Adds testgles2
authorGabriel Jacobo <gabomdq@gmail.com>
Tue, 19 Nov 2013 10:56:38 -0300
changeset 8014 0a4b6dec7de5
parent 8013 109299fe73ad
child 8015 ba26f042e36d
Adds testgles2 Source code copied from: https://github.com/fantasydr/sdl-2.0-gles (thanks!) Minor fixes, configure script changes done by me.
android-project/jni/src/Android.mk
test/Makefile.in
test/configure
test/configure.in
test/testgles2.c
--- a/android-project/jni/src/Android.mk	Tue Nov 19 10:00:05 2013 -0300
+++ b/android-project/jni/src/Android.mk	Tue Nov 19 10:56:38 2013 -0300
@@ -14,6 +14,6 @@
 
 LOCAL_SHARED_LIBRARIES := SDL2
 
-LOCAL_LDLIBS := -lGLESv1_CM -llog
+LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
 
 include $(BUILD_SHARED_LIBRARY)
--- a/test/Makefile.in	Tue Nov 19 10:00:05 2013 -0300
+++ b/test/Makefile.in	Tue Nov 19 10:56:38 2013 -0300
@@ -21,6 +21,7 @@
 	testgesture$(EXE) \
 	testgl2$(EXE) \
 	testgles$(EXE) \
+	testgles2$(EXE) \
 	testhaptic$(EXE) \
 	testrumble$(EXE) \
 	testthread$(EXE) \
@@ -131,6 +132,9 @@
 testgles$(EXE): $(srcdir)/testgles.c
 	$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLESLIB@ @MATHLIB@
 
+testgles2$(EXE): $(srcdir)/testgles2.c
+	$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLES2LIB@ @MATHLIB@
+
 testhaptic$(EXE): $(srcdir)/testhaptic.c
 	$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
 
--- a/test/configure	Tue Nov 19 10:00:05 2013 -0300
+++ b/test/configure	Tue Nov 19 10:56:38 2013 -0300
@@ -587,6 +587,7 @@
 SDL_TTF_LIB
 XLIB
 GLESLIB
+GLES2LIB
 GLLIB
 CPP
 XMKMF
@@ -3860,12 +3861,49 @@
 { $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles" >&5
 $as_echo "$have_opengles" >&6; }
 
+{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for OpenGL ES2 support" >&5
+$as_echo_n "checking for OpenGL ES2 support... " >&6; }
+have_opengles2=no
+cat confdefs.h - <<_ACEOF >conftest.$ac_ext
+/* end confdefs.h.  */
+
+ #if defined (__IPHONEOS__)
+    #include <OpenGLES/ES2/gl.h>
+    #include <OpenGLES/ES2/glext.h>
+ #else
+    #include <GLES2/gl2.h>
+    #include <GLES2/gl2ext.h>
+ #endif
+
+int
+main ()
+{
+
+
+  ;
+  return 0;
+}
+_ACEOF
+if ac_fn_c_try_compile "$LINENO"; then :
+
+have_opengles2=yes
+
+fi
+rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext
+{ $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles2" >&5
+$as_echo "$have_opengles2" >&6; }
+
 GLLIB=""
 GLESLIB=""
+GLES2LIB=""
 if test x$have_opengles = xyes; then
     CFLAGS="$CFLAGS -DHAVE_OPENGLES"
     GLESLIB="$XPATH -lGLESv1_CM"
 fi
+if test x$have_opengles2 = xyes; then
+    CFLAGS="$CFLAGS -DHAVE_OPENGLES2"
+    GLES2LIB="$XPATH -lGLESv2"
+fi
 if test x$have_opengl = xyes; then
     CFLAGS="$CFLAGS -DHAVE_OPENGL"
     GLLIB="$XPATH $SYS_GL_LIBS"
--- a/test/configure.in	Tue Nov 19 10:00:05 2013 -0300
+++ b/test/configure.in	Tue Nov 19 10:56:38 2013 -0300
@@ -135,12 +135,34 @@
 ])
 AC_MSG_RESULT($have_opengles)
 
+dnl Check for OpenGL ES2
+AC_MSG_CHECKING(for OpenGL ES2 support)
+have_opengles2=no
+AC_TRY_COMPILE([
+ #if defined (__IPHONEOS__)
+    #include <OpenGLES/ES2/gl.h>
+    #include <OpenGLES/ES2/glext.h>
+ #else
+    #include <GLES2/gl2.h>
+    #include <GLES2/gl2ext.h>
+ #endif
+],[
+],[
+have_opengles2=yes
+])
+AC_MSG_RESULT($have_opengles2)
+
 GLLIB=""
 GLESLIB=""
+GLES2LIB=""
 if test x$have_opengles = xyes; then
     CFLAGS="$CFLAGS -DHAVE_OPENGLES"
     GLESLIB="$XPATH -lGLESv1_CM"
 fi
+if test x$have_opengles2 = xyes; then
+    CFLAGS="$CFLAGS -DHAVE_OPENGLES2"
+    GLES2LIB="$XPATH -lGLESv2"
+fi
 if test x$have_opengl = xyes; then
     CFLAGS="$CFLAGS -DHAVE_OPENGL"
     GLLIB="$XPATH $SYS_GL_LIBS"
@@ -148,6 +170,7 @@
 
