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-rw-r--r--tests/gl_ps_packed.c230
-rw-r--r--tests/perspective.c408
-rw-r--r--tests/perspective.pngbin0 -> 2477 bytes
-rwxr-xr-xtests/runner.py22
4 files changed, 659 insertions, 1 deletions
diff --git a/tests/gl_ps_packed.c b/tests/gl_ps_packed.c
new file mode 100644
index 00000000..9ab99cb8
--- /dev/null
+++ b/tests/gl_ps_packed.c
@@ -0,0 +1,230 @@
+/*******************************************************************
+ * *
+ * 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);
+}
+
+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. In this test we have each
+ // attribute in a separate buffer, packed (i.e. stride == 0)
+ GLfloat vertexData[] = { 10, 10,
+ 300, 10,
+ 300, 128,
+ 10, 128,
+ 410, 10,
+ 600, 10,
+ 630, 200,
+ 310, 250,
+ 100, 300,
+ 300, 300,
+ 300, 400,
+ 100, 400 };
+ GLfloat textureData[] = { 0, 0,
+ 1, 0,
+ 1, 1,
+ 0, 1,
+ 0, 0.5,
+ 1, 0.5,
+ 1, 1,
+ 0.5, 1,
+ 0, 0,
+ 1, 0,
+ 1, 1,
+ 0, 1, };
+
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, 0, textureData);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, vertexData);
+
+ 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;
+}
diff --git a/tests/perspective.c b/tests/perspective.c
new file mode 100644
index 00000000..72f4c50f
--- /dev/null
+++ b/tests/perspective.c
@@ -0,0 +1,408 @@
+/*
+ * SDL OpenGL Tutorial.
+ * (c) Michael Vance, 2000
+ * briareos@lokigames.com
+ *
+ * Distributed under terms of the LGPL.
+ */
+
+#include <SDL/SDL.h>
+
+#ifdef EMSCRIPTEN
+#include <GL/gl.h>
+#include <GL/glu.h>
+#include "emscripten.h"
+#else
+#include <GL/gl.h>
+#include <GL/glu.h>
+#endif
+#include <stdio.h>
+#include <stdlib.h>
+
+#ifdef EMSCRIPTEN
+ #define emColor4ubv(x)
+#else
+#define emColor4ubv(x) glColor4ubv(x)
+#endif
+
+static GLboolean should_rotate = GL_TRUE;
+
+static void quit_tutorial( int code )
+{
+ /*
+ * Quit SDL so we can release the fullscreen
+ * mode and restore the previous video settings,
+ * etc.
+ */
+ SDL_Quit( );
+
+ /* Exit program. */
+ exit( code );
+}
+
+static void handle_key_down( SDL_keysym* keysym )
+{
+
+ /*
+ * We're only interested if 'Esc' has
+ * been presssed.
+ *
+ * EXERCISE:
+ * Handle the arrow keys and have that change the
+ * viewing position/angle.
+ */
+ switch( keysym->sym ) {
+ case SDLK_ESCAPE:
+ quit_tutorial( 0 );
+ break;
+ case SDLK_SPACE:
+ should_rotate = !should_rotate;
+ break;
+ default:
+ break;
+ }
+
+}
+
+static void process_events( void )
+{
+ /* Our SDL event placeholder. */
+ SDL_Event event;
+
+ /* Grab all the events off the queue. */
+ while( SDL_PollEvent( &event ) ) {
+
+ switch( event.type ) {
+ case SDL_KEYDOWN:
+ /* Handle key presses. */
+ handle_key_down( &event.key.keysym );
+ break;
+ case SDL_QUIT:
+ /* Handle quit requests (like Ctrl-c). */
+ quit_tutorial( 0 );
+ break;
+ }
+
+ }
+
+}
+
+static void draw_screen( void )
+{
+ /* Our angle of rotation. */
+ static float angle = 0.0f;
+
+ /*
+ * EXERCISE:
+ * Replace this awful mess with vertex
+ * arrays and a call to glDrawElements.
