Adds testgles2 Source code copied from: https://github.com/fantasydr/sdl-2.0-gles (thanks!) Minor fixes, configure script changes done by me.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796
diff --git a/android-project/jni/src/Android.mk b/android-project/jni/src/Android.mk
index 70ca7dc..943a8cd 100644
--- a/android-project/jni/src/Android.mk
+++ b/android-project/jni/src/Android.mk
@@ -14,6 +14,6 @@ LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \
LOCAL_SHARED_LIBRARIES := SDL2
-LOCAL_LDLIBS := -lGLESv1_CM -llog
+LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
include $(BUILD_SHARED_LIBRARY)
diff --git a/test/Makefile.in b/test/Makefile.in
index 36b00e4..ac9aa37 100644
--- a/test/Makefile.in
+++ b/test/Makefile.in
@@ -21,6 +21,7 @@ TARGETS = \
testgesture$(EXE) \
testgl2$(EXE) \
testgles$(EXE) \
+ testgles2$(EXE) \
testhaptic$(EXE) \
testrumble$(EXE) \
testthread$(EXE) \
@@ -131,6 +132,9 @@ testgl2$(EXE): $(srcdir)/testgl2.c
testgles$(EXE): $(srcdir)/testgles.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLESLIB@ @MATHLIB@
+testgles2$(EXE): $(srcdir)/testgles2.c
+ $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLES2LIB@ @MATHLIB@
+
testhaptic$(EXE): $(srcdir)/testhaptic.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
diff --git a/test/configure b/test/configure
index 1ebd9d1..b55398d 100755
--- a/test/configure
+++ b/test/configure
@@ -587,6 +587,7 @@ LIBOBJS
SDL_TTF_LIB
XLIB
GLESLIB
+GLES2LIB
GLLIB
CPP
XMKMF
@@ -3860,12 +3861,49 @@ rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
{ $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles" >&5
$as_echo "$have_opengles" >&6; }
+{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for OpenGL ES2 support" >&5
+$as_echo_n "checking for OpenGL ES2 support... " >&6; }
+have_opengles2=no
+cat confdefs.h - <<_ACEOF >conftest.$ac_ext
+/* end confdefs.h. */
+
+ #if defined (__IPHONEOS__)
+ #include <OpenGLES/ES2/gl.h>
+ #include <OpenGLES/ES2/glext.h>
+ #else
+ #include <GLES2/gl2.h>
+ #include <GLES2/gl2ext.h>
+ #endif
+
+int
+main ()
+{
+
+
+ ;
+ return 0;
+}
+_ACEOF
+if ac_fn_c_try_compile "$LINENO"; then :
+
+have_opengles2=yes
+
+fi
+rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
+{ $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles2" >&5
+$as_echo "$have_opengles2" >&6; }
+
GLLIB=""
GLESLIB=""
+GLES2LIB=""
if test x$have_opengles = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGLES"
GLESLIB="$XPATH -lGLESv1_CM"
fi
+if test x$have_opengles2 = xyes; then
+ CFLAGS="$CFLAGS -DHAVE_OPENGLES2"
+ GLES2LIB="$XPATH -lGLESv2"
+fi
if test x$have_opengl = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGL"
GLLIB="$XPATH $SYS_GL_LIBS"
diff --git a/test/configure.in b/test/configure.in
index 6462bfd..efc0d5d 100644
--- a/test/configure.in
+++ b/test/configure.in
@@ -135,12 +135,34 @@ have_opengles=yes
])
AC_MSG_RESULT($have_opengles)
+dnl Check for OpenGL ES2
+AC_MSG_CHECKING(for OpenGL ES2 support)
+have_opengles2=no
+AC_TRY_COMPILE([
+ #if defined (__IPHONEOS__)
+ #include <OpenGLES/ES2/gl.h>
+ #include <OpenGLES/ES2/glext.h>
+ #else
+ #include <GLES2/gl2.h>
+ #include <GLES2/gl2ext.h>
+ #endif
+],[
+],[
+have_opengles2=yes
+])
+AC_MSG_RESULT($have_opengles2)
+
GLLIB=""
GLESLIB=""
+GLES2LIB=""
if test x$have_opengles = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGLES"
GLESLIB="$XPATH -lGLESv1_CM"
fi
+if test x$have_opengles2 = xyes; then
+ CFLAGS="$CFLAGS -DHAVE_OPENGLES2"
+ GLES2LIB="$XPATH -lGLESv2"
+fi
if test x$have_opengl = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGL"
GLLIB="$XPATH $SYS_GL_LIBS"
@@ -148,6 +170,7 @@ fi
AC_SUBST(GLLIB)
AC_SUBST(GLESLIB)
+AC_SUBST(GLES2LIB)
AC_SUBST(XLIB)
dnl Check for SDL_ttf
diff --git a/test/testgles2.c b/test/testgles2.c
new file mode 100644
index 0000000..f73fbdb
--- /dev/null
+++ b/test/testgles2.c
@@ -0,0 +1,647 @@
+/*
+ Copyright (r) 1997-2011 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely.
