diff options
author | Ehsan Akhgari <ehsan.akhgari@gmail.com> | 2012-04-13 10:32:45 -0400 |
---|---|---|
committer | Ehsan Akhgari <ehsan.akhgari@gmail.com> | 2012-04-13 10:32:45 -0400 |
commit | 74cfb3b59c714d2e0ef91d0ad3fe02bc096faf56 (patch) | |
tree | 4e743664d4d139c35b4e656f267cb2a0d4799114 | |
parent | 55d9a3bc975cb4e9fefb79aeca6d5b9ef5fcea1f (diff) | |
parent | ffae4e81b6eec71922b662eea9a75f5693994cb2 (diff) |
Merge remote-tracking branch 'upstream/incoming' into glmatrix
Conflicts:
src/library_gl.js
-rw-r--r-- | src/library_browser.js | 14 | ||||
-rw-r--r-- | src/library_gl.js | 166 | ||||
-rw-r--r-- | src/library_sdl.js | 1 | ||||
-rwxr-xr-x | tests/runner.py | 13 | ||||
-rw-r--r-- | tests/screenshot.png | bin | 0 -> 329895 bytes | |||
-rw-r--r-- | tests/sdl_gl_read.c | 155 | ||||
-rw-r--r-- | tests/sdl_ogl.c | 148 | ||||
-rw-r--r-- | tools/shared.py | 6 |
8 files changed, 483 insertions, 20 deletions
diff --git a/src/library_browser.js b/src/library_browser.js index 17dff2eb..300f0b3b 100644 --- a/src/library_browser.js +++ b/src/library_browser.js @@ -47,13 +47,16 @@ mergeInto(LibraryManager.library, { case 'function': { wrapper[prop] = function() { var printArgs = Array.prototype.slice.call(arguments).map(function(arg) { + if (!arg) return arg; if (wrapper.objectMap[arg]) return '<' + arg + '|' + wrapper.objectMap[arg] + '>'; if (arg.toString() == '[object HTMLImageElement]') { return arg + '\n\n'; } if (arg.byteLength) { + return '{' + Array.prototype.slice.call(arg, 0, Math.min(arg.length, 40)) + '}'; // Useful for correct arrays, less so for compiled arrays, see the code below for that var buf = new ArrayBuffer(32); var i8buf = new Int8Array(buf); + var i16buf = new Int16Array(buf); var f32buf = new Float32Array(buf); switch(arg.toString()) { case '[object Uint8Array]': @@ -62,6 +65,9 @@ mergeInto(LibraryManager.library, { case '[object Float32Array]': f32buf.set(arg.subarray(0, 5)); break; + case '[object Uint16Array]': + i16buf.set(arg.subarray(0, 16)); + break; default: alert('unknown array for debugging: ' + arg); throw 'see alert'; @@ -75,25 +81,25 @@ mergeInto(LibraryManager.library, { } return arg; }); - Module.printErr('[gl_f:' + prop + ':' + printArgs + ']'); + console.log('[gl_f:' + prop + ':' + printArgs + ']'); var ret = tempCtx[prop].apply(tempCtx, arguments); var printRet = ret; if (typeof ret == 'object') { wrapper.objectMap[ret] = wrapper.objectCounter++; printRet = '<' + ret + '|' + wrapper.objectMap[ret] + '>'; } - Module.printErr('[ gl:' + prop + ':return:' + printRet + ']'); + if (typeof printRet != 'undefined') console.log('[ gl:' + prop + ':return:' + printRet + ']'); return ret; } break; } case 'number': case 'string': { wrapper.__defineGetter__(prop, function() { - //Module.printErr('[gl_g:' + prop + ':' + tempCtx[prop] + ']'); + //console.log('[gl_g:' + prop + ':' + tempCtx[prop] + ']'); return tempCtx[prop]; }); wrapper.__defineSetter__(prop, function(value) { - Module.printErr('[gl_s:' + prop + ':' + value + ']'); + console.log('[gl_s:' + prop + ':' + value + ']'); tempCtx[prop] = value; }); break; diff --git a/src/library_gl.js b/src/library_gl.js index d7bf31ea..f5235a3f 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -316,6 +316,10 @@ var LibraryGL = { Module.ctx.