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				https://github.com/thunderbrewhq/thunderbrew
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			957 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			957 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2025 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 <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#include <stdlib.h>
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#if defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_ANDROID) || defined(SDL_PLATFORM_EMSCRIPTEN) || defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_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 <SDL3/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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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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    GLuint position_buffer;
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    GLuint color_buffer;
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} shader_data;
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typedef enum wait_state
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{
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    WAIT_STATE_GO = 0,
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    WAIT_STATE_ENTER_SEM,
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    WAIT_STATE_WAITING_ON_SEM,
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} wait_state;
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typedef struct thread_data
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{
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    SDL_Thread *thread;
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    SDL_Semaphore *suspend_sem;
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    SDL_AtomicInt suspended;
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    int done;
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    int index;
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} thread_data;
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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 bool suspend_when_occluded;
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static GLES2_Context ctx;
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static shader_data *datas;
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static bool LoadContext(GLES2_Context *data)
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{
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#ifdef SDL_VIDEO_DRIVER_UIKIT
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#define __SDL_NOGETPROCADDR__
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#elif defined(SDL_VIDEO_DRIVER_ANDROID)
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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 = (ret (APIENTRY *) params)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 true;
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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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    SDL_free(datas);
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    if (context) {
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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_DestroyContext(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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    /* Let 'main()' return normally */
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    if (rc != 0) {
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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", 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(float angle, float x, float y, float z, float *r)
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{
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    float radians, c, s, c1, u[3], length;
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    int i, j;
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    radians = (angle * SDL_PI_F) / 180.0f;
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    c = SDL_cosf(radians);
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    s = SDL_sinf(radians);
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    c1 = 1.0f - SDL_cosf(radians);
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    length = (float)SDL_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 : 0.0f);
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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(float fovy, float aspect, float znear, float zfar, float *r)
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{
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    int i;
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    float f;
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    f = 1.0f / SDL_tanf(fovy * 0.5f);
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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] = -1.0f;
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    r[14] = (2.0f * znear * zfar) / (znear - zfar);
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    r[15] = 0.0f;
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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(const float *lhs, const 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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static 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 = 0;
