mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-22 19:53:52 +00:00
Added SDL+OpenGL 2D rendering backend (ony basic features)
This commit is contained in:
parent
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commit
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7 changed files with 522 additions and 2 deletions
321
rend2d/servers/sdl_gl_driver.cpp
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321
rend2d/servers/sdl_gl_driver.cpp
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#include "sdl_gl_driver.hpp"
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#include <SDL.h>
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#include <SDL_image.h>
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#include <SDL_opengl.h>
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#include <stdexcept>
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#include <assert.h>
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using namespace Mangle::Rend2D;
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void SDLGL_Sprite::draw(Sprite *s, // Must be SDLGL_Sprite
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int x, int y, // Destination position
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int sx, int sy, // Source position
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int w, int h // Amount to draw. -1 means remainder.
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)
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{
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// Get source surface
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SDLGL_Sprite *other = dynamic_cast<SDLGL_Sprite*>(s);
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assert(other != NULL);
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SDL_Surface *img = other->getSurface();
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// Check coordinate validity
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assert(sx <= img->w && sy <= img->h);
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assert(x <= surface->w && y <= surface->h);
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assert(sx >= 0 && sy >= 0);
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// Compute width and height if necessary
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if(w == -1) w = img->w - sx;
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if(h == -1) h = img->h - sy;
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// Check them if they're valid
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assert(w >= 0 && w <= img->w);
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assert(h >= 0 && h <= img->h);
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SDL_Rect dest;
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dest.x = x;
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dest.y = y;
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dest.w = w;
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dest.h = h;
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SDL_Rect src;
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src.x = sx;
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src.y = sy;
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src.w = w;
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src.h = h;
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// Do the Blitman
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SDL_BlitSurface(img, &src, surface, &dest);
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}
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SDLGL_Sprite::SDLGL_Sprite(SDL_Surface *s, bool autoDelete)
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: surface(s), autoDel(autoDelete)
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{
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assert(surface != NULL);
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}
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SDLGL_Sprite::~SDLGL_Sprite()
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{
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if(autoDel)
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SDL_FreeSurface(surface);
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}
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void SDLGL_Sprite::fill(int value)
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{
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SDL_FillRect(surface, NULL, value);
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}
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int SDLGL_Sprite::width() { return surface->w; }
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int SDLGL_Sprite::height() { return surface->h; }
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SDLGLDriver::SDLGLDriver() : display(NULL), realDisp(NULL)
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{
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if (SDL_InitSubSystem( SDL_INIT_VIDEO ) == -1)
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throw std::runtime_error("Error initializing SDL video");
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}
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SDLGLDriver::~SDLGLDriver()
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{
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if(display) delete display;
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SDL_Quit();
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}
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// Surface used for the screen. Since OpenGL surfaces must have sizes
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// that are powers of 2, we have to "fake" the returned display size
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// to match the screen, not the surface itself. If we don't use this,
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// the client program will get confused about the actual size of our
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// screen, thinking it is bigger than it is.
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struct FakeSizeSprite : SDLGL_Sprite
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{
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int fakeW, fakeH;
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FakeSizeSprite(SDL_Surface *s, int fw, int fh)
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: SDLGL_Sprite(s), fakeW(fw), fakeH(fh)
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{}
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int width() { return fakeW; }
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int height() { return fakeH; }
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};
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static int makePow2(int num)
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{
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assert(num);
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if((num & (num-1)) != 0)
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{
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int cnt = 0;
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while(num)
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{
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num >>= 1;
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cnt++;
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}
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num = 1 << cnt;
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}
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return num;
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}
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void SDLGLDriver::setVideoMode(int width, int height, int bpp, bool fullscreen)
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{
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unsigned int flags;
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if(display) delete display;
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flags = SDL_OPENGL;
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if (fullscreen)
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flags |= SDL_FULLSCREEN;
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, 1 );
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// Create the surface and check it
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screen = SDL_SetVideoMode(width, height, bpp, flags);
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if(screen == NULL)
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throw std::runtime_error("Failed setting SDL video mode");
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// Expand width and height to be powers of 2
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int width2 = makePow2(width);
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int height2 = makePow2(height);
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// Create a new SDL surface of this size
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const SDL_PixelFormat& fmt = *(screen->format);
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realDisp = SDL_CreateRGBSurface(SDL_SWSURFACE,width2,height2,
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fmt.BitsPerPixel,
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fmt.Rmask,fmt.Gmask,fmt.Bmask,fmt.Amask);
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// Create a sprite directly representing the display surface. This
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// allows the user to blit to it directly.
