mirror of https://github.com/PCSX2/pcsx2.git
772 lines
20 KiB
C
772 lines
20 KiB
C
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include "SDL.h"
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#ifdef __MACOS__
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#define HAVE_OPENGL
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#endif
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#ifdef HAVE_OPENGL
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#include "SDL_opengl.h"
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/* Undefine this if you want a flat cube instead of a rainbow cube */
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#define SHADED_CUBE
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/* Define this to be the name of the logo image to use with -logo */
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#define LOGO_FILE "icon.bmp"
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static SDL_Surface *global_image = NULL;
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static GLuint global_texture = 0;
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static GLuint cursor_texture = 0;
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/**********************************************************************/
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void
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HotKey_ToggleFullScreen(void)
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{
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SDL_Surface *screen;
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screen = SDL_GetVideoSurface();
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if (SDL_WM_ToggleFullScreen(screen)) {
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printf("Toggled fullscreen mode - now %s\n",
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(screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed");
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} else {
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printf("Unable to toggle fullscreen mode\n");
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}
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}
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void
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HotKey_ToggleGrab(void)
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{
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SDL_GrabMode mode;
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printf("Ctrl-G: toggling input grab!\n");
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mode = SDL_WM_GrabInput(SDL_GRAB_QUERY);
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if (mode == SDL_GRAB_ON) {
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printf("Grab was on\n");
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} else {
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printf("Grab was off\n");
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}
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mode = SDL_WM_GrabInput(!mode);
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if (mode == SDL_GRAB_ON) {
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printf("Grab is now on\n");
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} else {
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printf("Grab is now off\n");
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}
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}
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void
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HotKey_Iconify(void)
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{
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printf("Ctrl-Z: iconifying window!\n");
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SDL_WM_IconifyWindow();
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}
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int
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HandleEvent(SDL_Event * event)
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{
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int done;
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done = 0;
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switch (event->type) {
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case SDL_ACTIVEEVENT:
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/* See what happened */
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printf("app %s ", event->active.gain ? "gained" : "lost");
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if (event->active.state & SDL_APPACTIVE) {
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printf("active ");
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} else if (event->active.state & SDL_APPMOUSEFOCUS) {
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printf("mouse ");
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} else if (event->active.state & SDL_APPINPUTFOCUS) {
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printf("input ");
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}
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printf("focus\n");
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break;
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case SDL_KEYDOWN:
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if (event->key.keysym.sym == SDLK_ESCAPE) {
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done = 1;
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}
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if ((event->key.keysym.sym == SDLK_g) &&
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(event->key.keysym.mod & KMOD_CTRL)) {
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HotKey_ToggleGrab();
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}
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if ((event->key.keysym.sym == SDLK_z) &&
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(event->key.keysym.mod & KMOD_CTRL)) {
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HotKey_Iconify();
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}
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if ((event->key.keysym.sym == SDLK_RETURN) &&
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(event->key.keysym.mod & KMOD_ALT)) {
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HotKey_ToggleFullScreen();
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}
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printf("key '%s' pressed\n", SDL_GetKeyName(event->key.keysym.sym));
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break;
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case SDL_QUIT:
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done = 1;
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break;
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}
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return (done);
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}
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void
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SDL_GL_Enter2DMode()
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{
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SDL_Surface *screen = SDL_GetVideoSurface();
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/* Note, there may be other things you need to change,
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depending on how you have your OpenGL state set up.
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*/
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glPushAttrib(GL_ENABLE_BIT);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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/* This allows alpha blending of 2D textures with the scene */
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glViewport(0, 0, screen->w, screen->h);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0, (GLdouble) screen->w, (GLdouble) screen->h, 0.0, 0.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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}
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void
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SDL_GL_Leave2DMode()
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{
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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}
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/* Quick utility function for texture creation */
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static int
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power_of_two(int input)
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{
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int value = 1;
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while (value < input) {
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value <<= 1;
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}
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return value;
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}
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GLuint
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SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
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{
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GLuint texture;
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int w, h;
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SDL_Surface *image;
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SDL_Rect area;
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Uint32 saved_flags;
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Uint8 saved_alpha;
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/* Use the surface width and height expanded to powers of 2 */
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w = power_of_two(surface->w);
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h = power_of_two(surface->h);
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texcoord[0] = 0.0f; /* Min X */
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texcoord[1] = 0.0f; /* Min Y */
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texcoord[2] = (GLfloat) surface->w / w; /* Max X */
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texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
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image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
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0x000000FF,
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0x0000FF00, 0x00FF0000, 0xFF000000
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#else
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0xFF000000,
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0x00FF0000, 0x0000FF00, 0x000000FF
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#endif
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);
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if (image == NULL) {
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return 0;
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}
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/* Save the alpha blending attributes */
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saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
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SDL_GetSurfaceAlphaMod(surface, &saved_alpha);
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if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
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SDL_SetAlpha(surface, 0, 0);
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}
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/* Copy the surface into the GL texture image */
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area.x = 0;
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area.y = 0;
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area.w = surface->w;
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area.h = surface->h;
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SDL_BlitSurface(surface, &area, image, &area);
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/* Restore the alpha blending attributes */
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if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
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SDL_SetAlpha(surface, saved_flags, saved_alpha);
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}
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/* Create an OpenGL texture for the image */
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
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SDL_FreeSurface(image); /* No longer needed */
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return texture;
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}
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void
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DrawLogoCursor(void)
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{
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static GLfloat texMinX, texMinY;
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static GLfloat texMaxX, texMaxY;
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static int w, h;
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int x, y;
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if (!cursor_texture) {
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SDL_Surface *image;
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GLfloat texcoord[4];
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/* Load the image (could use SDL_image library here) */
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image = SDL_LoadBMP(LOGO_FILE);
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if (image == NULL) {
