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 | #ifdef __EMSCRIPTEN__ |
18 | #include <emscripten/emscripten.h> |
19 | #endif |
20 | |
21 | #include "SDL_test_common.h" |
22 | |
23 | #if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) \ |
24 | || defined(__WINDOWS__) || defined(__LINUX__) |
25 | #define HAVE_OPENGLES2 |
26 | #endif |
27 | |
28 | #ifdef HAVE_OPENGLES2 |
29 | |
30 | #include "SDL_opengles2.h" |
31 | |
32 | typedef struct GLES2_Context |
33 | { |
34 | #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; |
35 | #include "../src/render/opengles2/SDL_gles2funcs.h" |
36 | #undef SDL_PROC |
37 | } GLES2_Context; |
38 | |
39 | |
40 | static SDLTest_CommonState *state; |
41 | static SDL_GLContext *context = NULL; |
42 | static int depth = 16; |
43 | static GLES2_Context ctx; |
44 | |
45 | static int LoadContext(GLES2_Context * data) |
46 | { |
47 | #if SDL_VIDEO_DRIVER_UIKIT |
48 | #define __SDL_NOGETPROCADDR__ |
49 | #elif SDL_VIDEO_DRIVER_ANDROID |
50 | #define __SDL_NOGETPROCADDR__ |
51 | #elif SDL_VIDEO_DRIVER_PANDORA |
52 | #define __SDL_NOGETPROCADDR__ |
53 | #endif |
54 | |
55 | #if defined __SDL_NOGETPROCADDR__ |
56 | #define SDL_PROC(ret,func,params) data->func=func; |
57 | #else |
58 | #define SDL_PROC(ret,func,params) \ |
59 | do { \ |
60 | data->func = SDL_GL_GetProcAddress(#func); \ |
61 | if ( ! data->func ) { \ |
62 | return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \ |
63 | } \ |
64 | } while ( 0 ); |
65 | #endif /* __SDL_NOGETPROCADDR__ */ |
66 | |
67 | #include "../src/render/opengles2/SDL_gles2funcs.h" |
68 | #undef SDL_PROC |
69 | return 0; |
70 | } |
71 | |
72 | /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
73 | static void |
74 | quit(int rc) |
75 | { |
76 | int i; |
77 | |
78 | if (context != NULL) { |
79 | for (i = 0; i < state->num_windows; i++) { |
80 | if (context[i]) { |
81 | SDL_GL_DeleteContext(context[i]); |
82 | } |
83 | } |
84 | |
85 | SDL_free(context); |
86 | } |
87 | |
88 | SDLTest_CommonQuit(state); |
89 | exit(rc); |
90 | } |
91 | |
92 | #define GL_CHECK(x) \ |
93 | x; \ |
94 | { \ |
95 | GLenum glError = ctx.glGetError(); \ |
96 | if(glError != GL_NO_ERROR) { \ |
97 | SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \ |
98 | quit(1); \ |
99 | } \ |
100 | } |
101 | |
102 | /* |
103 | * Simulates desktop's glRotatef. The matrix is returned in column-major |
104 | * order. |
105 | */ |
106 | static void |
107 | rotate_matrix(float angle, float x, float y, float z, float *r) |
108 | { |
109 | float radians, c, s, c1, u[3], length; |
110 | int i, j; |
111 | |
112 | radians = (float)(angle * M_PI) / 180.0f; |
113 | |
114 | c = SDL_cosf(radians); |
115 | s = SDL_sinf(radians); |
116 | |
117 | c1 = 1.0f - SDL_cosf(radians); |
118 | |
119 | length = (float)SDL_sqrt(x * x + y * y + z * z); |
120 | |
121 | u[0] = x / length; |
122 | u[1] = y / length; |
123 | u[2] = z / length; |
124 | |
125 | for (i = 0; i < 16; i++) { |
126 | r[i] = 0.0; |
127 | } |
128 | |
129 | r[15] = 1.0; |
130 | |
131 | for (i = 0; i < 3; i++) { |
132 | r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s; |
133 | r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s; |
134 | } |
135 | |
136 | for (i = 0; i < 3; i++) { |
137 | for (j = 0; j < 3; j++) { |
138 | r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f); |
139 | } |
140 | } |
141 | } |
142 | |
143 | /* |
144 | * Simulates gluPerspectiveMatrix |
145 | */ |
146 | static void |
147 | perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r) |
148 | { |
149 | int i; |
150 | float f; |
151 | |
152 | f = 1.0f/SDL_tanf(fovy * 0.5f); |
153 | |
