GLES2

Check-in [5081502c76]
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Overview
Comment:fixes for rotate
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA1:5081502c76aa7d69d6dab790a35cb2c12c1f03ff
User & Date: arnulf 2013-08-24 19:02:24
Context
2013-08-25
16:38
fixes for value2pixel check-in: b5dab237b7 user: arnulf tags: trunk
2013-08-24
19:02
fixes for rotate check-in: 5081502c76 user: arnulf tags: trunk
14:06
fixes check-in: 8b437402ec user: arnulf tags: trunk
Changes
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Changes to generic/gles2Base.c.

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		                NULL, NULL);
    Tcl_CreateObjCommand(interp, GLES2_NAMESPACE"::x11eventloop", X11EventLoop,
		                NULL, NULL);

    SDL_SetVideoMode(800, 480, 16, 0);
    ret = InitOpenGL(interp);
//fprintf(stderr, "ret!%d!\n", ret);


    /* reset the gl* error !! */
    glGetError();

    /*
     *  Set up the variables containing version info.
     */

................................................................................
    Tcl_Interp *interp)
{
    if (Initialize(interp) != TCL_OK) {
        return TCL_ERROR;
    }
    return TCL_OK;
}








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		                NULL, NULL);
    Tcl_CreateObjCommand(interp, GLES2_NAMESPACE"::x11eventloop", X11EventLoop,
		                NULL, NULL);

    SDL_SetVideoMode(800, 480, 16, 0);
    ret = InitOpenGL(interp);
//fprintf(stderr, "ret!%d!\n", ret);
    if (ret) {
    }
    /* reset the gl* error !! */
    glGetError();

    /*
     *  Set up the variables containing version info.
     */

................................................................................
    Tcl_Interp *interp)
{
    if (Initialize(interp) != TCL_OK) {
        return TCL_ERROR;
    }
    return TCL_OK;
}

Changes to generic/gles2Builtin.c.

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static Tcl_ObjCmdProc Gles2_BiPixel2CoordCmd;
static Tcl_ObjCmdProc Gles2_BiValue2PixelCmd;
static Tcl_ObjCmdProc Gles2_BiColorValue2RGBACmd;
static Tcl_ObjCmdProc Gles2_BiGetElementPositionsCmd;
static Tcl_ObjCmdProc Gles2_BiGetDiamondPositionsCmd;
static Tcl_ObjCmdProc Gles2_BiGetShadowsCmd;
static Tcl_ObjCmdProc Gles2_BiSwapShadersCmd;


/*
 *  Standard list of built-in methods for all objects.
 */
typedef struct BiMethod {
    const char* name;        /* method name */
    const char* usage;       /* string describing usage */
................................................................................
    },
    { "swapshaders",
        "textureflag",
        "@gles2-builtin-swapshaders",
        Gles2_BiSwapShadersCmd,
	0
    },






};
static int BiMethodListLen = sizeof(BiMethodList)/sizeof(BiMethod);

typedef struct {
    double dark_red;
    double dark_green;
    double dark_blue;
................................................................................
GLuint _textureUniform;

GLuint vertexShader;
GLuint fragmentShader;
GLuint textureVertexShader;
GLuint textureFragmentShader;




float g_Perspective[16];
float g_Rotate[16];
float g_ModelView[16];
float g_MVP[16];
static Vertex line_vertices[2];
static Vertex triangle_vertices[3];
static TextureVertex texture_triangle_vertices[3];
................................................................................
		 
    GL_CHECK(glGenBuffers(1, &indexBuffer));
    GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), line_indices, GL_STATIC_DRAW));

}

void handleMatrices(int xangle, int yangle) {


    rotate_matrix(xangle, 1.0, 0.0, 0.0, g_ModelView);
//showMatrix("rot1", g_ModelView);

    rotate_matrix(yangle, 0.0, 1.0, 0.0, g_Rotate);




//showMatrix("rot2", g_Rotate);

    multiply_matrix(g_Rotate, g_ModelView, g_ModelView);
//showMatrix("mul1", g_ModelView);

    /* Pull the camera back from the rectangle */
    g_ModelView[14] -= 2.5;
................................................................................
        line_indices[0] = 0;
        line_indices[1] = 1;
    
        GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
        GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
            sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

        handleMatrices(0, 0);

        GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
        GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
        GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
    } else {
        if (strcmp(relief, "sunken") == 0) {
	    if (leftBevel) {
................................................................................
            line_indices[0] = 0;
            line_indices[1] = 1;
    
            GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
            GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
                sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

            handleMatrices(0, 0);

            GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
            GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
            GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
        } else {
#ifdef NOTDEF
            if (strcmp(relief, "ridge") == =) {
................................................................................
        line_indices[0] = 0;
        line_indices[1] = 1;
    
        GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
        GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
            sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

        handleMatrices(0, 0);

        GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
        GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
        GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
    } else {
        if (strcmp(relief, "sunken") == 0) {
	    if (leftBevel) {
................................................................................
            line_indices[0] = 0;
            line_indices[1] = 1;
    
            GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
            GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
                sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

            handleMatrices(0, 0);

            GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
            GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
            GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
        } else {
#ifdef NOTDEF
            if (strcmp(relief, "ridge") == =) {
................................................................................
    line_indices[0] = 0;
    line_indices[1] = 1;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(0, 0);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
    GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
    return result;
}

................................................................................
    triangle_indices[1] = 1;
    triangle_indices[2] = 2;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(0, 0);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_vertices), &triangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangle_indices), &triangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glDrawElements(GL_TRIANGLES, sizeof(triangle_indices)/sizeof(triangle_indices[0]), GL_UNSIGNED_BYTE, 0));

    return result;
................................................................................
    draw_triangle_indices[6] = 3;
    draw_triangle_indices[7] = 0;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(0, 0);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_vertices), &triangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(draw_triangle_indices), &draw_triangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glDrawElements(GL_LINES, sizeof(draw_triangle_indices)/sizeof(draw_triangle_indices[0]), GL_UNSIGNED_BYTE, 0));

    return result;
................................................................................
    triangle_indices[1] = 1;
    triangle_indices[2] = 2;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(0, 0);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(texture_triangle_vertices), &texture_triangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangle_indices), &triangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 
		        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 7)));
    GL_CHECK(glActiveTexture(GL_TEXTURE0)); 
................................................................................
    draw_triangle_indices[6] = 3;
    draw_triangle_indices[7] = 0;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(0, 0);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(texture_triangle_vertices), &texture_triangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(draw_triangle_indices), &draw_triangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 
		        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 7)));
    GL_CHECK(glActiveTexture(GL_TEXTURE0)); 
................................................................................

//fprintf(stderr, "FILLRECT!%f!%f!%f %f!%f!%f\n", rectangle_vertices[0].Position[0], rectangle_vertices[0].Position[1], rectangle_vertices[0].Position[2], rectangle_vertices[1].Position[0], rectangle_vertices[1].Position[1], rectangle_vertices[1].Position[2]);

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));


    handleMatrices(0, 0);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(rectangle_vertices), &rectangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(rectangle_indices), &rectangle_indices, GL_STATIC_DRAW));
    GL_CHECK(glDrawElements(GL_TRIANGLES, sizeof(rectangle_indices)/sizeof(rectangle_indices[0]), GL_UNSIGNED_BYTE, 0));

    return result;
}
................................................................................
    draw_rectangle_indices[6] = 3;
    draw_rectangle_indices[7] = 0;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(0, 0);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(rectangle_vertices), &rectangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(draw_rectangle_indices), &draw_rectangle_indices, GL_STATIC_DRAW));
    GL_CHECK(glDrawElements(GL_LINES, sizeof(draw_rectangle_indices)/sizeof(draw_rectangle_indices[0]), GL_UNSIGNED_BYTE, 0));

    return result;
}
................................................................................
    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(texture_rectangle_vertices), &texture_rectangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(rectangle_indices), &rectangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glActiveTexture(GL_TEXTURE0)); 
    GL_CHECK(glBindTexture(GL_TEXTURE_2D, texName));
    GL_CHECK(glUniform1i(_textureUniform, 0));

    handleMatrices(0, 0);

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(TextureVertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 3)));