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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);
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        quit(-1);
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    }
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}
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static void
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link_program(struct shader_data *data)
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{
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    GLint status = GL_FALSE;
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    char buffer[1024];
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    GLsizei length = 0;
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    GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
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    GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
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    GL_CHECK(ctx.glLinkProgram(data->shader_program));
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    GL_CHECK(ctx.glGetProgramiv(data->shader_program, GL_LINK_STATUS, &status));
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    if (status != GL_TRUE) {
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        ctx.glGetProgramInfoLog(data->shader_program, sizeof(buffer), &length, &buffer[0]);
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        buffer[length] = '\0';
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        SDL_Log("Program linking failed: %s", buffer);
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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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static const float g_vertices[] = {
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    /* Front face. */
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    /* Bottom left */
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    -0.5,
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    0.5,
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    -0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    -0.5,
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    -0.5,
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    -0.5,
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    /* Top right */
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    -0.5,
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    0.5,
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    -0.5,
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    0.5,
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    0.5,
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    -0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    /* Left face */
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    /* Bottom left */
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    -0.5,
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    0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    -0.5,
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    -0.5,
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    -0.5,
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    0.5,
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    /* Top right */
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    -0.5,
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    0.5,
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    0.5,
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    -0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    -0.5,
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    -0.5,
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    /* Top face */
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    /* Bottom left */
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    -0.5,
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    0.5,
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    0.5,
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    0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    0.5,
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    -0.5,
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    /* Top right */
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    -0.5,
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    0.5,
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    0.5,
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    0.5,
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    0.5,
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    0.5,
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    0.5,
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    0.5,
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    -0.5,
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    /* Right face */
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    /* Bottom left */
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    0.5,
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    0.5,
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    -0.5,
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    0.5,
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    -0.5,
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    0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    /* Top right */
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    0.5,
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    0.5,