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); }, + glReadPixels: function(x, y, width, height, format, type, pixels) { + Module.ctx.readPixels(x, y, width, height, format, type, HEAPU8.subarray(pixels)); + }, + glBindTexture: function(target, texture) { Module.ctx.bindTexture(target, GL.textures[texture]); }, @@ -963,6 +967,11 @@ var LibraryGL = { return 1 /* GL_TRUE */; }, + glEnable: function(cap) { + if (cap == 0x0DE1) return; // no GL_TEXTURE_2D in GLES or WebGL + Module.ctx.enable(cap); + }, + // GL emulation: provides misc. functionality not present in OpenGL ES 2.0 or WebGL $GLEmulation__deps: ['glCreateShader', 'glShaderSource', 'glCompileShader', 'glCreateProgram', 'glDeleteShader', 'glDeleteProgram', 'glAttachShader', 'glActiveTexture', 'glGetShaderiv', 'glGetProgramiv', 'glLinkProgram'], @@ -1017,20 +1026,140 @@ var LibraryGL = { } }, - glBegin__deps: ['$GL', function() { return 'GL.matrix.lib = ' + read('gl-matrix.js') + ';\n' + - 'GL.initMatrixLibrary();' - }], - glBegin: function() { - Module.print('TODO'); - } + // Immediate mode + + $GLImmediate: { + maxElements: 1024, + vertexData: null, + indexData: null, + vertexCounter: 0, + indexCounter: 0, + mode: 0, + + initted: false, + init: function() { + this.vertexShader = Module.ctx.createShader(Module.ctx.VERTEX_SHADER); + Module.ctx.shaderSource(this.vertexShader, 'attribute vec4 a_position; \n\ + attribute vec2 a_texCoord; \n\ + varying vec2 v_texCoord; \n\ + void main() \n\ + { \n\ + gl_Position = a_position; \n\ + v_texCoord = a_texCoord; \n\ + } \n'); + Module.ctx.compileShader(this.vertexShader); + + this.fragmentShader = Module.ctx.createShader(Module.ctx.FRAGMENT_SHADER); + Module.ctx.shaderSource(this.fragmentShader, 'precision mediump float; \n\ + varying vec2 v_texCoord; \n\ + uniform sampler2D s_texture; \n\ + void main() \n\ + { \n\ + gl_FragColor = texture2D( s_texture, v_texCoord );\n\ + } \n'); + Module.ctx.compileShader(this.fragmentShader); + + this.program = Module.ctx.createProgram(); + Module.ctx.attachShader(this.program, this.vertexShader); + Module.ctx.attachShader(this.program, this.fragmentShader); + Module.ctx.linkProgram(this.program); + + this.positionLocation = Module.ctx.getAttribLocation(this.program, 'a_position'); + this.texCoordLocation = Module.ctx.getAttribLocation(this.program, 'a_texCoord'); + this.textureLocation = Module.ctx.getUniformLocation(this.program, 's_texture'); + + // Buffer for data + this.vertexData = new Float32Array(5 * this.maxElements); + this.indexData = new Uint16Array(this.maxElements); + + this.vertexObject = Module.ctx.createBuffer(); + this.indexObject = Module.ctx.createBuffer(); + }, + flush: function() { + // Upload the data + Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, this.vertexObject); + Module.ctx.bufferData(Module.ctx.ARRAY_BUFFER, this.vertexData.subarray(0, 5*this.vertexCounter), Module.ctx.STATIC_DRAW); + Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.indexObject); + Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, this.indexData.subarray(0, this.indexCounter), Module.ctx.STATIC_DRAW); + + // Render + //Module.ctx.viewport(0, 0, Module.canvas.width, Module.canvas.height); + //Module.ctx.clear(Module.ctx.COLOR_BUFFER_BIT); + + Module.ctx.useProgram(this.program); + + Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, this.vertexObject); + Module.ctx.vertexAttribPointer(this.positionLocation, 3, Module.ctx.FLOAT, + false, 5 * 4, 0); + Module.ctx.vertexAttribPointer(this.texCoordLocation, 2, Module.ctx.FLOAT, + false, 5 * 4, + 3 * 4); + + Module.ctx.enableVertexAttribArray(this.positionLoc); + Module.ctx.enableVertexAttribArray(this.texCoordLoc); + + Module.ctx.activeTexture(Module.ctx.TEXTURE0); + Module.ctx.bindTexture(Module.ctx.TEXTURE_2D, this.textureId); + + Module.ctx.uniform1i(this.textureLocation, 0); + + Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.indexObject); + Module.ctx.drawElements(Module.ctx.TRIANGLES, this.indexCounter, Module.ctx.UNSIGNED_SHORT, 0); + + this.vertexCounter = this.indexCounter = 0; + } + }, + + glBegin__deps: ['$GL', '$GLImmediate', function() { return 'GL.matrix.lib = ' + read('gl-matrix.js') + + ';\nGL.immediate = GLImmediate;\nGL.initMatrixLibrary();\n' }], + glBegin: function(mode) { + if (!GL.immediate.initted) GL.immediate.init(); + GL.immediate.mode = mode; + }, + + glEnd: function() { + GL.immediate.flush(); + }, + + glVertex3f: function(x, y, z) { + GL.immediate.vertexData[5*GL.immediate.vertexCounter ] = x; + GL.immediate.vertexData[5*GL.immediate.vertexCounter+1] = y; + GL.immediate.vertexData[5*GL.immediate.vertexCounter+2] = z; + GL.immediate.vertexCounter++; +#if ASSERTIONS + assert(GL.immediate.vertexCounter < GL.immediate.maxElements, 'too many immediate mode vertexes'); +#endif + if (GL.immediate.mode == 7) { // GL_QUADS + if (GL.immediate.vertexCounter % 4 == 0) { + var start = GL.immediate.vertexCounter % 4; + GL.immediate.indexData[GL.immediate.indexCounter ] = start; + GL.immediate.indexData[GL.immediate.indexCounter+1] = start+1; + GL.immediate.indexData[GL.immediate.indexCounter+2] = start+2; + GL.immediate.indexData[GL.immediate.indexCounter+3] = start; + GL.immediate.indexData[GL.immediate.indexCounter+4] = start+2; + GL.immediate.indexData[GL.immediate.indexCounter+5] = start+3; + GL.immediate.indexCounter += 6; + } + } else { + throw 'only GL_QUADS supported so far'; + } +#if ASSERTIONS + assert(GL.immediate.indexCounter < GL.immediate.maxElements, 'too many immediate mode indexes'); +#endif + }, + + glTexCoord2i: function(u, v) { + GL.immediate.vertexData[5*GL.immediate.vertexCounter+3] = u; + GL.immediate.vertexData[5*GL.immediate.vertexCounter+4] = v; + }, }; -// Simple pass-through functions. Starred ones have return values. +// Simple pass-through functions. Starred ones have return values. [X] ones have X in the C name but not in the JS name [[0, 'shadeModel fogi fogfv getError finish flush'], - [1, 'clearDepth depthFunc enable disable frontFace cullFace clear enableVertexAttribArray disableVertexAttribArray lineWidth clearStencil depthMask stencilMask stencilMaskSeparate checkFramebufferStatus* generateMipmap activeTexture blendEquation'], - [2, 'pixelStorei blendFunc blendEquationSeparate'], - [3, 'texParameteri texParameterf drawArrays vertexAttrib2f'], - [4, 'viewport clearColor scissor vertexAttrib3f colorMask drawElements renderbufferStorage blendFuncSeparate'], + [1, 'clearDepth clearDepth[f] depthFunc disable frontFace cullFace clear enableVertexAttribArray disableVertexAttribArray lineWidth clearStencil depthMask stencilMask stencilMaskSeparate checkFramebufferStatus* generateMipmap activeTexture blendEquation polygonOffset hint sampleCoverage'], + [2, 'pixelStorei blendFunc blendEquationSeparate depthRange depthRange[f]'], + [3, 'texParameteri texParameterf drawArrays vertexAttrib2f stencilFunc stencilOp'], + [4, 'viewport clearColor scissor vertexAttrib3f colorMask drawElements renderbufferStorage blendFuncSeparate blendColor'], [5, 'vertexAttrib4f'], [6, 'vertexAttribPointer'], [8, 'copyTexImage2D copyTexSubImage2D']].forEach(function(data) { @@ -1039,15 +1168,20 @@ var LibraryGL = { var args = range(num).map(function(i) { return 'x' + i }).join(', '); var plainStub = '(function(' + args + ') { ' + (num > 0 ? 'Module.ctx.NAME(' + args + ')' : '') + ' })'; var returnStub = '(function(' + args + ') { ' + (num > 0 ? 'return Module.ctx.NAME(' + args + ')' : '') + ' })'; - names.split(' ').forEach(function(name_) { + names.split(' ').forEach(function(name) { var stub = plainStub; - if (name_[name_.length-1] == '*') { - name_ = name_.substr(0, name_.length-1); + if (name[name.length-1] == '*') { + name = name.substr(0, name.length-1); stub = returnStub; } - var cName = 'gl' + name_[0].toUpperCase() + name_.substr(1); + var cName = name; + if (name.indexOf('[') >= 0) { + cName = name.replace('[', '').replace(']', ''); + name = cName.substr(0, cName.length-1); + } + var cName = 'gl' + cName[0].toUpperCase() + cName.substr(1); assert(!