Mercurial > sdl-ios-xcode
annotate test/testshader.c @ 5284:96a22141cf86 tip
Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
author | Eric Wing <ewing . public |-at-| gmail . com> |
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date | Sat, 12 Feb 2011 21:52:30 -0800 |
parents | c7be6ca3a0b8 |
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rev | line source |
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1 /* This is a simple example of using GLSL shaders with SDL */ |
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2 |
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3 #include "SDL.h" |
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4 |
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5 #ifdef HAVE_OPENGL |
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6 |
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7 #include "SDL_opengl.h" |
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8 |
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9 |
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10 static SDL_bool shaders_supported; |
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11 static int current_shader = 0; |
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12 |
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13 enum { |
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14 SHADER_COLOR, |
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15 SHADER_TEXTURE, |
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16 SHADER_TEXCOORDS, |
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17 NUM_SHADERS |
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18 }; |
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19 |
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20 typedef struct { |
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21 GLuint program; |
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22 GLuint vert_shader; |
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23 GLuint frag_shader; |
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24 const char *vert_source; |
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25 const char *frag_source; |
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26 } ShaderData; |
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27 |
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28 static ShaderData shaders[NUM_SHADERS] = { |
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29 |
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30 /* SHADER_COLOR */ |
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31 { 0, 0, 0, |
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32 /* vertex shader */ |
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33 "varying vec4 v_color;\n" |
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34 "\n" |
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35 "void main()\n" |
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36 "{\n" |
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37 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" |
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38 " v_color = gl_Color;\n" |
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39 "}", |
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40 /* fragment shader */ |
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41 "varying vec4 v_color;\n" |
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42 "\n" |
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43 "void main()\n" |
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44 "{\n" |
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45 " gl_FragColor = v_color;\n" |
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46 "}" |
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47 }, |
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48 |
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49 /* SHADER_TEXTURE */ |
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50 { 0, 0, 0, |
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51 /* vertex shader */ |
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52 "varying vec4 v_color;\n" |
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53 "varying vec2 v_texCoord;\n" |
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54 "\n" |
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55 "void main()\n" |
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56 "{\n" |
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57 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" |
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58 " v_color = gl_Color;\n" |
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59 " v_texCoord = vec2(gl_MultiTexCoord0);\n" |
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60 "}", |
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61 /* fragment shader */ |
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62 "varying vec4 v_color;\n" |
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63 "varying vec2 v_texCoord;\n" |
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64 "uniform sampler2D tex0;\n" |
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65 "\n" |
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66 "void main()\n" |
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67 "{\n" |
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68 " gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n" |
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69 "}" |
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70 }, |
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71 |
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72 /* SHADER_TEXCOORDS */ |
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73 { 0, 0, 0, |
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74 /* vertex shader */ |
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75 "varying vec2 v_texCoord;\n" |
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76 "\n" |
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77 "void main()\n" |
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78 "{\n" |
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79 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" |
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80 " v_texCoord = vec2(gl_MultiTexCoord0);\n" |
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81 "}", |
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82 /* fragment shader */ |
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83 "varying vec2 v_texCoord;\n" |
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84 "\n" |
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85 "void main()\n" |
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86 "{\n" |
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87 " vec4 color;\n" |
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88 " vec2 delta;\n" |
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89 " float dist;\n" |
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90 "\n" |
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91 " delta = vec2(0.5, 0.5) - v_texCoord;\n" |
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92 " dist = dot(delta, delta);\n" |
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93 "\n" |
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94 " color.r = v_texCoord.x;\n" |
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95 " color.g = v_texCoord.x * v_texCoord.y;\n" |
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96 " color.b = v_texCoord.y;\n" |
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97 " color.a = 1.0 - (dist * 4.0);\n" |
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98 " gl_FragColor = color;\n" |
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99 "}" |
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100 }, |
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101 }; |
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102 |
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103 static PFNGLATTACHOBJECTARBPROC glAttachObjectARB; |
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104 static PFNGLCOMPILESHADERARBPROC glCompileShaderARB; |
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105 static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB; |
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106 static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB; |
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107 static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB; |
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108 static PFNGLGETINFOLOGARBPROC glGetInfoLogARB; |
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109 static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB; |
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110 static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB; |
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111 static PFNGLLINKPROGRAMARBPROC glLinkProgramARB; |
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112 static PFNGLSHADERSOURCEARBPROC glShaderSourceARB; |
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113 static PFNGLUNIFORM1IARBPROC glUniform1iARB; |
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114 static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB; |
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115 |
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116 static SDL_bool CompileShader(GLenum shader, const char *source) |
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117 { |
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118 GLint status; |
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119 |
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120 glShaderSourceARB(shader, 1, &source, NULL); |
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121 glCompileShaderARB(shader); |
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122 glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); |
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123 if (status == 0) { |
