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add cubegeom_pre test, a more webgl-friendly cubegeom

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1 parent 29166d6 commit 30bf9d70051140bbde79706038918047e943fd90 @kripken committed Apr 27, 2012
Showing with 338 additions and 15 deletions.
  1. +28 −15 src/library_gl.js
  2. +307 −0 tests/cubegeom_pre.c
  3. +3 −0 tests/runner.py
View
@@ -951,19 +951,32 @@ var LibraryGL = {
#endif
if (GL.shaderInfos[shader].type == Module.ctx.VERTEX_SHADER) {
// Replace ftransform() with explicit project/modelview transforms, and add position and matrix info.
+ var has_pm = source.search(/u_projection/) >= 0;
+ var has_mm = source.search(/u_modelView/) >= 0;
+ var has_pv = source.search(/a_position/) >= 0;
+ var need_pm = 0, need_mm = 0, need_pv = 0;
var old = source;
- source = 'attribute vec4 a_position; \n\
- uniform mat4 u_modelView; \n\
- uniform mat4 u_projection; \n' +
- source.replace(/ftransform\(\)/g, 'u_projection * u_modelView * a_position')
- .replace(/gl_Vertex/g, 'a_position')
- .replace(/gl_ModelViewMatrix/g, 'u_modelView')
- .replace(/gl_ProjectionMatrix/g, 'u_projection')
- .replace(/gl_ModelViewProjectionMatrix/g, 'u_modelView * u_projection')
- .replace(/gl_ModelViewMatrixTranspose\[2\]/g, 'vec3(u_modelView[0][0], u_modelView[1][0], u_modelView[2][0])'); // XXX extremely inefficient
- if (old != source) {
- GL.shaderInfos[shader].ftransform = true; // we will need to provide the fixed function stuff as attributes and uniforms
- }
+ source = source.replace(/ftransform\(\)/g, '(u_projection * u_modelView * a_position)');
+ if (old != source) need_pm = need_mm = need_pv = 1;
+ old = source;
+ source = source.replace(/gl_ProjectionMatrix/g, 'u_projection');
+ if (old != source) need_pm = 1;
+ old = source;
+ source = source.replace(/gl_ModelViewMatrix/g, 'u_modelView');
+ if (old != source) need_mm = 1;
+ old = source;
+ source = source.replace(/gl_Vertex/g, 'a_position');
+ if (old != source) need_pv = 1;
+ old = source;
+ source = source.replace(/gl_ModelViewProjectionMatrix/g, '(u_modelView * u_projection)');
+ if (old != source) need_pm = need_mm = 1;
+ old = source;
+ source = source.replace(/gl_ModelViewMatrixTranspose\[2\]/g, 'vec3(u_modelView[0][0], u_modelView[1][0], u_modelView[2][0])'); // XXX extremely inefficient
+ if (old != source) need_mm = 1;
+ if (need_pv && !has_pv) source = 'attribute vec4 a_position; \n' + source;
+ if (need_mm && !has_mm) source = 'uniform mat4 u_modelView; \n' + source;
+ if (need_pm && !has_pm) source = 'uniform mat4 u_projection; \n' + source;
+ GL.shaderInfos[shader].ftransform = need_pm || need_mm || need_pv; // we will need to provide the fixed function stuff as attributes and uniforms
for (var i = 0; i <= 6; i++) {
// XXX To handle both regular texture mapping and cube mapping, we use vec4 for tex coordinates.
var old = source;
@@ -1349,8 +1362,8 @@ var LibraryGL = {
Module.ctx.uniform1i(this.textureLocation, 0);
}
- Module.ctx.uniformMatrix4fv(this.modelViewLocation, false, GL.immediate.matrix['m']);
- Module.ctx.uniformMatrix4fv(this.projectionLocation, false, GL.immediate.matrix['p']);
+ if (this.modelViewLocation) Module.ctx.uniformMatrix4fv(this.modelViewLocation, false, GL.immediate.matrix['m']);
+ if (this.projectionLocation) Module.ctx.uniformMatrix4fv(this.projectionLocation, false, GL.immediate.matrix['p']);
}
};
ret.init();
@@ -1615,7 +1628,7 @@ var LibraryGL = {
// OpenGL Immediate Mode matrix routines.
