color support in shaders and emulation
This commit is contained in:
Родитель
04b9ead6af
Коммит
09d02eb1fa
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@ -990,14 +990,15 @@ var LibraryGL = {
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}
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}
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}
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if (source.indexOf('gl_FrontColor') >= 0) {
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source = 'varying vec4 v_color; \n' +
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source.replace(/gl_FrontColor/g, 'v_color');
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}
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if (source.indexOf('gl_Color') >= 0) {
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source = 'varying vec4 v_color; \n' +
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source.replace(/gl_Color/g, 'vec4(1, 1, 1, 1)').replace(/gl_FrontColor/g, 'v_color'); // XXX gl_Color can be either an attribute, or
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// from glColor, and we don't know which here.
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// For now, just use white
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//source = 'attribute vec4 a_color; \n\
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// varying vec4 v_color; \n' +
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// source.replace(/gl_Color/g, 'a_color').replace(/gl_FrontColor/g, 'v_color');
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source = 'attribute vec4 a_color; \n' +
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'uniform vec4 u_color; \n' +
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'uniform int u_hasColorAttrib; \n' +
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source.replace(/gl_Color/g, '(u_hasColorAttrib > 0 ? a_color : u_color)');
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}
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if (source.indexOf('gl_FogFragCoord') >= 0) {
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source = 'varying float v_fogCoord; \n' +
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@ -1243,6 +1244,7 @@ var LibraryGL = {
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enabledClientAttributes: [0, 0],
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clientAttributes: [{}, {}, {}, {}, {}, {}, {}, {}, {}, {}, {}, {}],
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clientActiveTexture: 0,
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clientColor: null,
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byteSizeByType: {
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0x1400: 1, // GL_BYTE
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@ -1282,7 +1284,7 @@ var LibraryGL = {
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},
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createRenderer: function(renderer) {
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var vertexSize = 0, positionSize = 0, positionOffset = 0, textureSize = 0, textureOffset = 0, which, size;
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var vertexSize = 0, positionSize = 0, positionOffset = 0, textureSize = 0, textureOffset = 0, colorSize = 0, colorOffset = 0, which, size;
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for (var i = 0; i < renderer.length; i+=2) {
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var which = renderer[i];
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if (which == 'V') {
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@ -1302,6 +1304,9 @@ var LibraryGL = {
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} else if (which == 'N') {
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vertexSize += 4; // 1 char, + alignment
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} else if (which == 'C') {
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size = parseInt(renderer[i+1]);
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colorSize = size;
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colorOffset = vertexSize;
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vertexSize += 4; // Up to 4 chars, + alignment
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} else {
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console.log('Warning: Ignoring renderer attribute ' + which);
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@ -1315,6 +1320,8 @@ var LibraryGL = {
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var ret = {
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vertexSize: vertexSize,
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hasTexture: textureSize > 0,
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hasColor: colorSize > 0,
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init: function() {
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if (useCurrProgram) {
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if (GL.shaderInfos[GL.programShaders[GL.currProgram][0]].type == Module.ctx.VERTEX_SHADER) {
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@ -1359,9 +1366,13 @@ var LibraryGL = {
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this.positionLocation = Module.ctx.getAttribLocation(this.program, 'a_position');
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this.texCoordLocation = Module.ctx.getAttribLocation(this.program, 'a_texCoord0');
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this.colorLocation = Module.ctx.getAttribLocation(this.program, 'a_color');
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this.textureLocation = Module.ctx.getUniformLocation(this.program, 'u_texture');
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this.modelViewLocation = Module.ctx.getUniformLocation(this.program, 'u_modelView');
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this.projectionLocation = Module.ctx.getUniformLocation(this.program, 'u_projection');
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this.hasColorAttribLocation = Module.ctx.getUniformLocation(this.program, 'u_hasColorAttrib');
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this.colorUniformLocation = Module.ctx.getUniformLocation(this.program, 'u_color');
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},
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prepare: function() {
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@ -1376,7 +1387,15 @@ var LibraryGL = {
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vertexSize, textureOffset);
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Module.ctx.enableVertexAttribArray(this.texCoordLocation);
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}
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if (this.hasColor) {
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Module.ctx.vertexAttribPointer(this.colorLocation, colorSize, Module.ctx.UNSIGNED_BYTE, true,
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vertexSize, colorOffset);
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Module.ctx.enableVertexAttribArray(this.colorLocation);
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Module.ctx.uniform1i(this.hasColorAttribLocation, 1);
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} else {
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Module.ctx.uniform1i(this.hasColorAttribLocation, 0);
