Saturday, 11 May 2013

GLSL tessellation Shaders under Mac OSX

So this interesting post appeared the other day saying that tessellation shaders were working  on Mac OSX. According to the documents and other things like GLView this is not the case.

I decided to spend the day investigating the claims to a) see if they were true, and b) see how I could replicate this in my own library.

The following video shows how I used the Mac OpenGL profiler to dig into the source code and find out how to do this.


 The main code elements you need are the following defines

#ifdef DARWIN
    #ifndef GL_TESS_CONTROL_SHADER
        #define GL_TESS_CONTROL_SHADER 0x00008e88
    #endif
    #ifndef GL_TESS_EVALUATION_SHADER
        #define GL_TESS_EVALUATION_SHADER 0x00008e87
    #endif
    #ifndef GL_PATCHES
        #define GL_PATCHES 0x0000000e
    #endif
#endif
Once this has been defined somewhere you can use the default OpenGL commands to create a shader, I chose to use the demo code / shader here the main thing to remember is that you must use GL_PATCHES to draw to the tessellation units.

The other problem is that code like
glPatchParameteri(GL_PATCH_VERTICES, 16); 
is not available as the glPatchParam functions are not exposed, the good news is that you can set all of this in the shader so it is not too much of an issue. The updates have now been rolled into the core ngl library, and I will add some demos soon.

Friday, 3 May 2013

Install NGL / Qt on a new Mac

This video blog shows how to install all of the NGL environment on a brand new mac running Mountain Lion. The links to download qt are here and the main configuration for ngl etc is here.



This is how I set the alias for qt creator
export PATH=$PATH:/Users/jmacey/Qt5.0.2/Qt\ Creator.app/Contents/MacOS
alias qtcreator='Qt\ Creator'


Next you need to follow the instructions here to install and setup NGL, you will need to install bzr which is a simple package from here.
Finally this example shows how to build the Qt 5 version of NGL and a basic demo

Monday, 11 March 2013

Adding Movement in ngl

This video blog shows how to add movement using the Model, View, Project matrix in ngl you can get the demo program here and should also read the lecture notes here


Thursday, 14 February 2013

When it all goes wrong!

It's that time of year again, (no not Valentines day). Students have finally realised that they have assignments to do and are finally testing and writing code!

So far today I've had 12 email (and this week about 30) with problems and errors, so I've decided to collate as much wisdom and help as I can here which hopefully will help not only you but also me!

This post is intentionally sarcastic and not aimed at anyone in particular!

RTFEM

A lot of the time the errors are quite easy to spot but you get the blind panic of it not working, first thing you should do is "read the (fine) error message".

In the following example
src/GLWindow.cpp: In member function 'void GLWindow::persp(GLWindow::MODE)':
src/GLWindow.cpp:256: error: expected ',' or ';' before 'm_transformStack'
make: *** [obj/GLWindow.o] Error 1
In this case we can read that there is an error in the file src/GLWindow.cpp at line 256 so I would suggest looking there!

As I'm using (and most of you are) QtCreator we only have to double click on the error message to goto the error. Even better it also underlines it in red! (BTW green underlined usually indicates unused variables so we can remove them as well) and yes in this case I've missed a ;

Now some errors are not as obvious and I will add a list of the common ones as I get sent them at the bottom of this post. 

Different Error types

It is important to differentiate between error types.  We can roughly split the errors into three categories.
  1. Compilation errors
  2. Linker errors
  3. Runtime errors
Compilation errors are the most common and may be due to many different factors, some can be due to a missing header / include such as
src/main.cpp: In function 'int main(int, char**)':
src/main.cpp:11: error: 'MainWindow' was not declared in this scope
src/main.cpp:11: error: expected `;' before 'w'
src/main.cpp:13: error: 'w' was not declared in this scope
make: *** [obj/main.o] Error 1
In this case we are just missing the #include "MainWindow.h" but the error seems worse, the clue is the "not declared in this scope" which should give you a hint that the compiler doesn't know about something. Another error along the same lines is the following
int main()
{
  std::cout<<"hello world\n";
}
In this case we get the error
1.cpp: In function 'int main()':
1.cpp:3: error: 'cout' is not a member of 'std'
Just because we are missing the #include <iostream>. When you do get these errors this is a good resource for finding out what has gone wrong as is this

