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 | |
5 | |
7 | using namespace SH; |
6 | #include "opengl.h" |
8 | |
7 | |
9 | #include "SDL.h" |
8 | #include "SDL.h" |
10 | |
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11 | #include "SDL_opengl.h" |
9 | #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 | |
10 | |
19 | static SDL_Surface *global_image = NULL; |
11 | static SDL_Surface *global_image = NULL; |
20 | static GLuint global_texture = 0; |
12 | static GLuint global_texture = 0; |
21 | |
13 | |
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14 | #include "util.h" |
22 | #include "entity.h" |
15 | #include "entity.h" |
23 | |
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24 | #include "txtprt_import.h" |
16 | #include "txtprt_import.h" |
25 | |
17 | |
26 | /**********************************************************************/ |
18 | /**********************************************************************/ |
27 | |
19 | |
28 | view camera; |
20 | view camera; |
29 | vec3 camera_velocity; |
21 | vec3 camera_velocity; |
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22 | float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2; |
30 | float camera_velocity_factor = 10; |
23 | 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 | |
24 | |
74 | void |
25 | void |
75 | HotKey_ToggleFullScreen (void) |
26 | HotKey_ToggleFullScreen (void) |
76 | { |
27 | { |
77 | SDL_Surface *screen; |
28 | SDL_Surface *screen; |
… | |
… | |
120 | { |
71 | { |
121 | case SDL_ACTIVEEVENT: |
72 | case SDL_ACTIVEEVENT: |
122 | /* See what happened */ |
73 | /* See what happened */ |
123 | printf ("app %s ", event->active.gain ? "gained" : "lost"); |
74 | printf ("app %s ", event->active.gain ? "gained" : "lost"); |
124 | if (event->active.state & SDL_APPACTIVE) |
75 | if (event->active.state & SDL_APPACTIVE) |
125 | { |
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126 | printf ("active "); |
76 | printf ("active "); |
127 | } |
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128 | else if (event->active.state & SDL_APPMOUSEFOCUS) |
77 | else if (event->active.state & SDL_APPMOUSEFOCUS) |
129 | { |
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130 | printf ("mouse "); |
78 | printf ("mouse "); |
131 | } |
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132 | else if (event->active.state & SDL_APPINPUTFOCUS) |
79 | else if (event->active.state & SDL_APPINPUTFOCUS) |
133 | { |
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134 | printf ("input "); |
80 | printf ("input "); |
135 | } |
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136 | |
81 | |
137 | printf ("focus\n"); |
82 | printf ("focus\n"); |
138 | break; |
83 | break; |
139 | |
84 | |
140 | #define VELOCITY 10 |
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141 | case SDL_KEYDOWN: |
85 | case SDL_KEYDOWN: |
142 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
86 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; |
143 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; |
87 | 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++; |
88 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++; |
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89 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--; |
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90 | if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++; |
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91 | if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--; |
146 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; |
92 | if (event->key.keysym.sym == SDLK_e) camera_velocity.y--; |
147 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; |
93 | if (event->key.keysym.sym == SDLK_q) camera_velocity.y++; |
148 | if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; |
94 | 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; |
95 | if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5; |
150 | |
96 | |
151 | if (event->key.keysym.sym == SDLK_ESCAPE) |
97 | if (event->key.keysym.sym == SDLK_ESCAPE) |
152 | done = 1; |
98 | done = 1; |
153 | |
99 | |
154 | if ((event->key.keysym.sym == SDLK_g) && |
100 | if ((event->key.keysym.sym == SDLK_g) && |
… | |
… | |
166 | break; |
112 | break; |
167 | |
113 | |
168 | case SDL_KEYUP: |
114 | case SDL_KEYUP: |
169 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; |
115 | if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; |
170 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
116 | if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; |
171 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; |
117 | if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++; |
172 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; |
118 | if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--; |
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119 | if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--; |
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120 | if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++; |
173 | if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; |
121 | if (event->key.keysym.sym == SDLK_e) camera_velocity.y++; |
174 | if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; |
122 | if (event->key.keysym.sym == SDLK_q) camera_velocity.y--; |
175 | break; |
