1/*
2 Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
3
4 This software is provided 'as-is', without any express or implied
5 warranty. In no event will the authors be held liable for any damages
6 arising from the use of this software.
7
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
10 freely.
11*/
12#include <stdlib.h>
13#include <stdio.h>
14#include <string.h>
15#include <math.h>
16
17#include "SDL_test_common.h"
18
19#ifdef __MACOS__
20#define HAVE_OPENGL
21#endif
22
23#ifdef HAVE_OPENGL
24
25#include "SDL_opengl.h"
26
27typedef struct GL_Context
28{
29#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
30#include "../src/render/opengl/SDL_glfuncs.h"
31#undef SDL_PROC
32} GL_Context;
33
34
35/* Undefine this if you want a flat cube instead of a rainbow cube */
36#define SHADED_CUBE
37
38static SDLTest_CommonState *state;
39static SDL_GLContext context;
40static GL_Context ctx;
41
42static int LoadContext(GL_Context * data)
43{
44#if SDL_VIDEO_DRIVER_UIKIT
45#define __SDL_NOGETPROCADDR__
46#elif SDL_VIDEO_DRIVER_ANDROID
47#define __SDL_NOGETPROCADDR__
48#elif SDL_VIDEO_DRIVER_PANDORA
49#define __SDL_NOGETPROCADDR__
50#endif
51
52#if defined __SDL_NOGETPROCADDR__
53#define SDL_PROC(ret,func,params) data->func=func;
54#else
55#define SDL_PROC(ret,func,params) \
56 do { \
57 data->func = SDL_GL_GetProcAddress(#func); \
58 if ( ! data->func ) { \
59 return SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
60 } \
61 } while ( 0 );
62#endif /* __SDL_NOGETPROCADDR__ */
63
64#include "../src/render/opengl/SDL_glfuncs.h"
65#undef SDL_PROC
66 return 0;
67}
68
69
70/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
71static void
72quit(int rc)
73{
74 if (context) {
75 /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
76 SDL_GL_DeleteContext(context);
77 }
78 SDLTest_CommonQuit(state);
79 exit(rc);
80}
81
82static void
83Render()
84{
85 static float color[8][3] = {
86 {1.0, 1.0, 0.0},
87 {1.0, 0.0, 0.0},
88 {0.0, 0.0, 0.0},
89 {0.0, 1.0, 0.0},
90 {0.0, 1.0, 1.0},
91 {1.0, 1.0, 1.0},
92 {1.0, 0.0, 1.0},
93 {0.0, 0.0, 1.0}
94 };
95 static float cube[8][3] = {
96 {0.5, 0.5, -0.5},
97 {0.5, -0.5, -0.5},
98 {-0.5, -0.5, -0.5},
99 {-0.5, 0.5, -0.5},
100 {-0.5, 0.5, 0.5},
101 {0.5, 0.5, 0.5},
102 {0.5, -0.5, 0.5},
103 {-0.5, -0.5, 0.5}
104 };
105
106 /* Do our drawing, too. */
107 ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
108 ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
109
110 ctx.glBegin(GL_QUADS);
111
112#ifdef SHADED_CUBE
113 ctx.glColor3fv(color[0]);
114 ctx.glVertex3fv(cube[0]);
115 ctx.glColor3fv(color[1]);
116 ctx.glVertex3fv(cube[1]);
117 ctx.glColor3fv(color[2]);
118 ctx.glVertex3fv(cube[2]);
119 ctx.glColor3fv(color[3]);
120 ctx.glVertex3fv(cube[3]);
121
122 ctx.glColor3fv(color[3]);
123 ctx.glVertex3fv(cube[3]);
124 ctx.glColor3fv(color[4]);
125 ctx.glVertex3fv(cube[4]);
126 ctx.glColor3fv(color[7]);
127 ctx.glVertex3fv(cube[7]);
128 ctx.glColor3fv(color[2]);
129 ctx.glVertex3fv(cube[2]);
130
131 ctx.glColor3fv(color[0]);
132 ctx.glVertex3fv(cube[0]);
133 ctx.glColor3fv(color[5]);
134 ctx.glVertex3fv(cube[5]);
135 ctx.glColor3fv(color[6]);
136 ctx.glVertex3fv(cube[6]);
137 ctx.glColor3fv(color[1]);
138 ctx.glVertex3fv(cube[1]);
139
140 ctx.glColor3fv(color[5]);
141 ctx.glVertex3fv(cube[5]);
142 ctx.glColor3fv(color[4]);
143 ctx.glVertex3fv(cube[4]);
144 ctx.glColor3fv(color[7]);
145 ctx.glVertex3fv(cube[7]);
146 ctx.glColor3fv(color[6]);
147 ctx.glVertex3fv(cube[6]);
148
149 ctx.glColor3fv(color[5]);
150 ctx.glVertex3fv(cube[5]);
151 ctx.glColor3fv(color[0]);
152 ctx.glVertex3fv(cube[0]);
153 ctx.glColor3fv(color[3]);
154 ctx.glVertex3fv(cube[3]);
155 ctx.glColor3fv(color[4]);
156 ctx.glVertex3fv(cube[4]);
157
158 ctx.glColor3fv(color[6]);
159 ctx.glVertex3fv(cube[6]);
160 ctx.glColor3fv(color[1]);
161 ctx.glVertex3fv(cube[1]);
