| 1 | <HTML |
| 2 | ><HEAD |
| 3 | ><TITLE |
| 4 | >Using OpenGL With SDL</TITLE |
| 5 | ><META |
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| 10 | TITLE="SDL Library Documentation" |
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| 12 | REL="UP" |
| 13 | TITLE="Graphics and Video" |
| 14 | HREF="guidevideo.html"><LINK |
| 15 | REL="PREVIOUS" |
| 16 | TITLE="Graphics and Video" |
| 17 | HREF="guidevideo.html"><LINK |
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| 19 | TITLE="Input handling" |
| 20 | HREF="guideinput.html"></HEAD |
| 21 | ><BODY |
| 22 | CLASS="SECT1" |
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| 24 | TEXT="#000000" |
| 25 | LINK="#0000ee" |
| 26 | VLINK="#551a8b" |
| 27 | ALINK="#ff0000" |
| 28 | ><DIV |
| 29 | CLASS="NAVHEADER" |
| 30 | ><TABLE |
| 31 | SUMMARY="Header navigation table" |
| 32 | WIDTH="100%" |
| 33 | BORDER="0" |
| 34 | CELLPADDING="0" |
| 35 | CELLSPACING="0" |
| 36 | ><TR |
| 37 | ><TH |
| 38 | COLSPAN="3" |
| 39 | ALIGN="center" |
| 40 | >SDL Library Documentation</TH |
| 41 | ></TR |
| 42 | ><TR |
| 43 | ><TD |
| 44 | WIDTH="10%" |
| 45 | ALIGN="left" |
| 46 | VALIGN="bottom" |
| 47 | ><A |
| 48 | HREF="guidevideo.html" |
| 49 | ACCESSKEY="P" |
| 50 | >Prev</A |
| 51 | ></TD |
| 52 | ><TD |
| 53 | WIDTH="80%" |
| 54 | ALIGN="center" |
| 55 | VALIGN="bottom" |
| 56 | >Chapter 2. Graphics and Video</TD |
| 57 | ><TD |
| 58 | WIDTH="10%" |
| 59 | ALIGN="right" |
| 60 | VALIGN="bottom" |
| 61 | ><A |
| 62 | HREF="guideinput.html" |
| 63 | ACCESSKEY="N" |
| 64 | >Next</A |
| 65 | ></TD |
| 66 | ></TR |
| 67 | ></TABLE |
| 68 | ><HR |
| 69 | ALIGN="LEFT" |
| 70 | WIDTH="100%"></DIV |
| 71 | ><DIV |
| 72 | CLASS="SECT1" |
| 73 | ><H1 |
| 74 | CLASS="SECT1" |
| 75 | ><A |
| 76 | NAME="GUIDEVIDEOOPENGL" |
| 77 | ></A |
| 78 | >Using OpenGL With SDL</H1 |
| 79 | ><P |
| 80 | >SDL has the ability to create and use OpenGL contexts on several platforms(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, Mac OS X, FreeBSD/X11 and Solaris/X11). This allows you to use SDL's audio, event handling, threads and times in your OpenGL applications (a function often performed by GLUT).</P |
| 81 | ><DIV |
| 82 | CLASS="SECT2" |
| 83 | ><H2 |
| 84 | CLASS="SECT2" |
| 85 | ><A |
| 86 | NAME="AEN103" |
| 87 | ></A |
| 88 | >Initialisation</H2 |
| 89 | ><P |
| 90 | >Initialising SDL to use OpenGL is not very different to initialising SDL normally. There are three differences; you must pass <TT |
| 91 | CLASS="LITERAL" |
| 92 | >SDL_OPENGL</TT |
| 93 | > to <A |
| 94 | HREF="sdlsetvideomode.html" |
| 95 | ><TT |
| 96 | CLASS="FUNCTION" |
| 97 | >SDL_SetVideoMode</TT |
| 98 | ></A |
| 99 | >, you must specify several GL attributes (depth buffer size, framebuffer sizes) using <A |
| 100 | HREF="sdlglsetattribute.html" |
| 101 | ><TT |
| 102 | CLASS="FUNCTION" |
| 103 | >SDL_GL_SetAttribute</TT |
| 104 | ></A |
| 105 | > and finally, if you wish to use double buffering you must specify it as a GL attribute, <SPAN |
| 106 | CLASS="emphasis" |
| 107 | ><I |
| 108 | CLASS="EMPHASIS" |
| 109 | >not</I |
| 110 | ></SPAN |
