/*
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include "SDL_test_common.h"
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#if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) \
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|| defined(__WINDOWS__) || defined(__LINUX__)
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#ifndef HAVE_OPENGLES2
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#define HAVE_OPENGLES2
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#endif
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#endif
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#ifdef HAVE_OPENGLES2
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#include "SDL_opengles2.h"
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typedef struct GLES2_Context
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{
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "../src/render/opengles2/SDL_gles2funcs.h"
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#undef SDL_PROC
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} GLES2_Context;
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typedef struct shader_data
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{
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GLuint shader_program, shader_frag, shader_vert;
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GLint attr_position;
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GLint attr_color, attr_mvp;
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int angle_x, angle_y, angle_z;
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GLuint position_buffer;
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GLuint color_buffer;
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} shader_data;
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typedef struct thread_data
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{
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SDL_Thread *thread;
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int done;
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int index;
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} thread_data;
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static SDLTest_CommonState *state;
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static SDL_GLContext *context = NULL;
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static int depth = 16;
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static GLES2_Context ctx;
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static int LoadContext(GLES2_Context * data)
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{
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#if SDL_VIDEO_DRIVER_UIKIT
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#define __SDL_NOGETPROCADDR__
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#elif SDL_VIDEO_DRIVER_ANDROID
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#define __SDL_NOGETPROCADDR__
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#elif SDL_VIDEO_DRIVER_PANDORA
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#define __SDL_NOGETPROCADDR__
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#endif
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#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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do { \
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data->func = SDL_GL_GetProcAddress(#func); \
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if ( ! data->func ) { \
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return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
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} \
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} while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "../src/render/opengles2/SDL_gles2funcs.h"
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#undef SDL_PROC
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return 0;
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}
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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int i;
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if (context != NULL) {
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for (i = 0; i < state->num_windows; i++) {
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if (context[i]) {
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SDL_GL_DeleteContext(context[i]);
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}
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}
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SDL_free(context);
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}
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SDLTest_CommonQuit(state);
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exit(rc);
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}
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#define GL_CHECK(x) \
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x; \
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{ \
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GLenum glError = ctx.glGetError(); \
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if(glError != GL_NO_ERROR) { \
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SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
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quit(1); \
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} \
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}
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/*
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* Simulates desktop's glRotatef. The matrix is returned in column-major
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* order.
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*/
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static void
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rotate_matrix(float angle, float x, float y, float z, float *r)
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{
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float radians, c, s, c1, u[3], length;
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int i, j;
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radians = (float)(angle * M_PI) / 180.0f;
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c = SDL_cosf(radians);
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s = SDL_sinf(radians);
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c1 = 1.0f - SDL_cosf(radians);
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length = (float)SDL_sqrt(x * x + y * y + z * z);
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u[0] = x / length;
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u[1] = y / length;
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u[2] = z / length;
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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[15] = 1.0;
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for (i = 0; i < 3; i++) {
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r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
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r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
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}
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for (i = 0; i < 3; i++) {
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for (j = 0; j < 3; j++) {
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r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
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}
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}
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}
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/*
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* Simulates gluPerspectiveMatrix
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*/
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static void
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perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
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{
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int i;
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float f;
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f = 1.0f/SDL_tanf(fovy * 0.5f);
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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[0] = f / aspect;
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r[5] = f;
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r[10] = (znear + zfar) / (znear - zfar);
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r[11] = -1.0f;
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r[14] = (2.0f * znear * zfar) / (znear - zfar);
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r[15] = 0.0f;
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}
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/*
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* Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
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* major. In-place multiplication is supported.
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*/
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static void
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multiply_matrix(float *lhs, float *rhs, float *r)
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{
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int i, j, k;
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float tmp[16];
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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tmp[j * 4 + i] = 0.0;
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for (k = 0; k < 4; k++) {
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tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
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}
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}
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}
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for (i = 0; i < 16; i++) {
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r[i] = tmp[i];
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}
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}
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/*
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* Create shader, load in source, compile, dump debug as necessary.
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*
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* shader: Pointer to return created shader ID.
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* source: Passed-in shader source code.
