|
|
- /*
- Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely.
- */
- #include <stdlib.h>
- #include <stdio.h>
- #include <string.h>
- #include <math.h>
-
- #ifdef __EMSCRIPTEN__
- #include <emscripten/emscripten.h>
- #endif
-
- #include "SDL_test_common.h"
-
- #if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) \
- || defined(__WINDOWS__) || defined(__LINUX__)
- #define HAVE_OPENGLES2
- #endif
-
- #ifdef HAVE_OPENGLES2
-
- #include "SDL_opengles2.h"
-
- typedef struct GLES2_Context
- {
- #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
- #include "../src/render/opengles2/SDL_gles2funcs.h"
- #undef SDL_PROC
- } GLES2_Context;
-
-
- static SDL_Surface *g_surf_sdf = NULL;
- GLenum g_texture;
- GLenum g_texture_type = GL_TEXTURE_2D;
- GLfloat g_verts[24];
- typedef enum
- {
- GLES2_ATTRIBUTE_POSITION = 0,
- GLES2_ATTRIBUTE_TEXCOORD = 1,
- GLES2_ATTRIBUTE_ANGLE = 2,
- GLES2_ATTRIBUTE_CENTER = 3,
- } GLES2_Attribute;
-
- typedef enum
- {
- GLES2_UNIFORM_PROJECTION,
- GLES2_UNIFORM_TEXTURE,
- GLES2_UNIFORM_COLOR,
- } GLES2_Uniform;
-
-
- GLuint g_uniform_locations[16];
-
-
-
- static SDLTest_CommonState *state;
- static SDL_GLContext *context = NULL;
- static int depth = 16;
- static GLES2_Context ctx;
-
- static int LoadContext(GLES2_Context * data)
- {
- #if SDL_VIDEO_DRIVER_UIKIT
- #define __SDL_NOGETPROCADDR__
- #elif SDL_VIDEO_DRIVER_ANDROID
- #define __SDL_NOGETPROCADDR__
- #elif SDL_VIDEO_DRIVER_PANDORA
- #define __SDL_NOGETPROCADDR__
- #endif
-
- #if defined __SDL_NOGETPROCADDR__
- #define SDL_PROC(ret,func,params) data->func=func;
- #else
- #define SDL_PROC(ret,func,params) \
- do { \
- data->func = SDL_GL_GetProcAddress(#func); \
- if ( ! data->func ) { \
- return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
- } \
- } while ( 0 );
- #endif /* __SDL_NOGETPROCADDR__ */
-
- #include "../src/render/opengles2/SDL_gles2funcs.h"
- #undef SDL_PROC
- return 0;
- }
-
- /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
- static void
- quit(int rc)
- {
- int i;
-
- if (context != NULL) {
- for (i = 0; i < state->num_windows; i++) {
- if (context[i]) {
- SDL_GL_DeleteContext(context[i]);
- }
- }
-
- SDL_free(context);
- }
-
- SDLTest_CommonQuit(state);
- exit(rc);
- }
-
- #define GL_CHECK(x) \
- x; \
- { \
- GLenum glError = ctx.glGetError(); \
- if(glError != GL_NO_ERROR) { \
- SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
- quit(1); \
- } \
- }
-
-
- /*
- * Create shader, load in source, compile, dump debug as necessary.
- *
- * shader: Pointer to return created shader ID.
- * source: Passed-in shader source code.
- * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
- */
- void
- process_shader(GLuint *shader, const char * source, GLint shader_type)
- {
- GLint status = GL_FALSE;
- const char *shaders[1] = { NULL };
- char buffer[1024];
- GLsizei length;
-
- /* Create shader and load into GL. */
- *shader = GL_CHECK(ctx.glCreateShader(shader_type));
-
- shaders[0] = source;
-
- GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
-
- /* Clean up shader source. */
- shaders[0] = NULL;
-
- /* Try compiling the shader. */
- GL_CHECK(ctx.glCompileShader(*shader));
- GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
-
- /* Dump debug info (source and log) if compilation failed. */
- if(status != GL_TRUE) {
- ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
- buffer[length] = '\0';
- SDL_Log("Shader compilation failed: %s", buffer);fflush(stderr);
- quit(-1);
- }
- }
-
- /* Notes on a_angle:
- * It is a vector containing sine and cosine for rotation matrix
- * To get correct rotation for most cases when a_angle is disabled cosine
- * value is decremented by 1.0 to get proper output with 0.0 which is default value
- */
- static const Uint8 GLES2_VertexSrc_Default_[] = " \
- uniform mat4 u_projection; \
- attribute vec2 a_position; \
- attribute vec2 a_texCoord; \
- attribute vec2 a_angle; \
- attribute vec2 a_center; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- float s = a_angle[0]; \
- float c = a_angle[1] + 1.0; \
- mat2 rotationMatrix = mat2(c, -s, s, c); \
- vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
- v_texCoord = a_texCoord; \
- gl_Position = u_projection * vec4(position, 0.0, 1.0);\
- gl_PointSize = 1.0; \
- } \
- ";
-
- static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform vec4 u_color; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- gl_FragColor = texture2D(u_texture, v_texCoord); \
- gl_FragColor *= u_color; \
- } \
- ";
-
- /* RGB to ABGR conversion */
- static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_SDF[] = " \
- #extension GL_OES_standard_derivatives : enable\n\
- \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform vec4 u_color; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- vec4 abgr = texture2D(u_texture, v_texCoord); \
- \
- float sigDist = abgr.a; \
- \
- float w = fwidth( sigDist );\
- float alpha = clamp(smoothstep(0.5 - w, 0.5 + w, sigDist), 0.0, 1.0); \
- \
- gl_FragColor = vec4(abgr.rgb, abgr.a * alpha); \
- gl_FragColor.rgb *= gl_FragColor.a; \
- gl_FragColor *= u_color; \
- } \
- ";
-
- /* RGB to ABGR conversion DEBUG */
- static const char *GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg = " \
- #extension GL_OES_standard_derivatives : enable\n\
- \
- precision mediump float; \
- uniform sampler2D u_texture; \
- uniform vec4 u_color; \
- varying vec2 v_texCoord; \
- \
- void main() \
- { \
- vec4 abgr = texture2D(u_texture, v_texCoord); \
- \
- float a = abgr.a; \
- gl_FragColor = vec4(a, a, a, 1.0); \
- } \
- ";
-
-
- static float g_val = 1.0f;
- static int g_use_SDF = 1;
- static int g_use_SDF_debug = 0;
- static float g_angle = 0.0f;
- static float matrix_mvp[4][4];
-
-
-
-
- typedef struct shader_data
- {
- GLuint shader_program, shader_frag, shader_vert;
-
- GLint attr_position;
- GLint attr_color, attr_mvp;
-
- } shader_data;
-
- static void
- Render(unsigned int width, unsigned int height, shader_data* data)
- {
- float *verts = g_verts;
- ctx.glViewport(0, 0, 640, 480);
-
- GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT));
-
- GL_CHECK(ctx.glUniformMatrix4fv(g_uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (const float *)matrix_mvp));
- GL_CHECK(ctx.glUniform4f(g_uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f));
-
- GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 16)));
- GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 8)));
- GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) verts));
-
- GL_CHECK(ctx.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
- }
-
-
- void renderCopy_angle(float degree_angle)
- {
- const float radian_angle = (float)(3.141592 * degree_angle) / 180.0;
- const GLfloat s = (GLfloat) SDL_sin(radian_angle);
- const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
- GLfloat *verts = g_verts + 16;
- *(verts++) = s;
- *(verts++) = c;
- *(verts++) = s;
- *(verts++) = c;
- *(verts++) = s;
- *(verts++) = c;
- *(verts++) = s;