154 | for (i = 0; i < 16; i++) { |
155 | r[i] = 0.0; |
156 | } |
157 | |
158 | r[0] = f / aspect; |
159 | r[5] = f; |
160 | r[10] = (znear + zfar) / (znear - zfar); |
161 | r[11] = -1.0f; |
162 | r[14] = (2.0f * znear * zfar) / (znear - zfar); |
163 | r[15] = 0.0f; |
164 | } |
165 | |
166 | /* |
167 | * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column |
168 | * major. In-place multiplication is supported. |
169 | */ |
170 | static void |
171 | multiply_matrix(float *lhs, float *rhs, float *r) |
172 | { |
173 | int i, j, k; |
174 | float tmp[16]; |
175 | |
176 | for (i = 0; i < 4; i++) { |
177 | for (j = 0; j < 4; j++) { |
178 | tmp[j * 4 + i] = 0.0; |
179 | |
180 | for (k = 0; k < 4; k++) { |
181 | tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k]; |
182 | } |
183 | } |
184 | } |
185 | |
186 | for (i = 0; i < 16; i++) { |
187 | r[i] = tmp[i]; |
188 | } |
189 | } |
190 | |
191 | /* |
192 | * Create shader, load in source, compile, dump debug as necessary. |
193 | * |
194 | * shader: Pointer to return created shader ID. |
195 | * source: Passed-in shader source code. |
196 | * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER. |
197 | */ |
198 | void |
199 | process_shader(GLuint *shader, const char * source, GLint shader_type) |
200 | { |
201 | GLint status = GL_FALSE; |
202 | const char *shaders[1] = { NULL }; |
203 | char buffer[1024]; |
204 | GLsizei length; |
205 | |
206 | /* Create shader and load into GL. */ |
207 | *shader = GL_CHECK(ctx.glCreateShader(shader_type)); |
208 | |
209 | shaders[0] = source; |
210 | |
211 | GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL)); |
212 | |
213 | /* Clean up shader source. */ |
214 | shaders[0] = NULL; |
215 | |
216 | /* Try compiling the shader. */ |
217 | GL_CHECK(ctx.glCompileShader(*shader)); |
218 | GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)); |
219 | |
220 | /* Dump debug info (source and log) if compilation failed. */ |
221 | if(status != GL_TRUE) { |
222 | ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]); |
223 | buffer[length] = '\0'; |
224 | SDL_Log("Shader compilation failed: %s" , buffer);fflush(stderr); |
225 | quit(-1); |
226 | } |
227 | } |
228 | |
229 | /* 3D data. Vertex range -0.5..0.5 in all axes. |
230 | * Z -0.5 is near, 0.5 is far. */ |
231 | const float _vertices[] = |
232 | { |
233 | /* Front face. */ |
234 | /* Bottom left */ |
235 | -0.5, 0.5, -0.5, |
236 | 0.5, -0.5, -0.5, |
237 | -0.5, -0.5, -0.5, |
238 | /* Top right */ |
239 | -0.5, 0.5, -0.5, |
240 | 0.5, 0.5, -0.5, |
241 | 0.5, -0.5, -0.5, |
242 | /* Left face */ |
243 | /* Bottom left */ |
244 | -0.5, 0.5, 0.5, |
245 | -0.5, -0.5, -0.5, |
246 | -0.5, -0.5, 0.5, |
247 | /* Top right */ |
248 | -0.5, 0.5, 0.5, |
249 | -0.5, 0.5, -0.5, |
250 | -0.5, -0.5, -0.5, |
251 | /* Top face */ |
252 | /* Bottom left */ |
253 | -0.5, 0.5, 0.5, |
254 | 0.5, 0.5, -0.5, |
255 | -0.5, 0.5, -0.5, |
256 | /* Top right */ |
257 | -0.5, 0.5, 0.5, |
258 | 0.5, 0.5, 0.5, |
259 | 0.5, 0.5, -0.5, |
260 | /* Right face */ |
261 | /* Bottom left */ |
262 | 0.5, 0.5, -0.5, |
263 | 0.5, -0.5, 0.5, |
264 | 0.5, -0.5, -0.5, |
265 | /* Top right */ |
266 | 0.5, 0.5, -0.5, |
267 | 0.5, 0.5, 0.5, |
268 | 0.5, -0.5, 0.5, |
269 | /* Back face */ |
270 | /* Bottom left */ |
271 | 0.5, 0.5, 0.5, |
272 | -0.5, -0.5, 0.5, |
273 | 0.5, -0.5, 0.5, |
274 | /* Top right */ |
275 | 0.5, 0.5, 0.5, |
276 | -0.5, 0.5, 0.5, |
277 | -0.5, -0.5, 0.5, |
278 | /* Bottom face */ |
279 | /* Bottom left */ |
280 | -0.5, -0.5, -0.5, |
281 | 0.5, -0.5, 0.5, |
282 | -0.5, -0.5, 0.5, |
283 | /* Top right */ |
284 | -0.5, -0.5, -0.5, |
285 | 0.5, -0.5, -0.5, |
