test/testgl2.c
author Sam Lantinga <slouken@libsdl.org>
Sat, 27 Jan 2018 12:05:26 -0800
changeset 11836 a42b155124a3
parent 11811 5d94cb6b24d3
child 12478 b801d44da5dc
permissions -rw-r--r--
Fixed bug 4065 - SDL_wave.c fail to compile in armeabi with ndk r16b

Sylvain

armeabi is almost deprecated for android-ndk higher that r13b.
either it doesn't compile (ICE), or it executes wrongly (using long long for instance).

android people advices to use armeabi-v7a (or use r13b).
     1 /*
     2   Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
     3 
     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.
     7 
     8   Permission is granted to anyone to use this software for any purpose,
     9   including commercial applications, and to alter it and redistribute it
    10   freely.
    11 */
    12 #include <stdlib.h>
    13 #include <stdio.h>
    14 #include <string.h>
    15 #include <math.h>
    16 
    17 #include "SDL_test_common.h"
    18 
    19 #ifdef __MACOS__
    20 #define HAVE_OPENGL
    21 #endif
    22 
    23 #ifdef HAVE_OPENGL
    24 
    25 #include "SDL_opengl.h"
    26 
    27 typedef struct GL_Context
    28 {
    29 #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
    30 #include "../src/render/opengl/SDL_glfuncs.h"
    31 #undef SDL_PROC
    32 } GL_Context;
    33 
    34 
    35 /* Undefine this if you want a flat cube instead of a rainbow cube */
    36 #define SHADED_CUBE
    37 
    38 static SDLTest_CommonState *state;
    39 static SDL_GLContext context;
    40 static GL_Context ctx;
    41 
    42 static int LoadContext(GL_Context * data)
    43 {
    44 #if SDL_VIDEO_DRIVER_UIKIT
    45 #define __SDL_NOGETPROCADDR__
    46 #elif SDL_VIDEO_DRIVER_ANDROID
    47 #define __SDL_NOGETPROCADDR__
    48 #elif SDL_VIDEO_DRIVER_PANDORA
    49 #define __SDL_NOGETPROCADDR__
    50 #endif
    51 
    52 #if defined __SDL_NOGETPROCADDR__
    53 #define SDL_PROC(ret,func,params) data->func=func;
    54 #else
    55 #define SDL_PROC(ret,func,params) \
    56     do { \
    57         data->func = SDL_GL_GetProcAddress(#func); \
    58         if ( ! data->func ) { \
    59             return SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
    60         } \
    61     } while ( 0 );
    62 #endif /* __SDL_NOGETPROCADDR__ */
    63 
    64 #include "../src/render/opengl/SDL_glfuncs.h"
    65 #undef SDL_PROC
    66     return 0;
    67 }
    68 
    69 
    70 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    71 static void
    72 quit(int rc)
    73 {
    74     if (context) {
    75         /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
    76         SDL_GL_DeleteContext(context);
    77     }
    78     SDLTest_CommonQuit(state);
    79     exit(rc);
    80 }
    81 
    82 static void
    83 Render()
    84 {
    85     static float color[8][3] = {
    86         {1.0, 1.0, 0.0},
    87         {1.0, 0.0, 0.0},
    88         {0.0, 0.0, 0.0},
    89         {0.0, 1.0, 0.0},
    90         {0.0, 1.0, 1.0},
    91         {1.0, 1.0, 1.0},
    92         {1.0, 0.0, 1.0},
    93         {0.0, 0.0, 1.0}
    94     };
    95     static float cube[8][3] = {
    96         {0.5, 0.5, -0.5},
    97         {0.5, -0.5, -0.5},
    98         {-0.5, -0.5, -0.5},
    99         {-0.5, 0.5, -0.5},
   100         {-0.5, 0.5, 0.5},
   101         {0.5, 0.5, 0.5},
   102         {0.5, -0.5, 0.5},
   103         {-0.5, -0.5, 0.5}
   104     };
   105 
   106     /* Do our drawing, too. */
   107     ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
   108     ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   109 
   110     ctx.glBegin(GL_QUADS);
   111 
   112 #ifdef SHADED_CUBE
   113     ctx.glColor3fv(color[0]);
   114     ctx.glVertex3fv(cube[0]);
   115     ctx.glColor3fv(color[1]);
   116     ctx.glVertex3fv(cube[1]);
   117     ctx.glColor3fv(color[2]);
   118     ctx.glVertex3fv(cube[2]);
   119     ctx.glColor3fv(color[3]);
   120     ctx.glVertex3fv(cube[3]);
   121 
   122     ctx.glColor3fv(color[3]);
   123     ctx.glVertex3fv(cube[3]);
   124     ctx.glColor3fv(color[4]);
   125     ctx.glVertex3fv(cube[4]);
   126     ctx.glColor3fv(color[7]);
   127     ctx.glVertex3fv(cube[7]);
   128     ctx.glColor3fv(color[2]);
   129     ctx.glVertex3fv(cube[2]);
   130 
   131     ctx.glColor3fv(color[0]);
   132     ctx.glVertex3fv(cube[0]);
   133     ctx.glColor3fv(color[5]);
   134     ctx.glVertex3fv(cube[5]);
   135     ctx.glColor3fv(color[6]);
   136     ctx.glVertex3fv(cube[6]);
   137     ctx.glColor3fv(color[1]);
   138     ctx.glVertex3fv(cube[1]);
   139 
   140     ctx.glColor3fv(color[5]);
   141     ctx.glVertex3fv(cube[5]);
   142     ctx.glColor3fv(color[4]);
   143     ctx.glVertex3fv(cube[4]);
   144     ctx.glColor3fv(color[7]);
   145     ctx.glVertex3fv(cube[7]);
   146     ctx.glColor3fv(color[6]);