- *(verts++) = c;
- }
-
-
- void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect)
- {
- GLfloat minx, miny, maxx, maxy;
- GLfloat minu, maxu, minv, maxv;
- GLfloat *verts = g_verts;
-
- minx = dstrect->x;
- miny = dstrect->y;
- maxx = dstrect->x + dstrect->w;
- maxy = dstrect->y + dstrect->h;
-
- minu = (GLfloat) srcrect->x / g_surf_sdf->w;
- maxu = (GLfloat) (srcrect->x + srcrect->w) / g_surf_sdf->w;
- minv = (GLfloat) srcrect->y / g_surf_sdf->h;
- maxv = (GLfloat) (srcrect->y + srcrect->h) / g_surf_sdf->h;
-
- *(verts++) = minx;
- *(verts++) = miny;
- *(verts++) = maxx;
- *(verts++) = miny;
- *(verts++) = minx;
- *(verts++) = maxy;
- *(verts++) = maxx;
- *(verts++) = maxy;
-
- *(verts++) = minu;
- *(verts++) = minv;
- *(verts++) = maxu;
- *(verts++) = minv;
- *(verts++) = minu;
- *(verts++) = maxv;
- *(verts++) = maxu;
- *(verts++) = maxv;
- }
-
- int done;
- Uint32 frames;
- shader_data *datas;
-
- void loop()
- {
- SDL_Event event;
- int i;
- int status;
-
- /* Check for events */
- ++frames;
- while (SDL_PollEvent(&event) && !done) {
- switch (event.type) {
- case SDL_KEYDOWN:
- {
- const int sym = event.key.keysym.sym;
-
- if (sym == SDLK_TAB) {
- SDL_Log("Tab");
-
-
- }
-
-
- if (sym == SDLK_LEFT) g_val -= 0.05;
- if (sym == SDLK_RIGHT) g_val += 0.05;
- if (sym == SDLK_UP) g_angle -= 1;
- if (sym == SDLK_DOWN) g_angle += 1;
-
-
- break;
- }
-
- case SDL_WINDOWEVENT:
- switch (event.window.event) {
- case SDL_WINDOWEVENT_RESIZED:
- for (i = 0; i < state->num_windows; ++i) {
- if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
- int w, h;
- status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
- if (status) {
- SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
- break;
- }
- /* Change view port to the new window dimensions */
- SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
- ctx.glViewport(0, 0, w, h);
- state->window_w = event.window.data1;
- state->window_h = event.window.data2;
- /* Update window content */
- Render(event.window.data1, event.window.data2, &datas[i]);
- SDL_GL_SwapWindow(state->windows[i]);
- break;
- }
- }
- break;
- }
- }
- SDLTest_CommonEvent(state, &event, &done);
- }
-
-
- matrix_mvp[3][0] = -1.0f;
- matrix_mvp[3][3] = 1.0f;
-
- matrix_mvp[0][0] = 2.0f / 640.0;
- matrix_mvp[1][1] = -2.0f / 480.0;
- matrix_mvp[3][1] = 1.0f;
-
- if (0)
- {
- float *f = (float *) matrix_mvp;
- SDL_Log("-----------------------------------");
- SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
- SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
- SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
- SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
- SDL_Log("-----------------------------------");
- }
-
- renderCopy_angle(g_angle);
-
- {
- int w, h;
- SDL_Rect rs, rd;
-
- SDL_GL_GetDrawableSize(state->windows[0], &w, &h);
-
- rs.x = 0; rs.y = 0; rs.w = g_surf_sdf->w; rs.h = g_surf_sdf->h;
- rd.w = g_surf_sdf->w * g_val; rd.h = g_surf_sdf->h * g_val;
- rd.x = (w - rd.w) / 2; rd.y = (h - rd.h) / 2;
- renderCopy_position(&rs, &rd);
- }
-
-
- if (!done) {
- for (i = 0; i < state->num_windows; ++i) {
- status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
- if (status) {
- SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
-
- /* Continue for next window */
- continue;
- }
- Render(state->window_w, state->window_h, &datas[i]);
- SDL_GL_SwapWindow(state->windows[i]);
- }
- }
- #ifdef __EMSCRIPTEN__
- else {
- emscripten_cancel_main_loop();
- }
- #endif
- }
-
- int
- main(int argc, char *argv[])
- {
- int fsaa, accel;
- int value;
- int i;
- SDL_DisplayMode mode;
- Uint32 then, now;
- int status;
- shader_data *data;
- char *path = NULL;
-
- /* Initialize parameters */
- fsaa = 0;
- accel = 0;
-
- /* Initialize test framework */
- state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
- if (!state) {
- return 1;
- }
- for (i = 1; i < argc;) {
- int consumed;
-
- consumed = SDLTest_CommonArg(state, i);
- if (consumed == 0) {
- if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
- ++fsaa;
- consumed = 1;
- } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
- ++accel;
- consumed = 1;
- } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
- i++;
- if (!argv[i]) {
- consumed = -1;
- } else {
- depth = SDL_atoi(argv[i]);
- consumed = 1;
- }
- } else {
- consumed = -1;
- }
- }
- if (consumed < 0) {
