| /* |
| THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION |
| AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN. |
| |
| THE ORIGINAL AUTHOR IS KYLE FOLEY. |
| |
| THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY |
| OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF |
| MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE, |
| ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE |
| RESULTING FROM THE USE, MODIFICATION, OR |
| REDISTRIBUTION OF THIS SOFTWARE. |
| */ |
| |
| #if !EMSCRIPTEN |
| #define USE_GLEW 1 |
| #endif |
| |
| #if USE_GLEW |
| #include "GL/glew.h" |
| #endif |
| |
| #include "SDL/SDL.h" |
| #if !USE_GLEW |
| #include "SDL/SDL_opengl.h" |
| #endif |
| |
| #include <stdio.h> |
| #include <string.h> |
| #include <assert.h> |
| |
| void verify() { |
| int width = 640, height = 480; |
| unsigned char *data = (unsigned char*)malloc(width*height*4); |
| glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); |
| int sum = 0; |
| for (int x = 0; x < width*height*4; x++) { |
| if (x % 4 != 3) sum += x * data[x]; |
| } |
| #if EMSCRIPTEN |
| int result = sum; |
| REPORT_RESULT(); |
| #endif |
| } |
| |
| int main(int argc, char *argv[]) |
| { |
| SDL_Surface *screen; |
| if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { |
| printf("Unable to initialize SDL: %s\n", SDL_GetError()); |
| return 1; |
| } |
| |
| SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); |
| screen = SDL_SetVideoMode( 640, 480, 24, SDL_OPENGL ); |
| if ( !screen ) { |
| printf("Unable to set video mode: %s\n", SDL_GetError()); |
| return 1; |
| } |
| |
| glClearColor( 0, 0, 0, 0 ); |
| glClear( GL_COLOR_BUFFER_BIT ); |
| |
| // Create a texture |
| |
| GLuint texture; |
| glGenTextures( 1, &texture ); |
| glBindTexture( GL_TEXTURE_2D, texture ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
| GLubyte textureData[16*16*4]; |
| for (int x = 0; x < 16; x++) { |
| for (int y = 0; y < 16; y++) { |
| *((int*)&textureData[(x*16 + y) * 4]) = x*16 + ((y*16) << 8); |
| } |
| } |
| glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, textureData ); |
| |
| // Create a second texture |
| |
| GLuint texture2; |
| glGenTextures( 1, &texture2 ); |
| glBindTexture( GL_TEXTURE_2D, texture2 ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
| GLubyte texture2Data[] = { 0xff, 0, 0, 0xff, |
| 0, 0xff, 0, 0xaa, |
| 0, 0, 0xff, 0x55, |
| 0x80, 0x90, 0x70, 0 }; |
| glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, texture2Data ); |
| |
| // BEGIN |
| |
| #if USE_GLEW |
| glewInit(); |
| #endif |
| |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| // original: glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048); |
| glFrustum(-0.6435469817188064, 0.1435469817188064 ,-0.48266022190470925, 0.88266022190470925 ,0.5400000214576721, 2048); |
| glRotatef(-30, 1, 1, 1); |
| //GLfloat pm[] = { 1.372136116027832, 0, 0, 0, 0, 0.7910231351852417, 0, 0, -0.6352481842041016, 0.29297152161598206, -1.0005275011062622, -1, 0, 0, -1.080284833908081, 0 }; |
| //glLoadMatrixf(pm); |
| |
| glMatrixMode(GL_MODELVIEW); |
| GLfloat matrixData[] = { -1, 0, 0, 0, |
| 0, 0,-1, 0, |
| 0, 1, 0, 0, |
| 0, 0, 0, 1 }; |
| glLoadMatrixf(matrixData); |
| //glTranslated(-512,-512,-527); // XXX this should be uncommented, but if it is then nothing is shown |
| |
| glEnable(GL_CULL_FACE); |
| glEnable(GL_DEPTH_TEST); |
| |
| glClear(GL_DEPTH_BUFFER_BIT); |
| |
| glEnableClientState(GL_NORMAL_ARRAY); |
| glEnableClientState(GL_COLOR_ARRAY); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| |
| glActiveTexture(GL_TEXTURE0); |
| |
| glEnableClientState(GL_VERTEX_ARRAY); |
| |
| GLubyte arrayData[] = { |
| /* |
| [0, 0, 0, 67] ==> 128 float |
| [0, 0, 128, 67] ==> 256 float |
| [0, 0, 0, 68] ==> 512 float |
| [0, 0, 128, 68] ==> 1024 float |
| |
| [vertex x ] [vertex y ] [vertex z ] [nr] [texture u ] [texture v ] [lm u ] [lm v ] [color r,g,b,a ] */ |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // ignorable ones |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 11, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 0 |
| 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 23, 20, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 1 |
| 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 35, 30, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 2 |
| 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 47, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 3 |
| 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 51, 50, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 4 |
| 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 64, 60, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 5 |
| 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 70, 70, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 6 |
