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			913 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			913 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
|   Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely.
 | |
| */
 | |
| #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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| 
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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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| #ifndef HAVE_OPENGLES2
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| #define HAVE_OPENGLES2
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| #endif
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| #endif
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| 
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| #ifdef HAVE_OPENGLES2
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| 
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| #include "SDL_opengles2.h"
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| 
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| typedef struct GLES2_Context
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| {
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| #define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
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| #include "../src/render/opengles2/SDL_gles2funcs.h"
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| #undef SDL_PROC
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| } GLES2_Context;
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| 
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| typedef struct shader_data
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| {
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|     GLuint shader_program, shader_frag, shader_vert;
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| 
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|     GLint attr_position;
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|     GLint attr_color, attr_mvp;
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| 
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|     int angle_x, angle_y, angle_z;
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| 
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|     GLuint position_buffer;
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|     GLuint color_buffer;
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| } shader_data;
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| 
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| typedef struct thread_data
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| {
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|     SDL_Thread *thread;
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|     int done;
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|     int index;
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| } thread_data;
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| 
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| static SDLTest_CommonState *state;
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| static SDL_GLContext *context = NULL;
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| static int depth = 16;
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| static GLES2_Context ctx;
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| 
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| static int LoadContext(GLES2_Context *data)
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| {
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| #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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| #elif defined(SDL_VIDEO_DRIVER_PANDORA)
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| #define __SDL_NOGETPROCADDR__
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| #endif
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| 
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| #if defined __SDL_NOGETPROCADDR__
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| #define SDL_PROC(ret, func, params) data->func = func;
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| #else
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| #define SDL_PROC(ret, func, params)                                                            \
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|     do {                                                                                       \
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|         data->func = SDL_GL_GetProcAddress(#func);                                             \
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|         if (!data->func) {                                                                     \
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|             return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
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|         }                                                                                      \
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|     } while (0);
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| #endif /* __SDL_NOGETPROCADDR__ */
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| 
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| #include "../src/render/opengles2/SDL_gles2funcs.h"
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| #undef SDL_PROC
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|     return 0;
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| }
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| 
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| /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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| static void
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| quit(int rc)
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| {
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|     int i;
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| 
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|     if (context) {
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|         for (i = 0; i < state->num_windows; i++) {
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|             if (context[i]) {
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|                 SDL_GL_DeleteContext(context[i]);
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|             }
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|         }
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| 
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|         SDL_free(context);
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|     }
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| 
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|     SDLTest_CommonQuit(state);
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|     exit(rc);
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| }
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| 
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| #define GL_CHECK(x)                                                                         \
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|     x;                                                                                      \
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|     {                                                                                       \
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|         GLenum glError = ctx.glGetError();                                                  \
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|         if (glError != GL_NO_ERROR) {                                                       \
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|             SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
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|             quit(1);                                                                        \
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|         }                                                                                   \
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|     }
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| 
 | |
| /*
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|  * 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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| 
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|     radians = (float)(angle * M_PI) / 180.0f;
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| 
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|     c = SDL_cosf(radians);
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|     s = SDL_sinf(radians);
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| 
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|     c1 = 1.0f - SDL_cosf(radians);
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| 
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|     length = (float)SDL_sqrt(x * x + y * y + z * z);
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| 
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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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| 
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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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| 
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|     r[15] = 1.0;
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| 
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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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| 
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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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|  */
 | |
| static void
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| perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
 | |
| {
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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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| 
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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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| 
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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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| {
 | |
|     int i, j, k;
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|     float tmp[16];
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| 
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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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| 
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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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| 
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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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| /*
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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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| 
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|     /* Create shader and load into GL. */
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|     *shader = GL_CHECK(ctx.glCreateShader(shader_type));
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| 
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|     shaders[0] = source;
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| 
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|     GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
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| 
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|     /* Clean up shader source. */
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|     shaders[0] = NULL;
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| 
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|     /* Try compiling the shader. */
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|     GL_CHECK(ctx.glCompileShader(*shader));
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|     GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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| 
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|     /* Dump debug info (source and log) if compilation failed. */
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|     if (status != GL_TRUE) {
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|         ctx.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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|         fflush(stderr);
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|         quit(-1);
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|     }
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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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| 
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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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| 
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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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|          fflush(stderr);
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|          quit(-1);
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|     }
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| }
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| 
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| /* 3D data. Vertex range -0.5..0.5 in all axes.
