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- /*
- Copyright (r) 1997-2014 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"
- #if defined(__IPHONEOS__) || defined(__ANDROID__)
- #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 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\n", #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); \
- } \
- }
- /*
- * Simulates desktop's glRotatef. The matrix is returned in column-major
- * order.
- */
- static void
- rotate_matrix(double angle, double x, double y, double z, float *r)
- {
- double radians, c, s, c1, u[3], length;
- int i, j;
- radians = (angle * M_PI) / 180.0;
- c = cos(radians);
- s = sin(radians);
- c1 = 1.0 - cos(radians);
- length = sqrt(x * x + y * y + z * z);
- u[0] = x / length;
- u[1] = y / length;
- u[2] = z / length;
- for (i = 0; i < 16; i++) {
- r[i] = 0.0;
- }
- r[15] = 1.0;
- for (i = 0; i < 3; i++) {
- r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
- r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
- }
- for (i = 0; i < 3; i++) {
- for (j = 0; j < 3; j++) {
- r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0);
- }
- }
- }
- /*
- * Simulates gluPerspectiveMatrix
- */
- static void
- perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r)
- {
- int i;
- double f;
- f = 1.0/tan(fovy * 0.5);
- for (i = 0; i < 16; i++) {
- r[i] = 0.0;
- }
- r[0] = f / aspect;
- r[5] = f;
- r[10] = (znear + zfar) / (znear - zfar);
- r[11] = -1.0;
- r[14] = (2.0 * znear * zfar) / (znear - zfar);
- r[15] = 0.0;
- }
- /*
- * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
- * major. In-place multiplication is supported.
- */
- static void
- multiply_matrix(float *lhs, float *rhs, float *r)
- {
- int i, j, k;
- float tmp[16];
- for (i = 0; i < 4; i++) {
- for (j = 0; j < 4; j++) {
- tmp[j * 4 + i] = 0.0;
- for (k = 0; k < 4; k++) {
- tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
- }
- }
- }
- for (i = 0; i < 16; i++) {
- r[i] = tmp[i];
- }
- }
- /*
- * 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 };
- /* 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) {
- SDL_Log("Shader compilation failed");
- quit(-1);
- }
- }
- /* 3D data. Vertex range -0.5..0.5 in all axes.
- * Z -0.5 is near, 0.5 is far. */
- const float _vertices[] =
- {
- /* Front face. */
- /* Bottom left */
- -0.5, 0.5, -0.5,
- 0.5, -0.5, -0.5,
- -0.5, -0.5, -0.5,
- /* Top right */
- -0.5, 0.5, -0.5,
- 0.5, 0.5, -0.5,
- 0.5, -0.5, -0.5,
- /* Left face */
- /* Bottom left */
- -0.5, 0.5, 0.5,
- -0.5, -0.5, -0.5,
- -0.5, -0.5, 0.5,
- /* Top right */
- -0.5, 0.5, 0.5,
- -0.5, 0.5, -0.5,
- -0.5, -0.5, -0.5,
- /* Top face */
- /* Bottom left */
- -0.5, 0.5, 0.5,
- 0.5, 0.5, -0.5,
- -0.5, 0.5, -0.5,
- /* Top right */
- -0.5, 0.5, 0.5,
- 0.5, 0.5, 0.5,
- 0.5, 0.5, -0.5,
- /* Right face */
- /* Bottom left */
- 0.5, 0.5, -0.5,
- 0.5, -0.5, 0.5,
- 0.5, -0.5, -0.5,
- /* Top right */
- 0.5, 0.5, -0.5,
- 0.5, 0.5, 0.5,
- 0.5, -0.5, 0.5,
- /* Back face */
- /* Bottom left */
- 0.5, 0.5, 0.5,
- -0.5, -0.5, 0.5,
- 0.5, -0.5, 0.5,
- /* Top right */
- 0.5, 0.5, 0.5,
- -0.5, 0.5, 0.5,
- -0.5, -0.5, 0.5,
- /* Bottom face */
- /* Bottom left */
- -0.5, -0.5, -0.5,
- 0.5, -0.5, 0.5,
- -0.5, -0.5, 0.5,
- /* Top right */
- -0.5, -0.5, -0.5,
- 0.5, -0.5, -0.5,
- 0.5, -0.5, 0.5,
- };
- const float _colors[] =
- {
- /* Front face */
- /* Bottom left */
- 1.0, 0.0, 0.0, /* red */
- 0.0, 0.0, 1.0, /* blue */
- 0.0, 1.0, 0.0, /* green */
- /* Top right */
- 1.0, 0.0, 0.0, /* red */
- 1.0, 1.0, 0.0, /* yellow */
- 0.0, 0.0, 1.0, /* blue */
- /* Left face */
- /* Bottom left */
- 1.0, 1.0, 1.0, /* white */
- 0.0, 1.0, 0.0, /* green */
- 0.0, 1.0, 1.0, /* cyan */
- /* Top right */
- 1.0, 1.0, 1.0, /* white */
- 1.0, 0.0, 0.0, /* red */
- 0.0, 1.0, 0.0, /* green */
- /* Top face */
- /* Bottom left */
- 1.0, 1.0, 1.0, /* white */
- 1.0, 1.0, 0.0, /* yellow */
- 1.0, 0.0, 0.0, /* red */
- /* Top right */
- 1.0, 1.0, 1.0, /* white */
- 0.0, 0.0, 0.0, /* black */
- 1.0, 1.0, 0.0, /* yellow */
- /* Right face */
- /* Bottom left */
- 1.0, 1.0, 0.0, /* yellow */
- 1.0, 0.0, 1.0, /* magenta */
- 0.0, 0.0, 1.0, /* blue */
- /* Top right */
- 1.0, 1.0, 0.0, /* yellow */
- 0.0, 0.0, 0.0, /* black */
- 1.0, 0.0, 1.0, /* magenta */
- /* Back face */
- /* Bottom left */
- 0.0, 0.0, 0.0, /* black */
- 0.0, 1.0, 1.0, /* cyan */
- 1.0, 0.0, 1.0, /* magenta */
- /* Top right */
- 0.0, 0.0, 0.0, /* black */
- 1.0, 1.0, 1.0, /* white */
- 0.0, 1.0, 1.0, /* cyan */
- /* Bottom face */
- /* Bottom left */
- 0.0, 1.0, 0.0, /* green */
- 1.0, 0.0, 1.0, /* magenta */
