SDL  2.0
testgles2.c
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1 /*
2  Copyright (C) 1997-2018 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 
41 static SDL_GLContext *context = NULL;
42 static int depth = 16;
43 static GLES2_Context ctx;
44 
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
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]) {
82  }
83  }
84 
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
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
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
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
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
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 
413  GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
414 }
415 
416 int done;
417 Uint32 frames;
418 shader_data *datas;
419 
420 void loop()
421 {
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) {
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
478 main(int argc, char *argv[])
479 {
480  int fsaa, accel;
481  int value;
482  int i;
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 */
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  SDL_Log ("Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0],
522  SDLTest_CommonUsage(state));
523  quit(1);
524  }
525  i += consumed;
526  }
527 
528  /* Set OpenGL parameters */
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;
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 
576  } else {
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) {
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  }
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) {
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
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: */