| 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 89, 80, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 7 |
| 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 94, 90, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 8 |
| 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 20, 10, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 9 |
| 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 31, 20, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 10 |
| 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 42, 30, 0, 0, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 11 |
| 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 53, 40, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 12 |
| 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 64, 50, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 13 |
| 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 75, 60, 0, 0, 0, 0, 128, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 14 |
| 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 86, 70, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 15 |
| |
| 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, |
| }; |
| |
| GLushort elementData[] = { 1, 2, 0, 2, 3, 0, 5, 6, 4, 6, 7, 4, 9, 10, 8, 10, 11, 8, 13, 14, 12, 14, 15, 12 }; |
| assert(sizeof(elementData) == 48); |
| for (int i = 0; i < 24; i++) { |
| elementData[i] += 16; |
| } |
| |
| // sauer vertex data is apparently 0-12: V3F, 12: N1B, 16-24: T2F, 24-28: T2S, 28-32: C4B |
| glVertexPointer(3, GL_FLOAT, 32, (void*)&arrayData[0]); |
| glTexCoordPointer(2, GL_FLOAT, 32, (void*)&arrayData[16]); |
| glClientActiveTexture(GL_TEXTURE1); // XXX seems to be ignored in native build |
| glTexCoordPointer(2, GL_SHORT, 32, (void*)&arrayData[24]); |
| glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup |
| glNormalPointer(GL_BYTE, 32, (void*)&arrayData[12]); |
| glColorPointer(4, GL_UNSIGNED_BYTE, 32, (void*)&arrayData[28]); |
| |
| glBindTexture(GL_TEXTURE_2D, texture); // diffuse? |
| glActiveTexture(GL_TEXTURE0); |
| glActiveTexture(GL_TEXTURE1); |
| glBindTexture(GL_TEXTURE_2D, texture2); // lightmap? |
| glActiveTexture(GL_TEXTURE0); |
| |
| GLint ok; |
| |
| const char *vertexShader = "uniform vec4 texgenscroll;\n" |
| "void main(void)\n" |
| "{\n" |
| " gl_Position = ftransform();\n" |
| " gl_TexCoord[0].xy = gl_MultiTexCoord0.xy/10000.0 + (0.001*texgenscroll.xy) + gl_Normal.xy;\n" // added /100 here |
| " gl_TexCoord[1].xy = gl_MultiTexCoord1.xy/100.0 * 3.051851e-05;\n" |
| "}\n"; |
| const char *fragmentShader = "uniform vec4 colorparams;\n" |
| "uniform sampler2D diffusemap, lightmap;\n" |
| "void main(void)\n" |
| "{\n" |
| " vec4 diffuse = texture2D(diffusemap, gl_TexCoord[0].xy);\n" |
| " vec4 lm = texture2D(lightmap, gl_TexCoord[1].xy);\n" |
| " diffuse *= colorparams;\n" |
| " gl_FragColor = diffuse * lm;\n" |
| "}\n"; |
| |
| GLuint vs = glCreateShader(GL_VERTEX_SHADER); |
| glShaderSource(vs, 1, &vertexShader, NULL); |
| glCompileShader(vs); |
| glGetShaderiv(vs, GL_COMPILE_STATUS, &ok); |
| assert(ok); |
| |
| GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); |
| glShaderSource(fs, 1, &fragmentShader, NULL); |
| glCompileShader(fs); |
| glGetShaderiv(fs, GL_COMPILE_STATUS, &ok); |
| assert(ok); |
| |
| GLuint program = glCreateProgram(); |
| |
| glAttachShader(program, vs); |
| glAttachShader(program, fs); |
| glLinkProgram(program); |
| glGetProgramiv(program, GL_LINK_STATUS, &ok); |
| assert(ok); |
| |
| glUseProgram(program); |
| |
| GLint lightmapLocation = glGetUniformLocation(program, "lightmap"); |
| assert(lightmapLocation >= 0); |
| glUniform1i(lightmapLocation, 1); // sampler2D? Is it the texture unit? |
| |
| GLint diffusemapLocation = glGetUniformLocation(program, "diffusemap"); |
| assert(diffusemapLocation >= 0); |
| glUniform1i(diffusemapLocation, 0); |
| |
| GLint texgenscrollLocation = glGetUniformLocation(program, "texgenscroll"); |
| assert(texgenscrollLocation >= 0); |
| |
| GLint colorparamsLocation = glGetUniformLocation(program, "colorparams"); |
| assert(colorparamsLocation >= 0); |
| |
| GLfloat texgenscrollData[] = { 0, 0, 0, 0 }; |
| glUniform4fv(texgenscrollLocation, 1, texgenscrollData); |
| |
| GLfloat colorparamsData[] = { 2, 2, 2, 1 }; |
| glUniform4fv(colorparamsLocation, 1, colorparamsData); |
| |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)&elementData[12/sizeof(GLushort)]); |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)&elementData[ 0/sizeof(GLushort)]); |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)&elementData[24/sizeof(GLushort)]); |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)&elementData[36/sizeof(GLushort)]); |
| |
| // END |
| |
| SDL_GL_SwapBuffers(); |
| |
| verify(); |
| |
| #if !EMSCRIPTEN |
| SDL_Delay(1500); |
| #endif |
| |
| SDL_Quit(); |
| |
| return 0; |
| } |