コード例 #1
0
ファイル: llrender.cpp プロジェクト: AlexRa/Kirstens-clone
void LLRender::flush()
{
	if (mCount > 0)
	{
#if 0
		if (!glIsEnabled(GL_VERTEX_ARRAY))
		{
			llerrs << "foo 1" << llendl;
		}

		if (!glIsEnabled(GL_COLOR_ARRAY))
		{
			llerrs << "foo 2" << llendl;
		}

		if (!glIsEnabled(GL_TEXTURE_COORD_ARRAY))
		{
			llerrs << "foo 3" << llendl;
		}

		if (glIsEnabled(GL_NORMAL_ARRAY))
		{
			llerrs << "foo 7" << llendl;
		}

		GLvoid* pointer;

		glGetPointerv(GL_VERTEX_ARRAY_POINTER, &pointer);
		if (pointer != &(mBuffer[0].v))
		{
			llerrs << "foo 4" << llendl;
		}

		glGetPointerv(GL_COLOR_ARRAY_POINTER, &pointer);
		if (pointer != &(mBuffer[0].c))
		{
			llerrs << "foo 5" << llendl;
		}

		glGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &pointer);
		if (pointer != &(mBuffer[0].uv))
		{
			llerrs << "foo 6" << llendl;
		}
#endif
				
		mBuffer->setBuffer(immediate_mask);
		mBuffer->drawArrays(mMode, 0, mCount);
		
		mVerticesp[0] = mVerticesp[mCount];
		mTexcoordsp[0] = mTexcoordsp[mCount];
		mColorsp[0] = mColorsp[mCount];
		mCount = 0;
	}
}
コード例 #2
0
ファイル: glstate.cpp プロジェクト: galek/apitrace
void dumpCurrentContext(std::ostream &os)
{
    JSONWriter json(os);

#ifndef NDEBUG
    GLint old_bindings[NUM_BINDINGS];
    for (unsigned i = 0; i < NUM_BINDINGS; ++i) {
        old_bindings[i] = 0;
        glGetIntegerv(bindings[i], &old_bindings[i]);
    }
#endif

    Context context;

    /* Temporarily disable messages, as dumpParameters blindlessly tries to
     * get state, regardless the respective extension is supported or not.
     */
    GLDEBUGPROC prevDebugCallbackFunction = 0;
    void *prevDebugCallbackUserParam = 0;
    if (context.KHR_debug) {
        glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION, (GLvoid **) &prevDebugCallbackFunction);
        glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM, &prevDebugCallbackUserParam);
        glDebugMessageCallback(NULL, NULL);
    }

    dumpParameters(json, context);

    // Use our own debug-message callback.
    if (context.KHR_debug) {
        glDebugMessageCallback(debugMessageCallback, NULL);
    }

    dumpShadersUniforms(json, context);
    dumpTextures(json, context);
    dumpFramebuffer(json, context);

#ifndef NDEBUG
    for (unsigned i = 0; i < NUM_BINDINGS; ++i) {
        GLint new_binding = 0;
        glGetIntegerv(bindings[i], &new_binding);
        if (new_binding != old_bindings[i]) {
            std::cerr << "warning: " << enumToString(bindings[i]) << " was clobbered\n";
        }
    }
#endif

    // Restore debug message callback
    if (context.KHR_debug) {
        glDebugMessageCallback(prevDebugCallbackFunction, prevDebugCallbackUserParam);
    }
}
コード例 #3
0
ファイル: QueryUtils.c プロジェクト: OS2World/DEV-UTIL-HUGS
static void hugsprim_glGetPointerv_4(HugsStackPtr hugs_root)
{
    HsWord32 arg1;
    HsPtr arg2;
    arg1 = hugs->getWord32();
    arg2 = hugs->getPtr();
    glGetPointerv(arg1, arg2);
    
    hugs->returnIO(hugs_root,0);
}
コード例 #4
0
ファイル: vao-01.c プロジェクト: astrofimov/vgallium
static void Init( void )
{
   const char * const ver_string = (const char * const)
       glGetString( GL_VERSION );
   GLuint obj;
   int pass = 1;
   void * ptr;


   printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
   printf("GL_VERSION = %s\n\n", ver_string);

   if ( !glutExtensionSupported("GL_APPLE_vertex_array_object") ) {
      printf("Sorry, this program requires GL_APPLE_vertex_array_object\n");
      exit(2);
   }

   bind_vertex_array = glutGetProcAddress( "glBindVertexArrayAPPLE" );
   gen_vertex_arrays = glutGetProcAddress( "glGenVertexArraysAPPLE" );
   delete_vertex_arrays = glutGetProcAddress( "glDeleteVertexArraysAPPLE" );
   is_vertex_array = glutGetProcAddress( "glIsVertexArrayAPPLE" );


