Home | History | Annotate | Download | only in test
      1 /*
      2   Copyright (C) 1997-2014 Sam Lantinga <slouken (at) libsdl.org>
      3 
      4   This software is provided 'as-is', without any express or implied
      5   warranty.  In no event will the authors be held liable for any damages
      6   arising from the use of this software.
      7 
      8   Permission is granted to anyone to use this software for any purpose,
      9   including commercial applications, and to alter it and redistribute it
     10   freely.
     11 */
     12 /* This is a simple example of using GLSL shaders with SDL */
     13 
     14 #include "SDL.h"
     15 
     16 #ifdef HAVE_OPENGL
     17 
     18 #include "SDL_opengl.h"
     19 
     20 
     21 static SDL_bool shaders_supported;
     22 static int      current_shader = 0;
     23 
     24 enum {
     25     SHADER_COLOR,
     26     SHADER_TEXTURE,
     27     SHADER_TEXCOORDS,
     28     NUM_SHADERS
     29 };
     30 
     31 typedef struct {
     32     GLhandleARB program;
     33     GLhandleARB vert_shader;
     34     GLhandleARB frag_shader;
     35     const char *vert_source;
     36     const char *frag_source;
     37 } ShaderData;
     38 
     39 static ShaderData shaders[NUM_SHADERS] = {
     40 
     41     /* SHADER_COLOR */
     42     { 0, 0, 0,
     43         /* vertex shader */
     44 "varying vec4 v_color;\n"
     45 "\n"
     46 "void main()\n"
     47 "{\n"
     48 "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
     49 "    v_color = gl_Color;\n"
     50 "}",
     51         /* fragment shader */
     52 "varying vec4 v_color;\n"
     53 "\n"
     54 "void main()\n"
     55 "{\n"
     56 "    gl_FragColor = v_color;\n"
     57 "}"
     58     },
     59 
     60     /* SHADER_TEXTURE */
     61     { 0, 0, 0,
     62         /* vertex shader */
     63 "varying vec4 v_color;\n"
     64 "varying vec2 v_texCoord;\n"
     65 "\n"
     66 "void main()\n"
     67 "{\n"
     68 "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
     69 "    v_color = gl_Color;\n"
     70 "    v_texCoord = vec2(gl_MultiTexCoord0);\n"
     71 "}",
     72         /* fragment shader */
     73 "varying vec4 v_color;\n"
     74 "varying vec2 v_texCoord;\n"
     75 "uniform sampler2D tex0;\n"
     76 "\n"
     77 "void main()\n"
     78 "{\n"
     79 "    gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
     80 "}"
     81     },
     82 
     83     /* SHADER_TEXCOORDS */
     84     { 0, 0, 0,
     85         /* vertex shader */
     86 "varying vec2 v_texCoord;\n"
     87 "\n"
     88 "void main()\n"
     89 "{\n"
     90 "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
     91 "    v_texCoord = vec2(gl_MultiTexCoord0);\n"
     92 "}",
     93         /* fragment shader */
     94 "varying vec2 v_texCoord;\n"
     95 "\n"
     96 "void main()\n"
     97 "{\n"
     98 "    vec4 color;\n"
     99 "    vec2 delta;\n"
    100 "    float dist;\n"
    101 "\n"
    102 "    delta = vec2(0.5, 0.5) - v_texCoord;\n"
    103 "    dist = dot(delta, delta);\n"
    104 "\n"
    105 "    color.r = v_texCoord.x;\n"
    106 "    color.g = v_texCoord.x * v_texCoord.y;\n"
    107 "    color.b = v_texCoord.y;\n"
    108 "    color.a = 1.0 - (dist * 4.0);\n"
    109 "    gl_FragColor = color;\n"
    110 "}"
    111     },
    112 };
    113 
    114 static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
    115 static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
    116 static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
    117 static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
    118 static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
    119 static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
    120 static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
    121 static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
    122 static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
    123 static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
    124 static PFNGLUNIFORM1IARBPROC glUniform1iARB;
    125 static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
    126 
    127 static SDL_bool CompileShader(GLhandleARB shader, const char *source)
    128 {
    129     GLint status;
    130 
    131     glShaderSourceARB(shader, 1, &source, NULL);
    132     glCompileShaderARB(shader);
    133     glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
    134     if (status == 0) {
    135         GLint length;
    136         char *info;
    137 
    138         glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
    139         info = SDL_stack_alloc(char, length+1);
    140         glGetInfoLogARB(shader, length, NULL, info);
