mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-27 11:55:43 +00:00
47139fb3eb
Source code copied from: https://github.com/fantasydr/sdl-2.0-gles (thanks!) Minor fixes, configure script changes done by me.
648 lines
19 KiB
C
648 lines
19 KiB
C
/*
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Copyright (r) 1997-2011 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include "SDL_test_common.h"
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#if defined(__IPHONEOS__) || defined(__ANDROID__)
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#define HAVE_OPENGLES2
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#endif
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#ifdef HAVE_OPENGLES2
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#include "SDL_opengles2.h"
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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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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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int i;
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if (context != NULL) {
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for (i = 0; i < state->num_windows; i++) {
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if (context[i]) {
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SDL_GL_DeleteContext(context[i]);
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}
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}
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SDL_free(context);
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}
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SDLTest_CommonQuit(state);
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exit(rc);
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}
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#define GL_CHECK(x) \
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x; \
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{ \
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GLenum glError = glGetError(); \
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if(glError != GL_NO_ERROR) { \
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fprintf(stderr, "glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
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quit(1); \
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} \
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}
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/*
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* Simulates desktop's glRotatef. The matrix is returned in column-major
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* order.
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*/
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static void
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rotate_matrix(double angle, double x, double y, double z, float *r)
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{
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double radians, c, s, c1, u[3], length;
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int i, j;
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radians = (angle * M_PI) / 180.0;
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c = cos(radians);
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s = sin(radians);
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c1 = 1.0 - cos(radians);
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length = sqrt(x * x + y * y + z * z);
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u[0] = x / length;
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u[1] = y / length;
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u[2] = z / length;
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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[15] = 1.0;
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for (i = 0; i < 3; i++) {
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r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
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r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
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}
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for (i = 0; i < 3; i++) {
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for (j = 0; j < 3; j++) {
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r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0);
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}
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}
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}
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/*
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* Simulates gluPerspectiveMatrix
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*/
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static void
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perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r)
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{
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int i;
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double f;
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f = 1.0/tan(fovy * 0.5);
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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[0] = f / aspect;
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r[5] = f;
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r[10] = (znear + zfar) / (znear - zfar);
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r[11] = -1.0;
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r[14] = (2.0 * znear * zfar) / (znear - zfar);
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r[15] = 0.0;
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}
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/*
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* Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
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* major. In-place multiplication is supported.
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*/
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static void
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multiply_matrix(float *lhs, float *rhs, float *r)
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{
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int i, j, k;
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float tmp[16];
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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tmp[j * 4 + i] = 0.0;
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for (k = 0; k < 4; k++) {
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tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
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}
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}
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}
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for (i = 0; i < 16; i++) {
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r[i] = tmp[i];
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}
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}
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/*
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* Create shader, load in source, compile, dump debug as necessary.
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*
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* shader: Pointer to return created shader ID.
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* source: Passed-in shader source code.
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* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
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*/
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void
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process_shader(GLuint *shader, const char * source, GLint shader_type)
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{
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GLint status;
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const char *shaders[1] = { NULL };
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/* Create shader and load into GL. */
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*shader = GL_CHECK(glCreateShader(shader_type));
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shaders[0] = source;
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GL_CHECK(glShaderSource(*shader, 1, shaders, NULL));
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/* Clean up shader source. */
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shaders[0] = NULL;
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/* Try compiling the shader. */
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GL_CHECK(glCompileShader(*shader));
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GL_CHECK(glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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// Dump debug info (source and log) if compilation failed.
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if(status != GL_TRUE) {
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quit(-1);
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}
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}
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/* 3D data. Vertex range -0.5..0.5 in all axes.
