2 Copyright (r) 1997-2016 Sam Lantinga <slouken@libsdl.org>
4 This software is provided 'as-is', without any express or implied
5 warranty. In no event will the authors be held liable for any damages
6 arising from the use of this software.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
18 #include <emscripten/emscripten.h>
21 #include "SDL_test_common.h"
22 #define WINDOW_WIDTH 720
23 #define WINDOW_HEIGHT 1280
24 #if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) || defined(__TIZEN__)
25 #define HAVE_OPENGLES2
28 #define HAVE_OPENGLES2
32 #include "SDL_opengles2.h"
34 typedef struct GLES2_Context
36 #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
37 #include "SDL_gles2funcs.h"
42 static SDLTest_CommonState *state;
43 static SDL_GLContext *context = NULL;
44 static int depth = 16;
45 static GLES2_Context ctx;
47 static int LoadContext(GLES2_Context * data)
49 #if SDL_VIDEO_DRIVER_UIKIT
50 #define __SDL_NOGETPROCADDR__
51 #elif SDL_VIDEO_DRIVER_ANDROID
52 #define __SDL_NOGETPROCADDR__
53 #elif SDL_VIDEO_DRIVER_PANDORA
54 #define __SDL_NOGETPROCADDR__
57 #if defined __SDL_NOGETPROCADDR__
58 #define SDL_PROC(ret,func,params) data->func=func;
60 #define SDL_PROC(ret,func,params) \
62 data->func = SDL_GL_GetProcAddress(#func); \
63 if ( ! data->func ) { \
64 return SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
67 #endif /* __SDL_NOGETPROCADDR__ */
69 #include "SDL_gles2funcs.h"
74 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
80 if (context != NULL) {
81 for (i = 0; i < state->num_windows; i++) {
83 SDL_GL_DeleteContext(context[i]);
90 SDLTest_CommonQuit(state);
97 GLenum glError = ctx.glGetError(); \
98 if(glError != GL_NO_ERROR) { \
99 SDLTest_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
105 * Simulates desktop's glRotatef. The matrix is returned in column-major
109 rotate_matrix(float angle, float x, float y, float z, float *r)
111 float radians, c, s, c1, u[3], length;
114 radians = (float)(angle * M_PI) / 180.0f;
116 c = SDL_cosf(radians);
117 s = SDL_sinf(radians);
119 c1 = 1.0f - SDL_cosf(radians);
121 length = (float)SDL_sqrt(x * x + y * y + z * z);
127 for (i = 0; i < 16; i++) {
133 for (i = 0; i < 3; i++) {
134 r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
135 r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
138 for (i = 0; i < 3; i++) {
139 for (j = 0; j < 3; j++) {
140 r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
146 * Simulates gluPerspectiveMatrix
149 perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
154 f = 1.0f/SDL_tanf(fovy * 0.5f);
156 for (i = 0; i < 16; i++) {
162 r[10] = (znear + zfar) / (znear - zfar);
164 r[14] = (2.0f * znear * zfar) / (znear - zfar);
169 * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
170 * major. In-place multiplication is supported.
173 multiply_matrix(float *lhs, float *rhs, float *r)
178 for (i = 0; i < 4; i++) {
179 for (j = 0; j < 4; j++) {
180 tmp[j * 4 + i] = 0.0;
182 for (k = 0; k < 4; k++) {
183 tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
188 for (i = 0; i < 16; i++) {
194 * Create shader, load in source, compile, dump debug as necessary.
196 * shader: Pointer to return created shader ID.
197 * source: Passed-in shader source code.
198 * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
201 process_shader(GLuint *shader, const char * source, GLint shader_type)
203 GLint status = GL_FALSE;
204 const char *shaders[1] = { NULL };
208 /* Create shader and load into GL. */
209 *shader = GL_CHECK(ctx.glCreateShader(shader_type));
213 GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
215 /* Clean up shader source. */
218 /* Try compiling the shader. */
219 GL_CHECK(ctx.glCompileShader(*shader));
220 GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
222 /* Dump debug info (source and log) if compilation failed. */
223 if(status != GL_TRUE) {
224 ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
225 buffer[length] = '\0';
226 SDLTest_Log("Shader compilation failed: %s", buffer);fflush(stderr);
231 /* 3D data. Vertex range -0.5..0.5 in all axes.
