diff src/render/opengl/SDL_shaders_gl.c @ 5233:811beeb698f9

Beginning of a framework for OpenGL shaders
author Sam Lantinga <slouken@libsdl.org>
date Tue, 08 Feb 2011 16:27:52 -0800
parents
children c015d3e63631
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/render/opengl/SDL_shaders_gl.c	Tue Feb 08 16:27:52 2011 -0800
@@ -0,0 +1,304 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2010 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
+
+#include "SDL_stdinc.h"
+#include "SDL_log.h"
+#include "SDL_opengl.h"
+#include "SDL_video.h"
+#include "SDL_shaders_gl.h"
+
+/* OpenGL shader implementation */
+
+typedef struct
+{
+    GLenum program;
+    GLenum vert_shader;
+    GLenum frag_shader;
+} GL_ShaderData;
+
+struct GL_ShaderContext
+{
+    GLenum (*glGetError)(void);
+
+    PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
+    PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
+    PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
+    PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
+    PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
+    PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
+    PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
+    PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
+    PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
+    PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
+    PFNGLUNIFORM1IARBPROC glUniform1iARB;
+    PFNGLUNIFORM1FARBPROC glUniform1fARB;
+    PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
+
+    GL_Shader current_shader;
+    GL_ShaderData shaders[NUM_SHADERS];
+};
+
+static const char *shader_source[NUM_SHADERS][2] =
+{
+    /* SHADER_NONE */
+    { NULL, NULL },
+
+    /* SHADER_SOLID */
+    {
+        /* vertex shader */
+        " \
+varying vec4 v_color; \
+ \
+void main() \
+{ \
+    gl_Position = ftransform(); \
+    v_color = gl_Color; \
+} \
+",
+        /* fragment shader */
+        " \
+varying vec4 v_color; \
+ \
+void main() \
+{ \
+    gl_FragColor = v_color; \
+} \
+"
+    },
+
+    /* SHADER_RGB */
+    {
+        /* vertex shader */
+        " \
+varying vec4 v_color; \
+varying vec2 v_texCoord; \
+ \
+void main() \
+{ \
+    gl_Position = ftransform(); \
+    v_color = gl_Color; \
+    v_texCoord = vec2(gl_MultiTexCoord0); \
+} \
+",
+        /* fragment shader */
+        " \
+varying vec4 v_color; \
+varying vec2 v_texCoord; \
+uniform sampler2D tex0; \
+ \
+void main() \
+{ \
+    gl_FragColor = texture2D(tex0, v_texCoord) * v_color; \
+} \
+"
+    },
+};
+
+static SDL_bool
+CompileShader(GL_ShaderContext *ctx, GLenum shader, const char *source)
+{
+    GLint status;
+
+    ctx->glShaderSourceARB(shader, 1, &source, NULL);
+    ctx->glCompileShaderARB(shader);
+    ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
+    if (status == 0) {
+        GLint length;
+        char *info;
+
+        ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
+        info = SDL_stack_alloc(char, length+1);
+        ctx->glGetInfoLogARB(shader, length, NULL, info);
+        SDL_LogError(SDL_LOG_CATEGORY_RENDER,
+            "Failed to compile shader:\n%s\n%s", source, info);
+fprintf(stderr, "Failed to compile shader:\n%s\n%s", source, info);
+        SDL_stack_free(info);
+
+        return SDL_FALSE;
+    } else {
+        return SDL_TRUE;
+    }
+}
+
+static SDL_bool
+CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
+{
+    const int num_tmus_bound = 4;
+    GLint status;
+    int i;
+    GLint location;
+
+    if (index == SHADER_NONE) {
+        return SDL_TRUE;
+    }
+
+    ctx->glGetError();
+
+    /* Create one program object to rule them all */
+    data->program = ctx->glCreateProgramObjectARB();
+
+    /* Create the vertex shader */
+    data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+    if (!CompileShader(ctx, data->vert_shader, shader_source[index][0])) {
+        return SDL_FALSE;
+    }
+
+    /* Create the fragment shader */
+    data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+    if (!CompileShader(ctx, data->frag_shader, shader_source[index][1])) {
+        return SDL_FALSE;
+    }
+
+    /* ... and in the darkness bind them */
+    ctx->glAttachObjectARB(data->program, data->vert_shader);
+    ctx->glAttachObjectARB(data->program, data->frag_shader);
+    ctx->glLinkProgramARB(data->program);
+
+    /* Set up some uniform variables */
+    ctx->glUseProgramObjectARB(data->program);
+    for (i = 0; i < num_tmus_bound; ++i) {
+        char tex_name[5];
+        SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
+        location = ctx->glGetUniformLocationARB(data->program, tex_name);
+        if (location >= 0) {
+            ctx->glUniform1iARB(location, 1);
+        }
+    }
+    ctx->glUseProgramObjectARB(0);
+    
+    return (ctx->glGetError() == GL_NO_ERROR);
+}
+
+static void
+DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
+{
+    if (index == SHADER_NONE) {
+        return;
+    }
+
+    ctx->glDeleteObjectARB(data->vert_shader);
+    ctx->glDeleteObjectARB(data->frag_shader);
+    ctx->glDeleteObjectARB(data->program);
+}
+
+GL_ShaderContext *
+GL_CreateShaderContext()
+{
+    GL_ShaderContext *ctx;
+    SDL_bool shaders_supported;
+    int i;
+
+    ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
+    if (!ctx) {
+        return NULL;
+    }
+
+    /* Check for shader support */
+    shaders_supported = SDL_FALSE;
+    if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
+        SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
+        SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
+        SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
+        ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
+        ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
+        ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
+        ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
+        ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
+        ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
+        ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
+        ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
+        ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
+        ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
+        ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
+        ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
+        ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
+        ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
+        if (ctx->glGetError &&
+            ctx->glAttachObjectARB &&
+            ctx->glCompileShaderARB &&
+            ctx->glCreateProgramObjectARB &&
+            ctx->glCreateShaderObjectARB &&
+            ctx->glDeleteObjectARB &&
+            ctx->glGetInfoLogARB &&
+            ctx->glGetObjectParameterivARB &&
+            ctx->glGetUniformLocationARB &&
+            ctx->glLinkProgramARB &&
+            ctx->glShaderSourceARB &&
+            ctx->glUniform1iARB &&
+            ctx->glUniform1fARB &&
+            ctx->glUseProgramObjectARB) {
+            shaders_supported = SDL_TRUE;
+        }
+    }
+
+    if (!shaders_supported) {
+        GL_DestroyShaderContext(ctx);
+        return NULL;
+    }
+
+    /* Compile all the shaders */
+    for (i = 0; i < NUM_SHADERS; ++i) {
+        if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
+fprintf(stderr, "Unable to compile shader!\n");
+            GL_DestroyShaderContext(ctx);
+            return NULL;
+        }
+    }
+
+    /* We're done! */
+    return ctx;
+}
+
+void
+GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
+{
+    /* Nothing to do if there's no shader support */
+    if (!ctx) {
+        return;
+    }
+
+    /* Nothing to do if there's no shader change */
+    if (shader == ctx->current_shader) {
+        return;
+    }
+
+    ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
+    ctx->current_shader = shader;
+}
+
+void
+GL_DestroyShaderContext(GL_ShaderContext *ctx)
+{
+    int i;
+
+    for (i = 0; i < NUM_SHADERS; ++i) {
+        DestroyShaderProgram(ctx, &ctx->shaders[i]);
+    }
+    SDL_free(ctx);
+}
+
+#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
+
+/* vi: set ts=4 sw=4 expandtab: */