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testgles.c
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#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "common.h"
#ifdef __IPHONEOS__
#define HAVE_OPENGLES
#endif
#ifdef HAVE_OPENGLES
#include "SDL_opengles.h"
static CommonState *state;
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static SDL_GLContext *context = NULL;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
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int i;
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if (context != NULL) {
for (i = 0; i < state->num_windows; i++) {
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if (context[i]) {
SDL_GL_DeleteContext(context[i]);
}
}
SDL_free(context);
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}
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CommonQuit(state);
exit(rc);
}
static void
Render()
{
static GLubyte color[8][4] = { {255, 0, 0, 0},
{255, 0, 0, 255},
{0, 255, 0, 255},
{0, 255, 0, 255},
{0, 255, 0, 255},
{255, 255, 255, 255},
{255, 0, 255, 255},
{0, 0, 255, 255}
};
static GLfloat cube[8][3] = { {0.5, 0.5, -0.5},
{0.5f, -0.5f, -0.5f},
{-0.5f, -0.5f, -0.5f},
{-0.5f, 0.5f, -0.5f},
{-0.5f, 0.5f, 0.5f},
{0.5f, 0.5f, 0.5f},
{0.5f, -0.5f, 0.5f},
{-0.5f, -0.5f, 0.5f}
};
static GLubyte indices[36] = { 0, 3, 4,
4, 5, 0,
0, 5, 6,
6, 1, 0,
6, 7, 2,
2, 1, 6,
7, 4, 3,
3, 2, 7,
5, 4, 7,
7, 6, 5,
2, 3, 1,
3, 0, 1
};
/* Do our drawing, too. */
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* Draw the cube */
glColorPointer(4, GL_UNSIGNED_BYTE, 0, color);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, cube);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices);
glMatrixMode(GL_MODELVIEW);
glRotatef(5.0, 1.0, 1.0, 1.0);
}
int
main(int argc, char *argv[])
{
int fsaa, accel;
int value;
int i, done;
SDL_DisplayMode mode;
SDL_Event event;
Uint32 then, now, frames;
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int status;
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/* Initialize parameters */
fsaa = 0;
accel = 0;
/* Initialize test framework */
state = CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = 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 {
consumed = -1;
}
}
if (consumed < 0) {
fprintf(stderr, "Usage: %s %s [--fsaa] [--accel]\n", argv[0],
CommonUsage(state));
quit(1);
}
i += consumed;
}
/* Set OpenGL parameters */
state->window_flags |= SDL_WINDOW_OPENGL;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
if (fsaa) {
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
}
if (accel) {
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
}
if (!CommonInit(state)) {
quit(2);
}
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context = SDL_calloc(state->num_windows, sizeof(SDL_GLContext));
if (context == NULL) {
fprintf(stderr, "Out of memory!\n");
quit(2);
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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]);
if (!context[i]) {
fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
quit(2);
}
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}
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
SDL_GetCurrentDisplayMode(&mode);
printf("Screen BPP: %d\n", SDL_BITSPERPIXEL(mode.format));
printf("\n");
printf("Vendor : %s\n", glGetString(GL_VENDOR));
printf("Renderer : %s\n", glGetString(GL_RENDERER));
printf("Version : %s\n", glGetString(GL_VERSION));
printf("Extensions : %s\n", glGetString(GL_EXTENSIONS));
printf("\n");
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status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
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if (!status) {
printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
} else {
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fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n",
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) {
printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
} else {
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fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n",
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) {
printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
} else {
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fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n",
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) {
printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
} else {
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fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
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) {
printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
} else {
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fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
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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printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
value);
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} else {
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fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
SDL_GetError());
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}
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}
if (accel) {
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status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
if (!status) {
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printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
} else {
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fprintf(stderr, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
SDL_GetError());
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}
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}
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/* Set rendering settings for each context */
for (i = 0; i < state->num_windows; ++i) {
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
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printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
/* Continue for next window */
continue;
}
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glViewport(0, 0, DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT);
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glShadeModel(GL_SMOOTH);
}
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/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
while (!done) {
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
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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 == state->windows[i]) {
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
break;
}
/* Change view port to the new window dimensions */
glViewport(0, 0, event.window.data1, event.window.data2);
/* Update window content */
Render();
SDL_GL_SwapWindow(state->windows[i]);
break;
}
}
break;
}
}
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CommonEvent(state, &event, &done);
}
for (i = 0; i < state->num_windows; ++i) {
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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/* Continue for next window */
continue;
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}
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Render();
SDL_GL_SwapWindow(state->windows[i]);
}
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
printf("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
}
quit(0);
return 0;
}
#else /* HAVE_OPENGLES */
int
main(int argc, char *argv[])
{
printf("No OpenGL ES support on this system\n");
return 1;
}
#endif /* HAVE_OPENGLES */