(cName in LibraryGL), "Cannot reimplement the existing function " + cName); - LibraryGL[cName] = eval(stub.replace('NAME', name_)); + LibraryGL[cName] = eval(stub.replace('NAME', name)); }); }); diff --git a/src/library_sdl.js b/src/library_sdl.js index b607bdb3..11431e4e 100644 --- a/src/library_sdl.js +++ b/src/library_sdl.js @@ -702,6 +702,7 @@ mergeInto(LibraryManager.library, { surfData.ctx.drawImage(raw, 0, 0, raw.width, raw.height, 0, 0, raw.width, raw.height); return surf; }, + SDL_LoadBMP: 'IMG_Load', // SDL_Audio diff --git a/tests/runner.py b/tests/runner.py index 6db096d9..a479cf9f 100755 --- a/tests/runner.py +++ b/tests/runner.py @@ -6997,6 +6997,19 @@ elif 'browser' in str(sys.argv): Popen(['python', EMCC, '-O2', '--minify', '0', os.path.join(self.get_dir(), 'sdl_audio.c'), '--preload-file', 'sound.ogg', '--preload-file', 'sound2.wav', '-o', 'page.html', '-s', 'EXPORTED_FUNCTIONS=["_main", "_play", "_play2"]']).communicate() self.run_browser('page.html', '', '/report_result?1') + def test_sdl_gl_read(self): + # SDL, OpenGL, readPixels + open(os.path.join(self.get_dir(), 'sdl_gl_read.c'), 'w').write(self.with_report_result(open(path_from_root('tests', 'sdl_gl_read.c')).read())) + Popen(['python', EMCC, os.path.join(self.get_dir(), 'sdl_gl_read.c'), '-o', 'something.html']).communicate() + self.run_browser('something.html', '.', '/report_result?1') + + def zzztest_sdl_ogl(self): + # SDL, OpenGL, textures, immediate mode + shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png')) + self.reftest(path_from_root('tests', 'gears.png')) + Popen(['python', EMCC, path_from_root('tests', 'sdl_ogl.c'), '-o', 'something.html', '--pre-js', 'reftest.js', '--preload-file', 'screenshot.png']).communicate() + self.run_browser('something.html', 'You should see animating gears.', '/report_result?1779') + 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.png b/tests/screenshot.png Binary files differnew file mode 100644 index 00000000..44cf844a --- /dev/null +++ b/tests/screenshot.png diff --git a/tests/sdl_gl_read.c b/tests/sdl_gl_read.c new file mode 100644 index 00000000..552eb8c0 --- /dev/null +++ b/tests/sdl_gl_read.c @@ -0,0 +1,155 @@ +// Built from glbook/hello triange and sdl_ogl, see details there + +#include "SDL/SDL.h" +#include "SDL/SDL_image.h" +#include "SDL/SDL_opengl.h" + +#include <stdio.h> +#include <stdlib.h> + +GLuint programObject; +int width = 512; +int height = 256; + +GLuint LoadShader ( GLenum type, const char *shaderSrc ) +{ + GLuint shader; + GLint compiled; + + shader = glCreateShader ( type ); + if ( shader == 0 ) + return 0; + + glShaderSource ( shader, 1, &shaderSrc, NULL ); + glCompileShader ( shader ); + glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled ); + if ( !compiled ) + { + GLint infoLen = 0; + glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen ); + if ( infoLen > 1 ) + { + char* infoLog = malloc (sizeof(char) * infoLen ); + glGetShaderInfoLog ( shader, infoLen, NULL, infoLog ); + printf ( "Error compiling shader:\n%s\n", infoLog ); + free ( infoLog ); + } + glDeleteShader ( shader ); + return 0; + } + return shader; +} + +int Init () +{ + GLbyte vShaderStr[] = + "attribute vec4 vPosition; \n" + "void main() \n" + "{ \n" + " gl_Position = vPosition; \n" + "} \n"; + + GLbyte fShaderStr[] = + "precision mediump float;\n"\ + "void main() \n" + "{ \n" + " gl_FragColor = vec4 ( 0.0, 0.0, 1.0, 1.0 );\n" + "} \n"; + + GLuint vertexShader; + GLuint fragmentShader; + GLint linked; + + vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr ); + fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr ); + + programObject = glCreateProgram ( ); + if ( programObject == 0 ) + return 0; + + glAttachShader ( programObject, vertexShader ); + glAttachShader ( programObject, fragmentShader ); + glBindAttribLocation ( programObject, 0, "vPosition" ); + glLinkProgram ( programObject ); + glGetProgramiv ( programObject, GL_LINK_STATUS, &linked ); + if ( !linked ) + { + GLint infoLen = 0; + glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen ); + if ( infoLen > 1 ) + { + char* infoLog = malloc (sizeof(char) * infoLen ); + glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog ); + printf ( "Error linking program:\n%s\n", infoLog ); + free ( infoLog ); + } + glDeleteProgram ( programObject ); + return GL_FALSE; + } + + glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); + return GL_TRUE; +} + +/// +// Draw a triangle using the shader pair created in Init() +// +void Draw () +{ + GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f, + -0.5f, -0.5f, 0.0f, + 0.5f, -0.5f, 0.0f }; + + // No clientside arrays, so do this in a webgl-friendly manner + GLuint vertexPosObject; + glGenBuffers(1, &vertexPosObject); + glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject); + glBufferData(GL_ARRAY_BUFFER, 9*4, vVertices, GL_STATIC_DRAW); + + glViewport ( 0, 0, width, height ); + glClear ( GL_COLOR_BUFFER_BIT ); + glUseProgram ( programObject ); + + glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject); + glVertexAttribPointer(0 /* ? */, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(0); + + glDrawArrays ( GL_TRIANGLES, 0, 3 ); +} + +void Verify() { + unsigned char *data = malloc(width*height*4); + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); + // Should see some blue, and nothing else + int seen = 0; + int ok = 1; + for (int x = 0; x < width*height; x++) { + seen = seen || data[x*4+2] != 0; + ok = ok && (data[x*4+0] == 0); + ok = ok && (data[x*4+1] == 0); + } + int result = seen && ok; + REPORT_RESULT(); +} + +int main(int argc, char *argv[]) +{ + SDL_Surface *screen; + if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { + printf("Unable to initialize SDL: %s\n", SDL_GetError()); + return 1; + } + + screen = SDL_SetVideoMode(width, height, 32, SDL_OPENGL); + if (!screen) { + printf("Unable to set video mode: %s\n", SDL_GetError()); + return 1; + } + + Init(); + Draw(); + Verify(); + + return 0; +} + diff --git a/tests/sdl_ogl.c b/tests/sdl_ogl.c new file mode 100644 index 00000000..6884f478 --- /dev/null +++ b/tests/sdl_ogl.c @@ -0,0 +1,148 @@ +/******************************************************************* + * * + * 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> + +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 ); + + glEnable( GL_TEXTURE_2D ); // Need this to display a texture + + glViewport( 0, 0, 640, 480 ); + + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + + glOrtho( 0, 640, 480, 0, -1, 1 ); + + 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 ); + + // 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 ); + } + 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 ); + + glBegin( GL_QUADS ); + // Top-left vertex (corner) + glTexCoord2i( 0, 0 ); + glVertex3f( 100, 100, 0 ); + + // Bottom-left vertex (corner) + glTexCoord2i( 1, 0 ); + glVertex3f( 600, 100, 0 ); + + // Bottom-right vertex (corner) + glTexCoord2i( 1, 1 ); + glVertex3f( 600, 328, 0 ); + + // Top-right vertex (corner) + glTexCoord2i( 0, 1 ); + glVertex3f( 100, 328, 0 ); + glEnd(); + + SDL_GL_SwapBuffers(); + +#if !EMSCRIPTEN + // Wait for 3 seconds to give us a chance to see the image + SDL_Delay(3000); +#endif + + // Now we can delete the OpenGL texture and close down SDL + glDeleteTextures( 1, &texture ); + + SDL_Quit(); + + return 0; +} diff --git a/tools/shared.py b/tools/shared.py index 58ca4ca5..ec3e8d09 100644 --- a/tools/shared.py +++ b/tools/shared.py @@ -126,6 +126,12 @@ JS_OPTIMIZER = path_from_root('tools', 'js-optimizer.js') # Temp dir. Create a random one, unless EMCC_DEBUG is set, in which case use TEMP_DIR/emscripten_temp +try: + TEMP_DIR +except: + print >> sys.stderr, 'TEMP_DIR not defined in ~/.emscripten, using /tmp' + TEMP_DIR = '/tmp' + CANONICAL_TEMP_DIR = os.path.join(TEMP_DIR, 'emscripten_temp') EMSCRIPTEN_TEMP_DIR = None |