diff --git a/test/Makefile.in b/test/Makefile.in index 8c3bbf2a1..6cf97ed2c 100644 --- a/test/Makefile.in +++ b/test/Makefile.in @@ -170,6 +170,9 @@ testgles$(EXE): $(srcdir)/testgles.c testgles2$(EXE): $(srcdir)/testgles2.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@ +testgles2_sdf$(EXE): $(srcdir)/testgles2_sdf.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@ + testhaptic$(EXE): $(srcdir)/testhaptic.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) diff --git a/test/testgles2_sdf.c b/test/testgles2_sdf.c new file mode 100644 index 000000000..880915e96 --- /dev/null +++ b/test/testgles2_sdf.c @@ -0,0 +1,802 @@ +/* + Copyright (C) 1997-2021 Sam Lantinga + + 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 +#include +#include +#include + +#ifdef __EMSCRIPTEN__ +#include +#endif + +#include "SDL_test_common.h" + +#if defined(__IPHONEOS__) || defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__NACL__) \ + || defined(__WINDOWS__) || defined(__LINUX__) +#define HAVE_OPENGLES2 +#endif + +#ifdef HAVE_OPENGLES2 + +#include "SDL_opengles2.h" + +typedef struct GLES2_Context +{ +#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; +#include "../src/render/opengles2/SDL_gles2funcs.h" +#undef SDL_PROC +} GLES2_Context; + + +static SDL_Surface *g_surf_sdf = NULL; +GLenum g_texture; +GLenum g_texture_type = GL_TEXTURE_2D; +GLfloat g_verts[24]; +typedef enum +{ + GLES2_ATTRIBUTE_POSITION = 0, + GLES2_ATTRIBUTE_TEXCOORD = 1, + GLES2_ATTRIBUTE_ANGLE = 2, + GLES2_ATTRIBUTE_CENTER = 3, +} GLES2_Attribute; + +typedef enum +{ + GLES2_UNIFORM_PROJECTION, + GLES2_UNIFORM_TEXTURE, + GLES2_UNIFORM_COLOR, +} GLES2_Uniform; + + +GLuint g_uniform_locations[16]; + + + +static SDLTest_CommonState *state; +static SDL_GLContext *context = NULL; +static int depth = 16; +static GLES2_Context ctx; + +static int LoadContext(GLES2_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 GLES2 function %s: %s", #func, SDL_GetError()); \ + } \ + } while ( 0 ); +#endif /* __SDL_NOGETPROCADDR__ */ + +#include "../src/render/opengles2/SDL_gles2funcs.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) +{ + int i; + + if (context != NULL) { + for (i = 0; i < state->num_windows; i++) { + if (context[i]) { + SDL_GL_DeleteContext(context[i]); + } + } + + SDL_free(context); + } + + SDLTest_CommonQuit(state); + exit(rc); +} + +#define GL_CHECK(x) \ + x; \ + { \ + GLenum glError = ctx.glGetError(); \ + if(glError != GL_NO_ERROR) { \ + SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \ + quit(1); \ + } \ + } + + +/* + * Create shader, load in source, compile, dump debug as necessary. + * + * shader: Pointer to return created shader ID. + * source: Passed-in shader source code. + * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER. + */ +void +process_shader(GLuint *shader, const char * source, GLint shader_type) +{ + GLint status = GL_FALSE; + const char *shaders[1] = { NULL }; + char buffer[1024]; + GLsizei length; + + /* Create shader and load into GL. */ + *shader = GL_CHECK(ctx.glCreateShader(shader_type)); + + shaders[0] = source; + + GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL)); + + /* Clean up shader source. */ + shaders[0] = NULL; + + /* Try compiling the shader. */ + GL_CHECK(ctx.glCompileShader(*shader)); + GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)); + + /* Dump debug info (source and log) if compilation failed. */ + if(status != GL_TRUE) { + ctx.glGetProgramInfoLog(*shader, sizeof(buffer), &length, &buffer[0]); + buffer[length] = '\0'; + SDL_Log("Shader compilation failed: %s", buffer);fflush(stderr); + quit(-1); + } +} + +/* Notes on a_angle: + * It is a vector containing sin and cos for rotation matrix + * To get correct rotation for most cases when a_angle is disabled cos + value is decremented by 1.0 to get proper output with 0.0 which is + default value +*/ +static const Uint8 GLES2_VertexSrc_Default_[] = " \ + uniform mat4 u_projection; \ + attribute vec2 a_position; \ + attribute vec2 a_texCoord; \ + attribute vec2 a_angle; \ + attribute vec2 a_center; \ + varying vec2 v_texCoord; \ + \ + void main() \ + { \ + float s = a_angle[0]; \ + float c = a_angle[1] + 1.0; \ + mat2 rotationMatrix = mat2(c, -s, s, c); \ + vec2 position = rotationMatrix * (a_position - a_center) + a_center; \ + v_texCoord = a_texCoord; \ + gl_Position = u_projection * vec4(position, 0.0, 1.0);\ + gl_PointSize = 1.0; \ + } \ +"; + +static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \ + precision mediump float; \ + uniform sampler2D u_texture; \ + uniform vec4 u_color; \ + varying vec2 v_texCoord; \ + \ + void main() \ + { \ + gl_FragColor = texture2D(u_texture, v_texCoord); \ + gl_FragColor *= u_color; \ + } \ +"; + +/* RGB to ABGR conversion */ +static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_SDF[] = " \ + #extension GL_OES_standard_derivatives : enable\n\ + \ + precision mediump float; \ + uniform sampler2D u_texture; \ + uniform vec4 u_color; \ + varying vec2 v_texCoord; \ + \ + void main() \ + { \ + vec4 abgr = texture2D(u_texture, v_texCoord); \ +\ + float sigDist = abgr.a; \ + \ + float w = fwidth( sigDist );\ + float alpha = clamp(smoothstep(0.5 - w, 0.5 + w, sigDist), 0.0, 1.0); \ +\ + gl_FragColor = vec4(abgr.rgb, abgr.a * alpha); \ + gl_FragColor.rgb *= gl_FragColor.a; \ + gl_FragColor *= u_color; \ + } \ +"; + +/* RGB to ABGR conversion DEBUG */ +static const char *GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg = " \ + #extension GL_OES_standard_derivatives : enable\n\ + \ + precision mediump float; \ + uniform sampler2D u_texture; \ + uniform vec4 u_color; \ + varying vec2 v_texCoord; \ + \ + void main() \ + { \ + vec4 abgr = texture2D(u_texture, v_texCoord); \ +\ + float a = abgr.a; \ + gl_FragColor = vec4(a, a, a, 1.0); \ + } \ +"; + + +static float g_val = 1.0f; +static int g_use_SDF = 1; +static int g_use_SDF_debug = 0; +static float g_angle = 0.0f; +static float matrix_mvp[4][4]; + + + + +typedef struct shader_data +{ + GLuint shader_program, shader_frag, shader_vert; + + GLint attr_position; + GLint attr_color, attr_mvp; + +} shader_data; + +static void +Render(unsigned int width, unsigned int height, shader_data* data) +{ + ctx.glViewport(0, 0, 640, 480); + + GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT)); + + GL_CHECK(ctx.glUniformMatrix4fv(g_uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (const float *)matrix_mvp)); + GL_CHECK(ctx.glUniform4f(g_uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f)); + + float *verts = g_verts; + + GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 16))); + GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 8))); + GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) verts)); + + GL_CHECK(ctx.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); +} + + +void renderCopy_angle(float degree_angle) +{ + const float radian_angle = (float)(3.141592 * degree_angle) / 180.0; + const GLfloat s = (GLfloat) SDL_sin(radian_angle); + const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f; + GLfloat *verts = g_verts + 16; + *(verts++) = s; + *(verts++) = c; + *(verts++) = s; + *(verts++) = c; + *(verts++) = s; + *(verts++) = c; + *(verts++) = s; + *(verts++) = c; +} + + +void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect) +{ + GLfloat minx, miny, maxx, maxy; + GLfloat minu, maxu, minv, maxv; + GLfloat *verts = g_verts; + + minx = dstrect->x; + miny = dstrect->y; + maxx = dstrect->x + dstrect->w; + maxy = dstrect->y + dstrect->h; + + minu = (GLfloat) srcrect->x / g_surf_sdf->w; + maxu = (GLfloat) (srcrect->x + srcrect->w) / g_surf_sdf->w; + minv = (GLfloat) srcrect->y / g_surf_sdf->h; + maxv = (GLfloat) (srcrect->y + srcrect->h) / g_surf_sdf->h; + + *(verts++) = minx; + *(verts++) = miny; + *(verts++) = maxx; + *(verts++) = miny; + *(verts++) = minx; + *(verts++) = maxy; + *(verts++) = maxx; + *(verts++) = maxy; + + *(verts++) = minu; + *(verts++) = minv; + *(verts++) = maxu; + *(verts++) = minv; + *(verts++) = minu; + *(verts++) = maxv; + *(verts++) = maxu; + *(verts++) = maxv; +} + +int done; +Uint32 frames; +shader_data *datas; + +void loop() +{ + SDL_Event event; + int i; + int status; + + /* Check for events */ + ++frames; + while (SDL_PollEvent(&event) && !done) { + switch (event.type) { + case SDL_KEYDOWN: + { + const int sym = event.key.keysym.sym; + + if (sym == SDLK_TAB) { + SDL_Log("Tab"); + + + } + + + if (sym == SDLK_LEFT) g_val -= 0.05; + if (sym == SDLK_RIGHT) g_val += 0.05; + if (sym == SDLK_UP) g_angle -= 1; + if (sym == SDLK_DOWN) g_angle += 1; + + + break; + } + + case SDL_WINDOWEVENT: + switch (event.window.event) { + case SDL_WINDOWEVENT_RESIZED: + for (i = 0; i < state->num_windows; ++i) { + if (event.window.windowID == SDL_GetWindowID(state->windows[i])) { + int w, h; + status = SDL_GL_MakeCurrent(state->windows[i], context[i]); + if (status) { + SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + break; + } + /* Change view port to the new window dimensions */ + SDL_GL_GetDrawableSize(state->windows[i], &w, &h); + ctx.glViewport(0, 0, w, h); + state->window_w = event.window.data1; + state->window_h = event.window.data2; + /* Update window content */ + Render(event.window.data1, event.window.data2, &datas[i]); + SDL_GL_SwapWindow(state->windows[i]); + break; + } + } + break; + } + } + SDLTest_CommonEvent(state, &event, &done); + } + + + matrix_mvp[3][0] = -1.0f; + matrix_mvp[3][3] = 