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* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
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*/
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static void
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process_shader(GLuint *shader, const char * source, GLint shader_type)
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{
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GLint status = GL_FALSE;
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const char *shaders[1] = { NULL };
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char buffer[1024];
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GLsizei length = 0;
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/* Create shader and load into GL. */
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*shader = GL_CHECK(ctx.glCreateShader(shader_type));
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shaders[0] = source;
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GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
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/* Clean up shader source. */
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shaders[0] = NULL;
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/* Try compiling the shader. */
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GL_CHECK(ctx.glCompileShader(*shader));
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GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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/* Dump debug info (source and log) if compilation failed. */
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if(status != GL_TRUE) {
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ctx.glGetShaderInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
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buffer[length] = '\0';
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SDL_Log("Shader compilation failed: %s", buffer);
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fflush(stderr);
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quit(-1);
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}
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}
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static void
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link_program(struct shader_data *data)
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{
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GLint status = GL_FALSE;
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char buffer[1024];
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GLsizei length = 0;
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GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
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GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
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GL_CHECK(ctx.glLinkProgram(data->shader_program));
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GL_CHECK(ctx.glGetProgramiv(data->shader_program, GL_LINK_STATUS, &status));
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if(status != GL_TRUE) {
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ctx.glGetProgramInfoLog(data->shader_program, sizeof(buffer), &length, &buffer[0]);
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buffer[length] = '\0';
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SDL_Log("Program linking failed: %s", buffer);
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fflush(stderr);
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quit(-1);
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}
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}
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/* 3D data. Vertex range -0.5..0.5 in all axes.
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* Z -0.5 is near, 0.5 is far. */
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const float _vertices[] =
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{
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/* Front face. */
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/* Bottom left */
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-0.5, 0.5, -0.5,
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0.5, -0.5, -0.5,
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-0.5, -0.5, -0.5,
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/* Top right */
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-0.5, 0.5, -0.5,
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0.5, 0.5, -0.5,
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0.5, -0.5, -0.5,
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/* Left face */
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/* Bottom left */
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-0.5, 0.5, 0.5,
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-0.5, -0.5, -0.5,
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-0.5, -0.5, 0.5,
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/* Top right */
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-0.5, 0.5, 0.5,
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-0.5, 0.5, -0.5,
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-0.5, -0.5, -0.5,
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/* Top face */
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/* Bottom left */
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-0.5, 0.5, 0.5,
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0.5, 0.5, -0.5,
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-0.5, 0.5, -0.5,
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/* Top right */
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-0.5, 0.5, 0.5,
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0.5, 0.5, 0.5,
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0.5, 0.5, -0.5,
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/* Right face */
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/* Bottom left */
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0.5, 0.5, -0.5,
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0.5, -0.5, 0.5,
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0.5, -0.5, -0.5,
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/* Top right */
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0.5, 0.5, -0.5,
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0.5, 0.5, 0.5,
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0.5, -0.5, 0.5,
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/* Back face */
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/* Bottom left */
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0.5, 0.5, 0.5,
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-0.5, -0.5, 0.5,
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0.5, -0.5, 0.5,
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/* Top right */
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0.5, 0.5, 0.5,
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-0.5, 0.5, 0.5,
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-0.5, -0.5, 0.5,
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/* Bottom face */
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/* Bottom left */
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-0.5, -0.5, -0.5,
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0.5, -0.5, 0.5,
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-0.5, -0.5, 0.5,
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/* Top right */
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-0.5, -0.5, -0.5,
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0.5, -0.5, -0.5,
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0.5, -0.5, 0.5,
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};
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const float _colors[] =