Linker errors are harder to find but usually are due to the fact that you don't have the correct libraries installed, the also seem much more scary as they seem to go on forever in some cases

For example the following
clang++ -Wall -g ClearScreen.cpp -o ClearScreen `sdl-config --cflags`
Undefined symbols for architecture x86_64:
  "_SDL_FillRect", referenced from:
      clearScreen(SDL_Surface*, char, char, char) in ClearScreen-vFrFBN.o
  "_SDL_Flip", referenced from:
      clearScreen(SDL_Surface*, char, char, char) in ClearScreen-vFrFBN.o
  "_SDL_Init", referenced from:
      _SDL_main in ClearScreen-vFrFBN.o
  "_SDL_MapRGB", referenced from:
      clearScreen(SDL_Surface*, char, char, char) in ClearScreen-vFrFBN.o
  "_SDL_PollEvent", referenced from:
      _SDL_main in ClearScreen-vFrFBN.o
  "_SDL_Quit", referenced from:
      _SDL_main in ClearScreen-vFrFBN.o
  "_SDL_SetVideoMode", referenced from:
      _SDL_main in ClearScreen-vFrFBN.o
  "_SDL_WM_SetCaption", referenced from:
      _SDL_main in ClearScreen-vFrFBN.o
  "_main", referenced from:
     -u command line option
     (maybe you meant: _SDL_main)
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
This is due to the fact that the compiler is not using the SDL libs flags "-L/usr/local/lib -lSDLmain -lSDL" Once these are added it usually fixes things. One of the most difficult problems you will encounter is finding which function lives in which lib, again you can google. Or I have a handy shell script
#!/bin/bash
for f in *.a *.so *.dylib
do
  echo "checking for $1 in - $f"
  strings $f | grep $1
done
Which using checkLib.sh glVertex in the directory /usr/lib/ gives
checkLib.sh glVertex | more
checking for glVertex in - libGLEW.a
glVertexAttrib1dNV
glVertexAttrib1dvNV
glVertexAttrib1fNV
glVertexAttrib1fvNV
....
Runtime errors are usually created when we cant find the dynamic libs we need to link to, for example
dyld: Library not loaded: libNGL.1.0.0.dylib
  Referenced from: /Volumes/home/jmacey/teaching/NGL5Demos/SimpleNGL/./SimpleNGL
  Reason: image not found
Trace/BPT trap: 5
Means that the LD_LIBRARY_PATH (actually DYLD on mac) has not been set for the NGL lib (see here)

If in doubt make clean

Sometimes things get out of sync and dependancies are not re-read. The simplest solution is to do a qmake; make clean ; make;l

In QtCreator this is the same as doing a re-build all. You will be surprised how often this solves things (usually to deps not being updated)

Still Stuck do this

If you need to send me some errors, please don't do this 
Yes that is an iPhone photo of the error message on my monitor, yes I have had this mailed to me before, and no I can't figure out what is wrong! My eyesight used to be that good but not anymore!

This is not much better
Yes I can see the errors in this one but it still doesn't help much, I really need to see the compiler output / flags as well as the error messages (these are on different tabs on Qt).

The easiest way of sending me errors etc is via plain ASCII text (I'm old fashioned like that ;-) To do this will require a little typing.

cd [your project root]
make &>err.txt

If you do this in the root of the project where the makefile is it will run make and output all of the errors to the file err.txt. Mail it to me as this will then help me to find the errors.

