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	Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
		
			
				
	
	
		
			560 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			560 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely.
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*/
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/* This is a simple example of using GLSL shaders with SDL */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include "testutils.h"
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#include <stdlib.h>
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#ifdef HAVE_OPENGL
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#include <SDL3/SDL_opengl.h>
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static SDL_bool shaders_supported;
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static int current_shader = 0;
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enum
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{
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    SHADER_COLOR,
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    SHADER_TEXTURE,
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    SHADER_TEXCOORDS,
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    NUM_SHADERS
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};
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typedef struct
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{
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    GLhandleARB program;
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    GLhandleARB vert_shader;
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    GLhandleARB frag_shader;
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    const char *vert_source;
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    const char *frag_source;
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} ShaderData;
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static ShaderData shaders[NUM_SHADERS] = {
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    /* SHADER_COLOR */
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    { 0, 0, 0,
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      /* vertex shader */
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      "varying vec4 v_color;\n"
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      "\n"
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      "void main()\n"
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      "{\n"
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      "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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      "    v_color = gl_Color;\n"
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      "}",
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      /* fragment shader */
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      "varying vec4 v_color;\n"
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      "\n"
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      "void main()\n"
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      "{\n"
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      "    gl_FragColor = v_color;\n"
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      "}" },
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    /* SHADER_TEXTURE */
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    { 0, 0, 0,
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      /* vertex shader */
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      "varying vec4 v_color;\n"
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      "varying vec2 v_texCoord;\n"
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      "\n"
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      "void main()\n"
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      "{\n"
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      "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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      "    v_color = gl_Color;\n"
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      "    v_texCoord = vec2(gl_MultiTexCoord0);\n"
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      "}",
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      /* fragment shader */
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      "varying vec4 v_color;\n"
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      "varying vec2 v_texCoord;\n"
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      "uniform sampler2D tex0;\n"
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      "\n"
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      "void main()\n"
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      "{\n"
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      "    gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
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      "}" },
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    /* SHADER_TEXCOORDS */
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    { 0, 0, 0,
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      /* vertex shader */
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      "varying vec2 v_texCoord;\n"
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      "\n"
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      "void main()\n"
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      "{\n"
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      "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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      "    v_texCoord = vec2(gl_MultiTexCoord0);\n"
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      "}",
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      /* fragment shader */
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      "varying vec2 v_texCoord;\n"
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      "\n"
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      "void main()\n"
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      "{\n"
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      "    vec4 color;\n"
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      "    vec2 delta;\n"
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      "    float dist;\n"
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      "\n"
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      "    delta = vec2(0.5, 0.5) - v_texCoord;\n"
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      "    dist = dot(delta, delta);\n"
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      "\n"
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      "    color.r = v_texCoord.x;\n"
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      "    color.g = v_texCoord.x * v_texCoord.y;\n"
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      "    color.b = v_texCoord.y;\n"
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      "    color.a = 1.0 - (dist * 4.0);\n"
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      "    gl_FragColor = color;\n"
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      "}" },
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};
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static PFNGLATTACHOBJECTARBPROC pglAttachObjectARB;
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static PFNGLCOMPILESHADERARBPROC pglCompileShaderARB;
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static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB;
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static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB;
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static PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB;
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static PFNGLGETINFOLOGARBPROC pglGetInfoLogARB;
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static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB;
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static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB;
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static PFNGLLINKPROGRAMARBPROC pglLinkProgramARB;
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static PFNGLSHADERSOURCEARBPROC pglShaderSourceARB;
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static PFNGLUNIFORM1IARBPROC pglUniform1iARB;
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static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB;
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static SDL_bool CompileShader(GLhandleARB shader, const char *source)
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{
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    GLint status = 0;
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    pglShaderSourceARB(shader, 1, &source, NULL);
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    pglCompileShaderARB(shader);
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    pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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    if (status == 0) {
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        GLint length = 0;
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        char *info;
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        pglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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        info = (char *)SDL_malloc((size_t)length + 1);
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        if (!info) {
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            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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        } else {
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            pglGetInfoLogARB(shader, length, NULL, info);
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            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
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            SDL_free(info);
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        }
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        return SDL_FALSE;
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    } else {
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        return SDL_TRUE;
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    }
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}
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static SDL_bool LinkProgram(ShaderData *data)
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{
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    GLint status = 0;
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    pglAttachObjectARB(data->program, data->vert_shader);
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    pglAttachObjectARB(data->program, data->frag_shader);
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    pglLinkProgramARB(data->program);
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    pglGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
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    if (status == 0) {
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        GLint length = 0;
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        char *info;
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        pglGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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        info = (char *)SDL_malloc((size_t)length + 1);
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        if (!info) {
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            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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        } else {
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            pglGetInfoLogARB(data->program, length, NULL, info);
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            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:\n%s", info);
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            SDL_free(info);
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        }
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        return SDL_FALSE;
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    } else {
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        return SDL_TRUE;
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    }
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}
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static SDL_bool CompileShaderProgram(ShaderData *data)
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{