| 111 | > by passing the <TT |
| 112 | CLASS="LITERAL" |
| 113 | >SDL_DOUBLEBUF</TT |
| 114 | > flag to <TT |
| 115 | CLASS="FUNCTION" |
| 116 | >SDL_SetVideoMode</TT |
| 117 | >.</P |
| 118 | ><DIV |
| 119 | CLASS="EXAMPLE" |
| 120 | ><A |
| 121 | NAME="AEN114" |
| 122 | ></A |
| 123 | ><P |
| 124 | ><B |
| 125 | >Example 2-7. Initializing SDL with OpenGL</B |
| 126 | ></P |
| 127 | ><PRE |
| 128 | CLASS="PROGRAMLISTING" |
| 129 | > /* Information about the current video settings. */ |
| 130 | const SDL_VideoInfo* info = NULL; |
| 131 | /* Dimensions of our window. */ |
| 132 | int width = 0; |
| 133 | int height = 0; |
| 134 | /* Color depth in bits of our window. */ |
| 135 | int bpp = 0; |
| 136 | /* Flags we will pass into SDL_SetVideoMode. */ |
| 137 | int flags = 0; |
| 138 | |
| 139 | /* First, initialize SDL's video subsystem. */ |
| 140 | if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { |
| 141 | /* Failed, exit. */ |
| 142 | fprintf( stderr, "Video initialization failed: %s\n", |
| 143 | SDL_GetError( ) ); |
| 144 | quit_tutorial( 1 ); |
| 145 | } |
| 146 | |
| 147 | /* Let's get some video information. */ |
| 148 | info = SDL_GetVideoInfo( ); |
| 149 | |
| 150 | if( !info ) { |
| 151 | /* This should probably never happen. */ |
| 152 | fprintf( stderr, "Video query failed: %s\n", |
| 153 | SDL_GetError( ) ); |
| 154 | quit_tutorial( 1 ); |
| 155 | } |
| 156 | |
| 157 | /* |
| 158 | * Set our width/height to 640/480 (you would |
| 159 | * of course let the user decide this in a normal |
| 160 | * app). We get the bpp we will request from |
| 161 | * the display. On X11, VidMode can't change |
| 162 | * resolution, so this is probably being overly |
| 163 | * safe. Under Win32, ChangeDisplaySettings |
| 164 | * can change the bpp. |
| 165 | */ |
| 166 | width = 640; |
| 167 | height = 480; |
| 168 | bpp = info->vfmt->BitsPerPixel; |
| 169 | |
| 170 | /* |
| 171 | * Now, we want to setup our requested |
| 172 | * window attributes for our OpenGL window. |
| 173 | * We want *at least* 5 bits of red, green |
| 174 | * and blue. We also want at least a 16-bit |
| 175 | * depth buffer. |
| 176 | * |
| 177 | * The last thing we do is request a double |
| 178 | * buffered window. '1' turns on double |
| 179 | * buffering, '0' turns it off. |
| 180 | * |
| 181 | * Note that we do not use SDL_DOUBLEBUF in |
| 182 | * the flags to SDL_SetVideoMode. That does |
| 183 | * not affect the GL attribute state, only |
| 184 | * the standard 2D blitting setup. |
| 185 | */ |
| 186 | SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 ); |
| 187 | SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 ); |
| 188 | SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 ); |
| 189 | SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); |
| 190 | SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); |
| 191 | |
| 192 | /* |
| 193 | * We want to request that SDL provide us |
| 194 | * with an OpenGL window, in a fullscreen |
| 195 | * video mode. |
| 196 | * |
| 197 | * EXERCISE: |
| 198 | * Make starting windowed an option, and |
