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#include <SDL/SDL.h>
#include <GL/glew.h>
int tempsActuel,tempsPrecedent,nbImg;
char infoFPS[100];
void Draw(),Quit();
GLuint shader,program;
GLint compiled, linked;
const GLchar* shaderSrc[] = {
"void main()"
"{"
" gl_position = glModelViewProjectionMatrix * gl_vertex;"
"}"
};
int main ( int argc, char** argv )
{
//SDL
putenv("SDL_VIDEO_WINDOW_POS=center");
SDL_Init(SDL_INIT_VIDEO);
atexit(SDL_Quit);
SDL_WM_SetCaption("OGL Test", NULL);
SDL_SetVideoMode(800, 600, 32, SDL_GL_DOUBLEBUFFER
|SDL_GL_ACCELERATED_VISUAL);
SDL_Event event;
/* OpenGL */
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective(70,(double)800/600,1,1000000);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_POLYGON_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
/* GLEW */
glewInit();
//Shader
shader = glCreateShaderObject(GL_VERTEX_SHADER);
//Boucle principal
while(1)
{
SDL_PollEvent(&event);
switch(event.type)
{
case SDL_QUIT:
Quit();
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
Quit();
break;
}
break;
}
/*TEMPS*/
tempsActuel = SDL_GetTicks();
nbImg++;
if (tempsActuel - tempsPrecedent > 1000)
{
sprintf(infoFPS,"FPS : %ld",nbImg);
SDL_WM_SetCaption(infoFPS, NULL);
nbImg=0;
tempsPrecedent = tempsActuel;
}
//DRAW
Draw();
glFlush();
SDL_GL_SwapBuffers();
}
return 0;
}
void Draw()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
}
void Quit()
{
SDL_Quit();
exit(0);
} |
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