Send me the code

If I ask you to send me the code, I only need the source and other files not the .o and exe. The easiest way of sending this to me is as follows

cd [your project root]
make distclean
cd ..
tar vfcz code.tgz [your project root]

Then mail me the code, it also helps if I have the following information
  • Operating System (and version if Mac or Linux)
  • Compiler used (use g++ -v or clang -v) 
  • Graphics Card Make Model and version of OpenGL drivers installed. 
  • Versions of any extra libs etc you may be using. 
A lot of the time this could be the cause of the problem, I will test all my code against Mac OSX (Mountain Lion) using

clang++ ( Apple clang version 4.0 (tags/Apple/clang-421.0.60) (based on LLVM 3.1svn) Target: x86_64-apple-darwin12.2.0 Thread model: posix)

and the lab build

clang++ -v clang version 3.2 (trunk 163783) Target: x86_64-unknown-linux-gnu Thread model: posix g++ -v Using built-in specs. Target: x86_64-redhat-linux Configured with: ../configure --prefix=/usr --mandir=/usr/share/man --infodir=/usr/share/info --with-bugurl=http://bugzilla.redhat.com/bugzilla --enable-bootstrap --enable-shared --enable-threads=posix --enable-checking=release --with-system-zlib --enable-__cxa_atexit --disable-libunwind-exceptions --enable-gnu-unique-object --enable-languages=c,c++,objc,obj-c++,java,fortran,ada --enable-java-awt=gtk --disable-dssi --with-java-home=/usr/lib/jvm/java-1.5.0-gcj-1.5.0.0/jre --enable-libgcj-multifile --enable-java-maintainer-mode --with-ecj-jar=/usr/share/java/eclipse-ecj.jar --disable-libjava-multilib --with-ppl --with-cloog --with-tune=generic --with-arch_32=i686 --build=x86_64-redhat-linux Thread model: posix gcc version 4.4.6 20120305 (Red Hat 4.4.6-4) (GCC)

Also make sure you have pulled the latest versions of any of my code using a bzr pull as I do bug fixes as they are reported (there will soon be a more official way of reporting this using the redmine system)

Some Common Errors (and Fixes)

I get quite a lot of common errors so I will try and list them here

GLEW Errors

If you get something like this
/usr/include/GL/glew.h:84:2: error: gl.h included before glew.h
#error gl.h included before glew.h
 ^
/usr/include/GL/glew.h:90:2: error: glext.h included before glew.h
#error glext.h included before glew.h
It is due to the GLEW libs not being included properly (you may also get lots of PFNGL..... errors as well) Some of the old versions of my .pro files have a subtle bug in them where the defines are not done correctly check the .pro file and make sure this is correct
linux-g++*{
            DEFINES += LINUX
            LIBS+= -lGLEW
}
linux-clang* {
              DEFINES += LINUX
              LIBS+= -lGLEW
}

xxx does not name a type

Errors such as include/GLWindow.h:50: error: ‘Vector’ in namespace ‘ngl’ does not name a type means that you have either not included the correct header or something is missing. In this case it is due to the fact that ngl::Vector has now been replaced with ngl::Vec3 so you will need to #include <ngl/Vec3.h> and also replace all versions of ngl::Vector with ngl::Vec3

Thursday, 24 January 2013

CA 1 Initial Design General Feedback

This is the general feedback for the CA1 Initial Design in addition to some of the comments here

Class Diagrams

A lot of the class diagrams didn't use standard UML format. This is quite important as I can then see a number of things about the class at a glance. There are more details in my lecture notes but these slides show the main things


I mentioned in a lot of the feedback that you need to show the multiplicity / associations of the classes. This can be done as shown

Associations and Containment

In a lot of the designs there are classes that show some sort of relation, however no mention of a container is shown in the attributes.
In this case we use a filled diamond and it always gives a multiplicity of 1 or 0 .. 1, this implies ownership and when the car is destroyed so it the Engine, this is broadly know as composition.


Aggregation differs from composition as it doesn’t necessarily imply ownership. This is usually implemented by containing a reference to another object where the lifetime is determined elsewhere.

Physics

Those of you that mentioned doing some form of physics need to look at two things. Once getting a time into your program. This can be done easily in Qt using the QTimer classes. There are several NGL demos that use this and you can see how in the code.

