diff options
-rwxr-xr-x | emcc | 11 | ||||
-rw-r--r-- | src/library_gl.js | 69 | ||||
-rw-r--r-- | src/library_sdl.js | 67 | ||||
-rw-r--r-- | system/include/emscripten/emscripten.h (renamed from system/include/emscripten.h) | 12 | ||||
-rw-r--r-- | tests/cubegeom_fog.c | 307 | ||||
-rw-r--r-- | tests/cubegeom_normal_dap_far_glda_quad.c | 280 | ||||
-rwxr-xr-x | tests/runner.py | 13 | ||||
-rw-r--r-- | tools/shared.py | 10 |
8 files changed, 721 insertions, 48 deletions
@@ -77,7 +77,7 @@ emcc can be influenced by a few environment variables: import os, sys, shutil, tempfile, subprocess, shlex from subprocess import PIPE, STDOUT from tools import shared -from tools.shared import Compression, execute +from tools.shared import Compression, execute, suffix, unsuffixed, unsuffixed_basename # Mapping of emcc opt levels to llvm opt levels. We use llvm opt level 3 in emcc opt # levels 2 and 3 (emcc 3 is unsafe opts, so unsuitable for the only level to get @@ -335,15 +335,6 @@ STATICLIB_SUFFIXES = ('.a',) ASSEMBLY_SUFFIXES = ('.ll',) LIB_PREFIXES = ('', 'lib') -def suffix(name): - return name.split('.')[-1] - -def unsuffixed(name): - return '.'.join(name.split('.')[:-1]) - -def unsuffixed_basename(name): - return os.path.basename(unsuffixed(name)) - seen_names = {} def unsuffixed_uniquename(name): ret = unsuffixed_basename(name) diff --git a/src/library_gl.js b/src/library_gl.js index 9dd29bb7..68f8248b 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -114,7 +114,7 @@ var LibraryGL = { var ext = Module.ctx.getExtension('WEBGL_compressed_texture_s3tc') || Module.ctx.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || Module.ctx.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'); - assert(ext, 'Failed to get texture compression WebGL extension'); + if (!ext) Module.printErr('Failed to get texture compression WebGL extension, if compressed textures are used they will fail'); } }, @@ -906,7 +906,14 @@ var LibraryGL = { $GLEmulation__postset: 'GLEmulation.init();', $GLEmulation: { + // Fog support. Partial, we assume shaders are used that implement fog. We just pass them uniforms + fogStart: 0, + fogEnd: 1, + fogColor: null, + init: function() { + GLEmulation.fogColor = new Float32Array(4); + // Add some emulation workarounds Module.printErr('WARNING: using emscripten GL emulation. This is a collection of limited workarounds, do not expect it to work'); @@ -1006,7 +1013,7 @@ var LibraryGL = { source = source.replace(/gl_ProjectionMatrix/g, 'u_projection'); if (old != source) need_pm = 1; old = source; - source = source.replace(/gl_ModelViewMatrixTranspose\[2\]/g, 'vec4(u_modelView[0][0], u_modelView[1][0], u_modelView[2][0], u_modelView[3][0])'); // XXX extremely inefficient + source = source.replace(/gl_ModelViewMatrixTranspose\[2\]/g, 'vec4(u_modelView[0][2], u_modelView[1][2], u_modelView[2][2], u_modelView[3][2])'); // XXX extremely inefficient if (old != source) need_mm = 1; old = source; source = source.replace(/gl_ModelViewMatrix/g, 'u_modelView'); @@ -1071,16 +1078,16 @@ var LibraryGL = { source = 'varying vec4 v_color; \n' + source.replace(/gl_Color/g, 'v_color'); } if (source.indexOf('gl_Fog.color') >= 0) { - source = 'uniform vec4 a_fogColor; \n' + - source.replace(/gl_Fog.color/g, 'a_fogColor'); + source = 'uniform vec4 u_fogColor; \n' + + source.replace(/gl_Fog.color/g, 'u_fogColor'); } if (source.indexOf('gl_Fog.end') >= 0) { - source = 'uniform float a_fogEnd; \n' + - source.replace(/gl_Fog.end/g, 'a_fogEnd'); + source = 'uniform float u_fogEnd; \n' + + source.replace(/gl_Fog.end/g, 'u_fogEnd'); } if (source.indexOf('gl_Fog.scale') >= 0) { - source = 'uniform