Browse Source

Removed SDF test program

There's a much better example of SDF support in testgputext in SDL_ttf
Sam Lantinga 2 months ago
parent
commit
409f3ade88
4 changed files with 0 additions and 786 deletions
  1. 0 1
      test/CMakeLists.txt
  2. 0 785
      test/testgles2_sdf.c
  3. BIN
      test/testgles2_sdf_img_normal.bmp
  4. BIN
      test/testgles2_sdf_img_sdf.bmp

+ 0 - 1
test/CMakeLists.txt

@@ -355,7 +355,6 @@ elseif(IOS OR TVOS)
     target_link_libraries(testgles PRIVATE "${GLES_LIB}")
 endif()
 add_sdl_test_executable(testgles2 SOURCES testgles2.c)
-add_sdl_test_executable(testgles2_sdf NEEDS_RESOURCES TESTUTILS SOURCES testgles2_sdf.c)
 add_sdl_test_executable(testhaptic SOURCES testhaptic.c)
 add_sdl_test_executable(testhotplug SOURCES testhotplug.c)
 add_sdl_test_executable(testpen SOURCES testpen.c)

+ 0 - 785
test/testgles2_sdf.c

@@ -1,785 +0,0 @@
-/*
-  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
-
-  This software is provided 'as-is', without any express or implied
-  warranty.  In no event will the authors be held liable for any damages
-  arising from the use of this software.
-
-  Permission is granted to anyone to use this software for any purpose,
-  including commercial applications, and to alter it and redistribute it
-  freely.
-*/
-
-#include <SDL3/SDL_test_common.h>
-#include <SDL3/SDL_main.h>
-#include "testutils.h"
-
-#ifdef SDL_PLATFORM_EMSCRIPTEN
-#include <emscripten/emscripten.h>
-#endif
-
-#include <stdlib.h>
-
-#if defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_ANDROID) || defined(SDL_PLATFORM_EMSCRIPTEN) || defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_LINUX)
-#define HAVE_OPENGLES2
-#endif
-
-#ifdef HAVE_OPENGLES2
-
-#include <SDL3/SDL_opengles2.h>
-
-typedef struct GLES2_Context
-{
-#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
-#include "../src/render/opengles2/SDL_gles2funcs.h"
-#undef SDL_PROC
-} GLES2_Context;
-
-static SDL_Surface *g_surf_sdf = NULL;
-static GLenum g_texture;
-static GLenum g_texture_type = GL_TEXTURE_2D;
-static GLfloat g_verts[24];
-typedef enum
-{
-    GLES2_ATTRIBUTE_POSITION = 0,
-    GLES2_ATTRIBUTE_TEXCOORD = 1,
-    GLES2_ATTRIBUTE_ANGLE = 2,
-    GLES2_ATTRIBUTE_CENTER = 3,
-} GLES2_Attribute;
-
-typedef enum
-{
-    GLES2_UNIFORM_PROJECTION,
-    GLES2_UNIFORM_TEXTURE,
-    GLES2_UNIFORM_COLOR,
-} GLES2_Uniform;
-
-static GLint g_uniform_locations[16];
-
-static SDLTest_CommonState *state;
-static SDL_GLContext *context = NULL;
-static int depth = 16;
-static GLES2_Context ctx;
-
-static bool LoadContext(GLES2_Context *data)
-{
-#ifdef SDL_VIDEO_DRIVER_UIKIT
-#define __SDL_NOGETPROCADDR__
-#elif defined(SDL_VIDEO_DRIVER_ANDROID)
-#define __SDL_NOGETPROCADDR__
-#endif
-
-#if defined __SDL_NOGETPROCADDR__
-#define SDL_PROC(ret, func, params) data->func = func;
-#else
-#define SDL_PROC(ret, func, params)                                                            \
-    do {                                                                                       \
-        data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func);                    \
-        if (!data->func) {                                                                     \
-            return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
-        }                                                                                      \
-    } while (0);
-#endif /* __SDL_NOGETPROCADDR__ */
-
-#include "../src/render/opengles2/SDL_gles2funcs.h"
-#undef SDL_PROC
-    return true;
-}
-
-/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
-static void
-quit(int rc)
-{
-    int i;
-
-    if (context) {
-        for (i = 0; i < state->num_windows; i++) {
-            if (context[i]) {
-                SDL_GL_DestroyContext(context[i]);
-            }
-        }
-
-        SDL_free(context);
-    }
-
-    SDLTest_CommonQuit(state);
-    /* Let 'main()' return normally */
-    if (rc != 0) {
-        exit(rc);
-    }
-}
-
-#define GL_CHECK(x)                                                                         \
-    x;                                                                                      \
-    {                                                                                       \
-        GLenum glError = ctx.glGetError();                                                  \
-        if (glError != GL_NO_ERROR) {                                                       \
-            SDL_Log("glGetError() = %i (0x%.8x) at line %i", glError, glError, __LINE__); \
-            quit(1);                                                                        \
-        }                                                                                   \
-    }
-
-/**
- * Create shader, load in source, compile, dump debug as necessary.
