1 | #include <stdlib.h> |
1 | #include <stdlib.h> |
2 | #include <stdio.h> |
2 | #include <stdio.h> |
3 | #include <string.h> |
3 | #include <string.h> |
4 | #include <math.h> |
4 | #include <math.h> |
5 | #include <sh/sh.hpp> |
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6 | |
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7 | using namespace SH; |
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8 | |
5 | |
9 | #include "SDL.h" |
6 | #include "SDL.h" |
10 | |
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11 | #include "SDL_opengl.h" |
7 | #include "SDL_opengl.h" |
12 | |
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13 | /* Undefine this if you want a flat cube instead of a rainbow cube */ |
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14 | #define SHADED_CUBE |
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15 | |
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16 | /* Define this to be the name of the logo image to use with -logo */ |
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17 | #define LOGO_FILE "icon.bmp" |
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18 | |
8 | |
19 | static SDL_Surface *global_image = NULL; |
9 | static SDL_Surface *global_image = NULL; |
20 | static GLuint global_texture = 0; |
10 | static GLuint global_texture = 0; |
21 | |
11 | |
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12 | #include "util.h" |
22 | #include "entity.h" |
13 | #include "entity.h" |
23 | |
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24 | #include "txtprt_import.h" |
14 | #include "txtprt_import.h" |
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15 | |
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16 | CGcontext cgc; |
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17 | CGprogram vsh, fsh; |
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18 | CGparameter mv, mvp, lightpos; |
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19 | CGprofile vsh_profile, fsh_profile; |
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20 | |
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21 | static void CheckCgError (void) |
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22 | { |
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23 | CGerror err = cgGetError (); |
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24 | |
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25 | if (err != CG_NO_ERROR) |
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26 | { |
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27 | printf("CG error: %s\n", cgGetErrorString (err)); |
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28 | exit(1); |
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29 | } |
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30 | } |
25 | |
31 | |
26 | /**********************************************************************/ |
32 | /**********************************************************************/ |
27 | |
33 | |
28 | view camera; |
34 | view camera; |
29 | vec3 camera_velocity; |
35 | vec3 camera_velocity; |
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36 | float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2; |
30 | float camera_velocity_factor = 10; |
37 | float camera_velocity_factor = 80; |
31 | |
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32 | ShColor3f color = ShColor3f(.5, 0.9, 0.2); |
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33 | ShPoint3f lightPos = ShPoint3f(0.0, 10.0, 10.0); |
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34 | ShMatrix4x4f mvp; |
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35 | ShProgram vsh, fsh; |
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36 | |
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37 | void |
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38 | init_shaders () |
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39 | { |
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40 | { |
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41 | vsh = SH_BEGIN_PROGRAM ("gpu:vertex") |
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42 | ShInputNormal3f normal; |
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43 | ShInputPosition4f p; |
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44 | |
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45 | ShOutputPoint4f ov; |
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46 | ShOutputNormal3f on; |
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47 | ShOutputVector3f lvv; |
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48 | ShOutputPosition4f opd; |
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49 | |
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50 | opd = mvp | p; |
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51 | on = normalize (mvp | normal); |
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52 | ov = -normalize (mvp | p); |
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53 | lvv = normalize (lightPos - (mvp | p) (0, 1, 2)); |
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54 | SH_END; |
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55 | } |
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56 | |
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57 | // declare and initialize diffuse color |
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58 | ShColor3f kd = ShColor3f (0.5, 0.7, 0.9); |
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59 | |
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60 | { |
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61 | fsh = SH_BEGIN_PROGRAM ("gpu:fragment") |
