cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

testshader.c (15777B)


      1/*
      2  Copyright (C) 1997-2014 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 "SDL.h"
     15
     16#ifdef HAVE_OPENGL
     17
     18#include "SDL_opengl.h"
     19
     20
     21static SDL_bool shaders_supported;
     22static int      current_shader = 0;
     23
     24enum {
     25    SHADER_COLOR,
     26    SHADER_TEXTURE,
     27    SHADER_TEXCOORDS,
     28    NUM_SHADERS
     29};
     30
     31typedef struct {
     32    GLhandleARB program;
     33    GLhandleARB vert_shader;
     34    GLhandleARB frag_shader;
     35    const char *vert_source;
     36    const char *frag_source;
     37} ShaderData;
     38
     39static ShaderData shaders[NUM_SHADERS] = {
     40
     41    /* SHADER_COLOR */
     42    { 0, 0, 0,
     43        /* vertex shader */
     44"varying vec4 v_color;\n"
     45"\n"
     46"void main()\n"
     47"{\n"
     48"    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
     49"    v_color = gl_Color;\n"
     50"}",
     51        /* fragment shader */
     52"varying vec4 v_color;\n"
     53"\n"
     54"void main()\n"
     55"{\n"
     56"    gl_FragColor = v_color;\n"
     57"}"
     58    },
     59
     60    /* SHADER_TEXTURE */
     61    { 0, 0, 0,
     62        /* vertex shader */
     63"varying vec4 v_color;\n"
     64"varying vec2 v_texCoord;\n"
     65"\n"
     66"void main()\n"
     67"{\n"
     68"    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
     69"    v_color = gl_Color;\n"
     70"    v_texCoord = vec2(gl_MultiTexCoord0);\n"
     71"}",
     72        /* fragment shader */
     73"varying vec4 v_color;\n"
     74"varying vec2 v_texCoord;\n"
     75"uniform sampler2D tex0;\n"
     76"\n"
     77"void main()\n"
     78"{\n"
     79"    gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
     80"}"
     81    },
     82
     83    /* SHADER_TEXCOORDS */
     84    { 0, 0, 0,
     85        /* vertex shader */
     86"varying vec2 v_texCoord;\n"
     87"\n"
     88"void main()\n"
     89"{\n"
     90"    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
     91"    v_texCoord = vec2(gl_MultiTexCoord0);\n"
     92"}",
     93        /* fragment shader */
     94"varying vec2 v_texCoord;\n"
     95"\n"
     96"void main()\n"
     97"{\n"
     98"    vec4 color;\n"
     99"    vec2 delta;\n"
    100"    float dist;\n"
    101"\n"
    102"    delta = vec2(0.5, 0.5) - v_texCoord;\n"
    103"    dist = dot(delta, delta);\n"
    104"\n"
    105"    color.r = v_texCoord.x;\n"
    106"    color.g = v_texCoord.x * v_texCoord.y;\n"
    107"    color.b = v_texCoord.y;\n"
    108"    color.a = 1.0 - (dist * 4.0);\n"
    109"    gl_FragColor = color;\n"
    110"}"
    111    },
    112};
    113
    114static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
    115static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
    116static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
    117static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
    118static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
    119static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
    120static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
    121static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
    122static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
    123static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
    124static PFNGLUNIFORM1IARBPROC glUniform1iARB;
    125static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
    126
    127static SDL_bool CompileShader(GLhandleARB shader, const char *source)
    128{
    129    GLint status;
    130
    131    glShaderSourceARB(shader, 1, &source, NULL);
    132    glCompileShaderARB(shader);
    133    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
    134    if (status == 0) {
    135        GLint length;
    136        char *info;
    137
    138        glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
    139        info = SDL_stack_alloc(char, length+1);
    140        glGetInfoLogARB(shader, length, NULL, info);
    141        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
    142        SDL_stack_free(info);
    143
    144        return SDL_FALSE;
    145    } else {
    146        return SDL_TRUE;
    147    }
    148}
    149
    150static SDL_bool CompileShaderProgram(ShaderData *data)
    151{
    152    const int num_tmus_bound = 4;
    153    int i;
    154    GLint location;