- *
- * shader: Pointer to return created shader ID.
- * source: Passed-in shader source code.
- * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
- */
-static void process_shader(GLenum *shader, const char *source, GLenum shader_type)
-{
-    GLint status = GL_FALSE;
-    const char *shaders[1] = { NULL };
-    char buffer[1024];
-    GLsizei length;
-
-    /* Create shader and load into GL. */
-    *shader = GL_CHECK(ctx.glCreateShader(shader_type));
-
-    shaders[0] = source;
-
-    GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
-
-    /* Clean up shader source. */
-    shaders[0] = NULL;
-
-    /* Try compiling the shader. */
-    GL_CHECK(ctx.glCompileShader(*shader));
-    GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
-
-    /* Dump debug info (source and log) if compilation failed. */
-    if (status != GL_TRUE) {
-        ctx.glGetShaderInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
-        buffer[length] = '\0';
-        SDL_Log("Shader compilation failed: %s", buffer);
-        quit(-1);
-    }
-}
-
-/* Notes on a_angle:
- * It is a vector containing sine and cosine for rotation matrix
- * To get correct rotation for most cases when a_angle is disabled cosine
- * value is decremented by 1.0 to get proper output with 0.0 which is default value
- */
-static const char GLES2_VertexSrc_Default_[] = " \
-    uniform mat4 u_projection; \
-    attribute vec2 a_position; \
-    attribute vec2 a_texCoord; \
-    attribute vec2 a_angle; \
-    attribute vec2 a_center; \
-    varying vec2 v_texCoord; \
-    \
-    void main() \
-    { \
-        float s = a_angle[0]; \
-        float c = a_angle[1] + 1.0; \
-        mat2 rotationMatrix = mat2(c, -s, s, c); \
-        vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
-        v_texCoord = a_texCoord; \
-        gl_Position = u_projection * vec4(position, 0.0, 1.0);\
-        gl_PointSize = 1.0; \
-    } \
-";
-
-static const char GLES2_FragmentSrc_TextureABGRSrc_[] = " \
-    precision mediump float; \
-    uniform sampler2D u_texture; \
-    uniform vec4 u_color; \
-    varying vec2 v_texCoord; \
-    \
-    void main() \
-    { \
-        gl_FragColor = texture2D(u_texture, v_texCoord); \
-        gl_FragColor *= u_color; \
-    } \
-";
-
-/* RGB to ABGR conversion */
-static const char GLES2_FragmentSrc_TextureABGRSrc_SDF[] = " \
-    #extension GL_OES_standard_derivatives : enable\n\
-    \
-    precision mediump float; \
-    uniform sampler2D u_texture; \
-    uniform vec4 u_color; \
-    varying vec2 v_texCoord; \
-    \
-    void main() \
-    { \
-        vec4 abgr = texture2D(u_texture, v_texCoord); \
-\
-        float sigDist = abgr.a; \
-        \
-        float w = fwidth( sigDist );\
-        float alpha = clamp(smoothstep(0.5 - w, 0.5 + w, sigDist), 0.0, 1.0); \
-\
-        gl_FragColor = vec4(abgr.rgb, abgr.a * alpha); \
-        gl_FragColor.rgb *= gl_FragColor.a; \
-        gl_FragColor *= u_color; \
-    } \
-";
-
-/* RGB to ABGR conversion DEBUG */
-static const char *GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg = " \
-    #extension GL_OES_standard_derivatives : enable\n\
-    \
-    precision mediump float; \
-    uniform sampler2D u_texture; \
-    uniform vec4 u_color; \
-    varying vec2 v_texCoord; \
-    \
-    void main() \
-    { \
-        vec4 abgr = texture2D(u_texture, v_texCoord); \
-\
-        float a = abgr.a; \
-        gl_FragColor = vec4(a, a, a, 1.0); \
-    } \
-";
-
-static float g_val = 1.0f;
-static int g_use_SDF = 1;
-static int g_use_SDF_debug = 0;
-static float g_angle = 0.0f;
-static float matrix_mvp[4][4];
-
-typedef struct shader_data
-{
-    GLint shader_program;
-    GLenum shader_frag, shader_vert;
-
-    GLint attr_position;
