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authorAlon Zakai <alonzakai@gmail.com>2012-04-22 18:37:03 -0700
committerAlon Zakai <alonzakai@gmail.com>2012-04-22 18:37:03 -0700
commitfe509fc32fe72574b999fc91a39adc686ab10f64 (patch)
tree1a6fee8541c0cd0a0a207c3475ac91f281b9074b /tests/cubegeom.c
parente2fe212ee79acb7a72837f1f097a7f231600841f (diff)
clean up cubegeom
Diffstat (limited to 'tests/cubegeom.c')
-rw-r--r--tests/cubegeom.c38
1 files changed, 6 insertions, 32 deletions
diff --git a/tests/cubegeom.c b/tests/cubegeom.c
index c523efce..d022ea89 100644
--- a/tests/cubegeom.c
+++ b/tests/cubegeom.c
@@ -30,28 +30,15 @@ int main(int argc, char *argv[])
}
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
- screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL );
+ screen = SDL_SetVideoMode( 1024, 768, 24, SDL_OPENGL );
if ( !screen ) {
printf("Unable to set video mode: %s\n", SDL_GetError());
return 1;
}
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 );
- glLoadIdentity();
+ glClear( GL_COLOR_BUFFER_BIT );
- glOrtho( 0, 640, 480, 0, -1, 1 );
-
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
-
// Load the OpenGL texture
GLuint texture;
@@ -59,10 +46,10 @@ int main(int argc, char *argv[])
if ( (surface = IMG_Load("screenshot.png")) ) {
if ( (surface->w & (surface->w - 1)) != 0 ) {
- printf("warning: image.bmp's width is not a power of 2\n");
+ printf("warning: width is not a power of 2\n");
}
if ( (surface->h & (surface->h - 1)) != 0 ) {
- printf("warning: image.bmp's height is not a power of 2\n");
+ printf("warning: height is not a power of 2\n");
}
glGenTextures( 1, &texture );
@@ -96,8 +83,6 @@ int main(int argc, char *argv[])
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texture2Data );
- glClear( GL_COLOR_BUFFER_BIT );
-
// BEGIN
glewInit();
@@ -218,16 +203,12 @@ int main(int argc, char *argv[])
GLint ok;
- const char *vertexShader = "#pragma CUBE2_fog\n"
- "uniform vec4 texgenscroll;\n"
+ const char *vertexShader = "uniform vec4 texgenscroll;\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + texgenscroll.xy;\n"
" gl_TexCoord[1].xy = gl_MultiTexCoord1.xy * 3.051851e-05;\n"
- " #pragma CUBE2_shadowmap\n"
- " #pragma CUBE2_dynlight\n"
- " #pragma CUBE2_water\n"
"}\n";
const char *fragmentShader = "uniform vec4 colorparams;\n"
"uniform sampler2D diffusemap, lightmap;\n"
@@ -235,11 +216,8 @@ int main(int argc, char *argv[])
"{\n"
" vec4 diffuse = texture2D(diffusemap, gl_TexCoord[0].xy);\n"
" vec4 lm = texture2D(lightmap, gl_TexCoord[1].xy);\n"
- " #pragma CUBE2_shadowmap lm\n"
- " #pragma CUBE2_dynlight lm\n"
" diffuse *= colorparams;\n"
" gl_FragColor = diffuse * lm;\n"
- " #pragma CUBE2_water\n"
"}\n";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
@@ -270,7 +248,7 @@ int main(int argc, char *argv[])
GLint diffusemapLocation = glGetUniformLocation(program, "diffusemap");
assert(diffusemapLocation >= 0);
- glUniform1i(diffusemapLocation, 0); // sampler2D? Is it the texture unit?
+ glUniform1i(diffusemapLocation, 0);
GLint texgenscrollLocation = glGetUniformLocation(program, "texgenscroll");
assert(texgenscrollLocation >= 0);
@@ -294,13 +272,9 @@ int main(int argc, char *argv[])
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;