mirror of https://github.com/libsdl-org/SDL
786 lines
24 KiB
C
786 lines
24 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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#include "testutils.h"
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#include <stdlib.h>
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#if defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_ANDROID) || defined(SDL_PLATFORM_EMSCRIPTEN) || defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_LINUX)
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#define HAVE_OPENGLES2
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#endif
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#ifdef HAVE_OPENGLES2
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#include <SDL3/SDL_opengles2.h>
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typedef struct GLES2_Context
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{
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#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
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#include "../src/render/opengles2/SDL_gles2funcs.h"
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#undef SDL_PROC
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} GLES2_Context;
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static SDL_Surface *g_surf_sdf = NULL;
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static GLenum g_texture;
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static GLenum g_texture_type = GL_TEXTURE_2D;
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static GLfloat g_verts[24];
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typedef enum
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{
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GLES2_ATTRIBUTE_POSITION = 0,
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GLES2_ATTRIBUTE_TEXCOORD = 1,
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GLES2_ATTRIBUTE_ANGLE = 2,
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GLES2_ATTRIBUTE_CENTER = 3,
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} GLES2_Attribute;
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typedef enum
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{
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GLES2_UNIFORM_PROJECTION,
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GLES2_UNIFORM_TEXTURE,
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GLES2_UNIFORM_COLOR,
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} GLES2_Uniform;
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static GLint g_uniform_locations[16];
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static SDLTest_CommonState *state;
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static SDL_GLContext *context = NULL;
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static int depth = 16;
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static GLES2_Context ctx;
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static int LoadContext(GLES2_Context *data)
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{
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#ifdef SDL_VIDEO_DRIVER_UIKIT
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#define __SDL_NOGETPROCADDR__
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#elif defined(SDL_VIDEO_DRIVER_ANDROID)
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#define __SDL_NOGETPROCADDR__
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#endif
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#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret, func, params) data->func = func;
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#else
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#define SDL_PROC(ret, func, params) \
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do { \
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data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
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if (!data->func) { \
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return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
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} \
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} while (0);
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "../src/render/opengles2/SDL_gles2funcs.h"
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#undef SDL_PROC
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return 0;
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}
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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int i;
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if (context) {
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for (i = 0; i < state->num_windows; i++) {
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if (context[i]) {
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SDL_GL_DestroyContext(context[i]);
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}
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}
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SDL_free(context);
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}
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SDLTest_CommonQuit(state);
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/* Let 'main()' return normally */
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if (rc != 0) {
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exit(rc);
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}
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}
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#define GL_CHECK(x) \
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x; \
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{ \
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GLenum glError = ctx.glGetError(); \
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if (glError != GL_NO_ERROR) { \
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SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
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quit(1); \
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} \
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}
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/**
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* Create shader, load in source, compile, dump debug as necessary.
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*
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* shader: Pointer to return created shader ID.
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* source: Passed-in shader source code.
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* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
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*/
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static void 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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char buffer[1024];
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GLsizei length;
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/* Create shader and load into GL. */
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*shader = GL_CHECK(ctx.glCreateShader(shader_type));
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shaders[0] = source;
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GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
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/* Clean up shader source. */
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shaders[0] = NULL;
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/* Try compiling the shader. */
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GL_CHECK(ctx.glCompileShader(*shader));
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GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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/* Dump debug info (source and log) if compilation failed. */
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if (status != GL_TRUE) {
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ctx.glGetShaderInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
