#include #include #include #include #include "SDL.h" #include "SDL_opengl.h" /* Undefine this if you want a flat cube instead of a rainbow cube */ #define SHADED_CUBE /* Define this to be the name of the logo image to use with -logo */ #define LOGO_FILE "icon.bmp" static SDL_Surface *global_image = NULL; static GLuint global_texture = 0; #include "entity.h" /**********************************************************************/ void HotKey_ToggleFullScreen (void) { SDL_Surface *screen; screen = SDL_GetVideoSurface (); if (SDL_WM_ToggleFullScreen (screen)) { printf ("Toggled fullscreen mode - now %s\n", (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); } else { printf ("Unable to toggle fullscreen mode\n"); } } void HotKey_ToggleGrab (void) { SDL_GrabMode mode; printf ("Ctrl-G: toggling input grab!\n"); mode = SDL_WM_GrabInput (SDL_GRAB_QUERY); if (mode == SDL_GRAB_ON) { printf ("Grab was on\n"); } else { printf ("Grab was off\n"); } mode = SDL_WM_GrabInput (mode ? SDL_GRAB_OFF : SDL_GRAB_ON); if (mode == SDL_GRAB_ON) { printf ("Grab is now on\n"); } else { printf ("Grab is now off\n"); } } void HotKey_Iconify (void) { printf ("Ctrl-Z: iconifying window!\n"); SDL_WM_IconifyWindow (); } int HandleEvent (SDL_Event * event) { int done; done = 0; switch (event->type) { case SDL_ACTIVEEVENT: /* See what happened */ printf ("app %s ", event->active.gain ? "gained" : "lost"); if (event->active.state & SDL_APPACTIVE) { printf ("active "); } else if (event->active.state & SDL_APPMOUSEFOCUS) { printf ("mouse "); } else if (event->active.state & SDL_APPINPUTFOCUS) { printf ("input "); } printf ("focus\n"); break; case SDL_KEYDOWN: if (event->key.keysym.sym == SDLK_ESCAPE) { done = 1; } if ((event->key.keysym.sym == SDLK_g) && (event->key.keysym.mod & KMOD_CTRL)) { HotKey_ToggleGrab (); } if ((event->key.keysym.sym == SDLK_z) && (event->key.keysym.mod & KMOD_CTRL)) { HotKey_Iconify (); } if ((event->key.keysym.sym == SDLK_RETURN) && (event->key.keysym.mod & KMOD_ALT)) { HotKey_ToggleFullScreen (); } printf ("key '%s' pressed\n", SDL_GetKeyName (event->key.keysym.sym)); break; case SDL_QUIT: done = 1; break; } return (done); } void SDL_GL_Enter2DMode () { SDL_Surface *screen = SDL_GetVideoSurface (); /* Note, there may be other things you need to change, depending on how you have your OpenGL state set up. */ glPushAttrib (GL_ENABLE_BIT); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glEnable (GL_TEXTURE_2D); /* This allows alpha blending of 2D textures with the scene */ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport (0, 0, screen->w, screen->h); glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity (); glOrtho (0.0, (GLdouble) screen->w, (GLdouble) screen->h, 0.0, 0.0, 1.0); glMatrixMode (GL_MODELVIEW); glPushMatrix (); glLoadIdentity (); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); } void SDL_GL_Leave2DMode () { glMatrixMode (GL_MODELVIEW); glPopMatrix (); glMatrixMode (GL_PROJECTION); glPopMatrix (); glPopAttrib (); } /* Quick utility function for texture creation */ static int power_of_two (int input) { int value = 1; while (value < input) { value <<= 1; } return value; } GLuint SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord) { GLuint texture; int w, h; SDL_Surface *image; SDL_Rect area; Uint32 saved_flags; Uint8 saved_alpha; /* Use the surface width and height expanded to powers of 2 */ w = power_of_two (surface->w); h = power_of_two (surface->h); texcoord[0] = 0.0f; /* Min X */ texcoord[1] = 0.0f; /* Min Y */ texcoord[2] = (GLfloat) surface->w / w; /* Max X */ texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #endif ); if (image == NULL) { return 0; } /* Save the alpha blending attributes */ saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); saved_alpha = surface->format->alpha; if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { SDL_SetAlpha (surface, 0, 0); } /* Copy the surface into the GL texture image */ area.x = 0; area.y = 0; area.w = surface->w; area.h = surface->h; SDL_BlitSurface (surface, &area, image, &area); /* Restore the alpha blending attributes */ if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { SDL_SetAlpha (surface, saved_flags, saved_alpha); } /* Create an OpenGL texture for the image */ glGenTextures (1, &texture); glBindTexture (GL_TEXTURE_2D, texture); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); SDL_FreeSurface (image); /* No longer needed */ return texture; } int RunGLTest (int argc, char *argv[], int logo, int slowly, int bpp, float gamma, int noframe, int fsaa) { int i; int rgb_size[3]; int w = 640; int h = 480; int done = 0; int frames; Uint32 start_time, this_time; Uint32 video_flags; int value; if (SDL_Init (SDL_INIT_VIDEO) < 0) { fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ()); exit (1); } /* See if we should detect the display depth */ if (bpp == 0) { if (SDL_GetVideoInfo ()->vfmt->BitsPerPixel <= 8) bpp = 8; else bpp = 16; /* More doesn't seem to work */ } video_flags = SDL_OPENGL; for (i = 1; argv[i]; ++i) if (strcmp (argv[1], "-fullscreen") == 0) video_flags |= SDL_FULLSCREEN; if (noframe) video_flags |= SDL_NOFRAME; /* Initialize the display */ switch (bpp) { case 8: rgb_size[0] = 3; rgb_size[1] = 3; rgb_size[2] = 2; break; case 15: case 16: rgb_size[0] = 5; rgb_size[1] = 5; rgb_size[2] = 5; break; default: rgb_size[0] = 8; rgb_size[1] = 8; rgb_size[2] = 8; break; } SDL_GL_SetAttribute (SDL_GL_RED_SIZE, rgb_size[0]); SDL_GL_SetAttribute (SDL_GL_GREEN_SIZE, rgb_size[1]); SDL_GL_SetAttribute (SDL_GL_BLUE_SIZE, rgb_size[2]); SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); if (fsaa) { SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, fsaa); } if (SDL_SetVideoMode (w, h, bpp, video_flags) == NULL) { fprintf (stderr, "Couldn't set GL mode: %s\n", SDL_GetError ()); SDL_Quit (); exit (1); } printf ("Screen BPP: %d\n", SDL_GetVideoSurface ()->format->BitsPerPixel); printf ("\n"); printf ("Vendor : %s\n", glGetString (GL_VENDOR)); printf ("Renderer : %s\n", glGetString (GL_RENDERER)); printf ("Version : %s\n", glGetString (GL_VERSION)); printf ("Extensions : %s\n", glGetString (GL_EXTENSIONS)); printf ("\n"); SDL_GL_GetAttribute (SDL_GL_RED_SIZE, &value); printf ("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); SDL_GL_GetAttribute (SDL_GL_GREEN_SIZE, &value); printf ("SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1], value); SDL_GL_GetAttribute (SDL_GL_BLUE_SIZE, &value); printf ("SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2], value); SDL_GL_GetAttribute (SDL_GL_DEPTH_SIZE, &value); printf ("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value); SDL_GL_GetAttribute (SDL_GL_DOUBLEBUFFER, &value); printf ("SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value); if (fsaa) { SDL_GL_GetAttribute (SDL_GL_MULTISAMPLEBUFFERS, &value); printf ("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); SDL_GL_GetAttribute (SDL_GL_MULTISAMPLESAMPLES, &value); printf ("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value); } /* Set the window manager title bar */ SDL_WM_SetCaption ("SDL GL test", "testgl"); /* Set the gamma for the window */ if (gamma != 0.0) SDL_SetGamma (gamma, gamma, gamma); view v; v.p = point (0, 0, 0); v.d = vec3 (0, 0, -1); v.u = vec3 (0, 1, 0); v.w = w; v.h = h; v.fov = 90; glMatrixMode (GL_MODELVIEW); glLoadIdentity (); glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LESS); glShadeModel (GL_SMOOTH); GLfloat ambient[4] = { 1, 1, 1, 1 }; glEnable (GL_LIGHTING); glEnable (GL_COLOR_MATERIAL); glLightModelfv (GL_LIGHT_MODEL_AMBIENT, ambient); /* Loop until done. */ start_time = SDL_GetTicks (); frames = 0; while (!done) { GLenum gl_error; char *sdl_error; SDL_Event event; /* Do our drawing, too. */ glClearColor (0.0, 0.0, 0.0, 1.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); static GLfloat ry; ry += 0.1; v.d.x = cos (ry); v.d.z = sin (ry); draw_context c; v.draw (c); SDL_GL_SwapBuffers (); /* Check for error conditions. */ gl_error = glGetError (); if (gl_error != GL_NO_ERROR) fprintf (stderr, "testgl: OpenGL error: %d\n", gl_error); sdl_error = SDL_GetError (); if (sdl_error[0] != '\0') { fprintf (stderr, "testgl: SDL error '%s'\n", sdl_error); SDL_ClearError (); } /* Allow the user to see what's happening */ SDL_Delay (20); /* Check if there's a pending event. */ while (SDL_PollEvent (&event)) { done = HandleEvent (&event); } ++frames; } /* Print out the frames per second */ this_time = SDL_GetTicks (); if (this_time != start_time) { printf ("%2.2f FPS\n", ((float) frames / (this_time - start_time)) * 1000.0); } if (global_image) { SDL_FreeSurface (global_image); global_image = NULL; } if (global_texture) { glDeleteTextures (1, &global_texture); global_texture = 0; } /* Destroy our GL context, etc. */ SDL_Quit (); return (0); } int main (int argc, char *argv[]) { int i, logo; int numtests; int bpp = 0; int slowly; float gamma = 0.0; int noframe = 0; int fsaa = 0; logo = 0; slowly = 0; numtests = 1; for (i = 1; argv[i]; ++i) { if (strcmp (argv[i], "-twice") == 0) { ++numtests; } if (strcmp (argv[i], "-slow") == 0) { slowly = 1; } if (strcmp (argv[i], "-bpp") == 0) { bpp = atoi (argv[++i]); } if (strcmp (argv[i], "-gamma") == 0) { gamma = (float) atof (argv[++i]); } if (strcmp (argv[i], "-noframe") == 0) { noframe = 1; } if (strcmp (argv[i], "-fsaa") == 0) { ++fsaa; } if (strncmp (argv[i], "-h", 2) == 0) { printf ("Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa]\n", argv[0]); exit (0); } } for (i = 0; i < numtests; ++i) { RunGLTest (argc, argv, logo, slowly, bpp, gamma, noframe, fsaa); } return 0; }