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    -0.5,
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    0.5,
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    0.5,
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    0.5,
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    0.5,
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    -0.5,
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    0.5,
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    /* Back face */
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    /* Bottom left */
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    0.5,
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    0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    0.5,
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    0.5,
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    -0.5,
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    0.5,
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    /* Top right */
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    0.5,
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    0.5,
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    0.5,
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    -0.5,
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    0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    0.5,
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    /* Bottom face */
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    /* Bottom left */
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    -0.5,
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    -0.5,
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    -0.5,
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    0.5,
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    -0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    0.5,
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    /* Top right */
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    -0.5,
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    -0.5,
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    -0.5,
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    0.5,
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    -0.5,
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    -0.5,
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    0.5,
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    -0.5,
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    0.5,
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};
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static const float g_colors[] = {
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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 */
 | 
						|
    1.0, 0.0, 1.0, /* magenta */
 | 
						|
    0.0, 1.0, 1.0, /* cyan */
 | 
						|
    /* Top right */
 | 
						|
    0.0, 1.0, 0.0, /* green */
 | 
						|
    0.0, 0.0, 1.0, /* blue */
 | 
						|
    1.0, 0.0, 1.0, /* magenta */
 | 
						|
};
 | 
						|
 | 
						|
static const char *g_shader_vert_src =
 | 
						|
    " attribute vec4 av4position; "
 | 
						|
    " attribute vec3 av3color; "
 | 
						|
    " uniform mat4 mvp; "
 | 
						|
    " varying vec3 vv3color; "
 | 
						|
    " void main() { "
 | 
						|
    "    vv3color = av3color; "
 | 
						|
    "    gl_Position = mvp * av4position; "
 | 
						|
    " } ";
 | 
						|
 | 
						|
static const char *g_shader_frag_src =
 | 
						|
    " precision lowp float; "
 | 
						|
    " varying vec3 vv3color; "
 | 
						|
    " void main() { "
 | 
						|
    "    gl_FragColor = vec4(vv3color, 1.0); "
 | 
						|
    " } ";
 | 
						|
 | 
						|
static void
 | 
						|
Render(unsigned int width, unsigned int height, shader_data *data)
 | 
						|
{
 | 
						|
    float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
 | 
						|
 | 
						|
    /*
 | 
						|
     * Do some rotation with Euler angles. It is not a fixed axis as
 | 
						|
     * quaterions would be, but the effect is cool.
 | 
						|
     */
 | 
						|
    rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
 | 
						|
    rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
 | 
						|
 | 
						|
    multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
 | 
						|
 | 
						|
    rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
 | 
						|
 | 
						|
    multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
 | 
						|
 | 
						|
    /* Pull the camera back from the cube */
 | 
						|
    matrix_modelview[14] -= 2.5f;
 | 
						|
 | 
						|
    perspective_matrix(45.0f, (float)width / height, 0.01f, 100.0f, matrix_perspective);
 | 
						|
    multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
 | 
						|
 | 
						|
    GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
 | 
						|
 | 
						|
    data->angle_x += 3;
 | 
						|
    data->angle_y += 2;
 | 
						|
    data->angle_z += 1;
 | 
						|
 | 
						|
    if (data->angle_x >= 360) {
 | 
						|
        data->angle_x -= 360;
 | 
						|
    }
 | 
						|
    if (data->angle_x < 0) {
 | 
						|
        data->angle_x += 360;
 | 
						|
    }
 | 
						|
    if (data->angle_y >= 360) {
 | 
						|
        data->angle_y -= 360;
 | 
						|
    }
 | 
						|
    if (data->angle_y < 0) {
 | 
						|
        data->angle_y += 360;
 | 
						|
    }
 | 
						|
    if (data->angle_z >= 360) {
 | 
						|
        data->angle_z -= 360;
 | 
						|
    }
 | 
						|
    if (data->angle_z < 0) {
 | 
						|
