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May 30, 2022 12:25
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SDL2 with OpenGL for 3D (OpenGL with "windowing" requires SDL2 (or SDL1) or e.g. freeGLUT (GLUT implementation) )
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// sdl2-gl.c (filename) | |
// SDL2 with OpenGL for 3D (OpenGL with "windowing" requires SDL2 (or SDL1) or e.g. freeGLUT (GLUT implementation) ) | |
/* gcc sdl2-gl.c `sdl2-config --cflags --libs` -lopengl32 -lglu32 && ./a */ | |
/* | |
https://www.libsdl.org/release/SDL-1.2.15/docs/html/guidevideoopengl.html || | |
SDL_Delay( 30 ); // added || | |
ported from SDL1 to SDL2 | |
https://wiki.libsdl.org/MigrationGuide | |
OpenGL: If you were already using OpenGL directly, your migration is pretty simple. Change your SDL_SetVideoMode() call to SDL_CreateWindow() followed by SDL_GL_CreateContext(), and your SDL_GL_SwapBuffers() call to SDL_GL_SwapWindow(window). All the actual calls into the GL are exactly the same. | |
https://stackoverflow.com/questions/49585857/error-with-sdl-window | |
compiled with MSYS2/MinGW64 (provides pacman) || | |
pacman -Fy sdl2-config || | |
pacman -S --needed mingw-w64-x86_64-SDL2 # SDL2 : sdl2-config . not : (SDL1/SDL : sdl-config) | |
*/ | |
/* | |
* SDL OpenGL Tutorial. | |
* (c) Michael Vance, 2000 | |
* briareos@lokigames.com | |
* | |
* Distributed under terms of the LGPL. | |
*/ | |
#include <SDL2/SDL.h> | |
#include <GL/gl.h> | |
#include <GL/glu.h> | |
#include <stdio.h> | |
#include <stdlib.h> | |
static GLboolean should_rotate = GL_TRUE; | |
SDL_Window* window; | |
static void quit_tutorial( int code ) | |
{ | |
/* | |
* Quit SDL so we can release the fullscreen | |
* mode and restore the previous video settings, | |
* etc. | |
*/ | |
SDL_Quit( ); | |
/* Exit program. */ | |
exit( code ); | |
} | |
static void handle_key_down( SDL_Keysym* keysym ) | |
{ | |
/* | |
* We're only interested if 'Esc' has | |
* been presssed. | |
* | |
* EXERCISE: | |
* Handle the arrow keys and have that change the | |
* viewing position/angle. | |
*/ | |
switch( keysym->sym ) { | |
case SDLK_ESCAPE: | |
quit_tutorial( 0 ); | |
break; | |
case SDLK_SPACE: | |
should_rotate = !should_rotate; | |
break; | |
default: | |
break; | |
} | |
} | |
static void process_events( void ) | |
{ | |
/* Our SDL event placeholder. */ | |
SDL_Event event; | |
/* Grab all the events off the queue. */ | |
while( SDL_PollEvent( &event ) ) { | |
switch( event.type ) { | |
case SDL_KEYDOWN: | |
/* Handle key presses. */ | |
handle_key_down( &event.key.keysym ); | |
break; | |
case SDL_QUIT: | |
/* Handle quit requests (like Ctrl-c). */ | |
quit_tutorial( 0 ); | |
break; | |
} | |
} | |
} | |
static void draw_screen( void ) | |
{ | |
/* Our angle of rotation. */ | |
static float angle = 0.0f; | |
/* | |
* EXERCISE: | |
* Replace this awful mess with vertex | |
* arrays and a call to glDrawElements. | |
* | |
* EXERCISE: | |
* After completing the above, change | |
* it to use compiled vertex arrays. | |
* | |
* EXERCISE: | |
* Verify my windings are correct here ;). | |
*/ | |
static GLfloat v0[] = { -1.0f, -1.0f, 1.0f }; | |
static GLfloat v1[] = { 1.0f, -1.0f, 1.0f }; | |
static GLfloat v2[] = { 1.0f, 1.0f, 1.0f }; | |
static GLfloat v3[] = { -1.0f, 1.0f, 1.0f }; | |
static GLfloat v4[] = { -1.0f, -1.0f, -1.0f }; | |
static GLfloat v5[] = { 1.0f, -1.0f, -1.0f }; | |
static GLfloat v6[] = { 1.0f, 1.0f, -1.0f }; | |
static GLfloat v7[] = { -1.0f, 1.0f, -1.0f }; | |
static GLubyte red[] = { 255, 0, 0, 255 }; | |
static GLubyte green[] = { 0, 255, 0, 255 }; | |
static GLubyte blue[] = { 0, 0, 255, 255 }; | |
static GLubyte white[] = { 255, 255, 255, 255 }; | |
static GLubyte yellow[] = { 0, 255, 255, 255 }; | |
static GLubyte black[] = { 0, 0, 0, 255 }; | |
static GLubyte orange[] = { 255, 255, 0, 255 }; | |
static GLubyte purple[] = { 255, 0, 255, 0 }; | |
/* Clear the color and depth buffers. */ | |
