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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 HAVE_OPENGL
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#ifdef WIN32
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#include <windows.h>
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#endif
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#if defined(__APPLE__) && defined(__MACH__)
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#define SHADED_CUBE
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void 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 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 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 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",
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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 DrawSDLLogo(void)
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{
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static SDL_Surface *image = NULL;
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static int x = 0;
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static int y = 0;
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static int delta_x = 1;
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static int delta_y = 1;
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static Uint32 last_moved = 0;
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SDL_Rect dst;
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SDL_Surface *screen;
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if ( image == NULL ) {
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SDL_Surface *temp;
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temp = SDL_LoadBMP("icon.bmp");
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if ( temp == NULL ) {
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return;
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}
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image = SDL_CreateRGBSurface(
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SDL_SWSURFACE,
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temp->w, temp->h,
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32,
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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0x000000FF,
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0x0000FF00,
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0x00FF0000,
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0xFF000000
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#else
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0xFF000000,
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0x00FF0000,
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0x0000FF00,
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0x000000FF
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#endif
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);
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if ( image != NULL ) {
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SDL_BlitSurface(temp, NULL, image, NULL);
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}
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SDL_FreeSurface(temp);
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if ( image == NULL ) {
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return;
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}
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}
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screen = SDL_GetVideoSurface();
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/* Show the image on the screen */
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dst.x = x;
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dst.y = y;
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dst.w = image->w;
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dst.h = image->h;
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/* Move it around
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Note that we do not clear the old position. This is because we
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perform a glClear() which clears the framebuffer and then only
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update the new area.
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Note that you can also achieve interesting effects by modifying
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the screen surface alpha channel. It's set to 255 by default..
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*/
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if ( (SDL_GetTicks() - last_moved) > 100 ) {
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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
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if ( (x+image->w) > screen->w ) {
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x = screen->w-image->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
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if ( (y+image->h) > screen->h ) {
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y = screen->h-image->h;
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delta_y = -delta_y;
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}
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SDL_BlitSurface(image, NULL, screen, &dst);
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}
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SDL_UpdateRects(screen, 1, &dst);
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}
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int RunGLTest( int argc, char* argv[],
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int logo, int slowly, int bpp, float gamma )
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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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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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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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if ( logo ) {
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video_flags = SDL_OPENGLBLIT;
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} else {
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video_flags = SDL_OPENGL;
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}
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for ( i=1; argv[i]; ++i ) {
