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#if defined(__IPHONEOS__) || defined(__ANDROID__)
20#define HAVE_OPENGLES
21#endif
22
23#ifdef HAVE_OPENGLES
24
25#include "SDL_opengles.h"
26
27static SDLTest_CommonState *state;
28static SDL_GLContext *context = NULL;
29static int depth = 16;
30
31/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
32static void
33quit(int rc)
34{
35 int i;
36
37 if (context != NULL) {
38 for (i = 0; i < state->num_windows; i++) {
39 if (context[i]) {
40 SDL_GL_DeleteContext(context[i]);
41 }
42 }
43
44 SDL_free(context);
45 }
46
47 SDLTest_CommonQuit(state);
48 exit(rc);
49}
50
51static void
52Render()
53{
54 static GLubyte color[8][4] = { {255, 0, 0, 0},
55 {255, 0, 0, 255},
56 {0, 255, 0, 255},
57 {0, 255, 0, 255},
58 {0, 255, 0, 255},
59 {255, 255, 255, 255},
60 {255, 0, 255, 255},
61 {0, 0, 255, 255}
62 };
63 static GLfloat cube[8][3] = { {0.5, 0.5, -0.5},
64 {0.5f, -0.5f, -0.5f},
65 {-0.5f, -0.5f, -0.5f},
66 {-0.5f, 0.5f, -0.5f},
67 {-0.5f, 0.5f, 0.5f},
68 {0.5f, 0.5f, 0.5f},
69 {0.5f, -0.5f, 0.5f},
70 {-0.5f, -0.5f, 0.5f}
71 };
72 static GLubyte indices[36] = { 0, 3, 4,
73 4, 5, 0,
74 0, 5, 6,
75 6, 1, 0,
76 6, 7, 2,
77 2, 1, 6,
78 7, 4, 3,
79 3, 2, 7,
80 5, 4, 7,
81 7, 6, 5,
82 2, 3, 1,
83 3, 0, 1
84 };
85
86
87 /* Do our drawing, too. */
88 glClearColor(0.0, 0.0, 0.0, 1.0);
89 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
90
91 /* Draw the cube */
92 glColorPointer(4, GL_UNSIGNED_BYTE, 0, color);
93 glEnableClientState(GL_COLOR_ARRAY);
94 glVertexPointer(3, GL_FLOAT, 0, cube);
95 glEnableClientState(GL_VERTEX_ARRAY);
96 glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices);
97
98 glMatrixMode(GL_MODELVIEW);
99 glRotatef(5.0, 1.0, 1.0, 1.0);
100}
101
102int
103main(int argc, char *argv[])
104{
105 int fsaa, accel;
106 int value;
107 int i, done;
108 SDL_DisplayMode mode;
109 SDL_Event event;
110 Uint32 then, now, frames;
111 int status;
112
113 /* Enable standard application logging */
114 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
115
116 /* Initialize parameters */
117 fsaa = 0;
118 accel = 0;
119
120 /* Initialize test framework */
121 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
122 if (!state) {
123 return 1;
124 }
125 for (i = 1; i < argc;) {
126 int consumed;
127
128 consumed = SDLTest_CommonArg(state, i);
129 if (consumed == 0) {
130 if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
131 ++fsaa;
132 consumed = 1;
133 } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
134 ++accel;
135 consumed = 1;
136 } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
137 i++;
138 if (!argv[i]) {
139 consumed = -1;
140 } else {
141 depth = SDL_atoi(argv[i]);
142 consumed = 1;
143 }
144 } else {
145 consumed = -1;
146 }
147 }
148 if (consumed < 0) {
149 static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
150 SDLTest_CommonLogUsage(state, argv[0], options);
151 quit(1);
152 }
153 i += consumed;
154 }
155
156 /* Set OpenGL parameters */
157 state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
158 state->gl_red_size = 5;
159 state->gl_green_size = 5;
160 state->gl_blue_size = 5;
161 state->gl_depth_size = depth;
162 state->gl_major_version = 1;
163 state->gl_minor_version = 1;
164 state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
165 if (fsaa) {
166 state->gl_multisamplebuffers=1;
167 state->gl_multisamplesamples=fsaa;
168 }
169 if (accel) {
170 state->gl_accelerated=1;
171 }
172 if (!SDLTest_CommonInit(state)) {
173 quit(2);
174 }
175
176 context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context));
177 if (context == NULL) {
178 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
179 quit(2);
180 }
181
182 /* Create OpenGL ES contexts */
183 for (i = 0; i < state->num_windows; i++) {
184 context[i] = SDL_GL_CreateContext(state->windows[i]);
185 if (!context[i]) {
186 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
187 quit(2);
188 }
189 }
190
191 if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
192 SDL_GL_SetSwapInterval(1);
193 } else {
194 SDL_GL_SetSwapInterval(0);
195 }
196
197 SDL_GetCurrentDisplayMode(0, &mode);
198 SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
199 SDL_Log("\n");
200 SDL_Log("Vendor : %s\n", glGetString(GL_VENDOR));
201 SDL_Log("Renderer : %s\n", glGetString(GL_RENDERER));
202 SDL_Log("Version : %s\n", glGetString(GL_VERSION));