    155
    156    glGetError();
    157
    158    /* Create one program object to rule them all */
    159    data->program = glCreateProgramObjectARB();
    160
    161    /* Create the vertex shader */
    162    data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
    163    if (!CompileShader(data->vert_shader, data->vert_source)) {
    164        return SDL_FALSE;
    165    }
    166
    167    /* Create the fragment shader */
    168    data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
    169    if (!CompileShader(data->frag_shader, data->frag_source)) {
    170        return SDL_FALSE;
    171    }
    172
    173    /* ... and in the darkness bind them */
    174    glAttachObjectARB(data->program, data->vert_shader);
    175    glAttachObjectARB(data->program, data->frag_shader);
    176    glLinkProgramARB(data->program);
    177
    178    /* Set up some uniform variables */
    179    glUseProgramObjectARB(data->program);
    180    for (i = 0; i < num_tmus_bound; ++i) {
    181        char tex_name[5];
    182        SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
    183        location = glGetUniformLocationARB(data->program, tex_name);
    184        if (location >= 0) {
    185            glUniform1iARB(location, i);
    186        }
    187    }
    188    glUseProgramObjectARB(0);
    189
    190    return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
    191}
    192
    193static void DestroyShaderProgram(ShaderData *data)
    194{
    195    if (shaders_supported) {
    196        glDeleteObjectARB(data->vert_shader);
    197        glDeleteObjectARB(data->frag_shader);
    198        glDeleteObjectARB(data->program);
    199    }
    200}
    201
    202static SDL_bool InitShaders()
    203{
    204    int i;
    205
    206    /* Check for shader support */
    207    shaders_supported = SDL_FALSE;
    208    if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
    209        SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
    210        SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
    211        SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
    212        glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
    213        glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
    214        glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
    215        glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
    216        glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
    217        glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
    218        glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
    219        glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
    220        glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
    221        glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
    222        glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
    223        glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
    224        if (glAttachObjectARB &&
    225            glCompileShaderARB &&
    226            glCreateProgramObjectARB &&
    227            glCreateShaderObjectARB &&
    228            glDeleteObjectARB &&
    229            glGetInfoLogARB &&
    230            glGetObjectParameterivARB &&
    231            glGetUniformLocationARB &&
    232            glLinkProgramARB &&
    233            glShaderSourceARB &&
    234            glUniform1iARB &&
    235            glUseProgramObjectARB) {
    236            shaders_supported = SDL_TRUE;
    237        }
    238    }
    239
    240    if (!shaders_supported) {
    241        return SDL_FALSE;
    242    }
    243
    244    /* Compile all the shaders */
    245    for (i = 0; i < NUM_SHADERS; ++i) {
    246        if (!CompileShaderProgram(&shaders[i])) {
    247            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to compile shader!\n");
    248            return SDL_FALSE;
    249        }
    250    }
    251
    252    /* We're done! */
    253    return SDL_TRUE;
    254}
    255
    256static void QuitShaders()
    257{
    258    int i;
    259
    260    for (i = 0; i < NUM_SHADERS; ++i) {
    261        DestroyShaderProgram(&shaders[i]);
    262    }
    263}
    264
    265/* Quick utility function for texture creation */
    266static int
    267power_of_two(int input)
    268{
    269    int value = 1;
    270
    271    while (value < input) {
    272        value <<= 1;
    273    }
    274    return value;