232 * Z -0.5 is near, 0.5 is far. */
233 const float _vertices[] =
291 const float _colors[] =
295 1.0, 0.0, 0.0, /* red */
296 0.0, 0.0, 1.0, /* blue */
297 0.0, 1.0, 0.0, /* green */
299 1.0, 0.0, 0.0, /* red */
300 1.0, 1.0, 0.0, /* yellow */
301 0.0, 0.0, 1.0, /* blue */
304 1.0, 1.0, 1.0, /* white */
305 0.0, 1.0, 0.0, /* green */
306 0.0, 1.0, 1.0, /* cyan */
308 1.0, 1.0, 1.0, /* white */
309 1.0, 0.0, 0.0, /* red */
310 0.0, 1.0, 0.0, /* green */
313 1.0, 1.0, 1.0, /* white */
314 1.0, 1.0, 0.0, /* yellow */
315 1.0, 0.0, 0.0, /* red */
317 1.0, 1.0, 1.0, /* white */
318 0.0, 0.0, 0.0, /* black */
319 1.0, 1.0, 0.0, /* yellow */
322 1.0, 1.0, 0.0, /* yellow */
323 1.0, 0.0, 1.0, /* magenta */
324 0.0, 0.0, 1.0, /* blue */
326 1.0, 1.0, 0.0, /* yellow */
327 0.0, 0.0, 0.0, /* black */
328 1.0, 0.0, 1.0, /* magenta */
331 0.0, 0.0, 0.0, /* black */
332 0.0, 1.0, 1.0, /* cyan */
333 1.0, 0.0, 1.0, /* magenta */
335 0.0, 0.0, 0.0, /* black */
336 1.0, 1.0, 1.0, /* white */
337 0.0, 1.0, 1.0, /* cyan */
340 0.0, 1.0, 0.0, /* green */
341 1.0, 0.0, 1.0, /* magenta */
342 0.0, 1.0, 1.0, /* cyan */
344 0.0, 1.0, 0.0, /* green */
345 0.0, 0.0, 1.0, /* blue */
346 1.0, 0.0, 1.0, /* magenta */
349 const char* _shader_vert_src =
350 " attribute vec4 av4position; "
351 " attribute vec3 av3color; "
352 " uniform mat4 mvp; "
353 " varying vec3 vv3color; "
355 " vv3color = av3color; "
356 " gl_Position = mvp * av4position; "
359 const char* _shader_frag_src =
360 " precision lowp float; "
361 " varying vec3 vv3color; "
363 " gl_FragColor = vec4(vv3color, 1.0); "
366 typedef struct shader_data
368 GLuint shader_program, shader_frag, shader_vert;
371 GLint attr_color, attr_mvp;
373 int angle_x, angle_y, angle_z;
378 Render(unsigned int width, unsigned int height, shader_data* data)
380 float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
383 * Do some rotation with Euler angles. It is not a fixed axis as
384 * quaterions would be, but the effect is cool.
386 rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
387 rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
389 multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
391 rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
393 multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
395 /* Pull the camera back from the cube */
396 matrix_modelview[14] -= 2.5;
398 perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective);
399 multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
401 GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
407 if(data->angle_x >= 360) data->angle_x -= 360;
408 if(data->angle_x < 0) data->angle_x += 360;
409 if(data->angle_y >= 360) data->angle_y -= 360;
410 if(data->angle_y < 0) data->angle_y += 360;
411 if(data->angle_z >= 360) data->angle_z -= 360;
412 if(data->angle_z < 0) data->angle_z += 360;
414 GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
415 GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
428 /* Check for events */
430 while (SDL_PollEvent(&event) && !done) {
431 switch (event.type) {
432 /*case SDL_WINDOWEVENT:
433 switch (event.window.event) {
434 case SDL_WINDOWEVENT_RESIZED:
435 for (i = 0; i < state->num_windows; ++i) {
436 if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
438 status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
440 SDLTest_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
443 // Change view port to the new window dimensions
444 SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
445 ctx.glViewport(0, 0, w, h);
446 state->window_w = event.window.data1;
447 state->window_h = event.window.data2;
448 // Update window content
449 Render(event.window.data1, event.window.data2, &datas[i]);
450 SDL_GL_SwapWindow(state->windows[i]);
457 if(event.key.keysym.sym == 0)
463 SDLTest_CommonEvent(state, &event, &done);
466 for (i = 0; i < state->num_windows; ++i) {
467 status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
469 SDLTest_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
471 /* Continue for next window */
474 Render(state->window_w, state->window_h, &datas[i]);
475 SDL_GL_SwapWindow(state->windows[i]);
478 #ifdef __EMSCRIPTEN__
480 emscripten_cancel_main_loop();
485 SDL_main(int argc, char *argv[])
490 SDL_DisplayMode mode;
495 /* Initialize parameters */
499 /* Initialize test framework */
500 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
501 state->window_w = WINDOW_WIDTH;
502 state->window_h = WINDOW_HEIGHT;
506 for (i = 1; i < argc;) {
509 consumed = SDLTest_CommonArg(state, i);
511 if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
514 } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
517 } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
522 depth = SDL_atoi(argv[i]);
530 SDLTest_Log ("Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
531 SDLTest_CommonUsage(state));
537 /* Set OpenGL parameters */
538 state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
539 state->gl_red_size = 5;
540 state->gl_green_size = 5;