+*/
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#include "SDL_test_common.h"
+
+#if defined(__IPHONEOS__) || defined(__ANDROID__)
+#define HAVE_OPENGLES2
+#endif
+
+#ifdef HAVE_OPENGLES2
+
+#include "SDL_opengles2.h"
+
+static SDLTest_CommonState *state;
+static SDL_GLContext *context = NULL;
+static int depth = 16;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void
+quit(int rc)
+{
+ int i;
+
+ if (context != NULL) {
+ for (i = 0; i < state->num_windows; i++) {
+ if (context[i]) {
+ SDL_GL_DeleteContext(context[i]);
+ }
+ }
+
+ SDL_free(context);
+ }
+
+ SDLTest_CommonQuit(state);
+ exit(rc);
+}
+
+#define GL_CHECK(x) \
+ x; \
+ { \
+ GLenum glError = glGetError(); \
+ if(glError != GL_NO_ERROR) { \
+ fprintf(stderr, "glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
+ quit(1); \
+ } \
+ }
+
+/*
+ * Simulates desktop's glRotatef. The matrix is returned in column-major
+ * order.
+ */
+static void
+rotate_matrix(double angle, double x, double y, double z, float *r)
+{
+ double radians, c, s, c1, u[3], length;
+ int i, j;
+
+ radians = (angle * M_PI) / 180.0;
+
+ c = cos(radians);
+ s = sin(radians);
+
+ c1 = 1.0 - cos(radians);
+
+ length = sqrt(x * x + y * y + z * z);
+
+ u[0] = x / length;
+ u[1] = y / length;
+ u[2] = z / length;
+
+ for (i = 0; i < 16; i++) {
+ r[i] = 0.0;
+ }
+
+ r[15] = 1.0;
+
+ for (i = 0; i < 3; i++) {
+ r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
+ r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
+ }
+
+ for (i = 0; i < 3; i++) {
+ for (j = 0; j < 3; j++) {
+ r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0);
+ }
+ }
+}
+
+/*
+ * Simulates gluPerspectiveMatrix
+ */
+static void
+perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r)
+{
+ int i;
+ double f;
+
+ f = 1.0/tan(fovy * 0.5);
+
+ for (i = 0; i < 16; i++) {
+ r[i] = 0.0;
+ }
+
+ r[0] = f / aspect;
+ r[5] = f;
+ r[10] = (znear + zfar) / (znear - zfar);
+ r[11] = -1.0;
+ r[14] = (2.0 * znear * zfar) / (znear - zfar);
+ r[15] = 0.0;
+}
+
+/*
+ * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
+ * major. In-place multiplication is supported.
+ */
+static void
+multiply_matrix(float *lhs, float *rhs, float *r)
+{
+ int i, j, k;
+ float tmp[16];
+
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ tmp[j * 4 + i] = 0.0;
+
+ for (k = 0; k < 4; k++) {
+ tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
+ }
+ }
+ }
+
+ for (i = 0; i < 16; i++) {
+ r[i] = tmp[i];
+ }
+}
+
+/*
+ * Create shader, load in source, compile, dump debug as necessary.
+ *
+ * shader: Pointer to return created shader ID.
+ * source: Passed-in shader source code.
+ * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
+ */
+void
+process_shader(GLuint *shader, const char * source, GLint shader_type)
+{
+ GLint status;
+ const char *shaders[1] = { NULL };
+
+ /* Create shader and load into GL. */
+ *shader = GL_CHECK(glCreateShader(shader_type));
+
+ shaders[0] = source;
+
+ GL_CHECK(glShaderSource(*shader, 1, shaders, NULL));
+
+ /* Clean up shader source. */
+ shaders[0] = NULL;
+
+ /* Try compiling the shader. */
+ GL_CHECK(glCompileShader(*shader));
+ GL_CHECK(glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
+
+ // Dump debug info (source and log) if compilation failed.
+ if(status != GL_TRUE) {
+ quit(-1);
+ }
+}
+
+/* 3D data. Vertex range -0.5..0.5 in all axes.
+* Z -0.5 is near, 0.5 is far. */
+const float _vertices[] =
+{
+ /* Front 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,
+ /* Left 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,
+ /* Top 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,
+ /* Right 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,
+ /* Back 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,
+ /* 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 */
+ 1.0, 0.0, 0.0, /* red */
+ 0.0, 0.0, 1.0, /* blue */
+ 0.0, 1.0, 0.0, /* green */
+ /* Top right */
+ 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); "
+" } ";
+
+typedef struct shader_data
+{
+ GLuint shader_program, shader_frag, shader_vert;
+
+ GLint attr_position;
+ GLint attr_color, attr_mvp;
+
+ int angle_x, angle_y, angle_z;
+
+} shader_data;
+
+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(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
+ rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
+
+ multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
+
+ rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
+
+ multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
+
+ /* Pull the camera back from the cube */
+ matrix_modelview[14] -= 2.5;
+
+ perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
+ multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
+
+ GL_CHECK(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(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
+ GL_CHECK(glDrawArrays(GL_TRIANGLES, 0, 36));
+}
+
+int
+main(int argc, char *argv[])
+{
+ int fsaa, accel;
+ int value;
+ int i, done;
+ SDL_DisplayMode mode;
+ SDL_Event event;
+ Uint32 then, now, frames;
+ int status;
+ shader_data *datas, *data;
+
+ /* Initialize parameters */
+ fsaa = 0;
+ accel = 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], "--zdepth") == 0) {
+ i++;
+ if (!argv[i]) {
+ consumed = -1;
+ } else {
+ depth = SDL_atoi(argv[i]);
+ consumed = 1;
+ }
+ } else {
+ consumed = -1;
+ }
+ }
+ if (consumed < 0) {
+ fprintf(stderr, "Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
+ SDLTest_CommonUsage(state));
+ quit(1);
+ }
+ i += consumed;
+ }
+
+ /* Set OpenGL parameters */
+ state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
+ 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)) {
+ return;
+ quit(2);
+ }
+
+ context = SDL_calloc(state->num_windows, sizeof(context));
+ if (context == NULL) {
+ fprintf(stderr, "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]) {
+ fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
+ quit(2);
+ }
+ }
+
+ if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
+ SDL_GL_SetSwapInterval(1);
+ } else {
+ SDL_GL_SetSwapInterval(0);
+ }
+
+ SDL_GetCurrentDisplayMode(0, &mode);
+ printf("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
+ printf("\n");
+ printf("Vendor : %s\n", glGetString(GL_VENDOR));
+ printf("Renderer : %s\n", glGetString(GL_RENDERER));
+ printf("Version : %s\n", glGetString(GL_VERSION));
+ printf("Extensions : %s\n", glGetString(GL_EXTENSIONS));
+ printf("\n");
+
+ status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
+ if (!status) {
+ printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
+ } else {
+ fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n",
+ SDL_GetError());
+ }
+ status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
+ if (!status) {
+ printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
+ } else {
+ fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n",
+ SDL_GetError());
+ }
+ status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
+ if (!status) {
+ printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
+ } else {
+ fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n",
+ SDL_GetError());
+ }