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* Z -0.5 is near, 0.5 is far. */
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const float _vertices[] =
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{
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/* Front face. */
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/* Bottom left */
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-0.5, 0.5, -0.5,
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0.5, -0.5, -0.5,
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-0.5, -0.5, -0.5,
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/* Top right */
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-0.5, 0.5, -0.5,
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0.5, 0.5, -0.5,
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0.5, -0.5, -0.5,
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/* Left face */
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/* Bottom left */
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-0.5, 0.5, 0.5,
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-0.5, -0.5, -0.5,
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-0.5, -0.5, 0.5,
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/* Top right */
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-0.5, 0.5, 0.5,
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-0.5, 0.5, -0.5,
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-0.5, -0.5, -0.5,
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/* Top face */
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/* Bottom left */
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-0.5, 0.5, 0.5,
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0.5, 0.5, -0.5,
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-0.5, 0.5, -0.5,
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/* Top right */
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-0.5, 0.5, 0.5,
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0.5, 0.5, 0.5,
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0.5, 0.5, -0.5,
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/* Right face */
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/* Bottom left */
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0.5, 0.5, -0.5,
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0.5, -0.5, 0.5,
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0.5, -0.5, -0.5,
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/* Top right */
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0.5, 0.5, -0.5,
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0.5, 0.5, 0.5,
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0.5, -0.5, 0.5,
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/* Back face */
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/* Bottom left */
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0.5, 0.5, 0.5,
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-0.5, -0.5, 0.5,
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0.5, -0.5, 0.5,
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/* Top right */
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0.5, 0.5, 0.5,
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-0.5, 0.5, 0.5,
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-0.5, -0.5, 0.5,
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/* Bottom face */
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/* Bottom left */
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-0.5, -0.5, -0.5,
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0.5, -0.5, 0.5,
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-0.5, -0.5, 0.5,
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/* Top right */
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-0.5, -0.5, -0.5,
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0.5, -0.5, -0.5,
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0.5, -0.5, 0.5,
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};
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const float _colors[] =
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{
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/* Front face */
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/* Bottom left */
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1.0, 0.0, 0.0, /* red */
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0.0, 0.0, 1.0, /* blue */
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0.0, 1.0, 0.0, /* green */
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/* Top right */
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1.0, 0.0, 0.0, /* red */
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1.0, 1.0, 0.0, /* yellow */
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0.0, 0.0, 1.0, /* blue */
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/* Left face */
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/* Bottom left */
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1.0, 1.0, 1.0, /* white */
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0.0, 1.0, 0.0, /* green */
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0.0, 1.0, 1.0, /* cyan */
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/* Top right */
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1.0, 1.0, 1.0, /* white */
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1.0, 0.0, 0.0, /* red */
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0.0, 1.0, 0.0, /* green */
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/* Top face */
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/* Bottom left */
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1.0, 1.0, 1.0, /* white */
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1.0, 1.0, 0.0, /* yellow */
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1.0, 0.0, 0.0, /* red */
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/* Top right */
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1.0, 1.0, 1.0, /* white */
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0.0, 0.0, 0.0, /* black */
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1.0, 1.0, 0.0, /* yellow */
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/* Right face */
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/* Bottom left */
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1.0, 1.0, 0.0, /* yellow */
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1.0, 0.0, 1.0, /* magenta */
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0.0, 0.0, 1.0, /* blue */
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/* Top right */
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1.0, 1.0, 0.0, /* yellow */
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0.0, 0.0, 0.0, /* black */
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1.0, 0.0, 1.0, /* magenta */
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/* Back face */
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/* Bottom left */
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0.0, 0.0, 0.0, /* black */
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0.0, 1.0, 1.0, /* cyan */
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1.0, 0.0, 1.0, /* magenta */
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/* Top right */
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0.0, 0.0, 0.0, /* black */
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1.0, 1.0, 1.0, /* white */
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0.0, 1.0, 1.0, /* cyan */
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/* Bottom face */
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/* Bottom left */
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0.0, 1.0, 0.0, /* green */
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1.0, 0.0, 1.0, /* magenta */
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0.0, 1.0, 1.0, /* cyan */
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/* Top right */
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0.0, 1.0, 0.0, /* green */
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0.0, 0.0, 1.0, /* blue */
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1.0, 0.0, 1.0, /* magenta */
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};
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const char* _shader_vert_src =
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" attribute vec4 av4position; "
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" attribute vec3 av3color; "
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" uniform mat4 mvp; "
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" varying vec3 vv3color; "
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" void main() { "
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" vv3color = av3color; "
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" gl_Position = mvp * av4position; "
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" } ";
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const char* _shader_frag_src =
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" precision lowp float; "
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" varying vec3 vv3color; "
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" void main() { "
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" gl_FragColor = vec4(vv3color, 1.0); "
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" } ";
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typedef struct shader_data
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{
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GLuint shader_program, shader_frag, shader_vert;
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GLint attr_position;
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GLint attr_color, attr_mvp;
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int angle_x, angle_y, angle_z;
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} shader_data;
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static void
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Render(unsigned int width, unsigned int height, shader_data* data)
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{
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float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
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/*
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* Do some rotation with Euler angles. It is not a fixed axis as
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* quaterions would be, but the effect is cool.
