WinRT: merged with latest SDL 2.x/HG code

SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library.  The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
This commit is contained in:
David Ludwig 2013-11-28 22:09:21 -05:00
commit ebfac58560
999 changed files with 140431 additions and 5035 deletions

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@ -21,6 +21,7 @@ TARGETS = \
testgesture$(EXE) \
testgl2$(EXE) \
testgles$(EXE) \
testgles2$(EXE) \
testhaptic$(EXE) \
testrumble$(EXE) \
testthread$(EXE) \
@ -49,6 +50,7 @@ TARGETS = \
teststreaming$(EXE) \
testtimer$(EXE) \
testver$(EXE) \
testviewport$(EXE) \
testwm2$(EXE) \
torturethread$(EXE) \
testrendercopyex$(EXE) \
@ -130,6 +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) $(LIBS)
@ -218,6 +223,9 @@ testtimer$(EXE): $(srcdir)/testtimer.c
testver$(EXE): $(srcdir)/testver.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
testviewport$(EXE): $(srcdir)/testviewport.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
testwm2$(EXE): $(srcdir)/testwm2.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)

40
test/configure vendored
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@ -587,6 +587,7 @@ LIBOBJS
SDL_TTF_LIB
XLIB
GLESLIB
GLES2LIB
GLLIB
CPP
XMKMF
@ -2902,7 +2903,7 @@ case "$host" in
MATHLIB=""
SYS_GL_LIBS="-lopengl32"
;;
*-*-beos* | *-*-haiku*)
*-*-haiku*)
EXE=""
MATHLIB=""
SYS_GL_LIBS="-lGL"
@ -3860,12 +3861,49 @@ rm -f core conftest.err conftest.$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"

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@ -15,7 +15,7 @@ AC_C_CONST
dnl We only care about this for building testnative at the moment, so these
dnl values shouldn't be considered absolute truth.
dnl (BeOS, for example, sets none of these.)
dnl (Haiku, for example, sets none of these.)
ISUNIX="false"
ISWINDOWS="false"
ISMACOSX="false"
@ -28,7 +28,7 @@ case "$host" in
MATHLIB=""
SYS_GL_LIBS="-lopengl32"
;;
*-*-beos* | *-*-haiku*)
*-*-haiku*)
EXE=""
MATHLIB=""
SYS_GL_LIBS="-lGL"
@ -135,12 +135,34 @@ have_opengles=yes
])
AC_MSG_RESULT($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

View file

@ -1,110 +1,110 @@
/*
Copyright (C) 1997-2013 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.
This file is created by : Nitin Jain (nitin.j4@samsung.com)
*/
/* Sample program: Draw a Chess Board by using SDL_CreateSoftwareRenderer API */
#include <stdlib.h>
#include <stdio.h>
#include "SDL.h"
void
DrawChessBoard(SDL_Renderer * renderer)
{
int row = 0,coloum = 0,x = 0;
SDL_Rect rect, darea;
/* Get the Size of drawing surface */
SDL_RenderGetViewport(renderer, &darea);
for(row; row < 8; row++)
{
coloum = row%2;
x = x + coloum;
for(coloum; coloum < 4+(row%2); coloum++)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
rect.w = darea.w/8;
rect.h = darea.h/8;
rect.x = x * rect.w;
rect.y = row * rect.h;
x = x + 2;
SDL_RenderFillRect(renderer, &rect);
}
x=0;
}
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Surface *surface;
SDL_Renderer *renderer;
/*
Copyright (C) 1997-2013 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.
This file is created by : Nitin Jain (nitin.j4@samsung.com)
*/
/* Sample program: Draw a Chess Board by using SDL_CreateSoftwareRenderer API */
#include <stdlib.h>
#include <stdio.h>
#include "SDL.h"
void
DrawChessBoard(SDL_Renderer * renderer)
{
int row = 0,coloum = 0,x = 0;
SDL_Rect rect, darea;
/* Get the Size of drawing surface */
SDL_RenderGetViewport(renderer, &darea);
for(row; row < 8; row++)
{
coloum = row%2;
x = x + coloum;
for(coloum; coloum < 4+(row%2); coloum++)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
rect.w = darea.w/8;
rect.h = darea.h/8;
rect.x = x * rect.w;
rect.y = row * rect.h;
x = x + 2;
SDL_RenderFillRect(renderer, &rect);
}
x=0;
}
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Surface *surface;
SDL_Renderer *renderer;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize SDL */
if(SDL_Init(SDL_INIT_VIDEO) != 0)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
return 1;
}
/* Create window and renderer for given surface */
window = SDL_CreateWindow("Chess Board", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
if(!window)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n",SDL_GetError());
return 1;
}
surface = SDL_GetWindowSurface(window);
renderer = SDL_CreateSoftwareRenderer(surface);
if(!renderer)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Render creation for surface fail : %s\n",SDL_GetError());
return 1;
}
/* Clear the rendering surface with the specified color */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0);
SDL_RenderClear(renderer);
/* Draw the Image on rendering surface */
while(1)
{
SDL_Event e;
if (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT)
break;
if(e.key.keysym.sym == SDLK_ESCAPE)
break;
}
DrawChessBoard(renderer);
/* Got everything on rendering surface,
now Update the drawing image on window screen */
SDL_UpdateWindowSurface(window);
}
return 0;
}
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize SDL */
if(SDL_Init(SDL_INIT_VIDEO) != 0)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init fail : %s\n", SDL_GetError());
return 1;
}
/* Create window and renderer for given surface */
window = SDL_CreateWindow("Chess Board", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN);
if(!window)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Window creation fail : %s\n",SDL_GetError());
return 1;
}
surface = SDL_GetWindowSurface(window);
renderer = SDL_CreateSoftwareRenderer(surface);
if(!renderer)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Render creation for surface fail : %s\n",SDL_GetError());
return 1;
}
/* Clear the rendering surface with the specified color */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0);
SDL_RenderClear(renderer);
/* Draw the Image on rendering surface */
while(1)
{
SDL_Event e;
if (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT)
break;
if(e.key.keysym.sym == SDLK_ESCAPE)
break;
}
DrawChessBoard(renderer);
/* Got everything on rendering surface,
now Update the drawing image on window screen */
SDL_UpdateWindowSurface(window);
}
return 0;
}

