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Comparing libgender/test.C (file contents):
Revision 1.20 by root, Mon Oct 4 16:03:49 2004 UTC vs.
Revision 1.82 by root, Thu Nov 4 15:43:53 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
18#include "shader.h"
22 19
23/**********************************************************************/ 20/**********************************************************************/
24 21
25view camera; 22view camera;
26vec3 camera_velocity; 23vec3 camera_velocity;
24float camera_angle, camera_angle2, camera_velocity_angle, camera_velocity_angle2;
27float camera_velocity_factor = 10; 25float camera_velocity_factor = 80;
28 26
29void 27void
30HotKey_ToggleFullScreen (void) 28HotKey_ToggleFullScreen (void)
31{ 29{
32 SDL_Surface *screen; 30 SDL_Surface *screen;
33 31
34 screen = SDL_GetVideoSurface (); 32 screen = SDL_GetVideoSurface ();
33
35 if (SDL_WM_ToggleFullScreen (screen)) 34 if (SDL_WM_ToggleFullScreen (screen))
36 printf ("Toggled fullscreen mode - now %s\n", 35 printf ("Toggled fullscreen mode - now %s\n",
37 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); 36 (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed");
38 else 37 else
39 printf ("Unable to toggle fullscreen mode\n"); 38 printf ("Unable to toggle fullscreen mode\n");
44{ 43{
45 SDL_GrabMode mode; 44 SDL_GrabMode mode;
46 45
47 printf ("Ctrl-G: toggling input grab!\n"); 46 printf ("Ctrl-G: toggling input grab!\n");
48 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); 47 mode = SDL_WM_GrabInput (SDL_GRAB_QUERY);
48
49 if (mode == SDL_GRAB_ON) 49 if (mode == SDL_GRAB_ON)
50 printf ("Grab was on\n"); 50 printf ("Grab was on\n");
51 else 51 else
52 printf ("Grab was off\n"); 52 printf ("Grab was off\n");
53 53
54 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); 54 mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON);
55
55 if (mode == SDL_GRAB_ON) 56 if (mode == SDL_GRAB_ON)
56 printf ("Grab is now on\n"); 57 printf ("Grab is now on\n");
57 else 58 else
58 printf ("Grab is now off\n"); 59 printf ("Grab is now off\n");
59} 60}
69HandleEvent (SDL_Event * event) 70HandleEvent (SDL_Event * event)
70{ 71{
71 int done; 72 int done;
72 73
73 done = 0; 74 done = 0;
75
74 switch (event->type) 76 switch (event->type)
75 { 77 {
76 case SDL_ACTIVEEVENT: 78 case SDL_ACTIVEEVENT:
77 /* See what happened */ 79 /* See what happened */
78 printf ("app %s ", event->active.gain ? "gained" : "lost"); 80 printf ("app %s ", event->active.gain ? "gained" : "lost");
79 if (event->active.state & SDL_APPACTIVE) 81 if (event->active.state & SDL_APPACTIVE)
80 {
81 printf ("active "); 82 printf ("active ");
82 }
83 else if (event->active.state & SDL_APPMOUSEFOCUS) 83 else if (event->active.state & SDL_APPMOUSEFOCUS)
84 {
85 printf ("mouse "); 84 printf ("mouse ");
86 }
87 else if (event->active.state & SDL_APPINPUTFOCUS) 85 else if (event->active.state & SDL_APPINPUTFOCUS)
88 {
89 printf ("input "); 86 printf ("input ");
90 }
91 87
92 printf ("focus\n"); 88 printf ("focus\n");
93 break; 89 break;
94 90
95#define VELOCITY 10
96 case SDL_KEYDOWN: 91 case SDL_KEYDOWN:
97 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--; 92 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z--;
98 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z++; 93 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++; 94 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle++;
95 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle--;
96 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2++;
97 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2--;
101 if (event->key.keysym.sym == SDLK_a) camera_velocity.y--; 98 if (event->key.keysym.sym == SDLK_e) camera_velocity.y--;
102 if (event->key.keysym.sym == SDLK_s) camera_velocity.y++; 99 if (event->key.keysym.sym == SDLK_q) camera_velocity.y++;
103 if (event->key.keysym.sym == SDLK_v) camera_velocity_factor *= 1.5; 100 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; 101 if (event->key.keysym.sym == SDLK_b) camera_velocity_factor /= 1.5;
105 102
106 if (event->key.keysym.sym == SDLK_ESCAPE) 103 if (event->key.keysym.sym == SDLK_ESCAPE)
107 done = 1; 104 done = 1;
108 105
109 if ((event->key.keysym.sym == SDLK_g) && 106 if ((event->key.keysym.sym == SDLK_g) &&
