make glEnableClientState aware of the client active texture, and add a temporary fix for handling textures of size 2 in emulation
This commit is contained in:
Родитель
be6481bc72
Коммит
65e50a4c0c
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@ -1311,7 +1311,12 @@ var LibraryGL = {
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textureSize = size;
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textureOffset = vertexSize;
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}
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vertexSize += size * 4; // XXX assuming float
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if (renderer[i+2] == 's') { // special case: half-size texture
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i++;
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vertexSize += size * 2; // short
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} else {
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vertexSize += size * 4; // float
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}
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} else if (which == 'N') {
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size = parseInt(renderer[i+1]);
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normalSize = size;
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@ -1557,6 +1562,9 @@ var LibraryGL = {
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}
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renderer += attribute.name;
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bytes += attribute.size * GL.immediate.byteSizeByType[attribute.type];
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if (attribute.name[0] == 'T' && GL.immediate.byteSizeByType[attribute.type] == 2) {
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renderer += 's'; // special case, texture coords can be 4 *or* 2-size
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}
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if (bytes % 4 != 0) bytes += 4 - (bytes % 4); // XXX assuming 4-alignment
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#if ASSERTIONS
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assert(0 <= attribute.offset && attribute.offset < stride); // must all be in the same buffer
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@ -1764,7 +1772,7 @@ var LibraryGL = {
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glEnableClientState: function(cap, disable) {
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switch(cap) {
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case 0x8078: // GL_TEXTURE_COORD_ARRAY
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GL.immediate.enabledClientAttributes[GL.immediate.TEXTURE0] = !disable; break;
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GL.immediate.enabledClientAttributes[GL.immediate.TEXTURE0 + GL.immediate.clientActiveTexture] = !disable; break;
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case 0x8074: // GL_VERTEX_ARRAY
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GL.immediate.enabledClientAttributes[GL.immediate.VERTEX] = !disable; break;
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case 0x8075: // GL_NORMAL_ARRAY
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@ -0,0 +1,296 @@
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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, 128, 128, 128, 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, 128, 128, 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, 128, 128, 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, 128, 128, // 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, 128, 128, 128, 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, 128, 128, 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, 128, 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, 128, 128, 128, // 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, 128, 128, 128, 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, 128, 128, 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, 128, 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, 128, 128, // 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, 128, 128, 128, 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, 128, 128, 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, 128, 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, 128, 128, // 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,
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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, 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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};
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assert(sizeof(arrayData) == 1408);
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glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(arrayData), arrayData, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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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 };
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assert(sizeof(elementData) == 48);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elementData), elementData, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
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// sauer vertex data is apparently 0-12: V3F, 12: N1B, 16-24: T2F, 24-28: T2S, 28-32: C4B
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glVertexPointer(3, GL_FLOAT, 32, (void*)0); // all these apply to the ARRAY_BUFFER that is bound
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glTexCoordPointer(2, GL_FLOAT, 32, (void*)16);
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glClientActiveTexture(GL_TEXTURE1); // XXX seems to be ignored in native build
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_SHORT, 32, (void*)24);
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glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup
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glNormalPointer(GL_BYTE, 32, (void*)12);
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glColorPointer(4, GL_UNSIGNED_BYTE, 32, (void*)28);
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glBindTexture(GL_TEXTURE_2D, texture); // diffuse?
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2); // lightmap?
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glActiveTexture(GL_TEXTURE0);
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GLint ok;
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const char *vertexShader = "uniform vec4 texgenscroll;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = ftransform();\n"
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" gl_TexCoord[0].xy = gl_MultiTexCoord0.xy/100.0 + texgenscroll.xy;\n" // added /100 here
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" gl_TexCoord[1].xy = gl_MultiTexCoord1.xy/100.0 * 3.051851e-05;\n"
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"}\n";
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const char *fragmentShader = "uniform vec4 colorparams;\n"
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"uniform sampler2D diffusemap, lightmap;\n"
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"void main(void)\n"
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"{\n"
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" vec4 diffuse = texture2D(diffusemap, gl_TexCoord[0].xy);\n"
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" vec4 lm = texture2D(lightmap, gl_TexCoord[1].xy);\n"
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" diffuse *= colorparams;\n"
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" gl_FragColor = diffuse * lm;\n"
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"}\n";
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vertexShader, NULL);
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glCompileShader(vs);
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glGetShaderiv(vs, GL_COMPILE_STATUS, &ok);
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assert(ok);
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, &fragmentShader, NULL);
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glCompileShader(fs);
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glGetShaderiv(fs, GL_COMPILE_STATUS, &ok);
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assert(ok);
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GLuint program = glCreateProgram();
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &ok);
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assert(ok);
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glUseProgram(program);
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|
||||
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;
|
||||
}
|
|
@ -7266,6 +7266,9 @@ elif 'browser' in str(sys.argv):
|
|||
def test_cubegeom_normal(self):
|
||||
self.btest('cubegeom_normal.c', expected='752917084')
|
||||
|
||||
def test_cubegeom_mt(self):
|
||||
self.btest('cubegeom_mt.c', expected='188641320')
|
||||
|
||||
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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