    275}
    276
    277GLuint
    278SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
    279{
    280    GLuint texture;
    281    int w, h;
    282    SDL_Surface *image;
    283    SDL_Rect area;
    284    SDL_BlendMode saved_mode;
    285
    286    /* Use the surface width and height expanded to powers of 2 */
    287    w = power_of_two(surface->w);
    288    h = power_of_two(surface->h);
    289    texcoord[0] = 0.0f;         /* Min X */
    290    texcoord[1] = 0.0f;         /* Min Y */
    291    texcoord[2] = (GLfloat) surface->w / w;     /* Max X */
    292    texcoord[3] = (GLfloat) surface->h / h;     /* Max Y */
    293
    294    image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
    295#if SDL_BYTEORDER == SDL_LIL_ENDIAN     /* OpenGL RGBA masks */
    296                                 0x000000FF,
    297                                 0x0000FF00, 0x00FF0000, 0xFF000000
    298#else
    299                                 0xFF000000,
    300                                 0x00FF0000, 0x0000FF00, 0x000000FF
    301#endif
    302        );
    303    if (image == NULL) {
    304        return 0;
    305    }
    306
    307    /* Save the alpha blending attributes */
    308    SDL_GetSurfaceBlendMode(surface, &saved_mode);
    309    SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE);
    310
    311    /* Copy the surface into the GL texture image */
    312    area.x = 0;
    313    area.y = 0;
    314    area.w = surface->w;
    315    area.h = surface->h;
    316    SDL_BlitSurface(surface, &area, image, &area);
    317
    318    /* Restore the alpha blending attributes */
    319    SDL_SetSurfaceBlendMode(surface, saved_mode);
    320
    321    /* Create an OpenGL texture for the image */
    322    glGenTextures(1, &texture);
    323    glBindTexture(GL_TEXTURE_2D, texture);
    324    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    325    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    326    glTexImage2D(GL_TEXTURE_2D,
    327                 0,
    328                 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
    329    SDL_FreeSurface(image);     /* No longer needed */
    330
    331    return texture;
    332}
    333
    334/* A general OpenGL initialization function.    Sets all of the initial parameters. */
    335void InitGL(int Width, int Height)                    /* We call this right after our OpenGL window is created. */
    336{
    337    GLdouble aspect;
    338
    339    glViewport(0, 0, Width, Height);
    340    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);        /* This Will Clear The Background Color To Black */
    341    glClearDepth(1.0);                /* Enables Clearing Of The Depth Buffer */
    342    glDepthFunc(GL_LESS);                /* The Type Of Depth Test To Do */
    343    glEnable(GL_DEPTH_TEST);            /* Enables Depth Testing */
    344    glShadeModel(GL_SMOOTH);            /* Enables Smooth Color Shading */
    345
    346    glMatrixMode(GL_PROJECTION);
    347    glLoadIdentity();                /* Reset The Projection Matrix */
    348
    349    aspect = (GLdouble)Width / Height;
    350    glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
    351
    352    glMatrixMode(GL_MODELVIEW);
    353}
    354
    355/* The main drawing function. */
    356void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat * texcoord)
    357{
    358    /* Texture coordinate lookup, to make it simple */
    359    enum {
    360        MINX,
    361        MINY,
    362        MAXX,
    363        MAXY
    364    };
    365
    366    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);        /* Clear The Screen And The Depth Buffer */
    367    glLoadIdentity();                /* Reset The View */
    368
    369    glTranslatef(-1.5f,0.0f,0.0f);        /* Move Left 1.5 Units */
    370
    371    /* draw a triangle (in smooth coloring mode) */
    372    glBegin(GL_POLYGON);                /* start drawing a polygon */
    373    glColor3f(1.0f,0.0f,0.0f);            /* Set The Color To Red */
    374    glVertex3f( 0.0f, 1.0f, 0.0f);        /* Top */
    375    glColor3f(0.0f,1.0f,0.0f);            /* Set The Color To Green */
    376    glVertex3f( 1.0f,-1.0f, 0.0f);        /* Bottom Right */
    377    glColor3f(0.0f,0.0f,1.0f);            /* Set The Color To Blue */
    378    glVertex3f(-1.0f,-1.0f, 0.0f);        /* Bottom Left */
    379    glEnd();                    /* we're done with the polygon (smooth color interpolation) */