121 break; 118 break;
122 119
123 case SDL_KEYUP: 120 case SDL_KEYUP:
124 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++; 121 if (event->key.keysym.sym == SDLK_UP) camera_velocity.z++;
125 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--; 122 if (event->key.keysym.sym == SDLK_DOWN) camera_velocity.z--;
126 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity.x++; 123 if (event->key.keysym.sym == SDLK_LEFT) camera_velocity_angle++;
127 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity.x--; 124 if (event->key.keysym.sym == SDLK_RIGHT) camera_velocity_angle--;
125 if (event->key.keysym.sym == SDLK_PAGEUP) camera_velocity_angle2--;
126 if (event->key.keysym.sym == SDLK_PAGEDOWN) camera_velocity_angle2++;
128 if (event->key.keysym.sym == SDLK_a) camera_velocity.y++; 127 if (event->key.keysym.sym == SDLK_e) camera_velocity.y++;
129 if (event->key.keysym.sym == SDLK_s) camera_velocity.y--; 128 if (event->key.keysym.sym == SDLK_q) camera_velocity.y--;
130 break; 129 break;
131 130
132 case SDL_QUIT: 131 case SDL_QUIT:
133 done = 1; 132 done = 1;
134 break; 133 break;
135 } 134 }
136 135
137 return (done); 136 return (done);
138} 137}
139 138
140/* Quick utility function for texture creation */ 139void draw_floor (int size, int dx, int dy, int dz)
141static int
142power_of_two (int input)
143{ 140{
144 int value = 1; 141 int x, z, ry;
145 142
146 while (value < input) 143 for (x = 0; x < 10; x++)
147 {
148 value <<= 1;
149 } 144 {
150 return value; 145 for (z = 0; z < 10; z++)
151} 146 {
147 vector<vertex_t2f_n3f_v3f> pts;
148 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, 0), vec3 (0, 1, 0), tex2 (0, 0)));
149 pts.push_back (vertex_t2f_n3f_v3f (point ( 0, 0, size), vec3 (0, 1, 0), tex2 (0, 1)));
150 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, size), vec3 (0, 1, 0), tex2 (1, 1)));
151 pts.push_back (vertex_t2f_n3f_v3f (point (size, 0, 0), vec3 (0, 1, 0), tex2 (1, 0)));
152 152
153GLuint 153 geometry_quads *q = new geometry_quads;
154SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) 154 //q->m = new simple_material;
155{ 155 q->set (pts);
156 GLuint texture; 156 entity *e = new entity (q);
157 int w, h; 157 e->move (vec3 (dx + x * size, dy, dz + z * size));
158 SDL_Surface *image; 158 e->show ();
159 SDL_Rect area; 159 }
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 { 160 }
180 return 0; 161}
162
163void draw_test_nurb ()
164{
165 geometry_nurbs *q = new geometry_nurbs;
166 q->set ();
167 entity *e = new entity (q);
168 e->move (vec3 (10, 3, -4));
169 e->show ();
170}
171
172void fisch (vec3 center, GLfloat radius, int depth)
173{
174 entity *planet = new entity (new geometry_sphere (testmat, radius));
175 planet->move (center);
176 planet->show ();
177
178 if (--depth)
181 } 179 {
180 GLfloat r2 = radius * .1F;
181 GLfloat r3 = radius + r2;
182 182
183 /* Save the alpha blending attributes */ 183 fisch (center + vec3 (r3, 0, 0), r2, depth);
184 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); 184 fisch (center + vec3 (0, 0, r3), r2, depth);
185 saved_alpha = surface->format->alpha; 185 fisch (center + vec3 (-r3, 0, 0), r2, depth);
186 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
187 { 186 }
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} 187}
216 188
189extern void draw_level ();
217int 190int
218RunGLTest (int argc, char *argv[], 191RunGLTest (int argc, char *argv[],
219 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) 192 int logo, int slowly, int bpp, float gamma, int noframe, int fsaa)
220{ 193{
221 int i; 194 int i;
222 int rgb_size[3]; 195 int rgb_size[3];
223 int w = 640; 196 int w = 640;
224 int h = 480; 197 int h = 480;
225 int done = 0; 198 int done = 0;
226 int frames; 199 int frames;
227 Uint32 start_time, this_time;
228 Uint32 video_flags; 200 Uint32 video_flags;
229 int value; 201 int value;
202 GLenum gl_error;
230 203
231 if (SDL_Init (SDL_INIT_VIDEO) < 0) 204 if (SDL_Init (SDL_INIT_VIDEO) < 0)
232 { 205 {
233 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); 206 fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
234 exit (1); 207 exit (1);
276 } 249 }
277 250
278 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); 251 SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]);
