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			823 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			823 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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						|
  Copyright (C) 1997-2023 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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						|
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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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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include "SDL_test_common.h"
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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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#ifdef HAVE_OPENGLES2
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#include "SDL_opengles2.h"
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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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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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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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GLuint g_uniform_locations[16];
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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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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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#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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#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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/* 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 = 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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 * 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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    /* Create shader and load into GL. */
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    *shader = GL_CHECK(ctx.glCreateShader(shader_type));
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    shaders[0] = source;
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    GL_CHECK(ctx.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(ctx.glCompileShader(*shader));
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    GL_CHECK(ctx.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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        ctx.glGetShaderInfoLog(*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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/* 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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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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/* 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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/* 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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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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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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} 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 *verts = g_verts;
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    ctx.glViewport(0, 0, 640, 480);
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    GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT));
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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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    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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    GL_CHECK(ctx.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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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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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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    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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    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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    *(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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    *(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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int done;
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Uint32 frames;
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shader_data *datas;
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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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						|
 | 
						|
    /* Check for events */
 | 
						|
    ++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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                }
 | 
						|
 | 
						|
 | 
						|
                if (sym == SDLK_LEFT) {
 | 
						|
                    g_val -= 0.05;
 | 
						|
                }
 | 
						|
                if (sym == SDLK_RIGHT) {
 | 
						|
                    g_val += 0.05;
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						|
                }
 | 
						|
                if (sym == SDLK_UP) {
 | 
						|
                    g_angle -= 1;
 | 
						|
                }
 | 
						|
                if (sym == SDLK_DOWN) {
 | 
						|
                        g_angle += 1;
 | 
						|
                }
 | 
						|
 
 | 
						|
 | 
						|
                break;
 | 
						|
            }
 | 
						|
 | 
						|
            if (sym == SDLK_LEFT) {
 | 
						|
                g_val -= 0.05f;
 | 
						|
            }
 | 
						|
            if (sym == SDLK_RIGHT) {
 | 
						|
                g_val += 0.05f;
 | 
						|
            }
 | 
						|
            if (sym == SDLK_UP) {
 | 
						|
                g_angle -= 1.0f;
 | 
						|
            }
 | 
						|
            if (sym == SDLK_DOWN) {
 | 
						|
                g_angle += 1.0f;
 | 
						|
            }
 | 
						|
 | 
						|
            break;
 | 
						|
        }
 | 
						|
 | 
						|
        case SDL_WINDOWEVENT:
 | 
						|
            switch (event.window.event) {
 | 
						|
            case SDL_WINDOWEVENT_RESIZED:
 | 
						|
                for (i = 0; i < state->num_windows; ++i) {
 | 
						|
                    if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
 | 
						|
                        int w, h;
 | 
						|
                        status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
 | 
						|
                        if (status) {
 | 
						|
                            SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
 | 
						|
                            break;
 | 
						|
                        }
 | 
						|
                        /* Change view port to the new window dimensions */
 | 
						|