    141         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
    142         SDL_stack_free(info);
    143 
    144         return SDL_FALSE;
    145     } else {
    146         return SDL_TRUE;
    147     }
    148 }
    149 
    150 static SDL_bool CompileShaderProgram(ShaderData *data)
    151 {
    152     const int num_tmus_bound = 4;
    153     int i;
    154     GLint location;
    155 
    156     glGetError();
    157 
    158     /* Create one program object to rule them all */
    159     data->program = glCreateProgramObjectARB();
    160 
    161     /* Create the vertex shader */
    162     data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
    163     if (!CompileShader(data->vert_shader, data->vert_source)) {
    164         return SDL_FALSE;
    165     }
    166 
    167     /* Create the fragment shader */
    168     data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
    169     if (!CompileShader(data->frag_shader, data->frag_source)) {
    170         return SDL_FALSE;
    171     }
    172 
    173     /* ... and in the darkness bind them */
    174     glAttachObjectARB(data->program, data->vert_shader);
    175     glAttachObjectARB(data->program, data->frag_shader);
    176     glLinkProgramARB(data->program);
    177 
    178     /* Set up some uniform variables */
    179     glUseProgramObjectARB(data->program);
    180     for (i = 0; i < num_tmus_bound; ++i) {
    181         char tex_name[5];
    182         SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
    183         location = glGetUniformLocationARB(data->program, tex_name);
    184         if (location >= 0) {
    185             glUniform1iARB(location, i);
    186         }
    187     }
    188     glUseProgramObjectARB(0);
    189 
    190     return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
    191 }
    192 
    193 static void DestroyShaderProgram(ShaderData *data)
    194 {
    195     if (shaders_supported) {
    196         glDeleteObjectARB(data->vert_shader);
    197         glDeleteObjectARB(data->frag_shader);
    198         glDeleteObjectARB(data->program);
    199     }
    200 }
    201 
    202 static SDL_bool InitShaders()
    203 {
    204     int i;
    205 
    206     /* Check for shader support */
    207     shaders_supported = SDL_FALSE;
    208     if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
    209         SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
    210         SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
    211         SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
    212         glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
    213         glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
    214         glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
    215         glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
    216         glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
    217         glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
    218         glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
    219         glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
    220         glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
    221         glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
    222         glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
    223         glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
    224         if (glAttachObjectARB &&
    225             glCompileShaderARB &&
    226             glCreateProgramObjectARB &&
    227             glCreateShaderObjectARB &&
    228             glDeleteObjectARB &&
    229             glGetInfoLogARB &&
    230             glGetObjectParameterivARB &&
    231             glGetUniformLocationARB &&
    232             glLinkProgramARB &&
    233             glShaderSourceARB &&
    234             glUniform1iARB &&
    235             glUseProgramObjectARB) {
    236             shaders_supported = SDL_TRUE;
    237         }
    238     }
    239 
    240     if (!shaders_supported) {
    241         return SDL_FALSE;
    242     }
    243 
    244     /* Compile all the shaders */
    245     for (i = 0; i < NUM_SHADERS; ++i) {
    246         if (!CompileShaderProgram(&shaders[i])) {
    247             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to compile shader!\n");
    248             return SDL_FALSE;
    249         }
    250     }
    251 
    252     /* We're done! */
    253     return SDL_TRUE;
    254 }
    255 
    256 static void QuitShaders()
    257 {
    258     int i;
    259 
    260     for (i = 0; i < NUM_SHADERS; ++i) {
    261         DestroyShaderProgram(&shaders[i]);
    262     }
    263 }
    264 
