1 /*
2   Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
3 
4   This software is provided 'as-is', without any express or implied
5   warranty.  In no event will the authors be held liable for any damages
6   arising from the use of this software.
7 
8   Permission is granted to anyone to use this software for any purpose,
9   including commercial applications, and to alter it and redistribute it
10   freely.
11 */
12 /* This is a simple example of using GLSL shaders with SDL */
13 
14 #include "SDL.h"
15 
16 #ifdef HAVE_OPENGL
17 
18 #include "SDL_opengl.h"
19 
20 
21 static SDL_bool shaders_supported;
22 static int      current_shader = 0;
23 
24 enum {
25     SHADER_COLOR,
26     SHADER_TEXTURE,
27     SHADER_TEXCOORDS,
28     NUM_SHADERS
29 };
30 
31 typedef struct {
32     GLhandleARB program;
33     GLhandleARB vert_shader;
34     GLhandleARB frag_shader;
35     const char *vert_source;
36     const char *frag_source;
37 } ShaderData;
38 
39 static ShaderData shaders[NUM_SHADERS] = {
40 
41     /* SHADER_COLOR */
42     { 0, 0, 0,
43         /* vertex shader */
44 "varying vec4 v_color;\n"
45 "\n"
46 "void main()\n"
47 "{\n"
48 "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
49 "    v_color = gl_Color;\n"
50 "}",
51         /* fragment shader */
52 "varying vec4 v_color;\n"
53 "\n"
54 "void main()\n"
55 "{\n"
56 "    gl_FragColor = v_color;\n"
57 "}"
58     },
59 
60     /* SHADER_TEXTURE */
61     { 0, 0, 0,
62         /* vertex shader */
63 "varying vec4 v_color;\n"
64 "varying vec2 v_texCoord;\n"
65 "\n"
66 "void main()\n"
67 "{\n"
68 "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
69 "    v_color = gl_Color;\n"
70 "    v_texCoord = vec2(gl_MultiTexCoord0);\n"
71 "}",
72         /* fragment shader */
73 "varying vec4 v_color;\n"
74 "varying vec2 v_texCoord;\n"
75 "uniform sampler2D tex0;\n"
76 "\n"
77 "void main()\n"
78 "{\n"
79 "    gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
80 "}"
81     },
82 
83     /* SHADER_TEXCOORDS */
84     { 0, 0, 0,
85         /* vertex shader */
86 "varying vec2 v_texCoord;\n"
87 "\n"
88 "void main()\n"
89 "{\n"
90 "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
91 "    v_texCoord = vec2(gl_MultiTexCoord0);\n"
92 "}",
93         /* fragment shader */
94 "varying vec2 v_texCoord;\n"
95 "\n"
96 "void main()\n"
97 "{\n"
98 "    vec4 color;\n"
99 "    vec2 delta;\n"
100 "    float dist;\n"
101 "\n"
102 "    delta = vec2(0.5, 0.5) - v_texCoord;\n"
103 "    dist = dot(delta, delta);\n"
104 "\n"
105 "    color.r = v_texCoord.x;\n"
106 "    color.g = v_texCoord.x * v_texCoord.y;\n"
107 "    color.b = v_texCoord.y;\n"
108 "    color.a = 1.0 - (dist * 4.0);\n"
109 "    gl_FragColor = color;\n"
110 "}"
111     },
112 };
113 
114 static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
115 static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
116 static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
117 static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
118 static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
119 static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
120 static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
121 static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
122 static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
123 static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
124 static PFNGLUNIFORM1IARBPROC glUniform1iARB;
125 static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
126 
CompileShader(GLhandleARB shader,const char * source)127 static SDL_bool CompileShader(GLhandleARB shader, const char *source)
128 {
129     GLint status;
130 
131     glShaderSourceARB(shader, 1, &source, NULL);
132     glCompileShaderARB(shader);
133     glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
134     if (status == 0) {
135         GLint length;
136         char *info;
137 
138         glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
139         info = SDL_stack_alloc(char, length+1);
140         glGetInfoLogARB(shader, length, NULL, info);
141         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
142         SDL_stack_free(info);
143 
144         return SDL_FALSE;
145     } else {
146         return SDL_TRUE;
147     }
148 }
149 
CompileShaderProgram(ShaderData * data)150 static SDL_bool CompileShaderProgram(ShaderData *data)