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|  * Z -0.5 is near, 0.5 is far. */
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| const float _vertices[] = {
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|     /* 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,
 | |
|     0.5,
 | |
|     -0.5,
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|     0.5,
 | |
|     /* 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,
 | |
|     -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,
 | |
|     0.5,
 | |
|     0.5,
 | |
|     -0.5,
 | |
|     0.5,
 | |
|     0.5,
 | |
|     -0.5,
 | |
|     -0.5,
 | |
|     0.5,
 | |
|     /* Bottom face */
 | |
|     /* Bottom left */
 | |
|     -0.5,
 | |
|     -0.5,
 | |
|     -0.5,
 | |
|     0.5,
 | |
|     -0.5,
 | |
|     0.5,
 | |
|     -0.5,
 | |
|     -0.5,
 | |
|     0.5,
 | |
|     /* Top right */
 | |
|     -0.5,
 | |
|     -0.5,
 | |
|     -0.5,
 | |
|     0.5,
 | |
|     -0.5,
 | |
|     -0.5,
 | |
|     0.5,
 | |
|     -0.5,
 | |
|     0.5,
 | |
| };
 | |
| 
 | |
| const float _colors[] = {
 | |
|     /* Front face */
 | |
|     /* Bottom left */
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|     1.0, 0.0, 0.0, /* red */
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|     0.0, 0.0, 1.0, /* blue */
 | |
|     0.0, 1.0, 0.0, /* green */
 | |
|     /* Top right */
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|     1.0, 0.0, 0.0, /* red */
 | |
|     1.0, 1.0, 0.0, /* yellow */
 | |
|     0.0, 0.0, 1.0, /* blue */
 | |
|     /* Left face */
 | |
|     /* Bottom left */
 | |
|     1.0, 1.0, 1.0, /* white */
 | |
|     0.0, 1.0, 0.0, /* green */
 | |
|     0.0, 1.0, 1.0, /* cyan */
 | |
|     /* Top right */
 | |
|     1.0, 1.0, 1.0, /* white */
 | |
|     1.0, 0.0, 0.0, /* red */
 | |
|     0.0, 1.0, 0.0, /* green */
 | |
|     /* Top face */
 | |
|     /* Bottom left */
 | |
|     1.0, 1.0, 1.0, /* white */
 | |
|     1.0, 1.0, 0.0, /* yellow */
 | |
|     1.0, 0.0, 0.0, /* red */
 | |
|     /* Top right */
 | |
|     1.0, 1.0, 1.0, /* white */
 | |
|     0.0, 0.0, 0.0, /* black */
 | |
|     1.0, 1.0, 0.0, /* yellow */
 | |
|     /* Right face */
 | |
|     /* Bottom left */
 | |
|     1.0, 1.0, 0.0, /* yellow */
 | |
|     1.0, 0.0, 1.0, /* magenta */
 | |
|     0.0, 0.0, 1.0, /* blue */
 | |
|     /* Top right */
 | |
|     1.0, 1.0, 0.0, /* yellow */
 | |
|     0.0, 0.0, 0.0, /* black */
 | |
|     1.0, 0.0, 1.0, /* magenta */
 | |
|     /* Back face */
 | |
|     /* Bottom left */
 | |
|     0.0, 0.0, 0.0, /* black */
 | |
|     0.0, 1.0, 1.0, /* cyan */
 | |
|     1.0, 0.0, 1.0, /* magenta */
 | |
|     /* Top right */
 | |
|     0.0, 0.0, 0.0, /* black */
 | |
|     1.0, 1.0, 1.0, /* white */
 | |
|     0.0, 1.0, 1.0, /* cyan */
 | |
|     /* Bottom face */
 | |
|     /* Bottom left */
 | |
|     0.0, 1.0, 0.0, /* green */
 | |
|     1.0, 0.0, 1.0, /* magenta */
 | |
|     0.0, 1.0, 1.0, /* cyan */
 | |
|     /* Top right */
 | |
|     0.0, 1.0, 0.0, /* green */
 | |
|     0.0, 0.0, 1.0, /* blue */
 | |
|     1.0, 0.0, 1.0, /* magenta */
 | |
| };
 | |
| 
 | |
| const char *_shader_vert_src =
 | |
|     " attribute vec4 av4position; "
 | |
|     " attribute vec3 av3color; "
 | |
|     " uniform mat4 mvp; "
 | |
|     " varying vec3 vv3color; "
 | |
|     " void main() { "
 | |
|     "    vv3color = av3color; "
 | |
|     "    gl_Position = mvp * av4position; "
 | |
|     " } ";
 | |
| 
 | |
| const char *_shader_frag_src =
 | |
|     " precision lowp float; "
 | |
|     " varying vec3 vv3color; "
 | |
|     " void main() { "
 | |
|     "    gl_FragColor = vec4(vv3color, 1.0); "
 | |
|     " } ";
 | |
| 
 | |
| static void
 | |
| Render(unsigned int width, unsigned int height, shader_data *data)
 | |
| {
 | |
|     float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
 | |
| 
 | |
|     /*
 | |