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return;
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}
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w = image->w;
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h = image->h;
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/* Convert the image into an OpenGL texture */
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cursor_texture = SDL_GL_LoadTexture(image, texcoord);
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/* Make texture coordinates easy to understand */
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texMinX = texcoord[0];
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texMinY = texcoord[1];
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texMaxX = texcoord[2];
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texMaxY = texcoord[3];
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/* We don't need the original image anymore */
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SDL_FreeSurface(image);
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/* Make sure that the texture conversion is okay */
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if (!cursor_texture) {
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return;
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}
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}
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/* Move the image around */
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SDL_GetMouseState(&x, &y);
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x -= w / 2;
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y -= h / 2;
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/* Show the image on the screen */
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SDL_GL_Enter2DMode();
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glBindTexture(GL_TEXTURE_2D, cursor_texture);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(texMinX, texMinY);
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glVertex2i(x, y);
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glTexCoord2f(texMaxX, texMinY);
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glVertex2i(x + w, y);
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glTexCoord2f(texMinX, texMaxY);
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glVertex2i(x, y + h);
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glTexCoord2f(texMaxX, texMaxY);
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glVertex2i(x + w, y + h);
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glEnd();
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SDL_GL_Leave2DMode();
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}
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void
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DrawLogoTexture(void)
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{
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static GLfloat texMinX, texMinY;
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static GLfloat texMaxX, texMaxY;
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static int x = 0;
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static int y = 0;
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static int w, h;
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static int delta_x = 1;
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static int delta_y = 1;
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SDL_Surface *screen = SDL_GetVideoSurface();
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if (!global_texture) {
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SDL_Surface *image;
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GLfloat texcoord[4];
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/* Load the image (could use SDL_image library here) */
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image = SDL_LoadBMP(LOGO_FILE);
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if (image == NULL) {
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return;
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}
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w = image->w;
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h = image->h;
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/* Convert the image into an OpenGL texture */
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global_texture = SDL_GL_LoadTexture(image, texcoord);
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/* Make texture coordinates easy to understand */
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texMinX = texcoord[0];
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texMinY = texcoord[1];
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texMaxX = texcoord[2];
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texMaxY = texcoord[3];
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/* We don't need the original image anymore */
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SDL_FreeSurface(image);
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/* Make sure that the texture conversion is okay */
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if (!global_texture) {
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return;
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}
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}
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/* Move the image around */
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x += delta_x;
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if (x < 0) {
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x = 0;
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delta_x = -delta_x;
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} else if ((x + w) > screen->w) {
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x = screen->w - w;
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delta_x = -delta_x;
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}
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y += delta_y;
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if (y < 0) {
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y = 0;
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delta_y = -delta_y;
