2014-12-03 15:55:23 +00:00
|
|
|
/*
|
|
|
|
Copyright (r) 1997-2014 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>
|
|
|
|
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
#ifdef __EMSCRIPTEN__
|
|
|
|
#include <emscripten/emscripten.h>
|
|
|
|
#endif
|
|
|
|
|
2014-12-03 15:55:23 +00:00
|
|
|
#include "SDL_test_common.h"
|
|
|
|
|
|
|
|
#if defined(__IPHONEOS__) || defined(__ANDROID__) || 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));
|
|
|
|
}
|
|
|
|
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
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]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-12-03 15:55:23 +00:00
|
|
|
int
|
|
|
|
main(int argc, char *argv[])
|
|
|
|
{
|
|
|
|
int fsaa, accel;
|
|
|
|
int value;
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
int i;
|
2014-12-03 15:55:23 +00:00
|
|
|
SDL_DisplayMode mode;
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
Uint32 then, now;
|
2014-12-03 15:55:23 +00:00
|
|
|
int status;
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
shader_data *data;
|
2014-12-03 15:55:23 +00:00
|
|
|
|
|
|
|
/* 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_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 = SDL_calloc(state->num_windows, sizeof(shader_data));
|
|
|
|
|
|
|
|
/* Set rendering settings for each context */
|
|
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
|
|
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
int w, h;
|
2014-12-03 15:55:23 +00:00
|
|
|
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;
|
|
|
|
}
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
|
|
|
|
ctx.glViewport(0, 0, w, h);
|
2014-12-03 15:55:23 +00:00
|
|
|
|
|
|
|
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;
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
|
|
#else
|
2014-12-03 15:55:23 +00:00
|
|
|
while (!done) {
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
loop();
|
2014-12-03 15:55:23 +00:00
|
|
|
}
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 05:19:52 +00:00
|
|
|
#endif
|
2014-12-03 15:55:23 +00:00
|
|
|
|
|
|
|
/* 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: */
|