279 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); 252 SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]);
280 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); 253 SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]);
281 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); 254 SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24);
282 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 255 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
283 256
284 if (fsaa) 257 if (fsaa)
285 { 258 {
286 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); 259 SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
292 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); 265 fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ());
293 SDL_Quit (); 266 SDL_Quit ();
294 exit (1); 267 exit (1);
295 } 268 }
296 269
297 printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); 270 //printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel);
298 printf ("\n"); 271 //printf ("\n");
299 printf ("Vendor : %s\n", glGetString (GL_VENDOR)); 272 //printf ("Vendor : %s\n", glGetString (GL_VENDOR));
300 printf ("Renderer : %s\n", glGetString (GL_RENDERER)); 273 //printf ("Renderer : %s\n", glGetString (GL_RENDERER));
301 printf ("Version : %s\n", glGetString (GL_VERSION)); 274 //printf ("Version : %s\n", glGetString (GL_VERSION));
302 printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); 275 //printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS));
303 printf ("\n"); 276 printf ("\n");
304 277
305 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); 278 SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value);
306 printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); 279 printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value);
307 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); 280 SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value);
327 300
328 /* Set the gamma for the window */ 301 /* Set the gamma for the window */
329 if (gamma != 0.0) 302 if (gamma != 0.0)
330 SDL_SetGamma (gamma, gamma, gamma); 303 SDL_SetGamma (gamma, gamma, gamma);
331 304
332 // load a entity 305 testmat = new test_material;
306
307 entity *planet = new entity (new geometry_sphere (testmat, 10));
308 planet->move (vec3 (0, 0, -20));
309 planet->show ();
310
333 for (int i = 0; i < 7; i++) 311 for (int i = 0; i < 20; i++)
334 { 312 {
313 // load a entity
335 txtprt_parser p; 314 txtprt_parser p;
336 entity_transform *f = new entity_transform; 315 geometry *g;
337 entity *e;
338 try 316 try
339 { 317 {
340 e = p.read ("test.blasc"); 318 g = p.read ("test.blasc");
319 }
341 } catch (txtprt_i_exception & e) 320 catch (txtprt_i_exception & e)
342 { 321 {
343 cout << "ERR: " << e.msg << endl; 322 cout << "ERR: " << e.msg << endl;
344 } 323 }
345 f->set (e); 324
346 f->m.translate (vec3 (0, -1, -i*5)); 325 entity *e = new entity (g);
326 e->move (vec3 (i*5, -3, -i*10));
347 f->show (); 327 e->show ();
328 }
329
348 } 330 {
331 fisch (vec3 (0, 0, -2e9), 1e9, 8);
332 //entity *planet = new entity (new geometry_sphere (1e9));
333 //planet->move (vec3 (0, 0, -1.5e9));
334 //planet->show ();
335 }
349 336
337 {
338 entity *planet = new entity (new geometry_sphere (testmat, 4e15));
339 planet->move (vec3 (0, 0, 1e17));
340 planet->show ();
341 }
342
343 //draw_floor (10, -500, -10, -1000);
344 draw_level ();
345
346
347 {
348 geometry_heightfield *hf = new geometry_heightfield (100000., 100000.);
349 entity *e = new entity (hf);
350 e->move (vec3 (-100000, -100000 * 0.01, -100000));
351 e->show ();
352 }
353
354 //draw_test_nurb ();
355
356 //camera.orig.x = 108; camera.orig.y = 0; camera.orig.z = -368;
350 camera.orig.x = camera.orig.y = camera.orig.z = 0; 357 camera.orig.x = 0; camera.orig.y = 0; camera.orig.z = 0;
351 camera.p = point (0, 0, 10); 358 camera.p = point (0, 0, 10);
352 camera.d = vec3 (0, 0, -1); 359 camera.d = vec3 (0, 0, -1);
353 camera.u = vec3 (0, 1, 0); 360 camera.u = vec3 (0, 1, 0);
354 camera.w = w; camera.h = h; 361 camera.w = w; camera.h = h;
355 camera.fov = 90; 362 camera.fov = 40.;
356
357 glMatrixMode (GL_MODELVIEW);
358 glLoadIdentity ();
359 363
360 glEnable (GL_CULL_FACE); 364 glEnable (GL_CULL_FACE);