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if ( strcmp(argv[1], "-fullscreen") == 0 ) {
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video_flags |= SDL_FULLSCREEN;
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}
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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] = 2;
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rgb_size[1] = 3;
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rgb_size[2] = 3;
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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 );
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if ( SDL_SetVideoMode( w, h, bpp, video_flags ) == NULL ) {
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fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError());
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SDL_Quit();
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exit(1);
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}
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printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel);
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printf("\n");
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printf( "Vendor : %s\n", glGetString( GL_VENDOR ) );
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printf( "Renderer : %s\n", glGetString( GL_RENDERER ) );
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printf( "Version : %s\n", glGetString( GL_VERSION ) );
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printf( "Extensions : %s\n", glGetString( GL_EXTENSIONS ) );
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printf("\n");
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SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value );
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printf( "SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0],value);
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SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value );
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printf( "SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1],value);
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SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value );
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printf( "SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2],value);
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SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value );
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printf( "SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value );
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SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value );
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printf( "SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value );
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/* Set the window manager title bar */
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SDL_WM_SetCaption( "SDL GL test", "testgl" );
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/* Set the gamma for the window */
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if ( gamma != 0.0 ) {
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SDL_SetGamma(gamma, gamma, gamma);
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}
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glViewport( 0, 0, w, h );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity( );
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glOrtho( -2.0, 2.0, -2.0, 2.0, -20.0, 20.0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity( );
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glShadeModel(GL_SMOOTH);
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/* Loop until done. */
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start_time = SDL_GetTicks();
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frames = 0;
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while( !done ) {
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GLenum gl_error;
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char* sdl_error;
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SDL_Event event;
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/* Do our drawing, too. */
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glClearColor( 0.0, 0.0, 0.0, 1.0 );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBegin( GL_QUADS );
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#ifdef SHADED_CUBE
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glColor3fv(color[0]);
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glVertex3fv(cube[0]);
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glColor3fv(color[1]);
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glVertex3fv(cube[1]);
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glColor3fv(color[2]);
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glVertex3fv(cube[2]);
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glColor3fv(color[3]);
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glVertex3fv(cube[3]);
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glColor3fv(color[3]);
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glVertex3fv(cube[3]);
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glColor3fv(color[4]);
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glVertex3fv(cube[4]);
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glColor3fv(color[7]);
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glVertex3fv(cube[7]);
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glColor3fv(color[2]);
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glVertex3fv(cube[2]);
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glColor3fv(color[0]);
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glVertex3fv(cube[0]);
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glColor3fv(color[5]);
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glVertex3fv(cube[5]);
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glColor3fv(color[6]);
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glVertex3fv(cube[6]);
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glColor3fv(color[1]);
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glVertex3fv(cube[1]);
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glColor3fv(color[5]);
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glVertex3fv(cube[5]);
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glColor3fv(color[4]);