    GL_CHECK(glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 
		        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 7)));
................................................................................
    draw_rectangle_indices[6] = 3;
    draw_rectangle_indices[7] = 0;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(TextureVertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(0, 0);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(texture_rectangle_vertices), &texture_rectangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(draw_rectangle_indices), &draw_rectangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 
		        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 7)));
    GL_CHECK(glActiveTexture(GL_TEXTURE0)); 
................................................................................
    if (objc != 1) {
        Tcl_WrongNumArgs(interp, 1, objv, "");
        return TCL_ERROR;
    }
fprintf(stderr, "swapshaders not yet implemented!!\n");
    return result;
}
















































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static Tcl_ObjCmdProc Gles2_BiPixel2CoordCmd;
static Tcl_ObjCmdProc Gles2_BiValue2PixelCmd;
static Tcl_ObjCmdProc Gles2_BiColorValue2RGBACmd;
static Tcl_ObjCmdProc Gles2_BiGetElementPositionsCmd;
static Tcl_ObjCmdProc Gles2_BiGetDiamondPositionsCmd;
static Tcl_ObjCmdProc Gles2_BiGetShadowsCmd;
static Tcl_ObjCmdProc Gles2_BiSwapShadersCmd;
static Tcl_ObjCmdProc Gles2_BiRotateCmd;

/*
 *  Standard list of built-in methods for all objects.
 */
typedef struct BiMethod {
    const char* name;        /* method name */
    const char* usage;       /* string describing usage */
................................................................................
    },
    { "swapshaders",
        "textureflag",
        "@gles2-builtin-swapshaders",
        Gles2_BiSwapShadersCmd,
	0
    },
    { "rotate",
        "xangle yangle zangle",
        "@gles2-builtin-rotate",
        Gles2_BiRotateCmd,
	0
    },
};
static int BiMethodListLen = sizeof(BiMethodList)/sizeof(BiMethod);

typedef struct {
    double dark_red;
    double dark_green;
    double dark_blue;
................................................................................
GLuint _textureUniform;

GLuint vertexShader;
GLuint fragmentShader;
GLuint textureVertexShader;
GLuint textureFragmentShader;

double xangle = 0;
double yangle = 0;
double zangle = 0;
float g_Perspective[16];
float g_Rotate[16];
float g_ModelView[16];
float g_MVP[16];
static Vertex line_vertices[2];
static Vertex triangle_vertices[3];
static TextureVertex texture_triangle_vertices[3];
................................................................................
		 
    GL_CHECK(glGenBuffers(1, &indexBuffer));
    GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), line_indices, GL_STATIC_DRAW));

}

void handleMatrices(double pxangle, double pyangle, double pzangle) {
//fprintf(stderr, "handleMatrices!%f!%f!%f!\n", pxangle, pyangle, pzangle);
//showMatrix("before rot1", g_ModelView);
    rotate_matrix(pxangle, 1.0, 0.0, 0.0, g_ModelView);
//showMatrix("rot1", g_ModelView);

    rotate_matrix(pyangle, 0.0, 1.0, 0.0, g_Rotate);
//showMatrix("rot2", g_Rotate);
    multiply_matrix(g_Rotate, g_ModelView, g_ModelView);

    rotate_matrix(pzangle, 0.0, 0.0, 1.0, g_Rotate);
//showMatrix("rot2", g_Rotate);

    multiply_matrix(g_Rotate, g_ModelView, g_ModelView);
//showMatrix("mul1", g_ModelView);

    /* Pull the camera back from the rectangle */
    g_ModelView[14] -= 2.5;
................................................................................
        line_indices[0] = 0;
        line_indices[1] = 1;
    
        GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
        GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
            sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

        handleMatrices(xangle, yangle, zangle);

        GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
        GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
        GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
    } else {
        if (strcmp(relief, "sunken") == 0) {
	    if (leftBevel) {
................................................................................
            line_indices[0] = 0;
            line_indices[1] = 1;
    
            GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
            GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
                sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

            handleMatrices(xangle, yangle, zangle);

            GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
            GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
            GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
        } else {
#ifdef NOTDEF
            if (strcmp(relief, "ridge") == =) {
................................................................................
        line_indices[0] = 0;
        line_indices[1] = 1;
    
        GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
        GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
            sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

        handleMatrices(xangle, yangle, zangle);

        GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
        GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
        GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
    } else {
        if (strcmp(relief, "sunken") == 0) {
	    if (leftBevel) {
................................................................................
            line_indices[0] = 0;
            line_indices[1] = 1;
    
            GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
            GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
                sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

            handleMatrices(xangle, yangle, zangle);

            GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
            GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
            GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
        } else {
#ifdef NOTDEF
            if (strcmp(relief, "ridge") == =) {
................................................................................
    line_indices[0] = 0;
    line_indices[1] = 1;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(xangle, yangle, zangle);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(line_vertices), &line_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(line_indices), &line_indices, GL_STATIC_DRAW));
    GL_CHECK(glDrawElements(GL_LINES, sizeof(line_indices)/sizeof(line_indices[0]), GL_UNSIGNED_BYTE, 0));
    return result;
}

................................................................................
    triangle_indices[1] = 1;
    triangle_indices[2] = 2;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(xangle, yangle, zangle);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_vertices), &triangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangle_indices), &triangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glDrawElements(GL_TRIANGLES, sizeof(triangle_indices)/sizeof(triangle_indices[0]), GL_UNSIGNED_BYTE, 0));

    return result;
................................................................................
    draw_triangle_indices[6] = 3;
    draw_triangle_indices[7] = 0;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(xangle, yangle, zangle);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_vertices), &triangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(draw_triangle_indices), &draw_triangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glDrawElements(GL_LINES, sizeof(draw_triangle_indices)/sizeof(draw_triangle_indices[0]), GL_UNSIGNED_BYTE, 0));

    return result;
................................................................................
    triangle_indices[1] = 1;
    triangle_indices[2] = 2;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(xangle, yangle, zangle);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(texture_triangle_vertices), &texture_triangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangle_indices), &triangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 
		        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 7)));
    GL_CHECK(glActiveTexture(GL_TEXTURE0)); 
................................................................................
    draw_triangle_indices[6] = 3;
    draw_triangle_indices[7] = 0;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(xangle, yangle, zangle);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(texture_triangle_vertices), &texture_triangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(draw_triangle_indices), &draw_triangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 
		        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 7)));
    GL_CHECK(glActiveTexture(GL_TEXTURE0)); 
................................................................................

//fprintf(stderr, "FILLRECT!%f!%f!%f %f!%f!%f\n", rectangle_vertices[0].Position[0], rectangle_vertices[0].Position[1], rectangle_vertices[0].Position[2], rectangle_vertices[1].Position[0], rectangle_vertices[1].Position[1], rectangle_vertices[1].Position[2]);

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

//fprintf(stderr, "fillRectangle before %f %f %f\n", xangle, yangle, zangle);
    handleMatrices(xangle, yangle, zangle);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(rectangle_vertices), &rectangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(rectangle_indices), &rectangle_indices, GL_STATIC_DRAW));
    GL_CHECK(glDrawElements(GL_TRIANGLES, sizeof(rectangle_indices)/sizeof(rectangle_indices[0]), GL_UNSIGNED_BYTE, 0));

    return result;
}
................................................................................
    draw_rectangle_indices[6] = 3;
    draw_rectangle_indices[7] = 0;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(xangle, yangle, zangle);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(rectangle_vertices), &rectangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(draw_rectangle_indices), &draw_rectangle_indices, GL_STATIC_DRAW));
    GL_CHECK(glDrawElements(GL_LINES, sizeof(draw_rectangle_indices)/sizeof(draw_rectangle_indices[0]), GL_UNSIGNED_BYTE, 0));

    return result;
}
................................................................................
    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(texture_rectangle_vertices), &texture_rectangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(rectangle_indices), &rectangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glActiveTexture(GL_TEXTURE0)); 
    GL_CHECK(glBindTexture(GL_TEXTURE_2D, texName));
    GL_CHECK(glUniform1i(_textureUniform, 0));

    handleMatrices(xangle, yangle, zangle);

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(TextureVertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 3)));

    GL_CHECK(glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 
		        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 7)));
................................................................................
    draw_rectangle_indices[6] = 3;
    draw_rectangle_indices[7] = 0;

    GL_CHECK(glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(TextureVertex), 0));
    GL_CHECK(glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, 
        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 3)));

    handleMatrices(xangle, yangle, zangle);

    GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(texture_rectangle_vertices), &texture_rectangle_vertices, GL_STATIC_DRAW));
    GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(draw_rectangle_indices), &draw_rectangle_indices, GL_STATIC_DRAW));

