- Llevat el tema dels shaders, que aci no fa falta
- Fent proves de visualització - Afegits un parell de bocetos
This commit is contained in:
@@ -2,7 +2,7 @@
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#include <SDL3/SDL.h>
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#include "gif.h"
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#include "file.h"
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#include "shader.h"
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//#include "shader.h"
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namespace draw
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{
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@@ -14,7 +14,7 @@ namespace draw
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SDL_Window *sdl_window {nullptr}; // La finestra de SDL
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SDL_Renderer *sdl_renderer {nullptr}; // El renderer de SDL
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SDL_Texture *sdl_texture {nullptr}; // La textura de SDL a la que pintarem la nostra superficie "screen" i que despres volcarem a pantalla
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SDL_Texture *sdl_shadertex {nullptr}; // La textura de SDL per al shader
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//SDL_Texture *sdl_shadertex {nullptr}; // La textura de SDL per al shader
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static int screen_zoom = 1;
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static bool screen_fullscreen = false;
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@@ -104,10 +104,10 @@ namespace draw
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exit(1);
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}
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sdl_shadertex = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, window_width, window_height);
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SDL_SetTextureScaleMode(sdl_shadertex, SDL_SCALEMODE_NEAREST);
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// sdl_shadertex = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, window_width, window_height);
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// SDL_SetTextureScaleMode(sdl_shadertex, SDL_SCALEMODE_NEAREST);
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loadShader();
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// loadShader();
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}
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void destroyDisplay()
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@@ -235,50 +235,6 @@ namespace draw
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file::setConfigValueBool("fullscreen", screen_fullscreen);
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}
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void loadShader()
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{
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char *buffer = nullptr;
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if (screen_shader) {
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int size;
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buffer = file::getFileBuffer(screen_shader, size, true);
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}
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shader::setAspectRatio(3.0f/4.0f);
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shader::init(sdl_window, sdl_shadertex, buffer);
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if (buffer) free(buffer);
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}
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void setShader(const char* shader_file)
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{
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if (screen_shader) free(screen_shader);
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screen_shader = (char*)malloc(strlen(shader_file)+1);
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strcpy(screen_shader, shader_file);
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loadShader();
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if (file::getConfigValueBool("shader_enabled", false)) enableShader();
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}
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void enableShader()
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{
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shader_enabled = true;
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shader::enable();
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//destroyDisplay();
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//createDisplay();
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file::setConfigValueBool("shader_enabled", shader_enabled);
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}
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void disableShader()
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{
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shader_enabled = false;
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shader::disable();
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//destroyDisplay();
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//createDisplay();
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file::setConfigValueBool("shader_enabled", shader_enabled);
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}
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void toggleShader()
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{
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shader_enabled ? disableShader() : enableShader();
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}
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void hideCursor()
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{
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screen_cursor = false;
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@@ -719,13 +675,12 @@ namespace draw
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// Desbloquejem la textura
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SDL_UnlockTexture(sdl_texture);
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SDL_SetRenderTarget(sdl_renderer, sdl_shadertex);
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SDL_SetRenderTarget(sdl_renderer, nullptr);
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// Pintem la textura a pantalla
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SDL_RenderTexture(sdl_renderer, sdl_texture, NULL, NULL);
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// I ho presentem
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shader::render();
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//SDL_RenderPresent(sdl_renderer);
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SDL_RenderPresent(sdl_renderer);
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}
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}
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@@ -40,12 +40,6 @@ namespace draw
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bool getFullscreen();
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void setFullscreen(const bool value);
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void loadShader();
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void setShader(const char* shader_file);
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void enableShader();
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void disableShader();
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void toggleShader();
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void hideCursor();
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void showCursor();
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@@ -94,9 +94,6 @@ int main(int argc, char *argv[])
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case SDL_SCANCODE_F3:
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draw::setFullscreen(!draw::getFullscreen());
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break;
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case SDL_SCANCODE_F4:
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draw::toggleShader();
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break;
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default:
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input::updateKeypressed(e.key.scancode);
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}
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@@ -1,277 +0,0 @@
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#include "shader.h"
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#include <iostream>
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#ifdef __APPLE__
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#include "CoreFoundation/CoreFoundation.h"
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#include <OpenGL/OpenGL.h>
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#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#include <OpenGL/gl3.h>
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#else
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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 <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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{
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SDL_Window *win = nullptr;
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SDL_Renderer *renderer = nullptr;
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GLuint programId = 0;
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SDL_Texture* backBuffer = nullptr;
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SDL_FRect window = {0, 0, 640, 480};
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SDL_FPoint tex_size = {320, 240};
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float aspect_ratio = 1;
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bool can_use_opengl = false;
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bool using_opengl = false;
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GLuint texture_number;
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GLuint nose;
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#ifndef __APPLE__
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// I'm avoiding the use of GLEW or some extensions handler, but that
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// doesn't mean you should...