286 | 0.5, -0.5, 0.5, |
287 | }; |
288 | |
289 | const float _colors[] = |
290 | { |
291 | /* Front face */ |
292 | /* Bottom left */ |
293 | 1.0, 0.0, 0.0, /* red */ |
294 | 0.0, 0.0, 1.0, /* blue */ |
295 | 0.0, 1.0, 0.0, /* green */ |
296 | /* Top right */ |
297 | 1.0, 0.0, 0.0, /* red */ |
298 | 1.0, 1.0, 0.0, /* yellow */ |
299 | 0.0, 0.0, 1.0, /* blue */ |
300 | /* Left face */ |
301 | /* Bottom left */ |
302 | 1.0, 1.0, 1.0, /* white */ |
303 | 0.0, 1.0, 0.0, /* green */ |
304 | 0.0, 1.0, 1.0, /* cyan */ |
305 | /* Top right */ |
306 | 1.0, 1.0, 1.0, /* white */ |
307 | 1.0, 0.0, 0.0, /* red */ |
308 | 0.0, 1.0, 0.0, /* green */ |
309 | /* Top face */ |
310 | /* Bottom left */ |
311 | 1.0, 1.0, 1.0, /* white */ |
312 | 1.0, 1.0, 0.0, /* yellow */ |
313 | 1.0, 0.0, 0.0, /* red */ |
314 | /* Top right */ |
315 | 1.0, 1.0, 1.0, /* white */ |
316 | 0.0, 0.0, 0.0, /* black */ |
317 | 1.0, 1.0, 0.0, /* yellow */ |
318 | /* Right face */ |
319 | /* Bottom left */ |
320 | 1.0, 1.0, 0.0, /* yellow */ |
321 | 1.0, 0.0, 1.0, /* magenta */ |
322 | 0.0, 0.0, 1.0, /* blue */ |
323 | /* Top right */ |
324 | 1.0, 1.0, 0.0, /* yellow */ |
325 | 0.0, 0.0, 0.0, /* black */ |
326 | 1.0, 0.0, 1.0, /* magenta */ |
327 | /* Back face */ |
328 | /* Bottom left */ |
329 | 0.0, 0.0, 0.0, /* black */ |
330 | 0.0, 1.0, 1.0, /* cyan */ |
331 | 1.0, 0.0, 1.0, /* magenta */ |
332 | /* Top right */ |
333 | 0.0, 0.0, 0.0, /* black */ |
334 | 1.0, 1.0, 1.0, /* white */ |
335 | 0.0, 1.0, 1.0, /* cyan */ |
336 | /* Bottom face */ |
337 | /* Bottom left */ |
338 | 0.0, 1.0, 0.0, /* green */ |
339 | 1.0, 0.0, 1.0, /* magenta */ |
340 | 0.0, 1.0, 1.0, /* cyan */ |
341 | /* Top right */ |
342 | 0.0, 1.0, 0.0, /* green */ |
343 | 0.0, 0.0, 1.0, /* blue */ |
344 | 1.0, 0.0, 1.0, /* magenta */ |
345 | }; |
346 | |
347 | const char* _shader_vert_src = |
348 | " attribute vec4 av4position; " |
349 | " attribute vec3 av3color; " |
350 | " uniform mat4 mvp; " |
351 | " varying vec3 vv3color; " |
352 | " void main() { " |
353 | " vv3color = av3color; " |
354 | " gl_Position = mvp * av4position; " |
355 | " } " ; |
356 | |
357 | const char* _shader_frag_src = |
358 | " precision lowp float; " |
359 | " varying vec3 vv3color; " |
360 | " void main() { " |
361 | " gl_FragColor = vec4(vv3color, 1.0); " |
362 | " } " ; |
363 | |
364 | typedef struct shader_data |
365 | { |
366 | GLuint shader_program, shader_frag, shader_vert; |
367 | |
368 | GLint attr_position; |
369 | GLint attr_color, attr_mvp; |
370 | |
371 | int angle_x, angle_y, angle_z; |
372 | |
373 | } shader_data; |
374 | |
375 | static void |
376 | Render(unsigned int width, unsigned int height, shader_data* data) |
377 | { |
378 | float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16]; |
379 | |
380 | /* |
381 | * Do some rotation with Euler angles. It is not a fixed axis as |
382 | * quaterions would be, but the effect is cool. |
383 | */ |
384 | rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview); |
385 | rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate); |
386 | |
387 | multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); |
388 | |
389 | rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate); |
390 | |
391 | multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); |
392 | |
393 | /* Pull the camera back from the cube */ |
394 | matrix_modelview[14] -= 2.5; |
395 | |
396 | perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective); |
397 | multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp); |
398 | |
399 | GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp)); |
400 | |
401 | data->angle_x += 3; |
