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@@ -0,0 +1,647 @@
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+/*
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+ Copyright (r) 1997-2011 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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+#include "SDL_test_common.h"
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+
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+#if defined(__IPHONEOS__) || defined(__ANDROID__)
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+#define HAVE_OPENGLES2
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+#endif
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+
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+#ifdef HAVE_OPENGLES2
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+
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+#include "SDL_opengles2.h"
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+
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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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+
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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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+
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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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+
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+ SDL_free(context);
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+ }
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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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+
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+#define GL_CHECK(x) \
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+ x; \
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+ { \
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+ GLenum glError = glGetError(); \
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+ if(glError != GL_NO_ERROR) { \
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+ fprintf(stderr, "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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+/*
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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(double angle, double x, double y, double z, float *r)
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+{
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+ double radians, c, s, c1, u[3], length;
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+ int i, j;
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+
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+ radians = (angle * M_PI) / 180.0;
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+
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+ c = cos(radians);
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+ s = sin(radians);
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+
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+ c1 = 1.0 - cos(radians);
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+
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+ length = sqrt(x * x + y * y + z * z);
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+
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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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+
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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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+
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+ r[15] = 1.0;
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+
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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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+
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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 : 0.0);
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+ }
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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(double fovy, double aspect, double znear, double zfar, float *r)
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+{
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+ int i;
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+ double f;
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+
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+ f = 1.0/tan(fovy * 0.5);
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+
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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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+
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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] = -1.0;
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+ r[14] = (2.0 * znear * zfar) / (znear - zfar);
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+ r[15] = 0.0;
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+}
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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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+
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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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+
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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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+
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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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+/*
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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;
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+ const char *shaders[1] = { NULL };
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+
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+ /* Create shader and load into GL. */
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+ *shader = GL_CHECK(glCreateShader(shader_type));
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+
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+ shaders[0] = source;
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+
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+ GL_CHECK(glShaderSource(*shader, 1, shaders, NULL));
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+
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+ /* Clean up shader source. */
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+ shaders[0] = NULL;
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+
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+ /* Try compiling the shader. */
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+ GL_CHECK(glCompileShader(*shader));
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+ GL_CHECK(glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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+
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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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+ quit(-1);
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+ }
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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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+
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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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+
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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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+
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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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+
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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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+
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+ GLint attr_position;
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+ GLint attr_color, attr_mvp;
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+
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+ int angle_x, angle_y, angle_z;
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+
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+} shader_data;
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+
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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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+ /*
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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(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
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+ rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
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+
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+ multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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+
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+ rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
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+
