diff options
Diffstat (limited to '3rdparty/SDL2/test/testgles2.c')
-rw-r--r-- | 3rdparty/SDL2/test/testgles2.c | 731 |
1 files changed, 0 insertions, 731 deletions
diff --git a/3rdparty/SDL2/test/testgles2.c b/3rdparty/SDL2/test/testgles2.c deleted file mode 100644 index 45b3d79a3dd..00000000000 --- a/3rdparty/SDL2/test/testgles2.c +++ /dev/null @@ -1,731 +0,0 @@ -/* - Copyright (r) 1997-2016 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> - -#ifdef __EMSCRIPTEN__ -#include <emscripten/emscripten.h> -#endif - -#include "SDL_test_common.h" - -#if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) -#define HAVE_OPENGLES2 -#endif - -#ifdef HAVE_OPENGLES2 - -#include "SDL_opengles2.h" - -typedef struct GLES2_Context -{ -#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; -#include "../src/render/opengles2/SDL_gles2funcs.h" -#undef SDL_PROC -} GLES2_Context; - - -static SDLTest_CommonState *state; -static SDL_GLContext *context = NULL; -static int depth = 16; -static GLES2_Context ctx; - -static int LoadContext(GLES2_Context * data) -{ -#if SDL_VIDEO_DRIVER_UIKIT -#define __SDL_NOGETPROCADDR__ -#elif SDL_VIDEO_DRIVER_ANDROID -#define __SDL_NOGETPROCADDR__ -#elif SDL_VIDEO_DRIVER_PANDORA -#define __SDL_NOGETPROCADDR__ -#endif - -#if defined __SDL_NOGETPROCADDR__ -#define SDL_PROC(ret,func,params) data->func=func; -#else -#define SDL_PROC(ret,func,params) \ - do { \ - data->func = SDL_GL_GetProcAddress(#func); \ - if ( ! data->func ) { \ - return SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \ - } \ - } while ( 0 ); -#endif /* __SDL_NOGETPROCADDR__ */ - -#include "../src/render/opengles2/SDL_gles2funcs.h" -#undef SDL_PROC - return 0; -} - -/* 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 = ctx.glGetError(); \ - if(glError != GL_NO_ERROR) { \ - SDL_Log("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(float angle, float x, float y, float z, float *r) -{ - float radians, c, s, c1, u[3], length; - int i, j; - - radians = (float)(angle * M_PI) / 180.0f; - - c = SDL_cosf(radians); - s = SDL_sinf(radians); - - c1 = 1.0f - SDL_cosf(radians); - - length = (float)SDL_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 : 0.0f); - } - } -} - -/* - * Simulates gluPerspectiveMatrix - */ -static void -perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r) -{ - int i; - float f; - - f = 1.0f/SDL_tanf(fovy * 0.5f); - - 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] = -1.0f; - r[14] = (2.0f * znear * zfar) / (znear - zfar); - r[15] = 0.0f; -} - -/* - * 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 = GL_FALSE; - const char *shaders[1] = { NULL }; - char buffer[1024]; - GLsizei length; - - /* Create shader and load into GL. */ - *shader = GL_CHECK(ctx.glCreateShader(shader_type)); - - shaders[0] = source; - - GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL)); - - /* Clean up shader source. */ - shaders[0] = NULL; - - /* Try compiling the shader. */ - GL_CHECK(ctx.glCompileShader(*shader)); - GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)); - - /* Dump debug info (source and log) if compilation failed. */ - if(status != GL_TRUE) { - ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]); - buffer[length] = '\0'; - SDL_Log("Shader compilation failed: %s", buffer);fflush(stderr); - 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((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.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; - -void loop() -{ - SDL_Event event; - int i; - int status; - - /* Check for events */ - ++frames; - while (SDL_PollEvent(&event) && !done) { - 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])) { - int w, h; - status = SDL_GL_MakeCurrent(state->windows[i], context[i]); - if (status) { - SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); - break; - } - /* Change view port to the new window dimensions */ - SDL_GL_GetDrawableSize(state->windows[i], &w, &h); - ctx.glViewport(0, 0, w, h); - state->window_w = event.window.data1; - state->window_h = event.window.data2; - /* Update window content */ - Render(event.window.data1, event.window.data2, &datas[i]); - SDL_GL_SwapWindow(state->windows[i]); - break; - } - } - break; - } - } - SDLTest_CommonEvent(state, &event, &done); - } - if (!done) { - for (i = 0; i < state->num_windows; ++i) { - status = SDL_GL_MakeCurrent(state->windows[i], context[i]); - if (status) { - SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); - - /* Continue for next window */ - continue; - } - Render(state->window_w, state->window_h, &datas[i]); - SDL_GL_SwapWindow(state->windows[i]); - } - } -#ifdef __EMSCRIPTEN__ - else { - emscripten_cancel_main_loop(); - } -#endif -} - -int -main(int argc, char *argv[]) -{ - int fsaa, accel; - int value; - int i; - SDL_DisplayMode mode; - Uint32 then, now; - int status; - shader_data *data; - - /* 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) { - SDL_Log ("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)) { - quit(2); - return 0; - } - - context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context)); - if (context == NULL) { - SDL_Log("Out of memory!