emscripten/tests/s3tc_crunch.c

210 строки
6.5 KiB
C

/*******************************************************************
* *
* Using SDL With OpenGL *
* *
* Tutorial by Kyle Foley (sdw) *
* *
* http://gpwiki.org/index.php/SDL:Tutorials:Using_SDL_with_OpenGL *
* *
*******************************************************************/
/*
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.
*/
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include "SDL/SDL_opengl.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
int hasext(const char *exts, const char *ext) // from cube2, zlib licensed
{
int len = strlen(ext);
if(len) for(const char *cur = exts; (cur = strstr(cur, ext)); cur += len)
{
if((cur == exts || cur[-1] == ' ') && (cur[len] == ' ' || !cur[len])) return 1;
}
return 0;
}
int main(int argc, char *argv[])
{
SDL_Surface *screen;
// Slightly different SDL initialization
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 ); // *new*
screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); // *changed*
if ( !screen ) {
printf("Unable to set video mode: %s\n", SDL_GetError());
return 1;
}
// Check extensions
const char *exts = (const char *)glGetString(GL_EXTENSIONS);
assert(hasext(exts, "GL_ARB_texture_compression"));
assert(hasext(exts, "GL_EXT_texture_compression_s3tc"));
// Set the OpenGL state after creating the context with SDL_SetVideoMode
glClearColor( 0, 0, 0, 0 );
glEnable( GL_TEXTURE_2D ); // Needed when we're using the fixed-function pipeline.
glViewport( 0, 0, 640, 480 );
glMatrixMode( GL_PROJECTION );
GLfloat matrixData[] = { 2.0/640, 0, 0, 0,
0, -2.0/480, 0, 0,
0, 0, -1, 0,
-1, 1, 0, 1 };
glLoadMatrixf(matrixData); // test loadmatrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// Load the OpenGL textures
GLuint texture;
{
const int DDS_SIZE = 65664;
FILE *dds = fopen("ship.dds", "rb");
assert(dds);
char *ddsdata = (char*)malloc(DDS_SIZE);
assert(fread(ddsdata, 1, DDS_SIZE, dds) == DDS_SIZE);
fclose(dds);
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, texture );
assert(!glGetError());
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 256, 256, 0, DDS_SIZE-128, ddsdata+128);
assert(!glGetError());
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
// second texture
GLuint texture2;
{
const int DDS_SIZE = 32896;
FILE *dds = fopen("bloom.dds", "rb");
assert(dds);
char *ddsdata = (char*)malloc(DDS_SIZE);
assert(fread(ddsdata, 1, DDS_SIZE, dds) == DDS_SIZE);
fclose(dds);
glGenTextures( 1, &texture2 );
glBindTexture( GL_TEXTURE_2D, texture2 );
assert(!glGetError());
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 256, 256, 0, DDS_SIZE-128, ddsdata+128);
assert(!glGetError());
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
// third, a non-square texture with mipmaps
GLuint texture3;
{
const int DDS_SIZE = 43920;
FILE *dds = fopen("water.dds", "rb");
assert(dds);
char *ddsdata = (char*)malloc(DDS_SIZE);
assert(fread(ddsdata, 1, DDS_SIZE, dds) == DDS_SIZE);
fclose(dds);
glGenTextures( 1, &texture3 );
glBindTexture( GL_TEXTURE_2D, texture3 );
assert(!glGetError());
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 512, 64, 0, 512*64, ddsdata+128);
assert(!glGetError());
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
// Prepare and Render
// Clear the screen before drawing
glClear( GL_COLOR_BUFFER_BIT );
// Bind the texture to which subsequent calls refer to
glBindTexture( GL_TEXTURE_2D, texture );
// Use clientside vertex pointers to render two items
GLfloat vertexData[] = { 0, 0, 10, 10, // texture2, position2
1, 0, 300, 10,
1, 1, 300, 128,
0, 1, 10, 128,
0, 0.5, 410, 10,
1, 0.5, 600, 10,
1, 1, 630, 200,
0.5, 1, 310, 250 };
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 4*4, &vertexData[0]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 4*4, &vertexData[2]);
glDrawArrays(GL_QUADS, 0, 4);
glBindTexture( GL_TEXTURE_2D, texture3 );
glDrawArrays(GL_QUADS, 4, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
// Render the last item using oldschool glBegin etc
glBindTexture( GL_TEXTURE_2D, texture2 );
glBegin( GL_TRIANGLE_STRIP );
glTexCoord2i( 0, 0 ); glVertex3f( 100, 300, 0 );
glTexCoord2i( 1, 0 ); glVertex3f( 300, 300, 0 );
glTexCoord2i( 1, 1 ); glVertex3f( 300, 400, 0 );
glTexCoord2i( 0, 1 ); glVertex3f( 500, 410, 0 );
glEnd();
SDL_GL_SwapBuffers();
#if !EMSCRIPTEN
// Wait for 3 seconds to give us a chance to see the image
SDL_Delay(1500);
#endif
// Now we can delete the OpenGL texture and close down SDL
glDeleteTextures( 1, &texture );
SDL_Quit();
return 0;
}