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@ -205,7 +205,7 @@ int main(int argc, char* argv[])
SDL_Surface *screen;
SDL_Event event;
SDL_bool quitting = SDL_FALSE;
SDL_RWops *src;
SDL_RWops *stream;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
@ -241,14 +241,14 @@ int main(int argc, char* argv[])
SDL_RecordGesture(-1);
break;
case SDLK_s:
src = SDL_RWFromFile("gestureSave","w");
SDL_Log("Wrote %i templates",SDL_SaveAllDollarTemplates(src));
SDL_RWclose(src);
stream = SDL_RWFromFile("gestureSave", "w");
SDL_Log("Wrote %i templates", SDL_SaveAllDollarTemplates(stream));
SDL_RWclose(stream);
break;
case SDLK_l:
src = SDL_RWFromFile("gestureSave","r");
SDL_Log("Loaded: %i",SDL_LoadDollarTemplates(-1,src));
SDL_RWclose(src);
stream = SDL_RWFromFile("gestureSave", "r");
SDL_Log("Loaded: %i", SDL_LoadDollarTemplates(-1, stream));
SDL_RWclose(stream);
break;
case SDLK_ESCAPE:
quitting = SDL_TRUE;

View file

@ -335,7 +335,9 @@ main(int argc, char *argv[])
SDL_Log("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
}
#if !defined(__ANDROID__)
quit(0);
#endif
return 0;
}

693
test/testgles2.c Normal file
View file

@ -0,0 +1,693 @@
/*
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"
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(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 = GL_FALSE;
const char *shaders[1] = { NULL };
/* 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) {
SDL_Log("Shader compilation failed");
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(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
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) {
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) {
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;
}
ctx.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(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;
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) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
break;
}
/* Change view port to the new window dimensions */
ctx.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) {
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]);
}
}
/* 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__)
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: */

View file

@ -187,7 +187,7 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
}
glUseProgramObjectARB(0);
return (glGetError() == GL_NO_ERROR);
return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
}
static void DestroyShaderProgram(ShaderData *data)

View file

@ -248,8 +248,6 @@ main(int argc, char *argv[])
return 1;
}
state->window_flags |= SDL_WINDOW_RESIZABLE;
for (i = 1; i < argc;) {
int consumed;

184
test/testviewport.c Normal file
View file

@ -0,0 +1,184 @@
/*
Copyright (C) 1997-2013 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.
*/
/* Simple program: Check viewports */
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include "SDL_test.h"
#include "SDL_test_common.h"
static SDLTest_CommonState *state;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDLTest_CommonQuit(state);
exit(rc);
}
void
DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
{
SDL_Rect rect;
/* Set the viewport */
SDL_RenderSetViewport(renderer, &viewport);
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
SDL_RenderClear(renderer);
/* Test inside points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
SDL_RenderDrawPoint(renderer, viewport.h/2 + 10, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 - 10, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 10);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 10);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
SDL_RenderDrawLine(renderer, 0, 0,
viewport.w-1, viewport.h-1);
SDL_RenderDrawLine(renderer, viewport.w-1, 0,
0, viewport.h-1);
/* Test outside points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - viewport.w);
SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + viewport.w);
/* Add a box at the top */
rect.w = 8;
rect.h = 8;
rect.x = (viewport.w - rect.w) / 2;
rect.y = 0;
SDL_RenderFillRect(renderer, &rect);
}
int
main(int argc, char *argv[])
{
int i, j, done;
SDL_Event event;
Uint32 then, now, frames;
SDL_Rect viewport;
SDL_bool use_target = SDL_FALSE;
/* 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) {
consumed = -1;
if (SDL_strcasecmp(argv[i], "--target") == 0) {
use_target = SDL_TRUE;
consumed = 1;
}
}
if (consumed < 0) {
SDL_Log("Usage: %s %s [--target]\n",
argv[0], SDLTest_CommonUsage(state));
quit(1);
}
i += consumed;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
if (use_target) {
int w, h;
for (i = 0; i < state->num_windows; ++i) {
SDL_GetWindowSize(state->windows[i], &w, &h);
state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
}
}
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
j = 0;
while (!done) {
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
SDLTest_CommonEvent(state, &event, &done);
}
/* Move a viewport box in steps around the screen */
viewport.x = j * 100;
viewport.y = viewport.x;
viewport.w = 100 + j * 50;
viewport.h = 100 + j * 50;
j = (j + 1) % 4;
SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL)
continue;
/* Draw using viewport */
DrawOnViewport(state->renderers[i], viewport);
/* Update the screen! */
if (use_target) {
SDL_SetRenderTarget(state->renderers[i], NULL);
SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
SDL_RenderPresent(state->renderers[i]);
SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
} else {
SDL_RenderPresent(state->renderers[i]);
}
}
SDL_Delay(1000);
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
double fps = ((double) frames * 1000) / (now - then);
SDL_Log("%2.2f frames per second\n", fps);
}
quit(0);
return 0;
}
/* vi: set ts=4 sw=4 expandtab: */