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLUNIFORM2FPROC glUniform2f;
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bool initGLExtensions() {
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glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
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glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
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glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
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glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glDeleteProgram && glLinkProgram && glValidateProgram && glGetProgramiv &&
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glGetProgramInfoLog && glUseProgram && glGetUniformLocation && glUniform2f;
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}
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#endif
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GLuint compileShader(const char* source, GLuint shaderType) {
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// Create ID for shader
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GLuint result = glCreateShader(shaderType);
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// Add define depending on shader type
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const char *sources[2] = { shaderType==GL_VERTEX_SHADER?"#define VERTEX\n":"#define FRAGMENT\n", source };
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// Define shader text
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glShaderSource(result, 2, sources, NULL);
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// Compile shader
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glCompileShader(result);
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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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{
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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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if (logLength > 0)
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{
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GLchar *log = (GLchar*)malloc(logLength);
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glGetShaderInfoLog(result, logLength, &logLength, log);
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std::cout << "Shader compile log:" << log << std::endl;
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//std::cout << source << std::endl;
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free(log);
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}
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glDeleteShader(result);
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result = 0;
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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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{
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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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if (programId != 0) glDeleteProgram(programId);
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programId = glCreateProgram();
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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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{
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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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glLinkProgram(programId);
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glValidateProgram(programId);
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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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{
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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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std::cout << "Prog Info Log: " << std::endl << log << std::endl;
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free(log);
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}
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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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const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader)
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{
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shader::win = win;
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shader::renderer = SDL_GetRenderer(win);
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shader::backBuffer = backBuffer;
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int w, h;
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SDL_GetWindowSize(win, &w, &h);
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if (w * aspect_ratio > h) {
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window.y = 0;
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window.h = h;
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window.w = h/aspect_ratio;
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window.x = (w - window.w)/2;
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} else {
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window.x = 0;
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window.w = w;
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window.h = w*aspect_ratio;
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window.y = (h - window.h)/2;
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}
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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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const char * renderer_name = SDL_GetRendererName(renderer);
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printf("rendererInfo.name: %s\n", renderer_name);
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if(!strncmp(renderer_name, "opengl", 6)) {
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#ifndef __APPLE__
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static bool gl_extensions_initialized = false;
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if (!gl_extensions_initialized) {
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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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can_use_opengl = false;
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return false;
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}
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gl_extensions_initialized = true;
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}
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#endif
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// Compilar el shader y dejarlo listo para usar.
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if (!vertexShader) {
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can_use_opengl = false;
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return false;
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}
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programId = compileProgram(vertexShader, fragmentShader);
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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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can_use_opengl = false;
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return false;
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}
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can_use_opengl = true;
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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 enable() { if (can_use_opengl) using_opengl = true; }
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void disable() { using_opengl = false; }
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void setAspectRatio(const float ratio)
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{
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aspect_ratio = ratio;
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}
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void render()
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{
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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 (using_opengl)
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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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//GLint loc = glGetUniformLocation(programId, "TextureSize");
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//glUniform2f(loc, 320, 256);
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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(window.x, window.y, window.w, window.h);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(tex_size.x, 0.0f);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f(0.0f, tex_size.y);
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glVertex2f(-1.0f, 1.0f);
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glTexCoord2f(tex_size.x, tex_size.y);
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glVertex2f(1.0f, 1.0f);
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glEnd();
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SDL_GL_SwapWindow(win);
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if (programId != 0) glUseProgram(oldProgramId);
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} else {
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SDL_RenderTexture(renderer, backBuffer, NULL, &window);
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SDL_RenderPresent(renderer);
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}
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int glerror = glGetError();
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if (glerror) { printf("GLERROR: %i\n", glerror); exit(1); }
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}
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}
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@@ -1,48 +0,0 @@
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#pragma once
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#include <SDL3/SDL.h>
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// TIPS:
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// =======================================================================
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// Abans de crear el renderer, cridar a la següent funció:
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//
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// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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//
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// Aixó li diu que volem un renderer que use especificament opengl. A més,
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// al crear el renderer li tenim que dir que el volem que use acceeració
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// per hardware, i que soporte render a textura. Per exemple:
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//
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// SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED |
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// SDL_RENDERER_TARGETTEXTURE);
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//
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// Per altra part, al crear la textura tenim que definir que puga ser target
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// de renderitzat (SDL_TEXTUREACCESS_TARGET), per exemple:
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//
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// SDL_Texture *tex = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
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// SDL_TEXTUREACCESS_TARGET, 320, 240);
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//
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// Els shaders li'ls passem com una cadena, som nosaltres els que s'encarreguem
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// de carregarlos de disc, amb fopen, ifstream, jfile o el que vullgues.
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// Si els tens en un std::string, passa-li-la com "cadena.c_str()".
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//
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// Poden ser els dos el mateix arxiu, com fa libRetro, jo desde dins ja fique
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// els defines necessaris. Si es el mateix arxiu, pots no ficar el quart paràmetre.
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//
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// Els shaders de libRetro no funcionen directament, hi ha que fer algunes modificacions.
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//
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// El pintat final de la teua escena l'has de fer com si "backBuffer" fora la pantalla.
