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			501 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			501 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Copyright (C) 1997-2018 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 "SDL.h"
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| 
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| #ifdef HAVE_OPENGL
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| 
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| #include "SDL_opengl.h"
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| 
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| 
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| static SDL_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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|     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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|     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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| 
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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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| 
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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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| 
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| static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
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| static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
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| static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
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| static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
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| static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
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| static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
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| static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
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| static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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| static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
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| static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
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| static PFNGLUNIFORM1IARBPROC glUniform1iARB;
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| static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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| 
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| static SDL_bool CompileShader(GLhandleARB shader, const char *source)
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| {
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|     GLint status;
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| 
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|     glShaderSourceARB(shader, 1, &source, NULL);
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|     glCompileShaderARB(shader);
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|     glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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|     if (status == 0) {
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|         GLint length;
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|         char *info;
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| 
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|         glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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|         info = SDL_stack_alloc(char, length+1);
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|         glGetInfoLogARB(shader, length, NULL, info);
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
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|         SDL_stack_free(info);
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| 
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|         return SDL_FALSE;
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|     } else {
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|         return SDL_TRUE;
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|     }
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| }
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| 
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| static SDL_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 = glCreateProgramObjectARB();
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| 
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|     /* Create the vertex shader */
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|     data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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|     if (!CompileShader(data->vert_shader, data->vert_source)) {
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|         return SDL_FALSE;
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|     }
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| 
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|     /* Create the fragment shader */
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|     data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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|     if (!CompileShader(data->frag_shader, data->frag_source)) {
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|         return SDL_FALSE;
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|     }
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| 
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|     /* ... and in the darkness bind them */
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|     glAttachObjectARB(data->program, data->vert_shader);
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|     glAttachObjectARB(data->program, data->frag_shader);
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|     glLinkProgramARB(data->program);
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| 
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|     /* Set up some uniform variables */
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|     glUseProgramObjectARB(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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|         SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
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|         location = glGetUniformLocationARB(data->program, tex_name);
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|         if (location >= 0) {
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|             glUniform1iARB(location, i);
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|         }
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|     }
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|     glUseProgramObjectARB(0);
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| 
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|     return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
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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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|         glDeleteObjectARB(data->vert_shader);
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|         glDeleteObjectARB(data->frag_shader);
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|         glDeleteObjectARB(data->program);
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|     }
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| }
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| 
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| static SDL_bool InitShaders()
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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 = SDL_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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|         glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
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|         glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
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|         glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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|         glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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|         glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
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|         glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
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|         glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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|         glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
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|         glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
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|         glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
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|         glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
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|         glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
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|         if (glAttachObjectARB &&
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|             glCompileShaderARB &&
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|             glCreateProgramObjectARB &&
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|             glCreateShaderObjectARB &&
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|             glDeleteObjectARB &&
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|             glGetInfoLogARB &&
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|             glGetObjectParameterivARB &&
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|             glGetUniformLocationARB &&
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|             glLinkProgramARB &&
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|             glShaderSourceARB &&
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|             glUniform1iARB &&
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|             glUseProgramObjectARB) {
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|             shaders_supported = SDL_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 SDL_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!\n");
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|             return SDL_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 SDL_TRUE;
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| }
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| 
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| static void QuitShaders()
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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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| 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_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
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| #if SDL_BYTEORDER == SDL_LIL_ENDIAN     /* OpenGL RGBA masks */
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|                                  0x000000FF,
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|                                  0x0000FF00, 0x00FF0000, 0xFF000000
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| #else
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|                                  0xFF000000,
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|                                  0x00FF0000, 0x0000FF00, 0x000000FF
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| #endif
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|         );
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|     if (image == NULL) {
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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_FreeSurface(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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| 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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| 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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|         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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|         glUseProgramObjectARB(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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|         glUseProgramObjectARB(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 done;
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|     SDL_Window *window;
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|     SDL_Surface *surface;
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|     GLuint texture;
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|     GLfloat texcoords[4];
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| 
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|     /* Enable standard application logging */
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|     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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| 
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|     /* Initialize SDL for video output */
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|     if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s\n", SDL_GetError());
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|         exit(1);
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|     }
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| 
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|     /* Create a 640x480 OpenGL screen */
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|     window = SDL_CreateWindow( "Shader Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL );
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|     if ( !window ) {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s\n", SDL_GetError());
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|         SDL_Quit();
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|         exit(2);
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|     }
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| 
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|     if ( !SDL_GL_CreateContext(window)) {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s\n", SDL_GetError());
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|         SDL_Quit();
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|         exit(2);
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|     }
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| 
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|     surface = SDL_LoadBMP("icon.bmp");
 | |
|     if ( ! surface ) {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.bmp: %s\n", SDL_GetError());
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|         SDL_Quit();
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|         exit(3);
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|     }
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|     texture = SDL_GL_LoadTexture(surface, texcoords);
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|     SDL_FreeSurface(surface);
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| 
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|     /* Loop, drawing and checking events */
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|     InitGL(640, 480);
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|     if (InitShaders()) {
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|         SDL_Log("Shaders supported, press SPACE to cycle them.\n");
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|     } else {
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|         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!\n");
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|     }
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|     done = 0;
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|     while ( ! done ) {
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|         DrawGLScene(window, texture, texcoords);
 | |
| 
 | |
|         /* This could go in a separate function */
 | |
|         { SDL_Event event;
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|             while ( SDL_PollEvent(&event) ) {
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|                 if ( event.type == SDL_QUIT ) {
 | |
|                     done = 1;
 | |
|                 }
 | |
|                 if ( event.type == SDL_KEYDOWN ) {
 | |
|                     if ( event.key.keysym.sym == SDLK_SPACE ) {
 | |
|                         current_shader = (current_shader + 1) % NUM_SHADERS;
 | |
|                     }
 | |
|                     if ( event.key.keysym.sym == SDLK_ESCAPE ) {
 | |
|                         done = 1;
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|     }
 | |
|     QuitShaders();
 | |
|     SDL_Quit();
 | |
|     return 1;
 | |
| }
 | |
| 
 | |
| #else /* HAVE_OPENGL */
 | |
| 
 | |
| int
 | |
| main(int argc, char *argv[])
 | |
| {
 | |
|     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
 | |
|     return 1;
 | |
| }
 | |
| 
 | |
| #endif /* HAVE_OPENGL */
 | |
| 
 | |
| /* vi: set ts=4 sw=4 expandtab: */
 |