169 строки
7.4 KiB
C
169 строки
7.4 KiB
C
/*
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THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION
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AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN.
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THE ORIGINAL AUTHOR IS KYLE FOLEY.
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THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY
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OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF
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MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE,
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ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE
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RESULTING FROM THE USE, MODIFICATION, OR
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REDISTRIBUTION OF THIS SOFTWARE.
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*/
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#include "SDL/SDL.h"
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#include "SDL/SDL_opengl.h"
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#include <stdio.h>
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#include <string.h>
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#include <assert.h>
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// GL_ARB_shading_language_100, GL_ARB_shader_objects, GL_ARB_fragment_shader, GL_ARB_vertex_shader
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PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObject_ = NULL;
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PFNGLDELETEOBJECTARBPROC glDeleteObject_ = NULL;
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObject_ = NULL;
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PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObject_ = NULL;
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PFNGLSHADERSOURCEARBPROC glShaderSource_ = NULL;
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PFNGLCOMPILESHADERARBPROC glCompileShader_ = NULL;
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PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameteriv_ = NULL;
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PFNGLATTACHOBJECTARBPROC glAttachObject_ = NULL;
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PFNGLGETINFOLOGARBPROC glGetInfoLog_ = NULL;
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PFNGLLINKPROGRAMARBPROC glLinkProgram_ = NULL;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation_ = NULL;
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PFNGLUNIFORM1FARBPROC glUniform1f_ = NULL;
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PFNGLUNIFORM2FARBPROC glUniform2f_ = NULL;
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PFNGLUNIFORM3FARBPROC glUniform3f_ = NULL;
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PFNGLUNIFORM4FARBPROC glUniform4f_ = NULL;
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PFNGLUNIFORM1FVARBPROC glUniform1fv_ = NULL;
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PFNGLUNIFORM2FVARBPROC glUniform2fv_ = NULL;
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PFNGLUNIFORM3FVARBPROC glUniform3fv_ = NULL;
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PFNGLUNIFORM4FVARBPROC glUniform4fv_ = NULL;
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PFNGLUNIFORM1IARBPROC glUniform1i_ = NULL;
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PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocation_ = NULL;
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PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniform_ = NULL;
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void initARB() {
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glCreateProgramObject_ = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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glDeleteObject_ = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
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glUseProgramObject_ = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
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glCreateShaderObject_ = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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glShaderSource_ = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
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glCompileShader_ = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
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glGetObjectParameteriv_ = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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glAttachObject_ = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
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glGetInfoLog_ = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
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glLinkProgram_ = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
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glGetUniformLocation_ = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
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glUniform1f_ = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
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glUniform2f_ = (PFNGLUNIFORM2FARBPROC) SDL_GL_GetProcAddress("glUniform2fARB");
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glUniform3f_ = (PFNGLUNIFORM3FARBPROC) SDL_GL_GetProcAddress("glUniform3fARB");
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glUniform4f_ = (PFNGLUNIFORM4FARBPROC) SDL_GL_GetProcAddress("glUniform4fARB");
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glUniform1fv_ = (PFNGLUNIFORM1FVARBPROC) SDL_GL_GetProcAddress("glUniform1fvARB");
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glUniform2fv_ = (PFNGLUNIFORM2FVARBPROC) SDL_GL_GetProcAddress("glUniform2fvARB");
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glUniform3fv_ = (PFNGLUNIFORM3FVARBPROC) SDL_GL_GetProcAddress("glUniform3fvARB");
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glUniform4fv_ = (PFNGLUNIFORM4FVARBPROC) SDL_GL_GetProcAddress("glUniform4fvARB");
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glUniform1i_ = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
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glBindAttribLocation_ = (PFNGLBINDATTRIBLOCATIONARBPROC) SDL_GL_GetProcAddress("glBindAttribLocationARB");
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glGetActiveUniform_ = (PFNGLGETACTIVEUNIFORMARBPROC) SDL_GL_GetProcAddress("glGetActiveUniformARB");
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}
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void setShaders() {
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GLuint v, f, p;
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GLint ok;
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const char *vv = "#pragma CUBE2_uniform animdata AnimData 0 16\n"
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"uniform vec4 animdata[246];\n"
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"void main() \n"
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"{ \n"
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" gl_Position = ftransform() + animdata[0]; \n"
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"}";
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const char *ff = "void main() \n"
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"{ \n"
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" gl_FragColor = vec4(gl_FragCoord.y/480.0, gl_FragCoord.x/640.0, 0.66, 1.0); \n"
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"}";
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v = glCreateShaderObject_(GL_VERTEX_SHADER);
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f = glCreateShaderObject_(GL_FRAGMENT_SHADER);
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glShaderSource_(v, 1, &vv,NULL);
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glShaderSource_(f, 1, &ff,NULL);
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glCompileShader_(v);
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glGetObjectParameteriv_(v, GL_OBJECT_COMPILE_STATUS_ARB, &ok);
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if (!ok) {
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char msg[512];
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glGetShaderInfoLog(v, sizeof msg, NULL, msg);
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printf("shader compilation issue: %s\n", msg);
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}
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assert(ok);
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glCompileShader_(f);
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glGetObjectParameteriv_(f, GL_OBJECT_COMPILE_STATUS_ARB, &ok);
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assert(ok);
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p = glCreateProgramObject_();
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glAttachObject_(p,f);
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glAttachObject_(p,v);
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glLinkProgram_(p);
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glGetObjectParameteriv_(p, GL_OBJECT_LINK_STATUS_ARB, &ok);
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assert(ok);
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int loc = glGetUniformLocation_(p, "animdata");
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printf("loc: %d\n", loc);
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assert(loc > 0);
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int loc2 = glGetUniformLocation_(p, "animdata[0]");
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printf("loc2: %d\n", loc2);
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assert(loc2 == loc);
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glUseProgramObject_(p);
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}
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int main(int argc, char *argv[])
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{
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SDL_Surface *screen;
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assert(SDL_Init(SDL_INIT_VIDEO) == 0);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL );
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assert(screen);
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glClearColor(0, 0, 0, 0);
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glViewport(0, 0, 640, 480);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, 640, 480, 0, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glClear(GL_COLOR_BUFFER_BIT);
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initARB();
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setShaders();
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glColor3f(0, 1, 1); // is overridden by the shader, useful for debugging native builds
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glBegin( GL_TRIANGLES );
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glTexCoord2i(0, 0); glVertex3f( 10, 10, 0);
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glTexCoord2i(1, 0); glVertex3f( 300, 10, 0);
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glTexCoord2i(1, 1); glVertex3f( 300, 328, 0);
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glEnd();
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glColor3f(1, 1, 0); // is overridden by the shader, useful for debugging native builds
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glBegin( GL_TRIANGLES );
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glTexCoord2f(0, 0.5); glVertex3f(410, 10, 0);
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glTexCoord2f(1, 0.5); glVertex3f(600, 10, 0);
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glTexCoord2f(1, 1 ); glVertex3f(630, 400, 0);
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glEnd();
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SDL_GL_SwapBuffers();
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#ifdef REPORT_RESULT
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int result = 1;
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REPORT_RESULT();
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#endif
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SDL_Quit();
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return 0;
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}
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