#include #include #include #include #include "common.h" #if defined(__IPHONEOS__) || defined(__ANDROID__) #define HAVE_OPENGLES #endif #ifdef HAVE_OPENGLES #include "SDL_opengles.h" static CommonState *state; static SDL_GLContext *context = NULL; static int depth = 16; /* 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); } 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; int status; /* 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 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) { fprintf(stderr, "Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0], CommonUsage(state)); quit(1); } i += consumed; } /* Set OpenGL parameters */ state->window_flags |= SDL_WINDOW_OPENGL; state->gl_red_size = 5; state->gl_green_size = 5; state->gl_blue_size = 5; state->gl_depth_size = depth; if (fsaa) { state->gl_multisamplebuffers=1; state->gl_multisamplesamples=fsaa; } if (accel) { state->gl_accelerated=1; } if (!CommonInit(state)) { quit(2); } context = SDL_calloc(state->num_windows, sizeof(context)); if (context == NULL) { fprintf(stderr, "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]) { fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError()); quit(2); } } 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"); status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); if (!status) { printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value); } else { fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError()); } status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); if (!status) { printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value); } else { fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError()); } status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); if (!status) { printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value); } else { fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError()); } status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); if (!status) { printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value); } else { fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError()); } if (fsaa) { status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); if (!status) { printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); } else { fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n", SDL_GetError()); } status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); if (!status) { printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value); } else { fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n", SDL_GetError()); } } if (accel) { status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); if (!status) { printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); } else { fprintf(stderr, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n", SDL_GetError()); } } /* 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) { printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); /* Continue for next window */ continue; } glViewport(0, 0, state->window_w, state->window_h); 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); } /* 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 == 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; } } CommonEvent(state, &event, &done); } for (i = 0; i < state->num_windows; ++i) { status = SDL_GL_MakeCurrent(state->windows[i], context[i]); if (status) { printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); /* Continue for next window */ continue; } 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 */