+ *
+ * EXERCISE:
+ * After completing the above, change
+ * it to use compiled vertex arrays.
+ *
+ * EXERCISE:
+ * Verify my windings are correct here ;).
+ */
+ static GLfloat v0[] = { -1.0f, -1.0f, 1.0f };
+ static GLfloat v1[] = { 1.0f, -1.0f, 1.0f };
+ static GLfloat v2[] = { 1.0f, 1.0f, 1.0f };
+ static GLfloat v3[] = { -1.0f, 1.0f, 1.0f };
+ static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };
+ static GLfloat v5[] = { 1.0f, -1.0f, -1.0f };
+ static GLfloat v6[] = { 1.0f, 1.0f, -1.0f };
+ static GLfloat v7[] = { -1.0f, 1.0f, -1.0f };
+ static GLubyte red[] = { 255, 0, 0, 255 };
+ static GLubyte green[] = { 0, 255, 0, 255 };
+ static GLubyte blue[] = { 0, 0, 255, 255 };
+ static GLubyte white[] = { 255, 255, 255, 255 };
+ static GLubyte yellow[] = { 0, 255, 255, 255 };
+ static GLubyte black[] = { 0, 0, 0, 255 };
+ static GLubyte orange[] = { 255, 255, 0, 255 };
+ static GLubyte purple[] = { 255, 0, 255, 0 };
+
+ /* Clear the color and depth buffers. */
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ /* We don't want to modify the projection matrix. */
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity( );
+
+ /* Move down the z-axis. */
+ glTranslatef( 0.0, 0.0, -5.0 );
+
+ /* Rotate. */
+ glRotatef( angle, 0.0, 1.0, 0.0 );
+
+ if( should_rotate ) {
+
+ if( ++angle > 360.0f ) {
+ angle = 0.0f;
+ }
+
+ }
+
+ /* Send our triangle data to the pipeline. */
+ glBegin( GL_TRIANGLES );
+
+ emColor4ubv( red );
+ glVertex3fv( v0 );
+ emColor4ubv( green );
+ glVertex3fv( v1 );
+ emColor4ubv( blue );
+ glVertex3fv( v2 );
+
+ emColor4ubv( red );
+ glVertex3fv( v0 );
+ emColor4ubv( blue );
+ glVertex3fv( v2 );
+ emColor4ubv( white );
+ glVertex3fv( v3 );
+
+ emColor4ubv( green );
+ glVertex3fv( v1 );
+ emColor4ubv( black );
+ glVertex3fv( v5 );
+ emColor4ubv( orange );
+ glVertex3fv( v6 );
+
+ emColor4ubv( green );
+ glVertex3fv( v1 );
+ emColor4ubv( orange );
+ glVertex3fv( v6 );
+ emColor4ubv( blue );
+ glVertex3fv( v2 );
+
+ emColor4ubv( black );
+ glVertex3fv( v5 );
+ emColor4ubv( yellow );
+ glVertex3fv( v4 );
+ emColor4ubv( purple );
+ glVertex3fv( v7 );
+
+ emColor4ubv( black );
+ glVertex3fv( v5 );
+ emColor4ubv( purple );
+ glVertex3fv( v7 );
+ emColor4ubv( orange );
+ glVertex3fv( v6 );
+
+ emColor4ubv( yellow );
+ glVertex3fv( v4 );
+ emColor4ubv( red );
+ glVertex3fv( v0 );
+ emColor4ubv( white );
+ glVertex3fv( v3 );
+
+ emColor4ubv( yellow );
+ glVertex3fv( v4 );
+ emColor4ubv( white );
+ glVertex3fv( v3 );
+ emColor4ubv( purple );
+ glVertex3fv( v7 );
+
+ emColor4ubv( white );
+ glVertex3fv( v3 );
+ emColor4ubv( blue );
+ glVertex3fv( v2 );
+ emColor4ubv( orange );
+ glVertex3fv( v6 );
+
+ emColor4ubv( white );
+ glVertex3fv( v3 );
+ emColor4ubv( orange );
+ glVertex3fv( v6 );
+ emColor4ubv( purple );
+ glVertex3fv( v7 );
+
+ emColor4ubv( green );
+ glVertex3fv( v1 );
+ emColor4ubv( red );
+ glVertex3fv( v0 );
+ emColor4ubv( yellow );
+ glVertex3fv( v4 );
+
+ emColor4ubv( green );
+ glVertex3fv( v1 );
+ emColor4ubv( yellow );
+ glVertex3fv( v4 );
+ emColor4ubv( black );
+ glVertex3fv( v5 );
+
+ glEnd( );
+
+ /*
+ * EXERCISE:
+ * Draw text telling the user that 'Spc'
+ * pauses the rotation and 'Esc' quits.