The other thing you will need to write is an integrator.  If you code is well designed this should be able to be replaced with different types. I suggest starting with a basic Euler integrator then progress to a more stable RK 4 integrator

If you are not writing your own Physics but need to do some basic physics for a game there are a number of solutions, the labs have both ODE and Bullet installed and there is already an ODE demo for NGL with a bullet one coming soon.

If you are doing a 2D game or a basic 2.5D platform I would suggest Box2D as it is much simpler and more suited to these style of game. 

L-Systems

If you are writing an L-System I would suggest reading "The algorithmic beauty of plants". For a general design I would suggest reading in your grammar rules from a text file (you get marks for this anyway). There is a basic parser framework in the lecture code here and you can use boost::tokenize to most of the hard work.

It is also important to only build the grammar up once and create the geometry and store it. As this is a recursive system the generation may be slow and adding in drawing will make this a really slow system once a few iterations are used. The system should only update when a parameter is changed and this should generate geometry to be drawn every frame and not the other way around.

Also start in 2D and generate a simple turtle class, this can later be upgraded to a 3D system once the basic system is working.

Flocking System

One of the hardest problems with a flocking system is managing the communication between the boids. All of the boids need to know where they are in the world as well as have some knowledge of each other.  It is possible to use a naive list and check each boid against the others however this will lead to an O(n^2) complexity and slow things down. 

For the initials test this will be ok, however it should be factored into the design that at some stage this may become a problem at a later stage.

To get the flock working initially start with the flock centre rule. If you add the position of all the boids and divide by the number of boids this will give you the centroid. You can then calculate the direction vector for the flock centre on a per boid basis.

The other basic rules can then be added. It is also a good idea to add a weight to each of the rules and see the different effects. This can be loaded in a text file (or using a GUI) .

Next Steps

You should have a basic design, re-visit it based on the comments above and see what is missing. Once you have done this you should start to write the classes. I usually create the basic classes so they can be instantiated and connected together. Once this is done start adding the functionality as required.

For a more in detail step by step guide look as the examples from last year here note that some of the data types from these examples have changed but the principles are still the same.

Good luck and if you have any more questions ask me in the lab.

Jon

Thursday, 13 December 2012

Creating a local cmake library install

In one of my previous posts I talked about how to install your own versions of a library when you don't have root access.

In this post I will show you how to install a cmake style project in the same way.

For this example I'm going to use alembic as the target library to build and it will be installed in the directory $(HOME)/

First we will download the alembic source

hg clone https://code.google.com/p/alembic/
cd alembic
Now we need to configure cmake to use the correct path for our local install this is done with the -DCMAKE_INSTALL_PREFIX:PATH= command as follows where the = is followed by where you want to install alembic
cmake -DCMAKE_INSTALL_PREFIX:PATH=/home/jmacey/
make -j 4
make install
In the case of the current version of Alembic this will install to the directory alembic-1.1.2

Testing

A simple test program to read alembic files from the command line and write out the contents has been created as follows
#include <Alembic/AbcGeom/All.h>
#include <Alembic/AbcCoreAbstract/All.h>
#include <Alembic/AbcCoreHDF5/All.h>
#include <Alembic/Abc/ErrorHandler.h>
#include <iostream>
#include <cstdlib>


using namespace Alembic::AbcGeom; // Contains Abc, AbcCoreAbstract


int main(int argc, char **argv)
{
  if(argc <2 )
  {
    std::cerr <<"usage Alembic [filename]\n";
    exit(EXIT_FAILURE);
  }

  IArchive  archive( Alembic::AbcCoreHDF5::ReadArchive(),
                          argv[1] );


  std::cout<<"traversing archive for elements\n";
  IObject obj=archive.getTop();
  unsigned int numChildren=obj.getNumChildren();
  std::cout<< "found "<<numChildren<<" children in file\n";

  for(int i=0; i<numChildren; ++i)
  {
    std::cout<<obj.getChildHeader(i).getFullName()<<"\n";
    IObject child(obj,obj.getChildHeader(i).getName());

    std::cout<<"Children "<<child.getNumChildren()<<"\n";
    const MetaData &md = child.getMetaData();
    std::cout<<md.serialize() <<"\n";

    for(int x=0; x<child.getNumChildren(); x++)
    {
      IObject child2(child,child.getChildHeader(x).getName());
      const MetaData &md2 = child2.getMetaData();
      if( IPolyMeshSchema::matches( md2 ) || ISubDSchema::matches( md2 ))
      {
        std::cout<<"Found a mesh "<<child2.getName()<<"\n";