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display = new FakeSizeSprite(realDisp, width, height);
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// Set up the OpenGL format
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nOfColors = fmt.BytesPerPixel;
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if(nOfColors == 4)
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{
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if (fmt.Rmask == 0x000000ff)
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texture_format = GL_RGBA;
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else
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texture_format = GL_BGRA;
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}
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else if(nOfColors == 3)
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{
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if (fmt.Rmask == 0x000000ff)
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texture_format = GL_RGB;
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else
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texture_format = GL_BGR;
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}
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else
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assert(0 && "unsupported screen format");
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glEnable(GL_TEXTURE_2D);
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// Have OpenGL generate a texture object handle for us
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glGenTextures( 1, &texture );
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// Bind the texture object
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glBindTexture( GL_TEXTURE_2D, texture );
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// Set the texture's stretching properties
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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}
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void SDLGLDriver::updateNoSwap()
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{
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if(!realDisp) return;
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// Fist, set up the screen texture:
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// Bind the texture object
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glBindTexture( GL_TEXTURE_2D, texture );
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// Edit the texture object's image data
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glTexImage2D( GL_TEXTURE_2D, 0, nOfColors, realDisp->w, realDisp->h, 0,
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texture_format, GL_UNSIGNED_BYTE, realDisp->pixels );
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glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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// OpenGL barf. Set up the projection to match our screen
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int vPort[4];
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glGetIntegerv(GL_VIEWPORT, vPort);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, vPort[2], 0, vPort[3], -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glBegin( GL_QUADS );
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// Bottom-left vertex (corner)
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glTexCoord2i( 0, 0 );
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glVertex3f(0,0,0);
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// Bottom-right vertex (corner)
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glTexCoord2i( 1, 0 );
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glVertex3f( realDisp->w, 0, 0.f );
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// Top-right vertex (corner)
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glTexCoord2i( 1, 1 );
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glVertex3f( realDisp->w, realDisp->h, 0.f );
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// Top-left vertex (corner)
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glTexCoord2i( 0, 1 );
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glVertex3f( 0, realDisp->h, 0.f );
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glEnd();
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/*
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glBegin(GL_TRIANGLES);
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glColor3ub(255, 0, 0);
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glVertex2d(0, 0);
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glColor3ub(0, 255, 0);
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glVertex2d(100,0);
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glColor3ub(0, 0, 255);
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glVertex2d(50, 50);
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glEnd();
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*/
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void SDLGLDriver::swap()
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{
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SDL_GL_SwapBuffers();
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}
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void SDLGLDriver::update()
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{
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updateNoSwap();
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swap();
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}
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/// Set the window title, as well as the title of the window when
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/// "iconified"
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void SDLGLDriver::setWindowTitle(const std::string &title,
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const std::string &icon)
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{
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SDL_WM_SetCaption( title.c_str(), icon.c_str() );
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}
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// Convert the given surface to display format.
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static SDL_Surface* convertImage(SDL_Surface* surf)
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{
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if(surf != NULL)
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{
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// Convert the image to the display buffer format, for faster
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// blitting
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SDL_Surface *surf2 = SDL_DisplayFormat(surf);
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SDL_FreeSurface(surf);
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surf = surf2;
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}
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return surf;
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}
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/// Load sprite from an image file, using SDL_image.
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Sprite* SDLGLDriver::loadImage(const std::string &file)
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{
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SDL_Surface *surf = IMG_Load(file.c_str());
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surf = convertImage(surf);
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if(surf == NULL)
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throw std::runtime_error("SDL failed to load image file '" + file + "'");
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return spriteFromSDL(surf);
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}
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/// Load sprite from an SDL_RWops structure. autoFree determines
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/// whether the RWops struct should be closed/freed after use.