    380
    381    glTranslatef(3.0f,0.0f,0.0f);         /* Move Right 3 Units */
    382
    383    /* Enable blending */
    384    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    385    glEnable(GL_BLEND);
    386    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    387
    388    /* draw a textured square (quadrilateral) */
    389    glEnable(GL_TEXTURE_2D);
    390    glBindTexture(GL_TEXTURE_2D, texture);
    391    glColor3f(1.0f,1.0f,1.0f);
    392    if (shaders_supported) {
    393        glUseProgramObjectARB(shaders[current_shader].program);
    394    }
    395
    396    glBegin(GL_QUADS);                /* start drawing a polygon (4 sided) */
    397    glTexCoord2f(texcoord[MINX], texcoord[MINY]);
    398    glVertex3f(-1.0f, 1.0f, 0.0f);        /* Top Left */
    399    glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
    400    glVertex3f( 1.0f, 1.0f, 0.0f);        /* Top Right */
    401    glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
    402    glVertex3f( 1.0f,-1.0f, 0.0f);        /* Bottom Right */
    403    glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
    404    glVertex3f(-1.0f,-1.0f, 0.0f);        /* Bottom Left */
    405    glEnd();                    /* done with the polygon */
    406
    407    if (shaders_supported) {
    408        glUseProgramObjectARB(0);
    409    }
    410    glDisable(GL_TEXTURE_2D);
    411
    412    /* swap buffers to display, since we're double buffered. */
    413    SDL_GL_SwapWindow(window);
    414}
    415
    416int main(int argc, char **argv)
    417{
    418    int done;
    419    SDL_Window *window;
    420    SDL_Surface *surface;
    421    GLuint texture;
    422    GLfloat texcoords[4];
    423
    424	/* Enable standard application logging */
    425    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    426
    427    /* Initialize SDL for video output */
    428    if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
    429        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s\n", SDL_GetError());
    430        exit(1);
    431    }
    432
    433    /* Create a 640x480 OpenGL screen */
    434    window = SDL_CreateWindow( "Shader Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL );
    435    if ( !window ) {
    436        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s\n", SDL_GetError());
    437        SDL_Quit();
    438        exit(2);
    439    }
    440
    441    if ( !SDL_GL_CreateContext(window)) {
    442        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s\n", SDL_GetError());
    443        SDL_Quit();
    444        exit(2);
    445    }
    446
    447    surface = SDL_LoadBMP("icon.bmp");
    448    if ( ! surface ) {
    449        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.bmp: %s\n", SDL_GetError());
    450        SDL_Quit();
    451        exit(3);
    452    }
    453    texture = SDL_GL_LoadTexture(surface, texcoords);
    454    SDL_FreeSurface(surface);
    455
    456    /* Loop, drawing and checking events */
    457    InitGL(640, 480);
    458    if (InitShaders()) {
    459        SDL_Log("Shaders supported, press SPACE to cycle them.\n");
    460    } else {
    461        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!\n");
    462    }
    463    done = 0;
    464    while ( ! done ) {
    465        DrawGLScene(window, texture, texcoords);
    466
    467        /* This could go in a separate function */
    468        { SDL_Event event;
    469            while ( SDL_PollEvent(&event) ) {
    470                if ( event.type == SDL_QUIT ) {
    471                    done = 1;
    472                }
    473                if ( event.type == SDL_KEYDOWN ) {
    474                    if ( event.key.keysym.sym == SDLK_SPACE ) {
    475                        current_shader = (current_shader + 1) % NUM_SHADERS;
    476                    }
    477                    if ( event.key.keysym.sym == SDLK_ESCAPE ) {
    478                        done = 1;
    479                    }
    480                }
    481            }
    482        }
    483    }
    484    QuitShaders();
    485    SDL_Quit();
    486    return 1;
    487}
    488
    489#else /* HAVE_OPENGL */
    490
    491int
    492main(int argc, char *argv[])
    493{
    494    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
    495    return 1;
    496}
    497
    498#endif /* HAVE_OPENGL */
    499
    500/* vi: set ts=4 sw=4 expandtab: */