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      1 /*
      2   Copyright (r) 1997-2014 Sam Lantinga <slouken (at) 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 #include "SDL_test_common.h"
     18 
     19 #if defined(__IPHONEOS__) || defined(__ANDROID__)
     20 #define HAVE_OPENGLES2
     21 #endif
     22 
     23 #ifdef HAVE_OPENGLES2
     24 
     25 #include "SDL_opengles2.h"
     26 
     27 typedef struct GLES2_Context
     28 {
     29 #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
     30 #include "../src/render/opengles2/SDL_gles2funcs.h"
     31 #undef SDL_PROC
     32 } GLES2_Context;
     33 
     34 
     35 static SDLTest_CommonState *state;
     36 static SDL_GLContext *context = NULL;
     37 static int depth = 16;
     38 static GLES2_Context ctx;
     39 
     40 static int LoadContext(GLES2_Context * data)
     41 {
     42 #if SDL_VIDEO_DRIVER_UIKIT
     43 #define __SDL_NOGETPROCADDR__
     44 #elif SDL_VIDEO_DRIVER_ANDROID
     45 #define __SDL_NOGETPROCADDR__
     46 #elif SDL_VIDEO_DRIVER_PANDORA
     47 #define __SDL_NOGETPROCADDR__
     48 #endif
     49 
     50 #if defined __SDL_NOGETPROCADDR__
     51 #define SDL_PROC(ret,func,params) data->func=func;
     52 #else
     53 #define SDL_PROC(ret,func,params) \
     54     do { \
     55         data->func = SDL_GL_GetProcAddress(#func); \
     56         if ( ! data->func ) { \
     57             return SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
     58         } \
     59     } while ( 0 );
     60 #endif /* _SDL_NOGETPROCADDR_ */
     61 
     62 #include "../src/render/opengles2/SDL_gles2funcs.h"
     63 #undef SDL_PROC
     64     return 0;
     65 }
     66 
     67 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
     68 static void
     69 quit(int rc)
     70 {
     71     int i;
     72 
     73     if (context != NULL) {
     74         for (i = 0; i < state->num_windows; i++) {
     75             if (context[i]) {
     76                 SDL_GL_DeleteContext(context[i]);
     77             }
     78         }
     79 
     80         SDL_free(context);
     81     }
     82 
     83     SDLTest_CommonQuit(state);
     84     exit(rc);
     85 }
     86 
     87 #define GL_CHECK(x) \
     88         x; \
     89         { \
     90           GLenum glError = ctx.glGetError(); \
     91           if(glError != GL_NO_ERROR) { \
     92             SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
     93             quit(1); \
     94           } \
     95         }
     96 
     97 /*
     98  * Simulates desktop's glRotatef. The matrix is returned in column-major
     99  * order.
    100  */
    101 static void
    102 rotate_matrix(double angle, double x, double y, double z, float *r)
    103 {
    104     double radians, c, s, c1, u[3], length;
    105     int i, j;
    106 
    107     radians = (angle * M_PI) / 180.0;
    108 
    109     c = cos(radians);
    110     s = sin(radians);
    111 
    112     c1 = 1.0 - cos(radians);
    113 
    114     length = sqrt(x * x + y * y + z * z);
    115 
    116     u[0] = x / length;
    117     u[1] = y / length;
    118     u[2] = z / length;
    119 
    120     for (i = 0; i < 16; i++) {
    121         r[i] = 0.0;
    122     }
    123 
    124     r[15] = 1.0;
    125 
    126     for (i = 0; i < 3; i++) {
    127         r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
    128         r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
    129     }
    130 
    131     for (i = 0; i < 3; i++) {
    132         for (j = 0; j < 3; j++) {
    133             r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0);
    134         }
    135     }
    136 }
    137 
    138 /*
    139  * Simulates gluPerspectiveMatrix
    140  */
    141 static void
    142 perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r)
    143 {
    144     int i;
    145     double f;
    146 
    147     f = 1.0/tan(fovy * 0.5);
    148 
    149     for (i = 0; i < 16; i++) {
    150         r[i] = 0.0;
    151     }
    152 
    153     r[0] = f / aspect;
    154     r[5] = f;
    155     r[10] = (znear + zfar) / (znear - zfar);
    156     r[11] = -1.0;
    157     r[14] = (2.0 * znear * zfar) / (znear - zfar);
    158     r[15] = 0.0;
    159 }
    160 
    161 /*
    162  * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
    163  * major. In-place multiplication is supported.
