mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-29 20:27:12 +01:00
417 lines
12 KiB
C
417 lines
12 KiB
C
/*
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Copyright (C) 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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#include "SDL_test_common.h"
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#ifdef __MACOS__
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#define HAVE_OPENGL
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#endif
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#ifdef HAVE_OPENGL
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#include "SDL_opengl.h"
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typedef struct GL_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/opengl/SDL_glfuncs.h"
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#undef SDL_PROC
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} GL_Context;
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/* Undefine this if you want a flat cube instead of a rainbow cube */
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#define SHADED_CUBE
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static SDLTest_CommonState *state;
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static SDL_GLContext context;
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static GL_Context ctx;
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static int LoadContext(GL_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 GL function %s: %s", #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/opengl/SDL_glfuncs.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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if (context) {
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/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
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SDL_GL_DeleteContext(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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static void
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Render()
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{
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static float color[8][3] = {
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{1.0, 1.0, 0.0},
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{1.0, 0.0, 0.0},
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{0.0, 0.0, 0.0},
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{0.0, 1.0, 0.0},
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{0.0, 1.0, 1.0},
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{1.0, 1.0, 1.0},
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{1.0, 0.0, 1.0},
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{0.0, 0.0, 1.0}
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};
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static float cube[8][3] = {
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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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{-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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{0.5, -0.5, 0.5},
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{-0.5, -0.5, 0.5}
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};
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/* Do our drawing, too. */
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ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
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ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ctx.glBegin(GL_QUADS);
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#ifdef SHADED_CUBE
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ctx.glColor3fv(color[0]);
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ctx.glVertex3fv(cube[0]);
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ctx.glColor3fv(color[1]);
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ctx.glVertex3fv(cube[1]);
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ctx.glColor3fv(color[2]);
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ctx.glVertex3fv(cube[2]);
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ctx.glColor3fv(color[3]);
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ctx.glVertex3fv(cube[3]);
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ctx.glColor3fv(color[3]);
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ctx.glVertex3fv(cube[3]);
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ctx.glColor3fv(color[4]);
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ctx.glVertex3fv(cube[4]);
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ctx.glColor3fv(color[7]);
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ctx.glVertex3fv(cube[7]);
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ctx.glColor3fv(color[2]);
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ctx.glVertex3fv(cube[2]);
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ctx.glColor3fv(color[0]);
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ctx.glVertex3fv(cube[0]);
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ctx.glColor3fv(color[5]);
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ctx.glVertex3fv(cube[5]);
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ctx.glColor3fv(color[6]);
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ctx.glVertex3fv(cube[6]);
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ctx.glColor3fv(color[1]);
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ctx.glVertex3fv(cube[1]);
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ctx.glColor3fv(color[5]);
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ctx.glVertex3fv(cube[5]);
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ctx.glColor3fv(color[4]);
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ctx.glVertex3fv(cube[4]);
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ctx.glColor3fv(color[7]);
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ctx.glVertex3fv(cube[7]);
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ctx.glColor3fv(color[6]);
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ctx.glVertex3fv(cube[6]);
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ctx.glColor3fv(color[5]);
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ctx.glVertex3fv(cube[5]);
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ctx.glColor3fv(color[0]);
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ctx.glVertex3fv(cube[0]);
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ctx.glColor3fv(color[3]);
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ctx.glVertex3fv(cube[3]);
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ctx.glColor3fv(color[4]);
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ctx.glVertex3fv(cube[4]);
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ctx.glColor3fv(color[6]);
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ctx.glVertex3fv(cube[6]);
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ctx.glColor3fv(color[1]);
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ctx.glVertex3fv(cube[1]);
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ctx.glColor3fv(color[2]);
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ctx.glVertex3fv(cube[2]);
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ctx.glColor3fv(color[7]);
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ctx.glVertex3fv(cube[7]);
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#else /* flat cube */
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ctx.glColor3f(1.0, 0.0, 0.0);
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ctx.glVertex3fv(cube[0]);
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ctx.glVertex3fv(cube[1]);
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ctx.glVertex3fv(cube[2]);
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ctx.glVertex3fv(cube[3]);
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ctx.glColor3f(0.0, 1.0, 0.0);
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ctx.glVertex3fv(cube[3]);
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ctx.glVertex3fv(cube[4]);
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ctx.glVertex3fv(cube[7]);
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ctx.glVertex3fv(cube[2]);
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ctx.glColor3f(0.0, 0.0, 1.0);
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ctx.glVertex3fv(cube[0]);
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ctx.glVertex3fv(cube[5]);
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ctx.glVertex3fv(cube[6]);
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ctx.glVertex3fv(cube[1]);
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ctx.glColor3f(0.0, 1.0, 1.0);
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ctx.glVertex3fv(cube[5]);
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ctx.glVertex3fv(cube[4]);
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ctx.glVertex3fv(cube[7]);
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ctx.glVertex3fv(cube[6]);
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ctx.glColor3f(1.0, 1.0, 0.0);
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ctx.glVertex3fv(cube[5]);
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ctx.glVertex3fv(cube[0]);
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ctx.glVertex3fv(cube[3]);
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ctx.glVertex3fv(cube[4]);
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ctx.glColor3f(1.0, 0.0, 1.0);
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ctx.glVertex3fv(cube[6]);
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ctx.glVertex3fv(cube[1]);
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ctx.glVertex3fv(cube[2]);
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ctx.glVertex3fv(cube[7]);
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#endif /* SHADED_CUBE */
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ctx.glEnd();
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ctx.glMatrixMode(GL_MODELVIEW);
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ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
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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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int dw, dh;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Initialize parameters */
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fsaa = 0;
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accel = -1;
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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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consumed = SDLTest_CommonArg(state, i);
