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authorAlon Zakai <alonzakai@gmail.com>2012-06-21 20:53:10 -0700
committerAlon Zakai <alonzakai@gmail.com>2012-06-21 20:53:10 -0700
commit5b67262e1732d57379f484a61cdc1a7a9579b9ba (patch)
tree2c22b4525ffb2be24dc461476e65d9cd3bc6d889
parent7e24c1344776fdeec1956372423c618f69a7e91b (diff)
parent6f3aafb70b9ef8053c899b0365d1f6cbab2887b6 (diff)
Merge pull request #487 from ehsan/fog
Fog support for immediate mode
-rw-r--r--src/library_gl.js113
-rwxr-xr-xtests/runner.py28
-rw-r--r--tests/screenshot-fog-density.pngbin0 -> 154012 bytes
-rw-r--r--tests/screenshot-fog-exp2.pngbin0 -> 119847 bytes
-rw-r--r--tests/screenshot-fog-linear.pngbin0 -> 247928 bytes
-rw-r--r--tests/screenshot-fog-simple.pngbin0 -> 36557 bytes
-rw-r--r--tests/sdl_fog_density.c183
-rw-r--r--tests/sdl_fog_exp2.c184
-rw-r--r--tests/sdl_fog_linear.c185
-rw-r--r--tests/sdl_fog_simple.c182
10 files changed, 869 insertions, 6 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index 08cb7511..89603572 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -909,7 +909,10 @@ var LibraryGL = {
// Fog support. Partial, we assume shaders are used that implement fog. We just pass them uniforms
fogStart: 0,
fogEnd: 1,
+ fogDensity: 1.0,
fogColor: null,
+ fogMode: 0x0800, // GL_EXP
+ fogEnabled: false,
init: function() {
GLEmulation.fogColor = new Float32Array(4);
@@ -933,14 +936,32 @@ var LibraryGL = {
// Clean up the renderer on any change to the rendering state. The optimization of
// skipping renderer setup is aimed at the case of multiple glDraw* right after each other
if (GL.immediate.lastRenderer) GL.immediate.lastRenderer.cleanup();
- if (!(cap in validCapabilities)) return;
+ if (cap == 0x0B60 /* GL_FOG */) {
+ GLEmulation.fogEnabled = true;
+ return;
+ } else if (!(cap in validCapabilities)) {
+ return;
+ }
Module.ctx.enable(cap);
};
_glDisable = function(cap) {
if (GL.immediate.lastRenderer) GL.immediate.lastRenderer.cleanup();
- if (!(cap in validCapabilities)) return;
+ if (cap == 0x0B60 /* GL_FOG */) {
+ GLEmulation.fogEnabled = false;
+ return;
+ } else if (!(cap in validCapabilities)) {
+ return;
+ }
Module.ctx.disable(cap);
};
+ _glIsEnabled = function(cap) {
+ if (cap == 0x0B60 /* GL_FOG */) {
+ return GLEmulation.fogEnabled ? 1 : 0;
+ } else if (!(cap in validCapabilities)) {
+ return 0;
+ }
+ return Module.ctx.isEnabled(cap);
+ };
var glGetIntegerv = _glGetIntegerv;
_glGetIntegerv = function(pname, params) {
@@ -1183,6 +1204,10 @@ var LibraryGL = {
{{{ makeSetValue('params', '0', 'GLEmulation.fogStart', 'float') }}};
} else if (pname == 0x0B64) { // GL_FOG_END
{{{ makeSetValue('params', '0', 'GLEmulation.fogEnd', 'float') }}};
+ } else if (pname == 0x0B62) { // GL_FOG_DENSITY
+ {{{ makeSetValue('params', '0', 'GLEmulation.fogDensity', 'float') }}};
+ } else if (pname == 0x0B65) { // GL_FOG_MODE
+ {{{ makeSetValue('params', '0', 'GLEmulation.fogMode', 'float') }}};
} else {
glGetFloatv(pname, params);
}
@@ -1479,6 +1504,13 @@ var LibraryGL = {
if (!cacheItem[GL.currProgram]) cacheItem[GL.currProgram] = {};
cacheItem = cacheItem[GL.currProgram];
}
+ if (GLEmulation.fogEnabled) {
+ var fogParam = GLEmulation.fogMode;
+ } else {
+ var fogParam = 0; // all valid modes are non-zero
+ }
+ if (!cacheItem[fogParam]) cacheItem[fogParam] = {};
+ cacheItem = cacheItem[fogParam];
if (!cacheItem.renderer) {
#if GL_DEBUG
Module.printErr('generating renderer for ' + JSON.stringify(attributes));
@@ -1527,20 +1559,45 @@ var LibraryGL = {
}
this.program = GL.programs[GL.currProgram];
} else {
+ // IMPORTANT NOTE: If you parameterize the shader source based on any runtime values
+ // in order to create the least expensive shader possible based on the features being
+ // used, you should also update the code in the beginning of getRenderer to make sure
+ // that you cache the renderer based on the said parameters.
