allow overriding a gl function with the same name, and keep the original accessible through getProcAddress
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f46ea8746c
Коммит
1d89260748
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@ -4319,15 +4319,28 @@ LibraryGL.emscripten_GetProcAddress__deps = [function() {
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// ProcAddress is used, so include everything in GL. This runs before we go to the $ProcAddressTable object,
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// and we fill its deps just in time, and create the lookup table
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var table = {};
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LibraryManager.library.emscripten_procAddressTable__deps = keys(LibraryGL).filter(function(x) {
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if (x.substr(-6) == '__deps' || x.substr(-9) == '__postset' || x.substr(-5) == '__sig' || x.substr(0, 2) != 'gl') return false;
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var sig = LibraryGL[x + '__sig'] || functionStubSigs['_' + x];
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if (sig) {
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table[x] = Functions.getIndex('_' + x, sig);
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if (!(('_' + x) in Functions.implementedFunctions)) Functions.unimplementedFunctions[('_' + x)] = sig;
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LibraryManager.library.emscripten_procAddressTable__deps = keys(LibraryGL).map(function(x) {
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if (x.substr(-6) == '__deps' || x.substr(-9) == '__postset' || x.substr(-5) == '__sig' || x.substr(-5) == '__asm' || x.substr(0, 2) != 'gl') return null;
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var original = x;
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if (('_' + x) in Functions.implementedFunctions) {
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// a user-implemented function aliases this one, but we still want it to be accessible by name, so rename it
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var y = x + '__procTable';
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LibraryManager.library[y] = LibraryManager.library[x];
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LibraryManager.library[y + '__deps'] = LibraryManager.library[x + '__deps'];
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LibraryManager.library[y + '__postset'] = LibraryManager.library[x + '__postset'];
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LibraryManager.library[y + '__sig'] = LibraryManager.library[x + '__sig'];//|| Functions.implementedFunctions['_' + x];
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LibraryManager.library[y + '__asm'] = LibraryManager.library[x + '__asm'];
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x = y;
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assert(!(y in Functions.implementedFunctions) && !Functions.unimplementedFunctions['_' + y]);
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}
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return true;
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});
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var longX = '_' + x;
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var sig = LibraryManager.library[x + '__sig'] || functionStubSigs[longX];
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if (sig) {
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table[original] = Functions.getIndex(longX, sig);
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if (!(longX in Functions.implementedFunctions)) Functions.unimplementedFunctions[longX] = sig;
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}
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return x;
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}).filter(function(x) { return x !== null });
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// convert table into function with switch, to not confuse closure compiler
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var tableImpl = 'switch(name) {\n';
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for (var x in table) tableImpl += 'case "' + x + '": return ' + table[x] + '; break;\n';
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@ -0,0 +1,180 @@
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/*******************************************************************
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* *
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* Using SDL With OpenGL *
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* *
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* Tutorial by Kyle Foley (sdw) *
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* *
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* http://gpwiki.org/index.php/SDL:Tutorials:Using_SDL_with_OpenGL *
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* *
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*******************************************************************/
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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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#include "SDL/SDL.h"
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#include "SDL/SDL_image.h"
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#include "SDL/SDL_opengl.h"
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#include <stdio.h>
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#include <string.h>
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void (*true_glGenTextures)(GLsizei, GLuint*) = NULL;
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void glGenTextures(GLsizei n, GLuint *textures) {
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printf("num? %d\n", n);
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true_glGenTextures(n + 1, textures); // correct the error, ensures we are gone through
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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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// Slightly different SDL initialization
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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 ); // *new*
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screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); // *changed*
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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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// Set the OpenGL state after creating the context with SDL_SetVideoMode
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glClearColor( 0, 0, 0, 0 );
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glEnable( GL_TEXTURE_2D ); // Needed when we're using the fixed-function pipeline.