- 0.0, 1.0, 1.0, /* cyan */
- /* Top right */
- 0.0, 1.0, 0.0, /* green */
- 0.0, 0.0, 1.0, /* blue */
- 1.0, 0.0, 1.0, /* magenta */
- };
- const char* _shader_vert_src =
- " attribute vec4 av4position; "
- " attribute vec3 av3color; "
- " uniform mat4 mvp; "
- " varying vec3 vv3color; "
- " void main() { "
- " vv3color = av3color; "
- " gl_Position = mvp * av4position; "
- " } ";
- const char* _shader_frag_src =
- " precision lowp float; "
- " varying vec3 vv3color; "
- " void main() { "
- " gl_FragColor = vec4(vv3color, 1.0); "
- " } ";
- typedef struct shader_data
- {
- GLuint shader_program, shader_frag, shader_vert;
- GLint attr_position;
- GLint attr_color, attr_mvp;
- int angle_x, angle_y, angle_z;
- } shader_data;
- static void
- Render(unsigned int width, unsigned int height, shader_data* data)
- {
- float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
- /*
- * Do some rotation with Euler angles. It is not a fixed axis as
- * quaterions would be, but the effect is cool.
- */
- rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview);
- rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate);
- multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
- rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate);
- multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview);
- /* Pull the camera back from the cube */
- matrix_modelview[14] -= 2.5;
- perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective);
- multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
- GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
- data->angle_x += 3;
- data->angle_y += 2;
- data->angle_z += 1;
- if(data->angle_x >= 360) data->angle_x -= 360;
- if(data->angle_x < 0) data->angle_x += 360;
- if(data->angle_y >= 360) data->angle_y -= 360;
- if(data->angle_y < 0) data->angle_y += 360;
- if(data->angle_z >= 360) data->angle_z -= 360;
- if(data->angle_z < 0) data->angle_z += 360;
- GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
- GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
- }
- 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;
- shader_data *datas, *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) {
- SDL_Log ("Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
- SDLTest_CommonUsage(state));
- quit(1);
- }
- i += consumed;
- }
- /* Set OpenGL parameters */
- state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
- 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_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;
- }
- 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 = SDL_calloc(state->num_windows, sizeof(shader_data));
- /* Set rendering settings for each context */
- 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;
- }
- ctx.glViewport(0, 0, state->window_w, state->window_h);
- data = &datas[i];
- data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;
- /* Shader Initialization */
- process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
- process_shader(&data->shader_frag, _shader_frag_src, 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));
- /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
- data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position"));
- data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color"));
- /* Get uniform locations */
- data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp"));
- GL_CHECK(ctx.glUseProgram(data->shader_program));
- /* Enable attributes for position, color and texture coordinates etc. */
- GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position));
- GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
- /* Populate attributes for position, color and texture coordinates etc. */
- GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
- GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
- GL_CHECK(ctx.glEnable(GL_CULL_FACE));
- GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
- }
- /* Main render loop */
- frames = 0;
- then = SDL_GetTicks();
- done = 0;
- while (!done) {
- /* Check for events */
- ++frames;
- while (SDL_PollEvent(&event) && !done) {
- switch (event.type) {
- 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])) {
- 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 */
- ctx.glViewport(0, 0, event.window.data1, 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);
- }
- 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]);
- }
- }
- }
- /* 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__)
- 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: */
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