   147     ctx.glVertex3fv(cube[6]);
   148 
   149     ctx.glColor3fv(color[5]);
   150     ctx.glVertex3fv(cube[5]);
   151     ctx.glColor3fv(color[0]);
   152     ctx.glVertex3fv(cube[0]);
   153     ctx.glColor3fv(color[3]);
   154     ctx.glVertex3fv(cube[3]);
   155     ctx.glColor3fv(color[4]);
   156     ctx.glVertex3fv(cube[4]);
   157 
   158     ctx.glColor3fv(color[6]);
   159     ctx.glVertex3fv(cube[6]);
   160     ctx.glColor3fv(color[1]);
   161     ctx.glVertex3fv(cube[1]);
   162     ctx.glColor3fv(color[2]);
   163     ctx.glVertex3fv(cube[2]);
   164     ctx.glColor3fv(color[7]);
   165     ctx.glVertex3fv(cube[7]);
   166 #else /* flat cube */
   167     ctx.glColor3f(1.0, 0.0, 0.0);
   168     ctx.glVertex3fv(cube[0]);
   169     ctx.glVertex3fv(cube[1]);
   170     ctx.glVertex3fv(cube[2]);
   171     ctx.glVertex3fv(cube[3]);
   172 
   173     ctx.glColor3f(0.0, 1.0, 0.0);
   174     ctx.glVertex3fv(cube[3]);
   175     ctx.glVertex3fv(cube[4]);
   176     ctx.glVertex3fv(cube[7]);
   177     ctx.glVertex3fv(cube[2]);
   178 
   179     ctx.glColor3f(0.0, 0.0, 1.0);
   180     ctx.glVertex3fv(cube[0]);
   181     ctx.glVertex3fv(cube[5]);
   182     ctx.glVertex3fv(cube[6]);
   183     ctx.glVertex3fv(cube[1]);
   184 
   185     ctx.glColor3f(0.0, 1.0, 1.0);
   186     ctx.glVertex3fv(cube[5]);
   187     ctx.glVertex3fv(cube[4]);
   188     ctx.glVertex3fv(cube[7]);
   189     ctx.glVertex3fv(cube[6]);
   190 
   191     ctx.glColor3f(1.0, 1.0, 0.0);
   192     ctx.glVertex3fv(cube[5]);
   193     ctx.glVertex3fv(cube[0]);
   194     ctx.glVertex3fv(cube[3]);
   195     ctx.glVertex3fv(cube[4]);
   196 
   197     ctx.glColor3f(1.0, 0.0, 1.0);
   198     ctx.glVertex3fv(cube[6]);
   199     ctx.glVertex3fv(cube[1]);
   200     ctx.glVertex3fv(cube[2]);
   201     ctx.glVertex3fv(cube[7]);
   202 #endif /* SHADED_CUBE */
   203 
   204     ctx.glEnd();
   205 
   206     ctx.glMatrixMode(GL_MODELVIEW);
   207     ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
   208 }
   209 
   210 int
   211 main(int argc, char *argv[])
   212 {
   213     int fsaa, accel;
   214     int value;
   215     int i, done;
   216     SDL_DisplayMode mode;
   217     SDL_Event event;
   218     Uint32 then, now, frames;
   219     int status;
   220     int dw, dh;
   221 
   222     /* Enable standard application logging */
   223     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
   224 
   225     /* Initialize parameters */
   226     fsaa = 0;
   227     accel = -1;
   228 
   229     /* Initialize test framework */
   230     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
   231     if (!state) {
   232         return 1;
   233     }
   234     for (i = 1; i < argc;) {
   235         int consumed;
   236 
   237         consumed = SDLTest_CommonArg(state, i);
   238         if (consumed == 0) {
   239             if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) {
   240                 fsaa = atoi(argv[i+1]);
   241                 consumed = 2;
   242             } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
   243                 accel = atoi(argv[i+1]);
   244                 consumed = 2;
   245             } else {
   246                 consumed = -1;
   247             }
   248         }
   249         if (consumed < 0) {
   250             SDL_Log("Usage: %s %s [--fsaa n] [--accel n]\n", argv[0],
   251                     SDLTest_CommonUsage(state));
   252             quit(1);
   253         }
   254         i += consumed;
   255     }
   256 
   257     /* Set OpenGL parameters */
   258     state->window_flags |= SDL_WINDOW_OPENGL;
   259     state->gl_red_size = 5;
   260     state->gl_green_size = 5;
   261     state->gl_blue_size = 5;
   262     state->gl_depth_size = 16;
   263     state->gl_double_buffer = 1;
   264     if (fsaa) {
   265         state->gl_multisamplebuffers = 1;
   266         state->gl_multisamplesamples = fsaa;
   267     }
   268     if (accel >= 0) {
   269         state->gl_accelerated = accel;
   270     }
   271 
   272     if (!SDLTest_CommonInit(state)) {
   273         quit(2);
   274     }
   275 
   276     /* Create OpenGL context */
   277     context = SDL_GL_CreateContext(state->windows[0]);
   278     if (!context) {
   279         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
   280         quit(2);
   281     }
   282     
   283     /* Important: call this *after* creating the context */
   284     if (LoadContext(&ctx) < 0) {
   285         SDL_Log("Could not load GL functions\n");
   286         quit(2);
   287         return 0;
   288     }
   289 
   290     if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
   291         /* try late-swap-tearing first. If not supported, try normal vsync. */
   292         if (SDL_GL_SetSwapInterval(-1) == -1) {
   293             SDL_GL_SetSwapInterval(1);