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Sprite* SDLGLDriver::loadImage(SDL_RWops *src, bool autoFree)
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{
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SDL_Surface *surf = IMG_Load_RW(src, autoFree);
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surf = convertImage(surf);
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if(surf == NULL)
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throw std::runtime_error("SDL failed to load image");
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return spriteFromSDL(surf);
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}
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/// Load a sprite from an image file stored in memory. Uses
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/// SDL_image.
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Sprite* SDLGLDriver::loadImage(const void* data, size_t size)
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{
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SDL_RWops *rw = SDL_RWFromConstMem(data, size);
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return loadImage(rw, true);
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}
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void SDLGLDriver::setGamma(float red, float green, float blue)
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{
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SDL_SetGamma(red,green,blue);
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}
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/// Convert an existing SDL surface into a sprite
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Sprite* SDLGLDriver::spriteFromSDL(SDL_Surface *surf, bool autoFree)
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{
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assert(surf);
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return new SDLGL_Sprite(surf, autoFree);
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}
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void SDLGLDriver::sleep(int ms) { SDL_Delay(ms); }
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unsigned int SDLGLDriver::ticks() { return SDL_GetTicks(); }
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132
rend2d/servers/sdl_gl_driver.hpp
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rend2d/servers/sdl_gl_driver.hpp
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#ifndef MANGLE_DRAW2D_SDLGL_H
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#define MANGLE_DRAW2D_SDLGL_H
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/** This driver is similar to SDLDriver, except that it uses SDL on
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top of OpenGL.
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I've decided to make it a separate file instead of just adding
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optional OpenGL support to the original, so that pure SDL users
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don't have to add OpenGL as a dependency.
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*/
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#include "../driver.hpp"
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// Predeclarations keep the streets safe at night
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struct SDL_Surface;
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struct SDL_RWops;
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namespace Mangle
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{
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namespace Rend2D
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{
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/// SDL-implementation of Sprite
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struct SDLGL_Sprite : Sprite
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{
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/** Draw a sprite in the given position. Can only draw other SDL
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sprites.
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*/
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void draw(Sprite *s, // Must be SDLGL_Sprite
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int x, int y, // Destination position
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int sx=0, int sy=0, // Source position
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int w=-1, int h=-1 // Amount to draw. -1 means remainder.
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);
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SDLGL_Sprite(SDL_Surface *s, bool autoDelete=true);
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~SDLGL_Sprite();
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// Information retrieval
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virtual int width();
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virtual int height();
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SDL_Surface *getSurface() { return surface; }
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// Fill with a given pixel value
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void fill(int value);
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private:
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// The SDL surface
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SDL_Surface* surface;
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// If true, delete this surface when the canvas is destructed
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bool autoDel;
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};
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class SDLGLDriver : public Driver
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{
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// The main display surface
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SDLGL_Sprite *display;
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// The screen surface. This is completely unused.
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SDL_Surface *screen;
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// The display surface and main GL texture. These are used when
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// drawing the entire screen as one surface, as a drop-in
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// replacement for SDLDriver.
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SDL_Surface *realDisp;
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unsigned int texture;
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int nOfColors, texture_format;
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public:
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SDLGLDriver();
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~SDLGLDriver();
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/// Sets the video mode. Will create the window if it is not
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/// already set up. Note that for SDL, bpp=0 means use current
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/// bpp.
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void setVideoMode(int width, int height, int bpp=0, bool fullscreen=false);
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/// Update the screen
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void update();
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/// Calls SDL_GL_SwapBuffers
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void swap();
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/// Draw surface to screen but do not call SDL_GL_SwapBuffers()
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void updateNoSwap();
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/// Set the window title, as well as the title of the window
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/// when "iconified"
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void setWindowTitle(const std::string &title,
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const std::string &icon);
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// Include overloads from our Glorious parent
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using Driver::setWindowTitle;
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/// Load sprite from an image file, using SDL_image.
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Sprite* loadImage(const std::string &file);
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/// Load sprite from an SDL_RWops structure. autoFree determines
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/// whether the RWops struct should be closed/freed after use.
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Sprite* loadImage(SDL_RWops *src, bool autoFree=false);
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/// Load a sprite from an image file stored in memory. Uses
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/// SDL_image.