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buffer[length] = '\0';
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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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/* Notes on a_angle:
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* It is a vector containing sine and cosine for rotation matrix
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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 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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attribute vec2 a_angle; \
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attribute vec2 a_center; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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float s = a_angle[0]; \
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float c = a_angle[1] + 1.0; \
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mat2 rotationMatrix = mat2(c, -s, s, c); \
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vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
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v_texCoord = a_texCoord; \
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gl_Position = u_projection * vec4(position, 0.0, 1.0);\
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gl_PointSize = 1.0; \
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} \
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";
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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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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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gl_FragColor = texture2D(u_texture, v_texCoord); \
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gl_FragColor *= u_color; \
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} \
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";
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/* RGB to ABGR conversion */
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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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uniform sampler2D u_texture; \
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uniform vec4 u_color; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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vec4 abgr = texture2D(u_texture, v_texCoord); \
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\
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float sigDist = abgr.a; \
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\
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float w = fwidth( sigDist );\
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float alpha = clamp(smoothstep(0.5 - w, 0.5 + w, sigDist), 0.0, 1.0); \
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\
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gl_FragColor = vec4(abgr.rgb, abgr.a * alpha); \
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gl_FragColor.rgb *= gl_FragColor.a; \
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gl_FragColor *= u_color; \
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} \
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";
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/* RGB to ABGR conversion DEBUG */
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static const char *GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg = " \
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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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uniform sampler2D u_texture; \
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uniform vec4 u_color; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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vec4 abgr = texture2D(u_texture, v_texCoord); \
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\
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float a = abgr.a; \
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gl_FragColor = vec4(a, a, a, 1.0); \
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} \
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";
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static float g_val = 1.0f;
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static int g_use_SDF = 1;
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static int g_use_SDF_debug = 0;
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static float g_angle = 0.0f;
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static float matrix_mvp[4][4];
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typedef struct shader_data
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{
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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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} shader_data;
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static void
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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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GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT));
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GL_CHECK(ctx.glUniformMatrix4fv(g_uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (const float *)matrix_mvp));
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GL_CHECK(ctx.glUniform4f(g_uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f));
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GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(verts + 16)));
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GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(verts + 8)));
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GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)verts));
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GL_CHECK(ctx.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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}
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static void renderCopy_angle(float degree_angle)
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{
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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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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = s;
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*(verts++) = c;
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}
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static void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect)
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{
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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GLfloat *verts = g_verts;
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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 / (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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*(verts++) = maxx;
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*(verts++) = miny;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxu;
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*(verts++) = maxv;
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}
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static int done;
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static Uint32 frames;
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static shader_data *datas;
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static void loop(void)
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{
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SDL_Event event;
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int i;
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/* Check for events */
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++frames;
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while (SDL_PollEvent(&event) && !done) {
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switch (event.type) {