|      * Do some rotation with Euler angles. It is not a fixed axis as
 | |
|      * quaterions would be, but the effect is cool.
 | |
|      */
 | |
|     rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
 | |
|     rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
 | |
| 
 | |
|     multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
 | |
| 
 | |
|     rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
 | |
| 
 | |
|     multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
 | |
| 
 | |
|     /* Pull the camera back from the cube */
 | |
|     matrix_modelview[14] -= 2.5;
 | |
| 
 | |
|     perspective_matrix(45.0f, (float)width / height, 0.01f, 100.0f, matrix_perspective);
 | |
|     multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
 | |
| 
 | |
|     GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
 | |
| 
 | |
|     data->angle_x += 3;
 | |
|     data->angle_y += 2;
 | |
|     data->angle_z += 1;
 | |
| 
 | |
|     if (data->angle_x >= 360) {
 | |
|         data->angle_x -= 360;
 | |
|     }
 | |
|     if (data->angle_x < 0) {
 | |
|         data->angle_x += 360;
 | |
|     }
 | |
|     if (data->angle_y >= 360) {
 | |
|         data->angle_y -= 360;
 | |
|     }
 | |
|     if (data->angle_y < 0) {
 | |
|         data->angle_y += 360;
 | |
|     }
 | |
|     if (data->angle_z >= 360) {
 | |
|         data->angle_z -= 360;
 | |
|     }
 | |
|     if (data->angle_z < 0) {
 | |
|         data->angle_z += 360;
 | |
|     }
 | |
| 
 | |
|     GL_CHECK(ctx.glViewport(0, 0, width, height));
 | |
|     GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
 | |
|     GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
 | |
| }
 | |
| 
 | |
| int done;
 | |
| Uint32 frames;
 | |
| shader_data *datas;
 | |
| thread_data *threads;
 | |
| 
 | |
| static void
 | |
| render_window(int index)
 | |
| {
 | |
|     int w, h, status;
 | |
| 
 | |
|     if (!state->windows[index]) {
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     status = SDL_GL_MakeCurrent(state->windows[index], context[index]);
 | |
|     if (status) {
 | |
|         SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     SDL_GL_GetDrawableSize(state->windows[index], &w, &h);
 | |
|     Render(w, h, &datas[index]);
 | |
|     SDL_GL_SwapWindow(state->windows[index]);
 | |
|     ++frames;
 | |
| }
 | |
| 
 | |
| #ifndef __EMSCRIPTEN__
 | |
| static int SDLCALL
 | |
| render_thread_fn(void *render_ctx)
 | |
| {
 | |
|     thread_data *thread = render_ctx;
 | |
| 
 | |
|     while (!done && !thread->done && state->windows[thread->index]) {
 | |
|         render_window(thread->index);
 | |
|     }
 | |
| 
 | |
|     SDL_GL_MakeCurrent(state->windows[thread->index], NULL);
 | |
|     return 0;
 | |
| }
 | |
| 
 | |
| static void
 | |
| loop_threaded()
 | |
| {
 | |
|     SDL_Event event;
 | |
|     int i;
 | |
| 
 | |
|     /* Wait for events */
 | |
|     while (SDL_WaitEvent(&event) && !done) {
 | |
|         if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE) {
 | |
|             SDL_Window *window = SDL_GetWindowFromID(event.window.windowID);
 | |
|             if (window) {
 | |
|                 for (i = 0; i < state->num_windows; ++i) {
 | |
|                     if (window == state->windows[i]) {
 | |
|                         /* Stop the render thread when the window is closed */
 | |
|                         threads[i].done = 1;
 | |
|                         if (threads[i].thread) {
 | |
|                             SDL_WaitThread(threads[i].thread, NULL);
 | |
|                             threads[i].thread = NULL;
 | |
|                         }
 | |
|                         break;
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|         SDLTest_CommonEvent(state, &event, &done);
 | |
|     }
 | |
| }
 | |
| #endif
 | |
| 
 | |
| static void
 | |
| loop()
 | |
| {
 | |
|     SDL_Event event;
 | |
|     int i;
 | |
| 
 | |