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); | |
/* We don't want to modify the projection matrix. */ | |
glMatrixMode( GL_MODELVIEW ); | |
glLoadIdentity( ); | |
/* Move down the z-axis. */ | |
glTranslatef( 0.0, 0.0, -5.0 ); | |
/* Rotate. */ | |
glRotatef( angle, 0.0, 1.0, 0.0 ); | |
if( should_rotate ) { | |
if( ++angle > 360.0f ) { | |
angle = 0.0f; | |
} | |
} | |
/* Send our triangle data to the pipeline. */ | |
glBegin( GL_TRIANGLES ); | |
glColor4ubv( red ); | |
glVertex3fv( v0 ); | |
glColor4ubv( green ); | |
glVertex3fv( v1 ); | |
glColor4ubv( blue ); | |
glVertex3fv( v2 ); | |
glColor4ubv( red ); | |
glVertex3fv( v0 ); | |
glColor4ubv( blue ); | |
glVertex3fv( v2 ); | |
glColor4ubv( white ); | |
glVertex3fv( v3 ); | |
glColor4ubv( green ); | |
glVertex3fv( v1 ); | |
glColor4ubv( black ); | |
glVertex3fv( v5 ); | |
glColor4ubv( orange ); | |
glVertex3fv( v6 ); | |
glColor4ubv( green ); | |
glVertex3fv( v1 ); | |
glColor4ubv( orange ); | |
glVertex3fv( v6 ); | |
glColor4ubv( blue ); | |
glVertex3fv( v2 ); | |
glColor4ubv( black ); | |
glVertex3fv( v5 ); | |
glColor4ubv( yellow ); | |
glVertex3fv( v4 ); | |
glColor4ubv( purple ); | |
glVertex3fv( v7 ); | |
glColor4ubv( black ); | |
glVertex3fv( v5 ); | |
glColor4ubv( purple ); | |
glVertex3fv( v7 ); | |
glColor4ubv( orange ); | |
glVertex3fv( v6 ); | |
glColor4ubv( yellow ); | |
glVertex3fv( v4 ); | |
glColor4ubv( red ); | |
glVertex3fv( v0 ); | |
glColor4ubv( white ); | |
glVertex3fv( v3 ); | |
glColor4ubv( yellow ); | |
glVertex3fv( v4 ); | |
glColor4ubv( white ); | |
glVertex3fv( v3 ); | |
glColor4ubv( purple ); | |
glVertex3fv( v7 ); | |
glColor4ubv( white ); | |
glVertex3fv( v3 ); | |
glColor4ubv( blue ); | |
glVertex3fv( v2 ); | |
glColor4ubv( orange ); | |
glVertex3fv( v6 ); | |
glColor4ubv( white ); | |
glVertex3fv( v3 ); | |
glColor4ubv( orange ); | |
glVertex3fv( v6 ); | |
glColor4ubv( purple ); | |
glVertex3fv( v7 ); | |
glColor4ubv( green ); | |
glVertex3fv( v1 ); | |
glColor4ubv( red ); | |
glVertex3fv( v0 ); | |
glColor4ubv( yellow ); | |
glVertex3fv( v4 ); | |
glColor4ubv( green ); | |
glVertex3fv( v1 ); | |
glColor4ubv( yellow ); | |
glVertex3fv( v4 ); | |
glColor4ubv( black ); | |
glVertex3fv( v5 ); | |
glEnd( ); | |
/* | |
* EXERCISE: | |
* Draw text telling the user that 'Spc' | |
* pauses the rotation and 'Esc' quits. | |
* Do it using vetors and textured quads. | |
*/ | |
/* | |
* Swap the buffers. This this tells the driver to | |
* render the next frame from the contents of the | |
* back-buffer, and to set all rendering operations | |
* to occur on what was the front-buffer. | |
* | |
* Double buffering prevents nasty visual tearing | |
* from the application drawing on areas of the | |
* screen that are being updated at the same time. | |
*/ | |
//SDL_GL_SwapBuffers( ); // SDL1 | |
// SDL2: | |
SDL_GL_SwapWindow(window); | |
/* | |
ported from SDL1 to SDL2 | |
https://wiki.libsdl.org/MigrationGuide | |
OpenGL: If you were already using OpenGL directly, your migration is pretty simple. Change your SDL_SetVideoMode() call to SDL_CreateWindow() followed by SDL_GL_CreateContext(), and your SDL_GL_SwapBuffers() call to SDL_GL_SwapWindow(window). All the actual calls into the GL are exactly the same. | |
*/ | |
} | |
static void setup_opengl( int width, int height ) | |
{ | |
float ratio = (float) width / (float) height; | |
/* Our shading model--Gouraud (smooth). */ | |
glShadeModel( GL_SMOOTH ); | |
/* Culling. */ | |
glCullFace( GL_BACK ); | |
glFrontFace( GL_CCW ); | |
glEnable( GL_CULL_FACE ); | |
/* Set the clear color. */ | |
glClearColor( 0, 0, 0, 0 ); | |
/* Setup our viewport. */ | |
glViewport( 0, 0, width, height ); | |
/* | |
* Change to the projection matrix and set | |
* our viewing volume. | |
*/ | |
glMatrixMode( GL_PROJECTION ); | |
glLoadIdentity( ); | |
/* | |
* EXERCISE: | |
* Replace this with a call to glFrustum. | |
*/ | |
gluPerspective( 60.0, ratio, 1.0, 1024.0 ); | |
} | |
int main( int argc, char* argv[] ) | |
