pcsx2/3rdparty/SDL-1.3.0-5387/test/testgl2.c

348 lines
8.7 KiB
C

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "common.h"
#ifdef __MACOS__
#define HAVE_OPENGL
#endif
#ifdef HAVE_OPENGL
#include "SDL_opengl.h"
/* Undefine this if you want a flat cube instead of a rainbow cube */
#define SHADED_CUBE
static CommonState *state;
static SDL_GLContext context;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
if (context) {
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
SDL_GL_DeleteContext(context);
}
CommonQuit(state);
exit(rc);
}
static void
Render()
{
static float color[8][3] = {
{1.0, 1.0, 0.0},
{1.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{0.0, 1.0, 1.0},
{1.0, 1.0, 1.0},
{1.0, 0.0, 1.0},
{0.0, 0.0, 1.0}
};
static float cube[8][3] = {
{0.5, 0.5, -0.5},
{0.5, -0.5, -0.5},
{-0.5, -0.5, -0.5},
{-0.5, 0.5, -0.5},
{-0.5, 0.5, 0.5},
{0.5, 0.5, 0.5},
{0.5, -0.5, 0.5},
{-0.5, -0.5, 0.5}
};
/* 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);
}
int
main(int argc, char *argv[])
{
int fsaa, accel;
int value;
int i, done;
SDL_DisplayMode mode;
SDL_Event event;
Uint32 then, now, frames;
int status;
/* Initialize parameters */
fsaa = 0;
accel = -1;
/* Initialize test framework */
state = CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = CommonArg(state, i);
if (consumed == 0) {
if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
++fsaa;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
accel = atoi(argv[i+1]);
consumed = 2;
} else {
consumed = -1;
}
}
if (consumed < 0) {
fprintf(stderr, "Usage: %s %s [--fsaa] [--accel n]\n", argv[0],
CommonUsage(state));
quit(1);
}
i += consumed;
}
/* Set OpenGL parameters */
state->window_flags |= SDL_WINDOW_OPENGL;
state->gl_red_size = 5;
state->gl_green_size = 5;
state->gl_blue_size = 5;
state->gl_depth_size = 16;
state->gl_double_buffer = 1;
if (fsaa) {
state->gl_multisamplebuffers = 1;
state->gl_multisamplesamples = fsaa;
}
if (accel >= 0) {
state->gl_accelerated = accel;
}
if (!CommonInit(state)) {
quit(2);
}
/* Create OpenGL context */
context = SDL_GL_CreateContext(state->windows[0]);
if (!context) {
fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
quit(2);
}
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
SDL_GetCurrentDisplayMode(0, &mode);
printf("Screen BPP: %d\n", SDL_BITSPERPIXEL(mode.format));
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");
status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
if (!status) {
printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
} else {
printf("Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
if (!status) {
printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
} else {
printf("Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
if (!status) {
printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
} else {
printf("Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
if (!status) {
printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
} else {
printf("Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
}
if (fsaa) {
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
if (!status) {
printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
} else {
printf("Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
if (!status) {
printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
value);
} else {
printf("Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
SDL_GetError());
}
}
if (accel >= 0) {
status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
if (!status) {
printf("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
value);
} else {
printf("Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
SDL_GetError());
}
}
/* Set rendering settings */
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);
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
while (!done) {
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
CommonEvent(state, &event, &done);
}
for (i = 0; i < state->num_windows; ++i) {
int w, h;
SDL_GL_MakeCurrent(state->windows[i], context);
SDL_GetWindowSize(state->windows[i], &w, &h);
glViewport(0, 0, w, h);
Render();
SDL_GL_SwapWindow(state->windows[i]);
}
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
printf("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
}
quit(0);
return 0;
}
#else /* HAVE_OPENGL */
int
main(int argc, char *argv[])
{
printf("No OpenGL support on this system\n");
return 1;
}
#endif /* HAVE_OPENGL */