      }
    }
  }

  return EXIT_SUCCESS;
}
To compile this I have created a QMAKE project which sets the paths to point to the correct install of alembic
TARGET=Alembic
DESTDIR=./
CONFIG += console
CONFIG -= app_bundle

SOURCES+=read.cpp
INCLUDEPATH+=/home/jmacey/alembic-1.1.2/include/
INCLUDEPATH+=/usr/local/include/OpenEXR

ALEMBIC_DIR=/home/jmacey/alembic-1.1.2
ALEMBIC_LIB=/home/jmacey/alembic-1.1.2/lib/static

LIBS+= -L$$ALEMBIC_LIB
LIBS+= -lAbcWFObjConvert
LIBS+= -lAlembicAbcCollection
LIBS+= -lAlembicAbcCoreHDF5
LIBS+= -lAlembicAbc
LIBS+= -lAlembicAbcCoreAbstract
LIBS+= -lAlembicAbcGeom
LIBS+= -lAlembicUtil

LIBS+=-lImath
LIBS+=-lHalf
LIBS+=-lIex
LIBS+=-lhdf5
LIBS+=-lhdf5_hl
In the university labs most of these libs will be in the paths but you will need to change the ALEMBIC_DIR to the correct path for your install. Finally the LD_LIBRARY_PATH needed to be amended to point to the correct OpenEXR files by adding the following export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/lib/ to my .bashrc, this may not be needed on your own versions.

Thursday, 29 November 2012

Using NGL with SDL

SDL is a very good library for games development and very useful for cross platform development. In this post I will explain how to install and configure SDL 2.0 (HG) for use with OpenGL and my NGL:: library. The source code can be downloaded using bzr branch http://nccastaff.bournemouth.ac.uk/jmacey/Code/SDLNGL from here

SDL installation

The latest version of SDL handles creating "core profile" OpenGL contexts on mac so this will be required. Earlier version of SDL will not work as they do not support the creation of the correct context for OpenGL under the mac. I decided to do a local install of SDL and if you wish to use this in the Labs at the University you will have to do the same thing as you don't have root permission to install the libs. The process of installation is similar to the one outlined here and I'm going to install the libraries in a directory called $(HOME)/SDL2.0 this is important as the makefile will also use this location to find the sdl2-config script at a later date.

The following commands will download and install the libraries and build it into the correct directory.
mkdir SDL2.0
tar vfxz SDL-2.0.tar.gz 
cd SDL-2.0.0-6673/
./configure --prefix=/home/jmacey/SDL2.0 (change to your home dir)
make -j 8
make install
This will install everything into the SDL2 directory and you will have a structure like this
bin include lib share
To test this is working do the following
cd ~/SDL2.0/bin
./sdl2-config --cflags --libs
-I/Volumes/home/jmacey/SDL2.0/include/SDL2 -D_THREAD_SAFE
-L/Volumes/home/jmacey/SDL2.0/lib -lSDL2

SDL NGL Demo

The demo is split into two main modules. The main.cpp file will create the SDL and OpenGL context, and handle the processing of events. The NGLDraw class will contain all OpenGL setup and drawing routines.