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    const int num_tmus_bound = 4;
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    int i;
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    GLint location;
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    glGetError();
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    /* Create one program object to rule them all */
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    data->program = pglCreateProgramObjectARB();
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    /* Create the vertex shader */
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    data->vert_shader = pglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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    if (!CompileShader(data->vert_shader, data->vert_source)) {
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        return SDL_FALSE;
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    }
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    /* Create the fragment shader */
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    data->frag_shader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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    if (!CompileShader(data->frag_shader, data->frag_source)) {
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        return SDL_FALSE;
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    }
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    /* ... and in the darkness bind them */
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    if (!LinkProgram(data)) {
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        return SDL_FALSE;
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    }
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    /* Set up some uniform variables */
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    pglUseProgramObjectARB(data->program);
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    for (i = 0; i < num_tmus_bound; ++i) {
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        char tex_name[5];
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        (void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
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        location = pglGetUniformLocationARB(data->program, tex_name);
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        if (location >= 0) {
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            pglUniform1iARB(location, i);
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        }
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    }
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    pglUseProgramObjectARB(0);
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    return (glGetError() == GL_NO_ERROR);
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}
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static void DestroyShaderProgram(ShaderData *data)
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{
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    if (shaders_supported) {
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        pglDeleteObjectARB(data->vert_shader);
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        pglDeleteObjectARB(data->frag_shader);
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        pglDeleteObjectARB(data->program);
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    }
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}
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static SDL_bool InitShaders(void)
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{
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    int i;
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    /* Check for shader support */
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    shaders_supported = SDL_FALSE;
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    if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
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        SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
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        SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
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        SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
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        pglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
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        pglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
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        pglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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        pglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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        pglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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        pglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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        pglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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        pglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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        pglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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        pglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
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        pglUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
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        pglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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        if (pglAttachObjectARB &&
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            pglCompileShaderARB &&
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            pglCreateProgramObjectARB &&
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            pglCreateShaderObjectARB &&
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            pglDeleteObjectARB &&
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            pglGetInfoLogARB &&
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            pglGetObjectParameterivARB &&