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} else if ((y + h) > screen->h) {
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y = screen->h - h;
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delta_y = -delta_y;
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}
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/* Show the image on the screen */
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SDL_GL_Enter2DMode();
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glBindTexture(GL_TEXTURE_2D, global_texture);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(texMinX, texMinY);
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glVertex2i(x, y);
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glTexCoord2f(texMaxX, texMinY);
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glVertex2i(x + w, y);
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glTexCoord2f(texMinX, texMaxY);
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glVertex2i(x, y + h);
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glTexCoord2f(texMaxX, texMaxY);
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glVertex2i(x + w, y + h);
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glEnd();
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SDL_GL_Leave2DMode();
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}
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int
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RunGLTest(int argc, char *argv[],
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int logo, int logocursor, int slowly, int bpp, float gamma,
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int noframe, int fsaa, int sync, int accel)
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{
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int i;
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int rgb_size[3];
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int w = 640;
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int h = 480;
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int done = 0;
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int frames;
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Uint32 start_time, this_time;
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float color[8][3] = { {1.0, 1.0, 0.0},
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{1.0, 0.0, 0.0},
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{0.0, 0.0, 0.0},
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{0.0, 1.0, 0.0},
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{0.0, 1.0, 1.0},
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{1.0, 1.0, 1.0},
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{1.0, 0.0, 1.0},
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{0.0, 0.0, 1.0}
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};
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float cube[8][3] = { {0.5, 0.5, -0.5},
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{0.5, -0.5, -0.5},
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{-0.5, -0.5, -0.5},
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{-0.5, 0.5, -0.5},
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{-0.5, 0.5, 0.5},
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{0.5, 0.5, 0.5},
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{0.5, -0.5, 0.5},
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{-0.5, -0.5, 0.5}
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};
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Uint32 video_flags;
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int value;
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
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exit(1);
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}
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/* See if we should detect the display depth */
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if (bpp == 0) {
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if (SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8) {
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bpp = 8;
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} else {
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bpp = 16; /* More doesn't seem to work */
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}
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}
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/* Set the flags we want to use for setting the video mode */
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video_flags = SDL_OPENGL;
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for (i = 1; argv[i]; ++i) {
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if (strcmp(argv[i], "-fullscreen") == 0) {
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video_flags |= SDL_FULLSCREEN;
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}
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}
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if (noframe) {
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video_flags |= SDL_NOFRAME;
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}
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/* Initialize the display */
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switch (bpp) {
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case 8:
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rgb_size[0] = 3;
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rgb_size[1] = 3;
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rgb_size[2] = 2;
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break;
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case 15:
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case 16:
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rgb_size[0] = 5;
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rgb_size[1] = 5;
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rgb_size[2] = 5;
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break;
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default:
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rgb_size[0] = 8;
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rgb_size[1] = 8;
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rgb_size[2] = 8;
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break;