    265 /* Quick utility function for texture creation */
    266 static int
    267 power_of_two(int input)
    268 {
    269     int value = 1;
    270 
    271     while (value < input) {
    272         value <<= 1;
    273     }
    274     return value;
    275 }
    276 
    277 GLuint
    278 SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
    279 {
    280     GLuint texture;
    281     int w, h;
    282     SDL_Surface *image;
    283     SDL_Rect area;
    284     SDL_BlendMode saved_mode;
    285 
    286     /* Use the surface width and height expanded to powers of 2 */
    287     w = power_of_two(surface->w);
    288     h = power_of_two(surface->h);
    289     texcoord[0] = 0.0f;         /* Min X */
    290     texcoord[1] = 0.0f;         /* Min Y */
    291     texcoord[2] = (GLfloat) surface->w / w;     /* Max X */
    292     texcoord[3] = (GLfloat) surface->h / h;     /* Max Y */
    293 
    294     image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
    295 #if SDL_BYTEORDER == SDL_LIL_ENDIAN     /* OpenGL RGBA masks */
    296                                  0x000000FF,
    297                                  0x0000FF00, 0x00FF0000, 0xFF000000
    298 #else
    299                                  0xFF000000,
    300                                  0x00FF0000, 0x0000FF00, 0x000000FF
    301 #endif
    302         );
    303     if (image == NULL) {
    304         return 0;
    305     }
    306 
    307     /* Save the alpha blending attributes */
    308     SDL_GetSurfaceBlendMode(surface, &saved_mode);
    309     SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE);
    310 
    311     /* Copy the surface into the GL texture image */
    312     area.x = 0;
    313     area.y = 0;
    314     area.w = surface->w;
    315     area.h = surface->h;
    316     SDL_BlitSurface(surface, &area, image, &area);
    317 
    318     /* Restore the alpha blending attributes */
    319     SDL_SetSurfaceBlendMode(surface, saved_mode);
    320 
    321     /* Create an OpenGL texture for the image */
    322     glGenTextures(1, &texture);
    323     glBindTexture(GL_TEXTURE_2D, texture);
    324     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    325     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    326     glTexImage2D(GL_TEXTURE_2D,
    327                  0,
    328                  GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
    329     SDL_FreeSurface(image);     /* No longer needed */
    330 
    331     return texture;
    332 }
    333 
    334 /* A general OpenGL initialization function.    Sets all of the initial parameters. */
    335 void InitGL(int Width, int Height)                    /* We call this right after our OpenGL window is created. */
    336 {
    337     GLdouble aspect;
    338 
    339     glViewport(0, 0, Width, Height);
    340     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);        /* This Will Clear The Background Color To Black */
    341     glClearDepth(1.0);                /* Enables Clearing Of The Depth Buffer */
    342     glDepthFunc(GL_LESS);                /* The Type Of Depth Test To Do */
    343     glEnable(GL_DEPTH_TEST);            /* Enables Depth Testing */
    344     glShadeModel(GL_SMOOTH);            /* Enables Smooth Color Shading */
    345 
    346     glMatrixMode(GL_PROJECTION);
    347     glLoadIdentity();                /* Reset The Projection Matrix */
    348 
    349     aspect = (GLdouble)Width / Height;
    350     glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
    351 
    352     glMatrixMode(GL_MODELVIEW);
    353 }
    354 
    355 /* The main drawing function. */
    356 void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat * texcoord)
    357 {
    358     /* Texture coordinate lookup, to make it simple */
    359     enum {
    360         MINX,
    361         MINY,
    362         MAXX,
    363         MAXY
    364     };
    365 
    366     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);        /* Clear The Screen And The Depth Buffer */
    367     glLoadIdentity();                /* Reset The View */
    368 
    369     glTranslatef(-1.5f,0.0f,0.0f);        /* Move Left 1.5 Units */
    370 
    371     /* draw a triangle (in smooth coloring mode) */
    372     glBegin(GL_POLYGON);                /* start drawing a polygon */
    373     glColor3f(1.0f,0.0f,0.0f);            /* Set The Color To Red */
    374     glVertex3f( 0.0f, 1.0f, 0.0f);        /* Top */
    375     glColor3f(0.0f,1.0f,0.0f);            /* Set The Color To Green */
    376     glVertex3f( 1.0f,-1.0f, 0.0f);        /* Bottom Right */
    377     glColor3f(0.0f,0.0f,1.0f);            /* Set The Color To Blue */
    378     glVertex3f(-1.0f,-1.0f, 0.0f);        /* Bottom Left */
