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dilemmaker/source/japi/shader.cpp
2025-10-29 16:22:32 +01:00

278 lines
10 KiB
C++

#include "shader.h"
#include <iostream>
#ifdef __APPLE__
#include "CoreFoundation/CoreFoundation.h"
#include <OpenGL/OpenGL.h>
#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
#include <OpenGL/gl3.h>
#else
#include <OpenGL/gl.h>
#endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
#else
#include <SDL3/SDL_opengl.h>
#include <SDL3/SDL_opengl_glext.h>
#endif
namespace shader
{
SDL_Window *win = nullptr;
SDL_Renderer *renderer = nullptr;
GLuint programId = 0;
SDL_Texture* backBuffer = nullptr;
SDL_FRect window = {0, 0, 640, 480};
SDL_FPoint tex_size = {320, 240};
float aspect_ratio = 1;
bool can_use_opengl = false;
bool using_opengl = false;
GLuint texture_number;
GLuint nose;
#ifndef __APPLE__
// I'm avoiding the use of GLEW or some extensions handler, but that
// doesn't mean you should...
PFNGLCREATESHADERPROC glCreateShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLVALIDATEPROGRAMPROC glValidateProgram;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORM2FPROC glUniform2f;
bool initGLExtensions() {
glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)SDL_GL_GetProcAddress("glDeleteProgram");
glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
glDeleteProgram && glLinkProgram && glValidateProgram && glGetProgramiv &&
glGetProgramInfoLog && glUseProgram && glGetUniformLocation && glUniform2f;
}
#endif
GLuint compileShader(const char* source, GLuint shaderType) {
// Create ID for shader
GLuint result = glCreateShader(shaderType);
// Add define depending on shader type
const char *sources[2] = { shaderType==GL_VERTEX_SHADER?"#define VERTEX\n":"#define FRAGMENT\n", source };
// Define shader text
glShaderSource(result, 2, sources, NULL);
// Compile shader
glCompileShader(result);
//Check vertex shader for errors
GLint shaderCompiled = GL_FALSE;
glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
if (shaderCompiled != GL_TRUE)
{
std::cout << "Error en la compilación: " << result << "!" << std::endl;
GLint logLength;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
GLchar *log = (GLchar*)malloc(logLength);
glGetShaderInfoLog(result, logLength, &logLength, log);
std::cout << "Shader compile log:" << log << std::endl;
//std::cout << source << std::endl;
free(log);
}
glDeleteShader(result);
result = 0;
}
return result;
}
GLuint compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
{
GLuint programId = 0;
GLuint vtxShaderId, fragShaderId;
if (programId != 0) glDeleteProgram(programId);
programId = glCreateProgram();
vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, GL_FRAGMENT_SHADER);
if(vtxShaderId && fragShaderId)
{
// Associate shader with program
glAttachShader(programId, vtxShaderId);
glAttachShader(programId, fragShaderId);
glLinkProgram(programId);
glValidateProgram(programId);
// Check the status of the compile/link
GLint logLen;
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
if (logLen > 0)
{
char* log = (char*) malloc(logLen * sizeof(char));
// Show any errors as appropriate
glGetProgramInfoLog(programId, logLen, &logLen, log);
std::cout << "Prog Info Log: " << std::endl << log << std::endl;
free(log);
}
}
if (vtxShaderId) glDeleteShader(vtxShaderId);
if (fragShaderId) glDeleteShader(fragShaderId);
return programId;
}
const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader)
{
shader::win = win;
shader::renderer = SDL_GetRenderer(win);
shader::backBuffer = backBuffer;
int w, h;
SDL_GetWindowSize(win, &w, &h);
if (w * aspect_ratio > h) {
window.y = 0;
window.h = h;
window.w = h/aspect_ratio;
window.x = (w - window.w)/2;
} else {
window.x = 0;
window.w = w;
window.h = w*aspect_ratio;
window.y = (h - window.h)/2;
}
SDL_GetTextureSize(backBuffer, &tex_size.x, &tex_size.y);
printf("tex size: %fx%f\n", tex_size.x, tex_size.y);
SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
texture_number = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, -1);
printf("texture number: %i\n", texture_number);
int access = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, -1);
nose = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, -1);
printf("texture target number: %i\n", nose);
if (access != SDL_TEXTUREACCESS_TARGET)
{
std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl;
exit(1);
}
const char * renderer_name = SDL_GetRendererName(renderer);
printf("rendererInfo.name: %s\n", renderer_name);
if(!strncmp(renderer_name, "opengl", 6)) {
#ifndef __APPLE__
static bool gl_extensions_initialized = false;
if (!gl_extensions_initialized) {
if (!initGLExtensions()) {
std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
can_use_opengl = false;
return false;
}
gl_extensions_initialized = true;
}
#endif
// Compilar el shader y dejarlo listo para usar.
if (!vertexShader) {
can_use_opengl = false;
return false;
}
programId = compileProgram(vertexShader, fragmentShader);
} else {
std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
can_use_opengl = false;
return false;
}
can_use_opengl = true;
return true;
}
unsigned char pixels[512*240*4];
void enable() { if (can_use_opengl) using_opengl = true; }
void disable() { using_opengl = false; }
void setAspectRatio(const float ratio)
{
aspect_ratio = ratio;
}
void render()
{
SDL_FlushRenderer(renderer);
SDL_SetRenderTarget(renderer, NULL);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_FlushRenderer(renderer);
if (using_opengl)
{
GLint oldProgramId;
if (programId != 0)
{
glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
glUseProgram(programId);
}
//GLint loc = glGetUniformLocation(programId, "TextureSize");
//glUniform2f(loc, 320, 256);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 1);
//glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, pixels);
//if (glGetError()) { printf("GLGETERROR!\n"); exit(1);}
//GLint param;
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &param);
//printf("tex width: %i\n", param);
glViewport(window.x, window.y, window.w, window.h);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(tex_size.x, 0.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(0.0f, tex_size.y);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(tex_size.x, tex_size.y);
glVertex2f(1.0f, 1.0f);
glEnd();
SDL_GL_SwapWindow(win);
if (programId != 0) glUseProgram(oldProgramId);
} else {
SDL_RenderTexture(renderer, backBuffer, NULL, &window);
SDL_RenderPresent(renderer);
}
int glerror = glGetError();
if (glerror) { printf("GLERROR: %i\n", glerror); exit(1); }
}
}