        data->angle_z += 360;
 | 
						|
    }
 | 
						|
 | 
						|
    GL_CHECK(ctx.glViewport(0, 0, width, height));
 | 
						|
    GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
 | 
						|
    GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
 | 
						|
}
 | 
						|
 | 
						|
static int done;
 | 
						|
static Uint32 frames;
 | 
						|
#ifndef SDL_PLATFORM_EMSCRIPTEN
 | 
						|
static thread_data *threads;
 | 
						|
#endif
 | 
						|
 | 
						|
static void
 | 
						|
render_window(int index)
 | 
						|
{
 | 
						|
    int w, h;
 | 
						|
 | 
						|
    if (!state->windows[index]) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (!SDL_GL_MakeCurrent(state->windows[index], context[index])) {
 | 
						|
        SDL_Log("SDL_GL_MakeCurrent(): %s", SDL_GetError());
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_GetWindowSizeInPixels(state->windows[index], &w, &h);
 | 
						|
    Render(w, h, &datas[index]);
 | 
						|
    SDL_GL_SwapWindow(state->windows[index]);
 | 
						|
    ++frames;
 | 
						|
}
 | 
						|
 | 
						|
#ifndef SDL_PLATFORM_EMSCRIPTEN
 | 
						|
static int SDLCALL
 | 
						|
render_thread_fn(void *render_ctx)
 | 
						|
{
 | 
						|
    thread_data *thread = render_ctx;
 | 
						|
 | 
						|
    while (!done && !thread->done && state->windows[thread->index]) {
 | 
						|
        if (SDL_CompareAndSwapAtomicInt(&thread->suspended, WAIT_STATE_ENTER_SEM, WAIT_STATE_WAITING_ON_SEM)) {
 | 
						|
            SDL_WaitSemaphore(thread->suspend_sem);
 | 
						|
        }
 | 
						|
        render_window(thread->index);
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_GL_MakeCurrent(state->windows[thread->index], NULL);
 | 
						|
    return 0;
 | 
						|
}
 | 
						|
 | 
						|
static thread_data *GetThreadDataForWindow(SDL_WindowID id)
 | 
						|
{
 | 
						|
    int i;
 | 
						|
    SDL_Window *window = SDL_GetWindowFromID(id);
 | 
						|
    if (window) {
 | 
						|
        for (i = 0; i < state->num_windows; ++i) {
 | 
						|
            if (window == state->windows[i]) {
 | 
						|
                return &threads[i];
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    return NULL;
 | 
						|
}
 | 
						|
 | 
						|
static void
 | 
						|
loop_threaded(void)
 | 
						|
{
 | 
						|
    SDL_Event event;
 | 
						|
    thread_data *tdata;
 | 
						|
 | 
						|
    /* Wait for events */
 | 
						|
    while (SDL_WaitEvent(&event) && !done) {
 | 
						|
        if (suspend_when_occluded && event.type == SDL_EVENT_WINDOW_OCCLUDED) {
 | 
						|
            tdata = GetThreadDataForWindow(event.window.windowID);
 | 
						|
            if (tdata) {
 | 
						|
                SDL_CompareAndSwapAtomicInt(&tdata->suspended, WAIT_STATE_GO, WAIT_STATE_ENTER_SEM);
 | 
						|
            }
 | 
						|
        } else if (suspend_when_occluded && event.type == SDL_EVENT_WINDOW_EXPOSED) {
 | 
						|
            tdata = GetThreadDataForWindow(event.window.windowID);
 | 
						|
            if (tdata) {
 | 
						|
                if (SDL_SetAtomicInt(&tdata->suspended, WAIT_STATE_GO) == WAIT_STATE_WAITING_ON_SEM) {
 | 
						|
                    SDL_SignalSemaphore(tdata->suspend_sem);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        } else if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) {
 | 
						|
            tdata = GetThreadDataForWindow(event.window.windowID);
 | 
						|
            if (tdata) {
 | 
						|
                /* Stop the render thread when the window is closed */
 | 
						|
                tdata->done = 1;
 | 
						|
                if (tdata->thread) {
 | 
						|
                    SDL_SetAtomicInt(&tdata->suspended, WAIT_STATE_GO);
 | 
						|
                    SDL_SignalSemaphore(tdata->suspend_sem);
 | 
						|
                    SDL_WaitThread(tdata->thread, NULL);
 | 
						|
                    tdata->thread = NULL;
 | 
						|
                    SDL_DestroySemaphore(tdata->suspend_sem);
 | 
						|
                }
 | 
						|
                break;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        SDLTest_CommonEvent(state, &event, &done);
 | 
						|
    }
 | 
						|
}
 | 
						|
#endif
 | 
						|
 | 
						|
static void
 | 
						|
loop(void)
 | 
						|
{
 | 
						|
    SDL_Event event;
 | 
						|
    int i;
 | 
						|
    int active_windows = 0;
 | 
						|
 | 
						|
    /* Check for events */
 | 
						|
    while (SDL_PollEvent(&event) && !done) {
 | 
						|
        SDLTest_CommonEvent(state, &event, &done);
 | 
						|
    }
 | 
						|
    if (!done) {
 | 
						|
        for (i = 0; i < state->num_windows; ++i) {
 | 
						|
            if (state->windows[i] == NULL ||
 | 
						|
                (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
 | 
						|
                continue;
 | 
						|
            }
 | 
						|
            ++active_windows;
 | 
						|
            render_window(i);
 | 
						|
        }
 | 
						|
    }
 | 
						|
#ifdef SDL_PLATFORM_EMSCRIPTEN
 | 
						|
    else {
 | 
						|
        emscripten_cancel_main_loop();
 | 
						|
    }
 | 
						|
#endif
 | 
						|
 | 
						|
    /* If all windows are occluded, throttle event polling to 15hz. */
 | 
						|
    if (!done && !active_windows) {
 | 
						|
        SDL_DelayNS(SDL_NS_PER_SECOND / 15);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
int main(int argc, char *argv[])
 | 
						|
{
 | 
						|
    int fsaa, accel, threaded;
 | 
						|
    int value;
 | 
						|
    int i;
 | 
						|
    const SDL_DisplayMode *mode;