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//
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// Ah! una cosa mes: al compilar, en Linux afegir "-lGL", en Windows afegir "-lopengl32".
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// En Mac ni idea
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namespace shader
|
||||
{
|
||||
const bool init(SDL_Window* win, SDL_Texture* backBuffer,
|
||||
const char* vertexShader, const char* fragmentShader=nullptr);
|
||||
|
||||
void setAspectRatio(const float ratio);
|
||||
void enable();
|
||||
void disable();
|
||||
|
||||
void render();
|
||||
}
|
||||
@@ -8,7 +8,7 @@ bool loop();
|
||||
|
||||
void game::init()
|
||||
{
|
||||
draw::init("DILEMMAKER v0.1", 640, 480, 1, false);
|
||||
draw::init("DILEMMAKER v0.1", 320, 240, 2, false);
|
||||
game::setState(loop);
|
||||
enemies::load();
|
||||
rooms::load();
|
||||
@@ -17,12 +17,15 @@ void game::init()
|
||||
|
||||
bool loop()
|
||||
{
|
||||
//draw::cls(0);
|
||||
draw::cls(4);
|
||||
draw::setTrans(255);
|
||||
//rooms::drawFullMap();
|
||||
|
||||
rooms::draw();
|
||||
draw::color(COLOR_BRIGHT_BLACK);
|
||||
for (int i=0; i<=32; ++i) draw::vline(64+i*16, 48, 256);
|
||||
/*for (int i=0; i<=32; ++i) draw::vline(64+i*16, 48, 256);
|
||||
for (int i=0; i<=16; ++i) draw::hline(64, 48+i*16, 512);
|
||||
*/
|
||||
draw::render();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -229,7 +229,7 @@ namespace rooms
|
||||
tile--;
|
||||
room.thumbnail->pixels[x+y*32] = pixels[tile%24][tile/24];
|
||||
} else {
|
||||
room.thumbnail->pixels[x+y*32] = room.bgColor;
|
||||
room.thumbnail->pixels[x+y*32] = room.bgColor!=0 ? room.bgColor : 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -300,12 +300,12 @@ namespace rooms
|
||||
std::cout << std::endl;
|
||||
}
|
||||
}*/
|
||||
room_t &room = rooms["01"];
|
||||
/*room_t &room = rooms["01"];
|
||||
for (int y=0; y<16; ++y) {
|
||||
for (int x=0; x<32; ++x)
|
||||
std::cout << std::to_string(room.tiles[x][y]) << ",";
|
||||
std::cout << std::endl;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
void draw()
|
||||
@@ -343,30 +343,43 @@ namespace rooms
|
||||
draw::setDestination(nullptr);
|
||||
draw::setSource(map_surface);
|
||||
draw::cls(COLOR_BRIGHT_BLACK);
|
||||
draw::color(room.border);
|
||||
draw::fillrect(48, 32, 512+32, 256+32);
|
||||
draw::setViewport(64, 48, 512, 256);
|
||||
draw::draw(0, 0, 256, 128, 0, 0, 2);
|
||||
//draw::color(room.border);
|
||||
//draw::fillrect(48, 32, 512+32, 256+32);
|
||||
//draw::setViewport(64, 48, 512, 256);
|
||||
draw::setViewport(32, 24, 256, 128);
|
||||
draw::draw(0, 0);
|
||||
draw::resetViewport();
|
||||
|
||||
//draw::setSource(room.thumbnail);
|
||||
//draw::draw();
|
||||
}
|
||||
|
||||
uint8_t blinking = 0;
|
||||
void drawFullMap()
|
||||
{
|
||||
blinking = (blinking+1)%16;
|
||||
for (auto &item : rooms)
|
||||
{
|
||||
auto room = item.second;
|
||||
int x = ((full_map_x-room.map_x)*38)-1;
|
||||
int y = ((full_map_y-room.map_y)*22)-1;
|
||||
draw::resetViewport();
|
||||
draw::color(COLOR_WHITE);
|
||||
draw::rect(x, y, 34, 18);
|
||||
|
||||
if (item.first == "01") {
|
||||
draw::color(blinking);
|
||||
draw::rect(x-1, y-1, 36, 20);
|
||||
draw::color(COLOR_BLACK);
|
||||
draw::rect(x, y, 34, 18);
|
||||
} else {
|
||||
draw::color(COLOR_WHITE);
|
||||
draw::rect(x+1, y+1, 34, 18);
|
||||
draw::color(COLOR_BLACK);
|
||||
draw::rect(x, y, 34, 18);
|
||||
}
|
||||
draw::setSource(room.thumbnail);
|
||||
draw::draw(x+1, y+1, 32, 16, 0, 0);
|
||||
|
||||
if (room.roomUp != "0") draw::fillrect(x+15, y-4, 4, 4);
|
||||
//if (room.roomDown != "0") draw::fillrect(x+15, y+16, 4, 4);
|
||||
if (room.roomLeft != "0") draw::fillrect(x-4, y+7, 4, 4);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user