ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/libgender/test.C
(Generate patch)

Comparing libgender/test.C (file contents):
Revision 1.19 by root, Mon Oct 4 11:44:56 2004 UTC vs.
Revision 1.84 by root, Sat Nov 6 00:44:50 2004 UTC

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 5
6#include "opengl.h"
7
6#include "SDL.h" 8#include "SDL.h"
7
8#include "SDL_opengl.h" 9#include "SDL_opengl.h"
9
10/* Undefine this if you want a flat cube instead of a rainbow cube */
11#define SHADED_CUBE
12
13/* Define this to be the name of the logo image to use with -logo */
14#define LOGO_FILE "icon.bmp"
15 10
16static SDL_Surface *global_image = NULL; 11static SDL_Surface *global_image = NULL;
17static GLuint global_texture = 0; 12static GLuint global_texture = 0;
18 13
14#include "util.h"
19#include "entity.h" 15#include "entity.h"
20
21#include "txtprt_import.h" 16#include "txtprt_import.h"
17
18bool doom3parse (const char *f);
19
20#include "shader.h"
22 21
23/**********************************************************************/ 22/**********************************************************************/
24 23
25view camera; 24view camera;
26vec3 camera_velocity; 25vec3 camera_velocity;
26float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
27int camera_velocity_factor = 10; 27float camera_velocity_factor = 80;
28 28
29void 29void
30HotKey_ToggleFullScreen (void) 30HotKey_ToggleFullScreen (void)
31{ 31{
32 SDL_Surface *screen; 32 SDL_Surface *screen;
33 33
34 screen = SDL_GetVideoSurface (); 34 screen = SDL_GetVideoSurface ();
35
35 if (SDL_WM_ToggleFullScreen (screen)) 36 if (SDL_WM_ToggleFullScreen (screen))
36 printf ("Toggled fullscreen mode - now %s\n", 37 printf ("Toggled fullscreen mode - now %s\n",
37 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); 38 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed");
38 else 39 else
39 printf ("Unable to toggle fullscreen mode\n"); 40 printf ("Unable to toggle fullscreen mode\n");
44{ 45{
45 SDL_GrabMode mode; 46 SDL_GrabMode mode;
46 47
47 printf ("Ctrl-G: toggling input grab!\n"); 48 printf ("Ctrl-G: toggling input grab!\n");
48 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); 49 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY);
50
49 if (mode == SDL_GRAB_ON) 51 if (mode == SDL_GRAB_ON)
50 printf ("Grab was on\n"); 52 printf ("Grab was on\n");
51 else 53 else
52 printf ("Grab was off\n"); 54 printf ("Grab was off\n");
53 55
54 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); 56 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON);
57
55 if (mode == SDL_GRAB_ON) 58 if (mode == SDL_GRAB_ON)
56 printf ("Grab is now on\n"); 59 printf ("Grab is now on\n");
57 else 60 else
58 printf ("Grab is now off\n"); 61 printf ("Grab is now off\n");
59} 62}
69HandleEvent (SDL_Event * event) 72HandleEvent (SDL_Event * event)
70{ 73{
71 int done; 74 int done;
72 75
73 done = 0; 76 done = 0;
77
74 switch (event->type) 78 switch (event->type)
75 { 79 {
76 case SDL_ACTIVEEVENT: 80 case SDL_ACTIVEEVENT:
77 /* See what happened */ 81 /* See what happened */
78 printf ("app %s ", event->active.gain ? "gained" : "lost"); 82 printf ("app %s ", event->active.gain ? "gained" : "lost");
79 if (event->active.state & SDL_APPACTIVE) 83 if (event->active.state & SDL_APPACTIVE)
80 {
81 printf ("active "); 84 printf ("active ");
82 }
83 else if (event->active.state & SDL_APPMOUSEFOCUS) 85 else if (event->active.state & SDL_APPMOUSEFOCUS)
84 {
85 printf ("mouse "); 86 printf ("mouse ");
86 }
87 else if (event->active.state & SDL_APPINPUTFOCUS) 87 else if (event->active.state & SDL_APPINPUTFOCUS)
88 {
89 printf ("input "); 88 printf ("input ");
90 }
91 89
92 printf ("focus\n"); 90 printf ("focus\n");
93 break; 91 break;
94 92
95#define VELOCITY 10
96 case SDL_KEYDOWN: 93 case SDL_KEYDOWN:
97 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; 94 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--;
98 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; 95 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++;
99 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x--;
100 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x++; 96 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++;
97 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--;
98 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++;
99 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--;
101 if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; 100 if (event->key.keysym.sym == SDLK_e) camera_velocity.y--;
102 if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; 101 if (event->key.keysym.sym == SDLK_q) camera_velocity.y++;
103 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; 102 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5;
