1 /*
2   Copyright (C) 1997-2020 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 #ifdef __EMSCRIPTEN__
18 #include <emscripten/emscripten.h>
19 #endif
20 
21 #include "SDL_test_common.h"
22 
23 #if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) \
24     || defined(__WINDOWS__) || defined(__LINUX__)
25 #define HAVE_OPENGLES2
26 #endif
27 
28 #ifdef HAVE_OPENGLES2
29 
30 #include "SDL_opengles2.h"
31 
32 typedef struct GLES2_Context
33 {
34 #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
35 #include "../src/render/opengles2/SDL_gles2funcs.h"
36 #undef SDL_PROC
37 } GLES2_Context;
38 
39 
40 static SDLTest_CommonState *state;
41 static SDL_GLContext *context = NULL;
42 static int depth = 16;
43 static GLES2_Context ctx;
44 
LoadContext(GLES2_Context * data)45 static int LoadContext(GLES2_Context * data)
46 {
47 #if SDL_VIDEO_DRIVER_UIKIT
48 #define __SDL_NOGETPROCADDR__
49 #elif SDL_VIDEO_DRIVER_ANDROID
50 #define __SDL_NOGETPROCADDR__
51 #elif SDL_VIDEO_DRIVER_PANDORA
52 #define __SDL_NOGETPROCADDR__
53 #endif
54 
55 #if defined __SDL_NOGETPROCADDR__
56 #define SDL_PROC(ret,func,params) data->func=func;
57 #else
58 #define SDL_PROC(ret,func,params) \
59     do { \
60         data->func = SDL_GL_GetProcAddress(#func); \
61         if ( ! data->func ) { \
62             return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
63         } \
64     } while ( 0 );
65 #endif /* __SDL_NOGETPROCADDR__ */
66 
67 #include "../src/render/opengles2/SDL_gles2funcs.h"
68 #undef SDL_PROC
69     return 0;
70 }
71 
72 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
73 static void
quit(int rc)74 quit(int rc)
75 {
76     int i;
77 
78     if (context != NULL) {
79         for (i = 0; i < state->num_windows; i++) {
80             if (context[i]) {
81                 SDL_GL_DeleteContext(context[i]);
82             }
83         }
84 
85         SDL_free(context);
86     }
87 
88     SDLTest_CommonQuit(state);
89     exit(rc);
90 }
91 
92 #define GL_CHECK(x) \
93         x; \
94         { \
95           GLenum glError = ctx.glGetError(); \
96           if(glError != GL_NO_ERROR) { \
97             SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
98             quit(1); \
99           } \
100         }
101 
102 /*
103  * Simulates desktop's glRotatef. The matrix is returned in column-major
104  * order.
105  */
106 static void
rotate_matrix(float angle,float x,float y,float z,float * r)107 rotate_matrix(float angle, float x, float y, float z, float *r)
108 {
109     float radians, c, s, c1, u[3], length;
110     int i, j;
111 
112     radians = (float)(angle * M_PI) / 180.0f;
113 
114     c = SDL_cosf(radians);
115     s = SDL_sinf(radians);
116 
117     c1 = 1.0f - SDL_cosf(radians);
118 
119     length = (float)SDL_sqrt(x * x + y * y + z * z);
120 
121     u[0] = x / length;
122     u[1] = y / length;
123     u[2] = z / length;
124 
125     for (i = 0; i < 16; i++) {
126         r[i] = 0.0;
127     }
128 
129     r[15] = 1.0;
130 
131     for (i = 0; i < 3; i++) {
132         r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
133         r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
134     }
135 
136     for (i = 0; i < 3; i++) {
137         for (j = 0; j < 3; j++) {
138             r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
139         }
140     }
141 }
142 
143 /*
144  * Simulates gluPerspectiveMatrix
145  */
146 static void
perspective_matrix(float fovy,float aspect,float znear,float zfar,float * r)147 perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
148 {
149     int i;
150     float f;
151 
152     f = 1.0f/SDL_tanf(fovy * 0.5f);
153 
154     for (i = 0; i < 16; i++) {
155         r[i] = 0.0;
156     }
157 
158     r[0] = f / aspect;
159     r[5] = f;
160     r[10] = (znear + zfar) / (znear - zfar);
161     r[11] = -1.0f;
162     r[14] = (2.0f * znear * zfar) / (znear - zfar);
163     r[15] = 0.0f;
164 }
165 
166 /*
167  * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
168  * major. In-place multiplication is supported.