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case SDL_EVENT_KEY_DOWN:
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{
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const int sym = event.key.key;
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if (sym == SDLK_TAB) {
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SDL_Log("Tab");
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}
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if (sym == SDLK_LEFT) {
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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 += 0.05f;
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}
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if (sym == SDLK_UP) {
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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 += 1.0f;
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}
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break;
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}
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case SDL_EVENT_WINDOW_RESIZED:
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for (i = 0; i < state->num_windows; ++i) {
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if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
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int w, h;
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if (!SDL_GL_MakeCurrent(state->windows[i], context[i])) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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break;
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}
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/* Change view port to the new window dimensions */
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SDL_GetWindowSizeInPixels(state->windows[i], &w, &h);
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ctx.glViewport(0, 0, w, h);
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state->window_w = event.window.data1;
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state->window_h = event.window.data2;
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/* Update window content */
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Render(event.window.data1, event.window.data2, &datas[i]);
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SDL_GL_SwapWindow(state->windows[i]);
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break;
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}
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}
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break;
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default:
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break;
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}
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SDLTest_CommonEvent(state, &event, &done);
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}
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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 / 640.0f;
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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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renderCopy_angle(g_angle);
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{
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int w, h;
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SDL_Rect rs, rd;
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SDL_GetWindowSizeInPixels(state->windows[0], &w, &h);
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rs.x = 0;
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rs.y = 0;
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rs.w = g_surf_sdf->w;
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rs.h = g_surf_sdf->h;
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rd.w = (int)((float)g_surf_sdf->w * g_val);
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rd.h = (int)((float)g_surf_sdf->h * g_val);
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rd.x = (w - rd.w) / 2;
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rd.y = (h - rd.h) / 2;
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renderCopy_position(&rs, &rd);
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}
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if (!done) {
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for (i = 0; i < state->num_windows; ++i) {
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if (!SDL_GL_MakeCurrent(state->windows[i], context[i])) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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/* Continue for next window */
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continue;
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}
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Render(state->window_w, state->window_h, &datas[i]);
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SDL_GL_SwapWindow(state->windows[i]);
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}
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}
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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else {
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emscripten_cancel_main_loop();
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}
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#endif
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}
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int main(int argc, char *argv[])
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{
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int fsaa, accel;
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int value;
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int i;
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const SDL_DisplayMode *mode;
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Uint64 then, now;
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shader_data *data;
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char *path = NULL;
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/* Initialize parameters */
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fsaa = 0;
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accel = 0;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return 1;
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}
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (consumed == 0) {
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if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
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++fsaa;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
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++accel;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
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i++;
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if (!argv[i]) {
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consumed = -1;
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} else {
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char *endptr = NULL;
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depth = (int)SDL_strtol(argv[i], &endptr, 0);
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if (endptr != argv[i] && *endptr == '\0') {
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consumed = 1;
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} else {
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consumed = -1;
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}
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}
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} else {
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consumed = -1;
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}
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}
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if (consumed < 0) {
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static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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quit(1);
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}