123 | break; |
176 | |
124 | |
177 | case SDL_QUIT: |
125 | case SDL_QUIT: |
178 | done = 1; |
126 | done = 1; |
179 | break; |
127 | break; |
180 | } |
128 | } |
181 | |
129 | |
182 | return (done); |
130 | return (done); |
183 | } |
131 | } |
184 | |
132 | |
185 | /* Quick utility function for texture creation */ |
133 | 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 | { |
134 | { |
189 | int value = 1; |
135 | int x, z, ry; |
190 | |
136 | |
191 | while (value < input) |
137 | for (x = 0; x < 10; x++) |
192 | { |
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193 | value <<= 1; |
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194 | } |
138 | { |
195 | return value; |
139 | for (z = 0; z < 10; z++) |
196 | } |
140 | { |
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141 | vector<vertex_t2f_n3f_v3f> pts; |
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142 | pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0))); |
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143 | pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1))); |
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144 | pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1))); |
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145 | pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0))); |
197 | |
146 | |
198 | GLuint |
147 | geometry_quads *q = new geometry_quads; |
199 | SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) |
148 | q->m = new simple_material; |
200 | { |
149 | q->set (pts); |
201 | GLuint texture; |
150 | entity *e = new entity (q); |
202 | int w, h; |
151 | e->move (vec3 (dx + x * size, dy, dz + z * size)); |
203 | SDL_Surface *image; |
152 | e->show (); |
204 | SDL_Rect area; |
153 | } |
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 | { |
154 | } |
225 | return 0; |
155 | } |
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156 | |
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157 | void draw_test_nurb () |
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158 | { |
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159 | geometry_nurbs *q = new geometry_nurbs; |
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160 | q->set (); |
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161 | entity *e = new entity (q); |
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162 | e->move (vec3 (10, 3, -4)); |
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163 | e->show (); |
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164 | } |
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165 | |
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166 | void fisch (vec3 center, GLfloat radius, int depth) |
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167 | { |
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168 | entity *planet = new entity (new geometry_sphere (radius)); |
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169 | planet->move (center); |
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170 | planet->show (); |
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171 | |
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172 | if (--depth) |
226 | } |
173 | { |
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174 | GLfloat r2 = radius * .1F; |
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175 | GLfloat r3 = radius + r2; |
227 | |
176 | |
228 | /* Save the alpha blending attributes */ |
177 | fisch (center + vec3 (r3, 0, 0), r2, depth); |
229 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
178 | fisch (center + vec3 (0, 0, r3), r2, depth); |
230 | saved_alpha = surface->format->alpha; |
179 | fisch (center + vec3 (-r3, 0, 0), r2, depth); |
231 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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232 | { |
180 | } |
233 | SDL_SetAlpha (surface, 0, 0); |
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234 | } |
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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 | } |
181 | } |
261 | |
182 | |
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183 | extern void draw_level (); |
262 | int |
184 | int |
263 | RunGLTest (int argc, char *argv[], |
185 | RunGLTest (int argc, char *argv[], |
264 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
186 | int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) |
265 | { |
187 | { |
266 | int i; |
188 | int i; |
267 | int rgb_size[3]; |
189 | int rgb_size[3]; |
268 | int w = 640; |
190 | int w = 640; |
269 | int h = 480; |
191 | int h = 480; |
270 | int done = 0; |
192 | int done = 0; |
271 | int frames; |
193 | int frames; |
272 | Uint32 start_time, this_time; |
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273 | Uint32 video_flags; |
194 | Uint32 video_flags; |
274 | int value; |
195 | int value; |
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196 | GLenum gl_error; |
275 | |
197 | |
276 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
198 | if (SDL_Init (SDL_INIT_VIDEO) < 0) |
277 | { |
199 | { |
278 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
200 | fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); |
279 | exit (1); |
201 | exit (1); |
… | |
… | |
372 | |
294 | |
373 | /* Set the gamma for the window */ |
295 | /* Set the gamma for the window */ |
374 | if (gamma != 0.0) |