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glVertex3fv(cube[4]);
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glColor3fv(color[7]);
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glVertex3fv(cube[7]);
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glColor3fv(color[6]);
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glVertex3fv(cube[6]);
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glColor3fv(color[5]);
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glVertex3fv(cube[5]);
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glColor3fv(color[0]);
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glVertex3fv(cube[0]);
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glColor3fv(color[3]);
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glVertex3fv(cube[3]);
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glColor3fv(color[4]);
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glVertex3fv(cube[4]);
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374 |
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glColor3fv(color[6]);
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glVertex3fv(cube[6]);
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glColor3fv(color[1]);
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glVertex3fv(cube[1]);
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glColor3fv(color[2]);
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glVertex3fv(cube[2]);
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glColor3fv(color[7]);
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glVertex3fv(cube[7]);
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#else // flat cube
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glColor3f(1.0, 0.0, 0.0);
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glVertex3fv(cube[0]);
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glVertex3fv(cube[1]);
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glVertex3fv(cube[2]);
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glVertex3fv(cube[3]);
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glColor3f(0.0, 1.0, 0.0);
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glVertex3fv(cube[3]);
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glVertex3fv(cube[4]);
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glVertex3fv(cube[7]);
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glVertex3fv(cube[2]);
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glColor3f(0.0, 0.0, 1.0);
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glVertex3fv(cube[0]);
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398 |
glVertex3fv(cube[5]);
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glVertex3fv(cube[6]);
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glVertex3fv(cube[1]);
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402 |
glColor3f(0.0, 1.0, 1.0);
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glVertex3fv(cube[5]);
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glVertex3fv(cube[4]);
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glVertex3fv(cube[7]);
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glVertex3fv(cube[6]);
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407 |
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408 |
glColor3f(1.0, 1.0, 0.0);
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409 |
glVertex3fv(cube[5]);
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410 |
glVertex3fv(cube[0]);
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411 |
glVertex3fv(cube[3]);
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412 |
glVertex3fv(cube[4]);
|
|
413 |
|
|
414 |
glColor3f(1.0, 0.0, 1.0);
|
|
415 |
glVertex3fv(cube[6]);
|
|
416 |
glVertex3fv(cube[1]);
|
|
417 |
glVertex3fv(cube[2]);
|
|
418 |
glVertex3fv(cube[7]);
|
|
419 |
#endif /* SHADED_CUBE */
|
|
420 |
|
|
421 |
glEnd( );
|
|
422 |
|
|
423 |
glMatrixMode(GL_MODELVIEW);
|
|
424 |
glRotatef(5.0, 1.0, 1.0, 1.0);
|
|
425 |
|
|
426 |
/* Draw 2D logo onto the 3D display */
|
|
427 |
if ( logo ) {
|
|
428 |
DrawSDLLogo();
|
|
429 |
}
|
|
430 |
|
|
431 |
SDL_GL_SwapBuffers( );
|
|
432 |
|
|
433 |
/* Check for error conditions. */
|
|
434 |
gl_error = glGetError( );
|
|
435 |
|
|
436 |
if( gl_error != GL_NO_ERROR ) {
|
|
437 |
fprintf( stderr, "testgl: OpenGL error: %d\n", gl_error );
|
|
438 |
}
|
|
439 |
|
|
440 |
sdl_error = SDL_GetError( );
|
|
441 |
|
|
442 |
if( sdl_error[0] != '\0' ) {
|
|
443 |
fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error);
|
|
444 |
SDL_ClearError();
|
|
445 |
}
|
|
446 |
|
|
447 |
/* Allow the user to see what's happening */
|
|
448 |
if ( slowly ) {
|
|
449 |
SDL_Delay( 20 );
|
|
450 |
}
|
|
451 |
|
|
452 |
/* Check if there's a pending event. */
|
|
453 |
while( SDL_PollEvent( &event ) ) {
|
|
454 |
done = HandleEvent(&event);
|
|
455 |
}
|
|
456 |
++frames;
|
|
457 |
}
|
|
458 |
|
|
459 |
/* Print out the frames per second */
|
|
460 |
this_time = SDL_GetTicks();
|
|
461 |
if ( this_time != start_time ) {
|
|
462 |
printf("%2.2f FPS\n",
|
|
463 |
((float)frames/(this_time-start_time))*1000.0);
|
|
464 |
}
|
|
465 |
|
|
466 |
/* Destroy our GL context, etc. */
|
|
467 |
SDL_Quit( );
|
|
468 |
return(0);
|
|
469 |
}
|
|
470 |
|
|
471 |
int main(int argc, char *argv[])
|
|
472 |
{
|
|
473 |
int i, logo;
|
|
474 |
int numtests;
|
|
475 |
int bpp = 0;
|
|
476 |
int slowly;
|
|
477 |
float gamma = 0.0;
|
|
478 |
|
|
479 |
logo = 0;
|
|
480 |
slowly = 0;
|
|
481 |
numtests = 1;
|
|
482 |
for ( i=1; argv[i]; ++i ) {
|
|
483 |
if ( strcmp(argv[i], "-twice") == 0 ) {
|
|
484 |
++numtests;
|
|
485 |
}
|
|
486 |
if ( strcmp(argv[i], "-logo") == 0 ) {
|
|
487 |
logo = 1;
|
|
488 |
}
|
|
489 |
if ( strcmp(argv[i], "-slow") == 0 ) {
|
|
490 |
slowly = 1;
|
|
491 |
}
|
|
492 |
if ( strcmp(argv[i], "-bpp") == 0 ) {
|
|
493 |
bpp = atoi(argv[++i]);
|
|
494 |
}
|
|
495 |
if ( strcmp(argv[i], "-gamma") == 0 ) {
|
|
496 |
gamma = (float)atof(argv[++i]);
|
|
497 |
}
|
|
498 |
if ( strncmp(argv[i], "-h", 2) == 0 ) {
|
|
499 |
printf(
|
|
500 |
"Usage: %s [-twice] [-logo] [-slow] [-bpp n] [-gamma n]\n",
|
|
501 |
argv[0]);
|
|
502 |
exit(0);
|
|
503 |
}
|
|
504 |
}
|
|
505 |
for ( i=0; i<numtests; ++i ) {
|
|
506 |
RunGLTest(argc, argv, logo, slowly, bpp, gamma);
|
|
507 |
}
|
|
508 |
return 0;
|
|
509 |
}
|
|
510 |
|
|
511 |
#else /* HAVE_OPENGL */
|
|
512 |
|
|
513 |
int main(int argc, char *argv[])
|
|
514 |
{
|
|
515 |
printf("No OpenGL support on this system\n");
|
|
516 |
return 1;
|
|
517 |
}
|
|
518 |
|
|
519 |
#endif /* HAVE_OPENGL */
|