 AC_SUBST(GLLIB)
 AC_SUBST(GLESLIB)
+AC_SUBST(GLES2LIB)
 AC_SUBST(XLIB)
 
 dnl Check for SDL_ttf
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/test/testgles2.c	Tue Nov 19 10:56:38 2013 -0300
@@ -0,0 +1,647 @@
+/*
+  Copyright (r) 1997-2011 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"
+
+static SDLTest_CommonState *state;
+static SDL_GLContext *context = NULL;
+static int depth = 16;
+
+/* 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 = glGetError(); \
+          if(glError != GL_NO_ERROR) { \
+            fprintf(stderr, "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;
+    const char *shaders[1] = { NULL };
+
+    /* Create shader and load into GL. */
+    *shader = GL_CHECK(glCreateShader(shader_type));
+
+    shaders[0] = source;
+
+    GL_CHECK(glShaderSource(*shader, 1, shaders, NULL));
+
+    /* Clean up shader source. */
+    shaders[0] = NULL;
+
+    /* Try compiling the shader. */
+    GL_CHECK(glCompileShader(*shader));
+    GL_CHECK(glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
+
+    // Dump debug info (source and log) if compilation failed.
+    if(status != GL_TRUE) {
+        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(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(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
+    GL_CHECK(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) {
+            fprintf(stderr, "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)) {
+        return;
+        quit(2);
+    }
+
+    context = SDL_calloc(state->num_windows, sizeof(context));
+    if (context == NULL) {
+        fprintf(stderr, "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]) {
+            fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
+            quit(2);
+        }
+    }
+
+    if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
+        SDL_GL_SetSwapInterval(1);
+    } else {
+        SDL_GL_SetSwapInterval(0);
+    }
+
+    SDL_GetCurrentDisplayMode(0, &mode);
+    printf("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
+    printf("\n");
+    printf("Vendor     : %s\n", glGetString(GL_VENDOR));
+    printf("Renderer   : %s\n", glGetString(GL_RENDERER));
+    printf("Version    : %s\n", glGetString(GL_VERSION));
+    printf("Extensions : %s\n", glGetString(GL_EXTENSIONS));
+    printf("\n");
+
+    status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
+    if (!status) {
+        printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
+    } else {
+        fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n",
+                SDL_GetError());
+    }
+    status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
+    if (!status) {
+        printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
+    } else {
+        fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n",
+                SDL_GetError());
+    }
+    status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
+    if (!status) {
+        printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
+    } else {
+        fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n",
+                SDL_GetError());
+    }
+    status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
+    if (!status) {
+        printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
+    } else {
+        fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
+                SDL_GetError());
+    }
+    if (fsaa) {
+        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
+        if (!status) {
+            printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
+        } else {
+            fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
+                    SDL_GetError());
+        }
+        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
+        if (!status) {
+            printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
+                   value);
+        } else {
+            fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
+                    SDL_GetError());
+        }
+    }
+    if (accel) {
+        status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
+        if (!status) {
+            printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
+        } else {
+            fprintf(stderr, "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) {
+            printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
+
+            /* Continue for next window */
+            continue;
+        }
+        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(glCreateProgram());
+
+        /* Attach shaders and link shader_program */
+        GL_CHECK(glAttachShader(data->shader_program, data->shader_vert));
+        GL_CHECK(glAttachShader(data->shader_program, data->shader_frag));
+        GL_CHECK(glLinkProgram(data->shader_program));
+
+        /* Get attribute locations of non-fixed attributes like color and texture coordinates. */
+        data->attr_position = GL_CHECK(glGetAttribLocation(data->shader_program, "av4position"));
+        data->attr_color = GL_CHECK(glGetAttribLocation(data->shader_program, "av3color"));
+
+        /* Get uniform locations */
+        data->attr_mvp = GL_CHECK(glGetUniformLocation(data->shader_program, "mvp"));
+
+        GL_CHECK(glUseProgram(data->shader_program));
+
+        /* Enable attributes for position, color and texture coordinates etc. */
+        GL_CHECK(glEnableVertexAttribArray(data->attr_position));
+        GL_CHECK(glEnableVertexAttribArray(data->attr_color));
+
+        /* Populate attributes for position, color and texture coordinates etc. */
+        GL_CHECK(glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
+        GL_CHECK(glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
+
+        GL_CHECK(glEnable(GL_CULL_FACE));
+        GL_CHECK(glEnable(GL_DEPTH_TEST));
+    }
+
+    /* Main render loop */
+    frames = 0;
+    then = SDL_GetTicks();
+    done = 0;
+    while (!done) {
+        /* Check for events */
+        ++frames;
+        while (SDL_PollEvent(&event)) {
+            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) {
+                                    printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
+                                    break;
+                                }
+                                /* Change view port to the new window dimensions */
+                                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);
+        }
+        for (i = 0; i < state->num_windows; ++i) {
+            status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
+            if (status) {
+                printf("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) {
+        printf("%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[])
+{
+    printf("No OpenGL ES support on this system\n");
+    return 1;
+}
+
+#endif /* HAVE_OPENGLES2 */
+
+/* vi: set ts=4 sw=4 expandtab: */