296 | if (gamma != 0.0) |
375 | SDL_SetGamma (gamma, gamma, gamma); |
297 | SDL_SetGamma (gamma, gamma, gamma); |
376 | |
298 | |
377 | // load a entity |
299 | entity *planet = new entity (new geometry_sphere (10)); |
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300 | planet->move (vec3 (0, 0, -20)); |
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301 | planet->show (); |
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302 | |
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303 | #if 1 |
378 | for (int i = 0; i < 7; i++) |
304 | for (int i = 0; i < 20; i++) |
379 | { |
305 | { |
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306 | // load a entity |
380 | txtprt_parser p; |
307 | txtprt_parser p; |
381 | entity_transform *f = new entity_transform; |
308 | geometry *g; |
382 | entity *e; |
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383 | try |
309 | try |
384 | { |
310 | { |
385 | e = p.read ("test.blasc"); |
311 | g = p.read ("test.blasc"); |
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312 | } |
386 | } catch (txtprt_i_exception & e) |
313 | catch (txtprt_i_exception & e) |
387 | { |
314 | { |
388 | cout << "ERR: " << e.msg << endl; |
315 | cout << "ERR: " << e.msg << endl; |
389 | } |
316 | } |
390 | f->set (e); |
317 | |
391 | f->update (gl_matrix::translation (vec3 (0, -1, -i*5))); |
318 | entity *e = new entity (g); |
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319 | e->move (vec3 (i*5, -3, -i*10)); |
392 | f->show (); |
320 | e->show (); |
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321 | } |
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322 | |
393 | } |
323 | { |
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324 | fisch (vec3 (0, 0, -2e9), 1e9, 8); |
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325 | //entity *planet = new entity (new geometry_sphere (1e9)); |
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326 | //planet->move (vec3 (0, 0, -1.5e9)); |
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327 | //planet->show (); |
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328 | } |
394 | |
329 | |
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330 | { |
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331 | entity *planet = new entity (new geometry_sphere (4e15)); |
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332 | planet->move (vec3 (0, 0, 1e17)); |
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333 | planet->show (); |
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334 | } |
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335 | |
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336 | draw_floor (10, -500, -10, -1000); |
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337 | draw_level (); |
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338 | //draw_test_nurb (); |
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339 | #endif |
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340 | |
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341 | //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368; |
395 | camera.orig.x = camera.orig.y = camera.orig.z = 0; |
342 | camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0; |
396 | camera.p = point (0, 0, 10); |
343 | camera.p = point (0, 0, 10); |
397 | camera.d = vec3 (0, 0, -1); |
344 | camera.d = vec3 (0, 0, -1); |
398 | camera.u = vec3 (0, 1, 0); |
345 | camera.u = vec3 (0, 1, 0); |
399 | camera.w = w; camera.h = h; |
346 | camera.w = w; camera.h = h; |
400 | camera.fov = 90; |
347 | camera.fov = 40.; |
401 | |
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402 | glMatrixMode (GL_MODELVIEW); |
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403 | glLoadIdentity (); |
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404 | |
348 | |
405 | glEnable (GL_CULL_FACE); |
349 | glEnable (GL_CULL_FACE); |
406 | glEnable (GL_DEPTH_TEST); |
350 | glDisable (GL_ALPHA_TEST); |
407 | shInit(); |
351 | glDisable (GL_BLEND); |
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 | |
352 | |
412 | init_shaders(); |
353 | init_shaders (); |
413 | shBind(vsh); |
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414 | shBind(fsh); |
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415 | glShadeModel (GL_SMOOTH); |
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416 | |
354 | |
417 | glEnable (GL_LIGHTING); |
355 | osama_material osa_mat; |
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); |
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422 | |
356 | |
423 | /* Loop until done. */ |
357 | /* Loop until done. */ |
424 | start_time = SDL_GetTicks (); |
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425 | frames = 0; |
358 | frames = 0; |
426 | |
359 | |
427 | draw_context c (camera); |
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428 | |
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429 | while (!done) |
360 | while (!done) |
430 | { |
361 | { |
431 | GLenum gl_error; |
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432 | char *sdl_error; |
362 | char *sdl_error; |
433 | SDL_Event event; |
363 | SDL_Event event; |
434 | |
364 | |
435 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
365 | camera_angle += 180 * camera_velocity_angle * timer.diff; |