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*/
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rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
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rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
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multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
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/* Pull the camera back from the cube */
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matrix_modelview[14] -= 2.5;
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perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
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multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
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GL_CHECK(glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
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data->angle_x += 3;
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data->angle_y += 2;
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data->angle_z += 1;
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if(data->angle_x >= 360) data->angle_x -= 360;
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if(data->angle_x < 0) data->angle_x += 360;
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if(data->angle_y >= 360) data->angle_y -= 360;
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if(data->angle_y < 0) data->angle_y += 360;
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if(data->angle_z >= 360) data->angle_z -= 360;
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if(data->angle_z < 0) data->angle_z += 360;
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GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
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GL_CHECK(glDrawArrays(GL_TRIANGLES, 0, 36));
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}
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int
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main(int argc, char *argv[])
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{
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int fsaa, accel;
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int value;
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int i, done;
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SDL_DisplayMode mode;
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SDL_Event event;
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Uint32 then, now, frames;
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int status;
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shader_data *datas, *data;
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/* Initialize parameters */
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fsaa = 0;
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accel = 0;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return 1;
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}
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (consumed == 0) {
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if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
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++fsaa;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
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++accel;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
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i++;
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if (!argv[i]) {
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consumed = -1;
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} else {
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depth = SDL_atoi(argv[i]);
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consumed = 1;
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}
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} else {
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consumed = -1;
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}
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}
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if (consumed < 0) {
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fprintf(stderr, "Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
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SDLTest_CommonUsage(state));
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quit(1);
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}
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i += consumed;
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}
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/* Set OpenGL parameters */
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state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
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state->gl_red_size = 5;
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state->gl_green_size = 5;
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state->gl_blue_size = 5;
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state->gl_depth_size = depth;
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state->gl_major_version = 2;
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state->gl_minor_version = 0;
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state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
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if (fsaa) {
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state->gl_multisamplebuffers=1;
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state->gl_multisamplesamples=fsaa;
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}
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if (accel) {
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state->gl_accelerated=1;
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}
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if (!SDLTest_CommonInit(state)) {
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return;
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quit(2);
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}
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context = SDL_calloc(state->num_windows, sizeof(context));
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if (context == NULL) {
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fprintf(stderr, "Out of memory!\n");
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quit(2);
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}
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/* Create OpenGL ES contexts */
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for (i = 0; i < state->num_windows; i++) {