-    GLint attr_color, attr_mvp;
-
-} shader_data;
-
-static void
-Render(int width, int height, shader_data *data)
-{
-    float *verts = g_verts;
-    ctx.glViewport(0, 0, 640, 480);
-
-    GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT));
-
-    GL_CHECK(ctx.glUniformMatrix4fv(g_uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (const float *)matrix_mvp));
-    GL_CHECK(ctx.glUniform4f(g_uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f));
-
-    GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(verts + 16)));
-    GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(verts + 8)));
-    GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)verts));
-
-    GL_CHECK(ctx.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
-}
-
-static void renderCopy_angle(float degree_angle)
-{
-    const float radian_angle = (float)(3.141592 * degree_angle) / 180.0f;
-    const GLfloat s = (GLfloat)SDL_sin(radian_angle);
-    const GLfloat c = (GLfloat)SDL_cos(radian_angle) - 1.0f;
-    GLfloat *verts = g_verts + 16;
-    *(verts++) = s;
-    *(verts++) = c;
-    *(verts++) = s;
-    *(verts++) = c;
-    *(verts++) = s;
-    *(verts++) = c;
-    *(verts++) = s;
-    *(verts++) = c;
-}
-
-static void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect)
-{
-    GLfloat minx, miny, maxx, maxy;
-    GLfloat minu, maxu, minv, maxv;
-    GLfloat *verts = g_verts;
-
-    minx = (GLfloat)dstrect->x;
-    miny = (GLfloat)dstrect->y;
-    maxx = (GLfloat)(dstrect->x + dstrect->w);
-    maxy = (GLfloat)(dstrect->y + dstrect->h);
-
-    minu = (GLfloat)srcrect->x / (GLfloat)g_surf_sdf->w;
-    maxu = (GLfloat)(srcrect->x + srcrect->w) / (GLfloat)g_surf_sdf->w;
-    minv = (GLfloat)srcrect->y / (GLfloat)g_surf_sdf->h;
-    maxv = (GLfloat)(srcrect->y + srcrect->h) / (GLfloat)g_surf_sdf->h;
-
-    *(verts++) = minx;
-    *(verts++) = miny;
-    *(verts++) = maxx;
-    *(verts++) = miny;
-    *(verts++) = minx;
-    *(verts++) = maxy;
-    *(verts++) = maxx;
-    *(verts++) = maxy;
-
-    *(verts++) = minu;
-    *(verts++) = minv;
-    *(verts++) = maxu;
-    *(verts++) = minv;
-    *(verts++) = minu;
-    *(verts++) = maxv;
-    *(verts++) = maxu;
-    *(verts++) = maxv;
-}
-
-static int done;
-static Uint32 frames;
-static shader_data *datas;
-
-static void loop(void)
-{
-    SDL_Event event;
-    int i;
-
-    /* Check for events */
-    ++frames;
-    while (SDL_PollEvent(&event) && !done) {
-        switch (event.type) {
-        case SDL_EVENT_KEY_DOWN:
-        {
-            const int sym = event.key.key;
-
-            if (sym == SDLK_TAB) {
-                SDL_Log("Tab");
-            }
-
-            if (sym == SDLK_LEFT) {
-                g_val -= 0.05f;
-            }
-            if (sym == SDLK_RIGHT) {
-                g_val += 0.05f;
-            }
-            if (sym == SDLK_UP) {
-                g_angle -= 1.0f;
-            }
-            if (sym == SDLK_DOWN) {
-                g_angle += 1.0f;
-            }
-
-            break;
-        }
-
-        case SDL_EVENT_WINDOW_RESIZED:
-            for (i = 0; i < state->num_windows; ++i) {
-                if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
-                    int w, h;
-                    if (!SDL_GL_MakeCurrent(state->windows[i], context[i])) {
-                        SDL_Log("SDL_GL_MakeCurrent(): %s", SDL_GetError());
-                        break;
-                    }
-                    /* Change view port to the new window dimensions */
-                    SDL_GetWindowSizeInPixels(state->windows[i], &w, &h);
-                    ctx.glViewport(0, 0, w, h);
-                    state->window_w = event.window.data1;
-                    state->window_h = event.window.data2;
-                    /* Update window content */
-                    Render(event.window.data1, event.window.data2, &datas[i]);
-                    SDL_GL_SwapWindow(state->windows[i]);
-                    break;
-                }
-            }
-            break;
-
-        default:
-            break;
-        }
-        SDLTest_CommonEvent(state, &event, &done);
-    }
-
-    matrix_mvp[3][0] = -1.0f;
-    matrix_mvp[3][3] = 1.0f;
-
-    matrix_mvp[0][0] = 2.0f / 640.0f;
-    matrix_mvp[1][1] = -2.0f / 480.0f;
-    matrix_mvp[3][1] = 1.0f;
-
-    renderCopy_angle(g_angle);
-
-    {
-        int w, h;
-        SDL_Rect rs, rd;
-
-        SDL_GetWindowSizeInPixels(state->windows[0], &w, &h);
-
-        rs.x = 0;
-        rs.y = 0;
-        rs.w = g_surf_sdf->w;
-        rs.h = g_surf_sdf->h;
-        rd.w = (int)((float)g_surf_sdf->w * g_val);
-        rd.h = (int)((float)g_surf_sdf->h * g_val);
-        rd.x = (w - rd.w) / 2;
-        rd.y = (h - rd.h) / 2;
-        renderCopy_position(&rs, &rd);
-    }
-
-    if (!done) {
-        for (i = 0; i < state->num_windows; ++i) {
-            if (!SDL_GL_MakeCurrent(state->windows[i], context[i])) {
-                SDL_Log("SDL_GL_MakeCurrent(): %s", SDL_GetError());
-
-                /* Continue for next window */
-                continue;
-            }
-            Render(state->window_w, state->window_h, &datas[i]);
-            SDL_GL_SwapWindow(state->windows[i]);
-        }
-    }
-#ifdef SDL_PLATFORM_EMSCRIPTEN
-    else {
-        emscripten_cancel_main_loop();
-    }
-#endif
-}
-
-int main(int argc, char *argv[])
-{
-    int fsaa, accel;
-    int value;
-    int i;
-    const SDL_DisplayMode *mode;
-    Uint64 then, now;
-    shader_data *data;
-    char *path = NULL;
-
-    /* Initialize parameters */
-    fsaa = 0;
-    accel = 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], "--zdepth") == 0) {
-                i++;
-                if (!argv[i]) {
-                    consumed = -1;
-                } else {
-                    char *endptr = NULL;
-                    depth = (int)SDL_strtol(argv[i], &endptr, 0);
-                    if (endptr != argv[i] && *endptr == '\0') {
-                        consumed = 1;
-                    } else {
-                        consumed = -1;
-                    }
-                }
-            } else {
-                consumed = -1;
-            }
-        }
-        if (consumed < 0) {
-            static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", 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) {
-        SDL_Log("Out of memory!");
-        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", SDL_GetError());
-            quit(2);
-        }
-    }
-
-    /* Important: call this *after* creating the context */
-    if (!LoadContext(&ctx)) {
-        SDL_Log("Could not load GLES2 functions");
-        quit(2);
-        return 0;
-    }
-
-    SDL_memset(matrix_mvp, 0, sizeof(matrix_mvp));
-
-    {
-        SDL_Surface *tmp;
-        char *f;
-        g_use_SDF = 1;
-        g_use_SDF_debug = 0;
-
-        if (g_use_SDF) {
-            f = "testgles2_sdf_img_sdf.bmp";
-        } else {
-            f = "testgles2_sdf_img_normal.bmp";
-        }
-
-        SDL_Log("SDF is %s", g_use_SDF ? "enabled" : "disabled");
-
-        /* Load SDF BMP image */
-#if 1
-        path = GetNearbyFilename(f);
-
-        if (!path) {
-            path = SDL_strdup(f);
-        }
-
-        if (!path) {
-            SDL_Log("out of memory");
-            exit(-1);
-        }
-
-        tmp = SDL_LoadBMP(path);
-        if (!tmp) {
-            SDL_Log("missing image file: %s", path);
-            exit(-1);
-        } else {
-            SDL_Log("Load image file: %s", path);
-        }
-
-        SDL_free(path);
-#else
-        /* Generate SDF image using SDL_ttf */
-
-#include "SDL_ttf.h"
-        char *font_file = "./font/DroidSansFallback.ttf";
-        char *str = "Abcde";
-        SDL_Color color = { 0, 0, 0, 255 };
-
-        TTF_Init();
-        TTF_Font *font = TTF_OpenFont(font_file, 72);
-
-        if (font == NULL) {
-            SDL_Log("Cannot open font %s", font_file);
-        }
-
-        TTF_SetFontSDF(font, g_use_SDF);
-        SDL_Surface *tmp = TTF_RenderUTF8_Blended(font, str, color);
-
-        SDL_Log("err: %s", SDL_GetError());
-        if (tmp == NULL) {
-            SDL_Log("can't render text");
-            return -1;
-        }
-
-        SDL_SaveBMP(tmp, f);
-
-        TTF_CloseFont(font);
-        TTF_Quit();
-#endif
-        g_surf_sdf = SDL_ConvertSurface(tmp, SDL_PIXELFORMAT_ABGR8888);
-
-        SDL_SetSurfaceBlendMode(g_surf_sdf, SDL_BLENDMODE_BLEND);
-    }
-
-    SDL_GL_SetSwapInterval(state->render_vsync);
-
-    mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay());
-    if (mode) {
-        SDL_Log("Screen bpp: %d", SDL_BITSPERPIXEL(mode->format));
-        SDL_Log("%s", "");
-    }
-    SDL_Log("Vendor     : %s", ctx.glGetString(GL_VENDOR));
-    SDL_Log("Renderer   : %s", ctx.glGetString(GL_RENDERER));
-    SDL_Log("Version    : %s", ctx.glGetString(GL_VERSION));
-    SDL_Log("Extensions : %s", ctx.glGetString(GL_EXTENSIONS));
-    SDL_Log("%s", "");
-
-    if (SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value)) {
-        SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d", 5, value);
-    } else {
-        SDL_Log("Failed to get SDL_GL_RED_SIZE: %s",
-                SDL_GetError());
-    }
-    if (SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value)) {
-        SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d", 5, value);
-    } else {
-        SDL_Log("Failed to get SDL_GL_GREEN_SIZE: %s",
-                SDL_GetError());
-    }
-    if (SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value)) {
-        SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d", 5, value);
-    } else {
-        SDL_Log("Failed to get SDL_GL_BLUE_SIZE: %s",
-                SDL_GetError());
-    }
-    if (SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value)) {
-        SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d", depth, value);
-    } else {
-        SDL_Log("Failed to get SDL_GL_DEPTH_SIZE: %s",
-                SDL_GetError());
-    }
-    if (fsaa) {
-        if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value)) {
-            SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d", value);
-        } else {
-            SDL_Log("Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s",
-                    SDL_GetError());
-        }
-        if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value)) {
-            SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d", fsaa,
-                    value);
-        } else {
-            SDL_Log("Failed to get SDL_GL_MULTISAMPLESAMPLES: %s",
-                    SDL_GetError());
-        }
-    }
-    if (accel) {
-        if (SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value)) {
-            SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d", value);
-        } else {
-            SDL_Log("Failed to get SDL_GL_ACCELERATED_VISUAL: %s",
-                    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;
-        if (!SDL_GL_MakeCurrent(state->windows[i], context[i])) {
-            SDL_Log("SDL_GL_MakeCurrent(): %s", SDL_GetError());
-
-            /* Continue for next window */
-            continue;
-        }
-
-        {