|     /* Check for events */
 | |
|     while (SDL_PollEvent(&event) && !done) {
 | |
|         SDLTest_CommonEvent(state, &event, &done);
 | |
|     }
 | |
|     if (!done) {
 | |
|         for (i = 0; i < state->num_windows; ++i) {
 | |
|             render_window(i);
 | |
|         }
 | |
|     }
 | |
| #ifdef __EMSCRIPTEN__
 | |
|     else {
 | |
|         emscripten_cancel_main_loop();
 | |
|     }
 | |
| #endif
 | |
| }
 | |
| 
 | |
| int main(int argc, char *argv[])
 | |
| {
 | |
|     int fsaa, accel, threaded;
 | |
|     int value;
 | |
|     int i;
 | |
|     SDL_DisplayMode mode;
 | |
|     Uint32 then, now;
 | |
|     int status;
 | |
|     shader_data *data;
 | |
| 
 | |
|     /* Initialize parameters */
 | |
|     fsaa = 0;
 | |
|     accel = 0;
 | |
|     threaded = 0;
 | |
| 
 | |
|     /* Initialize test framework */
 | |
|     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
 | |
|     if (!state) {
 | |
|         return 1;
 | |
|     }
 | |
|     for (i = 1; i < argc;) {
 | |
|         int consumed;
 | |
| 
 | |
|         consumed = SDLTest_CommonArg(state, i);
 | |
|         if (consumed == 0) {
 | |
|             if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
 | |
|                 ++fsaa;
 | |
|                 consumed = 1;
 | |
|             } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
 | |
|                 ++accel;
 | |
|                 consumed = 1;
 | |
|             } else if (SDL_strcasecmp(argv[i], "--threaded") == 0) {
 | |
|                 ++threaded;
 | |
|                 consumed = 1;
 | |
|             } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
 | |
|                 i++;
 | |
|                 if (!argv[i]) {
 | |
|                     consumed = -1;
 | |
|                 } else {
 | |
|                     depth = SDL_atoi(argv[i]);
 | |
|                     consumed = 1;
 | |
|                 }
 | |
|             } else {
 | |
|                 consumed = -1;
 | |
|             }
 | |
|         }
 | |
|         if (consumed < 0) {
 | |
|             static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", "[--threaded]", NULL };
 | |
|             SDLTest_CommonLogUsage(state, argv[0], options);
 | |
|             quit(1);
 | |
|         }
 | |
|         i += consumed;
 | |
|     }
 | |
| 
 | |
|     /* Set OpenGL parameters */
 | |
|     state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
 | |
|     state->gl_red_size = 5;
 | |
|     state->gl_green_size = 5;
 | |
|     state->gl_blue_size = 5;
 | |
|     state->gl_depth_size = depth;
 | |
|     state->gl_major_version = 2;
 | |
|     state->gl_minor_version = 0;
 | |
|     state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
 | |
| 
 | |
|     if (fsaa) {
 | |
|         state->gl_multisamplebuffers = 1;
 | |
|         state->gl_multisamplesamples = fsaa;
 | |
|     }
 | |
|     if (accel) {
 | |
|         state->gl_accelerated = 1;
 | |
|     }
 | |
|     if (!SDLTest_CommonInit(state)) {
 | |
|         quit(2);
 | |
|         return 0;
 | |
|     }
 | |
| 
 | |
|     context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(*context));
 | |
|     if (!context) {
 | |
|         SDL_Log("Out of memory!\n");
 | |
|         quit(2);
 | |
|     }
 | |
| 
 | |
|     /* Create OpenGL ES contexts */
 | |
|     for (i = 0; i < state->num_windows; i++) {
 | |
|         context[i] = SDL_GL_CreateContext(state->windows[i]);
 | |
|         if (!context[i]) {
 | |
|             SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
 | |
|             quit(2);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     /* Important: call this *after* creating the context */
 | |
|     if (LoadContext(&ctx) < 0) {
 | |
|         SDL_Log("Could not load GLES2 functions\n");
 | |
|         quit(2);
 | |
|         return 0;
 | |
|     }
 | |
| 
 | |
|     if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