162 ctx.glColor3fv(color[2]);
163 ctx.glVertex3fv(cube[2]);
164 ctx.glColor3fv(color[7]);
165 ctx.glVertex3fv(cube[7]);
166#else /* flat cube */
167 ctx.glColor3f(1.0, 0.0, 0.0);
168 ctx.glVertex3fv(cube[0]);
169 ctx.glVertex3fv(cube[1]);
170 ctx.glVertex3fv(cube[2]);
171 ctx.glVertex3fv(cube[3]);
172
173 ctx.glColor3f(0.0, 1.0, 0.0);
174 ctx.glVertex3fv(cube[3]);
175 ctx.glVertex3fv(cube[4]);
176 ctx.glVertex3fv(cube[7]);
177 ctx.glVertex3fv(cube[2]);
178
179 ctx.glColor3f(0.0, 0.0, 1.0);
180 ctx.glVertex3fv(cube[0]);
181 ctx.glVertex3fv(cube[5]);
182 ctx.glVertex3fv(cube[6]);
183 ctx.glVertex3fv(cube[1]);
184
185 ctx.glColor3f(0.0, 1.0, 1.0);
186 ctx.glVertex3fv(cube[5]);
187 ctx.glVertex3fv(cube[4]);
188 ctx.glVertex3fv(cube[7]);
189 ctx.glVertex3fv(cube[6]);
190
191 ctx.glColor3f(1.0, 1.0, 0.0);
192 ctx.glVertex3fv(cube[5]);
193 ctx.glVertex3fv(cube[0]);
194 ctx.glVertex3fv(cube[3]);
195 ctx.glVertex3fv(cube[4]);
196
197 ctx.glColor3f(1.0, 0.0, 1.0);
198 ctx.glVertex3fv(cube[6]);
199 ctx.glVertex3fv(cube[1]);
200 ctx.glVertex3fv(cube[2]);
201 ctx.glVertex3fv(cube[7]);
202#endif /* SHADED_CUBE */
203
204 ctx.glEnd();
205
206 ctx.glMatrixMode(GL_MODELVIEW);
207 ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
208}
209
210int
211main(int argc, char *argv[])
212{
213 int fsaa, accel;
214 int value;
215 int i, done;
216 SDL_DisplayMode mode;
217 SDL_Event event;
218 Uint32 then, now, frames;
219 int status;
220 int dw, dh;
221 int swap_interval = 0;
222
223 /* Enable standard application logging */
224 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
225
226 /* Initialize parameters */
227 fsaa = 0;
228 accel = -1;
229
230 /* Initialize test framework */
231 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
232 if (!state) {
233 return 1;
234 }
235 for (i = 1; i < argc;) {
236 int consumed;
237
238 consumed = SDLTest_CommonArg(state, i);
239 if (consumed == 0) {
240 if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) {
241 fsaa = atoi(argv[i+1]);
242 consumed = 2;
243 } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
244 accel = atoi(argv[i+1]);
245 consumed = 2;
246 } else {
247 consumed = -1;
248 }
249 }
250 if (consumed < 0) {
251 static const char *options[] = { "[--fsaa n]", "[--accel n]", NULL };
252 SDLTest_CommonLogUsage(state, argv[0], options);
253 quit(1);
254 }
255 i += consumed;
256 }
257
258 /* Set OpenGL parameters */
259 state->window_flags |= SDL_WINDOW_OPENGL;
260 state->gl_red_size = 5;
261 state->gl_green_size = 5;
262 state->gl_blue_size = 5;
263 state->gl_depth_size = 16;
264 state->gl_double_buffer = 1;
265 if (fsaa) {
266 state->gl_multisamplebuffers = 1;
267 state->gl_multisamplesamples = fsaa;
268 }
269 if (accel >= 0) {
270 state->gl_accelerated = accel;
271 }
272
273 if (!SDLTest_CommonInit(state)) {
274 quit(2);
275 }
276
277 /* Create OpenGL context */
278 context = SDL_GL_CreateContext(state->windows[0]);
279 if (!context) {
280 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
281 quit(2);
282 }
283
284 /* Important: call this *after* creating the context */
285 if (LoadContext(&ctx) < 0) {
286 SDL_Log("Could not load GL functions\n");
287 quit(2);
288 return 0;
289 }
290
291 if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
292 /* try late-swap-tearing first. If not supported, try normal vsync. */
293 if (SDL_GL_SetSwapInterval(-1) == 0) {
294 swap_interval = -1;
295 } else {
296 SDL_GL_SetSwapInterval(1);
297 swap_interval = 1;
298 }
299 } else {
300 SDL_GL_SetSwapInterval(0); /* disable vsync. */
301 swap_interval = 0;
302 }
303
304 SDL_GetCurrentDisplayMode(0, &mode);
305 SDL_Log("Screen BPP : %d\n", SDL_BITSPERPIXEL(mode.format));
306 SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
307 SDL_GetWindowSize(state->windows[0], &dw, &dh);
308 SDL_Log("Window Size : %d,%d\n", dw, dh);
