cave-story-solaris/external/SDL2/test/testgl2.c
Clownacy ac465d29b4 Mean CMake dependency overhaul
I'm taking a page from Dolphin's book, and including copies of each
dependency's source code. This combines the ease of use of including
pre-built libraries instead of needing to navigate a package manager
 - as is (or was) the case for MSVC - with the portability of using
packages. Granted, this method's more of a jack of all trades,
master of none, since it's *less* user-friendly than prebuilt
packages (compilation times), and you don't get the per-distro
compatibility fixes you'd get from a package manager.

You can still use system libs if you want. In fact, it's still the
default behaviour: compiling the libs manually is just a fallback.
I'll add an option to force-enable this soon, however, since it's a
nicer way to produce static MSYS2 builds than the hackish nightmare
that I was using before. Not to mention, having my own copy of the
sources means I can provide my own fixes and tweaks your package
manager may not. For example, I can combine MSYS2's FreeType
subpixel rendering with vcpkg's fix for SDL2 exporting its symbols
in static builds.
2019-04-26 01:52:02 +01:00

416 lines
12 KiB
C

/*
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "SDL_test_common.h"
#ifdef __MACOS__
#define HAVE_OPENGL
#endif
#ifdef HAVE_OPENGL
#include "SDL_opengl.h"
typedef struct GL_Context
{
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "../src/render/opengl/SDL_glfuncs.h"
#undef SDL_PROC
} GL_Context;
/* Undefine this if you want a flat cube instead of a rainbow cube */
#define SHADED_CUBE
static SDLTest_CommonState *state;
static SDL_GLContext context;
static GL_Context ctx;
static int LoadContext(GL_Context * data)
{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
return SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "../src/render/opengl/SDL_glfuncs.h"
#undef SDL_PROC
return 0;
}
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
if (context) {
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
SDL_GL_DeleteContext(context);
}
SDLTest_CommonQuit(state);
exit(rc);
}
static void
Render()
{
static float color[8][3] = {
{1.0, 1.0, 0.0},
{1.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{0.0, 1.0, 1.0},
{1.0, 1.0, 1.0},
{1.0, 0.0, 1.0},
{0.0, 0.0, 1.0}
};
static float cube[8][3] = {
{0.5, 0.5, -0.5},
{0.5, -0.5, -0.5},
{-0.5, -0.5, -0.5},
{-0.5, 0.5, -0.5},
{-0.5, 0.5, 0.5},
{0.5, 0.5, 0.5},
{0.5, -0.5, 0.5},
{-0.5, -0.5, 0.5}
};
/* Do our drawing, too. */
ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ctx.glBegin(GL_QUADS);
#ifdef SHADED_CUBE
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
#else /* flat cube */
ctx.glColor3f(1.0, 0.0, 0.0);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[1]);
ctx.glVertex3fv(cube[2]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3f(0.0, 1.0, 0.0);
ctx.glVertex3fv(cube[3]);
ctx.glVertex3fv(cube[4]);
ctx.glVertex3fv(cube[7]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3f(0.0, 0.0, 1.0);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[6]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3f(0.0, 1.0, 1.0);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[4]);
ctx.glVertex3fv(cube[7]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3f(1.0, 1.0, 0.0);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[3]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3f(1.0, 0.0, 1.0);
ctx.glVertex3fv(cube[6]);
ctx.glVertex3fv(cube[1]);
ctx.glVertex3fv(cube[2]);
ctx.glVertex3fv(cube[7]);
#endif /* SHADED_CUBE */
ctx.glEnd();
ctx.glMatrixMode(GL_MODELVIEW);
ctx.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;
int dw, dh;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize parameters */
fsaa = 0;
accel = -1;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (consumed == 0) {
if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) {
fsaa = atoi(argv[i+1]);
consumed = 2;
} else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
accel = atoi(argv[i+1]);
consumed = 2;
} else {
consumed = -1;
}
}
if (consumed < 0) {
SDL_Log("Usage: %s %s [--fsaa n] [--accel n]\n", argv[0],
SDLTest_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 = 16;
state->gl_double_buffer = 1;
if (fsaa) {
state->gl_multisamplebuffers = 1;
state->gl_multisamplesamples = fsaa;
}
if (accel >= 0) {
state->gl_accelerated = accel;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
/* Create OpenGL context */
context = SDL_GL_CreateContext(state->windows[0]);
if (!context) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "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 GL functions\n");
quit(2);
return 0;
}
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
/* try late-swap-tearing first. If not supported, try normal vsync. */
if (SDL_GL_SetSwapInterval(-1) == -1) {
SDL_GL_SetSwapInterval(1);
}
} else {
SDL_GL_SetSwapInterval(0); /* disable vsync. */
}
SDL_GetCurrentDisplayMode(0, &mode);
SDL_Log("Screen BPP : %d\n", SDL_BITSPERPIXEL(mode.format));
SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
SDL_GetWindowSize(state->windows[0], &dw, &dh);
SDL_Log("Window Size : %d,%d\n", dw, dh);
SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
SDL_Log("Draw Size : %d,%d\n", dw, dh);
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");
status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
}
if (fsaa) {
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
if (!status) {
SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
if (!status) {
SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
SDL_GetError());
}
}
if (accel >= 0) {
status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
if (!status) {
SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
SDL_GetError());
}
}
/* Set rendering settings */
ctx.glMatrixMode(GL_PROJECTION);
ctx.glLoadIdentity();
ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
ctx.glMatrixMode(GL_MODELVIEW);
ctx.glLoadIdentity();
ctx.glEnable(GL_DEPTH_TEST);
ctx.glDepthFunc(GL_LESS);
ctx.glShadeModel(GL_SMOOTH);
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
while (!done) {
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
SDLTest_CommonEvent(state, &event, &done);
}
for (i = 0; i < state->num_windows; ++i) {
int w, h;
if (state->windows[i] == NULL)
continue;
SDL_GL_MakeCurrent(state->windows[i], context);
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
ctx.glViewport(0, 0, w, h);
Render();
SDL_GL_SwapWindow(state->windows[i]);
}
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
SDL_Log("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
}
quit(0);
return 0;
}
#else /* HAVE_OPENGL */
int
main(int argc, char *argv[])
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
return 1;
}
#endif /* HAVE_OPENGL */