this.vertexShader = Module.ctx.createShader(Module.ctx.VERTEX_SHADER);
var zero = positionSize == 2 ? '0, ' : '';
+ if (GLEmulation.fogEnabled) {
+ 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';
+ break;
+ case 0x2601: // GL_LINEAR
+ // fog = (gl_Fog.end - gl_FogFragCoord) * gl_fog.scale
+ var fogFormula = ' float fog = (u_fogEnd - ecDistance) * u_fogScale; \n';
+ 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';
+ break;
+ }
+ }
Module.ctx.shaderSource(this.vertexShader, 'attribute vec' + positionSize + ' a_position; \n' +
'attribute vec2 a_texCoord0; \n' +
(hasTextures ? 'varying vec2 v_texCoord; \n' : '') +
'varying vec4 v_color; \n' +
(colorSize ? 'attribute vec4 a_color; \n': 'uniform vec4 u_color; \n') +
+ (GLEmulation.fogEnabled ? 'varying float v_fogFragCoord; \n' : '') +
'uniform mat4 u_modelView; \n' +
'uniform mat4 u_projection; \n' +
'void main() \n' +
'{ \n' +
- ' gl_Position = u_projection * (u_modelView * vec4(a_position, ' + zero + '1.0)); \n' +
+ ' vec4 ecPosition = (u_modelView * vec4(a_position, ' + zero + '1.0)); \n' + // eye-coordinate position
+ ' 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' : '') +
'} \n');
Module.ctx.compileShader(this.vertexShader);
@@ -1549,10 +1606,22 @@ var LibraryGL = {
'varying vec2 v_texCoord; \n' +
'uniform sampler2D u_texture; \n' +
'varying vec4 v_color; \n' +
+ (GLEmulation.fogEnabled ? (
+ 'varying float v_fogFragCoord; \n' +
+ 'uniform vec4 u_fogColor; \n' +
+ 'uniform float u_fogEnd; \n' +
+ 'uniform float u_fogScale; \n' +
+ 'float ffog(in float ecDistance) { \n' +
+ fogFormula +
+ ' fog = clamp(fog, 0.0, 1.0); \n' +
+ ' return fog; \n' +
+ '} \n'
+ ) : '') +
'void main() \n' +
'{ \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' : '') +
'} \n');
Module.ctx.compileShader(this.fragmentShader);
@@ -1997,7 +2066,7 @@ var LibraryGL = {
},
glColor4us__deps: ['glColor4f'],
glColor4us: function(r, g, b, a) {
- _glColor4f((r&65525)/65535, (g&65525)/65535, (b&65525)/65535, (a&65525)/65535);
+ _glColor4f((r&65535)/65535, (g&65535)/65535, (b&65535)/65535, (a&65535)/65535);
},
glColor4ui__deps: ['glColor4f'],
glColor4ui: function(r, g, b, a) {
@@ -2048,10 +2117,24 @@ var LibraryGL = {
GLEmulation.fogStart = param; break;
case 0x0B64: // GL_FOG_END
GLEmulation.fogEnd = param; break;
+ case 0x0B62: // GL_FOG_DENSITY
+ GLEmulation.fogDensity = param; break;
+ case 0x0B65: // GL_FOG_MODE
+ switch (param) {
+ case 0x0801: // GL_EXP2
+ case 0x2601: // GL_LINEAR
+ GLEmulation.fogMode = param; break;
+ default: // default to GL_EXP
+ GLEmulation.fogMode = 0x0800 /* GL_EXP */; break;
+ }
+ break;
}
},
- glFogi: function(){}, // TODO
- glFogx: function(){}, // TODO
+ glFogi__deps: ['glFogf'],
+ glFogi: function(pname, param) {
+ return _glFogf(pname, param);
+ },
+ glFogfv__deps: ['glFogf'],