151 {
152     const int num_tmus_bound = 4;
153     int i;
154     GLint location;
155 
156     glGetError();
157 
158     /* Create one program object to rule them all */
159     data->program = glCreateProgramObjectARB();
160 
161     /* Create the vertex shader */
162     data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
163     if (!CompileShader(data->vert_shader, data->vert_source)) {
164         return SDL_FALSE;
165     }
166 
167     /* Create the fragment shader */
168     data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
169     if (!CompileShader(data->frag_shader, data->frag_source)) {
170         return SDL_FALSE;
171     }
172 
173     /* ... and in the darkness bind them */
174     glAttachObjectARB(data->program, data->vert_shader);
175     glAttachObjectARB(data->program, data->frag_shader);
176     glLinkProgramARB(data->program);
177 
178     /* Set up some uniform variables */
179     glUseProgramObjectARB(data->program);
180     for (i = 0; i < num_tmus_bound; ++i) {
181         char tex_name[5];
182         SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
183         location = glGetUniformLocationARB(data->program, tex_name);
184         if (location >= 0) {
185             glUniform1iARB(location, i);
186         }
187     }
188     glUseProgramObjectARB(0);
189 
190     return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
191 }
192 
DestroyShaderProgram(ShaderData * data)193 static void DestroyShaderProgram(ShaderData *data)
194 {
195     if (shaders_supported) {
196         glDeleteObjectARB(data->vert_shader);
197         glDeleteObjectARB(data->frag_shader);
198         glDeleteObjectARB(data->program);
199     }
200 }
201 
InitShaders()202 static SDL_bool InitShaders()
203 {
204     int i;
205 
206     /* Check for shader support */
207     shaders_supported = SDL_FALSE;
208     if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
209         SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
210         SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
211         SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
212         glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
213         glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
214         glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
215         glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
216         glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
217         glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
218         glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
219         glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
220         glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
221         glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
222         glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
223         glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
224         if (glAttachObjectARB &&
225             glCompileShaderARB &&
226             glCreateProgramObjectARB &&
227             glCreateShaderObjectARB &&
228             glDeleteObjectARB &&
229             glGetInfoLogARB &&
230             glGetObjectParameterivARB &&
231             glGetUniformLocationARB &&
232             glLinkProgramARB &&
233             glShaderSourceARB &&
234             glUniform1iARB &&
235             glUseProgramObjectARB) {
236             shaders_supported = SDL_TRUE;
237         }
238     }
239 
240     if (!shaders_supported) {
241         return SDL_FALSE;
242     }
243 
244     /* Compile all the shaders */
245     for (i = 0; i < NUM_SHADERS; ++i) {
246         if (!CompileShaderProgram(&shaders[i])) {
247             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to compile shader!\n");
248             return SDL_FALSE;
249         }
250     }
251 
252     /* We're done! */
253     return SDL_TRUE;
254 }
255 
QuitShaders()256 static void QuitShaders()
257 {
258     int i;
259 
260     for (i = 0; i < NUM_SHADERS; ++i) {
261         DestroyShaderProgram(&shaders[i]);
262     }
263 }
264 
265 /* Quick utility function for texture creation */
266 static int
power_of_two(int input)267 power_of_two(int input)
268 {
269     int value = 1;
270 
271     while (value < input) {