    379     glEnd();                    /* we're done with the polygon (smooth color interpolation) */
    380 
    381     glTranslatef(3.0f,0.0f,0.0f);         /* Move Right 3 Units */
    382 
    383     /* Enable blending */
    384     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    385     glEnable(GL_BLEND);
    386     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    387 
    388     /* draw a textured square (quadrilateral) */
    389     glEnable(GL_TEXTURE_2D);
    390     glBindTexture(GL_TEXTURE_2D, texture);
    391     glColor3f(1.0f,1.0f,1.0f);
    392     if (shaders_supported) {
    393         glUseProgramObjectARB(shaders[current_shader].program);
    394     }
    395 
    396     glBegin(GL_QUADS);                /* start drawing a polygon (4 sided) */
    397     glTexCoord2f(texcoord[MINX], texcoord[MINY]);
    398     glVertex3f(-1.0f, 1.0f, 0.0f);        /* Top Left */
    399     glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
    400     glVertex3f( 1.0f, 1.0f, 0.0f);        /* Top Right */
    401     glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
    402     glVertex3f( 1.0f,-1.0f, 0.0f);        /* Bottom Right */
    403     glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
    404     glVertex3f(-1.0f,-1.0f, 0.0f);        /* Bottom Left */
    405     glEnd();                    /* done with the polygon */
    406 
    407     if (shaders_supported) {
    408         glUseProgramObjectARB(0);
    409     }
    410     glDisable(GL_TEXTURE_2D);
    411 
    412     /* swap buffers to display, since we're double buffered. */
    413     SDL_GL_SwapWindow(window);
    414 }
    415 
    416 int main(int argc, char **argv)
    417 {
    418     int done;
    419     SDL_Window *window;
    420     SDL_Surface *surface;
    421     GLuint texture;
    422     GLfloat texcoords[4];
    423 
    424 	/* Enable standard application logging */
    425     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    426 
    427     /* Initialize SDL for video output */
    428     if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
    429         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s\n", SDL_GetError());
    430         exit(1);
    431     }
    432 
    433     /* Create a 640x480 OpenGL screen */
    434     window = SDL_CreateWindow( "Shader Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL );
    435     if ( !window ) {
    436         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s\n", SDL_GetError());
    437         SDL_Quit();
    438         exit(2);
    439     }
    440 
    441     if ( !SDL_GL_CreateContext(window)) {
    442         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s\n", SDL_GetError());
    443         SDL_Quit();
    444         exit(2);
    445     }
    446 
    447     surface = SDL_LoadBMP("icon.bmp");
    448     if ( ! surface ) {
    449         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.bmp: %s\n", SDL_GetError());
    450         SDL_Quit();
    451         exit(3);
    452     }
    453     texture = SDL_GL_LoadTexture(surface, texcoords);
    454     SDL_FreeSurface(surface);
    455 
    456     /* Loop, drawing and checking events */
    457     InitGL(640, 480);
    458     if (InitShaders()) {
    459         SDL_Log("Shaders supported, press SPACE to cycle them.\n");
    460     } else {
    461         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!\n");
    462     }
    463     done = 0;
    464     while ( ! done ) {
    465         DrawGLScene(window, texture, texcoords);
    466 
    467         /* This could go in a separate function */
    468         { SDL_Event event;
    469             while ( SDL_PollEvent(&event) ) {
    470                 if ( event.type == SDL_QUIT ) {
    471                     done = 1;
    472                 }
    473                 if ( event.type == SDL_KEYDOWN ) {
    474                     if ( event.key.keysym.sym == SDLK_SPACE ) {
    475                         current_shader = (current_shader + 1) % NUM_SHADERS;
    476                     }
    477                     if ( event.key.keysym.sym == SDLK_ESCAPE ) {
    478                         done = 1;
    479                     }
    480                 }
    481             }
    482         }
    483     }
    484     QuitShaders();
    485     SDL_Quit();
    486     return 1;
    487 }
    488 
    489 #else /* HAVE_OPENGL */
    490 
    491 int
    492 main(int argc, char *argv[])
    493 {
    494     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
    495     return 1;
    496 }
    497 
    498 #endif /* HAVE_OPENGL */
    499 
    500 /* vi: set ts=4 sw=4 expandtab: */
    501