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124 GLint length; |
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125 char *info; |
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126 |
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127 glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); |
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128 info = SDL_stack_alloc(char, length+1); |
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129 glGetInfoLogARB(shader, length, NULL, info); |
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130 fprintf(stderr, "Failed to compile shader:\n%s\n%s", source, info); |
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131 SDL_stack_free(info); |
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132 |
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133 return SDL_FALSE; |
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134 } else { |
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135 return SDL_TRUE; |
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136 } |
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137 } |
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138 |
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139 static SDL_bool CompileShaderProgram(ShaderData *data) |
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140 { |
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141 const int num_tmus_bound = 4; |
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142 int i; |
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143 GLint location; |
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144 |
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145 glGetError(); |
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146 |
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147 /* Create one program object to rule them all */ |
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148 data->program = glCreateProgramObjectARB(); |
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149 |
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150 /* Create the vertex shader */ |
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151 data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
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152 if (!CompileShader(data->vert_shader, data->vert_source)) { |
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153 return SDL_FALSE; |
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154 } |
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155 |
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156 /* Create the fragment shader */ |
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157 data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
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158 if (!CompileShader(data->frag_shader, data->frag_source)) { |
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159 return SDL_FALSE; |
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160 } |
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161 |
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162 /* ... and in the darkness bind them */ |
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163 glAttachObjectARB(data->program, data->vert_shader); |
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164 glAttachObjectARB(data->program, data->frag_shader); |
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165 glLinkProgramARB(data->program); |
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166 |
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167 /* Set up some uniform variables */ |
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168 glUseProgramObjectARB(data->program); |
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169 for (i = 0; i < num_tmus_bound; ++i) { |
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170 char tex_name[5]; |
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171 SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i); |
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172 location = glGetUniformLocationARB(data->program, tex_name); |
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173 if (location >= 0) { |
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174 glUniform1iARB(location, i); |
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175 } |
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176 } |
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177 glUseProgramObjectARB(0); |
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178 |
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179 return (glGetError() == GL_NO_ERROR); |
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180 } |
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181 |
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182 static void DestroyShaderProgram(ShaderData *data) |
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183 { |
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184 if (shaders_supported) { |
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185 glDeleteObjectARB(data->vert_shader); |
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186 glDeleteObjectARB(data->frag_shader); |
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187 glDeleteObjectARB(data->program); |
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188 } |
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189 } |
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190 |
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191 static SDL_bool InitShaders() |
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192 { |
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193 int i; |
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194 |
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195 /* Check for shader support */ |
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196 shaders_supported = SDL_FALSE; |
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197 if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") && |
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198 SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") && |
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199 SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") && |
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200 SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) { |
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201 glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB"); |
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202 glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB"); |
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203 glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB"); |
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204 glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB"); |
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205 glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB"); |
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206 glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB"); |
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207 glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB"); |
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208 glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB"); |
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209 glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB"); |
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210 glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB"); |
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211 glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB"); |
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212 glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB"); |
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213 if (glAttachObjectARB && |
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214 glCompileShaderARB && |
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215 glCreateProgramObjectARB && |
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216 glCreateShaderObjectARB && |
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217 glDeleteObjectARB && |
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218 glGetInfoLogARB && |
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219 glGetObjectParameterivARB && |
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220 glGetUniformLocationARB && |
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221 glLinkProgramARB && |
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222 glShaderSourceARB && |
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223 glUniform1iARB && |
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224 glUseProgramObjectARB) { |
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225 shaders_supported = SDL_TRUE; |
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226 } |
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227 } |
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228 |
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229 if (!shaders_supported) { |
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230 return SDL_FALSE; |
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231 } |
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232 |
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233 /* Compile all the shaders */ |
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234 for (i = 0; i < NUM_SHADERS; ++i) { |
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235 if (!CompileShaderProgram(&shaders[i])) { |
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236 fprintf(stderr, "Unable to compile shader!\n"); |
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237 return SDL_FALSE; |
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238 } |
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239 } |
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240 |
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241 /* We're done! */ |
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242 return SDL_TRUE; |