- static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
- SDLTest_CommonLogUsage(state, argv[0], options);
- quit(1);
- }
- i += consumed;
- }
-
- /* Set OpenGL parameters */
- state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
- state->gl_red_size = 5;
- state->gl_green_size = 5;
- state->gl_blue_size = 5;
- state->gl_depth_size = depth;
- state->gl_major_version = 2;
- state->gl_minor_version = 0;
- state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
-
- if (fsaa) {
- state->gl_multisamplebuffers=1;
- state->gl_multisamplesamples=fsaa;
- }
- if (accel) {
- state->gl_accelerated=1;
- }
- if (!SDLTest_CommonInit(state)) {
- quit(2);
- return 0;
- }
-
- context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(*context));
- if (context == NULL) {
- SDL_Log("Out of memory!\n");
- quit(2);
- }
-
- /* Create OpenGL ES contexts */
- for (i = 0; i < state->num_windows; i++) {
- context[i] = SDL_GL_CreateContext(state->windows[i]);
- if (!context[i]) {
- SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
- quit(2);
- }
- }
-
- /* Important: call this *after* creating the context */
- if (LoadContext(&ctx) < 0) {
- SDL_Log("Could not load GLES2 functions\n");
- quit(2);
- return 0;
- }
-
- SDL_memset(matrix_mvp, 0, sizeof (matrix_mvp));
-
- {
- SDL_Surface *tmp;
- char *f;
- g_use_SDF = 1;
- g_use_SDF_debug = 0;
-
- if (g_use_SDF) {
- f = "testgles2_sdf_img_sdf.bmp";
- } else {
- f = "testgles2_sdf_img_normal.bmp";
- }
-
- SDL_Log("SDF is %s", g_use_SDF ? "enabled" : "disabled");
-
- /* Load SDF BMP image */
- #if 1
- path = GetNearbyFilename(f);
-
- if (path == NULL)
- path = SDL_strdup(f);
-
- if (path == NULL) {
- SDL_Log("out of memory\n");
- exit(-1);
- }
-
- tmp = SDL_LoadBMP(path);
- if (tmp == NULL) {
- SDL_Log("missing image file: %s", path);
- exit(-1);
- } else {
- SDL_Log("Load image file: %s", path);
- }
-
- SDL_free(path);
- #else
- /* Generate SDF image using SDL_ttf */
-
- #include "SDL_ttf.h"
- char *font_file = "./font/DroidSansFallback.ttf";
- char *str = "Abcde";
- SDL_Color color = { 0, 0,0, 255};
-
- TTF_Init();
- TTF_Font *font = TTF_OpenFont(font_file, 72);
-
- if (font == NULL) {
- SDL_Log("Cannot open font %s", font_file);
- }
-
- TTF_SetFontSDF(font, g_use_SDF);
- SDL_Surface *tmp = TTF_RenderUTF8_Blended(font, str, color);
-
- SDL_Log("err: %s", SDL_GetError());
- if (tmp == NULL) {
- SDL_Log("can't render text");
- return -1;
- }
-
- SDL_SaveBMP(tmp, f);
-
- TTF_CloseFont(font);
- TTF_Quit();
- #endif
- g_surf_sdf = SDL_ConvertSurfaceFormat(tmp, SDL_PIXELFORMAT_ABGR8888, 0);
-
- SDL_SetSurfaceBlendMode(g_surf_sdf, SDL_BLENDMODE_BLEND);
- }
-
-
- if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
- SDL_GL_SetSwapInterval(1);
- } else {
- SDL_GL_SetSwapInterval(0);
- }
-
- SDL_GetCurrentDisplayMode(0, &mode);
- SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
- SDL_Log("\n");
- SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
- SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER));
- SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION));
- SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
- SDL_Log("\n");
-
- status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
- if (!status) {
- SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
- } else {
- SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
- SDL_GetError());
- }
- status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
- if (!status) {
- SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
- } else {
- SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
- SDL_GetError());
- }
- status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
- if (!status) {
- SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
- } else {
- SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
- SDL_GetError());
- }
- status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
- if (!status) {
- SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
- } else {
- SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
- SDL_GetError());
- }
- if (fsaa) {
- status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
- if (!status) {
- SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
- } else {
- SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
- SDL_GetError());
- }
- status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
- if (!status) {
- SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
- value);
- } else {
- SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
- SDL_GetError());
- }
- }
- if (accel) {
- status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
- if (!status) {
- SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
- } else {
- SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
- SDL_GetError());
- }
- }
-
- datas = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data));
-
- /* Set rendering settings for each context */
- for (i = 0; i < state->num_windows; ++i) {
-
- int w, h;
- status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
- if (status) {
- SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
-
- /* Continue for next window */
- continue;
- }
-
- {
- int format = GL_RGBA;
- int type = GL_UNSIGNED_BYTE;
-
- GL_CHECK(ctx.glGenTextures(1, &g_texture));
-
- ctx.glActiveTexture(GL_TEXTURE0);
- ctx.glPixelStorei(GL_PACK_ALIGNMENT, 1);
- ctx.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- ctx.glBindTexture(g_texture_type, g_texture);
-
- ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- GL_CHECK(ctx.glTexImage2D(g_texture_type, 0, format, g_surf_sdf->w, g_surf_sdf->h, 0, format, type, NULL));
- GL_CHECK(ctx.glTexSubImage2D(g_texture_type, 0, 0 /* xoffset */, 0 /* yoffset */, g_surf_sdf->w, g_surf_sdf->h, format, type, g_surf_sdf->pixels));
- }
-
-
- SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
- ctx.glViewport(0, 0, w, h);
-
- data = &datas[i];
-
- /* Shader Initialization */
- process_shader(&data->shader_vert, GLES2_VertexSrc_Default_, GL_VERTEX_SHADER);
-
- if (g_use_SDF) {
- if (g_use_SDF_debug == 0) {
- process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF, GL_FRAGMENT_SHADER);
- } else {
- process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg, GL_FRAGMENT_SHADER);
- }
- } else {
- process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_, GL_FRAGMENT_SHADER);
- }
-
- /* Create shader_program (ready to attach shaders) */
- data->shader_program = GL_CHECK(ctx.glCreateProgram());
-
- /* Attach shaders and link shader_program */
- GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
- GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
- GL_CHECK(ctx.glLinkProgram(data->shader_program));
-
- ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_POSITION, "a_position");
- ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
- ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_ANGLE, "a_angle");
- ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_CENTER, "a_center");
-
- /* Predetermine locations of uniform variables */
- g_uniform_locations[GLES2_UNIFORM_PROJECTION] = ctx.glGetUniformLocation(data->shader_program, "u_projection");
- g_uniform_locations[GLES2_UNIFORM_TEXTURE] = ctx.glGetUniformLocation(data->shader_program, "u_texture");
- g_uniform_locations[GLES2_UNIFORM_COLOR] = ctx.glGetUniformLocation(data->shader_program, "u_color");
-
- GL_CHECK(ctx.glUseProgram(data->shader_program));
-
- ctx.glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
- ctx.glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
- ctx.glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
- ctx.glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
-
-
- ctx.glUniform1i(g_uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
- ctx.glActiveTexture(GL_TEXTURE0);
- ctx.glBindTexture(g_texture_type, g_texture);
- GL_CHECK(ctx.glClearColor(1, 1, 1, 1));
-
- // SDL_BLENDMODE_BLEND
- GL_CHECK(ctx.glEnable(GL_BLEND));
- ctx.glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- ctx.glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
-
-
- }
-
- /* Main render loop */
- frames = 0;
- then = SDL_GetTicks();
- done = 0;
-
- #ifdef __EMSCRIPTEN__
- emscripten_set_main_loop(loop, 0, 1);
- #else
- while (!done) {
- loop();
- }
- #endif
-
- /* Print out some timing information */
- now = SDL_GetTicks();
- if (now > then) {
- SDL_Log("%2.2f frames per second\n",
- ((double) frames * 1000) / (now - then));
- }
- #if !defined(__ANDROID__) && !defined(__NACL__)
- quit(0);
- #endif
- return 0;
- }
-
- #else /* HAVE_OPENGLES2 */
-
- int
- main(int argc, char *argv[])
- {
- SDL_Log("No OpenGL ES support on this system\n");
- return 1;
- }
-
- #endif /* HAVE_OPENGLES2 */
-
- /* vi: set ts=4 sw=4 expandtab: */
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