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glViewport( 0, 0, 640, 480 );
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glMatrixMode( GL_PROJECTION );
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glPushMatrix(); // just for testing
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glLoadIdentity();
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glOrtho( 0, 640, 480, 0, -1, 1 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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// Load the OpenGL texture
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GLuint texture; // Texture object handle
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SDL_Surface *surface; // Gives us the information to make the texture
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if ( (surface = IMG_Load("screenshot.png")) ) {
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// Check that the image's width is a power of 2
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if ( (surface->w & (surface->w - 1)) != 0 ) {
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printf("warning: image.bmp's width is not a power of 2\n");
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}
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// Also check if the height is a power of 2
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if ( (surface->h & (surface->h - 1)) != 0 ) {
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printf("warning: image.bmp's height is not a power of 2\n");
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}
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true_glGenTextures = SDL_GL_GetProcAddress("glGenTextures");
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// Have OpenGL generate a texture object handle for us
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glGenTextures( 0, &texture );
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// Bind the texture object
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glBindTexture( GL_TEXTURE_2D, texture );
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// Set the texture's stretching properties
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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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//SDL_LockSurface(surface);
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// Add some greyness
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memset(surface->pixels, 0x66, surface->w*surface->h);
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// Edit the texture object's image data using the information SDL_Surface gives us
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels );
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//SDL_UnlockSurface(surface);
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}
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else {
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printf("SDL could not load image.bmp: %s\n", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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// Free the SDL_Surface only if it was successfully created
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if ( surface ) {
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SDL_FreeSurface( surface );
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}
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// Clear the screen before drawing
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glClear( GL_COLOR_BUFFER_BIT );
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// Bind the texture to which subsequent calls refer to
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glBindTexture( GL_TEXTURE_2D, texture );
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glBegin( GL_QUADS );
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glTexCoord2i( 0, 0 ); glVertex3f( 10, 10, 0 );
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glTexCoord2i( 1, 0 ); glVertex3f( 300, 10, 0 );
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glTexCoord2i( 1, 1 ); glVertex3f( 300, 128, 0 );
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glTexCoord2i( 0, 1 ); glVertex3f( 10, 128, 0 );
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glTexCoord2f( 0, 0.5 ); glVertex3f( 410, 10, 0 );
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glTexCoord2f( 1, 0.5 ); glVertex3f( 600, 10, 0 );
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glTexCoord2f( 1, 1 ); glVertex3f( 630, 200, 0 );
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glTexCoord2f( 0.5, 1 ); glVertex3f( 310, 250, 0 );
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glEnd();
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2i( 0, 0 ); glVertex3f( 100, 300, 0 );
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glTexCoord2i( 1, 0 ); glVertex3f( 300, 300, 0 );
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glTexCoord2i( 1, 1 ); glVertex3f( 300, 400, 0 );
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glTexCoord2i( 0, 1 ); glVertex3f( 500, 410, 0 );
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glColor3ub(90, 255, 255);
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glBegin( GL_QUADS );
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glVertex3f( 10, 410, 0 );
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glVertex3f( 300, 410, 0 );
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glVertex3f( 300, 480, 0 );
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glVertex3f( 10, 470, 0 );
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glEnd();
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glBegin( GL_QUADS );
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glColor3f(1.0, 0, 1.0); glVertex3f( 410, 410, 0 );
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glColor3f(0, 1.0, 0); glVertex3f( 600, 410, 0 );
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glColor3f(0, 0, 1.0); glVertex3f( 600, 480, 0 );
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glColor3f(1.0, 1.0, 1.0); glVertex3f( 410, 470, 0 );
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glEnd();
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SDL_GL_SwapBuffers();
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#if !EMSCRIPTEN
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// Wait for 3 seconds to give us a chance to see the image
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SDL_Delay(3000);
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#endif
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// Now we can delete the OpenGL texture and close down SDL
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glDeleteTextures( 1, &texture );
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SDL_Quit();
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return 0;
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}
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@ -859,6 +859,11 @@ Press any key to continue.'''
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args=['--preload-file', 'screenshot.png', '-s', 'LEGACY_GL_EMULATION=1'],
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message='You should see an image with gray at the top.')
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def test_sdl_ogl_proc_alias(self):
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shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png'))
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self.btest('sdl_ogl_proc_alias.c', reference='screenshot-gray-purple.png', reference_slack=1,
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args=['-O2', '-g2', '-s', 'INLINING_LIMIT=1', '--preload-file', 'screenshot.png', '-s', 'LEGACY_GL_EMULATION=1', '-s', 'VERBOSE=1'])
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def test_sdl_fog_simple(self):
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shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png'))
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self.btest('sdl_fog_simple.c', reference='screenshot-fog-simple.png',
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