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62 | ShInputVector4f v; |
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63 | ShInputNormal3f n; |
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64 | ShInputVector3f lvv; |
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65 | ShInputPosition4f p; |
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66 | |
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67 | ShOutputColor3f out; |
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68 | out (0, 1, 2) = color * dot (normalize (n), normalize (lvv)); |
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69 | out(0,1,2) = kd; |
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70 | SH_END; |
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71 | } |
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72 | } |
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73 | |
38 | |
74 | void |
39 | void |
75 | HotKey_ToggleFullScreen (void) |
40 | HotKey_ToggleFullScreen (void) |
76 | { |
41 | { |
77 | SDL_Surface *screen; |
42 | SDL_Surface *screen; |
… | |
… | |
135 | } |
100 | } |
136 | |
101 | |
137 | printf ("focus\n"); |
102 | printf ("focus\n"); |
138 | break; |
103 | break; |
139 | |
104 | |
140 | #define VELOCITY 10 |
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141 | case SDL_KEYDOWN: |
105 | case SDL_KEYDOWN: |
142 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
106 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
143 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; |
107 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; |
144 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--; |
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145 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; |
108 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++; |
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109 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--; |
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110 | if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++; |
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111 | if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--; |
146 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; |
112 | if (event->key.keysym.sym == SDLK_e) camera_velocity.y--; |
147 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; |
113 | if (event->key.keysym.sym == SDLK_q) camera_velocity.y++; |
148 | if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; |
114 | if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; |
149 | if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; |
115 | if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; |
150 | |
116 | |
151 | if (event->key.keysym.sym == SDLK_ESCAPE) |
117 | if (event->key.keysym.sym == SDLK_ESCAPE) |
152 | done = 1; |
118 | done = 1; |
153 | |
119 | |
154 | if ((event->key.keysym.sym == SDLK_g) && |
120 | if ((event->key.keysym.sym == SDLK_g) && |
… | |
… | |
166 | break; |
132 | break; |
167 | |
133 | |
168 | case SDL_KEYUP: |
134 | case SDL_KEYUP: |
169 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; |
135 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; |
170 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
136 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
171 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; |
137 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++; |
172 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; |
138 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--; |
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139 | if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--; |
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140 | if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++; |
173 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; |
141 | if (event->key.keysym.sym == SDLK_e) camera_velocity.y++; |
174 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; |
142 | if (event->key.keysym.sym == SDLK_q) camera_velocity.y--; |
175 | break; |
143 | break; |
176 | |
144 | |
177 | case SDL_QUIT: |
145 | case SDL_QUIT: |
178 | done = 1; |
146 | done = 1; |
179 | break; |
147 | break; |
180 | } |
148 | } |
181 | |
149 | |
182 | return (done); |
150 | return (done); |
183 | } |
151 | } |
184 | |
152 | |
185 | /* Quick utility function for texture creation */ |
153 | void draw_floor (int size, int dx, int dy, int dz) |
186 | static int |
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187 | power_of_two (int input) |
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188 | { |
154 | { |
189 | int value = 1; |
155 | int x, z, ry; |
190 | |
156 | |
191 | while (value < input) |
157 | for (x = 0; x < 100; x++) |
192 | { |
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193 | value <<= 1; |
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194 | } |
158 | { |
195 | return value; |
159 | for (z = 0; z < 100; z++) |
196 | } |
160 | { |
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161 | vector<vertex2d> pts; |
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162 | pts.push_back (vertex2d (point ( 0, 0, 0), vec3 (0, 1, 0), texc (0, 0))); |
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163 | pts.push_back (vertex2d (point ( 0, 0, size), vec3 (0, 1, 0), texc (0, 1))); |
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164 | pts.push_back (vertex2d (point (size, 0, size), vec3 (0, 1, 0), texc (1, 1))); |
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165 | pts.push_back (vertex2d (point (size, 0, 0), vec3 (0, 1, 0), texc (1, 0))); |
197 | |
166 | |
198 | GLuint |
