/* 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. */ #ifndef __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 #include #include 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; assert(!glIsTexture(1)); // not a texture glGenTextures( 1, &texture ); assert(!glIsTexture(texture)); // not a texture until glBindTexture glBindTexture( GL_TEXTURE_2D, texture ); assert(glIsTexture(texture)); // NOW it is a 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) + ((y*16) << 16) + 0xff331177; } } glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData ); // BEGIN #if USE_GLEW glewInit(); #endif glMatrixMode(GL_PROJECTION); glLoadIdentity(); // original: glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048); // cubegeom: glFrustum(-0.6435469817188064, 0.1435469817188064, -0.48266022190470925, 0.88266022190470925 ,0.5400000214576721, 2048); glFrustum(-0.6435469817188064, 0.6435469817188064, -0.48266022190470925, 0.48266022190470925, 0.5400000214576721, 2048); glMatrixMode(GL_MODELVIEW); GLfloat matrixData[] = { -1, 0, 0, 0, 0, 0,-1, 0, 0, 1, 0, 0, 0, 0, 0, 1 }; glLoadMatrixf(matrixData); // cubegeom glTranslated(-512,-512,-527); // XXX this should be uncommented, but if it is then nothing is shown glRotated(0, 0, 1, 0); glRotated(0, -1, 0, 0); glRotated(0, 0, 0, -1); glTranslated(-512,-512,-527); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); GLint ok; const char *vertexShader = "uniform vec4 center, animstate;\n" "uniform vec4 texgenS, texgenT;\n" "void main(void)\n" "{\n" " vec4 wobble = vec4(gl_Vertex.xyz*(1.0 + 0.5*abs(fract(dot(gl_Vertex.xyz, center.xyz) + animstate.w*0.002) - 0.5)), gl_Vertex.w);\n" " gl_Position = gl_ModelViewProjectionMatrix * wobble;\n" " gl_FrontColor = gl_Color;\n" " gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" " vec2 texgen = vec2(dot(texgenS, gl_Vertex), dot(texgenT, gl_Vertex)); \n" " gl_TexCoord[1].xy = texgen;\n" " gl_TexCoord[2].xy = texgen - animstate.w*0.0005;\n" "}\n"; const char *fragmentShader = "uniform sampler2D tex2;\n" "uniform sampler2D tex0, tex1;\n" "void main(void)\n" "{\n" " vec2 dtc = gl_TexCoord[0].xy + texture2D(tex0, gl_TexCoord[2].xy).xy*0.1; \n" " vec4 diffuse = texture2D(tex0, dtc);\n" " vec4 blend = texture2D(tex1, gl_TexCoord[1].xy); \n" " diffuse *= blend.a*4.0; \n" " diffuse.b += 0.5 - blend.a*0.5; \n" " gl_FragColor = diffuse * gl_Color;\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); // get active uniform data for 10 uniforms. XXX they include our additions from shader rewriting! XXX // gen texture, we already has one GLuint arrayBuffer; glGenBuffers(1, &arrayBuffer); glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer); GLubyte arrayBufferData[] = 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glBufferData(GL_ARRAY_BUFFER, 1820, arrayBufferData, GL_STATIC_DRAW); GLuint elementBuffer; glGenBuffers(1, &elementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer); GLubyte elementBufferData[] = {0,0,13,0,1,0,1,0,13,0,14,0,1,0,14,0,2,0,2,0,14,0,15,0,2,0,15,0,3,0,3,0,15,0,16,0,3,0,16,0,4,0,4,0,16,0,17,0,4,0,17,0,5,0,5,0,17,0,18,0,5,0,18,0,6,0,6,0,18,0,19,0,6,0,19,0,7,0,7,0,19,0,20,0,7,0,20,0,8,0,8,0,20,0,21,0,8,0,21,0,9,0,9,0,21,0,22,0,9,0,22,0,10,0,10,0,22,0,23,0,10,0,23,0,11,0,11,0,23,0,24,0,11,0,24,0,12,0,12,0,24,0,25,0,24,0,37,0,25,0,25,0,37,0,38,0,23,0,36,0,24,0,24,0,36,0,37,0,22,0,35,0,23,0,23,0,35,0,36,0,21,0,34,0,22,0,22,0,34,0,35,0,20,0,33,0,21,0,21,0,33,0,34,0,19,0,32,0,20,0,20,0,32,0,33,0,18,0,31,0,19,0,19,0,31,0,32,0,17,0,30,0,18,0,18,0,30,0,31,0,16,