pcsx2/3rdparty/SDL-1.3.0-5387/test/testshader.c

488 lines
15 KiB
C

/* This is a simple example of using GLSL shaders with SDL */
#include "SDL.h"
#ifdef HAVE_OPENGL
#include "SDL_opengl.h"
static SDL_bool shaders_supported;
static int current_shader = 0;
enum {
SHADER_COLOR,
SHADER_TEXTURE,
SHADER_TEXCOORDS,
NUM_SHADERS
};
typedef struct {
GLuint program;
GLuint vert_shader;
GLuint frag_shader;
const char *vert_source;
const char *frag_source;
} ShaderData;
static ShaderData shaders[NUM_SHADERS] = {
/* SHADER_COLOR */
{ 0, 0, 0,
/* vertex shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}"
},
/* SHADER_TEXTURE */
{ 0, 0, 0,
/* vertex shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}"
},
/* SHADER_TEXCOORDS */
{ 0, 0, 0,
/* vertex shader */
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" vec4 color;\n"
" vec2 delta;\n"
" float dist;\n"
"\n"
" delta = vec2(0.5, 0.5) - v_texCoord;\n"
" dist = dot(delta, delta);\n"
"\n"
" color.r = v_texCoord.x;\n"
" color.g = v_texCoord.x * v_texCoord.y;\n"
" color.b = v_texCoord.y;\n"
" color.a = 1.0 - (dist * 4.0);\n"
" gl_FragColor = color;\n"
"}"
},
};
static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
static PFNGLUNIFORM1IARBPROC glUniform1iARB;
static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
static SDL_bool CompileShader(GLenum shader, const char *source)
{
GLint status;
glShaderSourceARB(shader, 1, &source, NULL);
glCompileShaderARB(shader);
glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (status == 0) {
GLint length;
char *info;
glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = SDL_stack_alloc(char, length+1);
glGetInfoLogARB(shader, length, NULL, info);
fprintf(stderr, "Failed to compile shader:\n%s\n%s", source, info);
SDL_stack_free(info);
return SDL_FALSE;
} else {
return SDL_TRUE;
}
}
static SDL_bool CompileShaderProgram(ShaderData *data)
{
const int num_tmus_bound = 4;
int i;
GLint location;
glGetError();
/* Create one program object to rule them all */
data->program = glCreateProgramObjectARB();
/* Create the vertex shader */
data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (!CompileShader(data->vert_shader, data->vert_source)) {
return SDL_FALSE;
}
/* Create the fragment shader */
data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!CompileShader(data->frag_shader, data->frag_source)) {
return SDL_FALSE;
}
/* ... and in the darkness bind them */
glAttachObjectARB(data->program, data->vert_shader);
glAttachObjectARB(data->program, data->frag_shader);
glLinkProgramARB(data->program);
/* Set up some uniform variables */
glUseProgramObjectARB(data->program);
for (i = 0; i < num_tmus_bound; ++i) {
char tex_name[5];
SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
location = glGetUniformLocationARB(data->program, tex_name);
if (location >= 0) {
glUniform1iARB(location, i);
}
}
glUseProgramObjectARB(0);
return (glGetError() == GL_NO_ERROR);
}
static void DestroyShaderProgram(ShaderData *data)
{
if (shaders_supported) {
glDeleteObjectARB(data->vert_shader);
glDeleteObjectARB(data->frag_shader);
glDeleteObjectARB(data->program);
}
}
static SDL_bool InitShaders()
{
int i;
/* Check for shader support */
shaders_supported = SDL_FALSE;
if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (glAttachObjectARB &&
glCompileShaderARB &&
glCreateProgramObjectARB &&
glCreateShaderObjectARB &&
glDeleteObjectARB &&
glGetInfoLogARB &&
glGetObjectParameterivARB &&
glGetUniformLocationARB &&
glLinkProgramARB &&
glShaderSourceARB &&
glUniform1iARB &&
glUseProgramObjectARB) {
shaders_supported = SDL_TRUE;
}
}
if (!shaders_supported) {
return SDL_FALSE;
}
/* Compile all the shaders */
for (i = 0; i < NUM_SHADERS; ++i) {
if (!CompileShaderProgram(&shaders[i])) {
fprintf(stderr, "Unable to compile shader!\n");
return SDL_FALSE;
}
}
/* We're done! */
return SDL_TRUE;
}
static void QuitShaders()
{
int i;
for (i = 0; i < NUM_SHADERS; ++i) {
DestroyShaderProgram(&shaders[i]);
}
}
/* Quick utility function for texture creation */
static int
power_of_two(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
GLuint
SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
{
GLuint texture;
int w, h;
SDL_Surface *image;