272         value <<= 1;
273     }
274     return value;
275 }
276 
277 GLuint
SDL_GL_LoadTexture(SDL_Surface * surface,GLfloat * texcoord)278 SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
279 {
280     GLuint texture;
281     int w, h;
282     SDL_Surface *image;
283     SDL_Rect area;
284     SDL_BlendMode saved_mode;
285 
286     /* Use the surface width and height expanded to powers of 2 */
287     w = power_of_two(surface->w);
288     h = power_of_two(surface->h);
289     texcoord[0] = 0.0f;         /* Min X */
290     texcoord[1] = 0.0f;         /* Min Y */
291     texcoord[2] = (GLfloat) surface->w / w;     /* Max X */
292     texcoord[3] = (GLfloat) surface->h / h;     /* Max Y */
293 
294     image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
295 #if SDL_BYTEORDER == SDL_LIL_ENDIAN     /* OpenGL RGBA masks */
296                                  0x000000FF,
297                                  0x0000FF00, 0x00FF0000, 0xFF000000
298 #else
299                                  0xFF000000,
300                                  0x00FF0000, 0x0000FF00, 0x000000FF
301 #endif
302         );
303     if (image == NULL) {
304         return 0;
305     }
306 
307     /* Save the alpha blending attributes */
308     SDL_GetSurfaceBlendMode(surface, &saved_mode);
309     SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE);
310 
311     /* Copy the surface into the GL texture image */
312     area.x = 0;
313     area.y = 0;
314     area.w = surface->w;
315     area.h = surface->h;
316     SDL_BlitSurface(surface, &area, image, &area);
317 
318     /* Restore the alpha blending attributes */
319     SDL_SetSurfaceBlendMode(surface, saved_mode);
320 
321     /* Create an OpenGL texture for the image */
322     glGenTextures(1, &texture);
323     glBindTexture(GL_TEXTURE_2D, texture);
324     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
325     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
326     glTexImage2D(GL_TEXTURE_2D,
327                  0,
328                  GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
329     SDL_FreeSurface(image);     /* No longer needed */
330 
331     return texture;
332 }
333 
334 /* A general OpenGL initialization function.    Sets all of the initial parameters. */
InitGL(int Width,int Height)335 void InitGL(int Width, int Height)                    /* We call this right after our OpenGL window is created. */
336 {
337     GLdouble aspect;
338 
339     glViewport(0, 0, Width, Height);
340     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);        /* This Will Clear The Background Color To Black */
341     glClearDepth(1.0);                /* Enables Clearing Of The Depth Buffer */
342     glDepthFunc(GL_LESS);                /* The Type Of Depth Test To Do */
343     glEnable(GL_DEPTH_TEST);            /* Enables Depth Testing */
344     glShadeModel(GL_SMOOTH);            /* Enables Smooth Color Shading */
345 
346     glMatrixMode(GL_PROJECTION);
347     glLoadIdentity();                /* Reset The Projection Matrix */
348 
349     aspect = (GLdouble)Width / Height;
350     glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
351 
352     glMatrixMode(GL_MODELVIEW);
353 }
354 
355 /* The main drawing function. */
DrawGLScene(SDL_Window * window,GLuint texture,GLfloat * texcoord)356 void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat * texcoord)
357 {
358     /* Texture coordinate lookup, to make it simple */
359     enum {
360         MINX,
361         MINY,
362         MAXX,
363         MAXY
364     };
365 
366     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);        /* Clear The Screen And The Depth Buffer */
367     glLoadIdentity();                /* Reset The View */
368 
369     glTranslatef(-1.5f,0.0f,0.0f);        /* Move Left 1.5 Units */
370 
371     /* draw a triangle (in smooth coloring mode) */
372     glBegin(GL_POLYGON);                /* start drawing a polygon */
373     glColor3f(1.0f,0.0f,0.0f);            /* Set The Color To Red */
374     glVertex3f( 0.0f, 1.0f, 0.0f);        /* Top */
375     glColor3f(0.0f,1.0f,0.0f);            /* Set The Color To Green */
376     glVertex3f( 1.0f,-1.0f, 0.0f);        /* Bottom Right */
377     glColor3f(0.0f,0.0f,1.0f);            /* Set The Color To Blue */
378     glVertex3f(-1.0f,-1.0f, 0.0f);        /* Bottom Left */