0,29,0,17,0,17,0,29,0,30,0,15,0,28,0,16,0,16,0,28,0,29,0,14,0,27,0,15,0,15,0,27,0,28,0,13,0,26,0,14,0,14,0,26,0,27,0,26,0,39,0,27,0,27,0,39,0,40,0,27,0,40,0,28,0,28,0,40,0,41,0,28,0,41,0,29,0,29,0,41,0,42,0,29,0,42,0,30,0,30,0,42,0,43,0,30,0,43,0,31,0,31,0,43,0,44,0,31,0,44,0,32,0,32,0,44,0,45,0,32,0,45,0,33,0,33,0,45,0,46,0,33,0,46,0,34,0,34,0,46,0,47,0,34,0,47,0,35,0,35,0,47,0,48,0,35,0,48,0,36,0,36,0,48,0,49,0,36,0,49,0,37,0,37,0,49,0,50,0,37,0,50,0,38,0,38,0,50,0,51,0,50,0,63,0,51,0,51,0,63,0,64,0,49,0,62,0,50,0,50,0,62,0,63,0,48,0,61,0,49,0,49,0,61,0,62,0,47,0,60,0,48,0,48,0,60,0,61,0,46,0,59,0,47,0,47,0,59,0,60,0,45,0,58,0,46,0,46,0,58,0,59,0,44,0,57,0,45,0,45,0,57,0,58,0,43,0,56,0,44,0,44,0,56,0,57,0,42,0,55,0,43,0,43,0,55,0,56,0,41,0,54,0,42,0,42,0,54,0,55,0,40,0,53,0,41,0,41,0,53,0,54,0,39,0,52,0,40,0,40,0,52,0,53,0,52,0,65,0,53,0,53,0,65,0,66,0,53,0,66,0,54,0,54,0,66,0,67,0,54,0,67,0,55,0,55,0,67,0,68,0,55,0,68,0,56,0,56,0,68,0,69,0,56,0,69,0,57,0,57,0,69,0,70,0,57,0,70,0,58,0,58,0,70,0,71,0,58,0,71,0,59,0,59,0,71,0,72,0,59,0,72,0,60,0,60,0,72,0,73,0,60,0,73,0,61,0,61,0,73,0,74,0,61,0,74,0,62,0,62,0,74,0,75,0,62,0,75,0,63,0,63,0,75,0,76,0,63,0,76,0,64,0,64,0,76,0,77,0,76,0,89,0,77,0,77,0,89,0,90,0,75,0,88,0,76,0,76,0,88,0,89,0,74,0,87,0,75,0,75,0,87,0,88,0,73,0,86,0,74,0,74,0,86,0,87,0,72,0,85,0,73,0,73,0,85,0,86,0,71,0,84,0,72,0,72,0,84,0,85,0,70,0,83,0,71,0,71,0,83,0,84,0,69,0,82,0,70,0,70,0,82,0,83,0,68,0,81,0,69,0,69,0,81,0,82,0,67,0,80,0,68,0,68,0,80,0,81,0,66,0,79,0,67,0,67,0,79,0,80,0,65,0,78,0,66,0,66,0,78,0,79,0}; glBufferData(GL_ELEMENT_ARRAY_BUFFER, 864, elementBufferData, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer); // try to confuse the client state tracker glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 20, 0); glTexCoordPointer(2, GL_FLOAT, 20, (void*)12); glPushMatrix(); glTranslated(484.50579833984375, 589.3919067382812, 528.0055541992188); GLint texgenSLocation = glGetUniformLocation(program, "texgenS"); assert(texgenSLocation >= 0); GLfloat texgenSData[4] = { 0.31012535095214844, 0.05928778275847435, 0.38769474625587463, 0.5 }; glUniform4fv(texgenSLocation, 1, texgenSData); GLint texgenTLocation = glGetUniformLocation(program, "texgenT"); assert(texgenTLocation >= 0 && texgenTLocation != texgenSLocation); GLfloat texgenTData[4] = { -0.12697559595108032, -0.4524572193622589, 0.17076200246810913, 0.5 }; glUniform4fv(texgenTLocation, 1, texgenTData); GLint centerLocation = glGetUniformLocation(program, "center"); if (centerLocation >= 0) { GLfloat centerData[4] = { 484.50579833984375, 589.3919067382812, 528.0055541992188, 0 }; glUniform4fv(centerLocation, 1, centerData); } GLint animstateLocation = glGetUniformLocation(program, "animstate"); assert(animstateLocation >= 0); GLfloat animstateData[4] = { 1, 55, 51, 10709 }; glUniform4fv(animstateLocation, 1, animstateData); glRotated(1529.857142857143, 0.5773502588272095, 0.5773502588272095, 0.5773502588272095); glScaled(-55, 55, -55); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); // XXX this is after setting Pointers, do we miss it? Also, does it not need clientActiveTexture - should we have updated that? glActiveTexture(GL_TEXTURE0); glColor4f(1, 0.158823529411764705, 0.058823529411764705, 1); glDrawElements(GL_TRIANGLES, 432, GL_UNSIGNED_SHORT, 0); // END SDL_GL_SwapBuffers(); assert(glIsTexture(texture)); // still a texture glDeleteTextures(1, &texture); assert(!glIsTexture(texture)); // but not anymore #ifndef __EMSCRIPTEN__ SDL_Delay(1500); #endif SDL_Quit(); return 0; }