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-rw-r--r--tests/tex_nonbyte.c206
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diff --git a/tests/tex_nonbyte.c b/tests/tex_nonbyte.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 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);
+
+ 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
+
+ // 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 );
+
+ int w = 256, h = 256;
+ GLushort *pixels = (GLushort*)malloc(w*h*2);
+ for (int x = 0; x < w; x++)
+ for (int y = 0; y < h; y++)
+ pixels[w*y + x] = ((x*32)/w) | ((((w-x)*(h-y)*64)/(w*h)) << 5) | (((y*32)/h) << 11);
+
+ // Edit the texture object's image data using the information SDL_Surface gives us
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
+ GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels );
+
+ // 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, 12);
+
+ 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;
+}
+