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2 Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
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.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
12 /* This is a simple example of using GLSL shaders with SDL */
14 #if 1 /* FIXME: Rework this using the 2.0 API */
17 int main(int argc, char *argv[])
27 #include "SDL_opengl.h"
30 static SDL_bool shaders_supported;
31 static int current_shader = 0;
42 GLhandleARB vert_shader;
43 GLhandleARB frag_shader;
44 const char *vert_source;
45 const char *frag_source;
48 static ShaderData shaders[NUM_SHADERS] = {
53 "varying vec4 v_color;\n"
57 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
58 " v_color = gl_Color;\n"
61 "varying vec4 v_color;\n"
65 " gl_FragColor = v_color;\n"
72 "varying vec4 v_color;\n"
73 "varying vec2 v_texCoord;\n"
77 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
78 " v_color = gl_Color;\n"
79 " v_texCoord = vec2(gl_MultiTexCoord0);\n"
82 "varying vec4 v_color;\n"
83 "varying vec2 v_texCoord;\n"
84 "uniform sampler2D tex0;\n"
88 " gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
92 /* SHADER_TEXCOORDS */
95 "varying vec2 v_texCoord;\n"
99 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
100 " v_texCoord = vec2(gl_MultiTexCoord0);\n"
102 /* fragment shader */
103 "varying vec2 v_texCoord;\n"
111 " delta = vec2(0.5, 0.5) - v_texCoord;\n"
112 " dist = dot(delta, delta);\n"
114 " color.r = v_texCoord.x;\n"
115 " color.g = v_texCoord.x * v_texCoord.y;\n"
116 " color.b = v_texCoord.y;\n"
117 " color.a = 1.0 - (dist * 4.0);\n"
118 " gl_FragColor = color;\n"
123 static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
124 static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
125 static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
126 static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
127 static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
128 static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
129 static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
130 static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
131 static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
132 static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
133 static PFNGLUNIFORM1IARBPROC glUniform1iARB;
134 static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
136 static SDL_bool CompileShader(GLhandleARB shader, const char *source)
140 glShaderSourceARB(shader, 1, &source, NULL);
141 glCompileShaderARB(shader);
142 glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
147 glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
148 info = SDL_stack_alloc(char, length+1);
149 glGetInfoLogARB(shader, length, NULL, info);
150 fprintf(stderr, "Failed to compile shader:\n%s\n%s", source, info);
151 SDL_stack_free(info);
159 static SDL_bool CompileShaderProgram(ShaderData *data)
161 const int num_tmus_bound = 4;
167 /* Create one program object to rule them all */
168 data->program = glCreateProgramObjectARB();
170 /* Create the vertex shader */
171 data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
172 if (!CompileShader(data->vert_shader, data->vert_source)) {
176 /* Create the fragment shader */
177 data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
178 if (!CompileShader(data->frag_shader, data->frag_source)) {
182 /* ... and in the darkness bind them */
183 glAttachObjectARB(data->program, data->vert_shader);
184 glAttachObjectARB(data->program, data->frag_shader);
185 glLinkProgramARB(data->program);
187 /* Set up some uniform variables */
188 glUseProgramObjectARB(data->program);
189 for (i = 0; i < num_tmus_bound; ++i) {
191 SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
192 location = glGetUniformLocationARB(data->program, tex_name);
194 glUniform1iARB(location, i);
197 glUseProgramObjectARB(0);
199 return (glGetError() == GL_NO_ERROR);
202 static void DestroyShaderProgram(ShaderData *data)
204 if (shaders_supported) {
205 glDeleteObjectARB(data->vert_shader);
206 glDeleteObjectARB(data->frag_shader);
207 glDeleteObjectARB(data->program);
211 static SDL_bool InitShaders()
215 /* Check for shader support */
216 shaders_supported = SDL_FALSE;
217 if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
218 SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
219 SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
220 SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
221 glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
222 glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
223 glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
224 glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
225 glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
226 glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
227 glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
228 glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
229 glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
230 glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
231 glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
232 glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
233 if (glAttachObjectARB &&
234 glCompileShaderARB &&
235 glCreateProgramObjectARB &&
236 glCreateShaderObjectARB &&
239 glGetObjectParameterivARB &&
240 glGetUniformLocationARB &&
244 glUseProgramObjectARB) {
245 shaders_supported = SDL_TRUE;
249 if (!shaders_supported) {
253 /* Compile all the shaders */
254 for (i = 0; i < NUM_SHADERS; ++i) {
255 if (!CompileShaderProgram(&shaders[i])) {
256 fprintf(stderr, "Unable to compile shader!\n");
265 static void QuitShaders()
269 for (i = 0; i < NUM_SHADERS; ++i) {
270 DestroyShaderProgram(&shaders[i]);
274 /* Quick utility function for texture creation */
276 power_of_two(int input)
280 while (value < input) {
287 SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
296 /* Use the surface width and height expanded to powers of 2 */
297 w = power_of_two(surface->w);
298 h = power_of_two(surface->h);
299 texcoord[0] = 0.0f; /* Min X */
300 texcoord[1] = 0.0f; /* Min Y */
301 texcoord[2] = (GLfloat) surface->w / w; /* Max X */
302 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
304 image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
305 #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */