diff options
author | Alon Zakai <alonzakai@gmail.com> | 2012-04-23 17:30:21 -0700 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2012-04-23 17:30:21 -0700 |
commit | 7a066b458e26064aaf50ee026f96721d9b3bb099 (patch) | |
tree | d96cc3fccafcfad54ad57f227a7edc02cd3fb898 /tests/sdlglshader.c | |
parent | aa5932c2b83f3aaf53e5b12795a25703781898db (diff) |
finish current immediate+shader work, add sdlglshader test
Diffstat (limited to 'tests/sdlglshader.c')
-rw-r--r-- | tests/sdlglshader.c | 153 |
1 files changed, 153 insertions, 0 deletions
diff --git a/tests/sdlglshader.c b/tests/sdlglshader.c new file mode 100644 index 00000000..a096ef20 --- /dev/null +++ b/tests/sdlglshader.c @@ -0,0 +1,153 @@ +/* +THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION +AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN. + +THE ORIGINAL AUTHOR IS KYLE FOLEY. + +THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY +OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF +MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE, +ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE +RESULTING FROM THE USE, MODIFICATION, OR +REDISTRIBUTION OF THIS SOFTWARE. +*/ + +#include "SDL/SDL.h" +#include "SDL/SDL_opengl.h" + +#include <stdio.h> +#include <string.h> +#include <assert.h> + +// GL_ARB_shading_language_100, GL_ARB_shader_objects, GL_ARB_fragment_shader, GL_ARB_vertex_shader +PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObject_ = NULL; +PFNGLDELETEOBJECTARBPROC glDeleteObject_ = NULL; +PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObject_ = NULL; +PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObject_ = NULL; +PFNGLSHADERSOURCEARBPROC glShaderSource_ = NULL; +PFNGLCOMPILESHADERARBPROC glCompileShader_ = NULL; +PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameteriv_ = NULL; +PFNGLATTACHOBJECTARBPROC glAttachObject_ = NULL; +PFNGLGETINFOLOGARBPROC glGetInfoLog_ = NULL; +PFNGLLINKPROGRAMARBPROC glLinkProgram_ = NULL; +PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation_ = NULL; +PFNGLUNIFORM1FARBPROC glUniform1f_ = NULL; +PFNGLUNIFORM2FARBPROC glUniform2f_ = NULL; +PFNGLUNIFORM3FARBPROC glUniform3f_ = NULL; +PFNGLUNIFORM4FARBPROC glUniform4f_ = NULL; +PFNGLUNIFORM1FVARBPROC glUniform1fv_ = NULL; +PFNGLUNIFORM2FVARBPROC glUniform2fv_ = NULL; +PFNGLUNIFORM3FVARBPROC glUniform3fv_ = NULL; +PFNGLUNIFORM4FVARBPROC glUniform4fv_ = NULL; +PFNGLUNIFORM1IARBPROC glUniform1i_ = NULL; +PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocation_ = NULL; +PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniform_ = NULL; + +void initARB() { + glCreateProgramObject_ = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB"); + glDeleteObject_ = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB"); + glUseProgramObject_ = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB"); + glCreateShaderObject_ = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB"); + glShaderSource_ = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB"); + glCompileShader_ = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB"); + glGetObjectParameteriv_ = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB"); + glAttachObject_ = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB"); + glGetInfoLog_ = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB"); + glLinkProgram_ = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB"); + glGetUniformLocation_ = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB"); + glUniform1f_ = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB"); + glUniform2f_ = (PFNGLUNIFORM2FARBPROC) SDL_GL_GetProcAddress("glUniform2fARB"); + glUniform3f_ = (PFNGLUNIFORM3FARBPROC) SDL_GL_GetProcAddress("glUniform3fARB"); + glUniform4f_ = (PFNGLUNIFORM4FARBPROC) SDL_GL_GetProcAddress("glUniform4fARB"); + glUniform1fv_ = (PFNGLUNIFORM1FVARBPROC) SDL_GL_GetProcAddress("glUniform1fvARB"); + glUniform2fv_ = (PFNGLUNIFORM2FVARBPROC) SDL_GL_GetProcAddress("glUniform2fvARB"); + glUniform3fv_ = (PFNGLUNIFORM3FVARBPROC) SDL_GL_GetProcAddress("glUniform3fvARB"); + glUniform4fv_ = (PFNGLUNIFORM4FVARBPROC) SDL_GL_GetProcAddress("glUniform4fvARB"); + glUniform1i_ = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB"); + glBindAttribLocation_ = (PFNGLBINDATTRIBLOCATIONARBPROC) SDL_GL_GetProcAddress("glBindAttribLocationARB"); + glGetActiveUniform_ = (PFNGLGETACTIVEUNIFORMARBPROC) SDL_GL_GetProcAddress("glGetActiveUniformARB"); +} + +void setShaders() { + GLuint v, f, p; + GLint ok; + + const char *vv = "void main() \n" + "{ \n" + " gl_Position = ftransform() + vec4(0.1, -0.25, 0, 0); \n" + "}"; + const char *ff = "void main() \n" + "{ \n" + " gl_FragColor = vec4(gl_FragCoord.y/480.0, gl_FragCoord.x/640.0, 0.66, 1.0); \n" + "}"; + + v = glCreateShaderObject_(GL_VERTEX_SHADER); + f = glCreateShaderObject_(GL_FRAGMENT_SHADER); + + glShaderSource_(v, 1, &vv,NULL); + glShaderSource_(f, 1, &ff,NULL); + + glCompileShader_(v); + glGetObjectParameteriv_(v, GL_OBJECT_COMPILE_STATUS_ARB, &ok); + assert(ok); + + glCompileShader_(f); + glGetObjectParameteriv_(f, GL_OBJECT_COMPILE_STATUS_ARB, &ok); + assert(ok); + + p = glCreateProgramObject_(); + glAttachObject_(p,f); + glAttachObject_(p,v); + + glLinkProgram_(p); + glGetObjectParameteriv_(p, GL_OBJECT_LINK_STATUS_ARB, &ok); + assert(ok); + + glUseProgramObject_(p); +} + +int main(int argc, char *argv[]) +{ + SDL_Surface *screen; + + assert(SDL_Init(SDL_INIT_VIDEO) == 0); + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); + assert(screen); + + glClearColor(0, 0, 0, 0); + glViewport(0, 0, 640, 480); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0, 640, 480, 0, -1, 1); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glClear(GL_COLOR_BUFFER_BIT); + + initARB(); + setShaders(); + + glColor3f(0, 1, 1); // is overridden by the shader, useful for debugging native builds + glBegin( GL_TRIANGLES ); + glTexCoord2i(0, 0); glVertex3f( 10, 10, 0); + glTexCoord2i(1, 0); glVertex3f( 300, 10, 0); + glTexCoord2i(1, 1); glVertex3f( 300, 328, 0); + glEnd(); + + glColor3f(1, 1, 0); // is overridden by the shader, useful for debugging native builds + glBegin( GL_TRIANGLES ); + glTexCoord2f(0, 0.5); glVertex3f(410, 10, 0); + glTexCoord2f(1, 0.5); glVertex3f(600, 10, 0); + glTexCoord2f(1, 1 ); glVertex3f(630, 400, 0); + glEnd(); + + SDL_GL_SwapBuffers(); + +#if !EMSCRIPTEN + SDL_Delay(3000); +#endif + + SDL_Quit(); + return 0; +} + |