361 glEnable (GL_DEPTH_TEST); 365 glDisable (GL_ALPHA_TEST);
362 glShadeModel (GL_SMOOTH); 366 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);
369 367
370 /* Loop until done. */ 368 /* Loop until done. */
371 start_time = SDL_GetTicks ();
372 frames = 0; 369 frames = 0;
373 370
374 draw_context c (camera); 371 linear_light mylight;
372 mylight.radius = 100000;
373 mylight.c = colour (1., 1, 1, 1.);
374 mylight.intensity = 1.F;
375
376 pass pass_light (&mylight);
375 377
376 while (!done) 378 while (!done)
377 { 379 {
378 GLenum gl_error;
379 char *sdl_error; 380 char *sdl_error;
380 SDL_Event event; 381 SDL_Event event;
381 382
382 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 383 camera_angle += 180 * camera_velocity_angle * timer.diff;
384 camera_angle2 += 180 * camera_velocity_angle2 * timer.diff;
383 385
384 camera.p.x += (camera_velocity_factor * camera_velocity.x) * timer.diff; 386 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; 387 vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus;
386 camera.p.z += (camera_velocity_factor * camera_velocity.z) * timer.diff;
387 388
388 GLfloat lightp[4]; 389 camera.d = matrix::rotation (camera_angle2, right) * geradeaus;
390 camera.u = cross (camera.d, right);
391
392 camera.p = camera.p - camera.d * (camera_velocity_factor * timer.diff) * camera_velocity.z;
393 camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y;
394
395 mylight.orig = camera.orig;
389 lightp[0] = camera.p.x; 396 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);
394 397
395#if 0 398 //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F);
396 static GLfloat ry; 399
397 ry += 0.001;
398 camera.d.x = cos (ry);
399 camera.d.z = sin (ry); 400 camera.begin ();
400 //camera.d.y = sin (ry * 0.1); 401 camera.render (view::DEPTH, pass_depth);
401#endif 402 camera.render (view::POSTDEPTH, pass_depth);
402 403 camera.render (view::LIGHTED, pass_light);
403 c.mode = draw_context::DEPTH;
404 camera.draw (c); 404 camera.end ();
405 c.mode = draw_context::LIGHTED;
406 camera.draw (c);
407 405
408 SDL_GL_SwapBuffers (); 406 SDL_GL_SwapBuffers ();
409 timer.frame (); 407 timer.frame ();
410 408
409#if 0
411 /* Check for error conditions. */ 410 /* Check for error conditions. */
412 gl_error = glGetError (); 411 gl_error = glGetError ();
413 412
414 if (gl_error != GL_NO_ERROR)
415 fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); 413 if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error);
416 414
417 sdl_error = SDL_GetError (); 415 sdl_error = SDL_GetError ();
418 416
419 if (sdl_error[0] != '\0') 417 if (sdl_error[0] != '\0')
420 { 418 {
421 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); 419 fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error);
422 SDL_ClearError (); 420 SDL_ClearError ();
423 } 421 }
424 422
425 /* Allow the user to see what's happening */ 423 /* Allow the user to see what's happening */
426 //SDL_Delay (20); 424 //SDL_Delay (40);
425#endif
427 426
428 /* Check if there's a pending event. */ 427 /* Check if there's a pending event. */
429 while (SDL_PollEvent (&event)) 428 while (SDL_PollEvent (&event))
430 done = HandleEvent (&event); 429 done = HandleEvent (&event);
431 430
432
433 ++frames; 431 ++frames;
434 }
435
436 /* Print out the frames per second */
437 this_time = SDL_GetTicks ();
438 if (this_time != start_time)
439 {
440 printf ("%2.2f FPS\n",
441 ((float) frames / (this_time - start_time)) * 1000.0);
442 } 432 }
443 433
444 if (global_image) 434 if (global_image)
445 { 435 {
446 SDL_FreeSurface (global_image); 436 SDL_FreeSurface (global_image);
447 global_image = NULL; 437 global_image = NULL;
448 } 438 }
439
449 if (global_texture) 440 if (global_texture)
450 { 441 {
451 glDeleteTextures (1, &global_texture); 442 glDeleteTextures (1, &global_texture);
452 global_texture = 0; 443 global_texture = 0;
453 } 444 }
454 445
455 /* Destroy our GL context, etc. */ 446 /* Destroy our GL context, etc. */
456 SDL_Quit (); 447 SDL_Quit ();
457 return (0); 448 return (0);
458} 449}
459
460int 450int
461main (int argc, char *argv[]) 451main (int argc, char *argv[])
462{ 452{
463 int i, logo; 453 int i, logo;
464 int numtests; 454 int numtests;

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