104 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; 103 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5;
105 104
106 if (event->key.keysym.sym == SDLK_ESCAPE) 105 if (event->key.keysym.sym == SDLK_ESCAPE)
107 done = 1; 106 done = 1;
108 107
109 if ((event->key.keysym.sym == SDLK_g) && 108 if ((event->key.keysym.sym == SDLK_g) &&
121 break; 120 break;
122 121
123 case SDL_KEYUP: 122 case SDL_KEYUP:
124 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; 123 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++;
125 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; 124 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--;
126 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; 125 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++;
127 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; 126 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--;
127 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--;
128 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++;
128 if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; 129 if (event->key.keysym.sym == SDLK_e) camera_velocity.y++;
129 if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; 130 if (event->key.keysym.sym == SDLK_q) camera_velocity.y--;
130 break; 131 break;
131 132
132 case SDL_QUIT: 133 case SDL_QUIT:
133 done = 1; 134 done = 1;
134 break; 135 break;
135 } 136 }
136 137
137 return (done); 138 return (done);
138} 139}
139 140
140/* Quick utility function for texture creation */ 141void draw_floor (int size, int dx, int dy, int dz)
141static int
142power_of_two (int input)
143{ 142{
144 int value = 1; 143 int x, z, ry;
145 144
146 while (value < input) 145 for (x = 0; x < 10; x++)
147 {
148 value <<= 1;
149 } 146 {
150 return value; 147 for (z = 0; z < 10; z++)
151} 148 {
149 vector<vertex_t2f_n3f_v3f> pts;
150 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0)));
151 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
152 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
153 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
152 154
153GLuint 155 geometry_quads *q = new geometry_quads;
154SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) 156 //q->m = new simple_material;
155{ 157 q->set (pts);
156 GLuint texture; 158 entity *e = new entity (q);
157 int w, h; 159 e->move (vec3 (dx + x * size, dy, dz + z * size));
158 SDL_Surface *image; 160 e->show ();
159 SDL_Rect area; 161 }
160 Uint32 saved_flags;
161 Uint8 saved_alpha;
162
163 /* Use the surface width and height expanded to powers of 2 */
164 w = power_of_two (surface->w);
165 h = power_of_two (surface->h);
166 texcoord[0] = 0.0f; /* Min X */
167 texcoord[1] = 0.0f; /* Min Y */
168 texcoord[2] = (GLfloat) surface->w / w; /* Max X */
169 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
170
171 image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32,
172#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
173 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
174#else
175 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
176#endif
177 );
178 if (image == NULL)
179 { 162 }
180 return 0; 163}
164
165void draw_test_nurb ()
166{
167 geometry_nurbs *q = new geometry_nurbs;
168 q->set ();
169 entity *e = new entity (q);
170 e->move (vec3 (10, 3, -4));
171 e->show ();
172}
173
174void fisch (vec3 center, GLfloat radius, int depth)
175{
176 entity *planet = new entity (new geometry_sphere (testmat, radius));
177 planet->move (center);
178 planet->show ();
179
180 if (--depth)
181 } 181 {
182 GLfloat r2 = radius * .1F;
183 GLfloat r3 = radius + r2;
182 184
183 /* Save the alpha blending attributes */ 185 fisch (center + vec3 (r3, 0, 0), r2, depth);
184 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 186 fisch (center + vec3 (0, 0, r3), r2, depth);
185 saved_alpha = surface->format->alpha; 187 fisch (center + vec3 (-r3, 0, 0), r2, depth);
186 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
187 { 188 }
188 SDL_SetAlpha (surface, 0, 0);
189 }
190
191 /* Copy the surface into the GL texture image */
192 area.x = 0;
193 area.y = 0;
194 area.w = surface->w;
195 area.h = surface->h;
196 SDL_BlitSurface (surface, &area, image, &area);
197
198 /* Restore the alpha blending attributes */
199 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
200 {
201 SDL_SetAlpha (surface, saved_flags, saved_alpha);
202 }
203
204 /* Create an OpenGL texture for the image */
205 glGenTextures (1, &texture);
206 glBindTexture (GL_TEXTURE_2D, texture);
207 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
208 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
209 glTexImage2D (GL_TEXTURE_2D,
210 0,
211 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
212 SDL_FreeSurface (image); /* No longer needed */
213
214 return texture;
215} 189}
216 190
191extern void draw_level ();
