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authorAlon Zakai <alonzakai@gmail.com>2012-06-24 12:22:14 -0700
committerAlon Zakai <alonzakai@gmail.com>2012-06-24 12:22:14 -0700
commit0f825f760fe62e13ba550dc05650e981959df1e6 (patch)
tree6d24f6ec1dfdf2cdb90a553ea31977c49a7e99af
parentd21efe08b3baad41ae1ffa3a313e6ce30c6df182 (diff)
parent8ffa4e1f6b8622ea8425bd299bcca315c55c187c (diff)
Merge pull request #488 from ehsan/fog
Fix the fog if the distance is negative
-rw-r--r--src/library_gl.js20
-rwxr-xr-xtests/runner.py7
-rw-r--r--tests/screenshot-fog-negative.pngbin0 -> 79537 bytes
-rw-r--r--tests/sdl_fog_negative.c182
4 files changed, 202 insertions, 7 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index 89603572..6a337d00 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -1111,6 +1111,10 @@ var LibraryGL = {
source = 'uniform float u_fogScale; \n' +
source.replace(/gl_Fog.scale/g, 'u_fogScale');
}
+ if (source.indexOf('gl_Fog.density') >= 0) {
+ source = 'uniform float u_fogDensity; \n' +
+ source.replace(/gl_Fog.density/g, 'u_fogDensity');
+ }
if (source.indexOf('gl_FogFragCoord') >= 0) {
source = 'varying float v_fogFragCoord; \n' +
source.replace(/gl_FogFragCoord/g, 'v_fogFragCoord');
@@ -1569,8 +1573,7 @@ var LibraryGL = {
switch (GLEmulation.fogMode) {
case 0x0801: // GL_EXP2
// fog = exp(-(gl_Fog.density * gl_FogFragCoord)^2)
- var fogFormula = ' float density = float(' + GLEmulation.fogDensity + '); \n' +
- ' float fog = exp(-density * density * ecDistance * ecDistance); \n';
+ var fogFormula = ' float fog = exp(-u_fogDensity * u_fogDensity * ecDistance * ecDistance); \n';
break;
case 0x2601: // GL_LINEAR
// fog = (gl_Fog.end - gl_FogFragCoord) * gl_fog.scale
@@ -1578,8 +1581,7 @@ var LibraryGL = {
break;
default: // default to GL_EXP
// fog = exp(-gl_Fog.density * gl_FogFragCoord)
- var fogFormula = ' float density = float(' + GLEmulation.fogDensity + '); \n' +
- ' float fog = exp(-density * ecDistance); \n';
+ var fogFormula = ' float fog = exp(-u_fogDensity * ecDistance); \n';
break;
}
}
@@ -1597,7 +1599,7 @@ var LibraryGL = {
' gl_Position = u_projection * ecPosition; \n' +
(hasTextures ? 'v_texCoord = a_texCoord0; \n' : '') +
(colorSize ? 'v_color = a_color; \n' : 'v_color = u_color; \n') +
- (GLEmulation.fogEnabled ? 'v_fogFragCoord = ecPosition.z;\n' : '') +
+ (GLEmulation.fogEnabled ? 'v_fogFragCoord = abs(ecPosition.z);\n' : '') +
'} \n');
Module.ctx.compileShader(this.vertexShader);
@@ -1611,6 +1613,7 @@ var LibraryGL = {
'uniform vec4 u_fogColor; \n' +
'uniform float u_fogEnd; \n' +
'uniform float u_fogScale; \n' +
+ 'uniform float u_fogDensity; \n' +
'float ffog(in float ecDistance) { \n' +
fogFormula +
' fog = clamp(fog, 0.0, 1.0); \n' +
@@ -1621,7 +1624,7 @@ var LibraryGL = {
'{ \n' +
(hasTextures ? 'gl_FragColor = v_color * texture2D( u_texture, v_texCoord );\n' :
'gl_FragColor = v_color;\n') +
- (GLEmulation.fogEnabled ? 'gl_FragColor = vec4(mix(vec3(u_fogColor), vec3(gl_FragColor), ffog(v_fogFragCoord)), gl_FragColor.a); \n' : '') +
+ (GLEmulation.fogEnabled ? 'gl_FragColor = vec4(mix(u_fogColor.rgb, gl_FragColor.rgb, ffog(v_fogFragCoord)), gl_FragColor.a); \n' : '') +
'} \n');
Module.ctx.compileShader(this.fragmentShader);