| 199 | * handle the resize events properly with |
| 200 | * glViewport. |
| 201 | */ |
| 202 | flags = SDL_OPENGL | SDL_FULLSCREEN; |
| 203 | |
| 204 | /* |
| 205 | * Set the video mode |
| 206 | */ |
| 207 | if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) { |
| 208 | /* |
| 209 | * This could happen for a variety of reasons, |
| 210 | * including DISPLAY not being set, the specified |
| 211 | * resolution not being available, etc. |
| 212 | */ |
| 213 | fprintf( stderr, "Video mode set failed: %s\n", |
| 214 | SDL_GetError( ) ); |
| 215 | quit_tutorial( 1 ); |
| 216 | }</PRE |
| 217 | ></DIV |
| 218 | ></DIV |
| 219 | ><DIV |
| 220 | CLASS="SECT2" |
| 221 | ><H2 |
| 222 | CLASS="SECT2" |
| 223 | ><A |
| 224 | NAME="AEN117" |
| 225 | ></A |
| 226 | >Drawing</H2 |
| 227 | ><P |
| 228 | >Apart from initialisation, using OpenGL within SDL is the same as using OpenGL |
| 229 | with any other API, e.g. GLUT. You still use all the same function calls and |
| 230 | data types. However if you are using a double-buffered display, then you must |
| 231 | use |
| 232 | <A |
| 233 | HREF="sdlglswapbuffers.html" |
| 234 | ><TT |
| 235 | CLASS="FUNCTION" |
| 236 | >SDL_GL_SwapBuffers()</TT |
| 237 | ></A |
| 238 | > |
| 239 | to swap the buffers and update the display. To request double-buffering |
| 240 | with OpenGL, use |
| 241 | <A |
| 242 | HREF="sdlglsetattribute.html" |
| 243 | ><TT |
| 244 | CLASS="FUNCTION" |
| 245 | >SDL_GL_SetAttribute</TT |
| 246 | ></A |
| 247 | > |
| 248 | with <TT |
| 249 | CLASS="LITERAL" |
| 250 | >SDL_GL_DOUBLEBUFFER</TT |
| 251 | >, and use |
| 252 | <A |
| 253 | HREF="sdlglgetattribute.html" |
| 254 | ><TT |
| 255 | CLASS="FUNCTION" |
| 256 | >SDL_GL_GetAttribute</TT |
| 257 | ></A |
| 258 | > |
| 259 | to see if you actually got it.</P |
| 260 | ><P |
| 261 | >A full example code listing is now presented below.</P |
| 262 | ><DIV |
| 263 | CLASS="EXAMPLE" |
| 264 | ><A |
| 265 | NAME="AEN128" |
| 266 | ></A |
| 267 | ><P |
| 268 | ><B |
| 269 | >Example 2-8. SDL and OpenGL</B |
| 270 | ></P |
| 271 | ><PRE |
| 272 | CLASS="PROGRAMLISTING" |
| 273 | >/* |
| 274 | * SDL OpenGL Tutorial. |
| 275 | * (c) Michael Vance, 2000 |
| 276 | * briareos@lokigames.com |
| 277 | * |
| 278 | * Distributed under terms of the LGPL. |
| 279 | */ |
| 280 | |
| 281 | #include <SDL/SDL.h> |
| 282 | #include <GL/gl.h> |
| 283 | #include <GL/glu.h> |
| 284 | |
| 285 | #include <stdio.h> |
| 286 | #include <stdlib.h> |
| 287 | |
| 288 | static GLboolean should_rotate = GL_TRUE; |
| 289 | |
| 290 | static void quit_tutorial( int code ) |
| 291 | { |
| 292 | /* |
| 293 | * Quit SDL so we can release the fullscreen |
| 294 | * mode and restore the previous video settings, |
| 295 | * etc. |
| 296 | */ |
| 297 | SDL_Quit( ); |
| 298 | |
| 299 | /* Exit program. */ |
| 300 | exit( code ); |
| 301 | } |
| 302 | |
| 303 | static void handle_key_down( SDL_keysym* keysym ) |
| 304 | { |
| 305 | |
| 306 | /* |
| 307 | * We're only interested if 'Esc' has |
| 308 | * been presssed. |
| 309 | * |
| 310 | * EXERCISE: |
| 311 | * Handle the arrow keys and have that change the |
