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			560 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			560 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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| 
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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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| 
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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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| 
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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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| 
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| #include "testutils.h"
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| 
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| #include <stdlib.h>
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| 
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| #ifdef HAVE_OPENGL
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| 
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| #include <SDL3/SDL_opengl.h>
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| 
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| static bool shaders_supported;
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| static int current_shader = 0;
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| 
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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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| 
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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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| 
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| static ShaderData shaders[NUM_SHADERS] = {
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| 
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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 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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| 
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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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| 
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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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| 
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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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| 
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| static bool LinkProgram(ShaderData *data)
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| {
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|     GLint status = 0;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     glGetError();
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| 
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|     /* Create one program object to rule them all */
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|     data->program = pglCreateProgramObjectARB();
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     return (glGetError() == GL_NO_ERROR);
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| }
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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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| 
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| static bool InitShaders(void)
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| {
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|     int i;
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| 
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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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| 
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|     if (!shaders_supported) {
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|         return false;
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|     }
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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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| 
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|     /* We're done! */
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|     return true;
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     /* Restore the alpha blending attributes */
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|     SDL_SetSurfaceBlendMode(surface, saved_mode);
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| 
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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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| 
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|     return texture;
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| }
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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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| 
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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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| 
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|     glMatrixMode(GL_PROJECTION);
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|     glLoadIdentity(); /* Reset The Projection Matrix */
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| 
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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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| 
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|     glMatrixMode(GL_MODELVIEW);
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| }
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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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| 
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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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| 
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|     glTranslatef(-1.5f, 0.0f, 0.0f); /* Move Left 1.5 Units */
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| 
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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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| 
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|     glTranslatef(3.0f, 0.0f, 0.0f); /* Move Right 3 Units */
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| 
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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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| 
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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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| 
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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 */
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|     glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
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|     glVertex3f(1.0f, 1.0f, 0.0f); /* Top Right */
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|     glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
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|     glVertex3f(1.0f, -1.0f, 0.0f); /* Bottom Right */
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|     glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
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|     glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */
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|     glEnd();                        /* done with the polygon */
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| 
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|     if (shaders_supported) {
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|         pglUseProgramObjectARB(0);
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|     }
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|     glDisable(GL_TEXTURE_2D);
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| 
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|     /* swap buffers to display, since we're double buffered. */
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|     SDL_GL_SwapWindow(window);
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| }
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| 
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| int main(int argc, char **argv)
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| {
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|     int i;
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|     int done;
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|     SDL_Window *window;
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|     char *filename = NULL;
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|     SDL_Surface *surface;
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|     GLuint texture;
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|     GLfloat texcoords[4];
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|     SDLTest_CommonState *state;
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| 
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|     /* Initialize test framework */
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|     state = SDLTest_CommonCreateState(argv, 0);
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|     if (!state) {
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|         return 1;
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|     }
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| 
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|     /* Parse commandline */
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|     for (i = 1; i < argc;) {
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|         int consumed;
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| 
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|         consumed = SDLTest_CommonArg(state, i);
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|         if (!consumed) {
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|             if (!filename) {
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|                 filename = argv[i];
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|                 consumed = 1;
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|             }
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|         }
 | |
|         if (consumed <= 0) {
 | |
|             static const char *options[] = { "[icon.bmp]", 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.bmp");
 | |
|     surface = SDL_LoadBMP(filename);
 | |
|     SDL_free(filename);
 | |
| 
 | |
|     if (!surface) {
 | |
|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.bmp: %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 */
 | 