203 SDL_Log("Extensions : %s\n", glGetString(GL_EXTENSIONS));
204 SDL_Log("\n");
205
206 status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
207 if (!status) {
208 SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
209 } else {
210 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n",
211 SDL_GetError());
212 }
213 status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
214 if (!status) {
215 SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
216 } else {
217 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n",
218 SDL_GetError());
219 }
220 status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
221 if (!status) {
222 SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
223 } else {
224 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n",
225 SDL_GetError());
226 }
227 status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
228 if (!status) {
229 SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
230 } else {
231 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
232 SDL_GetError());
233 }
234 if (fsaa) {
235 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
236 if (!status) {
237 SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
238 } else {
239 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
240 SDL_GetError());
241 }
242 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
243 if (!status) {
244 SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
245 value);
246 } else {
247 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
248 SDL_GetError());
249 }
250 }
251 if (accel) {
252 status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
253 if (!status) {
254 SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
255 } else {
256 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
257 SDL_GetError());
258 }
259 }
260
261 /* Set rendering settings for each context */
262 for (i = 0; i < state->num_windows; ++i) {
263 float aspectAdjust;
264
265 status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
266 if (status) {
267 SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
268
269 /* Continue for next window */
270 continue;
271 }
272
273 aspectAdjust = (4.0f / 3.0f) / ((float)state->window_w / state->window_h);
274 glViewport(0, 0, state->window_w, state->window_h);
275 glMatrixMode(GL_PROJECTION);
276 glLoadIdentity();
277 glOrthof(-2.0, 2.0, -2.0 * aspectAdjust, 2.0 * aspectAdjust, -20.0, 20.0);
278 glMatrixMode(GL_MODELVIEW);
279 glLoadIdentity();
280 glEnable(GL_DEPTH_TEST);
281 glDepthFunc(GL_LESS);
282 glShadeModel(GL_SMOOTH);
283 }
284
285 /* Main render loop */
286 frames = 0;
287 then = SDL_GetTicks();
288 done = 0;
289 while (!done) {
290 /* Check for events */
291 ++frames;
292 while (SDL_PollEvent(&event)) {
293 switch (event.type) {
294 case SDL_WINDOWEVENT:
295 switch (event.window.event) {
296 case SDL_WINDOWEVENT_RESIZED:
297 for (i = 0; i < state->num_windows; ++i) {
298 if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
299 status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
300 if (status) {
301 SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
302 break;
303 }
304 /* Change view port to the new window dimensions */
305 glViewport(0, 0, event.window.data1, event.window.data2);
306 /* Update window content */
307 Render();
308 SDL_GL_SwapWindow(state->windows[i]);
309 break;
310 }
311 }
312 break;
313 }
314 }
315 SDLTest_CommonEvent(state, &event, &done);
316 }
317 for (i = 0; i < state->num_windows; ++i) {
318 if (state->windows[i] == NULL)
319 continue;
320 status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
321 if (status) {
322 SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
323
324 /* Continue for next window */
325 continue;
326 }
327 Render();
328 SDL_GL_SwapWindow(state->windows[i]);
329 }
330 }
331
332 /* Print out some timing information */
333 now = SDL_GetTicks();
334 if (now > then) {
335 SDL_Log("%2.2f frames per second\n",
336 ((double) frames * 1000) / (now - then));
337 }
338#if !defined(__ANDROID__)
339 quit(0);
340#endif
341 return 0;
342}
343
344#else /* HAVE_OPENGLES */
345
346int
347main(int argc, char *argv[])
348{
349 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL ES support on this system\n");
350 return 1;
351}
352
353#endif /* HAVE_OPENGLES */
354
355/* vi: set ts=4 sw=4 expandtab: */
356