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	# Conflicts: # libs/SDL2/COPYING.txt # libs/SDL2/WhatsNew.txt # libs/SDL2/docs/README-android.md # libs/SDL2/docs/README-linux.md # libs/SDL2/i686-w64-mingw32/bin/SDL2.dll # libs/SDL2/i686-w64-mingw32/bin/sdl2-config # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_assert.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_atomic.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_audio.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_bits.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_blendmode.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_clipboard.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_config.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_cpuinfo.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_egl.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_endian.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_error.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_events.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_filesystem.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gamecontroller.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_gesture.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_haptic.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_hints.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_joystick.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keyboard.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_keycode.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_loadso.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_log.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_main.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_messagebox.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mouse.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_mutex.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_name.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengl.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_opengles2.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_pixels.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_platform.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_power.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_quit.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rect.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_render.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_revision.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_rwops.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_scancode.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_sensor.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_shape.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_stdinc.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_surface.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_system.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_syswm.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_assert.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_common.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_compare.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_crc32.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_font.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_fuzzer.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_harness.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_images.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_log.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_md5.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_memory.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_test_random.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_thread.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_timer.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_touch.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_types.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_version.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_video.h # libs/SDL2/i686-w64-mingw32/include/SDL2/SDL_vulkan.h # libs/SDL2/i686-w64-mingw32/include/SDL2/begin_code.h # libs/SDL2/i686-w64-mingw32/include/SDL2/close_code.h # libs/SDL2/i686-w64-mingw32/lib/libSDL2.a # libs/SDL2/i686-w64-mingw32/lib/libSDL2.dll.a # libs/SDL2/i686-w64-mingw32/lib/libSDL2.la # libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.a # libs/SDL2/i686-w64-mingw32/lib/libSDL2_test.la # libs/SDL2/i686-w64-mingw32/lib/libSDL2main.a # libs/SDL2/i686-w64-mingw32/lib/libSDL2main.la # libs/SDL2/i686-w64-mingw32/lib/pkgconfig/sdl2.pc # libs/SDL2/test/Makefile.in # libs/SDL2/test/Makefile.os2 # libs/SDL2/test/checkkeys.c # libs/SDL2/test/configure.ac # libs/SDL2/test/controllermap.c # libs/SDL2/test/loopwave.c # libs/SDL2/test/loopwavequeue.c # libs/SDL2/test/testatomic.c # libs/SDL2/test/testaudiocapture.c # libs/SDL2/test/testaudiohotplug.c # libs/SDL2/test/testaudioinfo.c # libs/SDL2/test/testautomation.c # libs/SDL2/test/testbounds.c # libs/SDL2/test/testcustomcursor.c # libs/SDL2/test/testdisplayinfo.c # libs/SDL2/test/testdraw2.c # libs/SDL2/test/testdrawchessboard.c # libs/SDL2/test/testdropfile.c # libs/SDL2/test/testerror.c # libs/SDL2/test/testfile.c # libs/SDL2/test/testfilesystem.c # libs/SDL2/test/testgamecontroller.c # libs/SDL2/test/testgesture.c # libs/SDL2/test/testgl2.c # libs/SDL2/test/testgles.c # libs/SDL2/test/testgles2.c # libs/SDL2/test/testhotplug.c # libs/SDL2/test/testiconv.c # libs/SDL2/test/testime.c # libs/SDL2/test/testintersections.c # libs/SDL2/test/testjoystick.c # libs/SDL2/test/testkeys.c # libs/SDL2/test/testloadso.c # libs/SDL2/test/testlock.c # libs/SDL2/test/testmessage.c # libs/SDL2/test/testmultiaudio.c # libs/SDL2/test/testnative.c # libs/SDL2/test/testnative.h # libs/SDL2/test/testnativew32.c # libs/SDL2/test/testnativex11.c # libs/SDL2/test/testoverlay2.c # libs/SDL2/test/testplatform.c # libs/SDL2/test/testpower.c # libs/SDL2/test/testqsort.c # libs/SDL2/test/testrelative.c # libs/SDL2/test/testrendercopyex.c # libs/SDL2/test/testrendertarget.c # libs/SDL2/test/testresample.c # libs/SDL2/test/testrumble.c # libs/SDL2/test/testscale.c # libs/SDL2/test/testsem.c # libs/SDL2/test/testsensor.c # libs/SDL2/test/testshader.c # libs/SDL2/test/testshape.c # libs/SDL2/test/testsprite2.c # libs/SDL2/test/testspriteminimal.c # libs/SDL2/test/teststreaming.c # libs/SDL2/test/testthread.c # libs/SDL2/test/testtimer.c # libs/SDL2/test/testver.c # libs/SDL2/test/testviewport.c # libs/SDL2/test/testvulkan.c # libs/SDL2/test/testwm2.c # libs/SDL2/test/testyuv.c # libs/SDL2/test/testyuv_cvt.c # libs/SDL2/test/testyuv_cvt.h # libs/SDL2/test/torturethread.c # libs/SDL2/x86_64-w64-mingw32/bin/SDL2.dll # libs/SDL2/x86_64-w64-mingw32/bin/sdl2-config # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_assert.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_atomic.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_audio.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_bits.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_blendmode.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_clipboard.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_config.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_cpuinfo.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_egl.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_endian.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_error.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_events.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_filesystem.