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+ multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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+
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+ /* Pull the camera back from the cube */
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+ matrix_modelview[14] -= 2.5;
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+
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+ perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
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+ multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
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+
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+ GL_CHECK(glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
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+
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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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+
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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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+
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+ GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
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+ GL_CHECK(glDrawArrays(GL_TRIANGLES, 0, 36));
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+}
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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, done;
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+ SDL_DisplayMode mode;
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+ SDL_Event event;
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+ Uint32 then, now, frames;
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+ int status;
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+ shader_data *datas, *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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+
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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) {
|
|
|
+ i++;
|
|
|
+ if (!argv[i]) {
|
|
|
+ consumed = -1;
|
|
|
+ } else {
|
|
|
+ depth = SDL_atoi(argv[i]);
|
|
|
+ consumed = 1;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ consumed = -1;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (consumed < 0) {
|
|
|
+ fprintf(stderr, "Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
|
|
|
+ SDLTest_CommonUsage(state));
|
|
|
+ quit(1);
|
|
|
+ }
|
|
|
+ i += consumed;
|
|
|
+ }
|
|
|
+
|
|
|
+ /* Set OpenGL parameters */
|
|
|
+ state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
|
|
|
+ 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)) {
|
|
|
+ return;
|
|
|
+ quit(2);
|
|
|
+ }
|
|
|
+
|
|
|
+ context = SDL_calloc(state->num_windows, sizeof(context));
|
|
|
+ if (context == NULL) {
|
|
|
+ fprintf(stderr, "Out of memory!\n");
|
|
|
+ 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]) {
|
|
|
+ fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
|
|
|
+ quit(2);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
|
|
|
+ SDL_GL_SetSwapInterval(1);
|
|
|
+ } else {
|
|
|
+ SDL_GL_SetSwapInterval(0);
|
|
|
+ }
|
|
|
+
|
|
|
+ SDL_GetCurrentDisplayMode(0, &mode);
|
|
|
+ printf("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
|
|
|
+ printf("\n");
|
|
|
+ printf("Vendor : %s\n", glGetString(GL_VENDOR));
|
|
|
+ printf("Renderer : %s\n", glGetString(GL_RENDERER));
|
|
|
+ printf("Version : %s\n", glGetString(GL_VERSION));
|
|
|
+ printf("Extensions : %s\n", glGetString(GL_EXTENSIONS));
|
|
|
+ printf("\n");
|
|
|
+
|
|
|
+ status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
|
|
|
+ if (!status) {
|
|
|
+ printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
|
|
|
+ } else {
|
|
|
+ fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n",
|
|
|
+ SDL_GetError());
|
|
|
+ }
|
|
|
+ status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
|
|
|
+ if (!status) {
|
|
|
+ printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
|
|
|
+ } else {
|
|
|
+ fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n",
|
|
|
+ SDL_GetError());
|
|
|
+ }
|
|
|
+ status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
|
|
|
+ if (!status) {
|
|
|
+ printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
|
|
|
+ } else {
|
|
|
+ fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n",
|
|
|
+ SDL_GetError());
|
|
|
+ }
|
|
|
+ status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
|
|
|
+ if (!status) {
|
|
|
+ printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
|
|
|
+ } else {
|
|
|
+ fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
|
|
|
+ SDL_GetError());
|
|
|
+ }
|
|
|
+ if (fsaa) {
|
|
|
+ status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
|
|
|
+ if (!status) {
|
|
|
+ printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
|
|
|
+ } else {
|
|
|
+ fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
|
|
|
+ SDL_GetError());
|
|
|
+ }
|
|
|
+ status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
|
|
|
+ if (!status) {
|
|
|
+ printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
|
|
|
+ value);
|
|
|
+ } else {
|
|
|
+ fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
|
|
|
+ SDL_GetError());
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (accel) {
|
|
|
+ status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
|
|
|
+ if (!status) {
|
|
|
+ printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
|
|
|
+ } else {
|
|
|
+ fprintf(stderr, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
|
|
|
+ SDL_GetError());
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ datas = SDL_calloc(state->num_windows, sizeof(shader_data));
|
|
|
+
|
|
|
+ /* Set rendering settings for each context */
|
|
|
+ for (i = 0; i < state->num_windows; ++i) {
|
|
|
+
|
|
|
+ status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
|
|
+ if (status) {
|
|
|
+ printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
|
|
+
|
|
|
+ /* Continue for next window */
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ glViewport(0, 0, state->window_w, state->window_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(glCreateProgram());
|
|
|
+
|
|
|
+ /* Attach shaders and link shader_program */
|
|
|
+ GL_CHECK(glAttachShader(data->shader_program, data->shader_vert));
|
|
|
+ GL_CHECK(glAttachShader(data->shader_program, data->shader_frag));
|
|
|
+ GL_CHECK(glLinkProgram(data->shader_program));
|
|
|
+
|
|
|
+ /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
|
|
|
+ data->attr_position = GL_CHECK(glGetAttribLocation(data->shader_program, "av4position"));
|
|
|
+ data->attr_color = GL_CHECK(glGetAttribLocation(data->shader_program, "av3color"));
|
|
|
+
|
|
|
+ /* Get uniform locations */
|
|
|
+ data->attr_mvp = GL_CHECK(glGetUniformLocation(data->shader_program, "mvp"));
|
|
|
+
|
|
|
+ GL_CHECK(glUseProgram(data->shader_program));
|
|
|
+
|
|
|
+ /* Enable attributes for position, color and texture coordinates etc. */
|
|
|
+ GL_CHECK(glEnableVertexAttribArray(data->attr_position));
|
|
|
+ GL_CHECK(glEnableVertexAttribArray(data->attr_color));
|
|
|
+
|
|
|
+ /* Populate attributes for position, color and texture coordinates etc. */
|
|
|
+ GL_CHECK(glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
|
|
|
+ GL_CHECK(glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
|
|
|
+
|
|
|
+ GL_CHECK(glEnable(GL_CULL_FACE));
|
|
|
+ GL_CHECK(glEnable(GL_DEPTH_TEST));
|
|
|
+ }
|
|
|
+
|
|
|
+ /* Main render loop */
|
|
|
+ frames = 0;
|
|
|
+ then = SDL_GetTicks();
|
|
|
+ done = 0;
|
|
|
+ while (!done) {
|
|
|
+ /* Check for events */
|
|
|
+ ++frames;
|
|
|
+ while (SDL_PollEvent(&event)) {
|
|
|
+ switch (event.type) {
|
|
|
+ case SDL_WINDOWEVENT:
|
|
|
+ switch (event.window.event) {
|
|
|
+ case SDL_WINDOWEVENT_RESIZED:
|
|
|
+ for (i = 0; i < state->num_windows; ++i) {
|
|
|
+ if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
|
|
|
+ status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
|
|
+ if (status) {
|
|
|
+ printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ /* Change view port to the new window dimensions */
|
|
|
+ glViewport(0, 0, event.window.data1, event.window.data2);
|
|
|
+ /* Update window content */
|
|
|
+ Render(event.window.data1, event.window.data2, &datas[i]);
|
|
|
+ SDL_GL_SwapWindow(state->windows[i]);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ SDLTest_CommonEvent(state, &event, &done);
|
|
|
+ }
|
|
|
+ for (i = 0; i < state->num_windows; ++i) {
|
|
|
+ status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
|
|
+ if (status) {
|
|
|
+ printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
|
|
+
|
|
|
+ /* Continue for next window */
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ Render(state->window_w, state->window_h, &datas[i]);
|
|
|
+ SDL_GL_SwapWindow(state->windows[i]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /* Print out some timing information */
|
|
|
+ now = SDL_GetTicks();
|
|
|
+ if (now > then) {
|
|
|
+ printf("%2.2f frames per second\n",
|
|
|
+ ((double) frames * 1000) / (now - then));
|
|
|
+ }
|
|
|
+#if !defined(__ANDROID__)
|
|
|
+ quit(0);
|
|
|
+#endif
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+#else /* HAVE_OPENGLES2 */
|
|
|
+
|
|
|
+int
|
|
|
+main(int argc, char *argv[])
|
|
|
+{
|
|
|
+ printf("No OpenGL ES support on this system\n");
|
|
|
+ return 1;
|
|
|
+}
|
|
|
+
|
|
|
+#endif /* HAVE_OPENGLES2 */
|
|
|
+
|
|
|
+/* vi: set ts=4 sw=4 expandtab: */
|