glFogfv: function(pname, param) { // partial support, TODO
switch(pname) {
case 0x0B66: // GL_FOG_COLOR
@@ -2060,8 +2143,26 @@ var LibraryGL = {
GLEmulation.fogColor[2] = {{{ makeGetValue('param', '8', 'float') }}};
GLEmulation.fogColor[3] = {{{ makeGetValue('param', '12', 'float') }}};
break;
+ case 0x0B63: // GL_FOG_START
+ case 0x0B64: // GL_FOG_END
+ _glFogf(pname, {{{ makeGetValue('param', '0', 'float') }}}); break;
+ }
+ },
+ glFogiv__deps: ['glFogf'],
+ glFogiv: function(pname, param) {
+ switch(pname) {
+ case 0x0B66: // GL_FOG_COLOR
+ GLEmulation.fogColor[0] = ({{{ makeGetValue('param', '0', 'i32') }}}/2147483647)/2.0+0.5;
+ GLEmulation.fogColor[1] = ({{{ makeGetValue('param', '4', 'i32') }}}/2147483647)/2.0+0.5;
+ GLEmulation.fogColor[2] = ({{{ makeGetValue('param', '8', 'i32') }}}/2147483647)/2.0+0.5;
+ GLEmulation.fogColor[3] = ({{{ makeGetValue('param', '12', 'i32') }}}/2147483647)/2.0+0.5;
+ break;
+ default:
+ _glFogf(pname, {{{ makeGetValue('param', '0', 'i32') }}}); break;
}
},
+ glFogx: 'glFogi',
+ glFogxv: 'glFogiv',
glPolygonMode: function(){}, // TODO
diff --git a/tests/runner.py b/tests/runner.py
index 61520d53..c0f4e564 100755
--- a/tests/runner.py
+++ b/tests/runner.py
@@ -7652,6 +7652,34 @@ elif 'browser' in str(sys.argv):
Popen(['python', EMCC, path_from_root('tests', 'sdl_ogl_p.c'), '-o', 'something.html', '--pre-js', 'reftest.js', '--preload-file', 'screenshot.png']).communicate()
self.run_browser('something.html', 'You should see an image with gray at the top.', '/report_result?0')
+ def test_sdl_fog_simple(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-simple.png'))
+ 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_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'))
+ self.reftest(path_from_root('tests', 'screenshot-fog-density.png'))
+ Popen(['python', EMCC, path_from_root('tests', 'sdl_fog_density.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_exp2(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-exp2.png'))
+ Popen(['python', EMCC, path_from_root('tests', 'sdl_fog_exp2.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_linear(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-linear.png'))
+ Popen(['python', EMCC, path_from_root('tests', 'sdl_fog_linear.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_worker(self):
# Test running in a web worker
output = Popen(['python', EMCC, path_from_root('tests', 'hello_world_worker.cpp'), '-o', 'worker.js'], stdout=PIPE, stderr=PIPE).communicate()
diff --git a/tests/screenshot-fog-density.png b/tests/screenshot-fog-density.png
new file mode 100644
index 00000000..cd1f6f1b
--- /dev/null
+++ b/tests/screenshot-fog-density.png
Binary files differ
diff --git a/tests/screenshot-fog-exp2.png b/tests/screenshot-fog-exp2.png
