diff options
Diffstat (limited to 'contrib/SDL-3.2.8/test/testshader.c')
| -rw-r--r-- | contrib/SDL-3.2.8/test/testshader.c | 559 |
1 files changed, 559 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/test/testshader.c b/contrib/SDL-3.2.8/test/testshader.c new file mode 100644 index 0000000..9b13890 --- /dev/null +++ b/contrib/SDL-3.2.8/test/testshader.c | |||
| @@ -0,0 +1,559 @@ | |||
| 1 | /* | ||
| 2 | Copyright (C) 1997-2025 Sam Lantinga <slouken@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 <SDL3/SDL.h> | ||
| 15 | #include <SDL3/SDL_main.h> | ||
| 16 | #include <SDL3/SDL_test.h> | ||
| 17 | |||
| 18 | #include "testutils.h" | ||
| 19 | |||
| 20 | #include <stdlib.h> | ||
| 21 | |||
| 22 | #ifdef HAVE_OPENGL | ||
| 23 | |||
| 24 | #include <SDL3/SDL_opengl.h> | ||
| 25 | |||
| 26 | static bool shaders_supported; | ||
| 27 | static int current_shader = 0; | ||
| 28 | |||
| 29 | enum | ||
| 30 | { | ||
| 31 | SHADER_COLOR, | ||
| 32 | SHADER_TEXTURE, | ||
| 33 | SHADER_TEXCOORDS, | ||
| 34 | NUM_SHADERS | ||
| 35 | }; | ||
| 36 | |||
| 37 | typedef struct | ||
| 38 | { | ||
| 39 | GLhandleARB program; | ||
| 40 | GLhandleARB vert_shader; | ||
| 41 | GLhandleARB frag_shader; | ||
| 42 | const char *vert_source; | ||
| 43 | const char *frag_source; | ||
| 44 | } ShaderData; | ||
| 45 | |||
| 46 | static ShaderData shaders[NUM_SHADERS] = { | ||
| 47 | |||
| 48 | /* SHADER_COLOR */ | ||
| 49 | { 0, 0, 0, | ||
| 50 | /* vertex shader */ | ||
| 51 | "varying vec4 v_color;\n" | ||
| 52 | "\n" | ||
| 53 | "void main()\n" | ||
| 54 | "{\n" | ||
| 55 | " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" | ||
| 56 | " v_color = gl_Color;\n" | ||
| 57 | "}", | ||
| 58 | /* fragment shader */ | ||
| 59 | "varying vec4 v_color;\n" | ||
| 60 | "\n" | ||
| 61 | "void main()\n" | ||
| 62 | "{\n" | ||
| 63 | " gl_FragColor = v_color;\n" | ||
| 64 | "}" }, | ||
| 65 | |||
| 66 | /* SHADER_TEXTURE */ | ||
| 67 | { 0, 0, 0, | ||
| 68 | /* vertex shader */ | ||
| 69 | "varying vec4 v_color;\n" | ||
| 70 | "varying vec2 v_texCoord;\n" | ||
| 71 | "\n" | ||
| 72 | "void main()\n" | ||
| 73 | "{\n" | ||
| 74 | " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" | ||
| 75 | " v_color = gl_Color;\n" | ||
| 76 | " v_texCoord = vec2(gl_MultiTexCoord0);\n" | ||
| 77 | "}", | ||
| 78 | /* fragment shader */ | ||
| 79 | "varying vec4 v_color;\n" | ||
| 80 | "varying vec2 v_texCoord;\n" | ||
| 81 | "uniform sampler2D tex0;\n" | ||
| 82 | "\n" | ||
| 83 | "void main()\n" | ||
| 84 | "{\n" | ||
| 85 | " gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n" | ||
| 86 | "}" }, | ||
| 87 | |||
| 88 | /* SHADER_TEXCOORDS */ | ||
| 89 | { 0, 0, 0, | ||
| 90 | /* vertex shader */ | ||
| 91 | "varying vec2 v_texCoord;\n" | ||
| 92 | "\n" | ||
| 93 | "void main()\n" | ||
| 94 | "{\n" | ||
| 95 | " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" | ||
| 96 | " v_texCoord = vec2(gl_MultiTexCoord0);\n" | ||
| 97 | "}", | ||
| 98 | /* fragment shader */ | ||
| 99 | "varying vec2 v_texCoord;\n" | ||
| 100 | "\n" | ||
| 101 | "void main()\n" | ||
| 102 | "{\n" | ||
| 103 | " vec4 color;\n" | ||
| 104 | " vec2 delta;\n" | ||
| 105 | " float dist;\n" | ||
| 106 | "\n" | ||
| 107 | " delta = vec2(0.5, 0.5) - v_texCoord;\n" | ||
| 108 | " dist = dot(delta, delta);\n" | ||
| 109 | "\n" | ||
| 110 | " color.r = v_texCoord.x;\n" | ||
| 111 | " color.g = v_texCoord.x * v_texCoord.y;\n" | ||
| 112 | " color.b = v_texCoord.y;\n" | ||