167 | geometry_quads *q = new geometry_quads; |
199 | SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) |
168 | q->set (pts); |
200 | { |
169 | entity *e = new entity (q); |
201 | GLuint texture; |
170 | e->move (vec3 (dx + x * size, dy, dz + z * size)); |
202 | int w, h; |
171 | e->show (); |
203 | SDL_Surface *image; |
172 | } |
204 | SDL_Rect area; |
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205 | Uint32 saved_flags; |
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206 | Uint8 saved_alpha; |
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207 | |
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208 | /* Use the surface width and height expanded to powers of 2 */ |
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209 | w = power_of_two (surface->w); |
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210 | h = power_of_two (surface->h); |
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211 | texcoord[0] = 0.0f; /* Min X */ |
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212 | texcoord[1] = 0.0f; /* Min Y */ |
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213 | texcoord[2] = (GLfloat) surface->w / w; /* Max X */ |
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214 | texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ |
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215 | |
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216 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
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217 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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218 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
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219 | #else |
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220 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
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221 | #endif |
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222 | ); |
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223 | if (image == NULL) |
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224 | { |
173 | } |
225 | return 0; |
174 | } |
226 | } |
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227 | |
175 | |
228 | /* Save the alpha blending attributes */ |
176 | void draw_test_nurb () |
229 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
177 | { |
230 | saved_alpha = surface->format->alpha; |
178 | geometry_nurbs *q = new geometry_nurbs; |
231 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
179 | q->set (); |
232 | { |
180 | entity *e = new entity (q); |
233 | SDL_SetAlpha (surface, 0, 0); |
181 | e->move (vec3 (10, 3, -4)); |
234 | } |
182 | e->show (); |
235 | |
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236 | /* Copy the surface into the GL texture image */ |
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237 | area.x = 0; |
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238 | area.y = 0; |
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239 | area.w = surface->w; |
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240 | area.h = surface->h; |
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241 | SDL_BlitSurface (surface, &area, image, &area); |
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242 | |
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243 | /* Restore the alpha blending attributes */ |
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244 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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245 | { |
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246 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
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247 | } |
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248 | |
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249 | /* Create an OpenGL texture for the image */ |
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250 | glGenTextures (1, &texture); |
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251 | glBindTexture (GL_TEXTURE_2D, texture); |
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252 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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253 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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254 | glTexImage2D (GL_TEXTURE_2D, |
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255 | 0, |
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256 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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257 | SDL_FreeSurface (image); /* No longer needed */ |
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258 | |
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259 | return texture; |
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260 | } |
183 | } |
261 | |
184 | |
262 | int |
185 | int |
263 | RunGLTest (int argc, char *argv[], |
186 | RunGLTest (int argc, char *argv[], |
264 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
187 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
… | |
… | |
270 | int done = 0; |
193 | int done = 0; |
271 | int frames; |
194 | int frames; |
272 | Uint32 start_time, this_time; |
195 | Uint32 start_time, this_time; |
273 | Uint32 video_flags; |
196 | Uint32 video_flags; |
274 | int value; |
197 | int value; |
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198 | GLenum gl_error; |
275 | |
199 | |
276 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
200 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
277 | { |