Setup and basic SDL

To use SDL we need to include the <SDL.h> header, this will be placed in the path by the following command in the Qt .pro file.
QMAKE_CXXFLAGS+=$$system($$(HOME)/SDL2.0/bin/sdl2-config  --cflags)
message(output from sdl2-config --cflags added to CXXFLAGS= $$QMAKE_CXXFLAGS)

LIBS+=$$system($$(HOME)/SDL2.0/bin/sdl2-config  --libs)
message(output from sdl2-config --libs added to LIB=$$LIBS)
For more info see this post

First we need to initialise the SDL video subsystem using the following command

// Initialize SDL's Video subsystem
if (SDL_Init(SDL_INIT_VIDEO) < 0 )
{
  // Or die on error
  SDLErrorExit("Unable to initialize SDL");
}
There is also a helper function to exit SDL gracefully
void SDLErrorExit(const std::string &_msg)
{
  std::cerr<<_msg<<"\n";
  std::cerr<<SDL_GetError()<<"\n";
  SDL_Quit();
  exit(EXIT_FAILURE);
}
Next we create the basic window, in this case I get the size of the screen and configure the screen to be centred and half max screen width and height
// now get the size of the display and create a window we need to init the video
SDL_Rect rect;
SDL_GetDisplayBounds(0,&rect);
// now create our window
SDL_Window *window=SDL_CreateWindow("SDLNGL",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,
                         rect.w/2,rect.h/2,
                         SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
// check to see if that worked or exit
if (!window)
{
 SDLErrorExit("Unable to create window"); 
}

Creating an OpenGL context

SDL 2.0 uses a SDL_GLContext to hold the information about the current GL context. There are many flags we need to setup our context and these are handled using the SDL_GL_SetAttribute function. I've also discovered on my linux build that some of these flags don't work and cause crashes (particularly creating a core profile context). To overcome this conditional compilation is used as shown in the following function.

SDL_GLContext createOpenGLContext(SDL_Window *window)
{
  // Request an opengl 3.2 context first we setup our attributes, if you need any
  // more just add them here before the call to create the context
  // SDL doesn't have the ability to choose which profile at this time of writing,
  // but it should default to the core profile
  // for some reason we need this for mac but linux crashes on the latest nvidia drivers
  // under centos
  #ifdef DARWIN
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  #endif
  // set multi sampling else we get really bad graphics that alias
  SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
  SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,4);
  // Turn on double buffering with a 24bit Z buffer.
  // You may need to change this to 16 or 32 for your system
  // on mac up to 32 will work but under linux centos build only 16
  SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
  // enable double buffering (should be on by default)
  SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  //
  return SDL_GL_CreateContext(window);

}
Care must be taken with setting the depth size, under mac osx it works with 32 bit, under linux I set to 16 and on some machines 24 will work. The following code configures the GL context and clears the screen.
SDL_GLContext glContext=createOpenGLContext(window);
if(!glContext)
{
 SDLErrorExit("Problem creating OpenGL context");
}
// make this our current GL context (we can have more than one window but in this case not)
SDL_GL_MakeCurrent(window, glContext);
/* This makes our buffer swap syncronized with the monitor's vertical refresh */
SDL_GL_SetSwapInterval(1);
// now clear the screen and swap whilst NGL inits (which may take time)
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(window);
Now this has been done we can use NGL and create our graphics. In this case the NGLDraw class is a re-working of the SimpleNGL demo, it initialises GLEW if required. The following code shows the creation of the NGLDraw class and the key and mouse processing.
NGLDraw ngl;
// resize the ngl to set the screen size and camera stuff
ngl.resize(rect.w,rect.h);
while(!quit)
{

 while ( SDL_PollEvent(&event) )
 {
  switch (event.type)
  {
   // this is the window x being clicked.
   case SDL_QUIT : quit = true; break;
   // process the mouse data by passing it to ngl class
   case SDL_MOUSEMOTION : ngl.mouseMoveEvent(event.motion); break;
   case SDL_MOUSEBUTTONDOWN : ngl.mousePressEvent(event.button); break;
   case SDL_MOUSEBUTTONUP : ngl.mouseReleaseEvent(event.button); break;
   case SDL_MOUSEWHEEL : ngl.wheelEvent(event.wheel);
   // if the window is re-sized pass it to the ngl class to change gl viewport
   // note this is slow as the context is re-create by SDL each time
   case SDL_WINDOWEVENT :
    int w,h;
    // get the new window size
    SDL_GetWindowSize(window,&w,&h);
    ngl.resize(w,h);
   break;