{ | |
/* Information about the current video settings. */ | |
///const SDL_VideoInfo* info = NULL; // SDL1 | |
/* Dimensions of our window. */ | |
int width = 0; | |
int height = 0; | |
/* Color depth in bits of our window. */ | |
///int bpp = 0; // SDL1 | |
/* Flags we will pass into SDL_SetVideoMode. */ | |
///int flags = 0; // SDL1 | |
/* First, initialize SDL's video subsystem. */ | |
if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { | |
/* Failed, exit. */ | |
fprintf( stderr, "Video initialization failed: %s\n", | |
SDL_GetError( ) ); | |
quit_tutorial( 1 ); | |
} | |
/* Let's get some video information. */ | |
//info = SDL_GetVideoInfo( ); | |
/* | |
if( !info ) { | |
// This should probably never happen. | |
fprintf( stderr, "Video query failed: %s\n", | |
SDL_GetError( ) ); | |
quit_tutorial( 1 ); | |
}*/ | |
/* | |
* Set our width/height to 640/480 (you would | |
* of course let the user decide this in a normal | |
* app). We get the bpp we will request from | |
* the display. On X11, VidMode can't change | |
* resolution, so this is probably being overly | |
* safe. Under Win32, ChangeDisplaySettings | |
* can change the bpp. | |
*/ | |
width = 640; | |
height = 480; | |
///bpp = info->vfmt->BitsPerPixel; // SDL1 | |
/* | |
* Now, we want to setup our requested | |
* window attributes for our OpenGL window. | |
* We want *at least* 5 bits of red, green | |
* and blue. We also want at least a 16-bit | |
* depth buffer. | |
* | |
* The last thing we do is request a double | |
* buffered window. '1' turns on double | |
* buffering, '0' turns it off. | |
* | |
* Note that we do not use SDL_DOUBLEBUF in | |
* the flags to SDL_SetVideoMode. That does | |
* not affect the GL attribute state, only | |
* the standard 2D blitting setup. | |
*/ | |
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 ); | |
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 ); | |
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 ); | |
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); | |
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); | |
/* | |
ported from SDL1 to SDL2 | |
https://wiki.libsdl.org/MigrationGuide | |
OpenGL: If you were already using OpenGL directly, your migration is pretty simple. Change your SDL_SetVideoMode() call to SDL_CreateWindow() followed by SDL_GL_CreateContext(), and your SDL_GL_SwapBuffers() call to SDL_GL_SwapWindow(window). All the actual calls into the GL are exactly the same. | |
*/ | |
window = SDL_CreateWindow("Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL); | |
SDL_GL_CreateContext(window); | |
/* | |
* We want to request that SDL provide us | |
* with an OpenGL window, in a fullscreen | |
* video mode. | |
* | |
* EXERCISE: | |
* Make starting windowed an option, and | |
* handle the resize events properly with | |
* glViewport. | |
*/ | |
//flags = SDL_OPENGL | SDL_FULLSCREEN; // SDL1 | |
/* | |
* Set the video mode | |
* | |
if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) { | |
* | |
* This could happen for a variety of reasons, | |
* including DISPLAY not being set, the specified | |
* resolution not being available, etc. | |
* | |
fprintf( stderr, "Video mode set failed: %s\n", | |
SDL_GetError( ) ); | |
quit_tutorial( 1 ); | |
}*/ | |
/* | |
* At this point, we should have a properly setup | |
* double-buffered window for use with OpenGL. | |
*/ | |
setup_opengl( width, height ); | |
/* | |
* Now we want to begin our normal app process-- | |
* an event loop with a lot of redrawing. | |
*/ | |
while( 1 ) { | |
/* Process incoming events. */ | |
process_events( ); | |
/* Draw the screen. */ | |
draw_screen( ); | |
///////--------------------- MY ADD | |
SDL_Delay( 30 ); | |
} | |
/* | |
* EXERCISE: | |
* Record timings using SDL_GetTicks() and | |
* and print out frames per second at program | |
* end. | |
*/ | |
/* Never reached. */ | |
return 0; | |
} |
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