   (*gen_vertex_arrays)( 1, & obj );
   (*bind_vertex_array)( obj );
   glVertexPointer( 4, GL_FLOAT, sizeof(GLfloat) * 4, (void *) 0xDEADBEEF);
   glEnableClientState( GL_VERTEX_ARRAY );

   glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );

   glVertexPointer( 4, GL_FLOAT, sizeof(GLfloat) * 4, (void *) 0xBADDC0DE);
   glDisableClientState( GL_VERTEX_ARRAY );

   glPopClientAttrib();

   if ( ! glIsEnabled( GL_VERTEX_ARRAY ) ) {
      printf( "Array state is incorrectly disabled.\n" );
      pass = 0;
   }

   glGetPointerv( GL_VERTEX_ARRAY_POINTER, & ptr );
   if ( ptr != (void *) 0xDEADBEEF ) {
      printf( "Array pointer is incorrectly set to 0x%p.\n", ptr );
      pass = 0;
   }

   if ( ! pass ) {
      printf( "FAIL!\n" );
      exit(1);
   }
}
コード例 #5
0
int main(int argc, char *argv[])
{
    // testing
    GLint tempInt;
    GLboolean tempBool;
    void *tempPtr;

    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

    GLint boundTex = 123;
    assert(!glGetError());
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTex);
    assert(!glGetError());
    assert(boundTex == 0);

    GLuint texture;
    glGenTextures( 1, &texture );
    glBindTexture( GL_TEXTURE_2D, texture );

    assert(!glGetError());
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTex);
    assert(!glGetError());
    assert(boundTex == 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);
    glRotatef(-30, 1, 1, 1);
    //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);
    //glTranslated(-512,-512,-527); // XXX this should be uncommented, but if it is then nothing is shown

    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);

    glClear(GL_DEPTH_BUFFER_BIT);

    glEnableClientState(GL_NORMAL_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);

    glActiveTexture(GL_TEXTURE0);

    glGetBooleanv(GL_VERTEX_ARRAY, &tempBool); assert(!tempBool);
    glEnableClientState(GL_VERTEX_ARRAY);
    glGetBooleanv(GL_VERTEX_ARRAY, &tempBool); assert(tempBool);

    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);

    // sauer vertex data is apparently 0-12: V3F, 12: N1B, 16-24: T2F, 24-28: T2S, 28-32: C4B
    glVertexPointer(3, GL_FLOAT, 32, (void*)0); // all these apply to the ARRAY_BUFFER that is bound
    glTexCoordPointer(2, GL_FLOAT, 32, (void*)16);

    glClientActiveTexture(GL_TEXTURE1); // XXX seems to be ignored in native build
    glTexCoordPointer(2, GL_SHORT, 32, (void*)24);
    glGetIntegerv(GL_TEXTURE_COORD_ARRAY_SIZE, &tempInt); assert(tempInt == 2);
    glGetIntegerv(GL_TEXTURE_COORD_ARRAY_TYPE, &tempInt); assert(tempInt == GL_SHORT);
    glGetIntegerv(GL_TEXTURE_COORD_ARRAY_STRIDE, &tempInt); assert(tempInt == 32);
    glGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &tempPtr); assert(tempPtr == (void *)24);

    glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup
    glNormalPointer(GL_BYTE, 32, (void*)12);
    glColorPointer(4, GL_UNSIGNED_BYTE, 32, (void*)28);

    glGetPointerv(GL_VERTEX_ARRAY_POINTER, &tempPtr); assert(tempPtr == (void *)0);
    glGetPointerv(GL_COLOR_ARRAY_POINTER, &tempPtr); assert(tempPtr == (void *)28);
    glGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &tempPtr); assert(tempPtr == (void *)16);
    glGetIntegerv(GL_VERTEX_ARRAY_SIZE, &tempInt); assert(tempInt == 3);
    glGetIntegerv(GL_VERTEX_ARRAY_TYPE, &tempInt); assert(tempInt == GL_FLOAT);
    glGetIntegerv(GL_VERTEX_ARRAY_STRIDE, &tempInt); assert(tempInt == 32);
    glGetIntegerv(GL_COLOR_ARRAY_SIZE, &tempInt); assert(tempInt == 4);
    glGetIntegerv(GL_COLOR_ARRAY_TYPE, &tempInt); assert(tempInt == GL_UNSIGNED_BYTE);
    glGetIntegerv(GL_COLOR_ARRAY_STRIDE, &tempInt); assert(tempInt == 32);
    glGetIntegerv(GL_TEXTURE_COORD_ARRAY_SIZE, &tempInt); assert(tempInt == 2);
    glGetIntegerv(GL_TEXTURE_COORD_ARRAY_TYPE, &tempInt); assert(tempInt == GL_FLOAT);
    glGetIntegerv(GL_TEXTURE_COORD_ARRAY_STRIDE, &tempInt); assert(tempInt == 32);
    glGetBooleanv(GL_VERTEX_ARRAY, &tempBool); assert(tempBool);