| 113 | " color.a = 1.0 - (dist * 4.0);\n" | ||
| 114 | " gl_FragColor = color;\n" | ||
| 115 | "}" }, | ||
| 116 | }; | ||
| 117 | |||
| 118 | static PFNGLATTACHOBJECTARBPROC pglAttachObjectARB; | ||
| 119 | static PFNGLCOMPILESHADERARBPROC pglCompileShaderARB; | ||
| 120 | static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB; | ||
| 121 | static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB; | ||
| 122 | static PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB; | ||
| 123 | static PFNGLGETINFOLOGARBPROC pglGetInfoLogARB; | ||
| 124 | static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB; | ||
| 125 | static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB; | ||
| 126 | static PFNGLLINKPROGRAMARBPROC pglLinkProgramARB; | ||
| 127 | static PFNGLSHADERSOURCEARBPROC pglShaderSourceARB; | ||
| 128 | static PFNGLUNIFORM1IARBPROC pglUniform1iARB; | ||
| 129 | static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB; | ||
| 130 | |||
| 131 | static bool CompileShader(GLhandleARB shader, const char *source) | ||
| 132 | { | ||
| 133 | GLint status = 0; | ||
| 134 | |||
| 135 | pglShaderSourceARB(shader, 1, &source, NULL); | ||
| 136 | pglCompileShaderARB(shader); | ||
| 137 | pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); | ||
| 138 | if (status == 0) { | ||
| 139 | GLint length = 0; | ||
| 140 | char *info; | ||
| 141 | |||
| 142 | pglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); | ||
| 143 | info = (char *)SDL_malloc((size_t)length + 1); | ||
| 144 | if (!info) { | ||
| 145 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!"); | ||
| 146 | } else { | ||
| 147 | pglGetInfoLogARB(shader, length, NULL, info); | ||
| 148 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:"); | ||
| 149 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", source); | ||
| 150 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", info); | ||
| 151 | SDL_free(info); | ||
| 152 | } | ||
| 153 | return false; | ||
| 154 | } else { | ||
| 155 | return true; | ||
| 156 | } | ||
| 157 | } | ||
| 158 | |||
| 159 | static bool LinkProgram(ShaderData *data) | ||
| 160 | { | ||
| 161 | GLint status = 0; | ||
| 162 | |||
| 163 | pglAttachObjectARB(data->program, data->vert_shader); | ||
| 164 | pglAttachObjectARB(data->program, data->frag_shader); | ||
| 165 | pglLinkProgramARB(data->program); | ||
| 166 | |||
| 167 | pglGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status); | ||
| 168 | if (status == 0) { | ||
| 169 | GLint length = 0; | ||
| 170 | char *info; | ||
| 171 | |||
| 172 | pglGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); | ||
| 173 | info = (char *)SDL_malloc((size_t)length + 1); | ||
| 174 | if (!info) { | ||
| 175 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!"); | ||
| 176 | } else { | ||
| 177 | pglGetInfoLogARB(data->program, length, NULL, info); | ||
| 178 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:"); | ||
| 179 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", info); | ||
| 180 | SDL_free(info); | ||
| 181 | } | ||
| 182 | return false; | ||
| 183 | } else { | ||
| 184 | return true; | ||
| 185 | } | ||
| 186 | } | ||
| 187 | |||
| 188 | static bool CompileShaderProgram(ShaderData *data) | ||
| 189 | { | ||
| 190 | const int num_tmus_bound = 4; | ||
| 191 | int i; | ||
| 192 | GLint location; | ||
| 193 | |||
| 194 | glGetError(); | ||
| 195 | |||
| 196 | /* Create one program object to rule them all */ | ||