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Sprite* loadImage(const void* data, size_t size);
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/// Set gamma value
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void setGamma(float gamma) { setGamma(gamma,gamma,gamma); }
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/// Set gamma individually for red, green, blue
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void setGamma(float red, float green, float blue);
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/// Convert an existing SDL surface into a sprite
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Sprite* spriteFromSDL(SDL_Surface *surf, bool autoFree = true);
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// Get width and height
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int width() { return display ? display->width() : 0; }
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int height() { return display ? display->height() : 0; }
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/// Get the screen sprite
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Sprite *getScreen() { return display; }
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/// Not really a graphic-related function, but very
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/// handly. Sleeps the given number of milliseconds using
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/// SDL_Delay().
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void sleep(int ms);
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/// Get the number of ticks since SDL initialization, using
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/// SDL_GetTicks().
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unsigned int ticks();
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};
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}
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}
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#endif
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@ -1,9 +1,15 @@
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GCC=g++ -Wall
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GCC=g++ -Wall -Werror
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all: sdl_test
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all: sdl_test sdl_move_test sdlgl_move_test
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sdl_test: sdl_test.cpp
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$(GCC) $< ../servers/sdl_driver.cpp -o $@ -I/usr/include/SDL/ -lSDL -lSDL_image
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sdl_move_test: sdl_move_test.cpp ../servers/sdl_driver.cpp
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$(GCC) $^ -o $@ -I/usr/include/SDL/ -lSDL -lSDL_image
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sdlgl_move_test: sdlgl_move_test.cpp ../servers/sdl_gl_driver.cpp
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$(GCC) $^ -o $@ -I/usr/include/SDL/ -lSDL -lSDL_image -lGL
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clean:
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rm *_test
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0
rend2d/tests/output/sdl_move_test.out
Normal file
0
rend2d/tests/output/sdl_move_test.out
Normal file
0
rend2d/tests/output/sdlgl_move_test.out
Normal file
0
rend2d/tests/output/sdlgl_move_test.out
Normal file
30
rend2d/tests/sdl_move_test.cpp
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30
rend2d/tests/sdl_move_test.cpp
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#include <iostream>
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#include <fstream>
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using namespace std;
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#include "../servers/sdl_driver.hpp"
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using namespace Mangle::Rend2D;
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int main()
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{
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SDLDriver sdl;
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sdl.setVideoMode(640,480,0,false);
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sdl.setWindowTitle("Testing 123");
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Sprite *screen = sdl.getScreen();
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const char* imgName = "tile1-blue.png";
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Sprite *image = sdl.loadImage(imgName);
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for(int frames=0; frames<170; frames++)
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{
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screen->fill(0);
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for(int j=0; j<10; j++)
|
||||
for(int i=0; i<25; i++)
|
||||
screen->draw(image, 2*frames+30*j, 20*i);
|
||||
sdl.update();
|
||||
sdl.sleep(10);
|
||||
}
|
||||
return 0;
|
||||
}
|
31
rend2d/tests/sdlgl_move_test.cpp
Normal file
31
rend2d/tests/sdlgl_move_test.cpp
Normal file
|
@ -0,0 +1,31 @@
|
|||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
using namespace std;
|
||||
|
||||
#include "../servers/sdl_gl_driver.hpp"
|
||||
|
||||
using namespace Mangle::Rend2D;
|
||||
|
||||
int main()
|
||||
{
|
||||
SDLGLDriver sdl;
|
||||
|
||||
sdl.setVideoMode(640,480,0,false);
|
||||
sdl.setWindowTitle("Testing 123");
|
||||
Sprite *screen = sdl.getScreen();
|
||||
const char* imgName = "tile1-blue.png";
|
||||
Sprite *image = sdl.loadImage(imgName);
|
||||
|
||||
for(int frames=0; frames<170; frames++)
|
||||
{
|
||||
screen->fill(0);
|
||||
for(int j=0; j<10; j++)
|
||||
for(int i=0; i<25; i++)
|
||||
screen->draw(image, 2*frames+30*j, 20*i);
|
||||
sdl.update();
|
||||
sdl.sleep(5);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in a new issue