    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 = "uniform vec4 texgenscroll;\n"
                               "void main(void)\n"
                               "{\n"
                               "    gl_Position = ftransform();\n"
                               "    gl_TexCoord[0].xy = gl_MultiTexCoord0.xy/100.0 + texgenscroll.xy;\n" // added /100 here
                               "    gl_TexCoord[1].xy = gl_MultiTexCoord1.xy/100.0 * 3.051851e-05;\n"
                               "}\n";
    const char *fragmentShader = "uniform vec4 colorparams;\n"
                                 "uniform sampler2D diffusemap, lightmap;\n"
                                 "void main(void)\n"
                                 "{\n"
                                 "    vec4 diffuse = texture2D(diffusemap, gl_TexCoord[0].xy);\n"
                                 "    vec4 lm = texture2D(lightmap, gl_TexCoord[1].xy);\n"
                                 "    diffuse *= colorparams;\n"
                                 "    gl_FragColor = diffuse * lm;\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);

    GLint lightmapLocation = glGetUniformLocation(program, "lightmap");
    assert(lightmapLocation >= 0);
    assert(lightmapLocation == glGetUniformLocation(program, "lightmap")); // must get identical ids
    glLinkProgram(program);
    glGetProgramiv(program, GL_LINK_STATUS, &ok);
    assert(ok);
    assert(lightmapLocation != glGetUniformLocation(program, "lightmap")); // must NOT get identical ids, we re-linked!
    lightmapLocation = glGetUniformLocation(program, "lightmap");
    assert(lightmapLocation == glGetUniformLocation(program, "lightmap")); // must get identical ids

    glUniform1i(lightmapLocation, 1); // sampler2D? Is it the texture unit?

    GLint diffusemapLocation = glGetUniformLocation(program, "diffusemap");
    assert(diffusemapLocation >= 0);
    glUniform1i(diffusemapLocation, 0);

    GLint texgenscrollLocation = glGetUniformLocation(program, "texgenscroll");
    assert(texgenscrollLocation >= 0);

    GLint colorparamsLocation = glGetUniformLocation(program, "colorparams");
    assert(colorparamsLocation >= 0);

    GLfloat texgenscrollData[] = { 0, 0, 0, 0 };
    glUniform4fv(texgenscrollLocation, 1, texgenscrollData);

    GLfloat colorparamsData[] = { 2, 2, 2, 1 };
    glUniform4fv(colorparamsLocation, 1, colorparamsData);

    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();
  
#ifndef __EMSCRIPTEN__
    SDL_Delay(1500);
#endif

    SDL_Quit();
    
    return 0;
}
コード例 #6
0
void gl_getpointerv( int nlhs, mxArray *plhs[], int nrhs, const mxArray *prhs[] ) {
    
	glGetPointerv((GLenum)mxGetScalar(prhs[0]),
		(GLvoid **)mxGetData(prhs[1]));

}
コード例 #7
0
ファイル: llrender.cpp プロジェクト: otwstephanie/hpa2oar
void LLRender::flush()
{
	if (mCount > 0)
	{
#if 0
		if (!glIsEnabled(GL_VERTEX_ARRAY))
		{
			llerrs << "foo 1" << llendl;
		}

		if (!glIsEnabled(GL_COLOR_ARRAY))
		{
			llerrs << "foo 2" << llendl;
		}

		if (!glIsEnabled(GL_TEXTURE_COORD_ARRAY))
		{
			llerrs << "foo 3" << llendl;
		}

		if (glIsEnabled(GL_NORMAL_ARRAY))
		{
			llerrs << "foo 7" << llendl;
		}

		GLvoid* pointer;

		glGetPointerv(GL_VERTEX_ARRAY_POINTER, &pointer);
		if (pointer != &(mBuffer[0].v))
		{
			llerrs << "foo 4" << llendl;
		}

		glGetPointerv(GL_COLOR_ARRAY_POINTER, &pointer);
		if (pointer != &(mBuffer[0].c))
		{
			llerrs << "foo 5" << llendl;
		}

		glGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &pointer);
		if (pointer != &(mBuffer[0].uv))
		{
			llerrs << "foo 6" << llendl;
		}
#endif
				
		if (!mUIOffset.empty())
		{
			sUICalls++;
			sUIVerts += mCount;
		}
		
		if (gDebugGL)
		{
			if (mMode == LLRender::QUADS)
			{
				if (mCount%4 != 0)
				{
					llerrs << "Incomplete quad rendered." << llendl;
				}
			}
			
			if (mMode == LLRender::TRIANGLES)
			{
				if (mCount%3 != 0)
				{
					llerrs << "Incomplete triangle rendered." << llendl;
				}
			}
			
			if (mMode == LLRender::LINES)
			{
				if (mCount%2 != 0)
				{
					llerrs << "Incomplete line rendered." << llendl;
				}
			}
		}

		mBuffer->setBuffer(immediate_mask);
		mBuffer->drawArrays(mMode, 0, mCount);
		