169  */
170 static void
multiply_matrix(float * lhs,float * rhs,float * r)171 multiply_matrix(float *lhs, float *rhs, float *r)
172 {
173     int i, j, k;
174     float tmp[16];
175 
176     for (i = 0; i < 4; i++) {
177         for (j = 0; j < 4; j++) {
178             tmp[j * 4 + i] = 0.0;
179 
180             for (k = 0; k < 4; k++) {
181                 tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
182             }
183         }
184     }
185 
186     for (i = 0; i < 16; i++) {
187         r[i] = tmp[i];
188     }
189 }
190 
191 /*
192  * Create shader, load in source, compile, dump debug as necessary.
193  *
194  * shader: Pointer to return created shader ID.
195  * source: Passed-in shader source code.
196  * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
197  */
198 void
process_shader(GLuint * shader,const char * source,GLint shader_type)199 process_shader(GLuint *shader, const char * source, GLint shader_type)
200 {
201     GLint status = GL_FALSE;
202     const char *shaders[1] = { NULL };
203     char buffer[1024];
204     GLsizei length;
205 
206     /* Create shader and load into GL. */
207     *shader = GL_CHECK(ctx.glCreateShader(shader_type));
208 
209     shaders[0] = source;
210 
211     GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
212 
213     /* Clean up shader source. */
214     shaders[0] = NULL;
215 
216     /* Try compiling the shader. */
217     GL_CHECK(ctx.glCompileShader(*shader));
218     GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
219 
220     /* Dump debug info (source and log) if compilation failed. */
221     if(status != GL_TRUE) {
222         ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
223         buffer[length] = '\0';
224         SDL_Log("Shader compilation failed: %s", buffer);fflush(stderr);
225         quit(-1);
226     }
227 }
228 
229 /* 3D data. Vertex range -0.5..0.5 in all axes.
230 * Z -0.5 is near, 0.5 is far. */
231 const float _vertices[] =
232 {
233     /* Front face. */
234     /* Bottom left */
235     -0.5,  0.5, -0.5,
236     0.5, -0.5, -0.5,
237     -0.5, -0.5, -0.5,
238     /* Top right */
239     -0.5,  0.5, -0.5,
240     0.5,  0.5, -0.5,
241     0.5, -0.5, -0.5,
242     /* Left face */
243     /* Bottom left */
244     -0.5,  0.5,  0.5,
245     -0.5, -0.5, -0.5,
246     -0.5, -0.5,  0.5,
247     /* Top right */
248     -0.5,  0.5,  0.5,
249     -0.5,  0.5, -0.5,
250     -0.5, -0.5, -0.5,
251     /* Top face */
252     /* Bottom left */
253     -0.5,  0.5,  0.5,
254     0.5,  0.5, -0.5,
255     -0.5,  0.5, -0.5,
256     /* Top right */
257     -0.5,  0.5,  0.5,
258     0.5,  0.5,  0.5,
259     0.5,  0.5, -0.5,
260     /* Right face */
261     /* Bottom left */
262     0.5,  0.5, -0.5,
263     0.5, -0.5,  0.5,
264     0.5, -0.5, -0.5,
265     /* Top right */
266     0.5,  0.5, -0.5,
267     0.5,  0.5,  0.5,
268     0.5, -0.5,  0.5,
269     /* Back face */
270     /* Bottom left */
271     0.5,  0.5,  0.5,
272     -0.5, -0.5,  0.5,
273     0.5, -0.5,  0.5,
274     /* Top right */
275     0.5,  0.5,  0.5,
276     -0.5,  0.5,  0.5,