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}
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, rgb_size[0]);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, rgb_size[1]);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, rgb_size[2]);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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||
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||
|
if (fsaa) {
|
||
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
|
||
|
}
|
||
|
if (accel >= 0) {
|
||
|
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, accel);
|
||
|
}
|
||
|
if (SDL_SetVideoMode(w, h, bpp, video_flags) == NULL) {
|
||
|
fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError());
|
||
|
SDL_Quit();
|
||
|
exit(1);
|
||
|
}
|
||
|
if (sync) {
|
||
|
SDL_GL_SetSwapInterval(1);
|
||
|
} else {
|
||
|
SDL_GL_SetSwapInterval(0);
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
if (accel >= 0) {
|
||
|
SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
|
||
|
printf("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
|
||
|
value);
|
||
|
}
|
||
|
if (sync) {
|
||
|
printf("Buffer swap interval: requested 1, got %d\n",
|
||
|
SDL_GL_GetSwapInterval());
|
||
|
}
|
||
|
|
||
|
/* 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);
|
||
|
}
|
||
|
|
||
|
glViewport(0, 0, w, h);
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
|
||
|
glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
|
||
|
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity();
|
||
|
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
|
||
|
glDepthFunc(GL_LESS);
|
||
|
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
|
||
|
/* 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);
|
||
|
|
||
|
glBegin(GL_QUADS);
|
||
|
|
||
|
#ifdef SHADED_CUBE
|
||
|
glColor3fv(color[0]);
|
||
|
glVertex3fv(cube[0]);
|
||
|
glColor3fv(color[1]);
|
||
|
glVertex3fv(cube[1]);
|
||
|
glColor3fv(color[2]);
|
||
|
glVertex3fv(cube[2]);
|
||
|
glColor3fv(color[3]);
|
||
|
glVertex3fv(cube[3]);
|
||
|
|
||
|
glColor3fv(color[3]);
|
||
|
glVertex3fv(cube[3]);
|
||
|
glColor3fv(color[4]);
|
||
|
glVertex3fv(cube[4]);
|
||
|
glColor3fv(color[7]);
|
||
|
glVertex3fv(cube[7]);
|
||
|
glColor3fv(color[2]);
|
||
|
glVertex3fv(cube[2]);
|
||
|
|
||
|
glColor3fv(color[0]);
|
||
|
glVertex3fv(cube[0]);
|
||
|
glColor3fv(color[5]);
|
||
|
glVertex3fv(cube[5]);
|
||
|
glColor3fv(color[6]);
|
||
|
glVertex3fv(cube[6]);
|
||
|
glColor3fv(color[1]);
|
||
|
glVertex3fv(cube[1]);
|
||
|
|
||
|
glColor3fv(color[5]);
|
||
|
glVertex3fv(cube[5]);
|
||
|
glColor3fv(color[4]);
|
||
|
glVertex3fv(cube[4]);
|
||
|
glColor3fv(color[7]);
|
||
|
glVertex3fv(cube[7]);
|
||
|
glColor3fv(color[6]);
|
||
|
glVertex3fv(cube[6]);
|
||
|
|
||
|
glColor3fv(color[5]);
|
||
|
glVertex3fv(cube[5]);
|
||
|
glColor3fv(color[0]);
|
||
|
glVertex3fv(cube[0]);
|
||
|
glColor3fv(color[3]);
|
||
|
glVertex3fv(cube[3]);
|
||
|
glColor3fv(color[4]);
|
||
|
glVertex3fv(cube[4]);
|
||
|
|
||
|
glColor3fv(color[6]);
|
||
|
glVertex3fv(cube[6]);
|
||
|
glColor3fv(color[1]);
|
||
|
glVertex3fv(cube[1]);
|
||
|
glColor3fv(color[2]);
|
||
|
glVertex3fv(cube[2]);
|
||
|
glColor3fv(color[7]);
|
||
|
glVertex3fv(cube[7]);
|
||
|
#else /* flat cube */
|
||
|
glColor3f(1.0, 0.0, 0.0);
|
||
|
glVertex3fv(cube[0]);
|
||
|
glVertex3fv(cube[1]);
|
||
|
glVertex3fv(cube[2]);
|
||
|
glVertex3fv(cube[3]);
|
||
|
|
||
|
glColor3f(0.0, 1.0, 0.0);
|
||
|
glVertex3fv(cube[3]);
|
||
|
glVertex3fv(cube[4]);
|
||
|
glVertex3fv(cube[7]);
|
||
|
glVertex3fv(cube[2]);
|
||
|
|
||
|
glColor3f(0.0, 0.0, 1.0);
|
||
|
glVertex3fv(cube[0]);
|
||
|
glVertex3fv(cube[5]);
|
||
|
glVertex3fv(cube[6]);
|
||
|
glVertex3fv(cube[1]);
|
||
|
|
||
|
glColor3f(0.0, 1.0, 1.0);
|
||
|
glVertex3fv(cube[5]);
|
||
|
glVertex3fv(cube[4]);
|
||
|
glVertex3fv(cube[7]);
|
||
|
glVertex3fv(cube[6]);
|
||
|
|
||
|
glColor3f(1.0, 1.0, 0.0);
|
||
|
glVertex3fv(cube[5]);
|
||
|
glVertex3fv(cube[0]);
|
||
|
glVertex3fv(cube[3]);
|
||
|
glVertex3fv(cube[4]);
|
||
|
|
||
|
glColor3f(1.0, 0.0, 1.0);
|
||
|
glVertex3fv(cube[6]);
|
||
|
glVertex3fv(cube[1]);
|
||
|
glVertex3fv(cube[2]);
|
||
|
glVertex3fv(cube[7]);
|
||
|
#endif /* SHADED_CUBE */
|
||
|
|
||
|
glEnd();
|
||
|
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glRotatef(5.0, 1.0, 1.0, 1.0);
|
||
|
|
||
|
/* Draw 2D logo onto the 3D display */
|
||
|
if (logo) {
|
||
|
DrawLogoTexture();
|
||
|
}
|
||
|
if (logocursor) {
|
||
|
DrawLogoCursor();
|
||
|
}
|
||
|
|
||
|
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 = (char *)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 */
|
||
|
if (slowly) {
|
||
|
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;
|
||
|
}
|
||
|
if (cursor_texture) {
|
||
|
glDeleteTextures(1, &cursor_texture);
|
||
|
cursor_texture = 0;
|
||
|
}
|
||
|
|
||
|
/* Destroy our GL context, etc. */
|
||
|
SDL_Quit();
|
||
|
return (0);
|
||
|
}
|
||
|
|
||
|
int
|
||
|
main(int argc, char *argv[])
|
||
|
{
|
||
|
int i, logo, logocursor = 0;
|
||
|
int numtests;
|
||
|
int bpp = 0;
|
||
|
int slowly;
|
||
|
float gamma = 0.0;
|
||
|
int noframe = 0;
|
||
|
int fsaa = 0;
|
||
|
int accel = -1;
|
||
|
int sync = 0;
|
||
|
|
||
|
logo = 0;
|
||
|
slowly = 0;
|
||
|
numtests = 1;
|
||
|
for (i = 1; argv[i]; ++i) {
|
||
|
if (strcmp(argv[i], "-twice") == 0) {
|
||
|
++numtests;
|
||
|
}
|
||
|
if (strcmp(argv[i], "-logo") == 0) {
|
||
|
logo = 1;
|
||
|
}
|
||
|
if (strcmp(argv[i], "-logocursor") == 0) {
|
||
|
logocursor = 1;
|
||
|
}
|
||
|
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 (strcmp(argv[i], "-accel") == 0) {
|
||
|
accel = atoi(argv[++i]);
|
||
|
}
|
||
|
if (strcmp(argv[i], "-sync") == 0) {
|
||
|
++sync;
|
||
|
}
|
||
|
if (strncmp(argv[i], "-h", 2) == 0) {
|
||
|
printf
|
||
|
("Usage: %s [-twice] [-logo] [-logocursor] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa] [-accel n] [-sync] [-fullscreen]\n",
|
||
|
argv[0]);
|
||
|
exit(0);
|
||
|
}
|
||
|
}
|
||
|
for (i = 0; i < numtests; ++i) {
|
||
|
RunGLTest(argc, argv, logo, logocursor, slowly, bpp, gamma,
|
||
|
noframe, fsaa, sync, accel);
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
#else /* HAVE_OPENGL */
|
||
|
|
||
|
int
|
||
|
main(int argc, char *argv[])
|
||
|
{
|
||
|
printf("No OpenGL support on this system\n");
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
#endif /* HAVE_OPENGL */
|