mirror of https://github.com/libsdl-org/SDL
test: build + fix test/testgles2_sdf.c
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@ -139,6 +139,7 @@ add_sdl_test_executable(testgesture testgesture.c)
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add_sdl_test_executable(testgl2 testgl2.c)
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add_sdl_test_executable(testgles testgles.c)
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add_sdl_test_executable(testgles2 testgles2.c)
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add_sdl_test_executable(testgles2_sdf testgles2_sdf.c testutils.c)
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add_sdl_test_executable(testhaptic testhaptic.c)
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add_sdl_test_executable(testhotplug testhotplug.c)
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add_sdl_test_executable(testrumble testrumble.c)
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@ -16,6 +16,7 @@
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#endif
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#include <SDL3/SDL_test_common.h>
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#include "testutils.h"
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#if defined(__IOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__WINDOWS__) || defined(__LINUX__)
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#define HAVE_OPENGLES2
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@ -53,7 +54,7 @@ typedef enum
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} GLES2_Uniform;
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GLuint g_uniform_locations[16];
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GLint g_uniform_locations[16];
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@ -126,7 +127,7 @@ quit(int rc)
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* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
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*/
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void
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process_shader(GLuint *shader, const char * source, GLint shader_type)
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process_shader(GLenum *shader, const char * source, GLenum shader_type)
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{
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GLint status = GL_FALSE;
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const char *shaders[1] = { NULL };
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@ -151,7 +152,7 @@ process_shader(GLuint *shader, const char * source, GLint shader_type)
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if (status != GL_TRUE) {
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ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
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buffer[length] = '\0';
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SDL_Log("Shader compilation failed: %s", buffer);fflush(stderr);
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SDL_Log("Shader compilation failed: %s", buffer);
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quit(-1);
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}
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}
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@ -161,7 +162,7 @@ process_shader(GLuint *shader, const char * source, GLint shader_type)
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* To get correct rotation for most cases when a_angle is disabled cosine
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* value is decremented by 1.0 to get proper output with 0.0 which is default value
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*/
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static const Uint8 GLES2_VertexSrc_Default_[] = " \
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static const char GLES2_VertexSrc_Default_[] = " \
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uniform mat4 u_projection; \
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attribute vec2 a_position; \
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attribute vec2 a_texCoord; \
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@ -181,7 +182,7 @@ static const Uint8 GLES2_VertexSrc_Default_[] = " \
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} \
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";
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static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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static const char GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform vec4 u_color; \
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@ -195,7 +196,7 @@ static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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";
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/* RGB to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_SDF[] = " \
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static const char GLES2_FragmentSrc_TextureABGRSrc_SDF[] = " \
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#extension GL_OES_standard_derivatives : enable\n\
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\
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precision mediump float; \
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@ -248,7 +249,8 @@ static float matrix_mvp[4][4];
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typedef struct shader_data
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{
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GLuint shader_program, shader_frag, shader_vert;
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GLint shader_program;
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GLenum shader_frag, shader_vert;
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GLint attr_position;
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GLint attr_color, attr_mvp;
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@ -256,7 +258,7 @@ typedef struct shader_data
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} shader_data;
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static void
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Render(unsigned int width, unsigned int height, shader_data* data)
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Render(int width, int height, shader_data* data)
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{
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float *verts = g_verts;
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ctx.glViewport(0, 0, 640, 480);
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@ -276,7 +278,7 @@ Render(unsigned int width, unsigned int height, shader_data* data)
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void renderCopy_angle(float degree_angle)
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{
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const float radian_angle = (float)(3.141592 * degree_angle) / 180.0;
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const float radian_angle = (float)(3.141592 * degree_angle) / 180.0f;
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const GLfloat s = (GLfloat) SDL_sin(radian_angle);
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const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
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GLfloat *verts = g_verts + 16;
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@ -297,15 +299,15 @@ void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect)
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GLfloat minu, maxu, minv, maxv;
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GLfloat *verts = g_verts;
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minx = dstrect->x;
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miny = dstrect->y;
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maxx = dstrect->x + dstrect->w;
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maxy = dstrect->y + dstrect->h;
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minx = (GLfloat)dstrect->x;
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miny = (GLfloat)dstrect->y;
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maxx = (GLfloat)(dstrect->x + dstrect->w);
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maxy = (GLfloat)(dstrect->y + dstrect->h);
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minu = (GLfloat) srcrect->x / g_surf_sdf->w;
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maxu = (GLfloat) (srcrect->x + srcrect->w) / g_surf_sdf->w;
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minv = (GLfloat) srcrect->y / g_surf_sdf->h;
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maxv = (GLfloat) (srcrect->y + srcrect->h) / g_surf_sdf->h;
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minu = (GLfloat) srcrect->x / (GLfloat)g_surf_sdf->w;
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maxu = (GLfloat) (srcrect->x + srcrect->w) / (GLfloat)g_surf_sdf->w;
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minv = (GLfloat) srcrect->y / (GLfloat)g_surf_sdf->h;
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maxv = (GLfloat) (srcrect->y + srcrect->h) / (GLfloat)g_surf_sdf->h;
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*(verts++) = minx;
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*(verts++) = miny;
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@ -352,16 +354,16 @@ void loop()
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if (sym == SDLK_LEFT) {
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g_val -= 0.05;
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g_val -= 0.05f;
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}
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if (sym == SDLK_RIGHT) {
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g_val += 0.05;
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g_val += 0.05f;
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}
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if (sym == SDLK_UP) {
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g_angle -= 1;
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g_angle -= 1.0f;
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}
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if (sym == SDLK_DOWN) {
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g_angle += 1;
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g_angle += 1.0f;
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}
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@ -400,19 +402,9 @@ void loop()
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matrix_mvp[3][0] = -1.0f;
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matrix_mvp[3][3] = 1.0f;
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matrix_mvp[0][0] = 2.0f / 640.0;
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matrix_mvp[1][1] = -2.0f / 480.0;
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matrix_mvp[0][0] = 2.0f / 640.0f;
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matrix_mvp[1][1] = -2.0f / 480.0f;
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matrix_mvp[3][1] = 1.0f;
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if (0) {
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float *f = (float *) matrix_mvp;
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SDL_Log("-----------------------------------");
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SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
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SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
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SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
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SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++);
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SDL_Log("-----------------------------------");
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}
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renderCopy_angle(g_angle);
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@ -423,7 +415,7 @@ void loop()
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SDL_GL_GetDrawableSize(state->windows[0], &w, &h);
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rs.x = 0; rs.y = 0; rs.w = g_surf_sdf->w; rs.h = g_surf_sdf->h;
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rd.w = g_surf_sdf->w * g_val; rd.h = g_surf_sdf->h * g_val;
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rd.w = (int)((float)g_surf_sdf->w * g_val); rd.h = (int)((float)g_surf_sdf->h * g_val);
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rd.x = (w - rd.w) / 2; rd.y = (h - rd.h) / 2;
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renderCopy_position(&rs, &rd);
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}
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