201 | { |
278 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
202 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
279 | exit (1); |
203 | exit (1); |
… | |
… | |
372 | |
296 | |
373 | /* Set the gamma for the window */ |
297 | /* Set the gamma for the window */ |
374 | if (gamma != 0.0) |
298 | if (gamma != 0.0) |
375 | SDL_SetGamma (gamma, gamma, gamma); |
299 | SDL_SetGamma (gamma, gamma, gamma); |
376 | |
300 | |
377 | // load a entity |
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378 | for (int i = 0; i < 7; i++) |
301 | for (int i = 0; i < 1; i++) |
379 | { |
302 | { |
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303 | // load a entity |
380 | txtprt_parser p; |
304 | txtprt_parser p; |
381 | entity_transform *f = new entity_transform; |
305 | geometry *g; |
382 | entity *e; |
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383 | try |
306 | try |
384 | { |
307 | { |
385 | e = p.read ("test.blasc"); |
308 | g = p.read ("test.blasc"); |
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309 | } |
386 | } catch (txtprt_i_exception & e) |
310 | catch (txtprt_i_exception & e) |
387 | { |
311 | { |
388 | cout << "ERR: " << e.msg << endl; |
312 | cout << "ERR: " << e.msg << endl; |
389 | } |
313 | } |
390 | f->set (e); |
314 | |
391 | f->update (gl_matrix::translation (vec3 (0, -1, -i*5))); |
315 | entity *e = new entity (g); |
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316 | e->move (vec3 (i*5, -3, -i*10)); |
392 | f->show (); |
317 | e->show (); |
393 | } |
318 | } |
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319 | |
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320 | draw_floor (10, -500, -10, -1000); |
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321 | //draw_test_nurb (); |
394 | |
322 | |
395 | camera.orig.x = camera.orig.y = camera.orig.z = 0; |
323 | camera.orig.x = camera.orig.y = camera.orig.z = 0; |
396 | camera.p = point (0, 0, 10); |
324 | camera.p = point (0, 0, 10); |
397 | camera.d = vec3 (0, 0, -1); |
325 | camera.d = vec3 (0, 0, -1); |
398 | camera.u = vec3 (0, 1, 0); |
326 | camera.u = vec3 (0, 1, 0); |
399 | camera.w = w; camera.h = h; |
327 | camera.w = w; camera.h = h; |
400 | camera.fov = 90; |
328 | camera.fov = 35; |
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329 | camera.z_near = 1.; |
401 | |
330 | |
402 | glMatrixMode (GL_MODELVIEW); |
331 | glMatrixMode (GL_MODELVIEW); |
403 | glLoadIdentity (); |
332 | glLoadIdentity (); |
404 | |
333 | |
405 | glEnable (GL_CULL_FACE); |
334 | glEnable (GL_CULL_FACE); |
406 | glEnable (GL_DEPTH_TEST); |
335 | glEnable (GL_DEPTH_TEST); |
407 | shInit(); |
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408 | shSetBackend("arb"); |
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409 | glEnable(GL_VERTEX_PROGRAM_ARB); |
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410 | glEnable(GL_FRAGMENT_PROGRAM_ARB); |
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411 | |
336 | |
412 | init_shaders(); |
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413 | shBind(vsh); |
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414 | shBind(fsh); |
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415 | glShadeModel (GL_SMOOTH); |
337 | glShadeModel (GL_SMOOTH); |
416 | |
338 | |
417 | glEnable (GL_LIGHTING); |
339 | glEnable (GL_LIGHTING); |
418 | //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 }; |
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419 | //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION); |
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420 | //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc); |
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421 | glEnable (GL_LIGHT0); |
340 | glEnable (GL_LIGHT0); |
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341 | |
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342 | cgc = cgCreateContext (); |
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343 | |
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344 | vsh_profile = CG_PROFILE_ARBVP1; |
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345 | //if (cgGLIsProfileSupported (CG_PROFILE_VP30)) vsh_profile = CG_PROFILE_VP30; |
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346 | //if (cgGLIsProfileSupported (CG_PROFILE_VP40)) vsh_profile = CG_PROFILE_VP40; |
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347 | fsh_profile = CG_PROFILE_ARBFP1; |
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348 | //if (cgGLIsProfileSupported (CG_PROFILE_FP30)) fsh_profile = CG_PROFILE_FP30; |
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349 | //if (cgGLIsProfileSupported (CG_PROFILE_FP40)) fsh_profile = CG_PROFILE_FP40; |
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350 | |
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351 | vsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "vsh.cg", vsh_profile, 0, 0); |
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352 | CheckCgError (); |
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353 | cgGLLoadProgram (vsh); |
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354 | CheckCgError (); |
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355 | mv = cgGetNamedParameter (vsh, "WorldProj"); |
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356 | mvp = cgGetNamedParameter (vsh, "WorldViewProj"); |
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357 | lightpos = cgGetNamedParameter (vsh, "LightPos"); |
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358 | CheckCgError (); |
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359 | |