 | |
|         SDL_GL_SetSwapInterval(1);
 | |
|     } else {
 | |
|         SDL_GL_SetSwapInterval(0);
 | |
|     }
 | |
| 
 | |
|     SDL_GetCurrentDisplayMode(0, &mode);
 | |
|     SDL_Log("Threaded  : %s\n", threaded ? "yes" : "no");
 | |
|     SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
 | |
|     SDL_Log("\n");
 | |
|     SDL_Log("Vendor     : %s\n", ctx.glGetString(GL_VENDOR));
 | |
|     SDL_Log("Renderer   : %s\n", ctx.glGetString(GL_RENDERER));
 | |
|     SDL_Log("Version    : %s\n", ctx.glGetString(GL_VERSION));
 | |
|     SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
 | |
|     SDL_Log("\n");
 | |
| 
 | |
|     status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
 | |
|     if (!status) {
 | |
|         SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
 | |
|     } else {
 | |
|         SDL_Log("Failed to get SDL_GL_RED_SIZE: %s\n",
 | |
|                 SDL_GetError());
 | |
|     }
 | |
|     status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
 | |
|     if (!status) {
 | |
|         SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
 | |
|     } else {
 | |
|         SDL_Log("Failed to get SDL_GL_GREEN_SIZE: %s\n",
 | |
|                 SDL_GetError());
 | |
|     }
 | |
|     status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
 | |
|     if (!status) {
 | |
|         SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
 | |
|     } else {
 | |
|         SDL_Log("Failed to get SDL_GL_BLUE_SIZE: %s\n",
 | |
|                 SDL_GetError());
 | |
|     }
 | |
|     status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
 | |
|     if (!status) {
 | |
|         SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
 | |
|     } else {
 | |
|         SDL_Log("Failed to get SDL_GL_DEPTH_SIZE: %s\n",
 | |
|                 SDL_GetError());
 | |
|     }
 | |
|     if (fsaa) {
 | |
|         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
 | |
|         if (!status) {
 | |
|             SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
 | |
|         } else {
 | |
|             SDL_Log("Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
 | |
|                     SDL_GetError());
 | |
|         }
 | |
|         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
 | |
|         if (!status) {
 | |
|             SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
 | |
|                     value);
 | |
|         } else {
 | |
|             SDL_Log("Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
 | |
|                     SDL_GetError());
 | |
|         }
 | |
|     }
 | |
|     if (accel) {
 | |
|         status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
 | |
|         if (!status) {
 | |
|             SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
 | |
|         } else {
 | |
|             SDL_Log("Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
 | |
|                     SDL_GetError());
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     datas = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data));
 | |
| 
 | |
|     /* Set rendering settings for each context */
 | |
|     for (i = 0; i < state->num_windows; ++i) {
 | |
| 
 | |
|         int w, h;
 | |
|         status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
 | |
|         if (status) {
 | |
|             SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
 | |
| 
 | |
|             /* Continue for next window */
 | |
|             continue;
 | |
|         }
 | |
|         SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
 | |
|         ctx.glViewport(0, 0, w, h);
 | |
| 
 | |
|         data = &datas[i];
 | |
|         data->angle_x = 0;
 | |
|         data->angle_y = 0;
 | |
|         data->angle_z = 0;
 | |
| 
 | |
|         /* Shader Initialization */
 | |
|         process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