 | 
						|
    Uint64 then, now;
 | 
						|
    shader_data *data;
 | 
						|
 | 
						|
    /* Initialize parameters */
 | 
						|
    fsaa = 0;
 | 
						|
    accel = 0;
 | 
						|
    threaded = 0;
 | 
						|
 | 
						|
    /* Initialize test framework */
 | 
						|
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
 | 
						|
    if (!state) {
 | 
						|
        return 1;
 | 
						|
    }
 | 
						|
    for (i = 1; i < argc;) {
 | 
						|
        int consumed;
 | 
						|
 | 
						|
        consumed = SDLTest_CommonArg(state, i);
 | 
						|
        if (consumed == 0) {
 | 
						|
            if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
 | 
						|
                ++fsaa;
 | 
						|
                consumed = 1;
 | 
						|
            } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
 | 
						|
                ++accel;
 | 
						|
                consumed = 1;
 | 
						|
            } else if (SDL_strcasecmp(argv[i], "--threaded") == 0) {
 | 
						|
                ++threaded;
 | 
						|
                consumed = 1;
 | 
						|
            } else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
 | 
						|
                suspend_when_occluded = true;
 | 
						|
                consumed = 1;
 | 
						|
            } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
 | 
						|
                i++;
 | 
						|
                if (!argv[i]) {
 | 
						|
                    consumed = -1;
 | 
						|
                } else {
 | 
						|
                    char *endptr = NULL;
 | 
						|
                    depth = (int)SDL_strtol(argv[i], &endptr, 0);
 | 
						|
                    if (endptr != argv[i] && *endptr == '\0') {
 | 
						|
                        consumed = 1;
 | 
						|
                    } else {
 | 
						|
                        consumed = -1;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            } else {
 | 
						|
                consumed = -1;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (consumed < 0) {
 | 
						|
            static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", "[--threaded]", "[--suspend-when-occluded]",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) {
 | 
						|
        SDL_Log("Out of memory!");
 | 
						|
        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", SDL_GetError());
 | 
						|
            quit(2);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /* Important: call this *after* creating the context */
 | 
						|
    if (!LoadContext(&ctx)) {
 | 
						|
        SDL_Log("Could not load GLES2 functions");
 | 
						|
        quit(2);
 | 
						|
        return 0;
 | 
						|
    }
 | 
						|
 | 
						|
    SDL_GL_SetSwapInterval(state->render_vsync);
 | 
						|
 | 
						|
    mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay());
 | 
						|
    SDL_Log("Threaded  : %s", threaded ? "yes" : "no");
 | 
						|
    if (mode) {
 | 
						|
        SDL_Log("Screen bpp: %d", SDL_BITSPERPIXEL(mode->format));
 | 
						|
        SDL_Log("%s", "");
 | 
						|
    }
 | 
						|
    SDL_Log("Vendor     : %s", ctx.glGetString(GL_VENDOR));
 | 
						|
    SDL_Log("Renderer   : %s", ctx.glGetString(GL_RENDERER));
 | 
						|
    SDL_Log("Version    : %s", ctx.glGetString(GL_VERSION));
 | 
						|
    SDL_Log("Extensions : %s", ctx.glGetString(GL_EXTENSIONS));
 | 
						|
    SDL_Log("%s", "");
 | 
						|
 | 
						|
    if (SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value)) {
 | 
						|
        SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d", 5, value);
 | 
						|
    } else {
 | 
						|
        SDL_Log("Failed to get SDL_GL_RED_SIZE: %s",
 | 
						|
                SDL_GetError());
 | 
						|
    }
 | 
						|
    if (SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value)) {
 | 
						|
        SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d", 5, value);
 | 
						|
    } else {
 | 
						|
        SDL_Log("Failed to get SDL_GL_GREEN_SIZE: %s",
 | 
						|
                SDL_GetError());
 | 
						|
    }
 | 
						|
    if (SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value)) {
 | 
						|
        SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d", 5, value);
 | 
						|
    } else {
 | 
						|
        SDL_Log("Failed to get SDL_GL_BLUE_SIZE: %s",
 | 
						|
                SDL_GetError());
 | 
						|
    }
 | 
						|
    if (SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value)) {
 | 
						|
        SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d", depth, value);
 | 
						|
    } else {
 | 
						|
        SDL_Log("Failed to get SDL_GL_DEPTH_SIZE: %s",
 | 
						|
                SDL_GetError());
 | 
						|
    }
 | 
						|
    if (fsaa) {
 | 
						|
        if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value)) {
 | 
						|
            SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d", value);
 | 
						|
        } else {
 | 
						|
            SDL_Log("Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s",
 | 
						|
                    SDL_GetError());
 | 
						|
        }
 | 
						|
        if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value)) {
 | 
						|
            SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d", fsaa,
 | 
						|
                    value);
 | 
						|
        } else {
 | 
						|
            SDL_Log("Failed to get SDL_GL_MULTISAMPLESAMPLES: %s",
 | 
						|
                    SDL_GetError());
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if (accel) {
 | 
						|
