381 строка
18 KiB
C
381 строка
18 KiB
C
/*
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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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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays_ = NULL;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray_ = NULL;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays_ = NULL;
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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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glGenVertexArrays_ = (PFNGLGENVERTEXARRAYSPROC) SDL_GL_GetProcAddress("glGenVertexArrays");
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assert(glGenVertexArrays_);
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glBindVertexArray_ = (PFNGLBINDVERTEXARRAYPROC) SDL_GL_GetProcAddress("glBindVertexArray");
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assert(glBindVertexArray_);
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glDeleteVertexArrays_ = (PFNGLDELETEVERTEXARRAYSPROC) SDL_GL_GetProcAddress("glDeleteVertexArrays");
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assert(glDeleteVertexArrays_);
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// Generate a VAO
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GLuint vao;
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glGenVertexArrays_(1, &vao);
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glBindVertexArray_(vao);
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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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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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// 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 mat4 u_modelView;\n"
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"uniform mat4 u_projection;\n"
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"varying vec4 v_texCoord0;\n"
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"void main(void)\n"
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"{\n" // (gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex)
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// (u_projection * u_modelView * a_position)
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" gl_Position = (u_projection * u_modelView * gl_Vertex) + vec4(200, 0, 0, 0);\n"
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" v_texCoord0.xy = gl_MultiTexCoord0.xy/20.0;\n" // added /100 here
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"}\n";
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const char *fragmentShader = "uniform sampler2D diffusemap;\n"
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"varying vec4 v_texCoord0;\n"
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"void main(void)\n"
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"{\n"
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" vec4 diffuse = texture2D(diffusemap, v_texCoord0.xy);\n"
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" gl_FragColor = diffuse;\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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if (!ok) {
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printf("Shader compilation error with vertex\n");
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GLint infoLen = 0;
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glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1)
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{
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char* infoLog = (char *)malloc(sizeof(char) * infoLen+1);
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glGetShaderInfoLog(vs, infoLen, NULL, infoLog);
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printf("Error compiling shader:\n%s\n", infoLog);
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}
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}
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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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if (!ok) {
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printf("Shader compilation error with fragment\n");
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GLint infoLen = 0;
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glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1)
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{
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char* infoLog = (char *)malloc(sizeof(char) * infoLen+1);
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glGetShaderInfoLog(vs, infoLen, NULL, infoLog);
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printf("Error compiling shader:\n%s\n", infoLog);
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}
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}
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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");
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//assert(lightmapLocation >= 0);
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//glUniform1i(lightmapLocation, 1); // sampler2D? Is it the texture unit?
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GLint diffusemapLocation = glGetUniformLocation(program, "diffusemap");
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assert(diffusemapLocation >= 0);
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glUniform1i(diffusemapLocation, 0);
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//GLint texgenscrollLocation = glGetUniformLocation(program, "texgenscroll");
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//assert(texgenscrollLocation >= 0);
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//GLint colorparamsLocation = glGetUniformLocation(program, "colorparams");
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//assert(colorparamsLocation >= 0);
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//GLfloat texgenscrollData[] = { 0, 0, 0, 0 };
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//glUniform4fv(texgenscrollLocation, 1, texgenscrollData);
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//GLfloat colorparamsData[] = { 2, 2, 2, 1 };
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//glUniform4fv(colorparamsLocation, 1, colorparamsData);
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{
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GLfloat data[16];
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|
glGetFloatv(GL_MODELVIEW_MATRIX, data);
|
|
printf("Modelview: ");
|
|
for (int i = 0; i < 16; i++) printf("%.3f, ", data[i]);
|
|
printf("\n");
|
|
//memset(data, 0, 16*4);
|
|
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");
|
|
//memset(data, 0, 16*4);
|
|
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);
|
|
*/
|
|
|
|
// stop recording in the VAO
|
|
|
|
glBindVertexArray_(0);
|
|
|
|
// unbind all the stuff the VAO would save for us, so this is a valid test
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
// draw with VAO
|
|
|
|
glBindVertexArray_(vao);
|
|
|
|
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;
|
|
}
|
|
|