 | |
|         process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);
 | |
| 
 | |
|         /* Create shader_program (ready to attach shaders) */
 | |
|         data->shader_program = GL_CHECK(ctx.glCreateProgram());
 | |
| 
 | |
|         /* Attach shaders and link shader_program */
 | |
|         link_program(data);
 | |
| 
 | |
|         /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
 | |
|         data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
 | |
|         data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
 | |
| 
 | |
|         /* Get uniform locations */
 | |
|         data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
 | |
| 
 | |
|         GL_CHECK(ctx.glUseProgram(data->shader_program));
 | |
| 
 | |
|         /* Enable attributes for position, color and texture coordinates etc. */
 | |
|         GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
 | |
|         GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
 | |
| 
 | |
|         /* Populate attributes for position, color and texture coordinates etc. */
 | |
| 
 | |
|         GL_CHECK(ctx.glGenBuffers(1, &data->position_buffer));
 | |
|         GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->position_buffer));
 | |
|         GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW));
 | |
|         GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, 0));
 | |
|         GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));
 | |
| 
 | |
|         GL_CHECK(ctx.glGenBuffers(1, &data->color_buffer));
 | |
|         GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->color_buffer));
 | |
|         GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_colors), _colors, GL_STATIC_DRAW));
 | |
|         GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, 0));
 | |
|         GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));
 | |
| 
 | |
|         GL_CHECK(ctx.glEnable(GL_CULL_FACE));
 | |
|         GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
 | |
| 
 | |
|         SDL_GL_MakeCurrent(state->windows[i], NULL);
 | |
|     }
 | |
| 
 | |
|     /* Main render loop */
 | |
|     frames = 0;
 | |
|     then = SDL_GetTicks();
 | |
|     done = 0;
 | |
| 
 | |
| #ifdef __EMSCRIPTEN__
 | |
|     emscripten_set_main_loop(loop, 0, 1);
 | |
| #else
 | |
|     if (threaded) {
 | |
|         threads = (thread_data *)SDL_calloc(state->num_windows, sizeof(thread_data));
 | |
| 
 | |
|         /* Start a render thread for each window */
 | |
|         for (i = 0; i < state->num_windows; ++i) {
 | |
|             threads[i].index = i;
 | |
|             threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]);
 | |
|         }
 | |
| 
 | |
|         while (!done) {
 | |
|             loop_threaded();
 | |
|         }
 | |
| 
 | |
|         /* Join the remaining render threads (if any) */
 | |
|         for (i = 0; i < state->num_windows; ++i) {
 | |
|             threads[i].done = 1;
 | |
|             if (threads[i].thread) {
 | |
|                 SDL_WaitThread(threads[i].thread, NULL);
 | |
|             }
 | |
|         }
 | |
|     } else {
 | |
|         while (!done) {
 | |
|             loop();
 | |
|         }
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     /* Print out some timing information */
 | |
|     now = SDL_GetTicks();
 | |
|     if (now > then) {
 | |
|         SDL_Log("%2.2f frames per second\n",
 | |
|                 ((double)frames * 1000) / (now - then));
 | |
|     }
 | |
| #if !defined(__ANDROID__) && !defined(__NACL__)
 | |
|     quit(0);
 | |
| #endif
 | |
|     return 0;
 | |
| }
 | |
| 
 | |
| #else /* HAVE_OPENGLES2 */
 | |
| 
 | |
| int main(int argc, char *argv[])
 | |
| {
 | |
|     SDL_Log("No OpenGL ES support on this system\n");
 | |
|     return 1;
 | |
| }
 | |
| 
 | |
| #endif /* HAVE_OPENGLES2 */
 | |
| 
 | |
| /* vi: set ts=4 sw=4 expandtab: */
 | 