    164  */
    165 static void
    166 multiply_matrix(float *lhs, float *rhs, float *r)
    167 {
    168 	int i, j, k;
    169     float tmp[16];
    170 
    171     for (i = 0; i < 4; i++) {
    172         for (j = 0; j < 4; j++) {
    173             tmp[j * 4 + i] = 0.0;
    174 
    175             for (k = 0; k < 4; k++) {
    176                 tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
    177             }
    178         }
    179     }
    180 
    181     for (i = 0; i < 16; i++) {
    182         r[i] = tmp[i];
    183     }
    184 }
    185 
    186 /*
    187  * Create shader, load in source, compile, dump debug as necessary.
    188  *
    189  * shader: Pointer to return created shader ID.
    190  * source: Passed-in shader source code.
    191  * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
    192  */
    193 void
    194 process_shader(GLuint *shader, const char * source, GLint shader_type)
    195 {
    196     GLint status = GL_FALSE;
    197     const char *shaders[1] = { NULL };
    198 
    199     /* Create shader and load into GL. */
    200     *shader = GL_CHECK(ctx.glCreateShader(shader_type));
    201 
    202     shaders[0] = source;
    203 
    204     GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
    205 
    206     /* Clean up shader source. */
    207     shaders[0] = NULL;
    208 
    209     /* Try compiling the shader. */
    210     GL_CHECK(ctx.glCompileShader(*shader));
    211     GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
    212 
    213     // Dump debug info (source and log) if compilation failed.
    214     if(status != GL_TRUE) {
    215         SDL_Log("Shader compilation failed");
    216         quit(-1);
    217     }
    218 }
    219 
    220 /* 3D data. Vertex range -0.5..0.5 in all axes.
    221 * Z -0.5 is near, 0.5 is far. */
    222 const float _vertices[] =
    223 {
    224     /* Front face. */
    225     /* Bottom left */
    226     -0.5,  0.5, -0.5,
    227     0.5, -0.5, -0.5,
    228     -0.5, -0.5, -0.5,
    229     /* Top right */
    230     -0.5,  0.5, -0.5,
    231     0.5,  0.5, -0.5,
    232     0.5, -0.5, -0.5,
    233     /* Left 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     /* Top 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     /* Right 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     /* Back 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     /* Bottom 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 };
    279 
    280 const float _colors[] =
    281 {
    282     /* Front face */
    283     /* Bottom left */
    284     1.0, 0.0, 0.0, /* red */
    285     0.0, 0.0, 1.0, /* blue */
    286     0.0, 1.0, 0.0, /* green */
    287     /* Top right */
    288     1.0, 0.0, 0.0, /* red */
    289     1.0, 1.0, 0.0, /* yellow */
    290     0.0, 0.0, 1.0, /* blue */
    291     /* Left face */
    292     /* Bottom left */
    293     1.0, 1.0, 1.0, /* white */
    294     0.0, 1.0, 0.0, /* green */
    295     0.0, 1.0, 1.0, /* cyan */
    296     /* Top right */
    297     1.0, 1.0, 1.0, /* white */
    298     1.0, 0.0, 0.0, /* red */
    299     0.0, 1.0, 0.0, /* green */
    300     /* Top face */
    301     /* Bottom left */
    302     1.0, 1.0, 1.0, /* white */
    303     1.0, 1.0, 0.0, /* yellow */
    304     1.0, 0.0, 0.0, /* red */
    305     /* Top right */
    306     1.0, 1.0, 1.0, /* white */
    307     0.0, 0.0, 0.0, /* black */
    308     1.0, 1.0, 0.0, /* yellow */
    309     /* Right face */
    310     /* Bottom left */
    311     1.0, 1.0, 0.0, /* yellow */
    312     1.0, 0.0, 1.0, /* magenta */
    313     0.0, 0.0, 1.0, /* blue */
    314     /* Top right */
    315     1.0, 1.0, 0.0, /* yellow */
    316     0.0, 0.0, 0.0, /* black */
    317     1.0, 0.0, 1.0, /* magenta */
    318     /* Back face */
    319     /* Bottom left */
    320     0.0, 0.0, 0.0, /* black */
    321     0.0, 1.0, 1.0, /* cyan */
    322     1.0, 0.0, 1.0, /* magenta */
    323     /* Top right */
    324     0.0, 0.0, 0.0, /* black */
    325     1.0, 1.0, 1.0, /* white */
    326     0.0, 1.0, 1.0, /* cyan */
    327     /* Bottom face */
    328     /* Bottom left */
    329     0.0, 1.0, 0.0, /* green */
    330     1.0, 0.0, 1.0, /* magenta */
    331     0.0, 1.0, 1.0, /* cyan */
    332     /* Top right */
    333     0.0, 1.0, 0.0, /* green */
    334     0.0, 0.0, 1.0, /* blue */
    335     1.0, 0.0, 1.0, /* magenta */
    336 };
    337 
    338 const char* _shader_vert_src =
    339 " attribute vec4 av4position; "
    340 " attribute vec3 av3color; "
    341 " uniform mat4 mvp; "
    342 " varying vec3 vv3color; "