		mVerticesp[0] = mVerticesp[mCount];
		mTexcoordsp[0] = mTexcoordsp[mCount];
		mColorsp[0] = mColorsp[mCount];
		mCount = 0;
	}
}
コード例 #8
0
ファイル: dummyfuncs.c プロジェクト: L3oV1nc3/VMGL
void glGetPointervEXT( GLenum pname, void **params )
{
	glGetPointerv( pname, params );
}
コード例 #9
0
ファイル: VBDrawable2D.c プロジェクト: devmario/VBEngine
void VBDrawable2DDraw(VBDrawable2D* _drawable) {
#ifdef _VB_DEBUG_
	if(_drawable == VBNull)
		VBDebugPrintAndPrintLogFileAbort(VBEngineGetDefaultDebuger(), 
										 VBTrue, 
										 "VBEngine Log: VBDrawable2DDraw() - VBNull??Draw?�소??그릴???�습?�다. VBDrawable2DAlloc?��? ?�았?????�습?�다.");
#endif
	GLboolean _state;
    
	_state = glIsEnabled(GL_BLEND);
	if(!_state)
		glEnable(GL_BLEND);
    
    GLint _bendSRC, _bendDST;
    glGetIntegerv(GL_BLEND_SRC, &_bendSRC);
    glGetIntegerv(GL_BLEND_DST, &_bendDST);
    if(_bendSRC != GL_SRC_ALPHA || _bendDST != GL_ONE_MINUS_SRC_ALPHA)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
	_state = glIsEnabled(GL_COLOR_MATERIAL);
	if(!_state)
		glEnable(GL_COLOR_MATERIAL);
	
	_state = glIsEnabled(GL_TEXTURE_2D);
	if(!_state)
		glEnable(GL_TEXTURE_2D);
    
    GLint _texID  = 0;
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &_texID);
    if(_texID != VBTextureGetID(VBDrawable2DGetTexture(_drawable))) {
        glBindTexture(GL_TEXTURE_2D, VBTextureGetID(VBDrawable2DGetTexture(_drawable)));
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    }
	
    _state = glIsEnabled(GL_COLOR_ARRAY);
    if(_drawable->color) {
        if(_state == VBFalse)
            glEnableClientState(GL_COLOR_ARRAY); 
    } else {
        if(_state == VBTrue)
            glDisableClientState(GL_COLOR_ARRAY);
    }
    
    if(_drawable->color) {
        GLvoid* _glcolor = VBNull;
        glGetPointerv(GL_COLOR_ARRAY_POINTER, &_glcolor);
        if(_drawable->color != _glcolor) {
            glColorPointer(VBColorTypeGetSize(VBColorType_RGBA), GL_UNSIGNED_BYTE, 0, _drawable->color);
        }
    }
    
    _state = glIsEnabled(GL_VERTEX_ARRAY);
    if(_drawable->vtx) {
        if(_state == VBFalse)
            glEnableClientState(GL_VERTEX_ARRAY);
    } else {
        if(_state == VBTrue)
            glDisableClientState(GL_VERTEX_ARRAY);
    }
    
    if(_drawable->vtx) {
        GLvoid* _glvtx = VBNull;
        glGetPointerv(GL_COLOR_ARRAY_POINTER, &_glvtx);
        if(_drawable->vtx != _glvtx) {
            glVertexPointer(2, GL_FLOAT, 0, _drawable->vtx);
        }
    }
    
    _state = glIsEnabled(GL_TEXTURE_COORD_ARRAY);
    if(_drawable->color) {
        if(_state == VBFalse)
            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    } else {
        if(_state == VBTrue)
            glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    }
    
    if(_drawable->txc) {
        GLvoid* _gltxc = VBNull;
        glGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &_gltxc);
        if(_drawable->txc != _gltxc) {
            glTexCoordPointer(2, GL_FLOAT, 0, _drawable->txc);
        }
    }
    
#ifndef _VB_VISIBLE_VERTEX_LINE_
    glDrawElements(GL_TRIANGLES, _drawable->idx_len, GL_UNSIGNED_SHORT, _drawable->idx);
#endif
    