    GL_CHECK(glVertexAttribPointer(_texCoordSlot, 2, GL_FLOAT, GL_FALSE, 
		        sizeof(TextureVertex), (GLvoid*) (sizeof(float) * 7)));
    GL_CHECK(glActiveTexture(GL_TEXTURE0)); 
................................................................................
    if (objc != 1) {
        Tcl_WrongNumArgs(interp, 1, objv, "");
        return TCL_ERROR;
    }
fprintf(stderr, "swapshaders not yet implemented!!\n");
    return result;
}

/*
 * ------------------------------------------------------------------------
 *  Gles2_BiRotateCmd()
 *
 *  Invoked to handle the "rotate" command
 *  Handles the
 *  following syntax:
 *
 *    rotate xangle yangle zangle
 *
 * ------------------------------------------------------------------------
 */
int Gles2_BiRotateCmd(
    ClientData dummy,        /* not used */
    Tcl_Interp *interp,      /* current interpreter */
    int objc,                /* number of arguments */
    Tcl_Obj *const objv[])   /* argument objects */
{
    int result = TCL_OK;

    Gles2ShowArgs(1, "Gles_BiRotateCmd", objc, objv);
    if (objc != 4) {
        Tcl_WrongNumArgs(interp, 1, objv, "xangle yangle zangle");
        return TCL_ERROR;
    }
    if (Tcl_GetDoubleFromObj(interp, objv[1], &xangle) != TCL_OK) {
fprintf(stderr, "bad value for xangle!%s!\n", Tcl_GetString(objv[1]));
        return TCL_ERROR;
    }
    if (Tcl_GetDoubleFromObj(interp, objv[2], &yangle) != TCL_OK) {
fprintf(stderr, "bad value for yangle!%s!\n", Tcl_GetString(objv[2]));
        return TCL_ERROR;
    }
    if (Tcl_GetDoubleFromObj(interp, objv[3], &zangle) != TCL_OK) {
fprintf(stderr, "bad value for zangle!%s!\n", Tcl_GetString(objv[3]));
        return TCL_ERROR;
    }
    return result;
}

Changes to generic/gles2Helpers.c.

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        return NULL;
    }


    return obj;

}





























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        return NULL;
    }


    return obj;

}

/*
 * ------------------------------------------------------------------------
 *  showMatrix()
 *
 * ------------------------------------------------------------------------
 */

void showMatrix(const char * info, float *mat) {
    int i;

    fprintf(stderr, "%s", info);
    for (i = 0; i < 16; i++) {
        if (i % 4 == 0) {
            fprintf(stderr, "\n");
        }
        fprintf(stderr, "%f ", mat[i]);
    }
    fprintf(stderr, "\n\n");
}

Changes to generic/gles2Int.h.

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MODULE_SCOPE int Value2Pixel(Tcl_Interp *interp, Tcl_Obj *obj);
MODULE_SCOPE Tcl_Obj * ColorValue2RGBA(Tcl_Interp *interp, Tcl_Obj *obj);
MODULE_SCOPE Tcl_Obj * GetElementPositions(Tcl_Interp *interp, Tcl_Obj *obj);
MODULE_SCOPE Tcl_Obj * GetDiamondPositions(Tcl_Interp *interp, Tcl_Obj *obj, int diameter);
MODULE_SCOPE Tcl_Obj * GetShadows(Tcl_Interp *interp, Tcl_Obj *backgroundColorObj);
MODULE_SCOPE int GetX11Window();
MODULE_SCOPE Display * GetX11Display();









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MODULE_SCOPE int Value2Pixel(Tcl_Interp *interp, Tcl_Obj *obj);
MODULE_SCOPE Tcl_Obj * ColorValue2RGBA(Tcl_Interp *interp, Tcl_Obj *obj);
MODULE_SCOPE Tcl_Obj * GetElementPositions(Tcl_Interp *interp, Tcl_Obj *obj);
MODULE_SCOPE Tcl_Obj * GetDiamondPositions(Tcl_Interp *interp, Tcl_Obj *obj, int diameter);
MODULE_SCOPE Tcl_Obj * GetShadows(Tcl_Interp *interp, Tcl_Obj *backgroundColorObj);
MODULE_SCOPE int GetX11Window();
MODULE_SCOPE Display * GetX11Display();
MODULE_SCOPE void showMatrix(const char * info, float *mat);