Compila en Windows. Ja no necessita OpenGL

This commit is contained in:
2016-02-18 18:45:23 +01:00
parent 4a359c46f5
commit ea9d51f78a
15 changed files with 295 additions and 60 deletions

View File

@@ -1,6 +1,6 @@
#include "jdraw8.h"
#include "SDL2/SDL_image.h"
#include "SDL2/SDL_opengl.h"
#include "SDL_image.h"
//#include "SDL_opengl.h"
#include "jfile.h"
#include <fstream>
@@ -15,52 +15,29 @@ Uint32 contadorFPS = 0;
Uint32 tempsFPS = SDL_GetTicks();
char *fps = (char *)malloc(10);
SDL_GLContext gContext;
SDL_Window* window = NULL;
SDL_Surface* screenSurface = NULL;
SDL_Window* sdlWindow = NULL;
SDL_Renderer* sdlRenderer = NULL;
SDL_Texture* sdlTexture = NULL;
void JD8_Init(char *title) {
screen = (JD8_Surface)calloc( 1, 64000 );
main_palette = (JD8_Palette)calloc( 1, 768 );
pixel_data = (Uint32*)calloc( 1, 1048576 );
pixel_data = (Uint32*)calloc(1, 320 * 200 * 4); // 1048576 );
//SDL_SetVideoMode( 640, 480, 32, SDL_OPENGL );
window = SDL_CreateWindow( title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN );
gContext = SDL_GL_CreateContext( window );
//if( SDL_GL_SetSwapInterval( 1 ) < 0 ) { printf( "Warning: Unable to set VSync! SDL Error: %s\n", SDL_GetError() ); }
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
sdlWindow = SDL_CreateWindow( title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN );
sdlRenderer = SDL_CreateRenderer(sdlWindow, -1, 0);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
SDL_RenderSetLogicalSize(sdlRenderer, 320, 200);
glClearColor( 0, 0, 0, 0 );
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, 320, 200, 0, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
GLuint textureName;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &textureName);
glBindTexture(GL_TEXTURE_2D, textureName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data);
sdlTexture = SDL_CreateTexture(sdlRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, 320, 200);
}
void JD8_Quit() {
if( screen != NULL ) free( screen );
if( main_palette != NULL ) free( main_palette );
if( pixel_data != NULL ) free( pixel_data );
SDL_DestroyWindow( window );
SDL_DestroyRenderer(sdlRenderer);
SDL_DestroyWindow( sdlWindow );
}
void JD8_ClearScreen(Uint8 color) {
@@ -179,26 +156,12 @@ void JD8_Flip() {
for( int x = 0; x < 320; x++ ) {
for( int y = 0; y < 200; y++ ) {
Uint32 color = 0xFF000000 + main_palette[screen[x + ( y * 320 )]].r + ( main_palette[screen[x + ( y * 320 )]].g << 8 ) + ( main_palette[screen[x + ( y * 320 )]].b << 16 );
pixel_data[y + ( x * 512 )] = color;
pixel_data[x + ( y * 320 )] = color;
}
}
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 512, 512, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data);
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 );
glVertex3f( 0.0, 0.0, 0.0 );
glTexCoord2f( 0.0, 1.0 );
glVertex3f( 512.0, 0.0, 0.0 );
glTexCoord2f( 1.0, 1.0 );
glVertex3f( 512.0, 512.0, 0.0 );
glTexCoord2f( 1.0, 0.0 );
glVertex3f( 0.0, 512.0, 0.0 );
glEnd();
SDL_GL_SwapWindow(window);
SDL_UpdateTexture(sdlTexture, NULL, pixel_data, 320 * sizeof(Uint32));
SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
SDL_RenderPresent(sdlRenderer);
}
void JD8_FreeSurface(JD8_Surface surface) {