float a_fogScale; \n' + - source.replace(/gl_Fog.scale/g, 'a_fogScale'); + source = 'uniform float u_fogScale; \n' + + source.replace(/gl_Fog.scale/g, 'u_fogScale'); } if (source.indexOf('gl_FogFragCoord') >= 0) { source = 'varying float v_fogFragCoord; \n' + @@ -1170,11 +1177,11 @@ var LibraryGL = { } else if (pname == 0x0BA8) { // GL_TEXTURE_MATRIX HEAPF32.set(GL.immediate.matrix['t' + GL.immediate.clientActiveTexture], params >> 2); } else if (pname == 0x0B66) { // GL_FOG_COLOR - {{{ makeSetValue('params', '0', '0', 'float') }}}; + HEAPF32.set(GLEmulation.fogColor, params >> 2); } else if (pname == 0x0B63) { // GL_FOG_START - {{{ makeSetValue('params', '0', '0', 'float') }}}; + {{{ makeSetValue('params', '0', 'GLEmulation.fogStart', 'float') }}}; } else if (pname == 0x0B64) { // GL_FOG_END - {{{ makeSetValue('params', '0', '0', 'float') }}}; + {{{ makeSetValue('params', '0', 'GLEmulation.fogEnd', 'float') }}}; } else { glGetFloatv(pname, params); } @@ -1580,6 +1587,11 @@ var LibraryGL = { this.hasNormal = normalSize > 0 && this.normalLocation >= 0; this.floatType = Module.ctx.FLOAT; // minor optimization + + this.fogColorLocation = Module.ctx.getUniformLocation(this.program, 'u_fogColor'); + this.fogEndLocation = Module.ctx.getUniformLocation(this.program, 'u_fogEnd'); + this.fogScaleLocation = Module.ctx.getUniformLocation(this.program, 'u_fogScale'); + this.hasFog = !!(this.fogColorLocation || this.fogEndLocation || this.fogScaleLocation); }, prepare: function() { @@ -1590,6 +1602,7 @@ var LibraryGL = { var end = GL.immediate.lastVertex*GL.immediate.stride; assert(end <= GL.immediate.MAX_TEMP_BUFFER_SIZE, 'too much vertex data'); arrayBuffer = GL.immediate.tempVertexBuffers[GL.immediate.tempBufferIndexLookup[end]]; + // TODO: consider using the last buffer we bound, if it was larger. downside is larger buffer, but we might avoid rebinding and preparing } else { arrayBuffer = GL.currArrayBuffer; } @@ -1661,6 +1674,11 @@ var LibraryGL = { Module.ctx.bindTexture(Module.ctx.TEXTURE_2D, texture); Module.ctx.uniform1i(this.textureLocation, 0); } + if (this.hasFog) { + if (this.fogColorLocation) Module.ctx.uniform4fv(this.fogColorLocation, GLEmulation.fogColor); + if (this.fogEndLocation) Module.ctx.uniform1f(this.fogEndLocation, GLEmulation.fogEnd); + if (this.fogScaleLocation) Module.ctx.uniform1f(this.fogScaleLocation, 1/(GLEmulation.fogEnd - GLEmulation.fogStart)); + } }, cleanup: function() { @@ -1873,9 +1891,14 @@ var LibraryGL = { } } else if (GL.immediate.mode > 6) { // above GL_TRIANGLE_FAN are the non-GL ES modes if (GL.immediate.mode != 7) throw 'unsupported immediate mode ' + GL.immediate.mode; // GL_QUADS + // GL.immediate.firstVertex is the first vertex we want. Quad indexes are in the pattern + // 0 1 2, 0 2 3, 4 5 6, 4 6 7, so we need to look at index firstVertex * 1.5 to see it. + // Then since indexes are 2 bytes each, that means 3 + assert(GL.immediate.firstVertex % 4 == 0); + ptr = GL.immediate.firstVertex*3; var numQuads = numVertexes / 4; - var numIndexes = numQuads * 6; // 0 1 2, 0 2 3 pattern - assert(numIndexes << 1 <= GL.immediate.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (b)'); + numIndexes = numQuads * 6; // 0 1 2, 0 2 3 pattern + assert(ptr + (numIndexes << 1) <= GL.immediate.