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authorAlon Zakai <alonzakai@gmail.com>2012-04-22 12:37:09 -0700
committerAlon Zakai <alonzakai@gmail.com>2012-04-22 12:37:09 -0700
commitb20dc266245d3d7882ba01fccc7c823ee113a9f3 (patch)
treebe59b5e867ce468e914ff9b0b8cad4460ee01b93 /tests
parente9f38148dbaa9ea58b9def7e42e66511a2f90d62 (diff)
fix cubegeom compilation errors
Diffstat (limited to 'tests')
-rw-r--r--tests/cubegeom.c84
1 files changed, 41 insertions, 43 deletions
diff --git a/tests/cubegeom.c b/tests/cubegeom.c
index 0826bfd8..b6907681 100644
--- a/tests/cubegeom.c
+++ b/tests/cubegeom.c
@@ -19,6 +19,7 @@ REDISTRIBUTION OF THIS SOFTWARE.
#include <stdio.h>
#include <string.h>
+#include <assert.h>
int main(int argc, char *argv[])
{
@@ -53,17 +54,13 @@ int main(int argc, char *argv[])
// Load the OpenGL texture
- GLuint texture; // Texture object handle
- SDL_Surface *surface; // Gives us the information to make the texture
+ GLuint texture;
+ SDL_Surface *surface;
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");
}
@@ -71,7 +68,7 @@ int main(int argc, char *argv[])
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
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels );
}
@@ -89,10 +86,12 @@ int main(int argc, char *argv[])
// BEGIN
+ glewInit();
+
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048);
- glMatrixMode(GL_MODELVIEW0);
+ glMatrixMode(GL_MODELVIEW);
GLfloat matrixData[] = { -1, 0, 0, 0,
0, 0,-1, 0,
0, 1, 0, 0,
@@ -120,7 +119,7 @@ int main(int argc, char *argv[])
glGenBuffers(1, &arrayBuffer);
glGenBuffers(1, &elementBuffer);
- GLuchar arrayData[] = {
+ GLubyte arrayData[] = {
/*
[0, 0, 0, 67] ==> 128 float
[0, 0, 128, 67] ==> 256 float
@@ -189,13 +188,13 @@ int main(int argc, char *argv[])
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
// 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);
+ glVertexPointer(3, GL_FLOAT, 32, (void*)0); // all these apply to the ARRAY_BUFFER that is bound
+ glTexCoordPointer(2, GL_FLOAT, 32, (void*)16);
glClientActiveTexture(GL_TEXTURE1);
- glTexCoordPointer(2, GL_SHORT, 32, 24);
+ glTexCoordPointer(2, GL_SHORT, 32, (void*)24);
glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup
- glNormalPointer(GL_BYTE, 32, 12);
- glColorPointer(4, GL_UNSIGNED_BYTE, 32, 28);
+ glNormalPointer(GL_BYTE, 32, (void*)12);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 32, (void*)28);
glBindTexture(GL_TEXTURE_2D, texture); // diffuse?
glActiveTexture(GL_TEXTURE0);
@@ -205,29 +204,29 @@ int main(int argc, char *argv[])
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";
+ const 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";
+ const 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);
@@ -238,7 +237,6 @@ int main(int argc, char *argv[])
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fragmentShader, NULL);
glCompileShader(fs);
- GLint ok;
glGetShaderiv(fs, GL_COMPILE_STATUS, &ok);
assert(ok);
@@ -267,15 +265,15 @@ int main(int argc, char *argv[])
assert(colorparamsLocation >= 0);
GLfloat texgenscrollData[] = { 0, 0, 0, 0 };
- glUniform4fv(texgenscrollLocation, 1, textgenscrollData);
+ glUniform4fv(texgenscrollLocation, 1, texgenscrollData);
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);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)12);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*) 0);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)24);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)36);
// END