\n"); - quit(2); - } - - /* Create OpenGL ES contexts */ - for (i = 0; i < state->num_windows; i++) { - context[i] = SDL_GL_CreateContext(state->windows[i]); - if (!context[i]) { - SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError()); - quit(2); - } - } - - /* Important: call this *after* creating the context */ - if (LoadContext(&ctx) < 0) { - SDL_Log("Could not load GLES2 functions\n"); - quit(2); - return 0; - } - - - - if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) { - SDL_GL_SetSwapInterval(1); - } else { - SDL_GL_SetSwapInterval(0); - } - - SDL_GetCurrentDisplayMode(0, &mode); - SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format)); - SDL_Log("\n"); - SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR)); - SDL_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER)); - SDL_Log("Version : %s\n", ctx.glGetString(GL_VERSION)); - SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS)); - SDL_Log("\n"); - - status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); - if (!status) { - SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value); - } else { - SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n", - SDL_GetError()); - } - status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); - if (!status) { - SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value); - } else { - SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n", - SDL_GetError()); - } - status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); - if (!status) { - SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value); - } else { - SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n", - SDL_GetError()); - } - status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); - if (!status) { - SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value); - } else { - SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n", - SDL_GetError()); - } - if (fsaa) { - status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); - if (!status) { - SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); - } else { - SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n", - SDL_GetError()); - } - status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); - if (!status) { - SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, - value); - } else { - SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n", - SDL_GetError()); - } - } - if (accel) { - status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); - if (!status) { - SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); - } else { - SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n", - SDL_GetError()); - } - } - - datas = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data)); - - /* Set rendering settings for each context */ - for (i = 0; i < state->num_windows; ++i) { - - int w, h; - status = SDL_GL_MakeCurrent(state->windows[i], context[i]); - if (status) { - SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); - - /* Continue for next window */ - continue; - } - 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 */ - GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert)); - GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag)); - GL_CHECK(ctx.glLinkProgram(data->shader_program)); - - /* 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.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices)); - GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors)); - - GL_CHECK(ctx.glEnable(GL_CULL_FACE)); - GL_CHECK(ctx.glEnable(GL_DEPTH_TEST)); - } - - /* Main render loop */ - frames = 0; - then = SDL_GetTicks(); - done = 0; - -#ifdef __EMSCRIPTEN__ - emscripten_set_main_loop(loop, 0, 1); -#else - while (!done) { - loop(); - } -#endif - - /* Print out some timing information */ - now = SDL_GetTicks(); - if (now > then) { - SDL_Log("%2.2f frames per second\n", - ((double) frames * 1000) / (now - then)); - } -#if !defined(__ANDROID__) && !defined(__NACL__) - quit(0); -#endif - return 0; -} - -#else /* HAVE_OPENGLES2 */ - -int -main(int argc, char *argv[]) -{ - SDL_Log("No OpenGL ES support on this system\n"); - return 1; -} - -#endif /* HAVE_OPENGLES2 */ - -/* vi: set ts=4 sw=4 expandtab: */ |