277     -0.5, -0.5,  0.5,
278     /* Bottom face */
279     /* Bottom left */
280     -0.5, -0.5, -0.5,
281     0.5, -0.5,  0.5,
282     -0.5, -0.5,  0.5,
283     /* Top right */
284     -0.5, -0.5, -0.5,
285     0.5, -0.5, -0.5,
286     0.5, -0.5,  0.5,
287 };
288 
289 const float _colors[] =
290 {
291     /* Front face */
292     /* Bottom left */
293     1.0, 0.0, 0.0, /* red */
294     0.0, 0.0, 1.0, /* blue */
295     0.0, 1.0, 0.0, /* green */
296     /* Top right */
297     1.0, 0.0, 0.0, /* red */
298     1.0, 1.0, 0.0, /* yellow */
299     0.0, 0.0, 1.0, /* blue */
300     /* Left face */
301     /* Bottom left */
302     1.0, 1.0, 1.0, /* white */
303     0.0, 1.0, 0.0, /* green */
304     0.0, 1.0, 1.0, /* cyan */
305     /* Top right */
306     1.0, 1.0, 1.0, /* white */
307     1.0, 0.0, 0.0, /* red */
308     0.0, 1.0, 0.0, /* green */
309     /* Top face */
310     /* Bottom left */
311     1.0, 1.0, 1.0, /* white */
312     1.0, 1.0, 0.0, /* yellow */
313     1.0, 0.0, 0.0, /* red */
314     /* Top right */
315     1.0, 1.0, 1.0, /* white */
316     0.0, 0.0, 0.0, /* black */
317     1.0, 1.0, 0.0, /* yellow */
318     /* Right face */
319     /* Bottom left */
320     1.0, 1.0, 0.0, /* yellow */
321     1.0, 0.0, 1.0, /* magenta */
322     0.0, 0.0, 1.0, /* blue */
323     /* Top right */
324     1.0, 1.0, 0.0, /* yellow */
325     0.0, 0.0, 0.0, /* black */
326     1.0, 0.0, 1.0, /* magenta */
327     /* Back face */
328     /* Bottom left */
329     0.0, 0.0, 0.0, /* black */
330     0.0, 1.0, 1.0, /* cyan */
331     1.0, 0.0, 1.0, /* magenta */
332     /* Top right */
333     0.0, 0.0, 0.0, /* black */
334     1.0, 1.0, 1.0, /* white */
335     0.0, 1.0, 1.0, /* cyan */
336     /* Bottom face */
337     /* Bottom left */
338     0.0, 1.0, 0.0, /* green */
339     1.0, 0.0, 1.0, /* magenta */
340     0.0, 1.0, 1.0, /* cyan */
341     /* Top right */
342     0.0, 1.0, 0.0, /* green */
343     0.0, 0.0, 1.0, /* blue */
344     1.0, 0.0, 1.0, /* magenta */
345 };
346 
347 const char* _shader_vert_src =
348 " attribute vec4 av4position; "
349 " attribute vec3 av3color; "
350 " uniform mat4 mvp; "
351 " varying vec3 vv3color; "
352 " void main() { "
353 "    vv3color = av3color; "
354 "    gl_Position = mvp * av4position; "
355 " } ";
356 
357 const char* _shader_frag_src =
358 " precision lowp float; "
359 " varying vec3 vv3color; "
360 " void main() { "
361 "    gl_FragColor = vec4(vv3color, 1.0); "
362 " } ";
363 
364 typedef struct shader_data
365 {
366     GLuint shader_program, shader_frag, shader_vert;
367 
368     GLint attr_position;
369     GLint attr_color, attr_mvp;
370 
371     int angle_x, angle_y, angle_z;
372 
373 } shader_data;
374 
375 static void
Render(unsigned int width,unsigned int height,shader_data * data)376 Render(unsigned int width, unsigned int height, shader_data* data)
377 {
378     float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
379 
380     /*
381     * Do some rotation with Euler angles. It is not a fixed axis as
382     * quaterions would be, but the effect is cool.