        if (SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value)) {
 | 
						|
            SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d", value);
 | 
						|
        } else {
 | 
						|
            SDL_Log("Failed to get SDL_GL_ACCELERATED_VISUAL: %s",
 | 
						|
                    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;
 | 
						|
        if (!SDL_GL_MakeCurrent(state->windows[i], context[i])) {
 | 
						|
            SDL_Log("SDL_GL_MakeCurrent(): %s", SDL_GetError());
 | 
						|
 | 
						|
            /* Continue for next window */
 | 
						|
            continue;
 | 
						|
        }
 | 
						|
        SDL_GetWindowSizeInPixels(state->windows[i], &w, &h);
 | 
						|
        ctx.glViewport(0, 0, w, h);
 | 
						|
 | 
						|
        data = &datas[i];
 | 
						|
        data->angle_x = 0;
 | 
						|
        data->angle_y = 0;
 | 
						|
        data->angle_z = 0;
 | 
						|
 | 
						|
        /* Shader Initialization */
 | 
						|
        process_shader(&data->shader_vert, g_shader_vert_src, GL_VERTEX_SHADER);
 | 
						|
        process_shader(&data->shader_frag, g_shader_frag_src, GL_FRAGMENT_SHADER);
 | 
						|
 | 
						|
        /* Create shader_program (ready to attach shaders) */
 | 
						|
        data->shader_program = GL_CHECK(ctx.glCreateProgram());
 | 
						|
 | 
						|
        /* Attach shaders and link shader_program */
 | 
						|
        link_program(data);
 | 
						|
 | 
						|
        /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
 | 
						|
        data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
 | 
						|
        data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
 | 
						|
 | 
						|
        /* Get uniform locations */
 | 
						|
        data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
 | 
						|
 | 
						|
        GL_CHECK(ctx.glUseProgram(data->shader_program));
 | 
						|
 | 
						|
        /* Enable attributes for position, color and texture coordinates etc. */
 | 
						|
        GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
 | 
						|
        GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
 | 
						|
 | 
						|
        /* Populate attributes for position, color and texture coordinates etc. */
 | 
						|
 | 
						|
        GL_CHECK(ctx.glGenBuffers(1, &data->position_buffer));
 | 
						|
        GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->position_buffer));
 | 
						|
        GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertices), g_vertices, GL_STATIC_DRAW));
 | 
						|
        GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, 0));
 | 
						|
        GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));
 | 
						|
 | 
						|
        GL_CHECK(ctx.glGenBuffers(1, &data->color_buffer));
 | 
						|
        GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->color_buffer));
 | 
						|
        GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(g_colors), g_colors, GL_STATIC_DRAW));
 | 
						|
        GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, 0));
 | 
						|
        GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));
 | 
						|
 | 
						|
        GL_CHECK(ctx.glEnable(GL_CULL_FACE));
 | 
						|
        GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
 | 
						|
 | 
						|
        SDL_GL_MakeCurrent(state->windows[i], NULL);
 | 
						|
    }
 | 
						|
 | 
						|
    /* Main render loop */
 | 
						|
    frames = 0;
 | 
						|
    then = SDL_GetTicks();
 | 
						|
    done = 0;
 | 
						|
 | 
						|
#ifdef SDL_PLATFORM_EMSCRIPTEN
 | 
						|
    emscripten_set_main_loop(loop, 0, 1);
 | 
						|
#else
 | 
						|
    if (threaded) {
 | 
						|
        threads = (thread_data *)SDL_calloc(state->num_windows, sizeof(thread_data));
 | 
						|
 | 
						|
        /* Start a render thread for each window */
 | 
						|
        for (i = 0; i < state->num_windows; ++i) {
 | 
						|
            threads[i].index = i;
 | 
						|
            SDL_SetAtomicInt(&threads[i].suspended, 0);
 | 
						|
            threads[i].suspend_sem = SDL_CreateSemaphore(0);
 | 
						|
            threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]);
 | 
						|
        }
 | 
						|
 | 
						|
        while (!done) {
 | 
						|
            loop_threaded();
 | 
						|
        }
 | 
						|
 | 
						|
        /* Join the remaining render threads (if any) */
 | 
						|
        for (i = 0; i < state->num_windows; ++i) {
 | 
						|
            threads[i].done = 1;
 | 
						|
            if (threads[i].thread) {
 | 
						|
                SDL_WaitThread(threads[i].thread, NULL);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        SDL_free(threads);
 | 
						|
    } else {
 | 
						|
        while (!done) {
 | 
						|
            loop();
 | 
						|
        }
 | 
						|
    }
 | 
						|
#endif
 | 
						|
 | 
						|
    /* Print out some timing information */
 | 
						|
    now = SDL_GetTicks();
 | 
						|
    if (now > then) {
 | 
						|
        SDL_Log("%2.2f frames per second",
 | 
						|
                ((double)frames * 1000) / (now - then));
 | 
						|
    }
 | 
						|
#ifndef SDL_PLATFORM_ANDROID
 | 
						|
    quit(0);
 | 
						|
#endif
 | 
						|
    return 0;
 | 
						|
}
 | 
						|
 | 
						|
#else /* HAVE_OPENGLES2 */
 | 
						|
 | 
						|
int main(int argc, char *argv[])
 | 
						|
{
 | 
						|
    SDL_Log("No OpenGL ES support on this system");
 | 
						|
    return 1;
 | 
						|
}
 | 
						|
 | 
						|
#endif /* HAVE_OPENGLES2 */
 |