#ifdef _VB_VISIBLE_VERTEX_LINE_
    glDisable(GL_TEXTURE_2D);
    glDrawElements(GL_LINE_LOOP, _drawable->idx_len, GL_UNSIGNED_SHORT, _drawable->idx);
#endif
}
コード例 #10
0
ファイル: debug.cpp プロジェクト: juantresde/gl
void* get_debug_callback_user_data()
{
  GLvoid* result;
  glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM, &result);
  return result;
}
コード例 #11
0
ファイル: debug.cpp プロジェクト: juantresde/gl
void* get_debug_callback_function ()
{
  GLvoid* result;
  glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION, &result);
  return result;
}
コード例 #12
0
void glGetPointervLogged(GLenum pname, void **params) {
	printf("glGetPointerv(%s, %p)\n", GLEnumName(pname), params);
	glGetPointerv(pname, params);
}
コード例 #13
0
ファイル: glstates.cpp プロジェクト: garinh/cs
void csGLStateCacheContext::InitCache()
{
  int i;
  glGetIntegerv (GL_ALPHA_TEST_FUNC, (GLint*)&parameter_alpha_func);
  glGetFloatv (GL_ALPHA_TEST_REF, &parameter_alpha_ref);
  if (extmgr->CS_GL_EXT_blend_func_separate)
  {
    glGetIntegerv (GL_BLEND_SRC_RGB_EXT, (GLint*)&blend_sourceRGB);
    glGetIntegerv (GL_BLEND_SRC_ALPHA_EXT, (GLint*)&blend_sourceA);
    glGetIntegerv (GL_BLEND_DST_RGB_EXT, (GLint*)&blend_destinationRGB);
    glGetIntegerv (GL_BLEND_DST_ALPHA_EXT, (GLint*)&blend_destinationA);
  }
  else
  {
    glGetIntegerv (GL_BLEND_SRC, (GLint*)&blend_sourceRGB);
    blend_sourceA = blend_sourceRGB;
    glGetIntegerv (GL_BLEND_DST, (GLint*)&blend_destinationRGB);
    blend_destinationA = blend_destinationRGB;
  }
  glGetIntegerv (GL_CULL_FACE_MODE, (GLint*)&parameter_cull_mode);
  glGetIntegerv (GL_DEPTH_FUNC, (GLint*)&parameter_depth_func);
  glGetBooleanv (GL_DEPTH_WRITEMASK, &parameter_depth_mask);
  glGetIntegerv (GL_SHADE_MODEL, (GLint*)&parameter_shade_model);
  glGetIntegerv (GL_STENCIL_BITS, (GLint*)&parameter_maskl);
  glGetIntegerv (GL_STENCIL_FUNC, (GLint*)&parameter_stencil_func);
  glGetIntegerv (GL_STENCIL_VALUE_MASK, (GLint*)&parameter_stencil_mask);
  glGetIntegerv (GL_STENCIL_REF, &parameter_stencil_ref);
  glGetIntegerv (GL_STENCIL_FAIL, (GLint*)&parameter_stencil_fail);
  glGetIntegerv (GL_STENCIL_PASS_DEPTH_FAIL, (GLint*)&parameter_stencil_zfail);
  glGetIntegerv (GL_STENCIL_PASS_DEPTH_PASS, (GLint*)&parameter_stencil_zpass);
  glGetIntegerv (GL_MATRIX_MODE, (GLint*)&parameter_matrixMode);
  GLboolean writemask[4];
  glGetBooleanv (GL_COLOR_WRITEMASK, writemask);
  parameter_wmRed = writemask[0];
  parameter_wmGreen = writemask[1];
  parameter_wmBlue = writemask[2];
  parameter_wmAlpha = writemask[3];
  enabled_GL_DEPTH_TEST = (glIsEnabled (GL_DEPTH_TEST) == GL_TRUE);
  enabled_GL_BLEND = (glIsEnabled (GL_BLEND) == GL_TRUE);
  enabled_GL_DITHER = (glIsEnabled (GL_DITHER) == GL_TRUE);
  enabled_GL_STENCIL_TEST = (glIsEnabled (GL_STENCIL_TEST) == GL_TRUE);
  enabled_GL_CULL_FACE = (glIsEnabled (GL_CULL_FACE) == GL_TRUE);
  enabled_GL_POLYGON_OFFSET_FILL = (glIsEnabled (GL_POLYGON_OFFSET_FILL) == GL_TRUE);
  enabled_GL_LIGHTING = (glIsEnabled (GL_LIGHTING) == GL_TRUE);
  enabled_GL_ALPHA_TEST = (glIsEnabled (GL_ALPHA_TEST) == GL_TRUE);
  enabled_GL_TEXTURE_GEN_S = (glIsEnabled (GL_TEXTURE_GEN_S) == GL_TRUE);
  enabled_GL_TEXTURE_GEN_T = (glIsEnabled (GL_TEXTURE_GEN_T) == GL_TRUE);
  enabled_GL_TEXTURE_GEN_R = (glIsEnabled (GL_TEXTURE_GEN_R) == GL_TRUE);
  enabled_GL_TEXTURE_GEN_Q = (glIsEnabled (GL_TEXTURE_GEN_Q) == GL_TRUE);
  enabled_GL_FOG = (glIsEnabled (GL_FOG) == GL_TRUE);