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (b)'); Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempQuadIndexBuffer); emulatedElementArrayBuffer = true; } @@ -2018,10 +2041,26 @@ var LibraryGL = { _glColor4f({{{ makeGetValue('p', '0', 'float') }}}, {{{ makeGetValue('p', '4', 'float') }}}, {{{ makeGetValue('p', '8', 'float') }}}, {{{ makeGetValue('p', '12', 'float') }}}); }, - glFogf: function(){}, // TODO + glFogf: function(pname, param) { // partial support, TODO + switch(pname) { + case 0x0B63: // GL_FOG_START + GLEmulation.fogStart = param; break; + case 0x0B64: // GL_FOG_END + GLEmulation.fogEnd = param; break; + } + }, glFogi: function(){}, // TODO glFogx: function(){}, // TODO - glFogfv: function(){}, // TODO + glFogfv: function(pname, param) { // partial support, TODO + switch(pname) { + case 0x0B66: // GL_FOG_COLOR + GLEmulation.fogColor[0] = {{{ makeGetValue('param', '0', 'float') }}}; + GLEmulation.fogColor[1] = {{{ makeGetValue('param', '4', 'float') }}}; + GLEmulation.fogColor[2] = {{{ makeGetValue('param', '8', 'float') }}}; + GLEmulation.fogColor[3] = {{{ makeGetValue('param', '12', 'float') }}}; + break; + } + }, glPolygonMode: function(){}, // TODO diff --git a/src/library_sdl.js b/src/library_sdl.js index e940cffa..41898056 100644 --- a/src/library_sdl.js +++ b/src/library_sdl.js @@ -16,9 +16,14 @@ var LibrarySDL = { surfaces: {}, events: [], - audios: [null], fonts: [null], + audios: [null], + music: { + audio: null, + volume: 1.0 + }, + keyboardState: null, shiftKey: false, ctrlKey: false, @@ -498,6 +503,16 @@ var LibrarySDL = { } }, + setGetVolume: function(info, volume) { + if (!info) return 0; + var ret = info.volume * 128; // MIX_MAX_VOLUME + if (volume != -1) { + info.volume = volume / 128; + if (info.audio) info.audio.volume = info.volume; + } + return ret; + }, + // Debugging debugSurface: function(surfData) { @@ -600,6 +615,10 @@ var LibrarySDL = { return SDL.screen = SDL.makeSurface(width, height, flags, true, 'screen'); }, + SDL_GetVideoSurface: function() { + return SDL.screen; + }, + SDL_QuitSubSystem: function(flags) { Module.print('SDL_QuitSubSystem called (and ignored)'); }, @@ -1039,6 +1058,9 @@ var LibrarySDL = { SDL_CondWait: function() {}, SDL_DestroyCond: function() {}, + SDL_StartTextInput: function() {}, // TODO + SDL_StopTextInput: function() {}, // TODO + // SDL Mixer Mix_OpenAudio: function(frequency, format, channels, chunksize) { @@ -1058,11 +1080,13 @@ var LibrarySDL = { }, Mix_Volume: function(channel, volume) { - var info = SDL.channels[channel]; - var ret = info.volume * 128; - info.volume = volume / 128; - if (info.audio) info.audio.volume = info.volume; - return ret; + if (channel == -1) { + for (var i = 0; i < SDL.numChannels-1; i++) { + _Mix_Volume(i, volume); + } + return _Mix_Volume(SDL.numChannels-1, volume); + } + return SDL.setGetVolume(SDL.channels[channel], volume); }, Mix_SetPanning: function() { @@ -1133,13 +1157,13 @@ var LibrarySDL = { Mix_HookMusicFinished__deps: ['Mix_HaltMusic'], Mix_HookMusicFinished: function(func) { SDL.hookMusicFinished = func; - if (SDL.music) { // ensure the callback will be called, if a music is already playing - SDL.music['onended'] = _Mix_HaltMusic; + if (SDL.music.audio) { // ensure the callback will be called, if a music is already playing + SDL.music.audio['onended'] = _Mix_HaltMusic; } }, - Mix_VolumeMusic: function(func) { - return 0; // TODO + Mix_VolumeMusic: function(volume) { + return SDL.setGetVolume(SDL.music, volume); }, Mix_LoadMUS: 'Mix_LoadWAV_RW', @@ -1153,31 +1177,32 @@ var LibrarySDL = { if (!audio) return 0; audio.loop = loops != 1; // TODO: handle N loops for finite N audio.play(); + audio.volume = SDL.music.volume; audio['onended'] = _Mix_HaltMusic; // will send callback - SDL.music = audio; + SDL.music.audio = audio; return 0; }, - Mix_PauseMusic: function(id) { - var audio = SDL.audios[id]; + Mix_PauseMusic: function() { + var audio = SDL.music.audio; if (!audio) return 0; - audio.audio.pause(); + audio.pause(); return 