402 | data->angle_y += 2; |
403 | data->angle_z += 1; |
404 | |
405 | if(data->angle_x >= 360) data->angle_x -= 360; |
406 | if(data->angle_x < 0) data->angle_x += 360; |
407 | if(data->angle_y >= 360) data->angle_y -= 360; |
408 | if(data->angle_y < 0) data->angle_y += 360; |
409 | if(data->angle_z >= 360) data->angle_z -= 360; |
410 | if(data->angle_z < 0) data->angle_z += 360; |
411 | |
412 | GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)); |
413 | GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36)); |
414 | } |
415 | |
416 | int done; |
417 | Uint32 frames; |
418 | shader_data *datas; |
419 | |
420 | void loop() |
421 | { |
422 | SDL_Event event; |
423 | int i; |
424 | int status; |
425 | |
426 | /* Check for events */ |
427 | ++frames; |
428 | while (SDL_PollEvent(&event) && !done) { |
429 | switch (event.type) { |
430 | case SDL_WINDOWEVENT: |
431 | switch (event.window.event) { |
432 | case SDL_WINDOWEVENT_RESIZED: |
433 | for (i = 0; i < state->num_windows; ++i) { |
434 | if (event.window.windowID == SDL_GetWindowID(state->windows[i])) { |
435 | int w, h; |
436 | status = SDL_GL_MakeCurrent(state->windows[i], context[i]); |
437 | if (status) { |
438 | SDL_Log("SDL_GL_MakeCurrent(): %s\n" , SDL_GetError()); |
439 | break; |
440 | } |
441 | /* Change view port to the new window dimensions */ |
442 | SDL_GL_GetDrawableSize(state->windows[i], &w, &h); |
443 | ctx.glViewport(0, 0, w, h); |
444 | state->window_w = event.window.data1; |
445 | state->window_h = event.window.data2; |
446 | /* Update window content */ |
447 | Render(event.window.data1, event.window.data2, &datas[i]); |
448 | SDL_GL_SwapWindow(state->windows[i]); |
449 | break; |
450 | } |
451 | } |
452 | break; |
453 | } |
454 | } |
455 | SDLTest_CommonEvent(state, &event, &done); |
456 | } |
457 | if (!done) { |
458 | for (i = 0; i < state->num_windows; ++i) { |
459 | status = SDL_GL_MakeCurrent(state->windows[i], context[i]); |
460 | if (status) { |
461 | SDL_Log("SDL_GL_MakeCurrent(): %s\n" , SDL_GetError()); |
462 | |
463 | /* Continue for next window */ |
464 | continue; |
465 | } |
466 | Render(state->window_w, state->window_h, &datas[i]); |
467 | SDL_GL_SwapWindow(state->windows[i]); |
468 | } |
469 | } |
470 | #ifdef __EMSCRIPTEN__ |
471 | else { |
472 | emscripten_cancel_main_loop(); |
473 | } |
474 | #endif |
475 | } |
476 | |
477 | int |
478 | main(int argc, char *argv[]) |
479 | { |
480 | int fsaa, accel; |
481 | int value; |
482 | int i; |
483 | SDL_DisplayMode mode; |
484 | Uint32 then, now; |
485 | int status; |
486 | shader_data *data; |
487 | |
488 | /* Initialize parameters */ |
489 | fsaa = 0; |
490 | accel = 0; |
491 | |
492 | /* Initialize test framework */ |
493 | state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); |
494 | if (!state) { |
495 | return 1; |
496 | } |
497 | for (i = 1; i < argc;) { |
498 | int consumed; |
499 | |
500 | consumed = SDLTest_CommonArg(state, i); |
501 | if (consumed == 0) { |
502 | if (SDL_strcasecmp(argv[i], "--fsaa" ) == 0) { |
503 | ++fsaa; |
504 | consumed = 1; |
505 | } else if (SDL_strcasecmp(argv[i], "--accel" ) == 0) { |
506 | ++accel; |
507 | consumed = 1; |
508 | } else if (SDL_strcasecmp(argv[i], "--zdepth" ) == 0) { |
509 | i++; |
510 | if (!argv[i]) { |
511 | consumed = -1; |
512 | } else { |
513 | depth = SDL_atoi(argv[i]); |
514 | consumed = 1; |
515 | } |
516 | } else { |
517 | consumed = -1; |
518 | } |
519 | } |
520 | if (consumed < 0) { |
521 | static const char *options[] = { "[--fsaa]" , "[--accel]" , "[--zdepth %d]" , NULL }; |
522 | SDLTest_CommonLogUsage(state, argv[0], options); |
523 | quit(1); |
524 | } |