  memset (boundtexture.p, 0, numImageUnits * sizeof (GLuint));
  currentImageUnit = 0;
  currentTCUnit = 0;
  memset (activeUnit, 0, sizeof (activeUnit));
  if (extmgr->CS_GL_ARB_multitexture)
  {
    for (i = numImageUnits; i-- > 0; )
    {
      extmgr->glActiveTextureARB (GL_TEXTURE0_ARB + i);
      enabled_GL_TEXTURE_1D[i] = (glIsEnabled (GL_TEXTURE_1D) == GL_TRUE);
      enabled_GL_TEXTURE_2D[i] = (glIsEnabled (GL_TEXTURE_2D) == GL_TRUE);
      enabled_GL_TEXTURE_3D[i] = (glIsEnabled (GL_TEXTURE_3D) == GL_TRUE);
      enabled_GL_TEXTURE_CUBE_MAP[i] = (glIsEnabled (GL_TEXTURE_CUBE_MAP) == GL_TRUE);
	if (extmgr->CS_GL_ARB_texture_rectangle
	  || extmgr->CS_GL_EXT_texture_rectangle
	  || extmgr->CS_GL_NV_texture_rectangle)
	  enabled_GL_TEXTURE_RECTANGLE_ARB[i] = (glIsEnabled (GL_TEXTURE_RECTANGLE_ARB) == GL_TRUE);
	else
	  enabled_GL_TEXTURE_RECTANGLE_ARB[i] = false;
    }
    for (i = numTexCoords; i-- > 0; )
    {
      extmgr->glClientActiveTextureARB (GL_TEXTURE0_ARB + i);
      enabled_GL_TEXTURE_COORD_ARRAY[i] = (glIsEnabled (GL_TEXTURE_COORD_ARRAY) == GL_TRUE);
      glGetIntegerv (GL_TEXTURE_COORD_ARRAY_SIZE, (GLint*)&parameter_tsize[i]);
      glGetIntegerv (GL_TEXTURE_COORD_ARRAY_STRIDE, (GLint*)&parameter_tstride[i]);
      glGetIntegerv (GL_TEXTURE_COORD_ARRAY_TYPE, (GLint*)&parameter_ttype[i]);
      glGetPointerv (GL_TEXTURE_COORD_ARRAY_POINTER, &parameter_tpointer[i]);
	if (extmgr->CS_GL_ARB_vertex_buffer_object)
	  glGetIntegerv (GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB,
	    (GLint*)&parameter_tvbo[i]);
    }
  } 
  else 
  {
    enabled_GL_TEXTURE_1D[0] = (glIsEnabled (GL_TEXTURE_1D) == GL_TRUE);
    enabled_GL_TEXTURE_2D[0] = (glIsEnabled (GL_TEXTURE_2D) == GL_TRUE);
    enabled_GL_TEXTURE_3D[0] = (glIsEnabled (GL_TEXTURE_3D) == GL_TRUE);
    enabled_GL_TEXTURE_CUBE_MAP[0] = (glIsEnabled (GL_TEXTURE_CUBE_MAP) == GL_TRUE);
    enabled_GL_TEXTURE_COORD_ARRAY[0] = (glIsEnabled (GL_TEXTURE_COORD_ARRAY) == GL_TRUE);
	if (extmgr->CS_GL_ARB_texture_rectangle
	  || extmgr->CS_GL_EXT_texture_rectangle
	  || extmgr->CS_GL_NV_texture_rectangle)
	  enabled_GL_TEXTURE_RECTANGLE_ARB[0] = (glIsEnabled (GL_TEXTURE_RECTANGLE_ARB) == GL_TRUE);
	else
	  enabled_GL_TEXTURE_RECTANGLE_ARB[0] = false;
    glGetIntegerv (GL_TEXTURE_COORD_ARRAY_SIZE, (GLint*)&parameter_tsize[0]);
    glGetIntegerv (GL_TEXTURE_COORD_ARRAY_STRIDE, (GLint*)&parameter_tstride[0]);
    glGetIntegerv (GL_TEXTURE_COORD_ARRAY_TYPE, (GLint*)&parameter_ttype[0]);
    glGetPointerv (GL_TEXTURE_COORD_ARRAY_POINTER, &parameter_tpointer[0]);
    if (extmgr->CS_GL_ARB_vertex_buffer_object)
	glGetIntegerv (GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB,
	  (GLint*)&parameter_tvbo[0]);
    for (i = 1 ; i < numImageUnits; i++)
    {
      enabled_GL_TEXTURE_1D[i] = enabled_GL_TEXTURE_1D[0];
      enabled_GL_TEXTURE_2D[i] = enabled_GL_TEXTURE_2D[0];
      enabled_GL_TEXTURE_3D[i] = enabled_GL_TEXTURE_3D[0];
      enabled_GL_TEXTURE_CUBE_MAP[i] = enabled_GL_TEXTURE_CUBE_MAP[0];
      enabled_GL_TEXTURE_COORD_ARRAY[i] = enabled_GL_TEXTURE_COORD_ARRAY[0];
	enabled_GL_TEXTURE_RECTANGLE_ARB[i] = enabled_GL_TEXTURE_RECTANGLE_ARB[0];
	parameter_tsize[i] = parameter_tsize[0];
	parameter_tstride[i] = parameter_tstride[0];
	parameter_ttype[i] = parameter_ttype[0];
	parameter_tpointer[i] = parameter_tpointer[0];
    }
  }
  enabled_GL_SCISSOR_TEST = (glIsEnabled (GL_SCISSOR_TEST) == GL_TRUE);
  enabled_GL_VERTEX_ARRAY = (glIsEnabled (GL_VERTEX_ARRAY) == GL_TRUE);
  enabled_GL_COLOR_ARRAY = (glIsEnabled (GL_COLOR_ARRAY) == GL_TRUE);
  if (extmgr->CS_GL_EXT_secondary_color)
    enabled_GL_SECONDARY_COLOR_ARRAY_EXT = 
      (glIsEnabled (GL_SECONDARY_COLOR_ARRAY_EXT) == GL_TRUE);
  else
    enabled_GL_SECONDARY_COLOR_ARRAY_EXT = false;
  enabled_GL_NORMAL_ARRAY = (glIsEnabled (GL_NORMAL_ARRAY) == GL_TRUE);
  