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366 | camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; |
436 | |
367 | |
437 | camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; |
368 | 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; |
369 | 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 | |
370 | |
441 | GLfloat lightp[4]; |
371 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
442 | lightp[0] = camera.p.x; |
372 | camera.u = cross (camera.d, right); |
443 | lightp[1] = camera.p.y; |
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444 | lightp[2] = camera.p.z; |
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445 | lightp[3] = 1; |
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446 | glLightfv (GL_LIGHT0, GL_POSITION, lightp); |
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447 | |
373 | |
448 | #if 0 |
374 | camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z; |
449 | static GLfloat ry; |
375 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
450 | ry += 0.001; |
376 | |
451 | camera.d.x = cos (ry); |
377 | osa_mat.begin (); |
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378 | |
452 | camera.d.z = sin (ry); |
379 | camera.begin (); |
453 | //camera.d.y = sin (ry * 0.1); |
380 | camera.render (view::DEPTH); |
454 | #endif |
381 | camera.render (view::POSTDEPTH); |
455 | |
382 | camera.render (view::LIGHTED); |
456 | c.mode = draw_context::DEPTH; |
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457 | camera.draw (c); |
383 | camera.end (); |
458 | c.mode = draw_context::LIGHTED; |
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459 | camera.draw (c); |
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460 | |
384 | |
461 | SDL_GL_SwapBuffers (); |
385 | SDL_GL_SwapBuffers (); |
462 | timer.frame (); |
386 | timer.frame (); |
463 | |
387 | |
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388 | osa_mat.end (); |
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389 | |
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390 | #if 0 |
464 | /* Check for error conditions. */ |
391 | /* Check for error conditions. */ |
465 | gl_error = glGetError (); |
392 | gl_error = glGetError (); |
466 | |
393 | |
467 | if (gl_error != GL_NO_ERROR) |
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468 | fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
394 | if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); |
469 | |
395 | |
470 | sdl_error = SDL_GetError (); |
396 | sdl_error = SDL_GetError (); |
471 | |
397 | |
472 | if (sdl_error[0] != '\0') |
398 | if (sdl_error[0] != '\0') |
473 | { |
399 | { |
474 | fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); |
400 | fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); |
475 | SDL_ClearError (); |
401 | SDL_ClearError (); |
476 | } |
402 | } |
477 | |
403 | |
478 | /* Allow the user to see what's happening */ |
404 | /* Allow the user to see what's happening */ |
479 | //SDL_Delay (20); |
405 | //SDL_Delay (40); |
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|
406 | #endif |
480 | |
407 | |
481 | /* Check if there's a pending event. */ |
408 | /* Check if there's a pending event. */ |
482 | while (SDL_PollEvent (&event)) |
409 | while (SDL_PollEvent (&event)) |
483 | done = HandleEvent (&event); |
410 | done = HandleEvent (&event); |
484 | |
411 | |
485 | |
412 | |
486 | ++frames; |
413 | ++frames; |
487 | } |
414 | } |
488 | |
415 | |
489 | /* Print out the frames per second */ |
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490 | this_time = SDL_GetTicks (); |
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491 | if (this_time != start_time) |
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492 | { |
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493 | printf ("%2.2f FPS\n", |
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494 | ((float) frames / (this_time - start_time)) * 1000.0); |
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495 | } |
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496 | |
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|
497 | if (global_image) |
416 | if (global_image) |
498 | { |
417 | { |
499 | SDL_FreeSurface (global_image); |
418 | SDL_FreeSurface (global_image); |
500 | global_image = NULL; |
419 | global_image = NULL; |
501 | } |
420 | } |
… | |
… | |
507 | |
426 | |
508 | /* Destroy our GL context, etc. */ |
427 | /* Destroy our GL context, etc. */ |
509 | SDL_Quit (); |
428 | SDL_Quit (); |
510 | return (0); |
429 | return (0); |
511 | } |
430 | } |
512 | |
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513 | int |
431 | int |
514 | main (int argc, char *argv[]) |
432 | main (int argc, char *argv[]) |
515 | { |
433 | { |
516 | int i, logo; |
434 | int i, logo; |
517 | int numtests; |
435 | int numtests; |
… | |
… | |
519 | int slowly; |
437 | int slowly; |
520 | float gamma = 0.0; |
438 | float gamma = 0.0; |
521 | int noframe = 0; |
439 | int noframe = 0; |
522 | int fsaa = 0; |
440 | int fsaa = 0; |
523 | |
441 | |
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|
442 | shader::debdebdebdebug ();//D |
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443 | |
524 | logo = 0; |
444 | logo = 0; |
525 | slowly = 0; |
445 | slowly = 0; |
526 | numtests = 1; |
446 | numtests = 1; |
527 | for (i = 1; argv[i]; ++i) |
447 | for (i = 1; argv[i]; ++i) |
528 | { |
448 | { |