mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
807 lines
23 KiB
C
807 lines
23 KiB
C
/*
|
|
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
|
|
|
|
This software is provided 'as-is', without any express or implied
|
|
warranty. In no event will the authors be held liable for any damages
|
|
arising from the use of this software.
|
|
|
|
Permission is granted to anyone to use this software for any purpose,
|
|
including commercial applications, and to alter it and redistribute it
|
|
freely.
|
|
*/
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
#include <math.h>
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#include <emscripten/emscripten.h>
|
|
#endif
|
|
|
|
#include "SDL_test_common.h"
|
|
|
|
#if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) \
|
|
|| defined(__WINDOWS__) || defined(__LINUX__)
|
|
#define HAVE_OPENGLES2
|
|
#endif
|
|
|
|
#ifdef HAVE_OPENGLES2
|
|
|
|
#include "SDL_opengles2.h"
|
|
|
|
typedef struct GLES2_Context
|
|
{
|
|
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
|
|
#include "../src/render/opengles2/SDL_gles2funcs.h"
|
|
#undef SDL_PROC
|
|
} GLES2_Context;
|
|
|
|
|
|
static SDL_Surface *g_surf_sdf = NULL;
|
|
GLenum g_texture;
|
|
GLenum g_texture_type = GL_TEXTURE_2D;
|
|
GLfloat g_verts[24];
|
|
typedef enum
|
|
{
|
|
GLES2_ATTRIBUTE_POSITION = 0,
|
|
GLES2_ATTRIBUTE_TEXCOORD = 1,
|
|
GLES2_ATTRIBUTE_ANGLE = 2,
|
|
GLES2_ATTRIBUTE_CENTER = 3,
|
|
} GLES2_Attribute;
|
|
|
|
typedef enum
|
|
{
|
|
GLES2_UNIFORM_PROJECTION,
|
|
GLES2_UNIFORM_TEXTURE,
|
|
GLES2_UNIFORM_COLOR,
|
|
} GLES2_Uniform;
|
|
|
|
|
|
GLuint g_uniform_locations[16];
|
|
|
|
|
|
|
|
static SDLTest_CommonState *state;
|
|
static SDL_GLContext *context = NULL;
|
|
static int depth = 16;
|
|
static GLES2_Context ctx;
|
|
|
|
static int LoadContext(GLES2_Context * data)
|
|
{
|
|
#if SDL_VIDEO_DRIVER_UIKIT
|
|
#define __SDL_NOGETPROCADDR__
|
|
#elif SDL_VIDEO_DRIVER_ANDROID
|
|
#define __SDL_NOGETPROCADDR__
|
|
#elif SDL_VIDEO_DRIVER_PANDORA
|
|
#define __SDL_NOGETPROCADDR__
|
|
#endif
|
|
|
|
#if defined __SDL_NOGETPROCADDR__
|
|
#define SDL_PROC(ret,func,params) data->func=func;
|
|
#else
|
|
#define SDL_PROC(ret,func,params) \
|
|
do { \
|
|
data->func = SDL_GL_GetProcAddress(#func); \
|
|
if ( ! data->func ) { \
|
|
return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
|
|
} \
|
|
} while ( 0 );
|
|
#endif /* __SDL_NOGETPROCADDR__ */
|
|
|
|
#include "../src/render/opengles2/SDL_gles2funcs.h"
|
|
#undef SDL_PROC
|
|
return 0;
|
|
}
|
|
|
|
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
|
static void
|
|
quit(int rc)
|
|
{
|
|
int i;
|
|
|
|
if (context != NULL) {
|
|
for (i = 0; i < state->num_windows; i++) {
|
|
if (context[i]) {
|
|
SDL_GL_DeleteContext(context[i]);
|
|
}
|
|
}
|
|
|
|
SDL_free(context);
|
|
}
|
|
|
|
SDLTest_CommonQuit(state);
|
|
exit(rc);
|
|
}
|
|
|
|
#define GL_CHECK(x) \
|
|
x; \
|
|
{ \
|
|
GLenum glError = ctx.glGetError(); \
|
|
if(glError != GL_NO_ERROR) { \
|
|
SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
|
|
quit(1); \
|
|
} \
|
|
}
|
|
|
|
|
|
/*
|
|
* Create shader, load in source, compile, dump debug as necessary.
|
|
*
|
|
* shader: Pointer to return created shader ID.
|
|
* source: Passed-in shader source code.