309 SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
310 SDL_Log("Draw Size : %d,%d\n", dw, dh);
311 SDL_Log("\n");
312 SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
313 SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER));
314 SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION));
315 SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
316 SDL_Log("\n");
317
318 status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
319 if (!status) {
320 SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
321 } else {
322 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
323 }
324 status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
325 if (!status) {
326 SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
327 } else {
328 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
329 }
330 status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
331 if (!status) {
332 SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
333 } else {
334 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
335 }
336 status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
337 if (!status) {
338 SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
339 } else {
340 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
341 }
342 if (fsaa) {
343 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
344 if (!status) {
345 SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
346 } else {
347 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
348 SDL_GetError());
349 }
350 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
351 if (!status) {
352 SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
353 value);
354 } else {
355 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
356 SDL_GetError());
357 }
358 }
359 if (accel >= 0) {
360 status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
361 if (!status) {
362 SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
363 value);
364 } else {
365 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
366 SDL_GetError());
367 }
368 }
369
370 /* Set rendering settings */
371 ctx.glMatrixMode(GL_PROJECTION);
372 ctx.glLoadIdentity();
373 ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
374 ctx.glMatrixMode(GL_MODELVIEW);
375 ctx.glLoadIdentity();
376 ctx.glEnable(GL_DEPTH_TEST);
377 ctx.glDepthFunc(GL_LESS);
378 ctx.glShadeModel(GL_SMOOTH);
379
380 /* Main render loop */
381 frames = 0;
382 then = SDL_GetTicks();
383 done = 0;
384 while (!done) {
385 SDL_bool update_swap_interval = SDL_FALSE;
386
387 /* Check for events */
388 ++frames;
389 while (SDL_PollEvent(&event)) {
390 SDLTest_CommonEvent(state, &event, &done);
391 if (event.type == SDL_KEYDOWN) {
392 if (event.key.keysym.sym == SDLK_o) {
393 swap_interval--;
394 update_swap_interval = SDL_TRUE;
395 } else if (event.key.keysym.sym == SDLK_p) {
396 swap_interval++;
397 update_swap_interval = SDL_TRUE;
398 }
399 }
400 }
401
402 if (update_swap_interval) {
403 SDL_Log("Swap interval to be set to %d\n", swap_interval);
404 }
405
406 for (i = 0; i < state->num_windows; ++i) {
407 int w, h;
408 if (state->windows[i] == NULL)
409 continue;
410 SDL_GL_MakeCurrent(state->windows[i], context);
411 if (update_swap_interval) {
412 SDL_GL_SetSwapInterval(swap_interval);
413 }
414 SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
415 ctx.glViewport(0, 0, w, h);
416 Render();
417 SDL_GL_SwapWindow(state->windows[i]);
418 }
419 }
420
421 /* Print out some timing information */
422 now = SDL_GetTicks();
423 if (now > then) {
424 SDL_Log("%2.2f frames per second\n",
425 ((double) frames * 1000) / (now - then));
426 }
427 quit(0);
428 return 0;
429}
430
431#else /* HAVE_OPENGL */
432
433int
434main(int argc, char *argv[])
435{
436 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
437 return 1;
438}
439
440#endif /* HAVE_OPENGL */
441