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Beginning of a framework for OpenGL shaders
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slouken committed Feb 9, 2011
1 parent 503a6e3 commit fcdda06
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Showing 3 changed files with 377 additions and 0 deletions.
33 changes: 33 additions & 0 deletions src/render/opengl/SDL_render_gl.c
Expand Up @@ -25,6 +25,7 @@

#include "SDL_opengl.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gl.h"

#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
Expand Down Expand Up @@ -94,6 +95,15 @@ typedef struct

void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
const GLvoid * pointer);

/* Multitexture support */
SDL_bool GL_ARB_multitexture_supported;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
int num_texture_units;

/* Shader support */
GL_ShaderContext *shaders;

} GL_RenderData;

typedef struct
Expand Down Expand Up @@ -262,6 +272,25 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_GL_GetProcAddress("glTextureRangeAPPLE");
}

/* Check for multitexture support */
if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
if (data->glActiveTextureARB) {
data->GL_ARB_multitexture_supported = SDL_TRUE;
data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
}
}

/* Check for shader support */
//data->shaders = GL_CreateShaderContext();

#if 0
/* We support YV12 textures using 3 textures and a shader */
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
}
#endif

/* Set up parameters for rendering */
data->blendMode = -1;
data->glDisable(GL_DEPTH_TEST);
Expand Down Expand Up @@ -579,6 +608,7 @@ GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
GL_ActivateRenderer(renderer);

GL_SetBlendMode(data, renderer->blendMode);
GL_SelectShader(data->shaders, SHADER_SOLID);

data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
Expand All @@ -604,6 +634,7 @@ GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
GL_ActivateRenderer(renderer);

GL_SetBlendMode(data, renderer->blendMode);
GL_SelectShader(data->shaders, SHADER_SOLID);

data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
Expand Down Expand Up @@ -674,6 +705,7 @@ GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
GL_ActivateRenderer(renderer);

GL_SetBlendMode(data, renderer->blendMode);
GL_SelectShader(data->shaders, SHADER_SOLID);

data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
Expand Down Expand Up @@ -727,6 +759,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
}

GL_SetBlendMode(data, texture->blendMode);
GL_SelectShader(data->shaders, SHADER_RGB);

data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
Expand Down
304 changes: 304 additions & 0 deletions src/render/opengl/SDL_shaders_gl.c
@@ -0,0 +1,304 @@
/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2010 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"

#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED

#include "SDL_stdinc.h"
#include "SDL_log.h"
#include "SDL_opengl.h"
#include "SDL_video.h"
#include "SDL_shaders_gl.h"

/* OpenGL shader implementation */

typedef struct
{
GLenum program;
GLenum vert_shader;
GLenum frag_shader;
} GL_ShaderData;

struct GL_ShaderContext
{
GLenum (*glGetError)(void);

PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
PFNGLUNIFORM1IARBPROC glUniform1iARB;
PFNGLUNIFORM1FARBPROC glUniform1fARB;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;

GL_Shader current_shader;
GL_ShaderData shaders[NUM_SHADERS];
};

static const char *shader_source[NUM_SHADERS][2] =
{
/* SHADER_NONE */
{ NULL, NULL },

/* SHADER_SOLID */
{
/* vertex shader */
" \
varying vec4 v_color; \
\
void main() \
{ \
gl_Position = ftransform(); \
v_color = gl_Color; \
} \
",
/* fragment shader */
" \
varying vec4 v_color; \
\
void main() \
{ \
gl_FragColor = v_color; \
} \
"
},

/* SHADER_RGB */
{
/* vertex shader */
" \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
gl_Position = ftransform(); \
v_color = gl_Color; \
v_texCoord = vec2(gl_MultiTexCoord0); \
} \
",
/* fragment shader */
" \
varying vec4 v_color; \
varying vec2 v_texCoord; \
uniform sampler2D tex0; \
\
void main() \
{ \
gl_FragColor = texture2D(tex0, v_texCoord) * v_color; \
} \
"
},
};

static SDL_bool
CompileShader(GL_ShaderContext *ctx, GLenum shader, const char *source)
{
GLint status;

ctx->glShaderSourceARB(shader, 1, &source, NULL);
ctx->glCompileShaderARB(shader);
ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (status == 0) {
GLint length;
char *info;

ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = SDL_stack_alloc(char, length+1);
ctx->glGetInfoLogARB(shader, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_RENDER,
"Failed to compile shader:\n%s\n%s", source, info);
fprintf(stderr, "Failed to compile shader:\n%s\n%s", source, info);
SDL_stack_free(info);

return SDL_FALSE;
} else {
return SDL_TRUE;
}
}

static SDL_bool
CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
{
const int num_tmus_bound = 4;
GLint status;
int i;
GLint location;

if (index == SHADER_NONE) {
return SDL_TRUE;
}

ctx->glGetError();

/* Create one program object to rule them all */
data->program = ctx->glCreateProgramObjectARB();

/* Create the vertex shader */
data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (!CompileShader(ctx, data->vert_shader, shader_source[index][0])) {
return SDL_FALSE;
}

/* Create the fragment shader */
data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!CompileShader(ctx, data->frag_shader, shader_source[index][1])) {
return SDL_FALSE;
}

/* ... and in the darkness bind them */
ctx->glAttachObjectARB(data->program, data->vert_shader);
ctx->glAttachObjectARB(data->program, data->frag_shader);
ctx->glLinkProgramARB(data->program);

/* Set up some uniform variables */
ctx->glUseProgramObjectARB(data->program);
for (i = 0; i < num_tmus_bound; ++i) {
char tex_name[5];
SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
location = ctx->glGetUniformLocationARB(data->program, tex_name);
if (location >= 0) {
ctx->glUniform1iARB(location, 1);
}
}
ctx->glUseProgramObjectARB(0);

return (ctx->glGetError() == GL_NO_ERROR);
}

static void
DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
{
if (index == SHADER_NONE) {
return;
}

ctx->glDeleteObjectARB(data->vert_shader);
ctx->glDeleteObjectARB(data->frag_shader);
ctx->glDeleteObjectARB(data->program);
}

GL_ShaderContext *
GL_CreateShaderContext()
{
GL_ShaderContext *ctx;
SDL_bool shaders_supported;
int i;

ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
if (!ctx) {
return NULL;
}

/* Check for shader support */
shaders_supported = SDL_FALSE;
if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (ctx->glGetError &&
ctx->glAttachObjectARB &&
ctx->glCompileShaderARB &&
ctx->glCreateProgramObjectARB &&
ctx->glCreateShaderObjectARB &&
ctx->glDeleteObjectARB &&
ctx->glGetInfoLogARB &&
ctx->glGetObjectParameterivARB &&
ctx->glGetUniformLocationARB &&
ctx->glLinkProgramARB &&
ctx->glShaderSourceARB &&
ctx->glUniform1iARB &&
ctx->glUniform1fARB &&
ctx->glUseProgramObjectARB) {
shaders_supported = SDL_TRUE;
}
}

if (!shaders_supported) {
GL_DestroyShaderContext(ctx);
return NULL;
}

/* Compile all the shaders */
for (i = 0; i < NUM_SHADERS; ++i) {
if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
fprintf(stderr, "Unable to compile shader!\n");
GL_DestroyShaderContext(ctx);
return NULL;
}
}

/* We're done! */
return ctx;
}

void
GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
{
/* Nothing to do if there's no shader support */
if (!ctx) {
return;
}

/* Nothing to do if there's no shader change */
if (shader == ctx->current_shader) {
return;
}

ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
ctx->current_shader = shader;
}

void
GL_DestroyShaderContext(GL_ShaderContext *ctx)
{
int i;

for (i = 0; i < NUM_SHADERS; ++i) {
DestroyShaderProgram(ctx, &ctx->shaders[i]);
}
SDL_free(ctx);
}

#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */

/* vi: set ts=4 sw=4 expandtab: */

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