    343 " void main() { "
    344 "    vv3color = av3color; "
    345 "    gl_Position = mvp * av4position; "
    346 " } ";
    347 
    348 const char* _shader_frag_src =
    349 " precision lowp float; "
    350 " varying vec3 vv3color; "
    351 " void main() { "
    352 "    gl_FragColor = vec4(vv3color, 1.0); "
    353 " } ";
    354 
    355 typedef struct shader_data
    356 {
    357     GLuint shader_program, shader_frag, shader_vert;
    358 
    359     GLint attr_position;
    360     GLint attr_color, attr_mvp;
    361 
    362     int angle_x, angle_y, angle_z;
    363 
    364 } shader_data;
    365 
    366 static void
    367 Render(unsigned int width, unsigned int height, shader_data* data)
    368 {
    369     float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
    370 
    371     /*
    372     * Do some rotation with Euler angles. It is not a fixed axis as
    373     * quaterions would be, but the effect is cool.
    374     */
    375     rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
    376     rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
    377 
    378     multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
    379 
    380     rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
    381 
    382     multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
    383 
    384     /* Pull the camera back from the cube */
    385     matrix_modelview[14] -= 2.5;
    386 
    387     perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
    388     multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
    389 
    390     GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
    391 
    392     data->angle_x += 3;
    393     data->angle_y += 2;
    394     data->angle_z += 1;
    395 
    396     if(data->angle_x >= 360) data->angle_x -= 360;
    397     if(data->angle_x < 0) data->angle_x += 360;
    398     if(data->angle_y >= 360) data->angle_y -= 360;
    399     if(data->angle_y < 0) data->angle_y += 360;
    400     if(data->angle_z >= 360) data->angle_z -= 360;
    401     if(data->angle_z < 0) data->angle_z += 360;
    402 
    403     GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
    404     GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
    405 }
    406 
    407 int
    408 main(int argc, char *argv[])
    409 {
    410     int fsaa, accel;
    411     int value;
    412     int i, done;
    413     SDL_DisplayMode mode;
    414     SDL_Event event;
    415     Uint32 then, now, frames;
    416     int status;
    417     shader_data *datas, *data;
    418 
    419     /* Initialize parameters */
    420     fsaa = 0;
    421     accel = 0;
    422 
    423     /* Initialize test framework */
    424     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    425     if (!state) {
    426         return 1;
    427     }
    428     for (i = 1; i < argc;) {
    429         int consumed;
    430 
    431         consumed = SDLTest_CommonArg(state, i);
    432         if (consumed == 0) {
    433             if (SDL_strcasecmp(argv[i], "--fsaa") == 0) {
    434                 ++fsaa;
    435                 consumed = 1;
    436             } else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
    437                 ++accel;
    438                 consumed = 1;
    439             } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
    440                 i++;
    441                 if (!argv[i]) {
    442                     consumed = -1;
    443                 } else {
    444                     depth = SDL_atoi(argv[i]);
    445                     consumed = 1;
    446                 }
    447             } else {
    448                 consumed = -1;
    449             }
    450         }
    451         if (consumed < 0) {
    452             SDL_Log ("Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
    453                     SDLTest_CommonUsage(state));
    454             quit(1);
    455         }
    456         i += consumed;
    457     }
    458 
    459     /* Set OpenGL parameters */
    460     state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
    461     state->gl_red_size = 5;
    462     state->gl_green_size = 5;
    463     state->gl_blue_size = 5;
    464     state->gl_depth_size = depth;
    465     state->gl_major_version = 2;
    466     state->gl_minor_version = 0;
    467     state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
    468 
    469     if (fsaa) {
    470         state->gl_multisamplebuffers=1;
    471         state->gl_multisamplesamples=fsaa;
    472     }
    473     if (accel) {
    474         state->gl_accelerated=1;
