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authorSteve Kondik <shade@chemlab.org>2012-11-18 15:47:18 -0800
committerSteve Kondik <shade@chemlab.org>2012-11-18 15:47:18 -0800
commita546c7006355a7bd1df4267ee53d0bfa2c017c8c (patch)
tree01be0bf6c0d6968e1468ec9661fd52110f9b05a7 /distrib/sdl-1.2.15/docs/html/guidevideoopengl.html
parentbaf3d7830396202df5cc47bd7bcee109c319cdb3 (diff)
parent0f809250987b64f491bd3b4b73c0f0d33036a786 (diff)
downloadexternal_qemu-a546c7006355a7bd1df4267ee53d0bfa2c017c8c.zip
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Merge branch 'jb-mr1-release' of https://android.googlesource.com/platform/external/qemu into mr1-staging
Change-Id: I8a4a71ac65b08e6e17f26c942f67a15b85211115
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+<HTML
+><HEAD
+><TITLE
+>Using OpenGL With SDL</TITLE
+><META
+NAME="GENERATOR"
+CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
+"><LINK
+REL="HOME"
+TITLE="SDL Library Documentation"
+HREF="index.html"><LINK
+REL="UP"
+TITLE="Graphics and Video"
+HREF="guidevideo.html"><LINK
+REL="PREVIOUS"
+TITLE="Graphics and Video"
+HREF="guidevideo.html"><LINK
+REL="NEXT"
+TITLE="Input handling"
+HREF="guideinput.html"></HEAD
+><BODY
+CLASS="SECT1"
+BGCOLOR="#FFF8DC"
+TEXT="#000000"
+LINK="#0000ee"
+VLINK="#551a8b"
+ALINK="#ff0000"
+><DIV
+CLASS="NAVHEADER"
+><TABLE
+SUMMARY="Header navigation table"
+WIDTH="100%"
+BORDER="0"
+CELLPADDING="0"
+CELLSPACING="0"
+><TR
+><TH
+COLSPAN="3"
+ALIGN="center"
+>SDL Library Documentation</TH
+></TR
+><TR
+><TD
+WIDTH="10%"
+ALIGN="left"
+VALIGN="bottom"
+><A
+HREF="guidevideo.html"
+ACCESSKEY="P"
+>Prev</A
+></TD
+><TD
+WIDTH="80%"
+ALIGN="center"
+VALIGN="bottom"
+>Chapter 2. Graphics and Video</TD
+><TD
+WIDTH="10%"
+ALIGN="right"
+VALIGN="bottom"
+><A
+HREF="guideinput.html"
+ACCESSKEY="N"
+>Next</A
+></TD
+></TR
+></TABLE
+><HR
+ALIGN="LEFT"
+WIDTH="100%"></DIV
+><DIV
+CLASS="SECT1"
+><H1
+CLASS="SECT1"
+><A
+NAME="GUIDEVIDEOOPENGL"
+></A
+>Using OpenGL With SDL</H1
+><P
+>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
+><DIV
+CLASS="SECT2"
+><H2
+CLASS="SECT2"
+><A
+NAME="AEN103"
+></A
+>Initialisation</H2
+><P
+>Initialising SDL to use OpenGL is not very different to initialising SDL normally. There are three differences; you must pass <TT
+CLASS="LITERAL"
+>SDL_OPENGL</TT
+> to <A
+HREF="sdlsetvideomode.html"
+><TT
+CLASS="FUNCTION"
+>SDL_SetVideoMode</TT
+></A
+>, you must specify several GL attributes (depth buffer size, framebuffer sizes) using <A
+HREF="sdlglsetattribute.html"
+><TT
+CLASS="FUNCTION"
+>SDL_GL_SetAttribute</TT
+></A
+> and finally, if you wish to use double buffering you must specify it as a GL attribute, <SPAN
+CLASS="emphasis"
+><I
+CLASS="EMPHASIS"
+>not</I
+></SPAN
+> by passing the <TT
+CLASS="LITERAL"
+>SDL_DOUBLEBUF</TT
+> flag to <TT
+CLASS="FUNCTION"
+>SDL_SetVideoMode</TT
+>.</P
+><DIV
+CLASS="EXAMPLE"
+><A
+NAME="AEN114"
+></A
+><P
+><B
+>Example 2-7. Initializing SDL with OpenGL</B
+></P
+><PRE
+CLASS="PROGRAMLISTING"
+> /* Information about the current video settings. */
+ const SDL_VideoInfo* info = NULL;
+ /* Dimensions of our window. */
+ int width = 0;
+ int height = 0;
+ /* Color depth in bits of our window. */
+ int bpp = 0;
+ /* Flags we will pass into SDL_SetVideoMode. */
+ int flags = 0;
+
+ /* First, initialize SDL's video subsystem. */
+ if( SDL_Init( SDL_INIT_VIDEO ) &#60; 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-&#62;vfmt-&#62;BitsPerPixel;
+
+ /*
+ * 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 );
