Mercurial > sdl-ios-xcode
comparison src/render/opengl/SDL_shaders_gl.c @ 5233:811beeb698f9
Beginning of a framework for OpenGL shaders
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 08 Feb 2011 16:27:52 -0800 |
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children | c015d3e63631 |
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5232:9c0c4d767ef6 | 5233:811beeb698f9 |
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1 /* | |
2 SDL - Simple DirectMedia Layer | |
3 Copyright (C) 1997-2010 Sam Lantinga | |
4 | |
5 This library is free software; you can redistribute it and/or | |
6 modify it under the terms of the GNU Lesser General Public | |
7 License as published by the Free Software Foundation; either | |
8 version 2.1 of the License, or (at your option) any later version. | |
9 | |
10 This library is distributed in the hope that it will be useful, | |
11 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
13 Lesser General Public License for more details. | |
14 | |
15 You should have received a copy of the GNU Lesser General Public | |
16 License along with this library; if not, write to the Free Software | |
17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA | |
18 | |
19 Sam Lantinga | |
20 slouken@libsdl.org | |
21 */ | |
22 #include "SDL_config.h" | |
23 | |
24 #if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED | |
25 | |
26 #include "SDL_stdinc.h" | |
27 #include "SDL_log.h" | |
28 #include "SDL_opengl.h" | |
29 #include "SDL_video.h" | |
30 #include "SDL_shaders_gl.h" | |
31 | |
32 /* OpenGL shader implementation */ | |
33 | |
34 typedef struct | |
35 { | |
36 GLenum program; | |
37 GLenum vert_shader; | |
38 GLenum frag_shader; | |
39 } GL_ShaderData; | |
40 | |
41 struct GL_ShaderContext | |
42 { | |
43 GLenum (*glGetError)(void); | |
44 | |
45 PFNGLATTACHOBJECTARBPROC glAttachObjectARB; | |
46 PFNGLCOMPILESHADERARBPROC glCompileShaderARB; | |
47 PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB; | |
48 PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB; | |
49 PFNGLDELETEOBJECTARBPROC glDeleteObjectARB; | |
50 PFNGLGETINFOLOGARBPROC glGetInfoLogARB; | |
51 PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB; | |
52 PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB; | |
53 PFNGLLINKPROGRAMARBPROC glLinkProgramARB; | |
54 PFNGLSHADERSOURCEARBPROC glShaderSourceARB; | |
55 PFNGLUNIFORM1IARBPROC glUniform1iARB; | |
56 PFNGLUNIFORM1FARBPROC glUniform1fARB; | |
57 PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB; | |
58 | |
59 GL_Shader current_shader; | |
60 GL_ShaderData shaders[NUM_SHADERS]; | |
61 }; | |
62 | |
63 static const char *shader_source[NUM_SHADERS][2] = | |
64 { | |
65 /* SHADER_NONE */ | |
66 { NULL, NULL }, | |
67 | |
68 /* SHADER_SOLID */ | |
69 { | |
70 /* vertex shader */ | |
71 " \ | |
72 varying vec4 v_color; \ | |
73 \ | |
74 void main() \ | |
75 { \ | |
76 gl_Position = ftransform(); \ | |
77 v_color = gl_Color; \ | |
78 } \ | |
79 ", | |
80 /* fragment shader */ | |
81 " \ | |
82 varying vec4 v_color; \ | |
83 \ | |
84 void main() \ | |
85 { \ | |
86 gl_FragColor = v_color; \ | |
87 } \ | |
88 " | |
89 }, | |
90 | |
91 /* SHADER_RGB */ | |
92 { | |
93 /* vertex shader */ | |
94 " \ | |
95 varying vec4 v_color; \ | |
96 varying vec2 v_texCoord; \ | |
97 \ | |
98 void main() \ | |
99 { \ | |
100 gl_Position = ftransform(); \ | |
101 v_color = gl_Color; \ | |
102 v_texCoord = vec2(gl_MultiTexCoord0); \ | |
103 } \ | |
104 ", | |
105 /* fragment shader */ | |
106 " \ | |
107 varying vec4 v_color; \ | |
108 varying vec2 v_texCoord; \ | |
109 uniform sampler2D tex0; \ | |
110 \ | |
111 void main() \ | |
112 { \ | |
113 gl_FragColor = texture2D(tex0, v_texCoord) * v_color; \ | |
114 } \ | |
115 " | |
116 }, | |
117 }; | |
118 | |
119 static SDL_bool | |
120 CompileShader(GL_ShaderContext *ctx, GLenum shader, const char *source) | |
121 { | |
122 GLint status; | |
123 | |
124 ctx->glShaderSourceARB(shader, 1, &source, NULL); | |
125 ctx->glCompileShaderARB(shader); | |
126 ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); | |
127 if (status == 0) { | |
128 GLint length; | |
129 char *info; | |
130 | |
131 ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); | |
132 info = SDL_stack_alloc(char, length+1); | |
133 ctx->glGetInfoLogARB(shader, length, NULL, info); | |
134 SDL_LogError(SDL_LOG_CATEGORY_RENDER, | |
135 "Failed to compile shader:\n%s\n%s", source, info); | |
136 fprintf(stderr, "Failed to compile shader:\n%s\n%s", source, info); | |
137 SDL_stack_free(info); | |
138 | |
139 return SDL_FALSE; | |
140 } else { | |
141 return SDL_TRUE; | |
142 } | |
143 } | |
144 | |
145 static SDL_bool | |
146 CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data) | |
147 { | |
148 const int num_tmus_bound = 4; | |
149 GLint status; | |
150 int i; | |
151 GLint location; | |
152 | |
153 if (index == SHADER_NONE) { | |
154 return SDL_TRUE; | |
155 } | |
156 | |
157 ctx->glGetError(); | |
158 | |
159 /* Create one program object to rule them all */ | |