+ * Do it using vetors and textured quads.
+ */
+
+ /*
+ * Swap the buffers. This this tells the driver to
+ * render the next frame from the contents of the
+ * back-buffer, and to set all rendering operations
+ * to occur on what was the front-buffer.
+ *
+ * Double buffering prevents nasty visual tearing
+ * from the application drawing on areas of the
+ * screen that are being updated at the same time.
+ */
+ SDL_GL_SwapBuffers( );
+}
+
+static void setup_opengl( int width, int height )
+{
+ float ratio = (float) width / (float) height;
+
+ /* Our shading model--Gouraud (smooth). */
+ glShadeModel( GL_SMOOTH );
+
+ /* Culling. */
+ glCullFace( GL_BACK );
+ glFrontFace( GL_CCW );
+ glEnable( GL_CULL_FACE );
+
+ /* Set the clear color. */
+ glClearColor( 0, 0, 0, 0 );
+
+ /* Setup our viewport. */
+ glViewport( 0, 0, width, height );
+
+ /*
+ * Change to the projection matrix and set
+ * our viewing volume.
+ */
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity( );
+ /*
+ * EXERCISE:
+ * Replace this with a call to glFrustum.
+ */
+ gluPerspective( 60.0, ratio, 1.0, 1024.0 );
+}
+
+void one_iter();
+void one_iter() {
+ process_events( );
+ /* Draw the screen. */
+ draw_screen( );
+}
+
+int main( int argc, char* argv[] )
+{
+ /* Information about the current video settings. */
+ const SDL_VideoInfo* info = NULL;
+ /* Dimensions of our window. */
+ int width = 0;
+ int height = 0;
+ /* Color depth in bits of our window. */
+ int bpp = 0;
+ /* Flags we will pass into SDL_SetVideoMode. */
+ int flags = 0;
+
+ /* First, initialize SDL's video subsystem. */
+ if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
+ /* Failed, exit. */
+ fprintf( stderr, "Video initialization failed: %s\n",
+ SDL_GetError( ) );
+ quit_tutorial( 1 );
+ }
+
+ /* Let's get some video information. */
+ info = SDL_GetVideoInfo( );
+
+ if( !info ) {
+ /* This should probably never happen. */
+ fprintf( stderr, "Video query failed: %s\n",
+ SDL_GetError( ) );
+ quit_tutorial( 1 );
+ }
+
+ /*
+ * Set our width/height to 640/480 (you would
+ * of course let the user decide this in a normal
+ * app). We get the bpp we will request from
+ * the display. On X11, VidMode can't change
+ * resolution, so this is probably being overly
+ * safe. Under Win32, ChangeDisplaySettings
+ * can change the bpp.
+ */
+ width = 640;
+ height = 480;
+ bpp = info->vfmt->BitsPerPixel;
+
+ /*
+ * Now, we want to setup our requested
+ * window attributes for our OpenGL window.
+ * We want *at least* 5 bits of red, green
+ * and blue. We also want at least a 16-bit
+ * depth buffer.
+ *
+ * The last thing we do is request a double
+ * buffered window. '1' turns on double
+ * buffering, '0' turns it off.
+ *
+ * Note that we do not use SDL_DOUBLEBUF in
+ * the flags to SDL_SetVideoMode. That does
+ * not affect the GL attribute state, only
+ * the standard 2D blitting setup.