217int 192int
218RunGLTest (int argc, char *argv[], 193RunGLTest (int argc, char *argv[],
219 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) 194 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa)
220{ 195{
221 int i; 196 int i;
222 int rgb_size[3]; 197 int rgb_size[3];
223 int w = 640; 198 int w = 640;
224 int h = 480; 199 int h = 480;
225 int done = 0; 200 int done = 0;
226 int frames; 201 int frames;
227 Uint32 start_time, this_time;
228 Uint32 video_flags; 202 Uint32 video_flags;
229 int value; 203 int value;
204 GLenum gl_error;
230 205
231 if (SDL_Init (SDL_INIT_VIDEO) < 0) 206 if (SDL_Init (SDL_INIT_VIDEO) < 0)
232 { 207 {
233 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); 208 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
234 exit (1); 209 exit (1);
276 } 251 }
277 252
278 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 253 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
279 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 254 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
280 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 255 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
281 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 256 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
282 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 257 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
283 258
284 if (fsaa) 259 if (fsaa)
285 { 260 {
286 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); 261 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
292 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); 267 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ());
293 SDL_Quit (); 268 SDL_Quit ();
294 exit (1); 269 exit (1);
295 } 270 }
296 271
297 printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); 272 //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel);
298 printf ("\n"); 273 //printf ("\n");
299 printf ("Vendor : %s\n", glGetString (GL_VENDOR)); 274 //printf ("Vendor : %s\n", glGetString (GL_VENDOR));
300 printf ("Renderer : %s\n", glGetString (GL_RENDERER)); 275 //printf ("Renderer : %s\n", glGetString (GL_RENDERER));
301 printf ("Version : %s\n", glGetString (GL_VERSION)); 276 //printf ("Version : %s\n", glGetString (GL_VERSION));
302 printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); 277 //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS));
303 printf ("\n"); 278 printf ("\n");
304 279
305 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); 280 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value);
306 printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); 281 printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value);
307 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); 282 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value);
327 302
328 /* Set the gamma for the window */ 303 /* Set the gamma for the window */
329 if (gamma != 0.0) 304 if (gamma != 0.0)
330 SDL_SetGamma (gamma, gamma, gamma); 305 SDL_SetGamma (gamma, gamma, gamma);
331 306
332 // load a entity 307
308
309 testmat = new test_material;
310
311 entity *planet = new entity (new geometry_sphere (testmat, 10));
312 planet->move (vec3 (0, 0, -20));
313 planet->show ();
314
315 //doom3parse ("test.proc");
316
333 for (int i = 0; i < 7; i++) 317 for (int i = 0; i < 20; i++)
334 { 318 {
319 // load a entity
335 txtprt_parser p; 320 txtprt_parser p;
336 entity_transform *f = new entity_transform; 321 geometry *g;
337 entity *e;
338 try 322 try
339 { 323 {
340 e = p.read ("test.blasc"); 324 g = p.read ("test.blasc");
325 }
341 } catch (txtprt_i_exception & e) 326 catch (txtprt_i_exception & e)
342 { 327 {
343 cout << "ERR: " << e.msg << endl; 328 cout << "ERR: " << e.msg << endl;
344 } 329 }
345 f->set (e); 330
346 f->m.translate (vec3 (0, -1, -i*5)); 331 entity *e = new entity (g);
332 e->move (vec3 (i*5, -3, -i*10));
347 f->show (); 333 e->show ();
334 }
335
348 } 336 {
337 fisch (vec3 (0, 0, -2e9), 1e9, 8);
338 //entity *planet = new entity (new geometry_sphere (1e9));
339 //planet->move (vec3 (0, 0, -1.5e9));
340 //planet->show ();
341 }
349 342
343 {
344 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
345 planet->move (vec3 (0, 0, 1e17));
346 planet->show ();
347 }
348
349 //draw_floor (10, -500, -10, -1000);
350 draw_level ();
351
352
353#if 0
354 {
355 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.);
356 entity *e = new entity (hf);
357 e->move (vec3 (-100000, -100000 * 0.01, -100000));
358 e->show ();
359 }
360#endif
361
362 //draw_test_nurb ();
363
364 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
350 camera.orig.x = camera.orig.y = camera.orig.z = 0; 365 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
351 camera.p = point (0, 0, 10); 366 camera.p = point (0, 0, 10);