-            int format = GL_RGBA;
-            int type = GL_UNSIGNED_BYTE;
-
-            GL_CHECK(ctx.glGenTextures(1, &g_texture));
-
-            ctx.glActiveTexture(GL_TEXTURE0);
-            ctx.glPixelStorei(GL_PACK_ALIGNMENT, 1);
-            ctx.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
-            ctx.glBindTexture(g_texture_type, g_texture);
-
-            ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-            ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-            ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-            ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-            GL_CHECK(ctx.glTexImage2D(g_texture_type, 0, format, g_surf_sdf->w, g_surf_sdf->h, 0, format, type, NULL));
-            GL_CHECK(ctx.glTexSubImage2D(g_texture_type, 0, 0 /* xoffset */, 0 /* yoffset */, g_surf_sdf->w, g_surf_sdf->h, format, type, g_surf_sdf->pixels));
-        }
-
-        SDL_GetWindowSizeInPixels(state->windows[i], &w, &h);
-        ctx.glViewport(0, 0, w, h);
-
-        data = &datas[i];
-
-        /* Shader Initialization */
-        process_shader(&data->shader_vert, GLES2_VertexSrc_Default_, GL_VERTEX_SHADER);
-
-        if (g_use_SDF) {
-            if (g_use_SDF_debug == 0) {
-                process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF, GL_FRAGMENT_SHADER);
-            } else {
-                process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg, GL_FRAGMENT_SHADER);
-            }
-        } else {
-            process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_, 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));
-
-        ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_POSITION, "a_position");
-        ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
-        ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_ANGLE, "a_angle");
-        ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_CENTER, "a_center");
-
-        /* Predetermine locations of uniform variables */
-        g_uniform_locations[GLES2_UNIFORM_PROJECTION] = ctx.glGetUniformLocation(data->shader_program, "u_projection");
-        g_uniform_locations[GLES2_UNIFORM_TEXTURE] = ctx.glGetUniformLocation(data->shader_program, "u_texture");
-        g_uniform_locations[GLES2_UNIFORM_COLOR] = ctx.glGetUniformLocation(data->shader_program, "u_color");
-
-        GL_CHECK(ctx.glUseProgram(data->shader_program));
-
-        ctx.glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_ANGLE);
-        ctx.glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_CENTER);
-        ctx.glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
-        ctx.glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
-
-        ctx.glUniform1i(g_uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
-        ctx.glActiveTexture(GL_TEXTURE0);
-        ctx.glBindTexture(g_texture_type, g_texture);
-        GL_CHECK(ctx.glClearColor(1, 1, 1, 1));
-
-        /* SDL_BLENDMODE_BLEND */
-        GL_CHECK(ctx.glEnable(GL_BLEND));
-        ctx.glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
-        ctx.glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
-    }
-
-    /* Main render loop */
-    frames = 0;
-    then = SDL_GetTicks();
-    done = 0;
-
-#ifdef SDL_PLATFORM_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",
-                ((double)frames * 1000) / (now - then));
-    }
-#ifndef SDL_PLATFORM_ANDROID
-    quit(0);
-#endif
-    return 0;
-}
-
-#else /* HAVE_OPENGLES2 */
-
-int main(int argc, char *argv[])
-{
-    SDL_Log("No OpenGL ES support on this system");
-    return 1;
-}
-
-#endif /* HAVE_OPENGLES2 */

BIN
test/testgles2_sdf_img_normal.bmp


BIN
test/testgles2_sdf_img_sdf.bmp