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63724c113b
Vim users can use the [editorconfig plugin](https://github.com/editorconfig/editorconfig-vim) to automatically set tab spacing for the SDL coding style. Fixes https://github.com/libsdl-org/SDL/issues/6903
342 lines
11 KiB
C
342 lines
11 KiB
C
/*
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include <stdlib.h>
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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#if defined(__IOS__) || defined(__ANDROID__)
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#define HAVE_OPENGLES
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#endif
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#ifdef HAVE_OPENGLES
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#include <SDL3/SDL_opengles.h>
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static SDLTest_CommonState *state;
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static SDL_GLContext *context = NULL;
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static int depth = 16;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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int i;
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if (context != NULL) {
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for (i = 0; i < state->num_windows; i++) {
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if (context[i]) {
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SDL_GL_DeleteContext(context[i]);
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}
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}
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SDL_free(context);
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}
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SDLTest_CommonQuit(state);
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exit(rc);
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}
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static void
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Render()
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{
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static GLubyte color[8][4] = { { 255, 0, 0, 0 },
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{ 255, 0, 0, 255 },
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{ 0, 255, 0, 255 },
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{ 0, 255, 0, 255 },
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{ 0, 255, 0, 255 },
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{ 255, 255, 255, 255 },
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{ 255, 0, 255, 255 },
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{ 0, 0, 255, 255 } };
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static GLfloat cube[8][3] = { { 0.5, 0.5, -0.5 },
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{ 0.5f, -0.5f, -0.5f },
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{ -0.5f, -0.5f, -0.5f },
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{ -0.5f, 0.5f, -0.5f },
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{ -0.5f, 0.5f, 0.5f },
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{ 0.5f, 0.5f, 0.5f },
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{ 0.5f, -0.5f, 0.5f },
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{ -0.5f, -0.5f, 0.5f } };
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static GLubyte indices[36] = { 0, 3, 4,
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4, 5, 0,
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0, 5, 6,
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6, 1, 0,
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6, 7, 2,
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2, 1, 6,
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7, 4, 3,
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3, 2, 7,
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5, 4, 7,
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7, 6, 5,
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2, 3, 1,
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3, 0, 1 };
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/* Do our drawing, too. */
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* Draw the cube */
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glColorPointer(4, GL_UNSIGNED_BYTE, 0, color);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, cube);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices);
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glMatrixMode(GL_MODELVIEW);
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glRotatef(5.0, 1.0, 1.0, 1.0);
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}
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int main(int argc, char *argv[])
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{
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int fsaa, accel;
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int value;
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int i, done;
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SDL_DisplayMode mode;
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SDL_Event event;
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Uint32 then, now, frames;
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int status;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Initialize parameters */
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fsaa = 0;
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accel = 0;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (state == NULL) {
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return 1;
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}
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (consumed == 0) {
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if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
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++fsaa;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
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++accel;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
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i++;
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if (!argv[i]) {
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consumed = -1;
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} else {
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depth = SDL_atoi(argv[i]);
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consumed = 1;
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}
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} else {
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consumed = -1;
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}
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}
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if (consumed < 0) {
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static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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quit(1);
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}
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i += consumed;
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}
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/* Set OpenGL parameters */
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state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
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state->gl_red_size = 5;
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state->gl_green_size = 5;
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state->gl_blue_size = 5;
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state->gl_depth_size = depth;
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state->gl_major_version = 1;
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state->gl_minor_version = 1;
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state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
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if (fsaa) {
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state->gl_multisamplebuffers = 1;
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state->gl_multisamplesamples = fsaa;
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}
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if (accel) {
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state->gl_accelerated = 1;
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}
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if (!SDLTest_CommonInit(state)) {
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quit(2);
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}
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context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(*context));
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if (context == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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/* Create OpenGL ES contexts */
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for (i = 0; i < state->num_windows; i++) {
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context[i] = SDL_GL_CreateContext(state->windows[i]);
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if (!context[i]) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
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quit(2);
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}
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}
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if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_GL_SetSwapInterval(1);
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} else {
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SDL_GL_SetSwapInterval(0);
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}
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SDL_GetCurrentDisplayMode(0, &mode);
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SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
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SDL_Log("\n");
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SDL_Log("Vendor : %s\n", glGetString(GL_VENDOR));
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SDL_Log("Renderer : %s\n", glGetString(GL_RENDERER));
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SDL_Log("Version : %s\n", glGetString(GL_VERSION));
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SDL_Log("Extensions : %s\n", glGetString(GL_EXTENSIONS));
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SDL_Log("\n");
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status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
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if (!status) {
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SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n",
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SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
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if (!status) {
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SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n",
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SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
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if (!status) {
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SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n",
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SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
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if (!status) {
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SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
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SDL_GetError());
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}
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if (fsaa) {
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status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
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if (!status) {
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SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
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SDL_GetError());
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}
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status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
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if (!status) {
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SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
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value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
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SDL_GetError());
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}
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}
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if (accel) {
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status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
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if (!status) {
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SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
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SDL_GetError());
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}
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}
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/* Set rendering settings for each context */
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for (i = 0; i < state->num_windows; ++i) {
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float aspectAdjust;
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
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if (status) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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/* Continue for next window */
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continue;
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}
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aspectAdjust = (4.0f / 3.0f) / ((float)state->window_w / state->window_h);
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glViewport(0, 0, state->window_w, state->window_h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrthof(-2.0, 2.0, -2.0 * aspectAdjust, 2.0 * aspectAdjust, -20.0, 20.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glShadeModel(GL_SMOOTH);
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}
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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done = 0;
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while (!done) {
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/* Check for events */
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++frames;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_WINDOWEVENT_RESIZED) {
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for (i = 0; i < state->num_windows; ++i) {
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if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
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if (status) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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break;
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}
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/* Change view port to the new window dimensions */
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glViewport(0, 0, event.window.data1, event.window.data2);
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/* Update window content */
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Render();
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SDL_GL_SwapWindow(state->windows[i]);
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break;
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}
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}
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}
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SDLTest_CommonEvent(state, &event, &done);
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}
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for (i = 0; i < state->num_windows; ++i) {
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if (state->windows[i] == NULL) {
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continue;
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}
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
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if (status) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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/* Continue for next window */
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continue;
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}
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Render();
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SDL_GL_SwapWindow(state->windows[i]);
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}
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}
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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SDL_Log("%2.2f frames per second\n",
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((double)frames * 1000) / (now - then));
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}
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#if !defined(__ANDROID__)
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quit(0);
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#endif
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return 0;
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}
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#else /* HAVE_OPENGLES */
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int main(int argc, char *argv[])
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL ES support on this system\n");
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return 1;
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}
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#endif /* HAVE_OPENGLES */
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