
    SDL_Log("Screen BPP    : %d\n", SDL_BITSPERPIXEL(mode.format));
    SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
    SDL_GetWindowSize(state->windows[0], &dw, &dh);
    SDL_Log("Window Size   : %d,%d\n", dw, dh);
    SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
    SDL_Log("Draw Size     : %d,%d\n", dw, dh);
    SDL_Log("\n");
    SDL_Log("Vendor        : %s\n", ctx.glGetString(GL_VENDOR));
    SDL_Log("Renderer      : %s\n", ctx.glGetString(GL_RENDERER));
    SDL_Log("Version       : %s\n", ctx.glGetString(GL_VERSION));
    SDL_Log("Extensions    : %s\n", ctx.glGetString(GL_EXTENSIONS));
    SDL_Log("\n");

    status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
    }
    if (fsaa) {
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
        if (!status) {
            SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
        } else {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
                   SDL_GetError());
        }
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
        if (!status) {
            SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
                   value);
        } else {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
                   SDL_GetError());
        }
    }
    if (accel >= 0) {
        status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
        if (!status) {
            SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
                   value);
        } else {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
                   SDL_GetError());
        }
    }

    /* Set rendering settings */
    ctx.glMatrixMode(GL_PROJECTION);
    ctx.glLoadIdentity();
    ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
    ctx.glMatrixMode(GL_MODELVIEW);
    ctx.glLoadIdentity();
    ctx.glEnable(GL_DEPTH_TEST);
    ctx.glDepthFunc(GL_LESS);
    ctx.glShadeModel(GL_SMOOTH);
    
    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;
    while (!done) {
        /* Check for events */
        ++frames;
        while (SDL_PollEvent(&event)) {
            SDLTest_CommonEvent(state, &event, &done);
        }
        for (i = 0; i < state->num_windows; ++i) {
            int w, h;
            if (state->windows[i] == NULL)
                continue;
            SDL_GL_MakeCurrent(state->windows[i], context);
            SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
            ctx.glViewport(0, 0, w, h);
            Render();
            SDL_GL_SwapWindow(state->windows[i]);
        }
    }

    /* Print out some timing information */
    now = SDL_GetTicks();
    if (now > then) {
        SDL_Log("%2.2f frames per second\n",
               ((double) frames * 1000) / (now - then));
    }
    quit(0);
    return 0;
}