+ */
+// SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
+// SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
+// SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
+// SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
+// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
+
+ /*
+ * We want to request that SDL provide us
+ * with an OpenGL window, in a fullscreen
+ * video mode.
+ *
+ * EXERCISE:
+ * Make starting windowed an option, and
+ * handle the resize events properly with
+ * glViewport.
+ */
+ flags = SDL_OPENGL;// | SDL_FULLSCREEN;
+
+ /*
+ * Set the video mode
+ */
+ if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
+ /*
+ * This could happen for a variety of reasons,
+ * including DISPLAY not being set, the specified
+ * resolution not being available, etc.
+ */
+ fprintf( stderr, "Video mode set failed: %s\n",
+ SDL_GetError( ) );
+ quit_tutorial( 1 );
+ }
+
+ /*
+ * At this point, we should have a properly setup
+ * double-buffered window for use with OpenGL.
+ */
+ setup_opengl( width, height );
+
+ /*
+ * Now we want to begin our normal app process--
+ * an event loop with a lot of redrawing.
+ */
+ one_iter(); // just one for testing purposes
+
+#ifndef EMSCRIPTEN
+ SDL_Delay(2000);
+#endif
+
+ /*
+ * EXERCISE:
+ * Record timings using SDL_GetTicks() and
+ * and print out frames per second at program
+ * end.
+ */
+
+ /* Never reached. */
+ return 0;
+}
diff --git a/tests/perspective.png b/tests/perspective.png
new file mode 100644
index 00000000..04cedc71
--- /dev/null
+++ b/tests/perspective.png
Binary files differ
diff --git a/tests/runner.py b/tests/runner.py
index 71414dd5..ce9f0551 100755
--- a/tests/runner.py
+++ b/tests/runner.py
@@ -3966,6 +3966,18 @@ The current type of b is: 9
'''
self.do_run(src, '*0\n')
+ def test_time_c(self):
+ src = r'''
+ #include <time.h>
+ #include <stdio.h>
+
+ int main() {
+ time_t t = time(0);
+ printf("time: %s\n", ctime(&t));
+ }
+ '''
+ self.do_run(src, 'time: ') # compilation check, mainly
+
def test_intentional_fault(self):
if Settings.ASM_JS: return self.skip('no throw support in asm')
# Some programs intentionally segfault themselves, we should compile that into a throw
@@ -10382,6 +10394,11 @@ 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.c', reference='gl_ps.png', args=['--preload-file', 'screenshot.png'])
+ def test_gl_ps_packed(self):
+ # packed data that needs to be strided
+ shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png'))
+ self.btest('gl_ps_packed.c', reference='gl_ps.png', args=['--preload-file', 'screenshot.png'])
+
def test_matrix_identity(self):
self.btest('gl_matrix_identity.c', expected=['-1882984448', '460451840'])
@@ -10512,6 +10529,9 @@ elif 'browser' in str(sys.argv):
def test_subdata(self):
self.btest('gl_subdata.cpp', reference='float_tex.png')
+ def test_perspective(self):
+ self.btest('perspective.c', reference='perspective.png')
+
def test_runtimelink(self):
main, supp = self.setup_runtimelink_test()
@@ -10816,7 +10836,7 @@ elif 'benchmark' in str(sys.argv):
try_delete(final_filename)
output = Popen([PYTHON, EMCC, filename, #'-O3',
'-O2', '-s', 'INLINING_LIMIT=0', '-s', 'DOUBLE_MODE=0', '-s', 'PRECISE_I64_MATH=0',
- '-s', 'ASM_JS=1',# '-s', 'USE_MATH_IMUL=1',
+ '-s', 'ASM_JS=1', '-s', 'USE_MATH_IMUL=1',
'-s', 'TOTAL_MEMORY=128*1024*1024', '-s', 'FAST_MEMORY=10*1024*1024',
'-o', final_filename] + shared_args + emcc_args, stdout=PIPE, stderr=self.stderr_redirect).communicate()
assert os.path.exists(final_filename), 'Failed to compile file: ' + output[0]