testshader.c 15 KB

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  1. /*
  2. Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
  3. This software is provided 'as-is', without any express or implied
  4. warranty. In no event will the authors be held liable for any damages
  5. arising from the use of this software.
  6. Permission is granted to anyone to use this software for any purpose,
  7. including commercial applications, and to alter it and redistribute it
  8. freely.
  9. */
  10. /* This is a simple example of using GLSL shaders with SDL */
  11. #include "SDL.h"
  12. #ifdef HAVE_OPENGL
  13. #include "SDL_opengl.h"
  14. static SDL_bool shaders_supported;
  15. static int current_shader = 0;
  16. enum {
  17. SHADER_COLOR,
  18. SHADER_TEXTURE,
  19. SHADER_TEXCOORDS,
  20. NUM_SHADERS
  21. };
  22. typedef struct {
  23. GLhandleARB program;
  24. GLhandleARB vert_shader;
  25. GLhandleARB frag_shader;
  26. const char *vert_source;
  27. const char *frag_source;
  28. } ShaderData;
  29. static ShaderData shaders[NUM_SHADERS] = {
  30. /* SHADER_COLOR */
  31. { 0, 0, 0,
  32. /* vertex shader */
  33. "varying vec4 v_color;\n"
  34. "\n"
  35. "void main()\n"
  36. "{\n"
  37. " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
  38. " v_color = gl_Color;\n"
  39. "}",
  40. /* fragment shader */
  41. "varying vec4 v_color;\n"
  42. "\n"
  43. "void main()\n"
  44. "{\n"
  45. " gl_FragColor = v_color;\n"
  46. "}"
  47. },
  48. /* SHADER_TEXTURE */
  49. { 0, 0, 0,
  50. /* vertex shader */
  51. "varying vec4 v_color;\n"
  52. "varying vec2 v_texCoord;\n"
  53. "\n"
  54. "void main()\n"
  55. "{\n"
  56. " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
  57. " v_color = gl_Color;\n"
  58. " v_texCoord = vec2(gl_MultiTexCoord0);\n"
  59. "}",
  60. /* fragment shader */
  61. "varying vec4 v_color;\n"
  62. "varying vec2 v_texCoord;\n"
  63. "uniform sampler2D tex0;\n"
  64. "\n"
  65. "void main()\n"
  66. "{\n"
  67. " gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
  68. "}"
  69. },
  70. /* SHADER_TEXCOORDS */
  71. { 0, 0, 0,
  72. /* vertex shader */
  73. "varying vec2 v_texCoord;\n"
  74. "\n"
  75. "void main()\n"
  76. "{\n"
  77. " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
  78. " v_texCoord = vec2(gl_MultiTexCoord0);\n"
  79. "}",
  80. /* fragment shader */
  81. "varying vec2 v_texCoord;\n"
  82. "\n"
  83. "void main()\n"
  84. "{\n"
  85. " vec4 color;\n"
  86. " vec2 delta;\n"
  87. " float dist;\n"
  88. "\n"
  89. " delta = vec2(0.5, 0.5) - v_texCoord;\n"
  90. " dist = dot(delta, delta);\n"
  91. "\n"
  92. " color.r = v_texCoord.x;\n"
  93. " color.g = v_texCoord.x * v_texCoord.y;\n"
  94. " color.b = v_texCoord.y;\n"
  95. " color.a = 1.0 - (dist * 4.0);\n"
  96. " gl_FragColor = color;\n"
  97. "}"
  98. },
  99. };
  100. static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
  101. static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
  102. static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
  103. static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
  104. static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
  105. static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
  106. static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
  107. static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
  108. static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
  109. static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
  110. static PFNGLUNIFORM1IARBPROC glUniform1iARB;
  111. static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
  112. static SDL_bool CompileShader(GLhandleARB shader, const char *source)
  113. {
  114. GLint status;
  115. glShaderSourceARB(shader, 1, &source, NULL);
  116. glCompileShaderARB(shader);
  117. glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
  118. if (status == 0) {
  119. GLint length;
  120. char *info;
  121. glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
  122. info = SDL_stack_alloc(char, length+1);
  123. glGetInfoLogARB(shader, length, NULL, info);
  124. SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
  125. SDL_stack_free(info);
  126. return SDL_FALSE;
  127. } else {
  128. return SDL_TRUE;
  129. }
  130. }
  131. static SDL_bool CompileShaderProgram(ShaderData *data)
  132. {
  133. const int num_tmus_bound = 4;
  134. int i;
  135. GLint location;
  136. glGetError();
  137. /* Create one program object to rule them all */
  138. data->program = glCreateProgramObjectARB();
  139. /* Create the vertex shader */
  140. data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
  141. if (!CompileShader(data->vert_shader, data->vert_source)) {
  142. return SDL_FALSE;
  143. }
  144. /* Create the fragment shader */
  145. data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
  146. if (!CompileShader(data->frag_shader, data->frag_source)) {
  147. return SDL_FALSE;
  148. }
  149. /* ... and in the darkness bind them */
  150. glAttachObjectARB(data->program, data->vert_shader);
  151. glAttachObjectARB(data->program, data->frag_shader);