| 197 | data->program = pglCreateProgramObjectARB(); | ||
| 198 | |||
| 199 | /* Create the vertex shader */ | ||
| 200 | data->vert_shader = pglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); | ||
| 201 | if (!CompileShader(data->vert_shader, data->vert_source)) { | ||
| 202 | return false; | ||
| 203 | } | ||
| 204 | |||
| 205 | /* Create the fragment shader */ | ||
| 206 | data->frag_shader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); | ||
| 207 | if (!CompileShader(data->frag_shader, data->frag_source)) { | ||
| 208 | return false; | ||
| 209 | } | ||
| 210 | |||
| 211 | /* ... and in the darkness bind them */ | ||
| 212 | if (!LinkProgram(data)) { | ||
| 213 | return false; | ||
| 214 | } | ||
| 215 | |||
| 216 | /* Set up some uniform variables */ | ||
| 217 | pglUseProgramObjectARB(data->program); | ||
| 218 | for (i = 0; i < num_tmus_bound; ++i) { | ||
| 219 | char tex_name[5]; | ||
| 220 | (void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i); | ||
| 221 | location = pglGetUniformLocationARB(data->program, tex_name); | ||
| 222 | if (location >= 0) { | ||
| 223 | pglUniform1iARB(location, i); | ||
| 224 | } | ||
| 225 | } | ||
| 226 | pglUseProgramObjectARB(0); | ||
| 227 | |||
| 228 | return (glGetError() == GL_NO_ERROR); | ||
| 229 | } | ||
| 230 | |||
| 231 | static void DestroyShaderProgram(ShaderData *data) | ||
| 232 | { | ||
| 233 | if (shaders_supported) { | ||
| 234 | pglDeleteObjectARB(data->vert_shader); | ||
| 235 | pglDeleteObjectARB(data->frag_shader); | ||
| 236 | pglDeleteObjectARB(data->program); | ||
| 237 | } | ||
| 238 | } | ||
| 239 | |||
| 240 | static bool InitShaders(void) | ||
| 241 | { | ||
| 242 | int i; | ||
| 243 | |||
| 244 | /* Check for shader support */ | ||
| 245 | shaders_supported = false; | ||
| 246 | if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") && | ||
| 247 | SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") && | ||
| 248 | SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") && | ||
| 249 | SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) { | ||
| 250 | pglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB"); | ||
| 251 | pglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB"); | ||
| 252 | pglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB"); | ||
| 253 | pglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB"); | ||
| 254 | pglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB"); | ||
| 255 | pglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB"); | ||
| 256 | pglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB"); | ||
| 257 | pglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB"); | ||
| 258 | pglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB"); | ||
| 259 | pglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB"); | ||
| 260 | pglUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB"); | ||
| 261 | pglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB"); | ||
| 262 | if (pglAttachObjectARB && | ||
| 263 | pglCompileShaderARB && | ||
| 264 | pglCreateProgramObjectARB && | ||
| 265 | pglCreateShaderObjectARB && | ||
| 266 | pglDeleteObjectARB && | ||
| 267 | pglGetInfoLogARB && | ||
| 268 | pglGetObjectParameterivARB && | ||
| 269 | pglGetUniformLocationARB && | ||
| 270 | pglLinkProgramARB && | ||
| 271 | pglShaderSourceARB && | ||
| 272 | pglUniform1iARB && | ||
| 273 | pglUseProgramObjectARB) { | ||
| 274 | shaders_supported = true; | ||
| 275 | } | ||
| 276 | } | ||