// Note that in the future we might make these available only in certain modes.
- glMatrixMode__deps: ['$GL', '$GLImmediateSetup'],
+ glMatrixMode__deps: ['$GL', '$GLImmediateSetup', '$GLEmulation'], // emulation is not strictly needed, this is a workaround
glMatrixMode: function(mode) {
if (mode == 0x1700 /* GL_MODELVIEW */) {
GL.immediate.currentMatrix = 'm';
View
@@ -0,0 +1,307 @@
+/*
+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"
+#if !USE_GLEW
+#include "SDL/SDL_opengl.h"
+#endif
+
+#include <stdio.h>
+#include <string.h>
+#include <assert.h>
+
+void verify() {
+ int width = 640, height = 480;
+ unsigned char *data = (unsigned char*)malloc(width*height*4);
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ int sum = 0;
+ for (int x = 0; x < width*height*4; x++) {
+ if (x % 4 != 3) sum += x * data[x];
+ }
+#if EMSCRIPTEN
+ int result = sum;
+ REPORT_RESULT();
+#endif
+}
+
+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;
+ glGenTextures( 1, &texture );
+ glBindTexture( GL_TEXTURE_2D, 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);
+ }
+ }
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, textureData );
+
+ // Create a second texture
+
+ GLuint texture2;
+ glGenTextures( 1, &texture2 );
+ glBindTexture( GL_TEXTURE_2D, texture2 );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ GLubyte texture2Data[] = { 0xff, 0, 0, 0xff,
+ 0, 0xff, 0, 0xaa,
+ 0, 0, 0xff, 0x55,
+ 0x80, 0x90, 0x70, 0 };
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, texture2Data );
+
+ // BEGIN
+
+#if USE_GLEW
+ glewInit();
+#endif
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ // original: glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048);
+ //glFrustum(-0.6435469817188064, 0.1435469817188064 ,-0.48266022190470925, 0.88266022190470925 ,0.5400000214576721, 2048);
+ GLfloat pm[] = { 1.372136116027832, 0, 0, 0, 0, 0.7910231351852417, 0, 0, -0.6352481842041016, 0.29297152161598206, -1.0005275011062622, -1, 0, 0, -1.080284833908081, 0 };
+ glLoadMatrixf(pm);
+
+ glMatrixMode(GL_MODELVIEW);
+ GLfloat matrixData[] = { -1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1 };
+ glLoadMatrixf(matrixData);
+
+ glActiveTexture(GL_TEXTURE0);
+
+ GLuint arrayBuffer, elementBuffer;
+ glGenBuffers(1, &arrayBuffer);
+ glGenBuffers(1, &elementBuffer);
+
+ GLubyte arrayData[] = {
+/*
+[0, 0, 0, 67] ==> 128 float
+[0, 0, 128, 67] ==> 256 float
+[0, 0, 0, 68] ==> 512 float
+[0, 0, 128, 68] ==> 1024 float
+
+[vertex x ] [vertex y ] [vertex z ] [nr] [texture u ] [texture v ] [lm u ] [lm v ] [color r,g,b,a ] */
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 0
+ 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 1
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 2
+ 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 3
+ 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 4
+ 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 5
+ 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 6
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 7
+ 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 8
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 9
+ 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 10
+ 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 11
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 12
+ 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 13
+ 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 14
+ 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 15
+
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128,
+ 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128
+ };
+ assert(sizeof(arrayData) == 1408);
+ glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(arrayData), arrayData, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ GLushort elementData[] = { 1, 2, 0, 2, 3, 0, 5, 6, 4, 6, 7, 4, 9, 10, 8, 10, 11, 8, 13, 14, 12, 14, 15, 12 };
+ assert(sizeof(elementData) == 48);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elementData), elementData, GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
+
+ glBindTexture(GL_TEXTURE_2D, texture); // diffuse?
+ glActiveTexture(GL_TEXTURE0);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, texture2); // lightmap?
