SDL_ExitProcess() was ignoring exit code parameter.
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 */
307 0x0000FF00, 0x00FF0000, 0xFF000000
310 0x00FF0000, 0x0000FF00, 0x000000FF
317 /* Save the alpha blending attributes */
318 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
319 SDL_GetSurfaceAlphaMod(surface, &saved_alpha);
320 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
321 SDL_SetAlpha(surface, 0, 0);
324 /* Copy the surface into the GL texture image */
329 SDL_BlitSurface(surface, &area, image, &area);
331 /* Restore the alpha blending attributes */
332 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
333 SDL_SetAlpha(surface, saved_flags, saved_alpha);
336 /* Create an OpenGL texture for the image */
337 glGenTextures(1, &texture);
338 glBindTexture(GL_TEXTURE_2D, texture);
339 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
340 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
341 glTexImage2D(GL_TEXTURE_2D,
343 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
344 SDL_FreeSurface(image); /* No longer needed */
349 /* A general OpenGL initialization function. Sets all of the initial parameters. */
350 void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
354 glViewport(0, 0, Width, Height);
355 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
356 glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
357 glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
358 glEnable(GL_DEPTH_TEST); // Enables Depth Testing
359 glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
361 glMatrixMode(GL_PROJECTION);
362 glLoadIdentity(); // Reset The Projection Matrix
364 aspect = (GLdouble)Width / Height;
365 glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
367 glMatrixMode(GL_MODELVIEW);
370 /* The main drawing function. */
371 void DrawGLScene(GLuint texture, GLfloat * texcoord)
373 /* Texture coordinate lookup, to make it simple */
381 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
382 glLoadIdentity(); // Reset The View
384 glTranslatef(-1.5f,0.0f,0.0f); // Move Left 1.5 Units
386 // draw a triangle (in smooth coloring mode)
387 glBegin(GL_POLYGON); // start drawing a polygon
388 glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
389 glVertex3f( 0.0f, 1.0f, 0.0f); // Top
390 glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
391 glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
392 glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
393 glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
394 glEnd(); // we're done with the polygon (smooth color interpolation)
396 glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
399 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
401 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
403 // draw a textured square (quadrilateral)
404 glEnable(GL_TEXTURE_2D);
405 glBindTexture(GL_TEXTURE_2D, texture);
406 glColor3f(1.0f,1.0f,1.0f);
407 if (shaders_supported) {
408 glUseProgramObjectARB(shaders[current_shader].program);
411 glBegin(GL_QUADS); // start drawing a polygon (4 sided)
412 glTexCoord2f(texcoord[MINX], texcoord[MINY]);
413 glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
414 glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
415 glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
416 glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
417 glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
418 glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
419 glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
420 glEnd(); // done with the polygon
422 if (shaders_supported) {
423 glUseProgramObjectARB(0);
425 glDisable(GL_TEXTURE_2D);
427 // swap buffers to display, since we're double buffered.
428 SDL_GL_SwapBuffers();
431 int main(int argc, char **argv)
434 SDL_Surface *surface;
436 GLfloat texcoords[4];
438 /* Initialize SDL for video output */
439 if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
440 fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
444 /* Create a 640x480 OpenGL screen */
445 if ( SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL ) {
446 fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError());
451 /* Set the title bar in environments that support it */
452 SDL_WM_SetCaption("Shader Demo", NULL);
454 surface = SDL_LoadBMP("icon.bmp");
456 fprintf(stderr, "Unable to load icon.bmp: %s\n", SDL_GetError());
460 texture = SDL_GL_LoadTexture(surface, texcoords);
461 SDL_FreeSurface(surface);
463 /* Loop, drawing and checking events */
466 printf("Shaders supported, press SPACE to cycle them.\n");
468 printf("Shaders not supported!\n");
472 DrawGLScene(texture, texcoords);
474 /* This could go in a separate function */
476 while ( SDL_PollEvent(&event) ) {
477 if ( event.type == SDL_QUIT ) {
480 if ( event.type == SDL_KEYDOWN ) {
481 if ( event.key.keysym.sym == SDLK_SPACE ) {
482 current_shader = (current_shader + 1) % NUM_SHADERS;
484 if ( event.key.keysym.sym == SDLK_ESCAPE ) {
496 #else /* HAVE_OPENGL */
499 main(int argc, char *argv[])
501 printf("No OpenGL support on this system\n");
505 #endif /* HAVE_OPENGL */
508 /* vi: set ts=4 sw=4 expandtab: */