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Module.ctx.uniform4fv(this.colorUniformLocation, GL.immediate.clientColor);
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}
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if (!useCurrProgram) { // otherwise, the user program will set the sampler2D binding and uniform itself
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var texture = Module.ctx.getParameter(Module.ctx.TEXTURE_BINDING_2D);
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Module.ctx.activeTexture(Module.ctx.TEXTURE0);
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@ -1390,6 +1409,9 @@ var LibraryGL = {
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if (this.hasTexture) {
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Module.ctx.disableVertexAttribArray(this.texCoordLocation);
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}
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if (this.hasColor) {
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Module.ctx.disableVertexAttribArray(this.colorLocation);
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}
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}
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};
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ret.init();
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@ -1416,6 +1438,8 @@ var LibraryGL = {
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Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, this.maxElements*2, Module.ctx.DYNAMIC_DRAW);
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Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null);
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this.clientColor = new Float32Array([1, 1, 1, 1]);
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// Replace some functions with immediate-mode aware versions
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_glDrawArrays = function(mode, first, count) {
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if (GL.immediate.totalEnabledClientAttributes == 0) {
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@ -0,0 +1,295 @@
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/*
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THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION
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AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN.
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THE ORIGINAL AUTHOR IS KYLE FOLEY.
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THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY
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OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF
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MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE,
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ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE
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RESULTING FROM THE USE, MODIFICATION, OR
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REDISTRIBUTION OF THIS SOFTWARE.
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*/
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#if !EMSCRIPTEN
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#define USE_GLEW 1
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#endif
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#if USE_GLEW
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#include "GL/glew.h"
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#endif
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#include "SDL/SDL.h"
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#if !USE_GLEW
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#include "SDL/SDL_opengl.h"
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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void verify() {
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int width = 640, height = 480;
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unsigned char *data = (unsigned char*)malloc(width*height*4);
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
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int sum = 0;
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for (int x = 0; x < width*height*4; x++) {
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if (x % 4 != 3) sum += x * data[x];
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}
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#if EMSCRIPTEN
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int result = sum;
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REPORT_RESULT();
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#endif
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}
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int main(int argc, char *argv[])
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{
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SDL_Surface *screen;
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if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) {
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printf("Unable to initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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screen = SDL_SetVideoMode( 640, 480, 24, SDL_OPENGL );
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if ( !screen ) {
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printf("Unable to set video mode: %s\n", SDL_GetError());
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return 1;
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}
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glClearColor( 0, 0, 0, 0 );
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glClear( GL_COLOR_BUFFER_BIT );
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// Create a texture
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GLuint texture;
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glGenTextures( 1, &texture );
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glBindTexture( GL_TEXTURE_2D, texture );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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GLubyte textureData[16*16*4];
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for (int x = 0; x < 16; x++) {
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for (int y = 0; y < 16; y++) {
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*((int*)&textureData[(x*16 + y) * 4]) = x*16 + ((y*16) << 8);
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}
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}
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, textureData );
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// Create a second texture
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GLuint texture2;
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glGenTextures( 1, &texture2 );
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glBindTexture( GL_TEXTURE_2D, texture2 );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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GLubyte texture2Data[] = { 0xff, 0, 0, 0xff,
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0, 0xff, 0, 0xaa,
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0, 0, 0xff, 0x55,
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0x80, 0x90, 0x70, 0 };
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, texture2Data );
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// BEGIN
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#if USE_GLEW
