diff --git a/src/library_gl.js b/src/library_gl.js index 0a4b45212..06368fbc3 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -951,19 +951,32 @@ var LibraryGL = { #endif if (GL.shaderInfos[shader].type == Module.ctx.VERTEX_SHADER) { // Replace ftransform() with explicit project/modelview transforms, and add position and matrix info. + var has_pm = source.search(/u_projection/) >= 0; + var has_mm = source.search(/u_modelView/) >= 0; + var has_pv = source.search(/a_position/) >= 0; + var need_pm = 0, need_mm = 0, need_pv = 0; var old = source; - source = 'attribute vec4 a_position; \n\ - uniform mat4 u_modelView; \n\ - uniform mat4 u_projection; \n' + - source.replace(/ftransform\(\)/g, 'u_projection * u_modelView * a_position') - .replace(/gl_Vertex/g, 'a_position') - .replace(/gl_ModelViewMatrix/g, 'u_modelView') - .replace(/gl_ProjectionMatrix/g, 'u_projection') - .replace(/gl_ModelViewProjectionMatrix/g, 'u_modelView * u_projection') - .replace(/gl_ModelViewMatrixTranspose\[2\]/g, 'vec3(u_modelView[0][0], u_modelView[1][0], u_modelView[2][0])'); // XXX extremely inefficient - if (old != source) { - GL.shaderInfos[shader].ftransform = true; // we will need to provide the fixed function stuff as attributes and uniforms - } + source = source.replace(/ftransform\(\)/g, '(u_projection * u_modelView * a_position)'); + if (old != source) need_pm = need_mm = need_pv = 1; + old = source; + source = source.replace(/gl_ProjectionMatrix/g, 'u_projection'); + if (old != source) need_pm = 1; + old = source; + source = source.replace(/gl_ModelViewMatrix/g, 'u_modelView'); + if (old != source) need_mm = 1; + old = source; + source = source.replace(/gl_Vertex/g, 'a_position'); + if (old != source) need_pv = 1; + old = source; + source = source.replace(/gl_ModelViewProjectionMatrix/g, '(u_modelView * u_projection)'); + if (old != source) need_pm = need_mm = 1; + old = source; + source = source.replace(/gl_ModelViewMatrixTranspose\[2\]/g, 'vec3(u_modelView[0][0], u_modelView[1][0], u_modelView[2][0])'); // XXX extremely inefficient + if (old != source) need_mm = 1; + if (need_pv && !has_pv) source = 'attribute vec4 a_position; \n' + source; + if (need_mm && !has_mm) source = 'uniform mat4 u_modelView; \n' + source; + if (need_pm && !has_pm) source = 'uniform mat4 u_projection; \n' + source; + GL.shaderInfos[shader].ftransform = need_pm || need_mm || need_pv; // we will need to provide the fixed function stuff as attributes and uniforms for (var i = 0; i <= 6; i++) { // XXX To handle both regular texture mapping and cube mapping, we use vec4 for tex coordinates. var old = source; @@ -1349,8 +1362,8 @@ var LibraryGL = { Module.ctx.uniform1i(this.textureLocation, 0); } - Module.ctx.uniformMatrix4fv(this.modelViewLocation, false, GL.immediate.matrix['m']); - Module.ctx.uniformMatrix4fv(this.projectionLocation, false, GL.immediate.matrix['p']); + if (this.modelViewLocation) Module.ctx.uniformMatrix4fv(this.modelViewLocation, false, GL.immediate.matrix['m']); + if (this.projectionLocation) Module.ctx.uniformMatrix4fv(this.projectionLocation, false, GL.immediate.matrix['p']); } }; ret.init(); @@ -1615,7 +1628,7 @@ var LibraryGL = { // OpenGL Immediate Mode matrix routines. // Note that in the future we might make these available only in certain modes. - glMatrixMode__deps: ['$GL', '$GLImmediateSetup'], + glMatrixMode__deps: ['$GL', '$GLImmediateSetup', '$GLEmulation'], // emulation is not strictly needed, this is a workaround glMatrixMode: function(mode) { if (mode == 0x1700 /* GL_MODELVIEW */) { GL.immediate.currentMatrix = 'm'; diff --git a/tests/cubegeom_pre.c b/tests/cubegeom_pre.c new file mode 100644 index 000000000..bafead255 --- /dev/null +++ b/tests/cubegeom_pre.c @@ -0,0 +1,307 @@ +/* +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 +#include +#include + +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); + 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); + + glActiveTexture(GL_TEXTURE0); + + GLuint arrayBuffer, elementBuffer; + glGenBuffers(1, &arrayBuffer); + glGenBuffers(1, &elementBuffer); + + 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, 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, 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, 128, 128, 128, // 1 + 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, 128, 128, 128, // 2 + 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, 128, 128, // 3 + 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, 128, 128, 128, // 4 + 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, 128, 128, 128, // 5 + 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, 128, 128, // 6 + 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, 128, 128, 128, // 7 + 