00cc9309cb
de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
560 lines
17 KiB
C
560 lines
17 KiB
C
/*
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Copyright (C) 1997-2026 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 <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include "testutils.h"
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#include <stdlib.h>
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#ifdef HAVE_OPENGL
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#include <SDL3/SDL_opengl.h>
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static bool shaders_supported;
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static int current_shader = 0;
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enum
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{
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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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{
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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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/* 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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/* 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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static PFNGLATTACHOBJECTARBPROC pglAttachObjectARB;
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static PFNGLCOMPILESHADERARBPROC pglCompileShaderARB;
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static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB;
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static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB;
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static PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB;
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static PFNGLGETINFOLOGARBPROC pglGetInfoLogARB;
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static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB;
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static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB;
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static PFNGLLINKPROGRAMARBPROC pglLinkProgramARB;
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static PFNGLSHADERSOURCEARBPROC pglShaderSourceARB;
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static PFNGLUNIFORM1IARBPROC pglUniform1iARB;
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static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB;
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static bool CompileShader(GLhandleARB shader, const char *source)
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{
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GLint status = 0;
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pglShaderSourceARB(shader, 1, &source, NULL);
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pglCompileShaderARB(shader);
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pglGetObjectParameterivARB(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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pglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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info = (char *)SDL_malloc((size_t)length + 1);
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if (!info) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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} else {
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pglGetInfoLogARB(shader, length, NULL, info);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:");
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", source);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", info);
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SDL_free(info);
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}
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return false;
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} else {
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return true;
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}
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}
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static bool LinkProgram(ShaderData *data)
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{
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GLint status = 0;
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pglAttachObjectARB(data->program, data->vert_shader);
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pglAttachObjectARB(data->program, data->frag_shader);
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pglLinkProgramARB(data->program);
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pglGetObjectParameterivARB(data->program, GL_OBJECT_LINK_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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pglGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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info = (char *)SDL_malloc((size_t)length + 1);
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if (!info) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
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} else {
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pglGetInfoLogARB(data->program, length, NULL, info);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:");
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", info);
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SDL_free(info);
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}
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return false;
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} else {
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return true;
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}
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}
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static bool CompileShaderProgram(ShaderData *data)
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{
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const int num_tmus_bound = 4;
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int i;
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GLint location;
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glGetError();
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/* Create one program object to rule them all */
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data->program = pglCreateProgramObjectARB();
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/* Create the vertex shader */
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data->vert_shader = pglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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if (!CompileShader(data->vert_shader, data->vert_source)) {
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return false;
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}
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/* Create the fragment shader */
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data->frag_shader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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if (!CompileShader(data->frag_shader, data->frag_source)) {
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return false;
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}
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/* ... and in the darkness bind them */
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if (!LinkProgram(data)) {
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return false;
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}
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/* Set up some uniform variables */
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pglUseProgramObjectARB(data->program);
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for (i = 0; i < num_tmus_bound; ++i) {
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char tex_name[5];
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(void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
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location = pglGetUniformLocationARB(data->program, tex_name);
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if (location >= 0) {
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pglUniform1iARB(location, i);
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}
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}
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pglUseProgramObjectARB(0);
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return (glGetError() == GL_NO_ERROR);
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}
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static void DestroyShaderProgram(ShaderData *data)
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{
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if (shaders_supported) {
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pglDeleteObjectARB(data->vert_shader);
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pglDeleteObjectARB(data->frag_shader);
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pglDeleteObjectARB(data->program);
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}
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}
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static bool InitShaders(void)
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{
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int i;
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/* Check for shader support */
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shaders_supported = false;
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if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
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SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
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SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
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SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
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pglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
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pglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
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pglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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pglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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pglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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pglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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pglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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pglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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pglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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pglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
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pglUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
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pglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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if (pglAttachObjectARB &&
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pglCompileShaderARB &&
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pglCreateProgramObjectARB &&
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pglCreateShaderObjectARB &&
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pglDeleteObjectARB &&
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pglGetInfoLogARB &&
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pglGetObjectParameterivARB &&
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pglGetUniformLocationARB &&
