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authorAlon Zakai <alonzakai@gmail.com>2012-04-22 10:04:19 -0700
committerAlon Zakai <alonzakai@gmail.com>2012-04-22 10:04:19 -0700
commit050d86c3d490291ba021f43d0bbc5335d039088f (patch)
treeb052fd711b2efb2b4950efb5d4bf8ebe34391883 /tests/cubegeom.c
parent86459a2651670a650bc3b3cf0bed17dd8163665d (diff)
wip cubegeometry test
Diffstat (limited to 'tests/cubegeom.c')
-rw-r--r--tests/cubegeom.c226
1 files changed, 226 insertions, 0 deletions
diff --git a/tests/cubegeom.c b/tests/cubegeom.c
new file mode 100644
index 00000000..7f2206f6
--- /dev/null
+++ b/tests/cubegeom.c
@@ -0,0 +1,226 @@
+/*
+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 "GL/glew.h"
+
+#include "SDL/SDL.h"
+#include "SDL/SDL_image.h"
+
+#include <stdio.h>
+#include <string.h>
+
+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;
+ }
+
+ SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
+ screen = SDL_SetVideoMode( 640, 480, 16, 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();
+
+ 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");
+ }
+
+ glGenTextures( 1, &texture );
+ glBindTexture( GL_TEXTURE_2D, texture );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );urface 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;
+ }
+
+ if ( surface ) {
+ SDL_FreeSurface( surface );
+ }
+
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ // BEGIN
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048);
+ glMatrixMode(GL_MODELVIEW0);
+ GLfloat matrixData[] = { -1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1 };
+ glLoadMatrixf(matrixData);
+ glRotated(0, 0, 1, 0);
+ glRotated(0,-1, 0, 0);
+ glRotated(0, 0, 0,-1);
+ glTranslated(-512,-512,-527);
+
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ glBindBuffer(GL_ARRAY_BUFFER, XXXXXXXXXXXXXXX);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, YYYYYYYYYYYYYYYY);
+
+ // sauer vertex data is apparently 0-12: V3F, 12: N1B, 16-24: T2F, 24-28: T2S, 28-32: C4B
+ glVertexPointer(3, GL_FLOAT, 32, 0); // all these apply to the ARRAY_BUFFER that is bound
+ glTexCoordPointer(2, GL_FLOAT ,32, 16);
+ glClientActiveTexture(GL_TEXTURE1);
+ glTexCoordPointer(2, GL_SHORT, 32, 24);
+ glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup
+ glNormalPointer(GL_BYTE, 32, 12);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 32, 28);
+
+ glBindTexture(GL_TEXTURE_2D, texture); // diffuse?
+ glActiveTexture(GL_TEXTURE0);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, texture); // lightmap? should be different
+ glActiveTexture(GL_TEXTURE0);
+
+ GLint ok;
+
+ char *vertexShader = "#pragma CUBE2_fog\n"
+ "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";
+ char *fragmentShader = "uniform vec4 colorparams;\n"
+ "uniform sampler2D diffusemap, lightmap;\n"
+ "void main(void)\n"
+ "{\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);
+ glShaderSource(vs, 1, &vertexShader, NULL);
+ glCompileShader(vs);
+ glGetShaderiv(vs, GL_COMPILE_STATUS, &ok);
+ assert(ok);
+
+ GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fs, 1, &fragmentShader, NULL);
+ glCompileShader(fs);
+ GLint ok;
+ glGetShaderiv(fs, GL_COMPILE_STATUS, &ok);
+ assert(ok);
+
+ GLuint program = glCreateProgram();
+
+ glAttachShader(program, vs);
+ glAttachShader(program, fs);
+ glLinkProgram(program);
+ glGetProgramiv(program, GL_LINK_STATUS, &ok);
+ assert(ok);
+
+ glUseProgram(program);
+
+ GLint lightmapLocation = glGetUniformLocation(program, "lightmap");
+ assert(lightmapLocation >= 0);
+ glUniform1i(lightmapLocation, 1); // sampler2D? Is it the texture unit?
+
+ GLint diffusemapLocation = glGetUniformLocation(program, "diffusemap");
+ assert(diffusemapLocation >= 0);
+ glUniform1i(diffusemapLocation, 0); // sampler2D? Is it the texture unit?
+
+ GLint texgenscrollLocation = glGetUniformLocation(program, "texgenscroll");
+ assert(texgenscrollLocation >= 0);
+
+ GLint colorparamsLocation = glGetUniformLocation(program, "colorparams");
+ assert(colorparamsLocation >= 0);
+
+ GLfloat texgenscrollData[] = { 0, 0, 0, 0 };
+ glUniform4fv(texgenscrollLocation, 1, textgenscrollData);
+
+ GLfloat colorparamsData[] = { 2, 2, 2, 1 };
+ glUniform4fv(colorparamsLocation, 1, colorparamsData);
+
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 12);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 24);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 36);
+
+ // END
+
+ 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;
+}