new file mode 100644
index 00000000..cd5e6a63
--- /dev/null
+++ b/tests/screenshot-fog-exp2.png
Binary files differ
diff --git a/tests/screenshot-fog-linear.png b/tests/screenshot-fog-linear.png
new file mode 100644
index 00000000..57534566
--- /dev/null
+++ b/tests/screenshot-fog-linear.png
Binary files differ
diff --git a/tests/screenshot-fog-simple.png b/tests/screenshot-fog-simple.png
new file mode 100644
index 00000000..527768fc
--- /dev/null
+++ b/tests/screenshot-fog-simple.png
Binary files differ
diff --git a/tests/sdl_fog_density.c b/tests/sdl_fog_density.c
new file mode 100644
index 00000000..95773419
--- /dev/null
+++ b/tests/sdl_fog_density.c
@@ -0,0 +1,183 @@
+/*******************************************************************
+ * *
+ * 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);
+ glFogf(GL_FOG_DENSITY, 0.2);
+
+ assert(glIsEnabled(GL_FOG));
+
+ glBegin( GL_QUADS );
+ glTexCoord2i( 0, 0 ); glVertex3f( 10, 10, 10 );
+ glTexCoord2i( 1, 0 ); glVertex3f( 300, 10, 10 );
+ glTexCoord2i( 1, 1 ); glVertex3f( 300, 128, 10 );
+ glTexCoord2i( 0, 1 ); glVertex3f( 10, 128, 10 );
+
+ 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;
+}
diff --git a/tests/sdl_fog_exp2.c b/tests/sdl_fog_exp2.c
new file mode 100644
index 00000000..a09a5e3d
--- /dev/null
+++ b/tests/sdl_fog_exp2.c
@@ -0,0 +1,184 @@
+/*******************************************************************
+ * *
+ * 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);
+ glFogf(GL_FOG_DENSITY, 0.2);
+ glFogi(GL_FOG_MODE, GL_EXP2);
+
+ assert(glIsEnabled(GL_FOG));
+
+ glBegin( GL_QUADS );
+ glTexCoord2i( 0, 0 ); glVertex3f( 10, 10, 10 );
+ glTexCoord2i( 1, 0 ); glVertex3f( 300, 10, 10 );
+ glTexCoord2i( 1, 1 ); glVertex3f( 300, 128, 10 );
+ glTexCoord2i( 0, 1 ); glVertex3f( 10, 128, 10 );
+
+ 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;
+}
diff --git a/tests/sdl_fog_linear.c b/tests/sdl_fog_linear.c
new file mode 100644
index 00000000..8fc18b7c
--- /dev/null
+++ b/tests/sdl_fog_linear.c
@@ -0,0 +1,185 @@
+/*******************************************************************
+ * *
+ * 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);
+ glFogi(GL_FOG_START, 8);
+ glFogi(GL_FOG_END, 13);
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+
+ assert(glIsEnabled(GL_FOG));
+
+ glBegin( GL_QUADS );
+ glTexCoord2i( 0, 0 ); glVertex3f( 10, 10, 10 );
+ glTexCoord2i( 1, 0 ); glVertex3f( 300, 10, 10 );
+ glTexCoord2i( 1, 1 ); glVertex3f( 300, 128, 10 );
+ glTexCoord2i( 0, 1 ); glVertex3f( 10, 128, 10 );
+
+ 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;
+}
diff --git a/tests/sdl_fog_simple.c b/tests/sdl_fog_simple.c
new file mode 100644
index 00000000..be023593
--- /dev/null
+++ b/tests/sdl_fog_simple.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 (