diff options
author | Alon Zakai <alonzakai@gmail.com> | 2013-03-17 21:15:27 -0700 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2013-03-17 21:15:27 -0700 |
commit | 8d5887cc8583f12fcb05e1bd3b26a6e454475d35 (patch) | |
tree | 2145fcb70046e99444ce99b0451bfea758efa5d0 /tests | |
parent | a3e02a5d2ffde4b34830a0d0923bb982bcfdc636 (diff) |
add test for pull #956
Diffstat (limited to 'tests')
-rw-r--r-- | tests/gl_ps_strides.c | 241 | ||||
-rw-r--r-- | tests/gl_ps_strides.png | bin | 0 -> 98713 bytes | |||
-rwxr-xr-x | tests/runner.py | 4 |
3 files changed, 245 insertions, 0 deletions
diff --git a/tests/gl_ps_strides.c b/tests/gl_ps_strides.c new file mode 100644 index 00000000..d88f5d0b --- /dev/null +++ b/tests/gl_ps_strides.c @@ -0,0 +1,241 @@ +/******************************************************************* + * * + * 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. +*/ + +#if !EMSCRIPTEN +#define USE_GLEW 1 +#endif + +#if USE_GLEW +#include "GL/glew.h" +#endif + +#include "SDL/SDL.h" +#include "SDL/SDL_image.h" +#if !USE_GLEW +#include "SDL/SDL_opengl.h" +#endif + +#include <stdio.h> +#include <string.h> +#include <assert.h> + +void shaders() { +#if USE_GLEW + glewInit(); +#endif + + GLint ok; + + const char *vertexShader = "void main(void) \n" + "{ \n" + " gl_Position = ftransform(); \n" + " gl_TexCoord[0] = gl_MultiTexCoord0; \n" + " gl_FrontColor = gl_Color; \n" + "} \n"; + const char *fragmentShader = "uniform sampler2D tex0; \n" + "void main(void) \n" + "{ \n" + " gl_FragColor = gl_Color * texture2D(tex0, gl_TexCoord[0].xy); \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); + 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); + assert(glIsProgram(program)); + assert(!glIsProgram(0)); + assert(!glIsProgram(program+1)); // a number that can't be a real shader + + glUseProgram(program); + + { + // Also, check getting the error log + const char *fakeVertexShader = "atbute ve4 blarg; ### AAA\n"; + GLuint vs = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vs, 1, &fakeVertexShader, NULL); + glCompileShader(vs); + glGetShaderiv(vs, GL_COMPILE_STATUS, &ok); + assert(!ok); + GLint infoLen = 0; + glGetShaderiv(vs, GL_INFO_LOG_LENGTH, &infoLen); + assert(infoLen > 1); + } +} + +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 ); + GLfloat matrixData[] = { 2.0/640, 0, 0, 0, + 0, -2.0/480, 0, 0, + 0, 0, -1, 0, + -1, 1, 0, 1 }; + glLoadMatrixf(matrixData); // test loadmatrix + + 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 ); + + shaders(); + + // Bind the texture to which subsequent calls refer to + glBindTexture( GL_TEXTURE_2D, texture ); + + // Use clientside vertex pointers to render two items + GLfloat vertexData[] = { 0, 0, 10, 10, // texture2, position2 + 1, 0, 300, 10, + 1, 1, 300, 128, + 0, 1, 10, 128, + 0, 0.5, 410, 10, + 1, 0.5, 600, 10, + 1, 1, 630, 200, + 0.5, 1, 310, 250, + 0, 0, 100, 300, + 1, 0, 300, 300, + 1, 1, 300, 400, + 0, 1, 100, 400 }; + + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glTexCoordPointer(2, GL_FLOAT, 4*4, &vertexData[0]); + glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(2, GL_FLOAT, 4*4, &vertexData[2]); + + glDrawArrays(GL_QUADS, 0, 4); + + glTexCoordPointer(2, GL_FLOAT, 4*4*2, &vertexData[0]); // and now with a different stride + glVertexPointer(2, GL_FLOAT, 4*4*2, &vertexData[2]); + glDrawArrays(GL_QUADS, 4, 4); + + glTexCoordPointer(2, GL_FLOAT, 4*4, &vertexData[0]); // and back + glVertexPointer(2, GL_FLOAT, 4*4, &vertexData[2]); + glDrawArrays(GL_QUADS, 8, 4); + + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + + 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/tests/gl_ps_strides.png b/tests/gl_ps_strides.png Binary files differnew file mode 100644 index 00000000..5b49af36 --- /dev/null +++ b/tests/gl_ps_strides.png diff --git a/tests/runner.py b/tests/runner.py index 9ca444fb..75dbbad3 100755 --- a/tests/runner.py +++ b/tests/runner.py @@ -11318,6 +11318,10 @@ elif 'browser' in str(sys.argv): shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png')) self.btest('gl_ps_workaround2.c', reference='gl_ps.png', args=['--preload-file', 'screenshot.png']) + def test_gl_ps_strides(self): + shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png')) + self.btest('gl_ps_strides.c', reference='gl_ps_strides.png', args=['--preload-file', 'screenshot.png']) + def test_matrix_identity(self): self.btest('gl_matrix_identity.c', expected=['-1882984448', '460451840']) |