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{
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/* Front face */
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/* Bottom left */
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1.0, 0.0, 0.0, /* red */
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0.0, 0.0, 1.0, /* blue */
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0.0, 1.0, 0.0, /* green */
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/* Top right */
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1.0, 0.0, 0.0, /* red */
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1.0, 1.0, 0.0, /* yellow */
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0.0, 0.0, 1.0, /* blue */
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/* Left face */
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/* Bottom left */
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1.0, 1.0, 1.0, /* white */
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0.0, 1.0, 0.0, /* green */
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0.0, 1.0, 1.0, /* cyan */
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/* Top right */
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1.0, 1.0, 1.0, /* white */
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1.0, 0.0, 0.0, /* red */
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0.0, 1.0, 0.0, /* green */
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/* Top face */
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/* Bottom left */
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1.0, 1.0, 1.0, /* white */
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1.0, 1.0, 0.0, /* yellow */
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1.0, 0.0, 0.0, /* red */
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/* Top right */
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1.0, 1.0, 1.0, /* white */
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0.0, 0.0, 0.0, /* black */
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1.0, 1.0, 0.0, /* yellow */
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/* Right face */
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/* Bottom left */
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1.0, 1.0, 0.0, /* yellow */
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1.0, 0.0, 1.0, /* magenta */
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0.0, 0.0, 1.0, /* blue */
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/* Top right */
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1.0, 1.0, 0.0, /* yellow */
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0.0, 0.0, 0.0, /* black */
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1.0, 0.0, 1.0, /* magenta */
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/* Back face */
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/* Bottom left */
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0.0, 0.0, 0.0, /* black */
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0.0, 1.0, 1.0, /* cyan */
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1.0, 0.0, 1.0, /* magenta */
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/* Top right */
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0.0, 0.0, 0.0, /* black */
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1.0, 1.0, 1.0, /* white */
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0.0, 1.0, 1.0, /* cyan */
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/* Bottom face */
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/* Bottom left */
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0.0, 1.0, 0.0, /* green */
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1.0, 0.0, 1.0, /* magenta */
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0.0, 1.0, 1.0, /* cyan */
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/* Top right */
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0.0, 1.0, 0.0, /* green */
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0.0, 0.0, 1.0, /* blue */
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1.0, 0.0, 1.0, /* magenta */
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};
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const char* _shader_vert_src =
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" attribute vec4 av4position; "
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" attribute vec3 av3color; "
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" uniform mat4 mvp; "
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" varying vec3 vv3color; "
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" void main() { "
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" vv3color = av3color; "
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" gl_Position = mvp * av4position; "
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" } ";
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const char* _shader_frag_src =
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" precision lowp float; "
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" varying vec3 vv3color; "
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" void main() { "
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" gl_FragColor = vec4(vv3color, 1.0); "
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" } ";
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static void
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Render(unsigned int width, unsigned int height, shader_data* data)
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{
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float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
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/*
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* Do some rotation with Euler angles. It is not a fixed axis as
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* quaterions would be, but the effect is cool.
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*/
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rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
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rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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/* Pull the camera back from the cube */
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matrix_modelview[14] -= 2.5;
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perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective);
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multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
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GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
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data->angle_x += 3;
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data->angle_y += 2;
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data->angle_z += 1;
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if(data->angle_x >= 360) data->angle_x -= 360;
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if(data->angle_x < 0) data->angle_x += 360;
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if(data->angle_y >= 360) data->angle_y -= 360;
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if(data->angle_y < 0) data->angle_y += 360;
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if(data->angle_z >= 360) data->angle_z -= 360;
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if(data->angle_z < 0) data->angle_z += 360;
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GL_CHECK(ctx.glViewport(0, 0, width, height));
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GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
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GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