+
+ /*
+ * 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;
+
+ /*
+ * 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 );
+ }</PRE
+></DIV
+></DIV
+><DIV
+CLASS="SECT2"
+><H2
+CLASS="SECT2"
+><A
+NAME="AEN117"
+></A
+>Drawing</H2
+><P
+>Apart from initialisation, using OpenGL within SDL is the same as using OpenGL
+with any other API, e.g. GLUT. You still use all the same function calls and
+data types. However if you are using a double-buffered display, then you must
+use
+<A
+HREF="sdlglswapbuffers.html"
+><TT
+CLASS="FUNCTION"
+>SDL_GL_SwapBuffers()</TT
+></A
+>
+to swap the buffers and update the display. To request double-buffering
+with OpenGL, use
+<A
+HREF="sdlglsetattribute.html"
+><TT
+CLASS="FUNCTION"
+>SDL_GL_SetAttribute</TT
+></A
+>
+with <TT
+CLASS="LITERAL"
+>SDL_GL_DOUBLEBUFFER</TT
+>, and use
+<A
+HREF="sdlglgetattribute.html"
+><TT
+CLASS="FUNCTION"
+>SDL_GL_GetAttribute</TT
+></A
+>
+to see if you actually got it.</P
+><P
+>A full example code listing is now presented below.</P
+><DIV
+CLASS="EXAMPLE"
+><A
+NAME="AEN128"
+></A
+><P
+><B
+>Example 2-8. SDL and OpenGL</B
+></P
+><PRE
+CLASS="PROGRAMLISTING"
+>/*
+ * SDL OpenGL Tutorial.
+ * (c) Michael Vance, 2000
+ * briareos@lokigames.com
+ *
+ * Distributed under terms of the LGPL.
+ */
+
+#include &#60;SDL/SDL.h&#62;
+#include &#60;GL/gl.h&#62;
+#include &#60;GL/glu.h&#62;
+
+#include &#60;stdio.h&#62;
+#include &#60;stdlib.h&#62;
+
+static GLboolean should_rotate = GL_TRUE;
+
+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-&#62;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( &#38;event ) ) {
+
+ switch( event.type ) {
+ case SDL_KEYDOWN:
+ /* Handle key presses. */
+ handle_key_down( &#38;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 &#62; 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( );
+}
+
+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;
+ /* Dimensions of our window. */
+ int width = 0;
+ int height = 0;
+ /* Color depth in bits of our window. */
+ int bpp = 0;
+ /* Flags we will pass into SDL_SetVideoMode. */
+ int flags = 0;
+
+ /* First, initialize SDL's video subsystem. */
+ if( SDL_Init( SDL_INIT_VIDEO ) &#60; 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-&#62;vfmt-&#62;BitsPerPixel;
+
+ /*
+ * 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 );
+
+ /*
+ * 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;
+
+ /*
+ * 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( );
+ }
+
+ /*
+ * EXERCISE:
+ * Record timings using SDL_GetTicks() and
+ * and print out frames per second at program
+ * end.
+ */
+
+ /* Never reached. */
+ return 0;
+}</PRE
+></DIV
+></DIV
+></DIV
+><DIV
+CLASS="NAVFOOTER"
+><HR
+ALIGN="LEFT"
+WIDTH="100%"><TABLE
+SUMMARY="Footer navigation table"
+WIDTH="100%"
+BORDER="0"
+CELLPADDING="0"
+CELLSPACING="0"
+><TR
+><TD
+WIDTH="33%"
+ALIGN="left"
+VALIGN="top"
+><A
+HREF="guidevideo.html"
+ACCESSKEY="P"
+>Prev</A
+></TD
+><TD
+WIDTH="34%"
+ALIGN="center"
+VALIGN="top"
+><A
+HREF="index.html"
+ACCESSKEY="H"
+>Home</A
+></TD
+><TD
+WIDTH="33%"
+ALIGN="right"
+VALIGN="top"
+><A
+HREF="guideinput.html"
+ACCESSKEY="N"
+>Next</A
+></TD
+></TR
+><TR
+><TD
+WIDTH="33%"
+ALIGN="left"
+VALIGN="top"
+>Graphics and Video</TD
+><TD
+WIDTH="34%"
+ALIGN="center"
+VALIGN="top"
+><A
+HREF="guidevideo.html"
+ACCESSKEY="U"
+>Up</A
+></TD
+><TD
+WIDTH="33%"
+ALIGN="right"
+VALIGN="top"
+>Input handling</TD
+></TR
+></TABLE
+></DIV
+></BODY
+></HTML
+> \ No newline at end of file