SDL_Rect area;
Uint32 saved_flags;
Uint8 saved_alpha;
/* Use the surface width and height expanded to powers of 2 */
w = power_of_two(surface->w);
h = power_of_two(surface->h);
texcoord[0] = 0.0f; /* Min X */
texcoord[1] = 0.0f; /* Min Y */
texcoord[2] = (GLfloat) surface->w / w; /* Max X */
texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
0x000000FF,
0x0000FF00, 0x00FF0000, 0xFF000000
#else
0xFF000000,
0x00FF0000, 0x0000FF00, 0x000000FF
#endif
);
if (image == NULL) {
return 0;
}
/* Save the alpha blending attributes */
saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
SDL_GetSurfaceAlphaMod(surface, &saved_alpha);
if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
SDL_SetAlpha(surface, 0, 0);
}
/* Copy the surface into the GL texture image */
area.x = 0;
area.y = 0;
area.w = surface->w;
area.h = surface->h;
SDL_BlitSurface(surface, &area, image, &area);
/* Restore the alpha blending attributes */
if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
SDL_SetAlpha(surface, saved_flags, saved_alpha);
}
/* Create an OpenGL texture for the image */
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
SDL_FreeSurface(image); /* No longer needed */
return texture;
}
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
GLdouble aspect;
glViewport(0, 0, Width, Height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
aspect = (GLdouble)Width / Height;
glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
}
/* The main drawing function. */
void DrawGLScene(GLuint texture, GLfloat * texcoord)
{
/* Texture coordinate lookup, to make it simple */
enum {
MINX,
MINY,
MAXX,
MAXY
};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(-1.5f,0.0f,0.0f); // Move Left 1.5 Units
// draw a triangle (in smooth coloring mode)
glBegin(GL_POLYGON); // start drawing a polygon
glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top
glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glEnd(); // we're done with the polygon (smooth color interpolation)
glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
// Enable blending
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// draw a textured square (quadrilateral)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glColor3f(1.0f,1.0f,1.0f);
if (shaders_supported) {
glUseProgramObjectARB(shaders[current_shader].program);
}
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
glTexCoord2f(texcoord[MINX], texcoord[MINY]);
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glEnd(); // done with the polygon
if (shaders_supported) {
glUseProgramObjectARB(0);
}
glDisable(GL_TEXTURE_2D);
// swap buffers to display, since we're double buffered.
SDL_GL_SwapBuffers();
}
int main(int argc, char **argv)
{
int done;
SDL_Surface *surface;
GLuint texture;
GLfloat texcoords[4];
/* Initialize SDL for video output */
if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
exit(1);
}
/* Create a 640x480 OpenGL screen */
if ( SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL ) {
fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError());
SDL_Quit();
exit(2);
}
/* Set the title bar in environments that support it */
SDL_WM_SetCaption("Shader Demo", NULL);
surface = SDL_LoadBMP("icon.bmp");
if ( ! surface ) {
fprintf(stderr, "Unable to load icon.bmp: %s\n", SDL_GetError());
SDL_Quit();
exit(3);
}
texture = SDL_GL_LoadTexture(surface, texcoords);
SDL_FreeSurface(surface);
/* Loop, drawing and checking events */
InitGL(640, 480);
if (InitShaders()) {
printf("Shaders supported, press SPACE to cycle them.\n");
} else {
printf("Shaders not supported!\n");
}
done = 0;
while ( ! done ) {
DrawGLScene(texture, texcoords);
/* This could go in a separate function */
{ SDL_Event event;
while ( SDL_PollEvent(&event) ) {
if ( event.type == SDL_QUIT ) {
done = 1;
}
if ( event.type == SDL_KEYDOWN ) {
if ( event.key.keysym.sym == SDLK_SPACE ) {
current_shader = (current_shader + 1) % NUM_SHADERS;
}
if ( event.key.keysym.sym == SDLK_ESCAPE ) {
done = 1;
}
}
}
}
}
QuitShaders();
SDL_Quit();
return 1;
}
#else /* HAVE_OPENGL */
int
main(int argc, char *argv[])
{
printf("No OpenGL support on this system\n");
return 1;
}
#endif /* HAVE_OPENGL */
/* vi: set ts=4 sw=4 expandtab: */