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732 lines
20 KiB
732 lines
20 KiB
/* |
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
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|
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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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|
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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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|
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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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#define HAVE_OPENGLES2 |
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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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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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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; |
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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.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]); |
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buffer[length] = '\0'; |
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SDL_Log("Shader compilation failed: %s", buffer);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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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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} shader_data; |
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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.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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int done; |
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Uint32 frames; |
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shader_data *datas; |
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void loop() |
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{ |
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SDL_Event event; |
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int i; |
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int status; |
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|
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/* Check for events */ |
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++frames; |
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while (SDL_PollEvent(&event) && !done) { |
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switch (event.type) { |
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case SDL_WINDOWEVENT: |
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switch (event.window.event) { |
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case SDL_WINDOWEVENT_RESIZED: |
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for (i = 0; i < state->num_windows; ++i) { |
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if (event.window.windowID == SDL_GetWindowID(state->windows[i])) { |
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int w, h; |
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]); |
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if (status) { |
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); |
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break; |
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} |
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/* Change view port to the new window dimensions */ |
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SDL_GL_GetDrawableSize(state->windows[i], &w, &h); |
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ctx.glViewport(0, 0, w, h); |
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state->window_w = event.window.data1; |
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state->window_h = event.window.data2; |
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/* Update window content */ |
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Render(event.window.data1, event.window.data2, &datas[i]); |
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SDL_GL_SwapWindow(state->windows[i]); |
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break; |
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} |
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} |
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break; |
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} |
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} |
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SDLTest_CommonEvent(state, &event, &done); |
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} |
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if (!done) { |
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for (i = 0; i < state->num_windows; ++i) { |
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]); |
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if (status) { |
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); |
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|
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/* Continue for next window */ |
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continue; |
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} |
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Render(state->window_w, state->window_h, &datas[i]); |
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SDL_GL_SwapWindow(state->windows[i]); |
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} |
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} |
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#ifdef __EMSCRIPTEN__ |
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else { |
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emscripten_cancel_main_loop(); |
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} |
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#endif |
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} |
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int |
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main(int argc, char *argv[]) |
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{ |
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int fsaa, accel; |
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int value; |
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int i; |
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SDL_DisplayMode mode; |
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Uint32 then, now; |
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int status; |
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shader_data *data; |
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|
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/* Initialize parameters */ |
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fsaa = 0; |
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accel = 0; |
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|
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/* Initialize test framework */ |
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); |
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if (!state) { |
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return 1; |
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} |
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for (i = 1; i < argc;) { |
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int consumed; |
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consumed = SDLTest_CommonArg(state, i); |
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if (consumed == 0) { |
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if (SDL_strcasecmp(argv[i], "--fsaa") == 0) { |
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++fsaa; |
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consumed = 1; |
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} else if (SDL_strcasecmp(argv[i], "--accel") == 0) { |
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++accel; |
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consumed = 1; |
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} else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) { |
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i++; |
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if (!argv[i]) { |
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consumed = -1; |
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} else { |
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depth = SDL_atoi(argv[i]); |
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consumed = 1; |
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} |
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} else { |
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consumed = -1; |
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} |
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} |
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if (consumed < 0) { |
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static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL }; |
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SDLTest_CommonLogUsage(state, argv[0], options); |
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quit(1); |
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} |
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i += consumed; |
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} |
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|
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/* Set OpenGL parameters */ |
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state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS; |
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state->gl_red_size = 5; |
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state->gl_green_size = 5; |
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state->gl_blue_size = 5; |
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state->gl_depth_size = depth; |
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state->gl_major_version = 2; |
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state->gl_minor_version = 0; |
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state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES; |
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|
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if (fsaa) { |
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state->gl_multisamplebuffers=1; |
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state->gl_multisamplesamples=fsaa; |
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} |
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if (accel) { |
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state->gl_accelerated=1; |
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} |
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if (!SDLTest_CommonInit(state)) { |
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quit(2); |
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return 0; |
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} |
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|
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context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context)); |
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if (context == NULL) { |
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SDL_Log("Out of memory!\n"); |
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quit(2); |
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} |
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|
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/* Create OpenGL ES contexts */ |
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for (i = 0; i < state->num_windows; i++) { |
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context[i] = SDL_GL_CreateContext(state->windows[i]); |
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if (!context[i]) { |
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SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError()); |
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quit(2); |
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} |
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} |
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|
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/* 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("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 */ |
|
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)); |
|
|
|
/* 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.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices)); |
|
GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors)); |
|
|
|
GL_CHECK(ctx.glEnable(GL_CULL_FACE)); |
|
GL_CHECK(ctx.glEnable(GL_DEPTH_TEST)); |
|
} |
|
|
|
/* 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: */
|
|
|