160 data->program = ctx->glCreateProgramObjectARB(); | |
161 | |
162 /* Create the vertex shader */ | |
163 data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); | |
164 if (!CompileShader(ctx, data->vert_shader, shader_source[index][0])) { | |
165 return SDL_FALSE; | |
166 } | |
167 | |
168 /* Create the fragment shader */ | |
169 data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); | |
170 if (!CompileShader(ctx, data->frag_shader, shader_source[index][1])) { | |
171 return SDL_FALSE; | |
172 } | |
173 | |
174 /* ... and in the darkness bind them */ | |
175 ctx->glAttachObjectARB(data->program, data->vert_shader); | |
176 ctx->glAttachObjectARB(data->program, data->frag_shader); | |
177 ctx->glLinkProgramARB(data->program); | |
178 | |
179 /* Set up some uniform variables */ | |
180 ctx->glUseProgramObjectARB(data->program); | |
181 for (i = 0; i < num_tmus_bound; ++i) { | |
182 char tex_name[5]; | |
183 SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i); | |
184 location = ctx->glGetUniformLocationARB(data->program, tex_name); | |
185 if (location >= 0) { | |
186 ctx->glUniform1iARB(location, 1); | |
187 } | |
188 } | |
189 ctx->glUseProgramObjectARB(0); | |
190 | |
191 return (ctx->glGetError() == GL_NO_ERROR); | |
192 } | |
193 | |
194 static void | |
195 DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data) | |
196 { | |
197 if (index == SHADER_NONE) { | |
198 return; | |
199 } | |
200 | |
201 ctx->glDeleteObjectARB(data->vert_shader); | |
202 ctx->glDeleteObjectARB(data->frag_shader); | |
203 ctx->glDeleteObjectARB(data->program); | |
204 } | |
205 | |
206 GL_ShaderContext * | |
207 GL_CreateShaderContext() | |
208 { | |
209 GL_ShaderContext *ctx; | |
210 SDL_bool shaders_supported; | |
211 int i; | |
212 | |
213 ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx)); | |
214 if (!ctx) { | |
215 return NULL; | |
216 } | |
217 | |
218 /* Check for shader support */ | |
219 shaders_supported = SDL_FALSE; | |
220 if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") && | |
221 SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") && | |
222 SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") && | |
223 SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) { | |
224 ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError"); | |
225 ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB"); | |
226 ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB"); | |
227 ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB"); | |
228 ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB"); | |
229 ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB"); | |
230 ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB"); | |
231 ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB"); | |
232 ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB"); | |
233 ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB"); | |
234 ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB"); | |
235 ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB"); | |
236 ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB"); | |
237 ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB"); | |
238 if (ctx->glGetError && | |
239 ctx->glAttachObjectARB && | |
240 ctx->glCompileShaderARB && | |
241 ctx->glCreateProgramObjectARB && | |
242 ctx->glCreateShaderObjectARB && | |
243 ctx->glDeleteObjectARB && | |
244 ctx->glGetInfoLogARB && | |
245 ctx->glGetObjectParameterivARB && | |
246 ctx->glGetUniformLocationARB && | |
247 ctx->glLinkProgramARB && | |
248 ctx->glShaderSourceARB && | |
249 ctx->glUniform1iARB && | |
250 ctx->glUniform1fARB && | |
251 ctx->glUseProgramObjectARB) { | |
252 shaders_supported = SDL_TRUE; | |
253 } | |
254 } | |
255 | |
256 if (!shaders_supported) { | |
257 GL_DestroyShaderContext(ctx); | |
258 return NULL; | |
259 } | |
260 | |
261 /* Compile all the shaders */ | |
262 for (i = 0; i < NUM_SHADERS; ++i) { | |
263 if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) { | |
264 fprintf(stderr, "Unable to compile shader!\n"); | |
265 GL_DestroyShaderContext(ctx); | |
266 return NULL; | |
267 } | |
268 } | |
269 | |
270 /* We're done! */ | |
271 return ctx; | |
272 } | |
273 | |
274 void | |
275 GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader) | |
276 { | |
277 /* Nothing to do if there's no shader support */ | |
278 if (!ctx) { | |
279 return; | |
280 } | |
281 | |
282 /* Nothing to do if there's no shader change */ | |
283 if (shader == ctx->current_shader) { | |
284 return; | |
285 } | |
286 | |
287 ctx->glUseProgramObjectARB(ctx->shaders[shader].program); | |
288 ctx->current_shader = shader; | |
289 } | |
290 | |
291 void | |
292 GL_DestroyShaderContext(GL_ShaderContext *ctx) | |
293 { | |
294 int i; | |
295 | |
296 for (i = 0; i < NUM_SHADERS; ++i) { | |
297 DestroyShaderProgram(ctx, &ctx->shaders[i]); | |
298 } | |
299 SDL_free(ctx); | |
300 } | |
301 | |
302 #endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */ | |
303 | |
304 /* vi: set ts=4 sw=4 expandtab: */ |