383     */
384     rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
385     rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
386 
387     multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
388 
389     rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate);
390 
391     multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
392 
393     /* Pull the camera back from the cube */
394     matrix_modelview[14] -= 2.5;
395 
396     perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective);
397     multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
398 
399     GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
400 
401     data->angle_x += 3;
402     data->angle_y += 2;
403     data->angle_z += 1;
404 
405     if(data->angle_x >= 360) data->angle_x -= 360;
406     if(data->angle_x < 0) data->angle_x += 360;
407     if(data->angle_y >= 360) data->angle_y -= 360;
408     if(data->angle_y < 0) data->angle_y += 360;
409     if(data->angle_z >= 360) data->angle_z -= 360;
410     if(data->angle_z < 0) data->angle_z += 360;
411 
412     GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
413     GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
414 }
415 
416 int done;
417 Uint32 frames;
418 shader_data *datas;
419 
loop()420 void loop()
421 {
422     SDL_Event event;
423     int i;
424     int status;
425 
426     /* Check for events */
427     ++frames;
428     while (SDL_PollEvent(&event) && !done) {
429         switch (event.type) {
430         case SDL_WINDOWEVENT:
431             switch (event.window.event) {
432                 case SDL_WINDOWEVENT_RESIZED:
433                     for (i = 0; i < state->num_windows; ++i) {
434                         if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
435                             int w, h;
436                             status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
437                             if (status) {
438                                 SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
439                                 break;
440                             }
441                             /* Change view port to the new window dimensions */
442                             SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
443                             ctx.glViewport(0, 0, w, h);
444                             state->window_w = event.window.data1;
445                             state->window_h = event.window.data2;
446                             /* Update window content */
447                             Render(event.window.data1, event.window.data2, &datas[i]);
448                             SDL_GL_SwapWindow(state->windows[i]);
449                             break;
450                         }
451                     }
452                     break;
453             }
454         }
455         SDLTest_CommonEvent(state, &event, &done);
456     }
457     if (!done) {
458       for (i = 0; i < state->num_windows; ++i) {
459           status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
460           if (status) {
461               SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
462 
463               /* Continue for next window */
464               continue;
465           }
466           Render(state->window_w, state->window_h, &datas[i]);
467           SDL_GL_SwapWindow(state->windows[i]);
468       }
469     }
470 #ifdef __EMSCRIPTEN__
471     else {
472         emscripten_cancel_main_loop();
473     }
474 #endif
475 }
476 
477 int
main(int argc,char * argv[])478 main(int argc, char *argv[])
479 {
480     int fsaa, accel;
481     int value;
482     int i;
483     SDL_DisplayMode mode;
484     Uint32 then, now;
485     int status;
486     shader_data *data;
487 
488     /* Initialize parameters */
489     fsaa = 0;
490     accel = 0;
491 
492     /* Initialize test framework */
493     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
494     if (!state) {
495         return 1;
496     }
497     for (i = 1; i < argc;) {
498         int consumed;
499 
500         consumed = SDLTest_CommonArg(state, i);
501         if (consumed == 0) {
502             if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
503                 ++fsaa;
504                 consumed = 1;
505             } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
506                 ++accel;
507                 consumed = 1;
508             } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
509                 i++;
510                 if (!argv[i]) {
511                     consumed = -1;
512                 } else {
513                     depth = SDL_atoi(argv[i]);
514                     consumed = 1;
515                 }
516             } else {
517                 consumed = -1;
518             }
519         }
520         if (consumed < 0) {
521             static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
522             SDLTest_CommonLogUsage(state, argv[0], options);
523             quit(1);
524         }
525         i += consumed;
526     }
527 
528     /* Set OpenGL parameters */
529     state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
530     state->gl_red_size = 5;
531     state->gl_green_size = 5;
532     state->gl_blue_size = 5;
533     state->gl_depth_size = depth;
534     state->gl_major_version = 2;
535     state->gl_minor_version = 0;
536     state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
537 
538     if (fsaa) {
539         state->gl_multisamplebuffers=1;
540         state->gl_multisamplesamples=fsaa;
541     }
542     if (accel) {
543         state->gl_accelerated=1;
544     }
545     if (!SDLTest_CommonInit(state)) {
546         quit(2);
547         return 0;
548     }
549 
550     context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context));
551     if (context == NULL) {
552         SDL_Log("Out of memory!\n");
553         quit(2);
554     }
555 
556     /* Create OpenGL ES contexts */
557     for (i = 0; i < state->num_windows; i++) {
558         context[i] = SDL_GL_CreateContext(state->windows[i]);
559         if (!context[i]) {
560             SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
