aboutsummaryrefslogtreecommitdiff
path: root/tests/gl_vertex_buffer_pre.c
blob: 84b76569c141700eb23c2c1c632d5223c0a03c6e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
/*******************************************************************
 *                                                                 *
 *                        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>

#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 Color {
        GLubyte r;
        GLubyte g;
        GLubyte b;
        GLubyte a;
    } Color;
    
    typedef struct Vertex {
        GLfloat x;
        GLfloat y;
        Color color;
    } Vertex;
    
    Vertex vertices[18] = {
        {-1.00,  0.0, {0xFF, 0x00, 0xFF, 0xFF}},
        {-1.00,  1.0, {0xFF, 0xFF, 0x00, 0xFF}},
        {-0.75,  0.0, {0xFF, 0x00, 0x00, 0xFF}},
        {-0.75,  1.0, {0xFF, 0xFF, 0xFF, 0xFF}},
        {-0.50,  0.0, {0xFF, 0x00, 0x00, 0xFF}},
        {-0.50,  1.0, {0xFF, 0xFF, 0x00, 0xFF}},
        {-0.25,  0.0, {0xFF, 0x00, 0xFF, 0xFF}},
        {-0.25,  1.0, {0xFF, 0xFF, 0x00, 0xFF}},
        {-0.00,  0.0, {0xFF, 0x00, 0x00, 0xFF}},
        {-0.00,  1.0, {0xFF, 0xFF, 0xFF, 0xFF}},
        { 0.25,  0.0, {0xFF, 0x00, 0x00, 0xFF}},
        { 0.25,  1.0, {0xFF, 0xFF, 0x00, 0xFF}},
        { 0.50,  0.0, {0xFF, 0x00, 0xFF, 0xFF}},
        { 0.50,  1.0, {0xFF, 0xFF, 0x00, 0xFF}},
        { 0.75,  0.0, {0xFF, 0x00, 0x00, 0xFF}},
        { 0.75,  1.0, {0xFF, 0xFF, 0xFF, 0xFF}},
        { 1.00,  0.0, {0xFF, 0x00, 0x00, 0xFF}},
        { 1.00,  1.0, {0xFF, 0xFF, 0x00, 0xFF}}
    };
    
    Vertex vertices2[18] = {
        {-1.00,  -1.0, {0xFF, 0x00, 0xFF, 0xFF}},
        {-1.00,   0.0, {0xFF, 0xFF, 0x00, 0xFF}},
        {-0.75,  -1.0, {0xFF, 0x00, 0x00, 0xFF}},
        {-0.75,   0.0, {0xFF, 0xFF, 0xFF, 0xFF}},
        {-0.50,  -1.0, {0xFF, 0x00, 0x00, 0xFF}},
        {-0.50,   0.0, {0xFF, 0xFF, 0x00, 0xFF}},
        {-0.25,  -1.0, {0xFF, 0x00, 0xFF, 0xFF}},
        {-0.25,   0.0, {0xFF, 0xFF, 0x00, 0xFF}},
        {-0.00,  -1.0, {0xFF, 0x00, 0x00, 0xFF}},
        {-0.00,   0.0, {0xFF, 0xFF, 0xFF, 0xFF}},
        { 0.25,  -1.0, {0xFF, 0x00, 0x00, 0xFF}},
        { 0.25,   0.0, {0xFF, 0xFF, 0x00, 0xFF}},
        { 0.50,  -1.0, {0xFF, 0x00, 0xFF, 0xFF}},
        { 0.50,   0.0, {0xFF, 0xFF, 0x00, 0xFF}},
        { 0.75,  -1.0, {0xFF, 0x00, 0x00, 0xFF}},
        { 0.75,   0.0, {0xFF, 0xFF, 0xFF, 0xFF}},
        { 1.00,  -1.0, {0xFF, 0x00, 0x00, 0xFF}},
        { 1.00,   0.0, {0xFF, 0xFF, 0x00, 0xFF}}
    };
    
    //    make a vertex buffer for the second set of vertices
    GLuint vbo = 0;
    glGenBuffers(1, &vbo);
    
    
    //    bind to it
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    //    send it to gl
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);

    //    unbind from it
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    

    // 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.
    
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
    
    glVertexPointer(2, GL_FLOAT, sizeof(Vertex), vertices);
    glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &vertices[0].color);
    glDrawArrays(GL_TRIANGLE_STRIP, 10, 3);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 6);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    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;
}