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243 } |
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244 |
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245 static void QuitShaders() |
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246 { |
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247 int i; |
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248 |
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249 for (i = 0; i < NUM_SHADERS; ++i) { |
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250 DestroyShaderProgram(&shaders[i]); |
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251 } |
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252 } |
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253 |
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254 /* Quick utility function for texture creation */ |
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255 static int |
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256 power_of_two(int input) |
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257 { |
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258 int value = 1; |
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259 |
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260 while (value < input) { |
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261 value <<= 1; |
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262 } |
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263 return value; |
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264 } |
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265 |
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266 GLuint |
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267 SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord) |
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268 { |
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269 GLuint texture; |
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270 int w, h; |
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271 SDL_Surface *image; |
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272 SDL_Rect area; |
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273 Uint32 saved_flags; |
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274 Uint8 saved_alpha; |
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275 |
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276 /* Use the surface width and height expanded to powers of 2 */ |
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277 w = power_of_two(surface->w); |
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278 h = power_of_two(surface->h); |
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279 texcoord[0] = 0.0f; /* Min X */ |
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280 texcoord[1] = 0.0f; /* Min Y */ |
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281 texcoord[2] = (GLfloat) surface->w / w; /* Max X */ |
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282 texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ |
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283 |
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284 image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, |
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285 #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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286 0x000000FF, |
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287 0x0000FF00, 0x00FF0000, 0xFF000000 |
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288 #else |
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289 0xFF000000, |
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290 0x00FF0000, 0x0000FF00, 0x000000FF |
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291 #endif |
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292 ); |
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293 if (image == NULL) { |
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294 return 0; |
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295 } |
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296 |
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297 /* Save the alpha blending attributes */ |
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298 saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
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299 SDL_GetSurfaceAlphaMod(surface, &saved_alpha); |
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300 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { |
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301 SDL_SetAlpha(surface, 0, 0); |
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302 } |
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303 |
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304 /* Copy the surface into the GL texture image */ |
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305 area.x = 0; |
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306 area.y = 0; |
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307 area.w = surface->w; |
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308 area.h = surface->h; |
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309 SDL_BlitSurface(surface, &area, image, &area); |
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310 |
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311 /* Restore the alpha blending attributes */ |
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312 if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { |
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313 SDL_SetAlpha(surface, saved_flags, saved_alpha); |
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314 } |
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315 |
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316 /* Create an OpenGL texture for the image */ |
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317 glGenTextures(1, &texture); |
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318 glBindTexture(GL_TEXTURE_2D, texture); |
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319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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321 glTexImage2D(GL_TEXTURE_2D, |
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322 0, |
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323 GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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324 SDL_FreeSurface(image); /* No longer needed */ |
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325 |
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326 return texture; |
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327 } |
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328 |
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329 /* A general OpenGL initialization function. Sets all of the initial parameters. */ |
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330 void InitGL(int Width, int Height) // We call this right after our OpenGL window is created. |
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331 { |
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332 GLdouble aspect; |
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333 |
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334 glViewport(0, 0, Width, Height); |
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335 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black |
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336 glClearDepth(1.0); // Enables Clearing Of The Depth Buffer |
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337 glDepthFunc(GL_LESS); // The Type Of Depth Test To Do |
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338 glEnable(GL_DEPTH_TEST); // Enables Depth Testing |
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339 glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading |
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340 |
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341 glMatrixMode(GL_PROJECTION); |
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342 glLoadIdentity(); // Reset The Projection Matrix |
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343 |
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344 aspect = (GLdouble)Width / Height; |
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345 glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0); |
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346 |
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347 glMatrixMode(GL_MODELVIEW); |
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348 } |
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349 |
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350 /* The main drawing function. */ |
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351 void DrawGLScene(GLuint texture, GLfloat * texcoord) |
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352 { |
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353 /* Texture coordinate lookup, to make it simple */ |
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354 enum { |
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355 MINX, |
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356 MINY, |
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357 MAXX, |
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358 MAXY |
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359 }; |
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360 |
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361 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer |
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362 glLoadIdentity(); // Reset The View |
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363 |
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364 glTranslatef(-1.5f,0.0f,0.0f); // Move Left 1.5 Units |
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365 |
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366 // draw a triangle (in smooth coloring mode) |