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            pglGetUniformLocationARB &&
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            pglLinkProgramARB &&
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            pglShaderSourceARB &&
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            pglUniform1iARB &&
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            pglUseProgramObjectARB) {
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            shaders_supported = SDL_TRUE;
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        }
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    }
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    if (!shaders_supported) {
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        return SDL_FALSE;
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    }
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    /* Compile all the shaders */
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    for (i = 0; i < NUM_SHADERS; ++i) {
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        if (!CompileShaderProgram(&shaders[i])) {
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            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to compile shader!\n");
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            return SDL_FALSE;
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        }
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    }
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    /* We're done! */
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    return SDL_TRUE;
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}
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static void QuitShaders(void)
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{
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    int i;
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    for (i = 0; i < NUM_SHADERS; ++i) {
 | 
						|
        DestroyShaderProgram(&shaders[i]);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/* Quick utility function for texture creation */
 | 
						|
static int
 | 
						|
power_of_two(int input)
 | 
						|
{
 | 
						|
    int value = 1;
 | 
						|
 | 
						|
    while (value < input) {
 | 
						|
        value <<= 1;
 | 
						|
    }
 | 
						|
    return value;
 | 
						|
}
 | 
						|
 | 
						|
static GLuint
 | 
						|
SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
 | 
						|
{
 | 
						|
    GLuint texture;
 | 
						|
    int w, h;
 | 
						|
    SDL_Surface *image;
 | 
						|
    SDL_Rect area;
 | 
						|
    SDL_BlendMode saved_mode;
 | 
						|
 | 
						|
    /* Use the surface width and height expanded to powers of 2 */
 | 
						|
    w = power_of_two(surface->w);
 | 
						|
    h = power_of_two(surface->h);
 | 
						|
    texcoord[0] = 0.0f;                    /* Min X */
 | 
						|
    texcoord[1] = 0.0f;                    /* Min Y */
 | 
						|
    texcoord[2] = (GLfloat)surface->w / w; /* Max X */
 | 
						|
    texcoord[3] = (GLfloat)surface->h / h; /* Max Y */
 | 
						|
 | 
						|
    image = SDL_CreateSurface(w, h, SDL_PIXELFORMAT_RGBA32);
 | 
						|
    if (!image) {
 | 
						|
        return 0;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Save the alpha blending attributes */
 | 
						|
    SDL_GetSurfaceBlendMode(surface, &saved_mode);
 | 
						|
    SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE);
 | 
						|
 | 
						|
    /* Copy the surface into the GL texture image */
 | 
						|
    area.x = 0;
 | 
						|
    area.y = 0;
 | 
						|
    area.w = surface->w;
 | 
						|
    area.h = surface->h;
 | 
						|
    SDL_BlitSurface(surface, &area, image, &area);
 | 
						|
 | 
						|
    /* Restore the alpha blending attributes */
 | 
						|
    SDL_SetSurfaceBlendMode(surface, saved_mode);
 | 
						|
 | 
						|
    /* Create an OpenGL texture for the image */
 | 
						|
    glGenTextures(1, &texture);
 | 
						|
    glBindTexture(GL_TEXTURE_2D, texture);
 | 
						|
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | 
						|
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | 
						|
    glTexImage2D(GL_TEXTURE_2D,
 | 
						|
                 0,
 | 
						|
                 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
 | 
						|
    SDL_DestroySurface(image); /* No longer needed */
 | 
						|
 | 
						|
    return texture;
 | 
						|
}
 | 
						|
 | 
						|
/* A general OpenGL initialization function.    Sets all of the initial parameters. */
 | 
						|
static void InitGL(int Width, int Height) /* We call this right after our OpenGL window is created. */
 | 
						|
{
 | 
						|
    GLdouble aspect;
 | 
						|
 | 
						|
    glViewport(0, 0, Width, Height);
 | 
						|
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f); /* This Will Clear The Background Color To Black */
 | 
						|
    glClearDepth(1.0);                    /* Enables Clearing Of The Depth Buffer */
 | 
						|
    glDepthFunc(GL_LESS);                 /* The Type Of Depth Test To Do */
 | 
						|
    glEnable(GL_DEPTH_TEST);              /* Enables Depth Testing */
 | 
						|
    glShadeModel(GL_SMOOTH);              /* Enables Smooth Color Shading */
 | 
						|
 | 
						|
    glMatrixMode(GL_PROJECTION);
 | 
						|
    glLoadIdentity(); /* Reset The Projection Matrix */
 | 
						|
 | 
						|
    aspect = (GLdouble)Width / Height;
 | 
						|
    glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
 | 
						|
 | 
						|
    glMatrixMode(GL_MODELVIEW);
 | 
						|
}
 | 
						|
 | 
						|
/* The main drawing function. */
 | 
						|
static void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
 | 
						|
{
 | 
						|
    /* Texture coordinate lookup, to make it simple */
 | 
						|
    enum
 | 
						|
    {
 | 
						|
        MINX,
 | 
						|
        MINY,
 | 
						|
        MAXX,
 | 
						|
        MAXY
 | 
						|
    };
 | 
						|
 | 
						|
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Clear The Screen And The Depth Buffer */
 | 
						|
    glLoadIdentity();                                   /* Reset The View */
 | 
						|
 | 
						|
    glTranslatef(-1.5f, 0.0f, 0.0f); /* Move Left 1.5 Units */
 | 
						|
 | 
						|
    /* draw a triangle (in smooth coloring mode) */
 | 
						|
    glBegin(GL_POLYGON);            /* start drawing a polygon */
 | 