@@ -1661,7 +1664,9 @@ var LibraryGL = {
this.fogColorLocation = Module.ctx.getUniformLocation(this.program, 'u_fogColor');
this.fogEndLocation = Module.ctx.getUniformLocation(this.program, 'u_fogEnd');
this.fogScaleLocation = Module.ctx.getUniformLocation(this.program, 'u_fogScale');
- this.hasFog = !!(this.fogColorLocation || this.fogEndLocation || this.fogScaleLocation);
+ this.fogDensityLocation = Module.ctx.getUniformLocation(this.program, 'u_fogDensity');
+ this.hasFog = !!(this.fogColorLocation || this.fogEndLocation ||
+ this.fogScaleLocation || this.fogDensityLocation);
},
prepare: function() {
@@ -1748,6 +1753,7 @@ var LibraryGL = {
if (this.fogColorLocation) Module.ctx.uniform4fv(this.fogColorLocation, GLEmulation.fogColor);
if (this.fogEndLocation) Module.ctx.uniform1f(this.fogEndLocation, GLEmulation.fogEnd);
if (this.fogScaleLocation) Module.ctx.uniform1f(this.fogScaleLocation, 1/(GLEmulation.fogEnd - GLEmulation.fogStart));
+ if (this.fogDensityLocation) Module.ctx.uniform1f(this.fogDensityLocation, GLEmulation.fogDensity);
}
},
diff --git a/tests/runner.py b/tests/runner.py
index 654b0a97..b1c969f3 100755
--- a/tests/runner.py
+++ b/tests/runner.py
@@ -7683,6 +7683,13 @@ elif 'browser' in str(sys.argv):
Popen(['python', EMCC, path_from_root('tests', 'sdl_fog_simple.c'), '-O2', '--minify', '0', '-o', 'something.html', '--pre-js', 'reftest.js', '--preload-file', 'screenshot.png']).communicate()
self.run_browser('something.html', 'You should see an image with fog.', '/report_result?0')
+ def test_sdl_fog_negative(self):
+ # SDL, OpenGL, textures, fog, immediate mode. Closure for more coverage
+ shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png'))
+ self.reftest(path_from_root('tests', 'screenshot-fog-negative.png'))
+ Popen(['python', EMCC, path_from_root('tests', 'sdl_fog_negative.c'), '-O2', '--minify', '0', '-o', 'something.html', '--pre-js', 'reftest.js', '--preload-file', 'screenshot.png']).communicate()
+ self.run_browser('something.html', 'You should see an image with fog.', '/report_result?0')
+
def test_sdl_fog_density(self):
# SDL, OpenGL, textures, fog, immediate mode. Closure for more coverage
shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png'))
diff --git a/tests/screenshot-fog-negative.png b/tests/screenshot-fog-negative.png
new file mode 100644
index 00000000..5b18a201
--- /dev/null
+++ b/tests/screenshot-fog-negative.png
Binary files differ
diff --git a/tests/sdl_fog_negative.c b/tests/sdl_fog_negative.c
new file mode 100644
index 00000000..2d589a47
--- /dev/null
+++ b/tests/sdl_fog_negative.c
@@ -0,0 +1,182 @@
+/*******************************************************************
+ * *
+ * 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 <string.h>
+#include <assert.h>
+
+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;
+ }
+
+ // Set the OpenGL state after creating the context with SDL_SetVideoMode
+
+ glClearColor( 0, 0, 0, 0 );
+
+#if !EMSCRIPTEN
+ glEnable( GL_TEXTURE_2D ); // Need this to display a texture XXX unnecessary in OpenGL ES 2.0/WebGL
+#endif
+
+ glViewport( 0, 0, 640, 480 );
+
+ glMatrixMode( GL_PROJECTION );
+ glPushMatrix(); // just for testing
+ glLoadIdentity();
+
+ glOrtho( 0, 640, 480, 0, -1000, 1000 );
+
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+
+ // Load the OpenGL texture
+
+ GLuint texture; // Texture object handle
+ SDL_Surface *surface; // Gives us the information to make the texture
+
+ if ( (surface = IMG_Load("screenshot.png")) ) {
+
+ // Check that the image's width is a power of 2
+ if ( (surface->w & (surface->w - 1)) != 0 ) {
+ printf("warning: image.bmp's width is not a power of 2\n");
+ }
+
+ // Also check if the height is a power of 2
+ if ( (surface->h & (surface->h - 1)) != 0 ) {
+ printf("warning: image.bmp's height is not a power of 2\n");
+ }
+
+ // Have OpenGL generate a texture object handle for us
+ glGenTextures( 1, &texture );
+
+ // Bind the texture object
+ glBindTexture( GL_TEXTURE_2D, texture );
+
+ // Set the texture's stretching properties
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+ //SDL_LockSurface(surface);
+
+ // Add some greyness
+ memset(surface->pixels, 0x66, surface->w*surface->h);
+
+ // Edit the texture object's image data using the information SDL_Surface gives us
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels );
+
+ //SDL_UnlockSurface(surface);
+ }
+ else {
+ printf("SDL could not load image.bmp: %s\n", SDL_GetError());
+ SDL_Quit();
+ return 1;
+ }
+
+ // Free the SDL_Surface only if it was successfully created
+ if ( surface ) {
+ SDL_FreeSurface( surface );
+ }
+
+ // Clear the screen before drawing
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ // Bind the texture to which subsequent calls refer to
+ glBindTexture( GL_TEXTURE_2D, texture );
+
+ glEnable(GL_FOG);
+ GLfloat fogColor[] = { 1.0, 0.5, 0.5, 0.05 };
+ glFogfv(GL_FOG_COLOR, fogColor);
+
+ assert(glIsEnabled(GL_FOG));
+
+ glBegin( GL_QUADS );
+ glTexCoord2i( 0, 0 ); glVertex3f( 10, 10, -1 );
+ glTexCoord2i( 1, 0 ); glVertex3f( 300, 10, -1 );
+ glTexCoord2i( 1, 1 ); glVertex3f( 300, 128, -1 );
+ glTexCoord2i( 0, 1 ); glVertex3f( 10, 128, -1 );
+
+ glTexCoord2f( 0, 0.5 ); glVertex3f( 410, 10, -5 );
+ glTexCoord2f( 1, 0.5 ); glVertex3f( 600, 10, -6 );
+ glTexCoord2f( 1, 1 ); glVertex3f( 630, 200, -7 );
+ glTexCoord2f( 0.5, 1 ); glVertex3f( 310, 250, -8 );
+ glEnd();
+
+ glBegin( GL_TRIANGLE_STRIP );
+ glTexCoord2i( 0, 0 ); glVertex3f( 100, 300, -1 );
+ glTexCoord2i( 1, 0 ); glVertex3f( 300, 300, -1 );
+ glTexCoord2i( 1, 1 ); glVertex3f( 300, 400, -1 );
+ glTexCoord2i( 0, 1 ); glVertex3f( 500, 410, -1 );
+ glEnd();
+
+#if !EMSCRIPTEN
+ glDisable(GL_TEXTURE_2D);
+#endif
+
+ glColor3ub(90, 255, 255);
+ glBegin( GL_QUADS );
+ glVertex3f( 10, 410, -5 );
+ glVertex3f( 300, 410, -50 );
+ glVertex3f( 300, 480, -100 );
+ glVertex3f( 10, 470, -5 );
+ glEnd();
+
+ glBegin( GL_QUADS );
+ glColor3f(1.0, 0, 1.0); glVertex3f( 410, 410, -10 );
+ glColor3f(0, 1.0, 0); glVertex3f( 600, 410, -10 );
+ glColor3f(0, 0, 1.0); glVertex3f( 600, 480, -10 );
+ glColor3f(1.0, 1.0, 1.0); glVertex3f( 410, 470, -10 );
+ glEnd();
+
+ SDL_GL_SwapBuffers();
+
+#if !EMSCRIPTEN
+ // Wait for 3 seconds to give us a chance to see the image
+ SDL_Delay(30000);
+#endif
+
+ // Now we can delete the OpenGL texture and close down SDL
+ glDeleteTextures( 1, &texture );
+
+ SDL_Quit();
+
+ return 0;
+}