  152. glLinkProgramARB(data->program);
  153. /* Set up some uniform variables */
  154. glUseProgramObjectARB(data->program);
  155. for (i = 0; i < num_tmus_bound; ++i) {
  156. char tex_name[5];
  157. SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
  158. location = glGetUniformLocationARB(data->program, tex_name);
  159. if (location >= 0) {
  160. glUniform1iARB(location, i);
  161. }
  162. }
  163. glUseProgramObjectARB(0);
  164. return (glGetError() == GL_NO_ERROR);
  165. }
  166. static void DestroyShaderProgram(ShaderData *data)
  167. {
  168. if (shaders_supported) {
  169. glDeleteObjectARB(data->vert_shader);
  170. glDeleteObjectARB(data->frag_shader);
  171. glDeleteObjectARB(data->program);
  172. }
  173. }
  174. static SDL_bool InitShaders()
  175. {
  176. int i;
  177. /* Check for shader support */
  178. shaders_supported = SDL_FALSE;
  179. if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
  180. SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
  181. SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
  182. SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
  183. glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
  184. glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
  185. glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
  186. glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
  187. glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
  188. glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
  189. glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
  190. glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
  191. glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
  192. glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
  193. glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
  194. glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
  195. if (glAttachObjectARB &&
  196. glCompileShaderARB &&
  197. glCreateProgramObjectARB &&
  198. glCreateShaderObjectARB &&
  199. glDeleteObjectARB &&
  200. glGetInfoLogARB &&
  201. glGetObjectParameterivARB &&
  202. glGetUniformLocationARB &&
  203. glLinkProgramARB &&
  204. glShaderSourceARB &&
  205. glUniform1iARB &&
  206. glUseProgramObjectARB) {
  207. shaders_supported = SDL_TRUE;
  208. }
  209. }
  210. if (!shaders_supported) {
  211. return SDL_FALSE;
  212. }
  213. /* Compile all the shaders */
  214. for (i = 0; i < NUM_SHADERS; ++i) {
  215. if (!CompileShaderProgram(&shaders[i])) {
  216. SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to compile shader!\n");
  217. return SDL_FALSE;
  218. }
  219. }
  220. /* We're done! */
  221. return SDL_TRUE;
  222. }
  223. static void QuitShaders()
  224. {
  225. int i;
  226. for (i = 0; i < NUM_SHADERS; ++i) {
  227. DestroyShaderProgram(&shaders[i]);
  228. }
  229. }
  230. /* Quick utility function for texture creation */
  231. static int
  232. power_of_two(int input)
  233. {
  234. int value = 1;
  235. while (value < input) {
  236. value <<= 1;
  237. }
  238. return value;
  239. }
  240. GLuint
  241. SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
  242. {
  243. GLuint texture;
  244. int w, h;
  245. SDL_Surface *image;
  246. SDL_Rect area;
  247. SDL_BlendMode saved_mode;
  248. /* Use the surface width and height expanded to powers of 2 */
  249. w = power_of_two(surface->w);
  250. h = power_of_two(surface->h);
  251. texcoord[0] = 0.0f; /* Min X */
  252. texcoord[1] = 0.0f; /* Min Y */
  253. texcoord[2] = (GLfloat) surface->w / w; /* Max X */
  254. texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
  255. image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
  256. #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
  257. 0x000000FF,
  258. 0x0000FF00, 0x00FF0000, 0xFF000000
  259. #else
  260. 0xFF000000,
  261. 0x00FF0000, 0x0000FF00, 0x000000FF
  262. #endif
  263. );
  264. if (image == NULL) {
  265. return 0;
  266. }
  267. /* Save the alpha blending attributes */
  268. SDL_GetSurfaceBlendMode(surface, &saved_mode);
  269. SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE);
  270. /* Copy the surface into the GL texture image */
  271. area.x = 0;
  272. area.y = 0;
  273. area.w = surface->w;
  274. area.h = surface->h;
  275. SDL_BlitSurface(surface, &area, image, &area);
  276. /* Restore the alpha blending attributes */
  277. SDL_SetSurfaceBlendMode(surface, saved_mode);
  278. /* Create an OpenGL texture for the image */
  279. glGenTextures(1, &texture);
  280. glBindTexture(GL_TEXTURE_2D, texture);
  281. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  282. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  283. glTexImage2D(GL_TEXTURE_2D,
  284. 0,
  285. GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
  286. SDL_FreeSurface(image); /* No longer needed */
  287. return texture;
  288. }
  289. /* A general OpenGL initialization function. Sets all of the initial parameters. */
  290. void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
  291. {
  292. GLdouble aspect;
  293. glViewport(0, 0, Width, Height);
  294. glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