|
|
* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
|
|
*/
|
|
void
|
|
process_shader(GLuint *shader, const char * source, GLint shader_type)
|
|
{
|
|
GLint status = GL_FALSE;
|
|
const char *shaders[1] = { NULL };
|
|
char buffer[1024];
|
|
GLsizei length;
|
|
|
|
/* Create shader and load into GL. */
|
|
*shader = GL_CHECK(ctx.glCreateShader(shader_type));
|
|
|
|
shaders[0] = source;
|
|
|
|
GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
|
|
|
|
/* Clean up shader source. */
|
|
shaders[0] = NULL;
|
|
|
|
/* Try compiling the shader. */
|
|
GL_CHECK(ctx.glCompileShader(*shader));
|
|
GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
|
|
|
|
/* Dump debug info (source and log) if compilation failed. */
|
|
if(status != GL_TRUE) {
|
|
ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
|
|
buffer[length] = '\0';
|
|
SDL_Log("Shader compilation failed: %s", buffer);fflush(stderr);
|
|
quit(-1);
|
|
}
|
|
}
|
|
|
|
/* Notes on a_angle:
|
|
* It is a vector containing sin and cos for rotation matrix
|
|
* To get correct rotation for most cases when a_angle is disabled cos
|
|
value is decremented by 1.0 to get proper output with 0.0 which is
|
|
default value
|
|
*/
|
|
static const Uint8 GLES2_VertexSrc_Default_[] = " \
|
|
uniform mat4 u_projection; \
|
|
attribute vec2 a_position; \
|
|
attribute vec2 a_texCoord; \
|
|
attribute vec2 a_angle; \
|
|
attribute vec2 a_center; \
|
|
varying vec2 v_texCoord; \
|
|
\
|
|
void main() \
|
|
{ \
|
|
float s = a_angle[0]; \
|
|
float c = a_angle[1] + 1.0; \
|
|
mat2 rotationMatrix = mat2(c, -s, s, c); \
|
|
vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
|
|
v_texCoord = a_texCoord; \
|
|
gl_Position = u_projection * vec4(position, 0.0, 1.0);\
|
|
gl_PointSize = 1.0; \
|
|
} \
|
|
";
|
|
|
|
static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
|
|
precision mediump float; \
|
|
uniform sampler2D u_texture; \
|
|
uniform vec4 u_color; \
|
|
varying vec2 v_texCoord; \
|
|
\
|
|
void main() \
|
|
{ \
|
|
gl_FragColor = texture2D(u_texture, v_texCoord); \
|
|
gl_FragColor *= u_color; \
|
|
} \
|
|
";
|
|
|
|
/* RGB to ABGR conversion */
|
|
static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_SDF[] = " \
|
|
#extension GL_OES_standard_derivatives : enable\n\
|
|
\
|
|
precision mediump float; \
|
|
uniform sampler2D u_texture; \
|
|
uniform vec4 u_color; \
|
|
varying vec2 v_texCoord; \
|
|
\
|
|
void main() \
|
|
{ \
|
|
vec4 abgr = texture2D(u_texture, v_texCoord); \
|
|
\
|
|
float sigDist = abgr.a; \
|
|
\
|
|
float w = fwidth( sigDist );\
|
|
float alpha = clamp(smoothstep(0.5 - w, 0.5 + w, sigDist), 0.0, 1.0); \
|
|
\
|
|
gl_FragColor = vec4(abgr.rgb, abgr.a * alpha); \
|
|
gl_FragColor.rgb *= gl_FragColor.a; \
|
|
gl_FragColor *= u_color; \
|
|
} \
|
|
";
|
|
|
|
/* RGB to ABGR conversion DEBUG */
|
|
static const char *GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg = " \
|
|
#extension GL_OES_standard_derivatives : enable\n\
|
|
\
|
|
precision mediump float; \
|
|
uniform sampler2D u_texture; \
|
|
uniform vec4 u_color; \
|
|
varying vec2 v_texCoord; \
|
|
\
|
|
void main() \
|
|
{ \
|
|
vec4 abgr = texture2D(u_texture, v_texCoord); \
|
|
\
|
|
float a = abgr.a; \
|
|
gl_FragColor = vec4(a, a, a, 1.0); \
|
|
} \
|
|
";
|
|
|
|
|
|
static float g_val = 1.0f;
|
|
static int g_use_SDF = 1;
|
|
static int g_use_SDF_debug = 0;
|
|
static float g_angle = 0.0f;
|
|
static float matrix_mvp[4][4];
|
|
|
|
|
|
|
|
|
|
typedef struct shader_data
|
|
{
|
|
GLuint shader_program, shader_frag, shader_vert;
|
|
|
|
GLint attr_position;
|
|
GLint attr_color, attr_mvp;
|
|
|
|
} shader_data;
|
|
|
|
static void
|
|
Render(unsigned int width, unsigned int height, shader_data* data)
|
|
{
|
|
float *verts = g_verts;
|
|
ctx.glViewport(0, 0, 640, 480);
|
|
|
|
GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT));
|
|
|
|
GL_CHECK(ctx.glUniformMatrix4fv(g_uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (const float *)matrix_mvp));
|
|
GL_CHECK(ctx.glUniform4f(g_uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f));
|
|
|
|
GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 16)));
|
|
GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 8)));
|
|
GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) verts));
|
|
|
|
GL_CHECK(ctx.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
|
|
}
|
|
|
|
|
|
void renderCopy_angle(float degree_angle)
|
|
{
|
|
const float radian_angle = (float)(3.141592 * degree_angle) / 180.0;
|
|
const GLfloat s = (GLfloat) SDL_sin(radian_angle);
|
|
const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
|
|
GLfloat *verts = g_verts + 16;
|
|
*(verts++) = s;
|
|
*(verts++) = c;
|
|
*(verts++) = s;
|
|
*(verts++) = c;
|
|
*(verts++) = s;
|
|
*(verts++) = c;
|
|
*(verts++) = s;
|
|
*(verts++) = c;
|
|
}
|
|
|
|
|
|
void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect)
|
|
{
|
|
GLfloat minx, miny, maxx, maxy;
|
|
GLfloat minu, maxu, minv, maxv;
|
|
GLfloat *verts = g_verts;
|
|
|
|
minx = dstrect->x;
|
|
miny = dstrect->y;
|
|
maxx = dstrect->x + dstrect->w;
|
|
maxy = dstrect->y + dstrect->h;
|
|
|
|
minu = (GLfloat) srcrect->x / g_surf_sdf->w;
|
|
maxu = (GLfloat) (srcrect->x + srcrect->w) / g_surf_sdf->w;
|
|
minv = (GLfloat) srcrect->y / g_surf_sdf->h;
|
|
maxv = (GLfloat) (srcrect->y + srcrect->h) / g_surf_sdf->h;
|
|
|
|
*(verts++) = minx;
|
|
*(verts++) = miny;
|
|
*(verts++) = maxx;
|
|
*(verts++) = miny;
|
|
*(verts++) = minx;
|
|
*(verts++) = maxy;
|
|
*(verts++) = maxx;
|
|
*(verts++) = maxy;
|
|
|
|
*(verts++) = minu;
|
|
*(verts++) = minv;
|
|
*(verts++) = maxu;
|
|
*(verts++) = minv;
|
|
*(verts++) = minu;
|
|
*(verts++) = maxv;
|
|
*(verts++) = maxu;
|
|
*(verts++) = maxv;
|
|
}
|
|
|
|
int done;
|
|
Uint32 frames;
|
|
shader_data *datas;
|
|
|
|
void loop()
|
|
{
|
|
SDL_Event event;
|
|
int i;
|
|
int status;
|
|
|
|
/* Check for events */
|
|
++frames;
|
|
while (SDL_PollEvent(&event) && !done) {
|
|
switch (event.type) {
|
|
case SDL_KEYDOWN:
|
|
{
|
|
const int sym = event.key.keysym.sym;
|
|
|
|
if (sym == SDLK_TAB) {
|
|
SDL_Log("Tab");
|
|
|
|
|
|
}
|
|
|
|
|
|
if (sym == SDLK_LEFT) g_val -= 0.05;
|
|
if (sym == SDLK_RIGHT) g_val += 0.05;
|
|
if (sym == SDLK_UP) g_angle -= 1;
|
|
if (sym == SDLK_DOWN) g_angle += 1;
|
|
|
|
|
|
break;
|
|
}
|
|
|
|
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])) {
|
|
int w, h;
|
|
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
|
if (status) {
|
|
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
|
break;
|
|
}
|
|
/* Change view port to the new window dimensions */
|
|
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
|
|
ctx.glViewport(0, 0, w, h);
|
|
state->window_w = event.window.data1;
|
|
state->window_h = event.window.data2;
|
|
/* Update window content */
|
|
Render(event.window.data1, event.window.data2, &datas[i]);
|
|
SDL_GL_SwapWindow(state->windows[i]);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
SDLTest_CommonEvent(state, &event, &done);
|
|
}
|
|
|
|
|
|
matrix_mvp[3][0] = -1.0f;
|
|
matrix_mvp[3][3] = 1.0f;
|
|
|
|
matrix_mvp[0][0] = 2.0f / 640.0;
|
|
matrix_mvp[1][1] = -2.0f / 480.0;
|
|
matrix_mvp[3][1] = 1.0f;
|
|
|
|
if (0)
|
|
{
|
|
float *f = (float *) matrix_mvp;
|
|
SDL_Log("-----------------------------------");
|
|
SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
|
|
SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
|
|
SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
|
|
SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
|
|
SDL_Log("-----------------------------------");
|
|
}
|
|
|
|
renderCopy_angle(g_angle);
|
|
|
|
{
|
|
int w, h;
|
|
SDL_Rect rs, rd;
|
|
|
|
SDL_GL_GetDrawableSize(state->windows[0], &w, &h);
|
|
|
|
rs.x = 0; rs.y = 0; rs.w = g_surf_sdf->w; rs.h = g_surf_sdf->h;
|
|
rd.w = g_surf_sdf->w * g_val; rd.h = g_surf_sdf->h * g_val;
|
|
rd.x = (w - rd.w) / 2; rd.y = (h - rd.h) / 2;
|
|
renderCopy_position(&rs, &rd);
|
|
}
|
|
|
|
|
|
if (!done) {
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
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;
|
|
}
|
|
Render(state->window_w, state->window_h, &datas[i]);
|
|
SDL_GL_SwapWindow(state->windows[i]);
|
|
}
|
|
}
|
|
#ifdef __EMSCRIPTEN__
|
|
else {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
int fsaa, accel;
|
|
int value;
|
|
int i;
|
|
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) {
|
|
static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
|
|
SDLTest_CommonLogUsage(state, argv[0], options);
|
|
quit(1);
|
|
}
|
|
i += consumed;
|
|
}
|
|
|
|
/* Set OpenGL parameters */
|
|
state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
|
|
state->gl_red_size = 5;
|
|
state->gl_green_size = 5;
|
|
state->gl_blue_size = 5;
|
|
state->gl_depth_size = depth;
|
|
state->gl_major_version = 2;
|
|
state->gl_minor_version = 0;
|
|
state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
|
|
|
|
if (fsaa) {
|
|
state->gl_multisamplebuffers=1;
|
|
state->gl_multisamplesamples=fsaa;
|
|
}
|
|
if (accel) {
|
|
state->gl_accelerated=1;
|
|
}
|
|
if (!SDLTest_CommonInit(state)) {
|
|
quit(2);
|
|
return 0;
|
|
}
|
|
|
|
context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context));
|
|
if (context == 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;
|
|
}
|
|
|
|
SDL_memset(matrix_mvp, 0, sizeof (matrix_mvp));
|
|
|
|
{
|
|
SDL_Surface *tmp;
|
|
char *f;
|
|
g_use_SDF = 1;
|
|
g_use_SDF_debug = 0;
|
|
|
|
if (g_use_SDF) {
|
|
f = "testgles2_sdf_img_sdf.bmp";
|
|
} else {
|
|
f = "testgles2_sdf_img_normal.bmp";
|
|
}
|
|
|
|
SDL_Log("SDF is %s", g_use_SDF ? "enabled" : "disabled");
|
|
|
|
/* Load SDF BMP image */
|
|
#if 1
|
|
tmp = SDL_LoadBMP(f);
|
|
if (tmp == NULL) {
|
|
SDL_Log("missing image file: %s", f);
|
|
exit(-1);
|
|
} else {
|
|
SDL_Log("Load image file: %s", f);
|
|
}
|
|
|
|
#else
|
|
/* Generate SDF image using SDL_ttf */
|
|
|
|
#include "SDL_ttf.h"
|
|
char *font_file = "./font/DroidSansFallback.ttf";
|
|
char *str = "Abcde";
|
|
SDL_Color color = { 0, 0,0, 255};
|
|
|
|
TTF_Init();
|
|
TTF_Font *font = TTF_OpenFont(font_file, 72);
|
|
|
|
if (font == NULL) {
|
|
SDL_Log("Cannot open font %s", font_file);
|
|
}
|
|
|
|
TTF_SetFontSDF(font, g_use_SDF);
|
|
SDL_Surface *tmp = TTF_RenderUTF8_Blended(font, str, color);
|
|
|
|
SDL_Log("err: %s", SDL_GetError());
|
|
if (tmp == NULL) {
|
|
SDL_Log("can't render text");
|
|
return -1;
|
|
}
|
|
|
|
SDL_SaveBMP(tmp, f);
|
|
|
|
TTF_CloseFont(font);
|
|
TTF_Quit();
|
|
#endif
|
|
g_surf_sdf = SDL_ConvertSurfaceFormat(tmp, SDL_PIXELFORMAT_ABGR8888, 0);
|
|
|
|
SDL_SetSurfaceBlendMode(g_surf_sdf, SDL_BLENDMODE_BLEND);
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
{
|
|
int format = GL_RGBA;
|
|
int type = GL_UNSIGNED_BYTE;
|
|
|
|
GL_CHECK(ctx.glGenTextures(1, &g_texture));
|
|
|
|
ctx.glActiveTexture(GL_TEXTURE0);
|
|
ctx.glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
ctx.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
ctx.glBindTexture(g_texture_type, g_texture);
|
|
|
|
ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
GL_CHECK(ctx.glTexImage2D(g_texture_type, 0, format, g_surf_sdf->w, g_surf_sdf->h, 0, format, type, NULL));
|
|
GL_CHECK(ctx.glTexSubImage2D(g_texture_type, 0, 0 /* xoffset */, 0 /* yoffset */, g_surf_sdf->w, g_surf_sdf->h, format, type, g_surf_sdf->pixels));
|
|
}
|
|
|
|
|
|
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
|
|
ctx.glViewport(0, 0, w, h);
|
|
|
|
data = &datas[i];
|
|
|
|
/* Shader Initialization */
|
|
process_shader(&data->shader_vert, GLES2_VertexSrc_Default_, GL_VERTEX_SHADER);
|
|
|
|
if (g_use_SDF) {
|
|
if (g_use_SDF_debug == 0) {
|
|
process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF, GL_FRAGMENT_SHADER);
|
|
} else {
|
|
process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg, GL_FRAGMENT_SHADER);
|
|
}
|
|
} else {
|
|
process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_, GL_FRAGMENT_SHADER);
|
|
}
|
|
|
|
/* Create shader_program (ready to attach shaders) */
|
|
data->shader_program = GL_CHECK(ctx.glCreateProgram());
|
|
|
|
/* Attach shaders and link shader_program */
|
|
GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
|
|
GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
|
|
GL_CHECK(ctx.glLinkProgram(data->shader_program));
|
|
|
|
ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_POSITION, "a_position");
|
|
ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
|
|
ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_ANGLE, "a_angle");
|
|
ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_CENTER, "a_center");
|
|
|
|
/* Predetermine locations of uniform variables */
|
|
g_uniform_locations[GLES2_UNIFORM_PROJECTION] = ctx.glGetUniformLocation(data->shader_program, "u_projection");
|
|
g_uniform_locations[GLES2_UNIFORM_TEXTURE] = ctx.glGetUniformLocation(data->shader_program, "u_texture");
|
|
g_uniform_locations[GLES2_UNIFORM_COLOR] = ctx.glGetUniformLocation(data->shader_program, "u_color");
|
|
|
|
GL_CHECK(ctx.glUseProgram(data->shader_program));
|
|
|
|
ctx.glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
|
|
ctx.glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
|
|
ctx.glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
ctx.glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
|
|
ctx.glUniform1i(g_uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
|
|
ctx.glActiveTexture(GL_TEXTURE0);
|
|
ctx.glBindTexture(g_texture_type, g_texture);
|
|
GL_CHECK(ctx.glClearColor(1, 1, 1, 1));
|
|
|
|
// SDL_BLENDMODE_BLEND
|
|
GL_CHECK(ctx.glEnable(GL_BLEND));
|
|
ctx.glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
ctx.glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
|
|
|
|
|
}
|
|
|
|
/* Main render loop */
|
|
frames = 0;
|
|
then = SDL_GetTicks();
|
|
done = 0;
|
|
|
|
#ifdef __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: */
|