| 277 | |||
| 278 | if (!shaders_supported) { | ||
| 279 | return false; | ||
| 280 | } | ||
| 281 | |||
| 282 | /* Compile all the shaders */ | ||
| 283 | for (i = 0; i < NUM_SHADERS; ++i) { | ||
| 284 | if (!CompileShaderProgram(&shaders[i])) { | ||
| 285 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to compile shader!"); | ||
| 286 | return false; | ||
| 287 | } | ||
| 288 | } | ||
| 289 | |||
| 290 | /* We're done! */ | ||
| 291 | return true; | ||
| 292 | } | ||
| 293 | |||
| 294 | static void QuitShaders(void) | ||
| 295 | { | ||
| 296 | int i; | ||
| 297 | |||
| 298 | for (i = 0; i < NUM_SHADERS; ++i) { | ||
| 299 | DestroyShaderProgram(&shaders[i]); | ||
| 300 | } | ||
| 301 | } | ||
| 302 | |||
| 303 | /* Quick utility function for texture creation */ | ||
| 304 | static int | ||
| 305 | power_of_two(int input) | ||
| 306 | { | ||
| 307 | int value = 1; | ||
| 308 | |||
| 309 | while (value < input) { | ||
| 310 | value <<= 1; | ||
| 311 | } | ||
| 312 | return value; | ||
| 313 | } | ||
| 314 | |||
| 315 | static GLuint | ||
| 316 | SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord) | ||
| 317 | { | ||
| 318 | GLuint texture; | ||
| 319 | int w, h; | ||
| 320 | SDL_Surface *image; | ||
| 321 | SDL_Rect area; | ||
| 322 | SDL_BlendMode saved_mode; | ||
| 323 | |||
| 324 | /* Use the surface width and height expanded to powers of 2 */ | ||
| 325 | w = power_of_two(surface->w); | ||
| 326 | h = power_of_two(surface->h); | ||
| 327 | texcoord[0] = 0.0f; /* Min X */ | ||
| 328 | texcoord[1] = 0.0f; /* Min Y */ | ||
| 329 | texcoord[2] = (GLfloat)surface->w / w; /* Max X */ | ||
| 330 | texcoord[3] = (GLfloat)surface->h / h; /* Max Y */ | ||
| 331 | |||
| 332 | image = SDL_CreateSurface(w, h, SDL_PIXELFORMAT_RGBA32); | ||
| 333 | if (!image) { | ||
| 334 | return 0; | ||
| 335 | } | ||
| 336 | |||
| 337 | /* Save the alpha blending attributes */ | ||
| 338 | SDL_GetSurfaceBlendMode(surface, &saved_mode); | ||
| 339 | SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE); | ||
| 340 | |||
| 341 | /* Copy the surface into the GL texture image */ | ||
| 342 | area.x = 0; | ||
| 343 | area.y = 0; | ||
| 344 | area.w = surface->w; | ||
| 345 | area.h = surface->h; | ||
| 346 | SDL_BlitSurface(surface, &area, image, &area); | ||
| 347 | |||
| 348 | /* Restore the alpha blending attributes */ | ||
| 349 | SDL_SetSurfaceBlendMode(surface, saved_mode); | ||
| 350 | |||
| 351 | /* Create an OpenGL texture for the image */ | ||
| 352 | glGenTextures(1, &texture); | ||
| 353 | glBindTexture(GL_TEXTURE_2D, texture); | ||
| 354 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||
| 355 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||
| 356 | glTexImage2D(GL_TEXTURE_2D, | ||
| 357 | 0, | ||
| 358 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); | ||
| 359 | SDL_DestroySurface(image); /* No longer needed */ | ||
| 360 | |||
| 361 | return texture; | ||
| 362 | } | ||
| 363 | |||
| 364 | /* A general OpenGL initialization function. Sets all of the initial parameters. */ | ||
| 365 | static void InitGL(int Width, int Height) /* We call this right after our OpenGL window is created. */ | ||
| 366 | { | ||
| 367 | GLdouble aspect; | ||
| 368 | |||
| 369 | glViewport(0, 0, Width, Height); | ||
| 370 | glClearColor(0.0f, 0.0f, 0.0f, 0.0f); /* This Will Clear The Background Color To Black */ | ||
| 371 | glClearDepth(1.0); /* Enables Clearing Of The Depth Buffer */ | ||
| 372 | glDepthFunc(GL_LESS); /* The Type Of Depth Test To Do */ | ||
| 373 | glEnable(GL_DEPTH_TEST); /* Enables Depth Testing */ | ||
| 374 | glShadeModel(GL_SMOOTH); /* Enables Smooth Color Shading */ | ||
| 375 | |||
| 376 | glMatrixMode(GL_PROJECTION); | ||
| 377 | glLoadIdentity(); /* Reset The Projection Matrix */ | ||
| 378 | |||
| 379 | aspect = (GLdouble)Width / Height; | ||
| 380 | glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0); | ||
| 381 | |||
| 382 | glMatrixMode(GL_MODELVIEW); | ||
| 383 | } | ||
| 384 | |||
| 385 | /* The main drawing function. */ | ||
| 386 | static void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord) | ||
| 387 | { | ||
| 388 | /* Texture coordinate lookup, to make it simple */ | ||
| 389 | enum | ||
| 390 | { | ||
| 391 | MINX, | ||
| 392 | MINY, | ||
| 393 | MAXX, | ||
| 394 | MAXY | ||
| 395 | }; | ||
| 396 | |||
| 397 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Clear The Screen And The Depth Buffer */ | ||
| 398 | glLoadIdentity(); /* Reset The View */ | ||
| 399 | |||
| 400 | glTranslatef(-1.5f, 0.0f, 0.0f); /* Move Left 1.5 Units */ | ||
| 401 | |||
| 402 | /* draw a triangle (in smooth coloring mode) */ | ||
| 403 | glBegin(GL_POLYGON); /* start drawing a polygon */ | ||
| 404 | glColor3f(1.0f, 0.0f, 0.0f); /* Set The Color To Red */ | ||
| 405 | glVertex3f(0.0f, 1.0f, 0.0f); /* Top */ | ||
| 406 | glColor3f(0.0f, 1.0f, 0.0f); /* Set The Color To Green */ | ||
| 407 | glVertex3f(1.0f, -1.0f, 0.0f); /* Bottom Right */ | ||
| 408 | glColor3f(0.0f, 0.0f, 1.0f); /* Set The Color To Blue */ | ||
| 409 | glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */ | ||
| 410 | glEnd(); /* we're done with the polygon (smooth color interpolation) */ | ||
| 411 | |||
| 412 | glTranslatef(3.0f, 0.0f, 0.0f); /* Move Right 3 Units */ | ||
| 413 | |||
| 414 | /* Enable blending */ | ||
| 415 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); | ||
| 416 | glEnable(GL_BLEND); | ||
| 417 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||
| 418 | |||
| 419 | /* draw a textured square (quadrilateral) */ | ||
| 420 | glEnable(GL_TEXTURE_2D); | ||
| 421 | glBindTexture(GL_TEXTURE_2D, texture); | ||
| 422 | glColor3f(1.0f, 1.0f, 1.0f); | ||
| 423 | if (shaders_supported) { | ||
| 424 | pglUseProgramObjectARB(shaders[current_shader].program); | ||
| 425 | } | ||
| 426 | |||
| 427 | glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */ | ||
| 428 | glTexCoord2f(texcoord[MINX], texcoord[MINY]); | ||
| 429 | glVertex3f(-1.0f, 1.0f, 0.0f); /* Top Left */ | ||
| 430 | glTexCoord2f(texcoord[MAXX], texcoord[MINY]); | ||
| 431 | glVertex3f(1.0f, 1.0f, 0.0f); /* Top Right */ | ||
| 432 | glTexCoord2f(texcoord[MAXX], texcoord[MAXY]); | ||
| 433 | glVertex3f(1.0f, -1.0f, 0.0f); /* Bottom Right */ | ||
| 434 | glTexCoord2f(texcoord[MINX], texcoord[MAXY]); | ||
| 435 | glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */ | ||
| 436 | glEnd(); /* done with the polygon */ | ||
| 437 | |||
| 438 | if (shaders_supported) { | ||
| 439 | pglUseProgramObjectARB(0); | ||
| 440 | } | ||
| 441 | glDisable(GL_TEXTURE_2D); | ||
| 442 | |||
| 443 | /* swap buffers to display, since we're double buffered. */ | ||
| 444 | SDL_GL_SwapWindow(window); | ||
| 445 | } | ||
| 446 | |||
| 447 | int main(int argc, char **argv) | ||
| 448 | { | ||
| 449 | int i; | ||
| 450 | int done; | ||
| 451 | SDL_Window *window; | ||
| 452 | char *filename = NULL; | ||
| 453 | SDL_Surface *surface; | ||
| 454 | GLuint texture; | ||
| 455 | GLfloat texcoords[4]; | ||
| 456 | SDLTest_CommonState *state; | ||
| 457 | |||
| 458 | /* Initialize test framework */ | ||
| 459 | state = SDLTest_CommonCreateState(argv, 0); | ||
| 460 | if (!state) { | ||
| 461 | return 1; | ||
| 462 | } | ||
| 463 | |||
| 464 | /* Parse commandline */ | ||
| 465 | for (i = 1; i < argc;) { | ||
| 466 | int consumed; | ||
| 467 | |||
| 468 | consumed = SDLTest_CommonArg(state, i); | ||
| 469 | if (!consumed) { | ||
| 470 | if (!filename) { | ||
| 471 | filename = argv[i]; | ||
| 472 | consumed = 1; | ||
| 473 | } | ||
| 474 | } | ||
| 475 | if (consumed <= 0) { | ||
| 476 | static const char *options[] = { "[icon.bmp]", NULL }; | ||
| 477 | SDLTest_CommonLogUsage(state, argv[0], options); | ||
| 478 | exit(1); | ||
| 479 | } | ||
| 480 | |||
| 481 | i += consumed; | ||
| 482 | } | ||
| 483 | |||
| 484 | /* Initialize SDL for video output */ | ||
| 485 | if (!SDL_Init(SDL_INIT_VIDEO)) { | ||
| 486 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s", SDL_GetError()); | ||
| 487 | exit(1); | ||
| 488 | } | ||
| 489 | |||
| 490 | /* Create a 640x480 OpenGL screen */ | ||
| 491 | window = SDL_CreateWindow("Shader Demo", 640, 480, SDL_WINDOW_OPENGL); | ||
| 492 | if (!window) { | ||
| 493 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s", SDL_GetError()); | ||
| 494 | SDL_Quit(); | ||
| 495 | exit(2); | ||
| 496 | } | ||
| 497 | |||
| 498 | if (!SDL_GL_CreateContext(window)) { | ||
| 499 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s", SDL_GetError()); | ||
| 500 | SDL_Quit(); | ||
| 501 | exit(2); | ||
| 502 | } | ||
| 503 | |||
| 504 | filename = GetResourceFilename(NULL, "icon.bmp"); | ||
| 505 | surface = SDL_LoadBMP(filename); | ||
| 506 | SDL_free(filename); | ||
| 507 | |||
| 508 | if (!surface) { | ||
| 509 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.bmp: %s", SDL_GetError()); | ||
| 510 | SDL_Quit(); | ||
| 511 | exit(3); | ||
| 512 | } | ||
| 513 | texture = SDL_GL_LoadTexture(surface, texcoords); | ||
| 514 | SDL_DestroySurface(surface); | ||
| 515 | |||
| 516 | /* Loop, drawing and checking events */ | ||
| 517 | InitGL(640, 480); | ||
| 518 | if (InitShaders()) { | ||
| 519 | SDL_Log("Shaders supported, press SPACE to cycle them."); | ||
| 520 | } else { | ||
| 521 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!"); | ||
| 522 | } | ||
| 523 | done = 0; | ||
| 524 | while (!done) { | ||
| 525 | DrawGLScene(window, texture, texcoords); | ||
| 526 | |||
| 527 | /* This could go in a separate function */ | ||
| 528 | { | ||
| 529 | SDL_Event event; | ||
| 530 | while (SDL_PollEvent(&event)) { | ||
| 531 | if (event.type == SDL_EVENT_QUIT) { | ||
| 532 | done = 1; | ||
| 533 | } | ||
| 534 | if (event.type == SDL_EVENT_KEY_DOWN) { | ||
| 535 | if (event.key.key == SDLK_SPACE) { | ||
| 536 | current_shader = (current_shader + 1) % NUM_SHADERS; | ||
| 537 | } | ||
| 538 | if (event.key.key == SDLK_ESCAPE) { | ||
| 539 | done = 1; | ||
| 540 | } | ||
| 541 | } | ||
| 542 | } | ||
| 543 | } | ||
| 544 | } | ||
| 545 | QuitShaders(); | ||
| 546 | SDL_Quit(); | ||
| 547 | SDLTest_CommonDestroyState(state); | ||
| 548 | return 1; | ||
| 549 | } | ||
| 550 | |||
| 551 | #else /* HAVE_OPENGL */ | ||
| 552 | |||
| 553 | int main(int argc, char *argv[]) | ||
| 554 | { | ||
| 555 | SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system"); | ||
| 556 | return 1; | ||
| 557 | } | ||
| 558 | |||
| 559 | #endif /* HAVE_OPENGL */ | ||