    475     }
    476     if (!SDLTest_CommonInit(state)) {
    477         quit(2);
    478         return 0;
    479     }
    480 
    481     context = SDL_calloc(state->num_windows, sizeof(context));
    482     if (context == NULL) {
    483         SDL_Log("Out of memory!\n");
    484         quit(2);
    485     }
    486 
    487     /* Create OpenGL ES contexts */
    488     for (i = 0; i < state->num_windows; i++) {
    489         context[i] = SDL_GL_CreateContext(state->windows[i]);
    490         if (!context[i]) {
    491             SDL_Log("SDL_GL_CreateContext(): %s\n", SDL_GetError());
    492             quit(2);
    493         }
    494     }
    495 
    496     /* Important: call this *after* creating the context */
    497     if (LoadContext(&ctx) < 0) {
    498         SDL_Log("Could not load GLES2 functions\n");
    499         quit(2);
    500         return 0;
    501     }
    502 
    503 
    504 
    505     if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
    506         SDL_GL_SetSwapInterval(1);
    507     } else {
    508         SDL_GL_SetSwapInterval(0);
    509     }
    510 
    511     SDL_GetCurrentDisplayMode(0, &mode);
    512     SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
    513     SDL_Log("\n");
    514     SDL_Log("Vendor     : %s\n", ctx.glGetString(GL_VENDOR));
    515     SDL_Log("Renderer   : %s\n", ctx.glGetString(GL_RENDERER));
    516     SDL_Log("Version    : %s\n", ctx.glGetString(GL_VERSION));
    517     SDL_Log("Extensions : %s\n", ctx.glGetString(GL_EXTENSIONS));
    518     SDL_Log("\n");
    519 
    520     status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
    521     if (!status) {
    522         SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
    523     } else {
    524         SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
    525                 SDL_GetError());
    526     }
    527     status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
    528     if (!status) {
    529         SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
    530     } else {
    531         SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
    532                 SDL_GetError());
    533     }
    534     status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
    535     if (!status) {
    536         SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
    537     } else {
    538         SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
    539                 SDL_GetError());
    540     }
    541     status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
    542     if (!status) {
    543         SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
    544     } else {
    545         SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
    546                 SDL_GetError());
    547     }
    548     if (fsaa) {
    549         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
    550         if (!status) {
    551             SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
    552         } else {
    553             SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
    554                     SDL_GetError());
    555         }
    556         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
    557         if (!status) {
    558             SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
    559                    value);
    560         } else {
    561             SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
    562                     SDL_GetError());
    563         }
    564     }
    565     if (accel) {
    566         status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
    567         if (!status) {
    568             SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
    569         } else {
    570             SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
    571                     SDL_GetError());
    572         }
    573     }
    574 
    575     datas = SDL_calloc(state->num_windows, sizeof(shader_data));
    576 
    577     /* Set rendering settings for each context */
    578     for (i = 0; i < state->num_windows; ++i) {
    579 
    580         status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
    581         if (status) {
    582             SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
    583 
    584             /* Continue for next window */
    585             continue;
    586         }
    587         ctx.glViewport(0, 0, state->window_w, state->window_h);
    588 
    589         data = &datas[i];
    590         data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;