+ status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
+ if (!status) {
+ printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
+ } else {
+ fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
+ SDL_GetError());
+ }
+ if (fsaa) {
+ status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
+ if (!status) {
+ printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
+ } else {
+ fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
+ SDL_GetError());
+ }
+ status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
+ if (!status) {
+ printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
+ value);
+ } else {
+ fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
+ SDL_GetError());
+ }
+ }
+ if (accel) {
+ status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
+ if (!status) {
+ printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
+ } else {
+ fprintf(stderr, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
+ SDL_GetError());
+ }
+ }
+
+ datas = SDL_calloc(state->num_windows, sizeof(shader_data));
+
+ /* Set rendering settings for each context */
+ for (i = 0; i < state->num_windows; ++i) {
+
+ status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
+ if (status) {
+ printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
+
+ /* Continue for next window */
+ continue;
+ }
+ glViewport(0, 0, state->window_w, state->window_h);
+
+ data = &datas[i];
+ data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;
+
+ /* Shader Initialization */
+ process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
+ process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);
+
+ /* Create shader_program (ready to attach shaders) */
+ data->shader_program = GL_CHECK(glCreateProgram());
+
+ /* Attach shaders and link shader_program */
+ GL_CHECK(glAttachShader(data->shader_program, data->shader_vert));
+ GL_CHECK(glAttachShader(data->shader_program, data->shader_frag));
+ GL_CHECK(glLinkProgram(data->shader_program));
+
+ /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
+ data->attr_position = GL_CHECK(glGetAttribLocation(data->shader_program, "av4position"));
+ data->attr_color = GL_CHECK(glGetAttribLocation(data->shader_program, "av3color"));
+
+ /* Get uniform locations */
+ data->attr_mvp = GL_CHECK(glGetUniformLocation(data->shader_program, "mvp"));
+
+ GL_CHECK(glUseProgram(data->shader_program));
+
+ /* Enable attributes for position, color and texture coordinates etc. */
+ GL_CHECK(glEnableVertexAttribArray(data->attr_position));
+ GL_CHECK(glEnableVertexAttribArray(data->attr_color));
+
+ /* Populate attributes for position, color and texture coordinates etc. */
+ GL_CHECK(glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
+ GL_CHECK(glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
+
+ GL_CHECK(glEnable(GL_CULL_FACE));
+ GL_CHECK(glEnable(GL_DEPTH_TEST));
+ }
+
+ /* Main render loop */
+ frames = 0;
+ then = SDL_GetTicks();
+ done = 0;
+ while (!done) {
+ /* Check for events */
+ ++frames;
+ while (SDL_PollEvent(&event)) {
+ switch (event.type) {
+ case SDL_WINDOWEVENT:
+ switch (event.window.event) {
+ case SDL_WINDOWEVENT_RESIZED:
+ for (i = 0; i < state->num_windows; ++i) {
+ if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
+ status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
+ if (status) {
+ printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
+ break;
+ }
+ /* Change view port to the new window dimensions */
+ glViewport(0, 0, event.window.data1, event.window.data2);
+ /* Update window content */
+ Render(event.window.data1, event.window.data2, &datas[i]);
+ SDL_GL_SwapWindow(state->windows[i]);
+ break;
+ }
+ }
+ break;
+ }
+ }
+ SDLTest_CommonEvent(state, &event, &done);
+ }
+ for (i = 0; i < state->num_windows; ++i) {
+ status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
+ if (status) {
+ printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
+
+ /* Continue for next window */
+ continue;
+ }
+ Render(state->window_w, state->window_h, &datas[i]);
+ SDL_GL_SwapWindow(state->windows[i]);
+ }
+ }
+
+ /* Print out some timing information */
+ now = SDL_GetTicks();
+ if (now > then) {
+ printf("%2.2f frames per second\n",
+ ((double) frames * 1000) / (now - then));
+ }
+#if !defined(__ANDROID__)
+ quit(0);
+#endif
+ return 0;
+}
+
+#else /* HAVE_OPENGLES2 */
+
+int
+main(int argc, char *argv[])
+{
+ printf("No OpenGL ES support on this system\n");
+ return 1;
+}
+
+#endif /* HAVE_OPENGLES2 */
+
+/* vi: set ts=4 sw=4 expandtab: */