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}
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|
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int done;
|
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Uint32 frames;
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shader_data *datas;
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thread_data *threads;
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|
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static void
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render_window(int index)
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{
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int w, h, status;
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if (!state->windows[index]) {
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return;
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}
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status = SDL_GL_MakeCurrent(state->windows[index], context[index]);
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if (status) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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return;
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}
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SDL_GL_GetDrawableSize(state->windows[index], &w, &h);
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Render(w, h, &datas[index]);
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SDL_GL_SwapWindow(state->windows[index]);
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++frames;
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}
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|
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#ifndef __EMSCRIPTEN__
|
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static int SDLCALL
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render_thread_fn(void* render_ctx)
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{
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thread_data *thread = render_ctx;
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while (!done && !thread->done && state->windows[thread->index]) {
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render_window(thread->index);
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}
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SDL_GL_MakeCurrent(state->windows[thread->index], NULL);
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return 0;
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}
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|
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static void
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loop_threaded()
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{
|
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SDL_Event event;
|
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int i;
|
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|
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/* Wait for events */
|
|
while (SDL_WaitEvent(&event) && !done) {
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE) {
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SDL_Window *window = SDL_GetWindowFromID(event.window.windowID);
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if (window) {
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for (i = 0; i < state->num_windows; ++i) {
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if (window == state->windows[i]) {
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/* Stop the render thread when the window is closed */
|
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threads[i].done = 1;
|
|
if (threads[i].thread) {
|
|
SDL_WaitThread(threads[i].thread, NULL);
|
|
threads[i].thread = NULL;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
SDLTest_CommonEvent(state, &event, &done);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void
|
|
loop()
|
|
{
|
|
SDL_Event event;
|
|
int i;
|
|
|
|
/* Check for events */
|
|
while (SDL_PollEvent(&event) && !done) {
|
|
SDLTest_CommonEvent(state, &event, &done);
|
|
}
|
|
if (!done) {
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
render_window(i);
|
|
}
|
|
}
|
|
#ifdef __EMSCRIPTEN__
|
|
else {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
int fsaa, accel, threaded;
|
|
int value;
|
|
int i;
|
|
SDL_DisplayMode mode;
|
|
Uint32 then, now;
|
|
int status;
|
|
shader_data *data;
|
|
|
|
/* Initialize parameters */
|
|
fsaa = 0;
|
|
accel = 0;
|
|
threaded = 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], "--threaded") == 0) {
|
|
++threaded;
|
|
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]", "[--threaded]", 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;
|
|
}
|
|
|
|
|
|
|
|
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
|
|
SDL_GL_SetSwapInterval(1);
|
|
} else {
|
|
SDL_GL_SetSwapInterval(0);
|
|
}
|
|
|
|
SDL_GetCurrentDisplayMode(0, &mode);
|
|
SDL_Log("Threaded : %s\n", threaded ? "yes" : "no");
|
|
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;
|
|
}
|
|
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
|
|
ctx.glViewport(0, 0, w, h);
|
|
|
|
data = &datas[i];
|
|
data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;
|
|
|
|
/* Shader Initialization */
|
|
process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
|
|
process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);
|
|
|
|
/* Create shader_program (ready to attach shaders) */
|
|
data->shader_program = GL_CHECK(ctx.glCreateProgram());
|
|
|
|
/* Attach shaders and link shader_program */
|
|
link_program(data);
|
|
|
|
/* Get attribute locations of non-fixed attributes like color and texture coordinates. */
|
|
data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
|
|
data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
|
|
|
|
/* Get uniform locations */
|
|
data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
|
|
|
|
GL_CHECK(ctx.glUseProgram(data->shader_program));
|
|
|
|
/* Enable attributes for position, color and texture coordinates etc. */
|
|
GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
|
|
GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
|
|
|
|
/* Populate attributes for position, color and texture coordinates etc. */
|
|
|
|
GL_CHECK(ctx.glGenBuffers(1, &data->position_buffer));
|
|
GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->position_buffer));
|
|
GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW));
|
|
GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, 0));
|
|
GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
|
|
GL_CHECK(ctx.glGenBuffers(1, &data->color_buffer));
|
|
GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->color_buffer));
|
|
GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_colors), _colors, GL_STATIC_DRAW));
|
|
GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, 0));
|
|
GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
|
|
GL_CHECK(ctx.glEnable(GL_CULL_FACE));
|
|
GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
|
|
|
|
SDL_GL_MakeCurrent(state->windows[i], NULL);
|
|
}
|
|
|
|
/* Main render loop */
|
|
frames = 0;
|
|
then = SDL_GetTicks();
|
|
done = 0;
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
if (threaded) {
|
|
threads = (thread_data*)SDL_calloc(state->num_windows, sizeof(thread_data));
|
|
|
|
/* Start a render thread for each window */
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
threads[i].index = i;
|
|
threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]);
|
|
}
|
|
|
|
while (!done) {
|
|
loop_threaded();
|
|
}
|
|
|
|
/* Join the remaining render threads (if any) */
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
threads[i].done = 1;
|
|
if (threads[i].thread) {
|
|
SDL_WaitThread(threads[i].thread, NULL);
|
|
}
|
|
}
|
|
} 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: */
|