0; }, - Mix_ResumeMusic: function(id) { - var audio = SDL.audios[id]; + Mix_ResumeMusic: function() { + var audio = SDL.music.audio; if (!audio) return 0; - audio.audio.play(); + audio.play(); return 0; }, Mix_HaltMusic: function() { - var audio = SDL.music; + var audio = SDL.music.audio; if (!audio) return 0; audio.src = audio.src; // rewind audio.pause(); - SDL.music = null; + SDL.music.audio = null; if (SDL.hookMusicFinished) { FUNCTION_TABLE[SDL.hookMusicFinished](); } @@ -1189,11 +1214,11 @@ var LibrarySDL = { Mix_FadeOutMusic: 'Mix_HaltMusic', // XXX ignore fading out effect Mix_PlayingMusic: function() { - return (SDL.music && !SDL.music.paused) ? 1 : 0; + return (SDL.music.audio && !SDL.music.audio.paused) ? 1 : 0; }, Mix_PausedMusic: function() { - return (SDL.music && SDL.music.paused) ? 1 : 0; + return (SDL.music.audio && SDL.music.audio.paused) ? 1 : 0; }, // SDL TTF diff --git a/system/include/emscripten.h b/system/include/emscripten/emscripten.h index 70524835..48ccd341 100644 --- a/system/include/emscripten.h +++ b/system/include/emscripten/emscripten.h @@ -12,6 +12,16 @@ extern "C" { #endif /* + * Forces LLVM to not dead-code-eliminate a function. Note that + * closure may still eliminate it at the JS level, for which you + * should use EXPORTED_FUNCTIONS (see settings.js). + * + * Example usage: + * void EMSCRIPTEN_KEEPALIVE my_function() { .. } + */ +#define EMSCRIPTEN_KEEPALIVE __attribute__((used)) + +/* * Interface to the underlying JS engine. This function will * eval() the given script. */ @@ -50,7 +60,7 @@ extern void emscripten_cancel_main_loop(); #if EMSCRIPTEN extern void emscripten_async_call(void (*func)(), int millis); #else -void emscripten_async_call(void (*func)(), int millis) { +inline void emscripten_async_call(void (*func)(), int millis) { SDL_Delay(millis); func(); } diff --git a/tests/cubegeom_fog.c b/tests/cubegeom_fog.c new file mode 100644 index 00000000..9c04a55d --- /dev/null +++ b/tests/cubegeom_fog.c @@ -0,0 +1,307 @@ +/* +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" +#if !USE_GLEW +#include "SDL/SDL_opengl.h" +#endif + +#include <stdio.h> +#include <string.h> +#include <assert.h> + +void verify() { + int width = 640, height = 480; + unsigned char *data = (unsigned char*)malloc(width*height*4); + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); + int sum = 0; + for (int x = 0; x < width*height*4; x++) { + if (x % 4 != 3) sum += x * data[x]; + } +#if EMSCRIPTEN + int result = sum; + REPORT_RESULT(); +#endif +} + +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, 24, SDL_OPENGL ); + if ( !screen ) { + printf("Unable to set video mode: %s\n", SDL_GetError()); + return 1; + } + + glClearColor( 0, 0, 0, 0 ); + glClear( GL_COLOR_BUFFER_BIT ); + + // Fog + + glEnable(GL_FOG); + glFogf(GL_FOG_START, 100); + glFogf(GL_FOG_END, 2000); + glFogi(GL_FOG_MODE, GL_LINEAR); + GLfloat fogcolor[4] = { 0.9, 0.1, 0.35, 0 }; + glFogfv(GL_FOG_COLOR, fogcolor); + + // Create a texture + + GLuint texture; + 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 ); + GLubyte textureData[16*16*4]; + for (int x = 0; x < 16; x++) { + for (int y = 0; y < 16; y++) { + *((int*)&textureData[(x*16 + y) * 4]) = x*16 + ((y*16) << 8); + } + } + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, + GL_RGBA, GL_UNSIGNED_BYTE, textureData ); + + // Create a second texture + + GLuint texture2; + glGenTextures( 1, &texture2 ); + glBindTexture( GL_TEXTURE_2D, texture2 ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + GLubyte texture2Data[] = { 0xff, 0, 0, 0xff, + 0, 0xff, 0, 0xaa, + 0, 0, 0xff, 0x55, + 0x80, 0x90, 0x70, 0 }; + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, + GL_RGBA, GL_UNSIGNED_BYTE, texture2Data ); + + // BEGIN + +#if USE_GLEW + glewInit(); +#endif + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + // original: glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048); + glFrustum(-0.6435469817188064, 0.1435469817188064 ,-0.48266022190470925, 0.88266022190470925 ,0.5400000214576721, 2048); + glRotatef(-30, 1, 1, 1); + //GLfloat pm[] = { 1.372136116027832, 0, 0, 0, 0, 0.7910231351852417, 0, 0, -0.6352481842041016, 0.29297152161598206, -1.0005275011062622, -1, 0, 0, -1.080284833908081, 0 }; + //glLoadMatrixf(pm); + + glMatrixMode(GL_MODELVIEW); + GLfloat matrixData[] = { -1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1 }; + glLoadMatrixf(matrixData); + //glTranslated(-512,-512,-527); // XXX this should be uncommented, but if it is then nothing is shown + + 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); + + GLuint arrayBuffer, elementBuffer; + glGenBuffers(1, &arrayBuffer); + glGenBuffers(1, &elementBuffer); + + GLubyte arrayData[] = { +/* +[0, 0, 0, 67] ==> 128 float +[0, 0, 128, 67] ==> 256 float +[0, 0, 0, 68] ==> 512 float +[0, 0, 128, 68] ==> 1024 float + +[vertex x ] [vertex y ] [vertex z ] [nr] [texture u ] [texture v ] [lm u ] [lm v ] [color r,g,b,a ] */ + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 11, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 0 + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 23, 20, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 1 + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 35, 30, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 2 + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 47, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 3 + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 51, 50, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 4 + 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 64, 60, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 5 + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 70, 70, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 6 + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 89, 80, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 7 + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 94, 90, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 8 + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 20, 10, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 9 + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 31, 20, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 10 + 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 42, 30, 0, 0, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 11 + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 53, 40, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 12 + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 64, 50, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 13 + 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 75, 60, 0, 0, 0, 0, 128, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 14 + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 86, 70, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 15 + + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128 + }; + assert(sizeof(arrayData) == 1408); + glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(arrayData), arrayData, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + GLushort elementData[] = { 1, 2, 0, 2, 3, 0, 5, 6, 4, 6, 7, 4, 9, 10, 8, 10, 11, 8, 13, 14, 12, 14, 15, 12 }; + assert(sizeof(elementData) == 48); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elementData), elementData, GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer); + 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, (void*)0); // all these apply to the ARRAY_BUFFER that is bound + glTexCoordPointer(2, GL_FLOAT, 32, (void*)16); + glClientActiveTexture(GL_TEXTURE1); // XXX seems to be ignored in native build + glTexCoordPointer(2, GL_SHORT, 32, (void*)24); + glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup + glNormalPointer(GL_BYTE, 32, (void*)12); + glColorPointer(4, GL_UNSIGNED_BYTE, 32, (void*)28); + + glBindTexture(GL_TEXTURE_2D, texture); // diffuse? + glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, texture2); // lightmap? + glActiveTexture(GL_TEXTURE0); + + GLint ok; + + const char *vertexShader = "uniform vec4 texgenscroll;\n" + "void main(void)\n" + "{\n" + " gl_Position = ftransform();\n" + " gl_TexCoord[0].xy = gl_MultiTexCoord0.xy/10000.0 + (0.001*texgenscroll.xy) + gl_Normal.xy;\n" // added /100 here + " gl_TexCoord[1].xy = gl_MultiTexCoord1.xy/100.0 * 3.051851e-05;\n" + " gl_FogFragCoord = gl_Position.z;\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" + " diffuse *= colorparams;\n" + " vec4 color = diffuse * lm;\n" + " gl_FragColor.rgb = mix((gl_Fog.color).rgb, color.rgb, clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0));\n" + //" gl_FragColor.rgb = 0.0001 * color.rgb + ((gl_Fog.color).rgb * (1.0-clamp((gl_FogFragCoord)* 1.0/1000.0, 0.0, 1.0)));\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); + + 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); + + 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, texgenscrollData); + + GLfloat colorparamsData[] = { 2, 2, 2, 1 }; + glUniform4fv(colorparamsLocation, 1, colorparamsData); + + 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 + + SDL_GL_SwapBuffers(); + + verify(); + +#if !EMSCRIPTEN + SDL_Delay(1500); +#endif + + SDL_Quit(); + + return 0; +} diff --git a/tests/cubegeom_normal_dap_far_glda_quad.c b/tests/cubegeom_normal_dap_far_glda_quad.c new file mode 100644 index 00000000..aa6383b8 --- /dev/null +++ b/tests/cubegeom_normal_dap_far_glda_quad.c @@ -0,0 +1,280 @@ +/* +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" +#if !USE_GLEW +#include "SDL/SDL_opengl.h" +#endif + +#include <stdio.h> +#include <string.h> +#include <assert.h> + +void verify() { + int width = 640, height = 480; + unsigned char *data = (unsigned char*)malloc(width*height*4); + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); + int sum = 0; + for (int x = 0; x < width*height*4; x++) { + if (x % 4 != 3) sum += x * data[x]; + } +#if EMSCRIPTEN + int result = sum; + REPORT_RESULT(); +#endif +} + +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, 24, SDL_OPENGL ); + if ( !screen ) { + printf("Unable to set video mode: %s\n", SDL_GetError()); + return 1; + } + + glClearColor( 0, 0, 0, 0 ); + glClear( GL_COLOR_BUFFER_BIT ); + + // Create a texture + + GLuint texture; + 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 ); + GLubyte textureData[16*16*4]; + for (int x = 0; x < 16; x++) { + for (int y = 0; y < 16; y++) { + *((int*)&textureData[(x*16 + y) * 4]) = x*16 + ((y*16) << 8); + } + } + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, + GL_RGBA, GL_UNSIGNED_BYTE, textureData ); + + // Create a second texture + + GLuint texture2; + glGenTextures( 1, &texture2 ); + glBindTexture( GL_TEXTURE_2D, texture2 ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + GLubyte texture2Data[] = { 0xff, 0, 0, 0xff, + 0, 0xff, 0, 0xaa, + 0, 0, 0xff, 0x55, + 0x80, 0x90, 0x70, 0 }; + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, + GL_RGBA, GL_UNSIGNED_BYTE, texture2Data ); + + // BEGIN + +#if USE_GLEW + glewInit(); +#endif + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + // original: glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048); + glFrustum(-0.6435469817188064, 0.1435469817188064 ,-0.48266022190470925, 0.88266022190470925 ,0.5400000214576721, 2048); + glRotatef(-30, 1, 1, 1); + //GLfloat pm[] = { 1.372136116027832, 0, 0, 0, 0, 0.7910231351852417, 0, 0, -0.6352481842041016, 0.29297152161598206, -1.0005275011062622, -1, 0, 0, -1.080284833908081, 0 }; + //glLoadMatrixf(pm); + + glMatrixMode(GL_MODELVIEW); + GLfloat matrixData[] = { -1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1 }; + glLoadMatrixf(matrixData); + //glTranslated(-512,-512,-527); // XXX this should be uncommented, but if it is then nothing is shown + + 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); + + GLubyte arrayData[] = { +/* +[0, 0, 0, 67] ==> 128 float +[0, 0, 128, 67] ==> 256 float +[0, 0, 0, 68] ==> 512 float +[0, 0, 128, 68] ==> 1024 float + +[vertex x ] [vertex y ] [vertex z ] [nr] [texture u ] [texture v ] [lm u ] [lm v ] [color r,g,b,a ] */ + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // ignorable ones + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + + 0, 0, 10, 0, 0, 0, 40, 0, 0, 0, 10, 68, 11, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 0 + 0, 0, 20, 68, 0, 0, 50, 0, 0, 0, 20, 68, 23, 20, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 1 + 0, 0, 30, 68, 0, 0, 60, 68, 0, 0, 30, 68, 35, 30, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 2 + 0, 0, 40, 0, 0, 0, 70, 68, 0, 0, 40, 68, 47, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 3 + 0, 0, 50, 68, 0, 0, 80, 0, 0, 0, 50, 68, 51, 50, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 4 + 0, 0, 128, 68, 0, 0, 90, 0, 0, 0, 60, 68, 64, 60, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 5 + 0, 0, 128, 68, 0, 0, 100, 68, 0, 0, 70, 68, 70, 70, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 6 + 0, 0, 60, 68, 0, 0, 110, 68, 0, 0, 80, 68, 89, 80, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 7 + 0, 0, 70, 0, 0, 0, 10, 68, 0, 0, 90, 68, 94, 90, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 8 + 0, 0, 80, 68, 0, 0, 20, 68, 0, 0, 100, 68, 20, 10, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 9 + 0, 0, 90, 68, 0, 0, 128, 68, 0, 0, 110, 68, 31, 20, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 10 + 0, 0, 100, 0, 0, 0, 128, 68, 0, 0, 120, 68, 42, 30, 0, 0, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 11 + 0, 0, 110, 68, 0, 0, 55, 68, 0, 0, 5, 68, 53, 40, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 12 + 0, 0, 128, 68, 0, 0, 75, 68, 0, 0, 15, 68, 64, 50, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 13 + 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 25, 68, 75, 60, 0, 0, 0, 0, 128, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 14 + 0, 0, 55, 68, 0, 0, 128, 68, 0, 0, 55, 68, 86, 70, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 15 + + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + }; + + // sauer vertex data is apparently 0-12: V3F, 12: N1B, 16-24: T2F, 24-28: T2S, 28-32: C4B + glVertexPointer(3, GL_FLOAT, 32, (void*)&arrayData[0]); + glTexCoordPointer(2, GL_FLOAT, 32, (void*)&arrayData[16]); + glClientActiveTexture(GL_TEXTURE1); // XXX seems to be ignored in native build + glTexCoordPointer(2, GL_SHORT, 32, (void*)&arrayData[24]); + glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup + glNormalPointer(GL_BYTE, 32, (void*)&arrayData[12]); + glColorPointer(4, GL_UNSIGNED_BYTE, 