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gamecontroller.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_gesture.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_haptic.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_hints.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_joystick.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keyboard.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_keycode.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_loadso.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_log.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_main.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_messagebox.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mouse.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_mutex.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_name.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengl.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_opengles2.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_pixels.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_platform.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_power.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_quit.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rect.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_render.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_revision.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_rwops.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_scancode.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_sensor.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_shape.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_stdinc.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_surface.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_system.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_syswm.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_assert.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_common.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_compare.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_crc32.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_font.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_fuzzer.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_harness.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_images.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_log.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_md5.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_memory.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_test_random.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_thread.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_timer.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_touch.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_types.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_version.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_video.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/SDL_vulkan.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/begin_code.h # libs/SDL2/x86_64-w64-mingw32/include/SDL2/close_code.h # libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.a # libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.dll.a # libs/SDL2/x86_64-w64-mingw32/lib/libSDL2.la # libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.a # libs/SDL2/x86_64-w64-mingw32/lib/libSDL2_test.la # libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.a # libs/SDL2/x86_64-w64-mingw32/lib/libSDL2main.la # libs/SDL2/x86_64-w64-mingw32/lib/pkgconfig/sdl2.pc
		
			
				
	
	
		
			531 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			531 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2022 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 "SDL.h"
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#ifdef HAVE_OPENGL
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#include "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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    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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    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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    },
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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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    },
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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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};
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static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
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static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
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static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
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static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
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static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
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static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
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static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
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static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
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static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
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static PFNGLUNIFORM1IARBPROC glUniform1iARB;
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static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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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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    glShaderSourceARB(shader, 1, &source, NULL);
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    glCompileShaderARB(shader);
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    glGetObjectParameterivARB(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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        glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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        info = (char *) SDL_malloc(length + 1);
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        if (!info) {
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            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
 | 
						|
        } else {
 | 
						|
            glGetInfoLogARB(shader, length, NULL, info);
 | 
						|
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
 | 
						|
            SDL_free(info);
 | 
						|
        }
 | 
						|
        return SDL_FALSE;
 | 
						|
    } else {
 | 
						|
        return SDL_TRUE;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static SDL_bool LinkProgram(ShaderData *data)
 | 
						|
{
 | 
						|
    GLint status = 0;
 | 
						|
 | 
						|
    glAttachObjectARB(data->program, data->vert_shader);
 | 
						|
    glAttachObjectARB(data->program, data->frag_shader);
 | 
						|
    glLinkProgramARB(data->program);
 | 
						|
 | 
						|
    glGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
 | 
						|
    if (status == 0) {
 | 
						|
        GLint length = 0;
 | 
						|
        char *info;
 | 
						|
 | 
						|
        glGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