541 state->gl_blue_size = 5;
542 state->gl_depth_size = depth;
543 state->gl_major_version = 2;
544 state->gl_minor_version = 0;
545 state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
548 state->gl_multisamplebuffers=1;
549 state->gl_multisamplesamples=fsaa;
552 state->gl_accelerated=1;
554 if (!SDLTest_CommonInit(state)) {
559 context = SDL_calloc(state->num_windows, sizeof(context));
560 if (context == NULL) {
561 SDLTest_Log("Out of memory!\n");
565 /* Create OpenGL ES contexts */
566 for (i = 0; i < state->num_windows; i++) {
567 context[i] = SDL_GL_CreateContext(state->windows[i]);
569 SDLTest_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
574 /* Important: call this *after* creating the context */
575 if (LoadContext(&ctx) < 0) {
576 SDLTest_Log("Could not load GLES2 functions\n");
583 if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
584 SDL_GL_SetSwapInterval(1);
586 SDL_GL_SetSwapInterval(0);
589 SDL_GetCurrentDisplayMode(0, &mode);
590 SDLTest_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
592 SDLTest_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
593 SDLTest_Log("Renderer : %s\n", ctx.glGetString(GL_RENDERER));
594 SDLTest_Log("Version : %s\n", ctx.glGetString(GL_VERSION));
595 SDLTest_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
598 status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
600 SDLTest_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
602 SDLTest_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
605 status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
607 SDLTest_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
609 SDLTest_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
612 status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
614 SDLTest_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
616 SDLTest_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
619 status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
621 SDLTest_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
623 SDLTest_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
627 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
629 SDLTest_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
631 SDLTest_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
634 status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
636 SDLTest_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
639 SDLTest_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
644 status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
646 SDLTest_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
648 SDLTest_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
653 datas = SDL_calloc(state->num_windows, sizeof(shader_data));
655 /* Set rendering settings for each context */
656 for (i = 0; i < state->num_windows; ++i) {
659 status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
661 SDLTest_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
663 /* Continue for next window */
666 SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
667 ctx.glViewport(0, 0, w, h);
670 data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;
672 /* Shader Initialization */
673 process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
674 process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);
676 /* Create shader_program (ready to attach shaders) */
677 data->shader_program = GL_CHECK(ctx.glCreateProgram());
679 /* Attach shaders and link shader_program */
680 GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
681 GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
682 GL_CHECK(ctx.glLinkProgram(data->shader_program));
684 /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
685 data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
686 data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
688 /* Get uniform locations */
689 data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
691 GL_CHECK(ctx.glUseProgram(data->shader_program));
693 /* Enable attributes for position, color and texture coordinates etc. */
694 GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
695 GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
697 /* Populate attributes for position, color and texture coordinates etc. */
698 GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
699 GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
701 GL_CHECK(ctx.glEnable(GL_CULL_FACE));
702 GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
705 /* Main render loop */
707 then = SDL_GetTicks();
710 #ifdef __EMSCRIPTEN__
711 emscripten_set_main_loop(loop, 0, 1);
718 /* Print out some timing information */
719 now = SDL_GetTicks();
721 SDLTest_Log("%2.2f frames per second\n",
722 ((double) frames * 1000) / (now - then));
724 #if !defined(__ANDROID__) && !defined(__NACL__)
730 #else /* HAVE_OPENGLES2 */
733 main(int argc, char *argv[])
735 SDLTest_Log("No OpenGL ES support on this system\n");
739 #endif /* HAVE_OPENGLES2 */
741 /* vi: set ts=4 sw=4 expandtab: */