- [NEW] Passat a SDL3
- [NEW] Passat a de SDL_Mixer a JailAudio - [NEW] Actualitzat a Respack2 - [NEW] Llevat el data.jrf i afegit el directori 'data' amb els arxius. Molt millor per a developar. - [CHG] Músiques passades a OGG - [NEW] Afegit lagueirtofile
This commit is contained in:
120
jshader.cpp
120
jshader.cpp
@@ -12,8 +12,8 @@
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#include <OpenGL/gl.h>
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#endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#else
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_opengl_glext.h>
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#include <SDL3/SDL_opengl.h>
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#include <SDL3/SDL_opengl_glext.h>
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#endif
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namespace shader
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@@ -23,8 +23,10 @@ namespace shader
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GLuint programId = 0;
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SDL_Texture* backBuffer = nullptr;
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SDL_Point win_size = {640, 480};
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SDL_Point tex_size = {320, 240};
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SDL_FPoint tex_size = {320, 240};
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bool usingOpenGL;
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GLuint texture_number;
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GLuint nose;
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#ifndef __APPLE__
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@@ -80,7 +82,8 @@ namespace shader
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//Check vertex shader for errors
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GLint shaderCompiled = GL_FALSE;
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glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
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if( shaderCompiled != GL_TRUE ) {
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if (shaderCompiled != GL_TRUE)
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{
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std::cout << "Error en la compilación: " << result << "!" << std::endl;
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GLint logLength;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength);
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@@ -93,13 +96,12 @@ namespace shader
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}
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glDeleteShader(result);
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result = 0;
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// } else {
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// std::cout << "Shader compilado correctamente. Id = " << result << std::endl;
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}
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return result;
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}
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GLuint compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource) {
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GLuint compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
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{
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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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@@ -108,7 +110,8 @@ namespace shader
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vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, GL_FRAGMENT_SHADER);
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if(vtxShaderId && fragShaderId) {
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if(vtxShaderId && fragShaderId)
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{
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// Associate shader with program
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glAttachShader(programId, vtxShaderId);
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glAttachShader(programId, fragShaderId);
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@@ -118,7 +121,8 @@ namespace shader
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// Check the status of the compile/link
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GLint logLen;
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
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if(logLen > 0) {
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if (logLen > 0)
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{
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char* log = (char*) malloc(logLen * sizeof(char));
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// Show any errors as appropriate
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glGetProgramInfoLog(programId, logLen, &logLen, log);
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@@ -126,12 +130,8 @@ namespace shader
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free(log);
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}
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}
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if(vtxShaderId) {
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glDeleteShader(vtxShaderId);
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}
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if(fragShaderId) {
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glDeleteShader(fragShaderId);
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}
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if (vtxShaderId) glDeleteShader(vtxShaderId);
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if (fragShaderId) glDeleteShader(fragShaderId);
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return programId;
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}
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@@ -141,29 +141,34 @@ namespace shader
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shader::renderer = SDL_GetRenderer(win);
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shader::backBuffer = backBuffer;
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SDL_GetWindowSize(win, &win_size.x, &win_size.y);
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int access;
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SDL_QueryTexture(backBuffer, NULL, &access, &tex_size.x, &tex_size.y);
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SDL_GetTextureSize(backBuffer, &tex_size.x, &tex_size.y);
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printf("tex size: %fx%f\n", tex_size.x, tex_size.y);
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SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
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texture_number = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, -1);
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printf("texture number: %i\n", texture_number);
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int access = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, -1);
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nose = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, -1);
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printf("texture target number: %i\n", nose);
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if (access != SDL_TEXTUREACCESS_TARGET)
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{
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std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl;
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exit(1);
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}
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SDL_RendererInfo rendererInfo;
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SDL_GetRendererInfo(renderer, &rendererInfo);
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const char * renderer_name = SDL_GetRendererName(renderer);
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printf("rendererInfo.name: %s\n", renderer_name);
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if(!strncmp(rendererInfo.name, "opengl", 6)) {
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//std::cout << "Es OpenGL!" << std::endl;
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#ifndef __APPLE__
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if(!strncmp(renderer_name, "opengl", 6)) {
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#ifndef __APPLE__
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if (!initGLExtensions()) {
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std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
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usingOpenGL = false;
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return false;
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}
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#endif
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#endif
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// Compilar el shader y dejarlo listo para usar.
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programId = compileProgram(vertexShader, fragmentShader);
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//std::cout << "programId = " << programId << std::endl;
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} else {
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std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
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usingOpenGL = false;
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@@ -173,57 +178,54 @@ namespace shader
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return true;
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}
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unsigned char pixels[512*240*4];
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void render()
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{
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GLint oldProgramId;
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// Guarrada para obtener el textureid (en driverdata->texture)
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//Detach the texture
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_FlushRenderer(renderer);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_FlushRenderer(renderer);
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if (usingOpenGL) {
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SDL_GL_BindTexture(backBuffer, NULL, NULL);
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if(programId != 0) {
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glGetIntegerv(GL_CURRENT_PROGRAM,&oldProgramId);
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if (usingOpenGL)
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{
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GLint oldProgramId;
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if (programId != 0)
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{
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glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
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glUseProgram(programId);
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}
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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// Coordenadas de la ventana donde pintar.
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minx = 0.0f;
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miny = 0.0f;
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maxx = tex_size.x;
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maxy = tex_size.y;
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minu = 0.0f;
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maxu = 1.0f;
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minv = 0.0f;
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maxv = 1.0f;
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 1);
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//glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, pixels);
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//if (glGetError()) { printf("GLGETERROR!\n"); exit(1);}
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//GLint param;
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//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, ¶m);
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//printf("tex width: %i\n", param);
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glViewport(0, 0, win_size.x, win_size.y);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(minu, minv);
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glVertex2f(minx, miny);
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glTexCoord2f(maxu, minv);
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glVertex2f(maxx, miny);
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glTexCoord2f(minu, maxv);
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glVertex2f(minx, maxy);
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glTexCoord2f(maxu, maxv);
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glVertex2f(maxx, maxy);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(0.0f, 0.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f(tex_size.x, 0.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(0.0f, tex_size.y);
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(tex_size.x, tex_size.y);
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glEnd();
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SDL_GL_SwapWindow(win);
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if(programId != 0) {
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glUseProgram(oldProgramId);
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}
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if (programId != 0) glUseProgram(oldProgramId);
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} else {
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SDL_RenderCopy(renderer, backBuffer, NULL, NULL);
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SDL_RenderTexture(renderer, backBuffer, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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if (glGetError()) { printf("GLERROR!\n"); exit(1); }
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}
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}
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