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glewInit();
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#endif
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// original: glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048);
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glFrustum(-0.6435469817188064, 0.1435469817188064 ,-0.48266022190470925, 0.88266022190470925 ,0.5400000214576721, 2048);
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glRotatef(-30, 1, 1, 1);
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//GLfloat pm[] = { 1.372136116027832, 0, 0, 0, 0, 0.7910231351852417, 0, 0, -0.6352481842041016, 0.29297152161598206, -1.0005275011062622, -1, 0, 0, -1.080284833908081, 0 };
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//glLoadMatrixf(pm);
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glMatrixMode(GL_MODELVIEW);
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GLfloat matrixData[] = { -1, 0, 0, 0,
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0, 0,-1, 0,
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0, 1, 0, 0,
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0, 0, 0, 1 };
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glLoadMatrixf(matrixData);
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//glTranslated(-512,-512,-527); // XXX this should be uncommented, but if it is then nothing is shown
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_VERTEX_ARRAY);
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GLuint arrayBuffer, elementBuffer;
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glGenBuffers(1, &arrayBuffer);
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glGenBuffers(1, &elementBuffer);
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GLubyte arrayData[] = {
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/*
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[0, 0, 0, 67] ==> 128 float
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[0, 0, 128, 67] ==> 256 float
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[0, 0, 0, 68] ==> 512 float
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[0, 0, 128, 68] ==> 1024 float
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[vertex x ] [vertex y ] [vertex z ] [nr] [texture u ] [texture v ] [lm u ] [lm v ] [color r,g,b,a ] */
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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, 255, 128, 255, 128, // 0
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0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 0, 255, 128, // 1
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0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 64, 255, 128, // 2
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0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 255, 255, // 3
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0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 196, 128, 255, 128, // 4
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0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 0, 255, 128, // 5
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0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 255, 128, // 6
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0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 64, 255, 0, // 7
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0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 64, 128, 255, 128, // 8
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0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 0, 255, 128, // 9
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0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 255, 128, // 10
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0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 255, 0, // 11
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0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 100, 128, 255, 128, // 12
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0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 0, 255, 128, // 13
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0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 255, 128, // 14
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0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 255, 0, // 15
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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0, 0, 0, 68, 0, 0, 128, 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,
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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,
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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,
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0, 0, 0, 0, 0, 0, 128, 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,
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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,
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0, 0, 0, 68, 0, 0, 128, 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,
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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,
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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,
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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, 128, 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
|
||||
};
|
||||
assert(sizeof(arrayData) == 1408);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(arrayData), arrayData, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
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);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elementData), elementData, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
|
||||
|
||||
// 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*)0); // all these apply to the ARRAY_BUFFER that is bound
|
||||
glTexCoordPointer(2, GL_FLOAT, 32, (void*)16);
|
||||
glClientActiveTexture(GL_TEXTURE1); // XXX seems to be ignored in native build
|
||||
glTexCoordPointer(2, GL_SHORT, 32, (void*)24);
|
||||
glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup
|
||||
glNormalPointer(GL_BYTE, 32, (void*)12);
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, 32, (void*)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/100.0 + texgenscroll.xy;\n" // added /100 here
|
||||
" gl_TexCoord[1] = gl_Color;\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 * 0.2) + gl_TexCoord[1];\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*)12);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*) 0);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)24);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)36);
|
||||
|
||||
// END
|
||||
|
||||
SDL_GL_SwapBuffers();
|
||||
|
||||
verify();
|
||||
|
||||
#if !EMSCRIPTEN
|
||||
SDL_Delay(1500);
|
||||
#endif
|
||||
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -7259,6 +7259,9 @@ elif 'browser' in str(sys.argv):
|
|||
def test_cubegeom(self):
|
||||
self.btest('cubegeom.c', expected='188641320')
|
||||
|
||||
def test_cubegeom_color(self):
|
||||
self.btest('cubegeom_color.c', expected='588472350')
|
||||
|
||||
elif 'benchmark' in str(sys.argv):
|
||||
# Benchmarks. Run them with argument |benchmark|. To run a specific test, do
|
||||
# |benchmark.test_X|.
|
||||
|
|
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Ссылка в новой задаче