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if (consumed == 0) {
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if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) {
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fsaa = atoi(argv[i+1]);
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
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accel = atoi(argv[i+1]);
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consumed = 2;
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} else {
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consumed = -1;
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}
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}
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if (consumed < 0) {
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SDL_Log("Usage: %s %s [--fsaa n] [--accel n]\n", argv[0],
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SDLTest_CommonUsage(state));
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quit(1);
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}
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i += consumed;
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}
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/* Set OpenGL parameters */
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state->window_flags |= SDL_WINDOW_OPENGL;
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state->gl_red_size = 5;
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state->gl_green_size = 5;
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state->gl_blue_size = 5;
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state->gl_depth_size = 16;
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state->gl_double_buffer = 1;
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if (fsaa) {
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state->gl_multisamplebuffers = 1;
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state->gl_multisamplesamples = fsaa;
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}
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if (accel >= 0) {
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state->gl_accelerated = accel;
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}
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if (!SDLTest_CommonInit(state)) {
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quit(2);
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}
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/* Create OpenGL context */
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context = SDL_GL_CreateContext(state->windows[0]);
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if (!context) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
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quit(2);
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}
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/* Important: call this *after* creating the context */
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if (LoadContext(&ctx) < 0) {
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SDL_Log("Could not load GL functions\n");
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quit(2);
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return 0;
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}
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if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
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/* try late-swap-tearing first. If not supported, try normal vsync. */
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if (SDL_GL_SetSwapInterval(-1) == -1) {
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SDL_GL_SetSwapInterval(1);
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}
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} else {
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SDL_GL_SetSwapInterval(0); /* disable vsync. */
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}
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SDL_GetCurrentDisplayMode(0, &mode);
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SDL_Log("Screen BPP : %d\n", SDL_BITSPERPIXEL(mode.format));
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SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
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SDL_GetWindowSize(state->windows[0], &dw, &dh);
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SDL_Log("Window Size : %d,%d\n", dw, dh);
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SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
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SDL_Log("Draw Size : %d,%d\n", dw, dh);
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SDL_Log("\n");
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SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
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SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER));
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SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION));
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SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
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SDL_Log("\n");
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status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
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if (!status) {
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SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
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if (!status) {
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SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
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if (!status) {
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SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
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if (!status) {
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SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
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}
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if (fsaa) {
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status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
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if (!status) {
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SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
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SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
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if (!status) {
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SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
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value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
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SDL_GetError());
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}
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}
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if (accel >= 0) {
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status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
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if (!status) {
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SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
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value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
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SDL_GetError());
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}
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}
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/* Set rendering settings */
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ctx.glMatrixMode(GL_PROJECTION);
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ctx.glLoadIdentity();
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ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
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ctx.glMatrixMode(GL_MODELVIEW);
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ctx.glLoadIdentity();
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ctx.glEnable(GL_DEPTH_TEST);
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ctx.glDepthFunc(GL_LESS);
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ctx.glShadeModel(GL_SMOOTH);
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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done = 0;
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while (!done) {
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/* Check for events */
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++frames;
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while (SDL_PollEvent(&event)) {
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SDLTest_CommonEvent(state, &event, &done);
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}
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for (i = 0; i < state->num_windows; ++i) {
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int w, h;
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if (state->windows[i] == NULL)
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continue;
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SDL_GL_MakeCurrent(state->windows[i], context);
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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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Render();
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SDL_GL_SwapWindow(state->windows[i]);
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}
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}
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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SDL_Log("%2.2f frames per second\n",
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((double) frames * 1000) / (now - then));
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}
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quit(0);
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return 0;
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}
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#else /* HAVE_OPENGL */
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int
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main(int argc, char *argv[])
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
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return 1;
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}
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#endif /* HAVE_OPENGL */
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