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context[i] = SDL_GL_CreateContext(state->windows[i]);
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if (!context[i]) {
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fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
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quit(2);
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}
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}
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if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_GL_SetSwapInterval(1);
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} else {
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SDL_GL_SetSwapInterval(0);
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}
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SDL_GetCurrentDisplayMode(0, &mode);
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printf("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
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printf("\n");
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printf("Vendor : %s\n", glGetString(GL_VENDOR));
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printf("Renderer : %s\n", glGetString(GL_RENDERER));
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printf("Version : %s\n", glGetString(GL_VERSION));
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printf("Extensions : %s\n", glGetString(GL_EXTENSIONS));
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printf("\n");
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status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
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if (!status) {
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printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
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} else {
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fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n",
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SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
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if (!status) {
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printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
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} else {
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fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n",
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SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
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if (!status) {
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printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
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} else {
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fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n",
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SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
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if (!status) {
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printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
|
|
} else {
|
|
fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
if (fsaa) {
|
|
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
|
|
if (!status) {
|
|
printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
|
|
} else {
|
|
fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
|
|
if (!status) {
|
|
printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
|
|
value);
|
|
} else {
|
|
fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
}
|
|
if (accel) {
|
|
status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
|
|
if (!status) {
|
|
printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
|
|
} else {
|
|
fprintf(stderr, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
}
|
|
|
|
datas = SDL_calloc(state->num_windows, sizeof(shader_data));
|
|
|
|
/* Set rendering settings for each context */
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
|
|
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
|
if (status) {
|
|
printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
|
|
|
/* Continue for next window */
|
|
continue;
|
|
}
|
|
glViewport(0, 0, state->window_w, state->window_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(glCreateProgram());
|
|
|
|
/* Attach shaders and link shader_program */
|
|
GL_CHECK(glAttachShader(data->shader_program, data->shader_vert));
|
|
GL_CHECK(glAttachShader(data->shader_program, data->shader_frag));
|
|
GL_CHECK(glLinkProgram(data->shader_program));
|
|
|
|
/* Get attribute locations of non-fixed attributes like color and texture coordinates. */
|
|
data->attr_position = GL_CHECK(glGetAttribLocation(data->shader_program, "av4position"));
|
|
data->attr_color = GL_CHECK(glGetAttribLocation(data->shader_program, "av3color"));
|
|
|
|
/* Get uniform locations */
|
|
data->attr_mvp = GL_CHECK(glGetUniformLocation(data->shader_program, "mvp"));
|
|
|
|
GL_CHECK(glUseProgram(data->shader_program));
|
|
|
|
/* Enable attributes for position, color and texture coordinates etc. */
|
|
GL_CHECK(glEnableVertexAttribArray(data->attr_position));
|
|
GL_CHECK(glEnableVertexAttribArray(data->attr_color));
|
|
|
|
/* Populate attributes for position, color and texture coordinates etc. */
|
|
GL_CHECK(glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
|
|
GL_CHECK(glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
|
|
|
|
GL_CHECK(glEnable(GL_CULL_FACE));
|
|
GL_CHECK(glEnable(GL_DEPTH_TEST));
|
|
}
|
|
|
|
/* Main render loop */
|
|
frames = 0;
|
|
then = SDL_GetTicks();
|
|
done = 0;
|
|
while (!done) {
|
|
/* Check for events */
|
|
++frames;
|
|
while (SDL_PollEvent(&event)) {
|
|
switch (event.type) {
|
|
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])) {
|
|
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
|
if (status) {
|
|
printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
|
break;
|
|
}
|
|
/* Change view port to the new window dimensions */
|
|
glViewport(0, 0, event.window.data1, 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);
|
|
}
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
|
|
if (status) {
|
|
printf("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]);
|
|
}
|
|
}
|
|
|
|
/* Print out some timing information */
|
|
now = SDL_GetTicks();
|
|
if (now > then) {
|
|
printf("%2.2f frames per second\n",
|
|
((double) frames * 1000) / (now - then));
|
|
}
|
|
#if !defined(__ANDROID__)
|
|
quit(0);
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
#else /* HAVE_OPENGLES2 */
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
printf("No OpenGL ES support on this system\n");
|
|
return 1;
|
|
}
|
|
|
|
#endif /* HAVE_OPENGLES2 */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|