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, 128, 128, // 8 + 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, 128, 128, 128, // 9 + 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, 128, 128, // 10 + 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, 128, 128, // 11 + 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, 128, 128, 128, // 12 + 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, 128, 128, // 13 + 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, 128, 128, // 14 + 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, 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, + 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, 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, + 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, 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, 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, + 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, 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, + 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, 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, 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); + + 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 = "attribute vec4 a_position;\n" + "attribute vec4 a_texCoord0;\n" + "uniform mat4 u_modelView;\n" + "uniform mat4 u_projection;\n" + "varying vec4 v_texCoord0;\n" + "void main(void)\n" + "{\n" + " gl_Position = (u_projection * u_modelView * a_position) + vec4(200, 0, 0, 0);\n" + " v_texCoord0.xy = a_texCoord0.xy/20.0;\n" // added /20 here + "}\n"; + const char *fragmentShader = "uniform sampler2D diffusemap;\n" + "varying vec4 v_texCoord0;\n" + "void main(void)\n" + "{\n" + " vec4 diffuse = texture2D(diffusemap, v_texCoord0.xy);\n" + " gl_FragColor = diffuse;\n" + "}\n"; + + GLuint vs = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vs, 1, &vertexShader, NULL); + glCompileShader(vs); + glGetShaderiv(vs, GL_COMPILE_STATUS, &ok); + if (!ok) { + printf("Shader compilation error with vertex\n"); + GLint infoLen = 0; + glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen); + if (infoLen > 1) + { + char* infoLog = (char *)malloc(sizeof(char) * infoLen+1); + glGetShaderInfoLog(vs, infoLen, NULL, infoLog); + printf("Error compiling shader:\n%s\n", infoLog); + } + } + + GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fs, 1, &fragmentShader, NULL); + glCompileShader(fs); + glGetShaderiv(fs, GL_COMPILE_STATUS, &ok); + if (!ok) { + printf("Shader compilation error with fragment\n"); + GLint infoLen = 0; + glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen); + if (infoLen > 1) + { + char* infoLog = (char *)malloc(sizeof(char) * infoLen+1); + glGetShaderInfoLog(vs, infoLen, NULL, infoLog); + printf("Error compiling shader:\n%s\n", infoLog); + } + } + + GLuint program = glCreateProgram(); + + glAttachShader(program, vs); + glAttachShader(program, fs); + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &ok); + assert(ok); + + glUseProgram(program); + + GLint diffusemapLocation = glGetUniformLocation(program, "diffusemap"); + assert(diffusemapLocation >= 0); + glUniform1i(diffusemapLocation, 0); + + { + GLfloat data[16]; + glGetFloatv(GL_MODELVIEW_MATRIX, data); + printf("Modelview: "); + for (int i = 0; i < 16; i++) printf("%.3f, ", data[i]); + printf("\n"); + GLint modelViewLocation = glGetUniformLocation(program, "u_modelView"); + assert(modelViewLocation >= 0); + glUniformMatrix4fv(modelViewLocation, 1, GL_FALSE, data); + } + { + GLfloat data[16]; + glGetFloatv(GL_PROJECTION_MATRIX, data); + printf("Projection: "); + for (int i = 0; i < 16; i++) printf("%.3f, ", data[i]); + printf("\n"); + GLint projectionLocation = glGetUniformLocation(program, "u_projection"); + assert(projectionLocation >= 0); + glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, data); + } + + glBindAttribLocation(program, 0, "a_position"); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 32, (void*)0); + glEnableVertexAttribArray(0); + + glBindAttribLocation(program, 1, "v_texCoord0"); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 32, (void*)16); + glEnableVertexAttribArray(1); + + 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; +} diff --git a/tests/runner.py b/tests/runner.py index 5f9765009..c43b283ea 100755 --- a/tests/runner.py +++ b/tests/runner.py @@ -7229,6 +7229,9 @@ elif 'browser' in str(sys.argv): shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png')) self.btest('gl_ps.c', reference='gl_ps.png', args=['--preload-file', 'screenshot.png']) + def test_cubegeom_pre(self): + self.btest('cubegeom_pre.c', expected='-1472804742') + def zzztest_cubegeom(self): self.btest('cubegeom.c', reference='sdlglshader.png', args=['-s', 'GL_DEBUG=1'])