1.0f; + + matrix_mvp[0][0] = 2.0f / 640.0; + matrix_mvp[1][1] = -2.0f / 480.0; + matrix_mvp[3][1] = 1.0f; + + if (0) + { + float *f = matrix_mvp; + SDL_Log("-----------------------------------"); + SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++); + SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++); + SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++); + SDL_Log("[ %f, %f, %f, %f ]", *f++, *f++, *f++, *f++); + SDL_Log("-----------------------------------"); + } + + renderCopy_angle(g_angle); + + int w, h; + SDL_GL_GetDrawableSize(state->windows[0], &w, &h); + SDL_Rect rs, rd; + rs.x = 0; rs.y = 0; rs.w = g_surf_sdf->w; rs.h = g_surf_sdf->h; + rd.w = g_surf_sdf->w * g_val; rd.h = g_surf_sdf->h * g_val; + rd.x = (w - rd.w) / 2; rd.y = (h - rd.h) / 2; + renderCopy_position(&rs, &rd); + + + if (!done) { + for (i = 0; i < state->num_windows; ++i) { + status = SDL_GL_MakeCurrent(state->windows[i], context[i]); + if (status) { + SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + + /* Continue for next window */ + continue; + } + Render(state->window_w, state->window_h, &datas[i]); + SDL_GL_SwapWindow(state->windows[i]); + } + } +#ifdef __EMSCRIPTEN__ + else { + emscripten_cancel_main_loop(); + } +#endif +} + +int +main(int argc, char *argv[]) +{ + int fsaa, accel; + int value; + int i; + SDL_DisplayMode mode; + Uint32 then, now; + int status; + shader_data *data; + + /* Initialize parameters */ + fsaa = 0; + accel = 0; + + /* 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) { + ++fsaa; + consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--accel") == 0) { + ++accel; + consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) { + i++; + if (!argv[i]) { + consumed = -1; + } else { + depth = SDL_atoi(argv[i]); + consumed = 1; + } + } else { + consumed = -1; + } + } + if (consumed < 0) { + static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); + quit(1); + } + i += consumed; + } + + /* Set OpenGL parameters */ + state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; + state->gl_red_size = 5; + state->gl_green_size = 5; + state->gl_blue_size = 5; + state->gl_depth_size = depth; + state->gl_major_version = 2; + state->gl_minor_version = 0; + state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES; + + if (fsaa) { + state->gl_multisamplebuffers=1; + state->gl_multisamplesamples=fsaa; + } + if (accel) { + state->gl_accelerated=1; + } + if (!SDLTest_CommonInit(state)) { + quit(2); + return 0; + } + + context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context)); + if (context == NULL) { + 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)); + + { + 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 + SDL_Surface *tmp = SDL_LoadBMP(f); + if (tmp == NULL) { + SDL_Log("missing image file: %s", f); + exit(-1); + } else { + SDL_Log("Load image file: %s", f); + } + +#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_ConvertSurfaceFormat(tmp, SDL_PIXELFORMAT_ABGR8888, 0); + + SDL_SetSurfaceBlendMode(g_surf_sdf, SDL_BLENDMODE_BLEND); + } + + + if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) { + SDL_GL_SetSwapInterval(1); + } else { + SDL_GL_SetSwapInterval(0); + } + + SDL_GetCurrentDisplayMode(0, &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"); + + 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_Log( "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_Log( "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_Log( "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", depth, value); + } else { + SDL_Log( "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_Log( "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_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n", + SDL_GetError()); + } + } + if (accel) { + status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); + if (!status) { + 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; + status = SDL_GL_MakeCurrent(state->windows[i], context[i]); + if (status) { + 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_GL_GetDrawableSize(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 __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)); + } +#if !defined(__ANDROID__) && !defined(__NACL__) + 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 */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/test/testgles2_sdf_img_normal.bmp b/test/testgles2_sdf_img_normal.bmp new file mode 100644 index 000000000..1209e1b1d Binary files /dev/null and b/test/testgles2_sdf_img_normal.bmp differ diff --git a/test/testgles2_sdf_img_sdf.bmp b/test/testgles2_sdf_img_sdf.bmp new file mode 100644 index 000000000..5f983d2d2 Binary files /dev/null and b/test/testgles2_sdf_img_sdf.bmp differ