    591 
    592         /* Shader Initialization */
    593         process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
    594         process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER);
    595 
    596         /* Create shader_program (ready to attach shaders) */
    597         data->shader_program = GL_CHECK(ctx.glCreateProgram());
    598 
    599         /* Attach shaders and link shader_program */
    600         GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
    601         GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
    602         GL_CHECK(ctx.glLinkProgram(data->shader_program));
    603 
    604         /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
    605         data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
    606         data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
    607 
    608         /* Get uniform locations */
    609         data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
    610 
    611         GL_CHECK(ctx.glUseProgram(data->shader_program));
    612 
    613         /* Enable attributes for position, color and texture coordinates etc. */
    614         GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
    615         GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
    616 
    617         /* Populate attributes for position, color and texture coordinates etc. */
    618         GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
    619         GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
    620 
    621         GL_CHECK(ctx.glEnable(GL_CULL_FACE));
    622         GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
    623     }
    624 
    625     /* Main render loop */
    626     frames = 0;
    627     then = SDL_GetTicks();
    628     done = 0;
    629     while (!done) {
    630         /* Check for events */
    631         ++frames;
    632         while (SDL_PollEvent(&event) && !done) {
    633             switch (event.type) {
    634             case SDL_WINDOWEVENT:
    635                 switch (event.window.event) {
    636                     case SDL_WINDOWEVENT_RESIZED:
    637                         for (i = 0; i < state->num_windows; ++i) {
    638                             if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
    639                                 status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
    640                                 if (status) {
    641                                     SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
    642                                     break;
    643                                 }
    644                                 /* Change view port to the new window dimensions */
    645                                 ctx.glViewport(0, 0, event.window.data1, event.window.data2);
    646                                 /* Update window content */
    647                                 Render(event.window.data1, event.window.data2, &datas[i]);
    648                                 SDL_GL_SwapWindow(state->windows[i]);
    649                                 break;
    650                             }
    651                         }
    652                         break;
    653                 }
    654             }
    655             SDLTest_CommonEvent(state, &event, &done);
    656         }
    657         if (!done) {
    658           for (i = 0; i < state->num_windows; ++i) {
    659               status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
    660               if (status) {
    661                   SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
    662 
    663                   /* Continue for next window */
    664                   continue;
    665               }
    666               Render(state->window_w, state->window_h, &datas[i]);
    667               SDL_GL_SwapWindow(state->windows[i]);
    668           }
    669         }
    670     }
    671 
    672     /* Print out some timing information */
    673     now = SDL_GetTicks();
    674     if (now > then) {
    675         SDL_Log("%2.2f frames per second\n",
    676                ((double) frames * 1000) / (now - then));
    677     }
    678 #if !defined(__ANDROID__)
    679     quit(0);
    680 #endif
    681     return 0;
    682 }
    683 
    684 #else /* HAVE_OPENGLES2 */
    685 
    686 int
    687 main(int argc, char *argv[])
    688 {
    689     SDL_Log("No OpenGL ES support on this system\n");
    690     return 1;
    691 }
    692 
    693 #endif /* HAVE_OPENGLES2 */
    694 
    695 /* vi: set ts=4 sw=4 expandtab: */
    696