                        SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
 | 
						|
                        ctx.glViewport(0, 0, w, h);
 | 
						|
                        state->window_w = event.window.data1;
 | 
						|
                        state->window_h = event.window.data2;
 | 
						|
                        /* Update window content */
 | 
						|
                        Render(event.window.data1, event.window.data2, &datas[i]);
 | 
						|
                        SDL_GL_SwapWindow(state->windows[i]);
 | 
						|
                        break;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
                break;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        SDLTest_CommonEvent(state, &event, &done);
 | 
						|
    }
 | 
						|
 | 
						|
    matrix_mvp[3][0] = -1.0f;
 | 
						|
    matrix_mvp[3][3] = 1.0f;
 | 
						|
 | 
						|
    matrix_mvp[0][0] = 2.0f / 640.0;
 | 
						|
    matrix_mvp[1][1] = -2.0f / 480.0;
 | 
						|
    matrix_mvp[3][1] = 1.0f;
 | 
						|
    
 | 
						|
    if (0) {
 | 
						|
        float *f = (float *) matrix_mvp;
 | 
						|
        SDL_Log("-----------------------------------");
 | 
						|
        SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
 | 
						|
        SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
 | 
						|
        SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
 | 
						|
        SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
 | 
						|
        SDL_Log("-----------------------------------");
 | 
						|
    }
 | 
						|
 | 
						|
    renderCopy_angle(g_angle);
 | 
						|
 | 
						|
    {
 | 
						|
        int w, h;
 | 
						|
        SDL_Rect rs, rd;
 | 
						|
 | 
						|
        SDL_GL_GetDrawableSize(state->windows[0], &w, &h);
 | 
						|
 | 
						|
        rs.x = 0; rs.y = 0; rs.w = g_surf_sdf->w; rs.h = g_surf_sdf->h;
 | 
						|
        rd.w = g_surf_sdf->w * g_val; rd.h = g_surf_sdf->h * g_val;
 | 
						|
        rd.x = (w - rd.w) / 2; rd.y = (h - rd.h) / 2;
 | 
						|
        renderCopy_position(&rs, &rd);
 | 
						|
    }
 | 
						|
 | 
						|
    if (!done) {
 | 
						|
        for (i = 0; i < state->num_windows; ++i) {
 | 
						|
            status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
 | 
						|
            if (status) {
 | 
						|
                SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
 | 
						|
 | 
						|
                /* Continue for next window */
 | 
						|
                continue;
 | 
						|
            }
 | 
						|
            Render(state->window_w, state->window_h, &datas[i]);
 | 
						|
            SDL_GL_SwapWindow(state->windows[i]);
 | 
						|
        }
 | 
						|
    }
 | 
						|
#ifdef __EMSCRIPTEN__
 | 
						|
    else {
 | 
						|
        emscripten_cancel_main_loop();
 | 
						|
    }
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
int main(int argc, char *argv[])
 | 
						|
{
 | 
						|
    int fsaa, accel;
 | 
						|
    int value;
 | 
						|
    int i;
 | 
						|
    SDL_DisplayMode mode;
 | 
						|
    Uint32 then, now;
 | 
						|
    int status;
 | 
						|
    shader_data *data;
 | 
						|
    char *path = NULL;
 | 
						|
 | 
						|
    /* Initialize parameters */
 | 
						|
    fsaa = 0;
 | 
						|
    accel = 0;
 | 
						|
 | 
						|
    /* Initialize test framework */
 | 
						|
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
 | 
						|
    if (state == NULL) {
 | 
						|
        return 1;
 | 
						|
    }
 | 
						|
    for (i = 1; i < argc;) {
 | 
						|
        int consumed;
 | 
						|
 | 
						|
        consumed = SDLTest_CommonArg(state, i);
 | 
						|
        if (consumed == 0) {
 | 
						|
            if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
 | 
						|
                ++fsaa;
 | 
						|
                consumed = 1;
 | 
						|
            } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
 | 
						|
                ++accel;
 | 
						|
                consumed = 1;
 | 
						|
            } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
 | 
						|
                i++;
 | 
						|
                if (!argv[i]) {
 | 
						|
                    consumed = -1;
 | 
						|
                } else {
 | 
						|
                    depth = SDL_atoi(argv[i]);
 | 
						|
                    consumed = 1;
 | 
						|
                }
 | 
						|
            } else {
 | 
						|
                consumed = -1;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (consumed < 0) {
 | 
						|
            static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
 | 
						|
            SDLTest_CommonLogUsage(state, argv[0], options);
 | 
						|
            quit(1);
 | 
						|
        }
 | 
						|
        i += consumed;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Set OpenGL parameters */
 | 
						|
    state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
 | 
						|
    state->gl_red_size = 5;
 | 
						|
    state->gl_green_size = 5;
 | 
						|
    state->gl_blue_size = 5;
 | 
						|
    state->gl_depth_size = depth;
 | 
						|
    state->gl_major_version = 2;
 | 
						|
    state->gl_minor_version = 0;
 | 
						|
    state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
 | 
						|
 | 
						|
    if (fsaa) {
 | 
						|
        state->gl_multisamplebuffers = 1;
 | 
						|
        state->gl_multisamplesamples = fsaa;
 | 
						|
    }
 | 
						|
    if (accel) {
 | 
						|
        state->gl_accelerated = 1;
 | 
						|
    }
 | 
						|
    if (!SDLTest_CommonInit(state)) {
 | 
						|
        quit(2);
 | 
						|
        return 0;
 | 
						|
    }
 | 
						|
 | 
						|
    context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(*context));
 | 
						|
    if (context == NULL) {
 | 
						|
        SDL_Log("Out of memory!\n");
 | 
						|
        quit(2);
 | 
						|
    }
 | 
						|
 | 
						|
    /* Create OpenGL ES contexts */
 | 
						|
    for (i = 0; i < state->num_windows; i++) {
 | 
						|
        context[i] = SDL_GL_CreateContext(state->windows[i]);
 | 
						|
        if (!context[i]) {
 | 
						|
            SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
 | 
						|
            quit(2);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /* Important: call this *after* creating the context */
 | 
						|
    if (LoadContext(&ctx) < 0) {
 | 
						|
        SDL_Log("Could not load GLES2 functions\n");
 | 
						|
        quit(2);
 | 
						|
        return 0;
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_memset(matrix_mvp, 0, sizeof(matrix_mvp));
 | 
						|
 | 
						|
    {
 | 
						|
        SDL_Surface *tmp;
 | 
						|
        char *f;
 | 
						|
        g_use_SDF = 1;
 | 
						|
        g_use_SDF_debug = 0;
 | 
						|
 | 
						|
        if (g_use_SDF) {
 | 
						|
            f = "testgles2_sdf_img_sdf.bmp";
 | 
						|
        } else {
 | 
						|
            f = "testgles2_sdf_img_normal.bmp";
 | 
						|
        }
 | 
						|
 | 
						|
        SDL_Log("SDF is %s", g_use_SDF ? "enabled" : "disabled");
 | 
						|
 | 
						|
        /* Load SDF BMP image */
 | 
						|
#if 1
 | 
						|
        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: */
 |