32, (void*)&arrayData[28]); + + glBindTexture(GL_TEXTURE_2D, texture); // diffuse? + glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, texture2); // lightmap? + glActiveTexture(GL_TEXTURE0); + + GLint ok; + + const char *vertexShader = "uniform vec4 texgenscroll;\n" + "void main(void)\n" + "{\n" + " gl_Position = ftransform();\n" + " gl_TexCoord[0].xy = gl_MultiTexCoord0.xy/10000.0 + (0.001*texgenscroll.xy) + gl_Normal.xy;\n" // added /100 here + " gl_TexCoord[1].xy = gl_MultiTexCoord1.xy/100.0 * 3.051851e-05;\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" + " diffuse *= colorparams;\n" + " gl_FragColor = diffuse * lm;\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); + + 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); + + 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, texgenscrollData); + + GLfloat colorparamsData[] = { 2, 2, 2, 1 }; + glUniform4fv(colorparamsLocation, 1, colorparamsData); + + glDrawArrays(GL_QUADS, 16, 12); + + // END + + SDL_GL_SwapBuffers(); + + verify(); + +#if !EMSCRIPTEN + SDL_Delay(1500); +#endif + + SDL_Quit(); + + return 0; +} diff --git a/tests/runner.py b/tests/runner.py index d0360e00..5714511e 100755 --- a/tests/runner.py +++ b/tests/runner.py @@ -2449,10 +2449,15 @@ m_divisor is 1091269979 #include <stdio.h> #include "emscripten.h" + extern "C" { + void EMSCRIPTEN_KEEPALIVE save_me_aimee() { printf("mann\n"); } + } + int main() { // EMSCRIPTEN_COMMENT("hello from the source"); emscripten_run_script("Module.print('hello world' + '!')"); printf("*%d*\n", emscripten_run_script_int("5*20")); + emscripten_run_script("_save_me_aimee()"); return 0; } ''' @@ -2463,7 +2468,7 @@ def process(filename): # TODO: restore this (see comment in emscripten.h) assert '// hello from the source' in src ''' - self.do_run(src, 'hello world!\n*100*', post_build=check) + self.do_run(src, 'hello world!\n*100*\nmann\n', post_build=check) def test_inlinejs(self): src = r''' @@ -7732,6 +7737,9 @@ elif 'browser' in str(sys.argv): def test_cubegeom_normal_dap_far_glda(self): # use glDrawArrays self.btest('cubegeom_normal_dap_far_glda.c', expected='-218745386') + def test_cubegeom_normal_dap_far_glda_quad(self): # with quad + self.btest('cubegeom_normal_dap_far_glda_quad.c', expected='1757386625') + def test_cubegeom_mt(self): self.btest('cubegeom_mt.c', expected='-457159152') # multitexture @@ -7741,6 +7749,9 @@ elif 'browser' in str(sys.argv): def test_cubegeom_texturematrix(self): self.btest('cubegeom_texturematrix.c', expected='1297500583') + def test_cubegeom_fog(self): + self.btest('cubegeom_fog.c', expected='1617140399') + def test_cube_explosion(self): self.btest('cube_explosion.c', expected='667220544') diff --git a/tools/shared.py b/tools/shared.py index 3e2ce04e..f431318b 100644 --- a/tools/shared.py +++ b/tools/shared.py @@ -199,6 +199,7 @@ if USE_EMSDK: # allows projects to override them) EMSDK_OPTS = ['-nostdinc', '-nostdinc++', '-Xclang', '-nobuiltininc', '-Xclang', '-nostdinc++', '-Xclang', '-nostdsysteminc', '-Xclang', '-isystem' + path_from_root('system', 'include'), + '-Xclang', '-isystem' + path_from_root('system', 'include', 'emscripten'), '-Xclang', '-isystem' + path_from_root('system', 'include', 'bsd'), # posix stuff '-Xclang', '-isystem' + path_from_root('system', 'include', 'libc'), '-Xclang', '-isystem' + path_from_root('system', 'include', 'libcxx'), @@ -958,3 +959,12 @@ def execute(cmd, *args, **kw): print >> sys.stderr, 'Invoking Process failed: <<< ' + cmd + ' >>>' raise +def suffix(name): + return name.split('.')[-1] + +def unsuffixed(name): + return '.'.join(name.split('.')[:-1]) + +def unsuffixed_basename(name): + return os.path.basename(unsuffixed(name)) + |