  295. glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
  296. glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
  297. glEnable(GL_DEPTH_TEST); // Enables Depth Testing
  298. glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
  299. glMatrixMode(GL_PROJECTION);
  300. glLoadIdentity(); // Reset The Projection Matrix
  301. aspect = (GLdouble)Width / Height;
  302. glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
  303. glMatrixMode(GL_MODELVIEW);
  304. }
  305. /* The main drawing function. */
  306. void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat * texcoord)
  307. {
  308. /* Texture coordinate lookup, to make it simple */
  309. enum {
  310. MINX,
  311. MINY,
  312. MAXX,
  313. MAXY
  314. };
  315. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
  316. glLoadIdentity(); // Reset The View
  317. glTranslatef(-1.5f,0.0f,0.0f); // Move Left 1.5 Units
  318. // draw a triangle (in smooth coloring mode)
  319. glBegin(GL_POLYGON); // start drawing a polygon
  320. glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
  321. glVertex3f( 0.0f, 1.0f, 0.0f); // Top
  322. glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
  323. glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
  324. glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
  325. glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
  326. glEnd(); // we're done with the polygon (smooth color interpolation)
  327. glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
  328. // Enable blending
  329. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  330. glEnable(GL_BLEND);
  331. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  332. // draw a textured square (quadrilateral)
  333. glEnable(GL_TEXTURE_2D);
  334. glBindTexture(GL_TEXTURE_2D, texture);
  335. glColor3f(1.0f,1.0f,1.0f);
  336. if (shaders_supported) {
  337. glUseProgramObjectARB(shaders[current_shader].program);
  338. }
  339. glBegin(GL_QUADS); // start drawing a polygon (4 sided)
  340. glTexCoord2f(texcoord[MINX], texcoord[MINY]);
  341. glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
  342. glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
  343. glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
  344. glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
  345. glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
  346. glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
  347. glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
  348. glEnd(); // done with the polygon
  349. if (shaders_supported) {
  350. glUseProgramObjectARB(0);
  351. }
  352. glDisable(GL_TEXTURE_2D);
  353. // swap buffers to display, since we're double buffered.
  354. SDL_GL_SwapWindow(window);
  355. }
  356. int main(int argc, char **argv)
  357. {
  358. int done;
  359. SDL_Window *window;
  360. SDL_Surface *surface;
  361. GLuint texture;
  362. GLfloat texcoords[4];
  363. /* Enable standard application logging */
  364. SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
  365. /* Initialize SDL for video output */
  366. if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
  367. SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s\n", SDL_GetError());
  368. exit(1);
  369. }
  370. /* Create a 640x480 OpenGL screen */
  371. window = SDL_CreateWindow( "Shader Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL );
  372. if ( !window ) {
  373. SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s\n", SDL_GetError());
  374. SDL_Quit();
  375. exit(2);
  376. }
  377. if ( !SDL_GL_CreateContext(window)) {
  378. SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s\n", SDL_GetError());
  379. SDL_Quit();
  380. exit(2);
  381. }
  382. surface = SDL_LoadBMP("icon.bmp");
  383. if ( ! surface ) {
  384. SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.bmp: %s\n", SDL_GetError());
  385. SDL_Quit();
  386. exit(3);
  387. }
  388. texture = SDL_GL_LoadTexture(surface, texcoords);
  389. SDL_FreeSurface(surface);
  390. /* Loop, drawing and checking events */
  391. InitGL(640, 480);
  392. if (InitShaders()) {
  393. SDL_Log("Shaders supported, press SPACE to cycle them.\n");
  394. } else {
  395. SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!\n");
  396. }
  397. done = 0;
  398. while ( ! done ) {
  399. DrawGLScene(window, texture, texcoords);
  400. /* This could go in a separate function */
  401. { SDL_Event event;
  402. while ( SDL_PollEvent(&event) ) {
  403. if ( event.type == SDL_QUIT ) {
  404. done = 1;
  405. }
  406. if ( event.type == SDL_KEYDOWN ) {
  407. if ( event.key.keysym.sym == SDLK_SPACE ) {
  408. current_shader = (current_shader + 1) % NUM_SHADERS;
  409. }
  410. if ( event.key.keysym.sym == SDLK_ESCAPE ) {
  411. done = 1;
  412. }
  413. }
  414. }
  415. }
  416. }
  417. QuitShaders();
  418. SDL_Quit();
  419. return 1;
  420. }
  421. #else /* HAVE_OPENGL */
  422. int
  423. main(int argc, char *argv[])
  424. {
  425. SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
  426. return 1;
  427. }
  428. #endif /* HAVE_OPENGL */
  429. /* vi: set ts=4 sw=4 expandtab: */