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367 glBegin(GL_POLYGON); // start drawing a polygon |
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368 glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red |
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369 glVertex3f( 0.0f, 1.0f, 0.0f); // Top |
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370 glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green |
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371 glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right |
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372 glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue |
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373 glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left |
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374 glEnd(); // we're done with the polygon (smooth color interpolation) |
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375 |
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376 glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units |
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377 |
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378 // Enable blending |
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379 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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380 glEnable(GL_BLEND); |
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381 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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382 |
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383 // draw a textured square (quadrilateral) |
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384 glEnable(GL_TEXTURE_2D); |
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385 glBindTexture(GL_TEXTURE_2D, texture); |
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386 glColor3f(1.0f,1.0f,1.0f); |
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387 if (shaders_supported) { |
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388 glUseProgramObjectARB(shaders[current_shader].program); |
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389 } |
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390 |
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391 glBegin(GL_QUADS); // start drawing a polygon (4 sided) |
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392 glTexCoord2f(texcoord[MINX], texcoord[MINY]); |
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393 glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left |
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394 glTexCoord2f(texcoord[MAXX], texcoord[MINY]); |
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395 glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right |
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396 glTexCoord2f(texcoord[MAXX], texcoord[MAXY]); |
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397 glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right |
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398 glTexCoord2f(texcoord[MINX], texcoord[MAXY]); |
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399 glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left |
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400 glEnd(); // done with the polygon |
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401 |
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402 if (shaders_supported) { |
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403 glUseProgramObjectARB(0); |
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404 } |
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405 glDisable(GL_TEXTURE_2D); |
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406 |
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407 // swap buffers to display, since we're double buffered. |
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408 SDL_GL_SwapBuffers(); |
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409 } |
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410 |
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411 int main(int argc, char **argv) |
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412 { |
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413 int done; |
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414 SDL_Surface *surface; |
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415 GLuint texture; |
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416 GLfloat texcoords[4]; |
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417 |
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418 /* Initialize SDL for video output */ |
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419 if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { |
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420 fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError()); |
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421 exit(1); |
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422 } |
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423 |
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424 /* Create a 640x480 OpenGL screen */ |
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425 if ( SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL ) { |
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426 fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError()); |
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427 SDL_Quit(); |
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428 exit(2); |
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429 } |
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430 |
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431 /* Set the title bar in environments that support it */ |
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432 SDL_WM_SetCaption("Shader Demo", NULL); |
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433 |
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434 surface = SDL_LoadBMP("icon.bmp"); |
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435 if ( ! surface ) { |
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436 fprintf(stderr, "Unable to load icon.bmp: %s\n", SDL_GetError()); |
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437 SDL_Quit(); |
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438 exit(3); |
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439 } |
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440 texture = SDL_GL_LoadTexture(surface, texcoords); |
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441 SDL_FreeSurface(surface); |
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442 |
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443 /* Loop, drawing and checking events */ |
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444 InitGL(640, 480); |
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445 if (InitShaders()) { |
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446 printf("Shaders supported, press SPACE to cycle them.\n"); |
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447 } else { |
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448 printf("Shaders not supported!\n"); |
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449 } |
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450 done = 0; |
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451 while ( ! done ) { |
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452 DrawGLScene(texture, texcoords); |
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453 |
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454 /* This could go in a separate function */ |
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455 { SDL_Event event; |
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456 while ( SDL_PollEvent(&event) ) { |
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457 if ( event.type == SDL_QUIT ) { |
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458 done = 1; |
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459 } |
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460 if ( event.type == SDL_KEYDOWN ) { |
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461 if ( event.key.keysym.sym == SDLK_SPACE ) { |
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462 current_shader = (current_shader + 1) % NUM_SHADERS; |
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463 } |
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464 if ( event.key.keysym.sym == SDLK_ESCAPE ) { |
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465 done = 1; |
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466 } |
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467 } |
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468 } |
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469 } |
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470 } |
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471 QuitShaders(); |
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472 SDL_Quit(); |
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473 return 1; |
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474 } |
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475 |
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476 #else /* HAVE_OPENGL */ |
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477 |
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478 int |
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479 main(int argc, char *argv[]) |
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480 { |
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481 printf("No OpenGL support on this system\n"); |
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482 return 1; |
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483 } |
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484 |
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485 #endif /* HAVE_OPENGL */ |
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486 |
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487 /* vi: set ts=4 sw=4 expandtab: */ |