| 312 | * viewing position/angle. |
| 313 | */ |
| 314 | switch( keysym->sym ) { |
| 315 | case SDLK_ESCAPE: |
| 316 | quit_tutorial( 0 ); |
| 317 | break; |
| 318 | case SDLK_SPACE: |
| 319 | should_rotate = !should_rotate; |
| 320 | break; |
| 321 | default: |
| 322 | break; |
| 323 | } |
| 324 | |
| 325 | } |
| 326 | |
| 327 | static void process_events( void ) |
| 328 | { |
| 329 | /* Our SDL event placeholder. */ |
| 330 | SDL_Event event; |
| 331 | |
| 332 | /* Grab all the events off the queue. */ |
| 333 | while( SDL_PollEvent( &event ) ) { |
| 334 | |
| 335 | switch( event.type ) { |
| 336 | case SDL_KEYDOWN: |
| 337 | /* Handle key presses. */ |
| 338 | handle_key_down( &event.key.keysym ); |
| 339 | break; |
| 340 | case SDL_QUIT: |
| 341 | /* Handle quit requests (like Ctrl-c). */ |
| 342 | quit_tutorial( 0 ); |
| 343 | break; |
| 344 | } |
| 345 | |
| 346 | } |
| 347 | |
| 348 | } |
| 349 | |
| 350 | static void draw_screen( void ) |
| 351 | { |
| 352 | /* Our angle of rotation. */ |
| 353 | static float angle = 0.0f; |
| 354 | |
| 355 | /* |
| 356 | * EXERCISE: |
| 357 | * Replace this awful mess with vertex |
| 358 | * arrays and a call to glDrawElements. |
| 359 | * |
| 360 | * EXERCISE: |
| 361 | * After completing the above, change |
| 362 | * it to use compiled vertex arrays. |
| 363 | * |
| 364 | * EXERCISE: |
| 365 | * Verify my windings are correct here ;). |
| 366 | */ |
| 367 | static GLfloat v0[] = { -1.0f, -1.0f, 1.0f }; |
| 368 | static GLfloat v1[] = { 1.0f, -1.0f, 1.0f }; |
| 369 | static GLfloat v2[] = { 1.0f, 1.0f, 1.0f }; |
| 370 | static GLfloat v3[] = { -1.0f, 1.0f, 1.0f }; |
| 371 | static GLfloat v4[] = { -1.0f, -1.0f, -1.0f }; |
| 372 | static GLfloat v5[] = { 1.0f, -1.0f, -1.0f }; |
| 373 | static GLfloat v6[] = { 1.0f, 1.0f, -1.0f }; |
| 374 | static GLfloat v7[] = { -1.0f, 1.0f, -1.0f }; |
| 375 | static GLubyte red[] = { 255, 0, 0, 255 }; |
| 376 | static GLubyte green[] = { 0, 255, 0, 255 }; |
| 377 | static GLubyte blue[] = { 0, 0, 255, 255 }; |
| 378 | static GLubyte white[] = { 255, 255, 255, 255 }; |
| 379 | static GLubyte yellow[] = { 0, 255, 255, 255 }; |
| 380 | static GLubyte black[] = { 0, 0, 0, 255 }; |
| 381 | static GLubyte orange[] = { 255, 255, 0, 255 }; |
| 382 | static GLubyte purple[] = { 255, 0, 255, 0 }; |
| 383 | |
| 384 | /* Clear the color and depth buffers. */ |
| 385 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
| 386 | |
| 387 | /* We don't want to modify the projection matrix. */ |
| 388 | glMatrixMode( GL_MODELVIEW ); |
| 389 | glLoadIdentity( ); |
| 390 | |
| 391 | /* Move down the z-axis. */ |
| 392 | glTranslatef( 0.0, 0.0, -5.0 ); |
| 393 | |
| 394 | /* Rotate. */ |
| 395 | glRotatef( angle, 0.0, 1.0, 0.0 ); |
| 396 | |
| 397 | if( should_rotate ) { |
| 398 | |
| 399 | if( ++angle > 360.0f ) { |
| 400 | angle = 0.0f; |
| 401 | } |
| 402 | |
| 403 | } |
| 404 | |
| 405 | /* Send our triangle data to the pipeline. */ |
| 406 | glBegin( GL_TRIANGLES ); |
| 407 | |
| 408 | glColor4ubv( red ); |
| 409 | glVertex3fv( v0 ); |
| 410 | glColor4ubv( green ); |
| 411 | glVertex3fv( v1 ); |