  if (extmgr->CS_GL_ARB_vertex_program)
    enabled_GL_VERTEX_PROGRAM_POINT_SIZE_ARB =
      (glIsEnabled (GL_VERTEX_PROGRAM_POINT_SIZE_ARB) == GL_TRUE);
  else
    enabled_GL_VERTEX_PROGRAM_POINT_SIZE_ARB = false;
  if (extmgr->CS_GL_ARB_point_sprite)
    enabled_GL_POINT_SPRITE_ARB =
      (glIsEnabled (GL_POINT_SPRITE_ARB) == GL_TRUE);
  else
    enabled_GL_POINT_SPRITE_ARB = false;

  memset (currentBufferID, 0, sizeof (currentBufferID));
  {
    enum { extVBO = 1, extPBO = 2 };
    static const GLenum requiredExt[boCount] =
    { extVBO, extVBO, extPBO, extPBO };
    
    int boExt = 0;
    if (extmgr->CS_GL_ARB_vertex_buffer_object) boExt |= extVBO;
    if (extmgr->CS_GL_ARB_pixel_buffer_object) boExt |= extPBO;
    for (int b = 0; b < boCount; b++)
    {
	if (requiredExt[b] & boExt)
	{
	  static const GLenum localIndexToGLBufferBinding[boCount] =
	  { GL_ARRAY_BUFFER_BINDING_ARB, GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, 
	    GL_PIXEL_PACK_BUFFER_BINDING_ARB, GL_PIXEL_UNPACK_BUFFER_BINDING_ARB };
	  glGetIntegerv (localIndexToGLBufferBinding[b], 
	    (GLint*)&activeBufferID[b]);
	}
    }
  }

  memset (currentBufferID, 0, sizeof (currentBufferID));
  {
    static const GLenum localIndexToGLBufferBinding[boCount] =
    { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, GL_ARRAY_BUFFER_BINDING_ARB, 
	GL_PIXEL_PACK_BUFFER_BINDING_ARB, GL_PIXEL_UNPACK_BUFFER_BINDING_ARB };

    enum { extVBO = 1, extPBO = 2 };
    static const GLenum requiredExt[boCount] =
    { extVBO, extVBO, extPBO, extPBO };
    
    int boExt = 0;
    if (extmgr->CS_GL_ARB_vertex_buffer_object) boExt |= extVBO;
    if (extmgr->CS_GL_ARB_pixel_buffer_object) boExt |= extPBO;
    for (int b = 0; b < boCount; b++)
    {
	if (requiredExt[b] & boExt)
	{
	  glGetIntegerv (localIndexToGLBufferBinding[b], 
	    (GLint*)&currentBufferID[b]);
	}
    }
  }

  glGetIntegerv (GL_VERTEX_ARRAY_SIZE, (GLint*)&parameter_vsize);
  glGetIntegerv (GL_VERTEX_ARRAY_STRIDE, (GLint*)&parameter_vstride);
  glGetIntegerv (GL_VERTEX_ARRAY_TYPE, (GLint*)&parameter_vtype);
  glGetPointerv (GL_VERTEX_ARRAY_POINTER, &parameter_vpointer);
  if (extmgr->CS_GL_ARB_vertex_buffer_object)
    glGetIntegerv (GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, (GLint*)&parameter_vvbo);

  glGetIntegerv (GL_NORMAL_ARRAY_STRIDE, (GLint*)&parameter_nstride);
  glGetIntegerv (GL_NORMAL_ARRAY_TYPE, (GLint*)&parameter_ntype);
  glGetPointerv (GL_NORMAL_ARRAY_POINTER, &parameter_npointer);
  if (extmgr->CS_GL_ARB_vertex_buffer_object)
    glGetIntegerv (GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, (GLint*)&parameter_nvbo);