 | 
						|
        info = (char *) SDL_malloc(length + 1);
 | 
						|
        if (!info) {
 | 
						|
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
 | 
						|
        } else {
 | 
						|
            glGetInfoLogARB(data->program, length, NULL, info);
 | 
						|
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:\n%s", info);
 | 
						|
            SDL_free(info);
 | 
						|
        }
 | 
						|
        return SDL_FALSE;
 | 
						|
    } else {
 | 
						|
        return SDL_TRUE;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static SDL_bool CompileShaderProgram(ShaderData *data)
 | 
						|
{
 | 
						|
    const int num_tmus_bound = 4;
 | 
						|
    int i;
 | 
						|
    GLint location;
 | 
						|
 | 
						|
    glGetError();
 | 
						|
 | 
						|
    /* Create one program object to rule them all */
 | 
						|
    data->program = glCreateProgramObjectARB();
 | 
						|
 | 
						|
    /* Create the vertex shader */
 | 
						|
    data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
 | 
						|
    if (!CompileShader(data->vert_shader, data->vert_source)) {
 | 
						|
        return SDL_FALSE;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Create the fragment shader */
 | 
						|
    data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
 | 
						|
    if (!CompileShader(data->frag_shader, data->frag_source)) {
 | 
						|
        return SDL_FALSE;
 | 
						|
    }
 | 
						|
 | 
						|
    /* ... and in the darkness bind them */
 | 
						|
    if (!LinkProgram(data)) {
 | 
						|
        return SDL_FALSE;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Set up some uniform variables */
 | 
						|
    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 = glGetUniformLocationARB(data->program, tex_name);
 | 
						|
        if (location >= 0) {
 | 
						|
            glUniform1iARB(location, i);
 | 
						|
        }
 | 
						|
    }
 | 
						|
    glUseProgramObjectARB(0);
 | 
						|
 | 
						|
    return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
 | 
						|
}
 | 
						|
 | 
						|
static void DestroyShaderProgram(ShaderData *data)
 | 
						|
{
 | 
						|
    if (shaders_supported) {
 | 
						|
        glDeleteObjectARB(data->vert_shader);
 | 
						|
        glDeleteObjectARB(data->frag_shader);
 | 
						|
        glDeleteObjectARB(data->program);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
static SDL_bool InitShaders()
 | 
						|
{
 | 
						|
    int i;
 | 
						|
 | 
						|
    /* 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")) {
 | 
						|
        glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
 | 
						|
        glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
 | 
						|
        glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
 | 
						|
        glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
 | 
						|
        glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
 | 
						|
        glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
 | 
						|
        glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
 | 
						|
        glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
 | 
						|
        glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
 | 
						|
        glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
 | 
						|
        glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
 | 
						|
        glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
 | 
						|
        if (glAttachObjectARB &&
 | 
						|
            glCompileShaderARB &&
 | 
						|
            glCreateProgramObjectARB &&
 | 
						|
            glCreateShaderObjectARB &&
 | 
						|
            glDeleteObjectARB &&
 | 
						|
            glGetInfoLogARB &&
 | 
						|
            glGetObjectParameterivARB &&
 | 
						|
            glGetUniformLocationARB &&
 | 
						|
            glLinkProgramARB &&
 | 
						|
            glShaderSourceARB &&
 | 
						|
            glUniform1iARB &&
 | 
						|
            glUseProgramObjectARB) {
 | 
						|
            shaders_supported = SDL_TRUE;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    if (!shaders_supported) {
 | 
						|
        return SDL_FALSE;
 | 
						|
    }
 | 
						|
 | 
						|
    /* Compile all the shaders */
 | 
						|
    for (i = 0; i < NUM_SHADERS; ++i) {
 | 
						|
        if (!CompileShaderProgram(&shaders[i])) {
 | 
						|
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to compile shader!\n");
 | 
						|
            return SDL_FALSE;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /* We're done! */
 | 
						|
    return SDL_TRUE;
 | 
						|
}
 | 
						|
 | 
						|
static void QuitShaders()
 | 
						|
{
 | 
						|
    int i;
 | 
						|
 | 
						|
    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;
 | 
						|
}
 | 
						|
 | 
						|
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_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
 | 
						|
#if SDL_BYTEORDER == SDL_LIL_ENDIAN     /* OpenGL RGBA masks */
 | 
						|
                                 0x000000FF,
 | 
						|
                                 0x0000FF00, 0x00FF0000, 0xFF000000
 | 
						|
#else
 | 
						|
                                 0xFF000000,
 | 
						|
                                 0x00FF0000, 0x0000FF00, 0x000000FF
 | 
						|
#endif
 | 
						|
        );
 | 
						|
    if (image == NULL) {
 | 
						|
        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_FreeSurface(image);     /* No longer needed */
 | 
						|
 | 
						|
    return texture;
 | 
						|
}
 | 
						|
 | 
						|
/* A general OpenGL initialization function.    Sets all of the initial parameters. */
 | 
						|
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. */
 | 
						|
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) {
 | 
						|
        glUseProgramObjectARB(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) {
 | 
						|
        glUseProgramObjectARB(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 done;
 | 
						|
    SDL_Window *window;
 | 
						|
    SDL_Surface *surface;
 | 
						|
    GLuint texture;
 | 
						|
    GLfloat texcoords[4];
 | 
						|
 | 
						|
    /* Enable standard application logging */
 | 
						|
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
 | 
						|
 | 
						|
    /* Initialize SDL for video output */
 | 
						|
    if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
 | 
						|
        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", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 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);
 | 
						|
    }
 | 
						|
 | 
						|
    surface = SDL_LoadBMP("icon.bmp");
 | 
						|
    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_FreeSurface(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_QUIT ) {
 | 
						|
                    done = 1;
 | 
						|
                }
 | 
						|
                if ( event.type == SDL_KEYDOWN ) {
 | 
						|
                    if ( event.key.keysym.sym == SDLK_SPACE ) {
 | 
						|
                        current_shader = (current_shader + 1) % NUM_SHADERS;
 | 
						|
                    }
 | 
						|
                    if ( event.key.keysym.sym == SDLK_ESCAPE ) {
 | 
						|
                        done = 1;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    QuitShaders();
 | 
						|
    SDL_Quit();
 | 
						|
    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 */
 | 
						|
 | 
						|
/* vi: set ts=4 sw=4 expandtab: */
 |