| 412 | glColor4ubv( blue ); |
| 413 | glVertex3fv( v2 ); |
| 414 | |
| 415 | glColor4ubv( red ); |
| 416 | glVertex3fv( v0 ); |
| 417 | glColor4ubv( blue ); |
| 418 | glVertex3fv( v2 ); |
| 419 | glColor4ubv( white ); |
| 420 | glVertex3fv( v3 ); |
| 421 | |
| 422 | glColor4ubv( green ); |
| 423 | glVertex3fv( v1 ); |
| 424 | glColor4ubv( black ); |
| 425 | glVertex3fv( v5 ); |
| 426 | glColor4ubv( orange ); |
| 427 | glVertex3fv( v6 ); |
| 428 | |
| 429 | glColor4ubv( green ); |
| 430 | glVertex3fv( v1 ); |
| 431 | glColor4ubv( orange ); |
| 432 | glVertex3fv( v6 ); |
| 433 | glColor4ubv( blue ); |
| 434 | glVertex3fv( v2 ); |
| 435 | |
| 436 | glColor4ubv( black ); |
| 437 | glVertex3fv( v5 ); |
| 438 | glColor4ubv( yellow ); |
| 439 | glVertex3fv( v4 ); |
| 440 | glColor4ubv( purple ); |
| 441 | glVertex3fv( v7 ); |
| 442 | |
| 443 | glColor4ubv( black ); |
| 444 | glVertex3fv( v5 ); |
| 445 | glColor4ubv( purple ); |
| 446 | glVertex3fv( v7 ); |
| 447 | glColor4ubv( orange ); |
| 448 | glVertex3fv( v6 ); |
| 449 | |
| 450 | glColor4ubv( yellow ); |
| 451 | glVertex3fv( v4 ); |
| 452 | glColor4ubv( red ); |
| 453 | glVertex3fv( v0 ); |
| 454 | glColor4ubv( white ); |
| 455 | glVertex3fv( v3 ); |
| 456 | |
| 457 | glColor4ubv( yellow ); |
| 458 | glVertex3fv( v4 ); |
| 459 | glColor4ubv( white ); |
| 460 | glVertex3fv( v3 ); |
| 461 | glColor4ubv( purple ); |
| 462 | glVertex3fv( v7 ); |
| 463 | |
| 464 | glColor4ubv( white ); |
| 465 | glVertex3fv( v3 ); |
| 466 | glColor4ubv( blue ); |
| 467 | glVertex3fv( v2 ); |
| 468 | glColor4ubv( orange ); |
| 469 | glVertex3fv( v6 ); |
| 470 | |
| 471 | glColor4ubv( white ); |
| 472 | glVertex3fv( v3 ); |
| 473 | glColor4ubv( orange ); |
| 474 | glVertex3fv( v6 ); |
| 475 | glColor4ubv( purple ); |
| 476 | glVertex3fv( v7 ); |
| 477 | |
| 478 | glColor4ubv( green ); |
| 479 | glVertex3fv( v1 ); |
| 480 | glColor4ubv( red ); |
| 481 | glVertex3fv( v0 ); |
| 482 | glColor4ubv( yellow ); |
| 483 | glVertex3fv( v4 ); |
| 484 | |
| 485 | glColor4ubv( green ); |
| 486 | glVertex3fv( v1 ); |
| 487 | glColor4ubv( yellow ); |
| 488 | glVertex3fv( v4 ); |
| 489 | glColor4ubv( black ); |
| 490 | glVertex3fv( v5 ); |
| 491 | |
| 492 | glEnd( ); |
| 493 | |
| 494 | /* |
| 495 | * EXERCISE: |
| 496 | * Draw text telling the user that 'Spc' |
| 497 | * pauses the rotation and 'Esc' quits. |
| 498 | * Do it using vetors and textured quads. |
| 499 | */ |
| 500 | |
| 501 | /* |
| 502 | * Swap the buffers. This this tells the driver to |
| 503 | * render the next frame from the contents of the |
| 504 | * back-buffer, and to set all rendering operations |
| 505 | * to occur on what was the front-buffer. |
| 506 | * |
| 507 | * Double buffering prevents nasty visual tearing |
| 508 | * from the application drawing on areas of the |
| 509 | * screen that are being updated at the same time. |
| 510 | */ |
| 511 | SDL_GL_SwapBuffers( ); |
| 512 | } |
| 513 | |
| 514 | static void setup_opengl( int width, int height ) |
| 515 | { |
| 516 | float ratio = (float) width / (float) height; |
| 517 | |
| 518 | /* Our shading model--Gouraud (smooth). */ |
| 519 | glShadeModel( GL_SMOOTH ); |
| 520 | |
| 521 | /* Culling. */ |
| 522 | glCullFace( GL_BACK ); |
| 523 | glFrontFace( GL_CCW ); |
| 524 | glEnable( GL_CULL_FACE ); |
| 525 | |
| 526 | /* Set the clear color. */ |
| 527 | glClearColor( 0, 0, 0, 0 ); |
| 528 | |
| 529 | /* Setup our viewport. */ |
| 530 | glViewport( 0, 0, width, height ); |
| 531 | |
| 532 | /* |
| 533 | * Change to the projection matrix and set |
| 534 | * our viewing volume. |
| 535 | */ |
| 536 | glMatrixMode( GL_PROJECTION ); |
| 537 | glLoadIdentity( ); |
| 538 | /* |
| 539 | * EXERCISE: |
| 540 | * Replace this with a call to glFrustum. |
| 541 | */ |
| 542 | gluPerspective( 60.0, ratio, 1.0, 1024.0 ); |
| 543 | } |
| 544 | |
| 545 | int main( int argc, char* argv[] ) |
| 546 | { |
| 547 | /* Information about the current video settings. */ |
| 548 | const SDL_VideoInfo* info = NULL; |
| 549 | /* Dimensions of our window. */ |
| 550 | int width = 0; |
| 551 | int height = 0; |
| 552 | /* Color depth in bits of our window. */ |
| 553 | int bpp = 0; |
| 554 | /* Flags we will pass into SDL_SetVideoMode. */ |
| 555 | int flags = 0; |
| 556 | |
| 557 | /* First, initialize SDL's video subsystem. */ |
| 558 | if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { |
| 559 | /* Failed, exit. */ |
| 560 | fprintf( stderr, "Video initialization failed: %s\n", |
| 561 | SDL_GetError( ) ); |
| 562 | quit_tutorial( 1 ); |
| 563 | } |
| 564 | |
| 565 | /* Let's get some video information. */ |
| 566 | info = SDL_GetVideoInfo( ); |
| 567 | |
| 568 | if( !info ) { |
| 569 | /* This should probably never happen. */ |
| 570 | fprintf( stderr, "Video query failed: %s\n", |
| 571 | SDL_GetError( ) ); |
| 572 | quit_tutorial( 1 ); |
| 573 | } |
| 574 | |
| 575 | /* |
| 576 | * Set our width/height to 640/480 (you would |
| 577 | * of course let the user decide this in a normal |
| 578 | * app). We get the bpp we will request from |
| 579 | * the display. On X11, VidMode can't change |
| 580 | * resolution, so this is probably being overly |
| 581 | * safe. Under Win32, ChangeDisplaySettings |
| 582 | * can change the bpp. |
| 583 | */ |
| 584 | width = 640; |
| 585 | height = 480; |
| 586 | bpp = info->vfmt->BitsPerPixel; |
| 587 | |
| 588 | /* |
| 589 | * Now, we want to setup our requested |
| 590 | * window attributes for our OpenGL window. |
| 591 | * We want *at least* 5 bits of red, green |
| 592 | * and blue. We also want at least a 16-bit |
| 593 | * depth buffer. |
| 594 | * |
| 595 | * The last thing we do is request a double |
| 596 | * buffered window. '1' turns on double |
| 597 | * buffering, '0' turns it off. |
| 598 | * |
| 599 | * Note that we do not use SDL_DOUBLEBUF in |
| 600 | * the flags to SDL_SetVideoMode. That does |
| 601 | * not affect the GL attribute state, only |
| 602 | * the standard 2D blitting setup. |
| 603 | */ |
| 604 | SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 ); |
| 605 | SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 ); |
| 606 | SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 ); |
| 607 | SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); |