  glGetIntegerv (GL_COLOR_ARRAY_SIZE, (GLint*)&parameter_csize);
  glGetIntegerv (GL_COLOR_ARRAY_STRIDE, (GLint*)&parameter_cstride);
  glGetIntegerv (GL_COLOR_ARRAY_TYPE, (GLint*)&parameter_ctype);
  glGetPointerv (GL_COLOR_ARRAY_POINTER, &parameter_cpointer);
  if (extmgr->CS_GL_ARB_vertex_buffer_object)
    glGetIntegerv (GL_COLOR_ARRAY_BUFFER_BINDING_ARB, (GLint*)&parameter_cvbo);
  
  if (extmgr->CS_GL_EXT_secondary_color)
  {
    glGetIntegerv (GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, 
      (GLint*)&parameter_scsize);
    glGetIntegerv (GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, 
      (GLint*)&parameter_scstride);
    glGetIntegerv (GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, 
      (GLint*)&parameter_sctype);
    glGetPointerv (GL_SECONDARY_COLOR_ARRAY_POINTER_EXT, 
      &parameter_scpointer);
    if (extmgr->CS_GL_ARB_vertex_buffer_object)
	glGetIntegerv (GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB,
	  (GLint*)&parameter_scvbo);
    enabled_GL_COLOR_SUM_EXT = glIsEnabled (GL_COLOR_SUM_EXT) != GL_FALSE;
  }
  else
  {
    parameter_scsize = 0;
    parameter_scstride = 0;
    parameter_sctype = 0;
    parameter_scpointer = 0;
    enabled_GL_COLOR_SUM_EXT = false;
  }
  
  glGetIntegerv (GL_UNPACK_ALIGNMENT, &pixelUnpackAlignment);
  GLint v;
  glGetIntegerv (GL_UNPACK_SWAP_BYTES, &v);
  pixelUnpackSwapBytes = v != 0;
  
  if (extmgr->CS_GL_ARB_color_buffer_float)
  {
    GLint clampState;
    glGetIntegerv (GL_CLAMP_VERTEX_COLOR_ARB, &clampState);
    this->clampState[clampVertex] = (GLenum)clampState;
    glGetIntegerv (GL_CLAMP_FRAGMENT_COLOR_ARB, &clampState);
    this->clampState[clampFragment] = (GLenum)clampState;
    glGetIntegerv (GL_CLAMP_READ_COLOR_ARB, &clampState);
    this->clampState[clampRead] = (GLenum)clampState;
  }
}
コード例 #14
0
JNIEXPORT void JNICALL Java_org_lwjgl_opengles_GLES32_nglGetPointerv(JNIEnv *__env, jclass clazz, jint pname, jlong paramsAddress) {
    glGetPointervPROC glGetPointerv = (glGetPointervPROC)tlsGetFunction(320);
    intptr_t params = (intptr_t)paramsAddress;
    UNUSED_PARAM(clazz)
    glGetPointerv(pname, params);
}
コード例 #15
0
ファイル: vao-02.c プロジェクト: nobled/piglit
void
piglit_init(int argc, char **argv)
{
	GLuint obj;
	int pass = 1;
	void * ptr;
	GLenum err;

	piglit_require_extension("GL_APPLE_vertex_array_object");

	glGenVertexArraysAPPLE(1, & obj);
	glBindVertexArrayAPPLE(obj);
	glVertexPointer(4, GL_FLOAT, sizeof(GLfloat) * 4, (void *) 0xDEADBEEF);
	glEnableClientState(GL_VERTEX_ARRAY);

	glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);

	glDeleteVertexArraysAPPLE(1, & obj);
   
	err = glGetError();
	if (err) {
		printf("glGetError incorrectly returned 0x%04x.\n", err);
		pass = 0;
	}

	if ((*glIsVertexArrayAPPLE)(obj)) {
		printf("Array object is incorrectly still valid.\n");
		pass = 0;
	}

	err = glGetError();
	if (err) {
		printf("glGetError incorrectly returned 0x%04x.\n", err);
		pass = 0;
	}

	glPopClientAttrib();

	err = glGetError();
	if (err) {
		printf("glGetError incorrectly returned 0x%04x.\n", err);
		pass = 0;
	}

	if (! glIsVertexArrayAPPLE(obj)) {
		printf("Array object is incorrectly invalid.\n");
		pass = 0;
	}

	if (! glIsEnabled(GL_VERTEX_ARRAY)) {
		printf("Array state is incorrectly disabled.\n");
		pass = 0;
	}

	glGetPointerv(GL_VERTEX_ARRAY_POINTER, & ptr);
	if (ptr != (void *) 0xDEADBEEF) {
		printf("Array pointer is incorrectly set to 0x%p.\n", ptr);
		pass = 0;
	}

	if (! pass) {
		piglit_report_result(PIGLIT_FAIL);
	} else {
		piglit_report_result(PIGLIT_PASS);
	}
}