379     glEnd();                    /* we're done with the polygon (smooth color interpolation) */
380 
381     glTranslatef(3.0f,0.0f,0.0f);         /* Move Right 3 Units */
382 
383     /* Enable blending */
384     glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
385     glEnable(GL_BLEND);
386     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
387 
388     /* draw a textured square (quadrilateral) */
389     glEnable(GL_TEXTURE_2D);
390     glBindTexture(GL_TEXTURE_2D, texture);
391     glColor3f(1.0f,1.0f,1.0f);
392     if (shaders_supported) {
393         glUseProgramObjectARB(shaders[current_shader].program);
394     }
395 
396     glBegin(GL_QUADS);                /* start drawing a polygon (4 sided) */
397     glTexCoord2f(texcoord[MINX], texcoord[MINY]);
398     glVertex3f(-1.0f, 1.0f, 0.0f);        /* Top Left */
399     glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
400     glVertex3f( 1.0f, 1.0f, 0.0f);        /* Top Right */
401     glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
402     glVertex3f( 1.0f,-1.0f, 0.0f);        /* Bottom Right */
403     glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
404     glVertex3f(-1.0f,-1.0f, 0.0f);        /* Bottom Left */
405     glEnd();                    /* done with the polygon */
406 
407     if (shaders_supported) {
408         glUseProgramObjectARB(0);
409     }
410     glDisable(GL_TEXTURE_2D);
411 
412     /* swap buffers to display, since we're double buffered. */
413     SDL_GL_SwapWindow(window);
414 }
415 
main(int argc,char ** argv)416 int main(int argc, char **argv)
417 {
418     int done;
419     SDL_Window *window;
420     SDL_Surface *surface;
421     GLuint texture;
422     GLfloat texcoords[4];
423 
424     /* Enable standard application logging */
425     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
426 
427     /* Initialize SDL for video output */
428     if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
429         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s\n", SDL_GetError());
430         exit(1);
431     }
432 
433     /* Create a 640x480 OpenGL screen */
434     window = SDL_CreateWindow( "Shader Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL );
435     if ( !window ) {
436         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s\n", SDL_GetError());
437         SDL_Quit();
438         exit(2);
439     }
440 
441     if ( !SDL_GL_CreateContext(window)) {
442         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s\n", SDL_GetError());
443         SDL_Quit();
444         exit(2);
445     }
446 
447     surface = SDL_LoadBMP("icon.bmp");
448     if ( ! surface ) {
449         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.bmp: %s\n", SDL_GetError());
450         SDL_Quit();
451         exit(3);
452     }
453     texture = SDL_GL_LoadTexture(surface, texcoords);
454     SDL_FreeSurface(surface);
455 
456     /* Loop, drawing and checking events */
457     InitGL(640, 480);
458     if (InitShaders()) {
459         SDL_Log("Shaders supported, press SPACE to cycle them.\n");
460     } else {
461         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!\n");
462     }
463     done = 0;
464     while ( ! done ) {
465         DrawGLScene(window, texture, texcoords);
466 
467         /* This could go in a separate function */
468         { SDL_Event event;
469             while ( SDL_PollEvent(&event) ) {
470                 if ( event.type == SDL_QUIT ) {
471                     done = 1;
472                 }
473                 if ( event.type == SDL_KEYDOWN ) {
474                     if ( event.key.keysym.sym == SDLK_SPACE ) {
475                         current_shader = (current_shader + 1) % NUM_SHADERS;
476                     }
477                     if ( event.key.keysym.sym == SDLK_ESCAPE ) {
478                         done = 1;
479                     }
480                 }
481             }
482         }
483     }
484     QuitShaders();
485     SDL_Quit();
486     return 1;
487 }
488 
489 #else /* HAVE_OPENGL */
490 
491 int
main(int argc,char * argv[])492 main(int argc, char *argv[])
493 {
494     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
495     return 1;
496 }
497 
498 #endif /* HAVE_OPENGL */
499 
500 /* vi: set ts=4 sw=4 expandtab: */
501