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360 | CGparameter g_Texture; // the texture parameter |
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361 | |
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362 | |
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363 | fsh = cgCreateProgramFromFile (cgc, CG_SOURCE, "fsh.cg", fsh_profile, 0, 0); |
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364 | Texture t("o.jpg"); |
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365 | g_Texture = cgGetNamedParameter(fsh, "Texture"); // the texture cg-warper ;) |
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366 | cgGLSetTextureParameter(g_Texture, t.texture); // Bind the texture number 999 to g_Texture |
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367 | CheckCgError (); |
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368 | cgGLLoadProgram (fsh); |
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369 | CheckCgError (); |
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370 | |
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371 | cgGLBindProgram (vsh); |
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372 | CheckCgError (); |
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373 | cgGLBindProgram (fsh); |
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374 | CheckCgError (); |
422 | |
375 | |
423 | /* Loop until done. */ |
376 | /* Loop until done. */ |
424 | start_time = SDL_GetTicks (); |
377 | start_time = SDL_GetTicks (); |
425 | frames = 0; |
378 | frames = 0; |
426 | |
379 | |
427 | draw_context c (camera); |
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428 | |
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429 | while (!done) |
380 | while (!done) |
430 | { |
381 | { |
431 | GLenum gl_error; |
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432 | char *sdl_error; |
382 | char *sdl_error; |
433 | SDL_Event event; |
383 | SDL_Event event; |
434 | |
384 | |
435 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
385 | camera_angle += 180 * camera_velocity_angle * timer.diff; |
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386 | camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; |
436 | |
387 | |
437 | camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; |
388 | vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); |
438 | camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; |
389 | vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; |
439 | camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff; |
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440 | |
390 | |
441 | GLfloat lightp[4]; |
391 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
442 | lightp[0] = camera.p.x; |
392 | camera.u = cross (camera.d, right); |
443 | lightp[1] = camera.p.y; |
393 | |
444 | lightp[2] = camera.p.z; |
394 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
445 | lightp[3] = 1; |
395 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
446 | glLightfv (GL_LIGHT0, GL_POSITION, lightp); |
396 | |
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397 | cgGLSetParameter4f (lightpos, camera.p.x, camera.p.y, camera.p.z, 1); |
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398 | |
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399 | glBindTexture (GL_TEXTURE_2D, t.texture); |
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400 | cgGLEnableTextureParameter (g_Texture); // Enable the texture parameter |
447 | |
401 | |
448 | #if 0 |
402 | #if 0 |
449 | static GLfloat ry; |
403 | static GLfloat ry; |
450 | ry += 0.001; |
404 | ry += 0.001; |
451 | camera.d.x = cos (ry); |
405 | camera.d.x = cos (ry); |
452 | camera.d.z = sin (ry); |
406 | camera.d.z = sin (ry); |
453 | //camera.d.y = sin (ry * 0.1); |
407 | //camera.d.y = sin (ry * 0.1); |
454 | #endif |
408 | #endif |
455 | |
409 | |
456 | c.mode = draw_context::DEPTH; |
410 | camera.begin (); |
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411 | camera.pass (view::DEPTH); |
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412 | camera.pass (view::LIGHTED); |
457 | camera.draw (c); |
413 | camera.end (); |
458 | c.mode = draw_context::LIGHTED; |
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459 | camera.draw (c); |
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460 | |
414 | |
461 | SDL_GL_SwapBuffers (); |
415 | SDL_GL_SwapBuffers (); |
462 | timer.frame (); |
416 | timer.frame (); |
463 | |
417 | |
464 | /* Check for error conditions. */ |
418 | /* Check for error conditions. */ |
465 | gl_error = glGetError (); |
419 | gl_error = glGetError (); |
466 | |
420 | |
467 | if (gl_error != GL_NO_ERROR) |
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468 | fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
421 | if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
469 | |
422 | |
470 | sdl_error = SDL_GetError (); |
423 | sdl_error = SDL_GetError (); |
471 | |
424 | |
472 | if (sdl_error[0] != '\0') |
425 | if (sdl_error[0] != '\0') |
473 | { |
426 | { |
474 | fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); |
427 | fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); |
475 | SDL_ClearError (); |
428 | SDL_ClearError (); |
476 | } |
429 | } |
477 | |
430 | |
478 | /* Allow the user to see what's happening */ |
431 | /* Allow the user to see what's happening */ |
479 | //SDL_Delay (20); |
432 | //SDL_Delay (40); |
480 | |
433 | |
481 | /* Check if there's a pending event. */ |
434 | /* Check if there's a pending event. */ |
482 | while (SDL_PollEvent (&event)) |
435 | while (SDL_PollEvent (&event)) |
483 | done = HandleEvent (&event); |
436 | done = HandleEvent (&event); |
484 | |
437 | |