561             quit(2);
562         }
563     }
564 
565     /* Important: call this *after* creating the context */
566     if (LoadContext(&ctx) < 0) {
567         SDL_Log("Could not load GLES2 functions\n");
568         quit(2);
569         return 0;
570     }
571 
572 
573 
574     if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
575         SDL_GL_SetSwapInterval(1);
576     } else {
577         SDL_GL_SetSwapInterval(0);
578     }
579 
580     SDL_GetCurrentDisplayMode(0, &mode);
581     SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
582     SDL_Log("\n");
583     SDL_Log("Vendor     : %s\n", ctx.glGetString(GL_VENDOR));
584     SDL_Log("Renderer   : %s\n", ctx.glGetString(GL_RENDERER));
585     SDL_Log("Version    : %s\n", ctx.glGetString(GL_VERSION));
586     SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
587     SDL_Log("\n");
588 
589     status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
590     if (!status) {
591         SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
592     } else {
593         SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
594                 SDL_GetError());
595     }
596     status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
597     if (!status) {
598         SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
599     } else {
600         SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
601                 SDL_GetError());
602     }
603     status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
604     if (!status) {
605         SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
606     } else {
607         SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
608                 SDL_GetError());
609     }
610     status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
611     if (!status) {
612         SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
613     } else {
614         SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
615                 SDL_GetError());
616     }
617     if (fsaa) {
618         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
619         if (!status) {
620             SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
621         } else {
622             SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
623                     SDL_GetError());
624         }
625         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
626         if (!status) {
627             SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
628                    value);
629         } else {
630             SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
631                     SDL_GetError());
632         }
633     }
634     if (accel) {
635         status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
636         if (!status) {
637             SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
638         } else {
639             SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
640                     SDL_GetError());
641         }
642     }
643 
644     datas = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data));
645 
646     /* Set rendering settings for each context */
647     for (i = 0; i < state->num_windows; ++i) {
648 
649         int w, h;
650         status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
651         if (status) {
652             SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
653 
654             /* Continue for next window */
655             continue;
656         }
657         SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
658         ctx.glViewport(0, 0, w, h);
659 
660         data = &datas[i];
661         data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;
662 
663         /* Shader Initialization */
664         process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
665         process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);
666 
667         /* Create shader_program (ready to attach shaders) */
668         data->shader_program = GL_CHECK(ctx.glCreateProgram());
669 
670         /* Attach shaders and link shader_program */
671         GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
672         GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
673         GL_CHECK(ctx.glLinkProgram(data->shader_program));
674 
675         /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
676         data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
677         data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
678 
679         /* Get uniform locations */
680         data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
681 
682         GL_CHECK(ctx.glUseProgram(data->shader_program));
683 
684         /* Enable attributes for position, color and texture coordinates etc. */
685         GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
686         GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
687 
688         /* Populate attributes for position, color and texture coordinates etc. */
689         GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
690         GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
691 
692         GL_CHECK(ctx.glEnable(GL_CULL_FACE));
693         GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
694     }
695 
696     /* Main render loop */
697     frames = 0;
698     then = SDL_GetTicks();
699     done = 0;
700 
701 #ifdef __EMSCRIPTEN__
702     emscripten_set_main_loop(loop, 0, 1);
703 #else
704     while (!done) {
705         loop();
706     }
707 #endif
708 
709     /* Print out some timing information */
710     now = SDL_GetTicks();
711     if (now > then) {
712         SDL_Log("%2.2f frames per second\n",
713                ((double) frames * 1000) / (now - then));
714     }
715 #if !defined(__ANDROID__) && !defined(__NACL__)
716     quit(0);
717 #endif
718     return 0;
719 }
720 
721 #else /* HAVE_OPENGLES2 */
722 
723 int
main(int argc,char * argv[])724 main(int argc, char *argv[])
725 {
726     SDL_Log("No OpenGL ES support on this system\n");
727     return 1;
728 }
729 
730 #endif /* HAVE_OPENGLES2 */
731 
732 /* vi: set ts=4 sw=4 expandtab: */
733