525 | i += consumed; |
526 | } |
527 | |
528 | /* Set OpenGL parameters */ |
529 | state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS; |
530 | state->gl_red_size = 5; |
531 | state->gl_green_size = 5; |
532 | state->gl_blue_size = 5; |
533 | state->gl_depth_size = depth; |
534 | state->gl_major_version = 2; |
535 | state->gl_minor_version = 0; |
536 | state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES; |
537 | |
538 | if (fsaa) { |
539 | state->gl_multisamplebuffers=1; |
540 | state->gl_multisamplesamples=fsaa; |
541 | } |
542 | if (accel) { |
543 | state->gl_accelerated=1; |
544 | } |
545 | if (!SDLTest_CommonInit(state)) { |
546 | quit(2); |
547 | return 0; |
548 | } |
549 | |
550 | context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context)); |
551 | if (context == NULL) { |
552 | SDL_Log("Out of memory!\n" ); |
553 | quit(2); |
554 | } |
555 | |
556 | /* Create OpenGL ES contexts */ |
557 | for (i = 0; i < state->num_windows; i++) { |
558 | context[i] = SDL_GL_CreateContext(state->windows[i]); |
559 | if (!context[i]) { |
560 | SDL_Log("SDL_GL_CreateContext(): %s\n" , SDL_GetError()); |
561 | quit(2); |
562 | } |
563 | } |
564 | |
565 | /* Important: call this *after* creating the context */ |
566 | if (LoadContext(&ctx) < 0) { |
567 | SDL_Log("Could not load GLES2 functions\n" ); |
568 | quit(2); |
569 | return 0; |
570 | } |
571 | |
572 | |
573 | |
574 | if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) { |
575 | SDL_GL_SetSwapInterval(1); |
576 | } else { |
577 | SDL_GL_SetSwapInterval(0); |
578 | } |
579 | |
580 | SDL_GetCurrentDisplayMode(0, &mode); |
581 | SDL_Log("Screen bpp: %d\n" , SDL_BITSPERPIXEL(mode.format)); |
582 | SDL_Log("\n" ); |
583 | SDL_Log("Vendor : %s\n" , ctx.glGetString(GL_VENDOR)); |
584 | SDL_Log("Renderer : %s\n" , ctx.glGetString(GL_RENDERER)); |
585 | SDL_Log("Version : %s\n" , ctx.glGetString(GL_VERSION)); |
586 | SDL_Log("Extensions : %s\n" , ctx.glGetString(GL_EXTENSIONS)); |
587 | SDL_Log("\n" ); |
588 | |
589 | status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); |
590 | if (!status) { |
591 | SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n" , 5, value); |
592 | } else { |
593 | SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n" , |
594 | SDL_GetError()); |
595 | } |
596 | status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); |
597 | if (!status) { |
598 | SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n" , 5, value); |
599 | } else { |
600 | SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n" , |
601 | SDL_GetError()); |
602 | } |
603 | status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); |
604 | if (!status) { |
605 | SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n" , 5, value); |
606 | } else { |
607 | SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n" , |
608 | SDL_GetError()); |
609 | } |
610 | status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); |
611 | if (!status) { |
612 | SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n" , depth, value); |
613 | } else { |
614 | SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n" , |
615 | SDL_GetError()); |
616 | } |
617 | if (fsaa) { |
618 | status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); |
619 | if (!status) { |
620 | SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n" , value); |
621 | } else { |
622 | SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n" , |
623 | SDL_GetError()); |
624 | } |
625 | status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); |
626 | if (!status) { |
627 | SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n" , fsaa, |
628 | value); |
629 | } else { |
630 | SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n" , |
631 | SDL_GetError()); |
632 | } |
633 | } |
634 | if (accel) { |
635 | status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); |
636 | if (!status) { |
637 | SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n" , value); |
638 | } else { |
639 | SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n" , |
640 | SDL_GetError()); |
641 | } |
642 | } |
643 | |
644 | datas = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data)); |
645 | |
646 | /* Set rendering settings for each context */ |
647 | for (i = 0; i < state->num_windows; ++i) { |
648 | |
649 | int w, h; |
650 | status = SDL_GL_MakeCurrent(state->windows[i], context[i]); |
651 | if (status) { |
652 | SDL_Log("SDL_GL_MakeCurrent(): %s\n" , SDL_GetError()); |
653 | |
654 | /* Continue for next window */ |
655 | continue; |
656 | } |
657 | SDL_GL_GetDrawableSize(state->windows[i], &w, &h); |
658 | ctx.glViewport(0, 0, w, h); |
659 | |
660 | data = &datas[i]; |
661 | data->angle_x = 0; data->angle_y = 0; data->angle_z = 0; |
662 | |
663 | /* Shader Initialization */ |
664 | process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER); |
665 | process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER); |
666 | |
667 | /* Create shader_program (ready to attach shaders) */ |
668 | data->shader_program = GL_CHECK(ctx.glCreateProgram()); |
669 | |
670 | /* Attach shaders and link shader_program */ |
671 | GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert)); |
672 | GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag)); |
673 | GL_CHECK(ctx.glLinkProgram(data->shader_program)); |
674 | |
675 | /* Get attribute locations of non-fixed attributes like color and texture coordinates. */ |
676 | data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position" )); |
677 | data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color" )); |
678 | |
679 | /* Get uniform locations */ |
680 | data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp" )); |
681 | |
682 | GL_CHECK(ctx.glUseProgram(data->shader_program)); |
683 | |
684 | /* Enable attributes for position, color and texture coordinates etc. */ |
685 | GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position)); |
686 | GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color)); |
687 | |
688 | /* Populate attributes for position, color and texture coordinates etc. */ |
689 | GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices)); |
690 | GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors)); |
691 | |
692 | GL_CHECK(ctx.glEnable(GL_CULL_FACE)); |
693 | GL_CHECK(ctx.glEnable(GL_DEPTH_TEST)); |
694 | } |
695 | |
696 | /* Main render loop */ |
697 | frames = 0; |
698 | then = SDL_GetTicks(); |
699 | done = 0; |
700 | |
701 | #ifdef __EMSCRIPTEN__ |
702 | emscripten_set_main_loop(loop, 0, 1); |
703 | #else |
704 | while (!done) { |
705 | loop(); |
706 | } |
707 | #endif |
708 | |
709 | /* Print out some timing information */ |
710 | now = SDL_GetTicks(); |
711 | if (now > then) { |
712 | SDL_Log("%2.2f frames per second\n" , |
713 | ((double) frames * 1000) / (now - then)); |
714 | } |
715 | #if !defined(__ANDROID__) && !defined(__NACL__) |
716 | quit(0); |
717 | #endif |
718 | return 0; |
719 | } |
720 | |
721 | #else /* HAVE_OPENGLES2 */ |
722 | |
723 | int |
724 | main(int argc, char *argv[]) |
725 | { |
726 | SDL_Log("No OpenGL ES support on this system\n" ); |
727 | return 1; |
728 | } |
729 | |
730 | #endif /* HAVE_OPENGLES2 */ |
731 | |
732 | /* vi: set ts=4 sw=4 expandtab: */ |
733 | |