   // now we look for a keydown event
   case SDL_KEYDOWN:
   {
    switch( event.key.keysym.sym )
    {
     // if it's the escape key quit
     case SDLK_ESCAPE :  quit = true; break;
     case SDLK_w : glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); break;
     case SDLK_s : glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); break;
     case SDLK_f :
     SDL_SetWindowFullscreen(window,SDL_TRUE);
     glViewport(0,0,rect.w,rect.h);
     break;

     case SDLK_g : SDL_SetWindowFullscreen(window,SDL_FALSE); break;
     default : break;
    } // end of key process
   } // end of keydown

   default : break;
  } // end of event switch
 } // end of poll events

 // now we draw ngl
 ngl.draw();
 // swap the buffers
 SDL_GL_SwapWindow(window);

}
The most important call here is the SDL_GL_SwapWindow call which tells SDL to swap the buffers and re-draw.

NGLDraw class 

Most of the NGLDraw class is basic ngl code,  the constructor is used to initialise ngl and create the camera, light and materials.  The draw method grabs and instance of the primitives class and draws the teapot, both of which are similar to the Qt NGL demos. The main difference is the processing of the mouse input. I still use the same flags and attributes to store the rotations and position data, however the SDL mouse data is used to grab x,y and button values. This is shown in the following code.
void NGLDraw::mouseMoveEvent (const SDL_MouseMotionEvent &_event)
{
  if(m_rotate && _event.state &SDL_BUTTON_LMASK)
  {
    int diffx=_event.x-m_origX;
    int diffy=_event.y-m_origY;
    m_spinXFace += (float) 0.5f * diffy;
    m_spinYFace += (float) 0.5f * diffx;
    m_origX = _event.x;
    m_origY = _event.y;
    this->draw();

  }
  // right mouse translate code
  else if(m_translate && _event.state &SDL_BUTTON_RMASK)
  {
    int diffX = (int)(_event.x - m_origXPos);
    int diffY = (int)(_event.y - m_origYPos);
    m_origXPos=_event.x;
    m_origYPos=_event.y;
    m_modelPos.m_x += INCREMENT * diffX;
    m_modelPos.m_y -= INCREMENT * diffY;
    this->draw();
  }
}


void NGLDraw::mousePressEvent (const SDL_MouseButtonEvent &_event)
{
  // this method is called when the mouse button is pressed in this case we
  // store the value where the maouse was clicked (x,y) and set the Rotate flag to true
  if(_event.button == SDL_BUTTON_LEFT)
  {
    m_origX = _event.x;
    m_origY = _event.y;
    m_rotate =true;
  }
  // right mouse translate mode
  else if(_event.button == SDL_BUTTON_RIGHT)
  {
    m_origXPos = _event.x;
    m_origYPos = _event.y;
    m_translate=true;
  }
}

void NGLDraw::mouseReleaseEvent (const SDL_MouseButtonEvent &_event)
{
  // this event is called when the mouse button is released
  // we then set Rotate to false
  if (_event.button == SDL_BUTTON_LEFT)
  {
    m_rotate=false;
  }
  // right mouse translate mode
  if (_event.button == SDL_BUTTON_RIGHT)
  {
    m_translate=false;
  }
}

void NGLDraw::wheelEvent(const SDL_MouseWheelEvent &_event)
{

  // check the diff of the wheel position (0 means no change)
  if(_event.y > 0)
  {
    m_modelPos.m_z+=ZOOM;
    this->draw();
  }
  else if(_event.y <0 )
  {
    m_modelPos.m_z-=ZOOM;
    this->draw();
  }

  // check the diff of the wheel position (0 means no change)
  if(_event.x > 0)
  {
    m_modelPos.m_x-=ZOOM;
    this->draw();
  }
  else if(_event.x <0 )
  {
    m_modelPos.m_x+=ZOOM;
    this->draw();
  }
}
The rest of the code is fairly self explanatory if you've use NGL before.