+ glActiveTexture(GL_TEXTURE0);
+
+ GLint ok;
+
+ const char *vertexShader = "attribute vec4 a_position;\n"
+ "attribute vec4 a_texCoord0;\n"
+ "uniform mat4 u_modelView;\n"
+ "uniform mat4 u_projection;\n"
+ "varying vec4 v_texCoord0;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_Position = (u_projection * u_modelView * a_position) + vec4(200, 0, 0, 0);\n"
+ " v_texCoord0.xy = a_texCoord0.xy/20.0;\n" // added /20 here
+ "}\n";
+ const char *fragmentShader = "uniform sampler2D diffusemap;\n"
+ "varying vec4 v_texCoord0;\n"
+ "void main(void)\n"
+ "{\n"
+ " vec4 diffuse = texture2D(diffusemap, v_texCoord0.xy);\n"
+ " gl_FragColor = diffuse;\n"
+ "}\n";
+
+ GLuint vs = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vs, 1, &vertexShader, NULL);
+ glCompileShader(vs);
+ glGetShaderiv(vs, GL_COMPILE_STATUS, &ok);
+ if (!ok) {
+ printf("Shader compilation error with vertex\n");
+ GLint infoLen = 0;
+ glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen);
+ if (infoLen > 1)
+ {
+ char* infoLog = (char *)malloc(sizeof(char) * infoLen+1);
+ glGetShaderInfoLog(vs, infoLen, NULL, infoLog);
+ printf("Error compiling shader:\n%s\n", infoLog);
+ }
+ }
+
+ GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fs, 1, &fragmentShader, NULL);
+ glCompileShader(fs);
+ glGetShaderiv(fs, GL_COMPILE_STATUS, &ok);
+ if (!ok) {
+ printf("Shader compilation error with fragment\n");
+ GLint infoLen = 0;
+ glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen);
+ if (infoLen > 1)
+ {
+ char* infoLog = (char *)malloc(sizeof(char) * infoLen+1);
+ glGetShaderInfoLog(vs, infoLen, NULL, infoLog);
+ printf("Error compiling shader:\n%s\n", infoLog);
+ }
+ }
+
+ GLuint program = glCreateProgram();
+
+ glAttachShader(program, vs);
+ glAttachShader(program, fs);
+ glLinkProgram(program);
+ glGetProgramiv(program, GL_LINK_STATUS, &ok);
+ assert(ok);
+
+ glUseProgram(program);
+
+ GLint diffusemapLocation = glGetUniformLocation(program, "diffusemap");
+ assert(diffusemapLocation >= 0);
+ glUniform1i(diffusemapLocation, 0);
+
+ {
+ GLfloat data[16];
+ glGetFloatv(GL_MODELVIEW_MATRIX, data);
+ printf("Modelview: ");
+ for (int i = 0; i < 16; i++) printf("%.3f, ", data[i]);
+ printf("\n");
+ GLint modelViewLocation = glGetUniformLocation(program, "u_modelView");
+ assert(modelViewLocation >= 0);
+ glUniformMatrix4fv(modelViewLocation, 1, GL_FALSE, data);
+ }
+ {
+ GLfloat data[16];
+ glGetFloatv(GL_PROJECTION_MATRIX, data);
+ printf("Projection: ");
+ for (int i = 0; i < 16; i++) printf("%.3f, ", data[i]);
+ printf("\n");
+ GLint projectionLocation = glGetUniformLocation(program, "u_projection");
+ assert(projectionLocation >= 0);
+ glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, data);
+ }
+
+ glBindAttribLocation(program, 0, "a_position");
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 32, (void*)0);
+ glEnableVertexAttribArray(0);
+
+ glBindAttribLocation(program, 1, "v_texCoord0");
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 32, (void*)16);
+ glEnableVertexAttribArray(1);
+
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)12);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*) 0);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)24);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)36);
+
+ // END
+
+ SDL_GL_SwapBuffers();
+
+ verify();
+
+#if !EMSCRIPTEN
+ SDL_Delay(1500);
+#endif
+
+ SDL_Quit();
+
+ return 0;
+}
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