   294         }
   295     } else {
   296         SDL_GL_SetSwapInterval(0);  /* disable vsync. */
   297     }
   298 
   299     SDL_GetCurrentDisplayMode(0, &mode);
   300     SDL_Log("Screen BPP    : %d\n", SDL_BITSPERPIXEL(mode.format));
   301     SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
   302     SDL_GetWindowSize(state->windows[0], &dw, &dh);
   303     SDL_Log("Window Size   : %d,%d\n", dw, dh);
   304     SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
   305     SDL_Log("Draw Size     : %d,%d\n", dw, dh);
   306     SDL_Log("\n");
   307     SDL_Log("Vendor        : %s\n", ctx.glGetString(GL_VENDOR));
   308     SDL_Log("Renderer      : %s\n", ctx.glGetString(GL_RENDERER));
   309     SDL_Log("Version       : %s\n", ctx.glGetString(GL_VERSION));
   310     SDL_Log("Extensions    : %s\n", ctx.glGetString(GL_EXTENSIONS));
   311     SDL_Log("\n");
   312 
   313     status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
   314     if (!status) {
   315         SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
   316     } else {
   317         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
   318     }
   319     status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
   320     if (!status) {
   321         SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
   322     } else {
   323         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
   324     }
   325     status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
   326     if (!status) {
   327         SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
   328     } else {
   329         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
   330     }
   331     status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
   332     if (!status) {
   333         SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
   334     } else {
   335         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
   336     }
   337     if (fsaa) {
   338         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
   339         if (!status) {
   340             SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
   341         } else {
   342             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
   343                    SDL_GetError());
   344         }
   345         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
   346         if (!status) {
   347             SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
   348                    value);
   349         } else {
   350             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
   351                    SDL_GetError());
   352         }
   353     }
   354     if (accel >= 0) {
   355         status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
   356         if (!status) {
   357             SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
   358                    value);
   359         } else {
   360             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
   361                    SDL_GetError());
   362         }
   363     }
   364 
   365     /* Set rendering settings */
   366     ctx.glMatrixMode(GL_PROJECTION);
   367     ctx.glLoadIdentity();
   368     ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
   369     ctx.glMatrixMode(GL_MODELVIEW);
   370     ctx.glLoadIdentity();
   371     ctx.glEnable(GL_DEPTH_TEST);
   372     ctx.glDepthFunc(GL_LESS);
   373     ctx.glShadeModel(GL_SMOOTH);
   374     
   375     /* Main render loop */
   376     frames = 0;
   377     then = SDL_GetTicks();
   378     done = 0;
   379     while (!done) {
   380         /* Check for events */
   381         ++frames;
   382         while (SDL_PollEvent(&event)) {
   383             SDLTest_CommonEvent(state, &event, &done);
   384         }
   385         for (i = 0; i < state->num_windows; ++i) {
   386             int w, h;
   387             if (state->windows[i] == NULL)
   388                 continue;
   389             SDL_GL_MakeCurrent(state->windows[i], context);
   390             SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
   391             ctx.glViewport(0, 0, w, h);
   392             Render();
   393             SDL_GL_SwapWindow(state->windows[i]);
   394         }
   395     }
   396 
   397     /* Print out some timing information */
   398     now = SDL_GetTicks();
   399     if (now > then) {
   400         SDL_Log("%2.2f frames per second\n",
   401                ((double) frames * 1000) / (now - then));
   402     }
   403     quit(0);
   404     return 0;
   405 }
   406 
   407 #else /* HAVE_OPENGL */
   408 
   409 int
   410 main(int argc, char *argv[])
   411 {
   412     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
   413     return 1;
   414 }
   415 
   416 #endif /* HAVE_OPENGL */