mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
a52d48c5ab
Mark Callow The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile: - Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can say to use the OpenGL ES driver & EGL rather than the Open GL driver. (For bug #2570) - Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum OpenGL ES version supported by the OpenGL driver (for bug #3145) - Modifies the test that determines whether to use the OpenGL driver or the real OpenGL ES driver to take into account the hint, the requested and supported ES version and whether ES 1.X is being requested. (For bug #2570 & bug #3145) - Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds the test to the VisualC projects. With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
733 lines
20 KiB
C
733 lines
20 KiB
C
/*
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Copyright (r) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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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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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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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include "SDL_test_common.h"
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#if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) \
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|| defined(__WINDOWS__) || defined(__LINUX__)
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#define HAVE_OPENGLES2
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#endif
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#ifdef HAVE_OPENGLES2
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#include "SDL_opengles2.h"
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typedef struct GLES2_Context
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{
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "../src/render/opengles2/SDL_gles2funcs.h"
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#undef SDL_PROC
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} GLES2_Context;
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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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static GLES2_Context ctx;
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static int LoadContext(GLES2_Context * data)
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{
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#if SDL_VIDEO_DRIVER_UIKIT
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#define __SDL_NOGETPROCADDR__
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#elif SDL_VIDEO_DRIVER_ANDROID
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#define __SDL_NOGETPROCADDR__
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#elif SDL_VIDEO_DRIVER_PANDORA
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#define __SDL_NOGETPROCADDR__
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#endif
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#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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do { \
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data->func = SDL_GL_GetProcAddress(#func); \
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if ( ! data->func ) { \
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return SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
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} \
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} while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "../src/render/opengles2/SDL_gles2funcs.h"
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#undef SDL_PROC
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return 0;
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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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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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SDL_free(context);
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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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#define GL_CHECK(x) \
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x; \
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{ \
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GLenum glError = ctx.glGetError(); \
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if(glError != GL_NO_ERROR) { \
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SDL_Log("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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* 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(float angle, float x, float y, float z, float *r)
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{
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float radians, c, s, c1, u[3], length;
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int i, j;
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radians = (float)(angle * M_PI) / 180.0f;
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c = SDL_cosf(radians);
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s = SDL_sinf(radians);
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c1 = 1.0f - SDL_cosf(radians);
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length = (float)SDL_sqrt(x * x + y * y + z * z);
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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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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[15] = 1.0;
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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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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 : 0.0f);
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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(float fovy, float aspect, float znear, float zfar, float *r)
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{
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int i;
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float f;
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f = 1.0f/SDL_tanf(fovy * 0.5f);
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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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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] = -1.0f;
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r[14] = (2.0f * znear * zfar) / (znear - zfar);
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r[15] = 0.0f;
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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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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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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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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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* 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 = GL_FALSE;
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const char *shaders[1] = { NULL };
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char buffer[1024];
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GLsizei length;
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/* Create shader and load into GL. */
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*shader = GL_CHECK(ctx.glCreateShader(shader_type));
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shaders[0] = source;
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GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
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/* Clean up shader source. */
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shaders[0] = NULL;
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/* Try compiling the shader. */
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GL_CHECK(ctx.glCompileShader(*shader));
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GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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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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ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
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buffer[length] = '\0';
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SDL_Log("Shader compilation failed: %s", buffer);fflush(stderr);
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quit(-1);
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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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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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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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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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typedef struct shader_data
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{
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GLuint shader_program, shader_frag, shader_vert;
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GLint attr_position;
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GLint attr_color, attr_mvp;
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int angle_x, angle_y, angle_z;
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} shader_data;
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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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* 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((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
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rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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/* Pull the camera back from the cube */
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matrix_modelview[14] -= 2.5;
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perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective);
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multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
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GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
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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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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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GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
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GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
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}
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int done;
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Uint32 frames;
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shader_data *datas;
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void loop()
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{
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SDL_Event event;
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int i;
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int status;
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/* Check for events */
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++frames;
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while (SDL_PollEvent(&event) && !done) {
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_RESIZED:
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for (i = 0; i < state->num_windows; ++i) {
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if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
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int w, h;
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
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if (status) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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break;
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}
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/* Change view port to the new window dimensions */
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SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
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ctx.glViewport(0, 0, w, h);
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state->window_w = event.window.data1;
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state->window_h = event.window.data2;
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/* Update window content */
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Render(event.window.data1, event.window.data2, &datas[i]);
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SDL_GL_SwapWindow(state->windows[i]);
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break;
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}
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}
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break;
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}
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}
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SDLTest_CommonEvent(state, &event, &done);
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}
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if (!done) {
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for (i = 0; i < state->num_windows; ++i) {
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
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if (status) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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/* Continue for next window */
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continue;
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}
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Render(state->window_w, state->window_h, &datas[i]);
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SDL_GL_SwapWindow(state->windows[i]);
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}
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}
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#ifdef __EMSCRIPTEN__
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else {
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emscripten_cancel_main_loop();
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}
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#endif
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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;
|
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SDL_DisplayMode mode;
|
|
Uint32 then, now;
|
|
int status;
|
|
shader_data *data;
|
|
|
|
/* 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 {
|
|
depth = SDL_atoi(argv[i]);
|
|
consumed = 1;
|
|
}
|
|
} else {
|
|
consumed = -1;
|
|
}
|
|
}
|
|
if (consumed < 0) {
|
|
SDL_Log ("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)) {
|
|
quit(2);
|
|
return 0;
|
|
}
|
|
|
|
context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context));
|
|
if (context == NULL) {
|
|
SDL_Log("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]) {
|
|
SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
|
|
quit(2);
|
|
}
|
|
}
|
|
|
|
/* Important: call this *after* creating the context */
|
|
if (LoadContext(&ctx) < 0) {
|
|
SDL_Log("Could not load GLES2 functions\n");
|
|
quit(2);
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
|
|
SDL_GL_SetSwapInterval(1);
|
|
} else {
|
|
SDL_GL_SetSwapInterval(0);
|
|
}
|
|
|
|
SDL_GetCurrentDisplayMode(0, &mode);
|
|
SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
|
|
SDL_Log("\n");
|
|
SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
|
|
SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER));
|
|
SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION));
|
|
SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
|
|
SDL_Log("\n");
|
|
|
|
status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
|
|
if (!status) {
|
|
SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
|
|
} else {
|
|
SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
|
|
if (!status) {
|
|
SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
|
|
} else {
|
|
SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
|
|
if (!status) {
|
|
SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
|
|
} else {
|
|
SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
|
|
if (!status) {
|
|
SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
|
|
} else {
|
|
SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
if (fsaa) {
|
|
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
|
|
if (!status) {
|
|
SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
|
|
} else {
|
|
SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
|
|
if (!status) {
|
|
SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
|
|
value);
|
|
} else {
|
|
SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
}
|
|
if (accel) {
|
|
status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
|
|
if (!status) {
|
|
SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
|
|
} else {
|
|
SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
|
|
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;
|
|
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
|
if (status) {
|
|
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
|
|
|
/* Continue for next window */
|
|
continue;
|
|
}
|
|
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
|
|
ctx.glViewport(0, 0, w, 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(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));
|
|
|
|
/* Get attribute locations of non-fixed attributes like color and texture coordinates. */
|
|
data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
|
|
data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
|
|
|
|
/* Get uniform locations */
|
|
data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
|
|
|
|
GL_CHECK(ctx.glUseProgram(data->shader_program));
|
|
|
|
/* Enable attributes for position, color and texture coordinates etc. */
|
|
GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
|
|
GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
|
|
|
|
/* Populate attributes for position, color and texture coordinates etc. */
|
|
GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
|
|
GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
|
|
|
|
GL_CHECK(ctx.glEnable(GL_CULL_FACE));
|
|
GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
|
|
}
|
|
|
|
/* Main render loop */
|
|
frames = 0;
|
|
then = SDL_GetTicks();
|
|
done = 0;
|
|
|
|
#ifdef __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\n",
|
|
((double) frames * 1000) / (now - then));
|
|
}
|
|
#if !defined(__ANDROID__) && !defined(__NACL__)
|
|
quit(0);
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
#else /* HAVE_OPENGLES2 */
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
SDL_Log("No OpenGL ES support on this system\n");
|
|
return 1;
|
|
}
|
|
|
|
#endif /* HAVE_OPENGLES2 */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|