| /* |
| Copyright (C) 1997-2022 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__) |
| #ifndef HAVE_OPENGLES2 |
| #define HAVE_OPENGLES2 |
| #endif |
| #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; |
| |
| typedef struct shader_data |
| { |
| GLuint shader_program, shader_frag, shader_vert; |
| |
| GLint attr_position; |
| GLint attr_color, attr_mvp; |
| |
| int angle_x, angle_y, angle_z; |
| |
| GLuint position_buffer; |
| GLuint color_buffer; |
| } shader_data; |
| |
| typedef struct thread_data |
| { |
| SDL_Thread *thread; |
| int done; |
| int index; |
| } thread_data; |
| |
| 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); \ |
| } \ |
| } |
| |
| /* |
| * Simulates desktop's glRotatef. The matrix is returned in column-major |
| * order. |
| */ |
| static void |
| rotate_matrix(float angle, float x, float y, float z, float *r) |
| { |
| float radians, c, s, c1, u[3], length; |
| int i, j; |
| |
| radians = (float)(angle * M_PI) / 180.0f; |
| |
| c = SDL_cosf(radians); |
| s = SDL_sinf(radians); |
| |
| c1 = 1.0f - SDL_cosf(radians); |
| |
| length = (float)SDL_sqrt(x * x + y * y + z * z); |
| |
| u[0] = x / length; |
| u[1] = y / length; |
| u[2] = z / length; |
| |
| for (i = 0; i < 16; i++) { |
| r[i] = 0.0; |
| } |
| |
| r[15] = 1.0; |
| |
| for (i = 0; i < 3; i++) { |
| r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s; |
| r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s; |
| } |
| |
| for (i = 0; i < 3; i++) { |
| for (j = 0; j < 3; j++) { |
| r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f); |
| } |
| } |
| } |
| |
| /* |
| * Simulates gluPerspectiveMatrix |
| */ |
| static void |
| perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r) |
| { |
| int i; |
| float f; |
| |
| f = 1.0f/SDL_tanf(fovy * 0.5f); |
| |
| for (i = 0; i < 16; i++) { |
| r[i] = 0.0; |
| } |
| |
| r[0] = f / aspect; |
| r[5] = f; |
| r[10] = (znear + zfar) / (znear - zfar); |
| r[11] = -1.0f; |
| r[14] = (2.0f * znear * zfar) / (znear - zfar); |
| r[15] = 0.0f; |
| } |
| |
| /* |
| * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column |
| * major. In-place multiplication is supported. |
| */ |
| static void |
| multiply_matrix(float *lhs, float *rhs, float *r) |
| { |
| int i, j, k; |
| float tmp[16]; |
| |
| for (i = 0; i < 4; i++) { |
| for (j = 0; j < 4; j++) { |
| tmp[j * 4 + i] = 0.0; |
| |
| for (k = 0; k < 4; k++) { |
| tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k]; |
| } |
| } |
| } |
| |
| for (i = 0; i < 16; i++) { |
| r[i] = tmp[i]; |
| } |
| } |
| |
| /* |
| * Create shader, load in source, compile, dump debug as necessary. |
| * |
| * shader: Pointer to return created shader ID. |
| * source: Passed-in shader source code. |
| * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER. |
| */ |
| static void |
| process_shader(GLuint *shader, const char * source, GLint shader_type) |
| { |
| GLint status = GL_FALSE; |
| const char *shaders[1] = { NULL }; |
| char buffer[1024]; |
| GLsizei length = 0; |
| |
| /* Create shader and load into GL. */ |
| *shader = GL_CHECK(ctx.glCreateShader(shader_type)); |
| |
| shaders[0] = source; |
| |
| GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL)); |
| |
| /* Clean up shader source. */ |
| shaders[0] = NULL; |
| |
| /* Try compiling the shader. */ |
| GL_CHECK(ctx.glCompileShader(*shader)); |
| GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)); |
| |
| /* Dump debug info (source and log) if compilation failed. */ |
| if(status != GL_TRUE) { |
| ctx.glGetShaderInfoLog(*shader, sizeof(buffer), &length, &buffer[0]); |
| buffer[length] = '\0'; |
| SDL_Log("Shader compilation failed: %s", buffer); |
| fflush(stderr); |
| quit(-1); |
| } |
| } |
| |
| static void |
| link_program(struct shader_data *data) |
| { |
| GLint status = GL_FALSE; |
| char buffer[1024]; |
| GLsizei length = 0; |
| |
| 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)); |
| GL_CHECK(ctx.glGetProgramiv(data->shader_program, GL_LINK_STATUS, &status)); |
| |
| if(status != GL_TRUE) { |
| ctx.glGetProgramInfoLog(data->shader_program, sizeof(buffer), &length, &buffer[0]); |
| buffer[length] = '\0'; |
| SDL_Log("Program linking failed: %s", buffer); |
| fflush(stderr); |
| quit(-1); |
| } |
| } |
| |
| /* 3D data. Vertex range -0.5..0.5 in all axes. |
| * Z -0.5 is near, 0.5 is far. */ |
| const float _vertices[] = |
| { |
| /* Front face. */ |
| /* Bottom left */ |
| -0.5, 0.5, -0.5, |
| 0.5, -0.5, -0.5, |
| -0.5, -0.5, -0.5, |
| /* Top right */ |
| -0.5, 0.5, -0.5, |
| 0.5, 0.5, -0.5, |
| 0.5, -0.5, -0.5, |
| /* Left face */ |
| /* Bottom left */ |
| -0.5, 0.5, 0.5, |
| -0.5, -0.5, -0.5, |
| -0.5, -0.5, 0.5, |
| /* Top right */ |
| -0.5, 0.5, 0.5, |
| -0.5, 0.5, -0.5, |
| -0.5, -0.5, -0.5, |
| /* Top face */ |
| /* Bottom left */ |
| -0.5, 0.5, 0.5, |
| 0.5, 0.5, -0.5, |
| -0.5, 0.5, -0.5, |
| /* Top right */ |
| -0.5, 0.5, 0.5, |
| 0.5, 0.5, 0.5, |
| 0.5, 0.5, -0.5, |
| /* Right face */ |
| /* Bottom left */ |
| 0.5, 0.5, -0.5, |
| 0.5, -0.5, 0.5, |
| 0.5, -0.5, -0.5, |
| /* Top right */ |
| 0.5, 0.5, -0.5, |
| 0.5, 0.5, 0.5, |
| 0.5, -0.5, 0.5, |
| /* Back face */ |
| /* Bottom left */ |
| 0.5, 0.5, 0.5, |
| -0.5, -0.5, 0.5, |
| 0.5, -0.5, 0.5, |
| /* Top right */ |
| 0.5, 0.5, 0.5, |
| -0.5, 0.5, 0.5, |
| -0.5, -0.5, 0.5, |
| /* Bottom face */ |
| /* Bottom left */ |
| -0.5, -0.5, -0.5, |
| 0.5, -0.5, 0.5, |
| -0.5, -0.5, 0.5, |
| /* Top right */ |
| -0.5, -0.5, -0.5, |
| 0.5, -0.5, -0.5, |
| 0.5, -0.5, 0.5, |
| }; |
| |
| const float _colors[] = |
| { |
| /* Front face */ |
| /* Bottom left */ |
| 1.0, 0.0, 0.0, /* red */ |
| 0.0, 0.0, 1.0, /* blue */ |
| 0.0, 1.0, 0.0, /* green */ |
| /* Top right */ |
| 1.0, 0.0, 0.0, /* red */ |
| 1.0, 1.0, 0.0, /* yellow */ |
| 0.0, 0.0, 1.0, /* blue */ |
| /* Left face */ |
| /* Bottom left */ |
| 1.0, 1.0, 1.0, /* white */ |
| 0.0, 1.0, 0.0, /* green */ |
| 0.0, 1.0, 1.0, /* cyan */ |
| /* Top right */ |
| 1.0, 1.0, 1.0, /* white */ |
| 1.0, 0.0, 0.0, /* red */ |
| 0.0, 1.0, 0.0, /* green */ |
| /* Top face */ |
| /* Bottom left */ |
| 1.0, 1.0, 1.0, /* white */ |
| 1.0, 1.0, 0.0, /* yellow */ |
| 1.0, 0.0, 0.0, /* red */ |
| /* Top right */ |
| 1.0, 1.0, 1.0, /* white */ |
| 0.0, 0.0, 0.0, /* black */ |
| 1.0, 1.0, 0.0, /* yellow */ |
| /* Right face */ |
| /* Bottom left */ |
| 1.0, 1.0, 0.0, /* yellow */ |
| 1.0, 0.0, 1.0, /* magenta */ |
| 0.0, 0.0, 1.0, /* blue */ |
| /* Top right */ |
| 1.0, 1.0, 0.0, /* yellow */ |
| 0.0, 0.0, 0.0, /* black */ |
| 1.0, 0.0, 1.0, /* magenta */ |
| /* Back face */ |
| /* Bottom left */ |
| 0.0, 0.0, 0.0, /* black */ |
| 0.0, 1.0, 1.0, /* cyan */ |
| 1.0, 0.0, 1.0, /* magenta */ |
| /* Top right */ |
| 0.0, 0.0, 0.0, /* black */ |
| 1.0, 1.0, 1.0, /* white */ |
| 0.0, 1.0, 1.0, /* cyan */ |
| /* Bottom face */ |
| /* Bottom left */ |
| 0.0, 1.0, 0.0, /* green */ |
| 1.0, 0.0, 1.0, /* magenta */ |
| 0.0, 1.0, 1.0, /* cyan */ |
| /* Top right */ |
| 0.0, 1.0, 0.0, /* green */ |
| 0.0, 0.0, 1.0, /* blue */ |
| 1.0, 0.0, 1.0, /* magenta */ |
| }; |
| |
| const char* _shader_vert_src = |
| " attribute vec4 av4position; " |
| " attribute vec3 av3color; " |
| " uniform mat4 mvp; " |
| " varying vec3 vv3color; " |
| " void main() { " |
| " vv3color = av3color; " |
| " gl_Position = mvp * av4position; " |
| " } "; |
| |
| const char* _shader_frag_src = |
| " precision lowp float; " |
| " varying vec3 vv3color; " |
| " void main() { " |
| " gl_FragColor = vec4(vv3color, 1.0); " |
| " } "; |
| |
| static void |
| Render(unsigned int width, unsigned int height, shader_data* data) |
| { |
| float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16]; |
| |
| /* |
| * Do some rotation with Euler angles. It is not a fixed axis as |
| * quaterions would be, but the effect is cool. |
| */ |
| rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview); |
| rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate); |
| |
| multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); |
| |
| rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate); |
| |
| multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); |
| |
| /* Pull the camera back from the cube */ |
| matrix_modelview[14] -= 2.5; |
| |
| perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective); |
| multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp); |
| |
| GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp)); |
| |
| data->angle_x += 3; |
| data->angle_y += 2; |
| data->angle_z += 1; |
| |
| if(data->angle_x >= 360) data->angle_x -= 360; |
| if(data->angle_x < 0) data->angle_x += 360; |
| if(data->angle_y >= 360) data->angle_y -= 360; |
| if(data->angle_y < 0) data->angle_y += 360; |
| if(data->angle_z >= 360) data->angle_z -= 360; |
| if(data->angle_z < 0) data->angle_z += 360; |
| |
| GL_CHECK(ctx.glViewport(0, 0, width, height)); |
| GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)); |
| GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36)); |
| } |
| |
| int done; |
| Uint32 frames; |
| shader_data *datas; |
| thread_data *threads; |
| |
| static void |
| render_window(int index) |
| { |
| int w, h, status; |
| |
| if (!state->windows[index]) { |
| return; |
| } |
| |
| status = SDL_GL_MakeCurrent(state->windows[index], context[index]); |
| if (status) { |
| SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); |
| return; |
| } |
| |
| SDL_GL_GetDrawableSize(state->windows[index], &w, &h); |
| Render(w, h, &datas[index]); |
| SDL_GL_SwapWindow(state->windows[index]); |
| ++frames; |
| } |
| |
| static int SDLCALL |
| render_thread_fn(void* render_ctx) |
| { |
| thread_data *thread = render_ctx; |
| |
| while (!done && !thread->done && state->windows[thread->index]) { |
| render_window(thread->index); |
| } |
| |
| SDL_GL_MakeCurrent(state->windows[thread->index], NULL); |
| return 0; |
| } |
| |
| static void |
| loop_threaded() |
| { |
| SDL_Event event; |
| int i; |
| |
| /* Wait for events */ |
| while (SDL_WaitEvent(&event) && !done) { |
| if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE) { |
| SDL_Window *window = SDL_GetWindowFromID(event.window.windowID); |
| if (window) { |
| for (i = 0; i < state->num_windows; ++i) { |
| if (window == state->windows[i]) { |
| /* Stop the render thread when the window is closed */ |
| threads[i].done = 1; |
| if (threads[i].thread) { |
| SDL_WaitThread(threads[i].thread, NULL); |
| threads[i].thread = NULL; |
| } |
| break; |
| } |
| } |
| } |
| } |
| SDLTest_CommonEvent(state, &event, &done); |
| } |
| } |
| |
| static void |
| loop() |
| { |
| SDL_Event event; |
| int i; |
| |
| /* Check for events */ |
| while (SDL_PollEvent(&event) && !done) { |
| SDLTest_CommonEvent(state, &event, &done); |
| } |
| if (!done) { |
| for (i = 0; i < state->num_windows; ++i) { |
| render_window(i); |
| } |
| } |
| #ifdef __EMSCRIPTEN__ |
| else { |
| emscripten_cancel_main_loop(); |
| } |
| #endif |
| } |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| int fsaa, accel, threaded; |
| int value; |
| int i; |
| SDL_DisplayMode mode; |
| Uint32 then, now; |
| int status; |
| shader_data *data; |
| |
| /* Initialize parameters */ |
| fsaa = 0; |
| accel = 0; |
| threaded = 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], "--threaded") == 0) { |
| ++threaded; |
| 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]", "[--threaded]", 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; |
| } |
| |
| |
| |
| if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) { |
| SDL_GL_SetSwapInterval(1); |
| } else { |
| SDL_GL_SetSwapInterval(0); |
| } |
| |
| SDL_GetCurrentDisplayMode(0, &mode); |
| SDL_Log("Threaded : %s\n", threaded ? "yes" : "no"); |
| 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 */ |
| link_program(data); |
| |
| /* 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.glGenBuffers(1, &data->position_buffer)); |
| GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->position_buffer)); |
| GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW)); |
| GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, 0)); |
| GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0)); |
| |
| GL_CHECK(ctx.glGenBuffers(1, &data->color_buffer)); |
| GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->color_buffer)); |
| GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_colors), _colors, GL_STATIC_DRAW)); |
| GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, 0)); |
| GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0)); |
| |
| GL_CHECK(ctx.glEnable(GL_CULL_FACE)); |
| GL_CHECK(ctx.glEnable(GL_DEPTH_TEST)); |
| |
| SDL_GL_MakeCurrent(state->windows[i], NULL); |
| } |
| |
| /* Main render loop */ |
| frames = 0; |
| then = SDL_GetTicks(); |
| done = 0; |
| |
| #ifdef __EMSCRIPTEN__ |
| emscripten_set_main_loop(loop, 0, 1); |
| #else |
| if (threaded) { |
| threads = (thread_data*)SDL_calloc(state->num_windows, sizeof(thread_data)); |
| |
| /* Start a render thread for each window */ |
| for (i = 0; i < state->num_windows; ++i) { |
| threads[i].index = i; |
| threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]); |
| } |
| |
| while (!done) { |
| loop_threaded(); |
| } |
| |
| /* Join the remaining render threads (if any) */ |
| for (i = 0; i < state->num_windows; ++i) { |
| threads[i].done = 1; |
| if (threads[i].thread) { |
| SDL_WaitThread(threads[i].thread, NULL); |
| } |
| } |
| } 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: */ |