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i += consumed;
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}
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/* Set OpenGL parameters */
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state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
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state->gl_red_size = 5;
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state->gl_green_size = 5;
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state->gl_blue_size = 5;
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state->gl_depth_size = depth;
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state->gl_major_version = 2;
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state->gl_minor_version = 0;
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state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
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if (fsaa) {
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state->gl_multisamplebuffers = 1;
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state->gl_multisamplesamples = fsaa;
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}
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if (accel) {
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state->gl_accelerated = 1;
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}
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if (!SDLTest_CommonInit(state)) {
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quit(2);
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return 0;
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}
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context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(*context));
|
|
if (!context) {
|
|
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;
|
|
}
|
|
|
|
SDL_memset(matrix_mvp, 0, sizeof(matrix_mvp));
|
|
|
|
{
|
|
SDL_Surface *tmp;
|
|
char *f;
|
|
g_use_SDF = 1;
|
|
g_use_SDF_debug = 0;
|
|
|
|
if (g_use_SDF) {
|
|
f = "testgles2_sdf_img_sdf.bmp";
|
|
} else {
|
|
f = "testgles2_sdf_img_normal.bmp";
|
|
}
|
|
|
|
SDL_Log("SDF is %s", g_use_SDF ? "enabled" : "disabled");
|
|
|
|
/* Load SDF BMP image */
|
|
#if 1
|
|
path = GetNearbyFilename(f);
|
|
|
|
if (!path) {
|
|
path = SDL_strdup(f);
|
|
}
|
|
|
|
if (!path) {
|
|
SDL_Log("out of memory\n");
|
|
exit(-1);
|
|
}
|
|
|
|
tmp = SDL_LoadBMP(path);
|
|
if (!tmp) {
|
|
SDL_Log("missing image file: %s", path);
|
|
exit(-1);
|
|
} else {
|
|
SDL_Log("Load image file: %s", path);
|
|
}
|
|
|
|
SDL_free(path);
|
|
#else
|
|
/* Generate SDF image using SDL_ttf */
|
|
|
|
#include "SDL_ttf.h"
|
|
char *font_file = "./font/DroidSansFallback.ttf";
|
|
char *str = "Abcde";
|
|
SDL_Color color = { 0, 0, 0, 255 };
|
|
|
|
TTF_Init();
|
|
TTF_Font *font = TTF_OpenFont(font_file, 72);
|
|
|
|
if (font == NULL) {
|
|
SDL_Log("Cannot open font %s", font_file);
|
|
}
|
|
|
|
TTF_SetFontSDF(font, g_use_SDF);
|
|
SDL_Surface *tmp = TTF_RenderUTF8_Blended(font, str, color);
|
|
|
|
SDL_Log("err: %s", SDL_GetError());
|
|
if (tmp == NULL) {
|
|
SDL_Log("can't render text");
|
|
return -1;
|
|
}
|
|
|
|
SDL_SaveBMP(tmp, f);
|
|
|
|
TTF_CloseFont(font);
|
|
TTF_Quit();
|
|
#endif
|
|
g_surf_sdf = SDL_ConvertSurface(tmp, SDL_PIXELFORMAT_ABGR8888);
|
|
|
|
SDL_SetSurfaceBlendMode(g_surf_sdf, SDL_BLENDMODE_BLEND);
|
|
}
|
|
|
|
SDL_GL_SetSwapInterval(state->render_vsync);
|
|
|
|
mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay());
|
|
if (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");
|
|
|
|
if (SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value)) {
|
|
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());
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value)) {
|
|
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());
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value)) {
|
|
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());
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value)) {
|
|
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) {
|
|
if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value)) {
|
|
SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
|
|
} else {
|
|
SDL_Log("Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
|
|
SDL_GetError());
|
|
}
|
|
if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value)) {
|
|
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) {
|
|
if (SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value)) {
|
|
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 = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data));
|
|
|
|
/* Set rendering settings for each context */
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
|
|
int w, h;
|
|
if (!SDL_GL_MakeCurrent(state->windows[i], context[i])) {
|
|
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
|
|
|
|
/* Continue for next window */
|
|
continue;
|
|
}
|
|
|
|
{
|
|
int format = GL_RGBA;
|
|
int type = GL_UNSIGNED_BYTE;
|
|
|
|
GL_CHECK(ctx.glGenTextures(1, &g_texture));
|
|
|
|
ctx.glActiveTexture(GL_TEXTURE0);
|
|
ctx.glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
ctx.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
ctx.glBindTexture(g_texture_type, g_texture);
|
|
|
|
ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
ctx.glTexParameteri(g_texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
ctx.glTexParameteri(g_texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
GL_CHECK(ctx.glTexImage2D(g_texture_type, 0, format, g_surf_sdf->w, g_surf_sdf->h, 0, format, type, NULL));
|
|
GL_CHECK(ctx.glTexSubImage2D(g_texture_type, 0, 0 /* xoffset */, 0 /* yoffset */, g_surf_sdf->w, g_surf_sdf->h, format, type, g_surf_sdf->pixels));
|
|
}
|
|
|
|
SDL_GetWindowSizeInPixels(state->windows[i], &w, &h);
|
|
ctx.glViewport(0, 0, w, h);
|
|
|
|
data = &datas[i];
|
|
|
|
/* Shader Initialization */
|
|
process_shader(&data->shader_vert, GLES2_VertexSrc_Default_, GL_VERTEX_SHADER);
|
|
|
|
if (g_use_SDF) {
|
|
if (g_use_SDF_debug == 0) {
|
|
process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF, GL_FRAGMENT_SHADER);
|
|
} else {
|
|
process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg, GL_FRAGMENT_SHADER);
|
|
}
|
|
} else {
|
|
process_shader(&data->shader_frag, GLES2_FragmentSrc_TextureABGRSrc_, 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));
|
|
|
|
ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_POSITION, "a_position");
|
|
ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
|
|
ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_ANGLE, "a_angle");
|
|
ctx.glBindAttribLocation(data->shader_program, GLES2_ATTRIBUTE_CENTER, "a_center");
|
|
|
|
/* Predetermine locations of uniform variables */
|
|
g_uniform_locations[GLES2_UNIFORM_PROJECTION] = ctx.glGetUniformLocation(data->shader_program, "u_projection");
|
|
g_uniform_locations[GLES2_UNIFORM_TEXTURE] = ctx.glGetUniformLocation(data->shader_program, "u_texture");
|
|
g_uniform_locations[GLES2_UNIFORM_COLOR] = ctx.glGetUniformLocation(data->shader_program, "u_color");
|
|
|
|
GL_CHECK(ctx.glUseProgram(data->shader_program));
|
|
|
|
ctx.glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_ANGLE);
|
|
ctx.glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_CENTER);
|
|
ctx.glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
|
ctx.glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
|
|
|
|
ctx.glUniform1i(g_uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
|
|
ctx.glActiveTexture(GL_TEXTURE0);
|
|
ctx.glBindTexture(g_texture_type, g_texture);
|
|
GL_CHECK(ctx.glClearColor(1, 1, 1, 1));
|
|
|
|
/* SDL_BLENDMODE_BLEND */
|
|
GL_CHECK(ctx.glEnable(GL_BLEND));
|
|
ctx.glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
ctx.glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
|
}
|
|
|
|
/* Main render loop */
|
|
frames = 0;
|
|
then = SDL_GetTicks();
|
|
done = 0;
|
|
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
loop();
|
|
}
|
|
#endif
|
|
|
|
/* Print out some timing information */
|
|
now = SDL_GetTicks();
|
|
if (now > then) {
|
|
SDL_Log("%2.2f frames per second\n",
|
|
((double)frames * 1000) / (now - then));
|
|
}
|
|
#ifndef SDL_PLATFORM_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 */
|