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-rw-r--r--tests/gl_stride.c152
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diff --git a/tests/gl_stride.c b/tests/gl_stride.c
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+++ b/tests/gl_stride.c
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+/*******************************************************************
+ * *
+ * 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 0
+#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>
+
+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_MODELVIEW );
+ glLoadIdentity();
+
+ // Clear the screen before drawing
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ typedef struct Vertex {
+ GLfloat x;
+ GLfloat y;
+ } Vertex;
+
+ typedef struct Color {
+ GLubyte r;
+ GLubyte g;
+ GLubyte b;
+ GLubyte a;
+ } Color;
+
+ Vertex vertices[3] = {
+ {-1.0, 0.0},
+ { 0.0, 1.0},
+ { 1.0, 0.0}
+ };
+
+ Color colors[3] = {
+ {0xFF, 0x00, 0x00, 0xFF},
+ {0x00, 0xFF, 0x00, 0xFF},
+ {0x00, 0x00, 0xFF, 0xFF}
+ };
+
+ Vertex vertices2[3] = {
+ {-1.0, 0.0},
+ { 1.0, 0.0},
+ { 0.0, -1.0}
+ };
+
+ Color colors2[3] = {
+ {0xFF, 0x00, 0x00, 0xFF},
+ {0x00, 0x00, 0xFF, 0xFF},
+ {0x00, 0xFF, 0x00, 0xFF}
+ };
+
+ // DRAW
+
+ // Clear the screen before drawing
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ // This test ensures that we can use two separate arrays in memory for different
+ // attributes, and that they each can have different stride.
+ // The first test shows implicit striding (the zero indicates tightly packed)
+ // The second test shows explicit striding where the stride is passed in
+ // even though it also is tightly packed
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ // TEST 1
+
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+
+ // TEST 2
+
+ glVertexPointer(2, GL_FLOAT, 8, vertices2);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 4, colors2);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+
+ glDisableClientState(GL_COLOR_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
+
+ SDL_Quit();
+
+ return 0;
+}