						|
    glColor3f(1.0f, 0.0f, 0.0f);    /* Set The Color To Red */
 | 
						|
    glVertex3f(0.0f, 1.0f, 0.0f);   /* Top */
 | 
						|
    glColor3f(0.0f, 1.0f, 0.0f);    /* Set The Color To Green */
 | 
						|
    glVertex3f(1.0f, -1.0f, 0.0f);  /* Bottom Right */
 | 
						|
    glColor3f(0.0f, 0.0f, 1.0f);    /* Set The Color To Blue */
 | 
						|
    glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */
 | 
						|
    glEnd();                        /* we're done with the polygon (smooth color interpolation) */
 | 
						|
 | 
						|
    glTranslatef(3.0f, 0.0f, 0.0f); /* Move Right 3 Units */
 | 
						|
 | 
						|
    /* Enable blending */
 | 
						|
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 | 
						|
    glEnable(GL_BLEND);
 | 
						|
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						|
 | 
						|
    /* draw a textured square (quadrilateral) */
 | 
						|
    glEnable(GL_TEXTURE_2D);
 | 
						|
    glBindTexture(GL_TEXTURE_2D, texture);
 | 
						|
    glColor3f(1.0f, 1.0f, 1.0f);
 | 
						|
    if (shaders_supported) {
 | 
						|
        pglUseProgramObjectARB(shaders[current_shader].program);
 | 
						|
    }
 | 
						|
 | 
						|
    glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
 | 
						|
    glTexCoord2f(texcoord[MINX], texcoord[MINY]);
 | 
						|
    glVertex3f(-1.0f, 1.0f, 0.0f); /* Top Left */
 | 
						|
    glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
 | 
						|
    glVertex3f(1.0f, 1.0f, 0.0f); /* Top Right */
 | 
						|
    glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
 | 
						|
    glVertex3f(1.0f, -1.0f, 0.0f); /* Bottom Right */
 | 
						|
    glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
 | 
						|
    glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */
 | 
						|
    glEnd();                        /* done with the polygon */
 | 
						|
 | 
						|
    if (shaders_supported) {
 | 
						|
        pglUseProgramObjectARB(0);
 | 
						|
    }
 | 
						|
    glDisable(GL_TEXTURE_2D);
 | 
						|
 | 
						|
    /* swap buffers to display, since we're double buffered. */
 | 
						|
    SDL_GL_SwapWindow(window);
 | 
						|
}
 | 
						|
 | 
						|
int main(int argc, char **argv)
 | 
						|
{
 | 
						|
    int i;
 | 
						|
    int done;
 | 
						|
    SDL_Window *window;
 | 
						|
    char *filename = NULL;
 | 
						|
    SDL_Surface *surface;
 | 
						|
    GLuint texture;
 | 
						|
    GLfloat texcoords[4];
 | 
						|
    SDLTest_CommonState *state;
 | 
						|
 | 
						|
    /* Initialize test framework */
 | 
						|
    state = SDLTest_CommonCreateState(argv, 0);
 | 
						|
    if (!state) {
 | 
						|
        return 1;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Enable standard application logging */
 | 
						|
    SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
 | 
						|
 | 
						|
    /* Parse commandline */
 | 
						|
    for (i = 1; i < argc;) {
 | 
						|
        int consumed;
 | 
						|
 | 
						|
        consumed = SDLTest_CommonArg(state, i);
 | 
						|
        if (!consumed) {
 | 
						|
            if (!filename) {
 | 
						|
                filename = argv[i];
 | 
						|
                consumed = 1;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if (consumed <= 0) {
 | 
						|
            static const char *options[] = { "[icon.bmp]", NULL };
 | 
						|
            SDLTest_CommonLogUsage(state, argv[0], options);
 | 
						|
            exit(1);
 | 
						|
        }
 | 
						|
 | 
						|
        i += consumed;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Initialize SDL for video output */
 | 
						|
    if (!SDL_Init(SDL_INIT_VIDEO)) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s\n", SDL_GetError());
 | 
						|
        exit(1);
 | 
						|
    }
 | 
						|
 | 
						|
    /* Create a 640x480 OpenGL screen */
 | 
						|
    window = SDL_CreateWindow("Shader Demo", 640, 480, SDL_WINDOW_OPENGL);
 | 
						|
    if (!window) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s\n", SDL_GetError());
 | 
						|
        SDL_Quit();
 | 
						|
        exit(2);
 | 
						|
    }
 | 
						|
 | 
						|
    if (!SDL_GL_CreateContext(window)) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s\n", SDL_GetError());
 | 
						|
        SDL_Quit();
 | 
						|
        exit(2);
 | 
						|
    }
 | 
						|
 | 
						|
    filename = GetResourceFilename(NULL, "icon.bmp");
 | 
						|
    surface = SDL_LoadBMP(filename);
 | 
						|
    SDL_free(filename);
 | 
						|
 | 
						|
    if (!surface) {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.bmp: %s\n", SDL_GetError());
 | 
						|
        SDL_Quit();
 | 
						|
        exit(3);
 | 
						|
    }
 | 
						|
    texture = SDL_GL_LoadTexture(surface, texcoords);
 | 
						|
    SDL_DestroySurface(surface);
 | 
						|
 | 
						|
    /* Loop, drawing and checking events */
 | 
						|
    InitGL(640, 480);
 | 
						|
    if (InitShaders()) {
 | 
						|
        SDL_Log("Shaders supported, press SPACE to cycle them.\n");
 | 
						|
    } else {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!\n");
 | 
						|
    }
 | 
						|
    done = 0;
 | 
						|
    while (!done) {
 | 
						|
        DrawGLScene(window, texture, texcoords);
 | 
						|
 | 
						|
        /* This could go in a separate function */
 | 
						|
        {
 | 
						|
            SDL_Event event;
 | 
						|
            while (SDL_PollEvent(&event)) {
 | 
						|
                if (event.type == SDL_EVENT_QUIT) {
 | 
						|
                    done = 1;
 | 
						|
                }
 | 
						|
                if (event.type == SDL_EVENT_KEY_DOWN) {
 | 
						|
                    if (event.key.key == SDLK_SPACE) {
 | 
						|
                        current_shader = (current_shader + 1) % NUM_SHADERS;
 | 
						|
                    }
 | 
						|
                    if (event.key.key == SDLK_ESCAPE) {
 | 
						|
                        done = 1;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    QuitShaders();
 | 
						|
    SDL_Quit();
 | 
						|
    SDLTest_CommonDestroyState(state);
 | 
						|
    return 1;
 | 
						|
}
 | 
						|
 | 
						|
#else /* HAVE_OPENGL */
 | 
						|
 | 
						|
int main(int argc, char *argv[])
 | 
						|
{
 | 
						|
    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
 | 
						|
    return 1;
 | 
						|
}
 | 
						|
 | 
						|
#endif /* HAVE_OPENGL */
 |