352 camera.d = vec3 (0, 0, -1); 367 camera.d = vec3 (0, 0, -1);
353 camera.u = vec3 (0, 1, 0); 368 camera.u = vec3 (0, 1, 0);
354 camera.w = w; camera.h = h; 369 camera.w = w; camera.h = h;
355 camera.fov = 90; 370 camera.fov = 40.;
356
357 glMatrixMode (GL_MODELVIEW);
358 glLoadIdentity ();
359 371
360 glEnable (GL_CULL_FACE); 372 glEnable (GL_CULL_FACE);
361 glEnable (GL_DEPTH_TEST); 373 glDisable (GL_ALPHA_TEST);
362 glShadeModel (GL_SMOOTH); 374 glDisable (GL_BLEND);
363
364 glEnable (GL_LIGHTING);
365 //GLfloat lightc[4] = { 1, 0.1, 0.1, 1 };
366 //glLightf (GL_LIGHT0, GL_QUADRATIC_ATTENUATION);
367 //glLightfv (GL_LIGHT0, GL_DIFFUSE, lightc);
368 glEnable (GL_LIGHT0);
369 375
370 /* Loop until done. */ 376 /* Loop until done. */
371 start_time = SDL_GetTicks ();
372 frames = 0; 377 frames = 0;
373 378
374 draw_context c (camera); 379 linear_light mylight;
380 mylight.radius = 100000;
381 mylight.c = colour (1., 1, 1, 1.);
382 mylight.intensity = 1.F;
383
384 pass pass_light (&mylight);
375 385
376 while (!done) 386 while (!done)
377 { 387 {
378 GLenum gl_error;
379 char *sdl_error; 388 char *sdl_error;
380 SDL_Event event; 389 SDL_Event event;
381 390
382 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 391 camera_angle += 180 * camera_velocity_angle * timer.diff;
392 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff;
383 393
384 camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; 394 vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1);
385 camera.p.y += (camera_velocity_factor * camera_velocity.y) * timer.diff; 395 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
386 camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff;
387 396
388 GLfloat lightp[4]; 397 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
398 camera.u = cross (camera.d, right);
399
400 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
401 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
402
403 mylight.orig = camera.orig;
389 lightp[0] = camera.p.x; 404 mylight.p = camera.p;
390 lightp[1] = camera.p.y;
391 lightp[2] = camera.p.z;
392 lightp[3] = 1;
393 glLightfv (GL_LIGHT0, GL_POSITION, lightp);
394 405
395#if 0 406 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
396 static GLfloat ry; 407
397 ry += 0.001;
398 camera.d.x = cos (ry);
399 camera.d.z = sin (ry); 408 camera.begin ();
400 //camera.d.y = sin (ry * 0.1); 409 camera.render (view::DEPTH, pass_depth);
401#endif 410 camera.render (view::POSTDEPTH, pass_depth);
402 411 camera.render (view::LIGHTED, pass_light);
403 c.mode = draw_context::DEPTH;
404 camera.draw (c); 412 camera.end ();
405 c.mode = draw_context::LIGHTED;
406 camera.draw (c);
407 413
408 SDL_GL_SwapBuffers (); 414 SDL_GL_SwapBuffers ();
409 timer.frame (); 415 timer.frame ();
410 416
417#if 0
411 /* Check for error conditions. */ 418 /* Check for error conditions. */
412 gl_error = glGetError (); 419 gl_error = glGetError ();
413 420
414 if (gl_error != GL_NO_ERROR)
415 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);
416 422
417 sdl_error = SDL_GetError (); 423 sdl_error = SDL_GetError ();
418 424
419 if (sdl_error[0] != '\0') 425 if (sdl_error[0] != '\0')
420 { 426 {
421 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); 427 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error);
422 SDL_ClearError (); 428 SDL_ClearError ();
423 } 429 }
424 430
425 /* Allow the user to see what's happening */ 431 /* Allow the user to see what's happening */
426 //SDL_Delay (20); 432 //SDL_Delay (40);
433#endif
427 434
428 /* Check if there's a pending event. */ 435 /* Check if there's a pending event. */
429 while (SDL_PollEvent (&event)) 436 while (SDL_PollEvent (&event))
430 done = HandleEvent (&event); 437 done = HandleEvent (&event);
431 438
432 ++frames; 439 ++frames;
433 } 440 }
434 441
435 /* Print out the frames per second */
436 this_time = SDL_GetTicks ();
437 if (this_time != start_time)
438 {
439 printf ("%2.2f FPS\n",
440 ((float) frames / (this_time - start_time)) * 1000.0);
441 }
442
443 if (global_image) 442 if (global_image)
444 { 443 {
445 SDL_FreeSurface (global_image); 444 SDL_FreeSurface (global_image);
446 global_image = NULL; 445 global_image = NULL;
447 } 446 }
447
448 if (global_texture) 448 if (global_texture)
449 { 449 {
450 glDeleteTextures (1, &global_texture); 450 glDeleteTextures (1, &global_texture);
451 global_texture = 0; 451 global_texture = 0;
452 } 452 }
453 453
454 /* Destroy our GL context, etc. */ 454 /* Destroy our GL context, etc. */
455 SDL_Quit (); 455 SDL_Quit ();
456 return (0); 456 return (0);
457} 457}
458
459int 458int
460main (int argc, char *argv[]) 459main (int argc, char *argv[])
461{ 460{
462 int i, logo; 461 int i, logo;
463 int numtests; 462 int numtests;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines