mirror of
				https://github.com/Ryujinx/SDL.git
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	As well as reducing duplication, this lets the tests load their resources from the SDL_GetBasePath() on platforms that support it, which is useful if the tests are compiled along with the rest of SDL and installed below /usr as manual tests, similar to GNOME's installed-tests convention. Thanks to Ozkan Sezer for the OS/2 build glue. Co-authored-by: Ozkan Sezer <sezeroz@gmail.com> Signed-off-by: Simon McVittie <smcv@collabora.com>
		
			
				
	
	
		
			818 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			818 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely.
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| */
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| #include <stdlib.h>
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| #include <stdio.h>
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| #include <string.h>
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| #include <math.h>
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| 
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| #ifdef __EMSCRIPTEN__
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| #include <emscripten/emscripten.h>
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| #endif
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| 
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| #include "SDL_test_common.h"
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| 
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| #if defined(__IPHONEOS__) || defined(__ANDROID__) || 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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| 
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| #ifdef HAVE_OPENGLES2
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| 
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| #include "SDL_opengles2.h"
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| 
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| 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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| 
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| 
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| static SDL_Surface *g_surf_sdf = NULL;
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| GLenum g_texture;
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| GLenum g_texture_type = GL_TEXTURE_2D;
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| GLfloat g_verts[24];
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| typedef enum
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| {
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|     GLES2_ATTRIBUTE_POSITION = 0,
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|     GLES2_ATTRIBUTE_TEXCOORD = 1,
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|     GLES2_ATTRIBUTE_ANGLE = 2,
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|     GLES2_ATTRIBUTE_CENTER = 3,
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| } GLES2_Attribute;
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| 
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| typedef enum
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| {
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|     GLES2_UNIFORM_PROJECTION,
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|     GLES2_UNIFORM_TEXTURE,
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|     GLES2_UNIFORM_COLOR,
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| } GLES2_Uniform;
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| 
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| 
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| GLuint g_uniform_locations[16];
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| 
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| 
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| 
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| static SDLTest_CommonState *state;
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| static SDL_GLContext *context = NULL;
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| static int depth = 16;
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| static GLES2_Context ctx;
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| 
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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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| 
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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", #func, SDL_GetError()); \
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|         } \
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|     } while ( 0 );
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| #endif /* __SDL_NOGETPROCADDR__ */
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| 
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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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| 
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| /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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| static void
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| quit(int rc)
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| {
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|     int i;
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| 
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|     if (context != NULL) {
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|         for (i = 0; i < state->num_windows; i++) {
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|             if (context[i]) {
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|                 SDL_GL_DeleteContext(context[i]);
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|             }
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|         }
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| 
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|         SDL_free(context);
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|     }
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| 
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|     SDLTest_CommonQuit(state);
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|     exit(rc);
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| }
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| 
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| #define GL_CHECK(x) \
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|         x; \
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|         { \
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|           GLenum glError = 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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| 
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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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| 
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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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| 
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|     shaders[0] = source;
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| 
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|     GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
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| 
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|     /* Clean up shader source. */
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|     shaders[0] = NULL;
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| 
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|     /* Try compiling the shader. */
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|     GL_CHECK(ctx.glCompileShader(*shader));
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|     GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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| 
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|     /* Dump debug info (source and log) if compilation failed. */
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|     if(status != GL_TRUE) {
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|         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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| 
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| /* Notes on a_angle:
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|  * It is a vector containing sine and cosine for rotation matrix
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|  * To get correct rotation for most cases when a_angle is disabled cosine
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|  * value is decremented by 1.0 to get proper output with 0.0 which is default value
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|  */
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| static const Uint8 GLES2_VertexSrc_Default_[] = " \
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|     uniform mat4 u_projection; \
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|     attribute vec2 a_position; \
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|     attribute vec2 a_texCoord; \
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|     attribute vec2 a_angle; \
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|     attribute vec2 a_center; \
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|     varying vec2 v_texCoord; \
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|     \
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|     void main() \
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|     { \
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|         float s = a_angle[0]; \
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|         float c = a_angle[1] + 1.0; \
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|         mat2 rotationMatrix = mat2(c, -s, s, c); \
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|         vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
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|         v_texCoord = a_texCoord; \
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|         gl_Position = u_projection * vec4(position, 0.0, 1.0);\
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|         gl_PointSize = 1.0; \
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|     } \
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| ";
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| 
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| static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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|     precision mediump float; \
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|     uniform sampler2D u_texture; \
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|     uniform vec4 u_color; \
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|     varying vec2 v_texCoord; \
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|     \
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|     void main() \
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|     { \
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|         gl_FragColor = texture2D(u_texture, v_texCoord); \
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|         gl_FragColor *= u_color; \
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|     } \
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| ";
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| 
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| /* RGB to ABGR conversion */
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| static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_SDF[] = " \
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|     #extension GL_OES_standard_derivatives : enable\n\
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|     \
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|     precision mediump float; \
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|     uniform sampler2D u_texture; \
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|     uniform vec4 u_color; \
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|     varying vec2 v_texCoord; \
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|     \
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|     void main() \
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|     { \
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|         vec4 abgr = texture2D(u_texture, v_texCoord); \
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| \
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|         float sigDist = abgr.a; \
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|         \
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|         float w = fwidth( sigDist );\
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|         float alpha = clamp(smoothstep(0.5 - w, 0.5 + w, sigDist), 0.0, 1.0); \
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| \
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|         gl_FragColor = vec4(abgr.rgb, abgr.a * alpha); \
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|         gl_FragColor.rgb *= gl_FragColor.a; \
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|         gl_FragColor *= u_color; \
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|     } \
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| ";
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| 
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| /* RGB to ABGR conversion DEBUG */
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| static const char *GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg = " \
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|     #extension GL_OES_standard_derivatives : enable\n\
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|     \
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|     precision mediump float; \
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|     uniform sampler2D u_texture; \
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|     uniform vec4 u_color; \
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|     varying vec2 v_texCoord; \
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|     \
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|     void main() \
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|     { \
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|         vec4 abgr = texture2D(u_texture, v_texCoord); \
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| \
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|         float a = abgr.a; \
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|         gl_FragColor = vec4(a, a, a, 1.0); \
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|     } \
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| ";
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| 
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| 
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| static float g_val = 1.0f;
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| static int   g_use_SDF = 1;
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| static int   g_use_SDF_debug = 0;
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| static float g_angle = 0.0f;
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| static float matrix_mvp[4][4];
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| 
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| 
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| 
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| 
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| typedef struct shader_data
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| {
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|     GLuint shader_program, shader_frag, shader_vert;
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| 
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|     GLint attr_position;
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|     GLint attr_color, attr_mvp;
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| 
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| } shader_data;
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| 
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| static void
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| Render(unsigned int width, unsigned int height, shader_data* data)
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| {
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|     float *verts = g_verts;
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|     ctx.glViewport(0, 0, 640, 480);
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| 
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|     GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT));
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| 
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|     GL_CHECK(ctx.glUniformMatrix4fv(g_uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (const float *)matrix_mvp));
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|     GL_CHECK(ctx.glUniform4f(g_uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f));
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| 
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|     GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE,    2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 16)));
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|     GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 8)));
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|     GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) verts));
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| 
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|     GL_CHECK(ctx.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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| }
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| 
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| 
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| void renderCopy_angle(float degree_angle) 
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| {
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|     const float radian_angle = (float)(3.141592 * degree_angle) / 180.0;
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|     const GLfloat s = (GLfloat) SDL_sin(radian_angle);
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|     const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
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|     GLfloat *verts = g_verts + 16;
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|     *(verts++) = s;
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|     *(verts++) = c;
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|     *(verts++) = s;
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|     *(verts++) = c;
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|     *(verts++) = s;
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|     *(verts++) = c;
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|     *(verts++) = s;
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|     *(verts++) = c;
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| }
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| 
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| 
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| void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect) 
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| {
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|     GLfloat minx, miny, maxx, maxy;
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|     GLfloat minu, maxu, minv, maxv;
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|     GLfloat *verts = g_verts;
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| 
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|     minx = dstrect->x;
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|     miny = dstrect->y;
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|     maxx = dstrect->x + dstrect->w;
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|     maxy = dstrect->y + dstrect->h;
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| 
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|     minu = (GLfloat) srcrect->x / g_surf_sdf->w;
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|     maxu = (GLfloat) (srcrect->x + srcrect->w) / g_surf_sdf->w;
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|     minv = (GLfloat) srcrect->y / g_surf_sdf->h;
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|     maxv = (GLfloat) (srcrect->y + srcrect->h) / g_surf_sdf->h;
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| 
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|     *(verts++) = minx;
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|     *(verts++) = miny;
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|     *(verts++) = maxx;
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|     *(verts++) = miny;
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|     *(verts++) = minx;
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|     *(verts++) = maxy;
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|     *(verts++) = maxx;
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|     *(verts++) = maxy;
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| 
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|     *(verts++) = minu;
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|     *(verts++) = minv;
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|     *(verts++) = maxu;
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|     *(verts++) = minv;
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|     *(verts++) = minu;
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|     *(verts++) = maxv;
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|     *(verts++) = maxu;
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|     *(verts++) = maxv;
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| }
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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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| 
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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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| 
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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_KEYDOWN:
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|             {
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|                 const int sym = event.key.keysym.sym;
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| 
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|                 if (sym == SDLK_TAB) {
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|                     SDL_Log("Tab");
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| 
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| 
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|                 }
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| 
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| 
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|                 if (sym == SDLK_LEFT)  g_val -= 0.05;
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|                 if (sym == SDLK_RIGHT) g_val += 0.05;
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|                 if (sym == SDLK_UP)    g_angle -= 1;
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|                 if (sym == SDLK_DOWN)  g_angle += 1;
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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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|         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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| 
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| 
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|     matrix_mvp[3][0] = -1.0f;
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|     matrix_mvp[3][3] = 1.0f;
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| 
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|     matrix_mvp[0][0] = 2.0f / 640.0;
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|     matrix_mvp[1][1] = -2.0f / 480.0;
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|     matrix_mvp[3][1] = 1.0f;
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|     
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|     if (0)
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|     {
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|         float *f = (float *) matrix_mvp;
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|         SDL_Log("-----------------------------------");
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|         SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
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|         SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
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|         SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
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|         SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
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|         SDL_Log("-----------------------------------");
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|     }
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| 
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|     renderCopy_angle(g_angle);
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| 
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|     {
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|         int w, h;
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|         SDL_Rect rs, rd;
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| 
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|         SDL_GL_GetDrawableSize(state->windows[0], &w, &h);
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| 
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|         rs.x = 0; rs.y = 0; rs.w = g_surf_sdf->w; rs.h = g_surf_sdf->h;
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|         rd.w = g_surf_sdf->w * g_val; rd.h = g_surf_sdf->h * g_val;
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|         rd.x = (w - rd.w) / 2; rd.y = (h - rd.h) / 2;
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|         renderCopy_position(&rs, &rd);
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|     }
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|     
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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]);
 | |
|           if (status) {
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|               SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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| 
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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[])
 | |
| {
 | |
|     int fsaa, accel;
 | |
|     int value;
 | |
|     int i;
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|     SDL_DisplayMode mode;
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|     Uint32 then, now;
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|     int status;
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|     shader_data *data;
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|     char *path = NULL;
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| 
 | |
|     /* Initialize parameters */
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|     fsaa = 0;
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|     accel = 0;
 | |
| 
 | |
|     /* Initialize test framework */
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|     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) {
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|                 ++fsaa;
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|                 consumed = 1;
 | |
|             } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
 | |
|                 ++accel;
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|                 consumed = 1;
 | |
|             } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
 | |
|                 i++;
 | |
|                 if (!argv[i]) {
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|                     consumed = -1;
 | |
|                 } else {
 | |
|                     depth = SDL_atoi(argv[i]);
 | |
|                     consumed = 1;
 | |
|                 }
 | |
|             } else {
 | |
|                 consumed = -1;
 | |
|             }
 | |
|         }
 | |
|         if (consumed < 0) {
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|             static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
 | |
|             SDLTest_CommonLogUsage(state, argv[0], options);
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|             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
 | |
|         path = GetNearbyFilename(f);
 | |
| 
 | |
|         if (path == NULL)
 | |
|             path = SDL_strdup(f);
 | |
| 
 | |
|         if (path == NULL) {
 | |
|             SDL_Log("out of memory\n");
 | |
|             exit(-1);
 | |
|         }
 | |
| 
 | |
|         tmp = SDL_LoadBMP(path);
 | |
|         if  (tmp == NULL) {
 | |
|             SDL_Log("missing image file: %s", path);
 | |
|             exit(-1);
 | |
|         } else {
 | |
|             SDL_Log("Load image file: %s", path);
 | |
|         }
 | |
| 
 | |
|         SDL_free(path);
 | |
| #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: */
 |