| 608 | SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); |
| 609 | |
| 610 | /* |
| 611 | * We want to request that SDL provide us |
| 612 | * with an OpenGL window, in a fullscreen |
| 613 | * video mode. |
| 614 | * |
| 615 | * EXERCISE: |
| 616 | * Make starting windowed an option, and |
| 617 | * handle the resize events properly with |
| 618 | * glViewport. |
| 619 | */ |
| 620 | flags = SDL_OPENGL | SDL_FULLSCREEN; |
| 621 | |
| 622 | /* |
| 623 | * Set the video mode |
| 624 | */ |
| 625 | if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) { |
| 626 | /* |
| 627 | * This could happen for a variety of reasons, |
| 628 | * including DISPLAY not being set, the specified |
| 629 | * resolution not being available, etc. |
| 630 | */ |
| 631 | fprintf( stderr, "Video mode set failed: %s\n", |
| 632 | SDL_GetError( ) ); |
| 633 | quit_tutorial( 1 ); |
| 634 | } |
| 635 | |
| 636 | /* |
| 637 | * At this point, we should have a properly setup |
| 638 | * double-buffered window for use with OpenGL. |
| 639 | */ |
| 640 | setup_opengl( width, height ); |
| 641 | |
| 642 | /* |
| 643 | * Now we want to begin our normal app process-- |
| 644 | * an event loop with a lot of redrawing. |
| 645 | */ |
| 646 | while( 1 ) { |
| 647 | /* Process incoming events. */ |
| 648 | process_events( ); |
| 649 | /* Draw the screen. */ |
| 650 | draw_screen( ); |
| 651 | } |
| 652 | |
| 653 | /* |
| 654 | * EXERCISE: |
| 655 | * Record timings using SDL_GetTicks() and |
| 656 | * and print out frames per second at program |
| 657 | * end. |
| 658 | */ |
| 659 | |
| 660 | /* Never reached. */ |
| 661 | return 0; |
| 662 | }</PRE |
| 663 | ></DIV |
| 664 | ></DIV |
| 665 | ></DIV |
| 666 | ><DIV |
| 667 | CLASS="NAVFOOTER" |
| 668 | ><HR |
| 669 | ALIGN="LEFT" |
| 670 | WIDTH="100%"><TABLE |
| 671 | SUMMARY="Footer navigation table" |
| 672 | WIDTH="100%" |
| 673 | BORDER="0" |
| 674 | CELLPADDING="0" |
| 675 | CELLSPACING="0" |
| 676 | ><TR |
| 677 | ><TD |
| 678 | WIDTH="33%" |
| 679 | ALIGN="left" |
| 680 | VALIGN="top" |
| 681 | ><A |
| 682 | HREF="guidevideo.html" |
| 683 | ACCESSKEY="P" |
| 684 | >Prev</A |
| 685 | ></TD |
| 686 | ><TD |
| 687 | WIDTH="34%" |
| 688 | ALIGN="center" |
| 689 | VALIGN="top" |
| 690 | ><A |
| 691 | HREF="index.html" |
| 692 | ACCESSKEY="H" |
| 693 | >Home</A |
| 694 | ></TD |
| 695 | ><TD |
| 696 | WIDTH="33%" |
| 697 | ALIGN="right" |
| 698 | VALIGN="top" |
| 699 | ><A |
| 700 | HREF="guideinput.html" |
| 701 | ACCESSKEY="N" |
| 702 | >Next</A |
| 703 | ></TD |
| 704 | ></TR |
| 705 | ><TR |
| 706 | ><TD |
| 707 | WIDTH="33%" |
| 708 | ALIGN="left" |
| 709 | VALIGN="top" |
| 710 | >Graphics and Video</TD |
| 711 | ><TD |
| 712 | WIDTH="34%" |
| 713 | ALIGN="center" |
| 714 | VALIGN="top" |
| 715 | ><A |
| 716 | HREF="guidevideo.html" |
| 717 | ACCESSKEY="U" |
| 718 | >Up</A |
| 719 | ></TD |
| 720 | ><TD |
| 721 | WIDTH="33%" |
| 722 | ALIGN="right" |
| 723 | VALIGN="top" |
| 724 | >Input handling</TD |
| 725 | ></TR |
| 726 | ></TABLE |
| 727 | ></DIV |
| 728 | ></BODY |
| 729 | ></HTML |
| 730 | > |