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pglLinkProgramARB &&
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pglShaderSourceARB &&
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pglUniform1iARB &&
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pglUseProgramObjectARB) {
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shaders_supported = true;
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}
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}
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if (!shaders_supported) {
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return false;
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}
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/* Compile all the shaders */
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for (i = 0; i < NUM_SHADERS; ++i) {
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if (!CompileShaderProgram(&shaders[i])) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to compile shader!");
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return false;
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}
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}
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/* We're done! */
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return true;
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}
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static void QuitShaders(void)
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{
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int i;
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for (i = 0; i < NUM_SHADERS; ++i) {
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DestroyShaderProgram(&shaders[i]);
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}
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}
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/* Quick utility function for texture creation */
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static int
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power_of_two(int input)
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{
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int value = 1;
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while (value < input) {
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value <<= 1;
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}
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return value;
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}
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static GLuint
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SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
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{
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GLuint texture;
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int w, h;
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SDL_Surface *image;
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SDL_Rect area;
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SDL_BlendMode saved_mode;
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/* Use the surface width and height expanded to powers of 2 */
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w = power_of_two(surface->w);
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h = power_of_two(surface->h);
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texcoord[0] = 0.0f; /* Min X */
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texcoord[1] = 0.0f; /* Min Y */
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texcoord[2] = (GLfloat)surface->w / w; /* Max X */
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texcoord[3] = (GLfloat)surface->h / h; /* Max Y */
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image = SDL_CreateSurface(w, h, SDL_PIXELFORMAT_RGBA32);
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if (!image) {
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return 0;
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}
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/* Save the alpha blending attributes */
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SDL_GetSurfaceBlendMode(surface, &saved_mode);
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SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE);
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/* Copy the surface into the GL texture image */
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area.x = 0;
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area.y = 0;
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area.w = surface->w;
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area.h = surface->h;
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SDL_BlitSurface(surface, &area, image, &area);
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/* Restore the alpha blending attributes */
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SDL_SetSurfaceBlendMode(surface, saved_mode);
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/* Create an OpenGL texture for the image */
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
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SDL_DestroySurface(image); /* No longer needed */
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return texture;
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}
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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static void InitGL(int Width, int Height) /* We call this right after our OpenGL window is created. */
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{
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GLdouble aspect;
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glViewport(0, 0, Width, Height);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); /* This Will Clear The Background Color To Black */
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glClearDepth(1.0); /* Enables Clearing Of The Depth Buffer */
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glDepthFunc(GL_LESS); /* The Type Of Depth Test To Do */
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glEnable(GL_DEPTH_TEST); /* Enables Depth Testing */
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glShadeModel(GL_SMOOTH); /* Enables Smooth Color Shading */
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); /* Reset The Projection Matrix */
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aspect = (GLdouble)Width / Height;
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glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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}
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/* The main drawing function. */
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static void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
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{
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/* Texture coordinate lookup, to make it simple */
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enum
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{
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MINX,
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MINY,
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MAXX,
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MAXY
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};
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Clear The Screen And The Depth Buffer */
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glLoadIdentity(); /* Reset The View */
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glTranslatef(-1.5f, 0.0f, 0.0f); /* Move Left 1.5 Units */
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/* draw a triangle (in smooth coloring mode) */
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glBegin(GL_POLYGON); /* start drawing a polygon */
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glColor3f(1.0f, 0.0f, 0.0f); /* Set The Color To Red */
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glVertex3f(0.0f, 1.0f, 0.0f); /* Top */
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glColor3f(0.0f, 1.0f, 0.0f); /* Set The Color To Green */
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glVertex3f(1.0f, -1.0f, 0.0f); /* Bottom Right */
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glColor3f(0.0f, 0.0f, 1.0f); /* Set The Color To Blue */
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glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */
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glEnd(); /* we're done with the polygon (smooth color interpolation) */
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glTranslatef(3.0f, 0.0f, 0.0f); /* Move Right 3 Units */
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/* Enable blending */
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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/* draw a textured square (quadrilateral) */
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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glColor3f(1.0f, 1.0f, 1.0f);
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if (shaders_supported) {
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pglUseProgramObjectARB(shaders[current_shader].program);
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}
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glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
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glTexCoord2f(texcoord[MINX], texcoord[MINY]);
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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) {
|
|
pglUseProgramObjectARB(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 i;
|
|
int done;
|
|
SDL_Window *window;
|
|
char *filename = NULL;
|
|
SDL_Surface *surface;
|
|
GLuint texture;
|
|
GLfloat texcoords[4];
|
|
SDLTest_CommonState *state;
|
|
|
|
/* Initialize test framework */
|
|
state = SDLTest_CommonCreateState(argv, 0);
|
|
if (!state) {
|
|
return 1;
|
|
}
|
|
|
|
/* Parse commandline */
|
|
for (i = 1; i < argc;) {
|
|
int consumed;
|
|
|
|
consumed = SDLTest_CommonArg(state, i);
|
|
if (!consumed) {
|
|
if (!filename) {
|
|
filename = argv[i];
|
|
consumed = 1;
|
|
}
|
|
}
|
|
if (consumed <= 0) {
|
|
static const char *options[] = { "[icon.png]", NULL };
|
|
SDLTest_CommonLogUsage(state, argv[0], options);
|
|
exit(1);
|
|
}
|
|
|
|
i += consumed;
|
|
}
|
|
|
|
/* Initialize SDL for video output */
|
|
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s", SDL_GetError());
|
|
exit(1);
|
|
}
|
|
|
|
/* Create a 640x480 OpenGL screen */
|
|
window = SDL_CreateWindow("Shader Demo", 640, 480, SDL_WINDOW_OPENGL);
|
|
if (!window) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s", SDL_GetError());
|
|
SDL_Quit();
|
|
exit(2);
|
|
}
|
|
|
|
if (!SDL_GL_CreateContext(window)) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s", SDL_GetError());
|
|
SDL_Quit();
|
|
exit(2);
|
|
}
|
|
|
|
filename = GetResourceFilename(NULL, "icon.png");
|
|
surface = SDL_LoadPNG(filename);
|
|
SDL_free(filename);
|
|
|
|
if (!surface) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.png: %s", SDL_GetError());
|
|
SDL_Quit();
|
|
exit(3);
|
|
}
|
|
texture = SDL_GL_LoadTexture(surface, texcoords);
|
|
SDL_DestroySurface(surface);
|
|
|
|
/* Loop, drawing and checking events */
|
|
InitGL(640, 480);
|
|
if (InitShaders()) {
|
|
SDL_Log("Shaders supported, press SPACE to cycle them.");
|
|
} else {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!");
|
|
}
|
|
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_EVENT_QUIT) {
|
|
done = 1;
|
|
}
|
|
if (event.type == SDL_EVENT_KEY_DOWN) {
|
|
if (event.key.key == SDLK_SPACE) {
|
|
current_shader = (current_shader + 1) % NUM_SHADERS;
|
|
}
|
|
if (event.key.key == SDLK_ESCAPE) {
|
|
done = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
QuitShaders();
|
|
SDL_Quit();
|
|
SDLTest_CommonDestroyState(state);
|
|
return 1;
|
|
}
|
|
|
|
#else /* HAVE_OPENGL */
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system");
|
|
return 1;
|
|
}
|
|
|
|
#endif /* HAVE_OPENGL */
|