VERSIÓ 1.5.10:
- [NEW] Shaders passats al backend SDL3. Los últimos vestigios del antiguo jail_shader han sido barridos.
This commit is contained in:
@@ -1,11 +1,10 @@
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#if BACKEND == SDL3
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#if BACKEND == SDL3
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#include "backends/backend.h"
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#include "backends/backend.h"
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#include "state.h"
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#include "external/stb_vorbis.h"
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#include "external/stb_vorbis.h"
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#include "other/log.h"
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#include "other/log.h"
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#include <SDL3/SDL.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <vector>
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#include <vector>
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@@ -0,0 +1,246 @@
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#if BACKEND == SDL3
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#include "backends/backend.h"
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#include "state.h"
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#include "mini/file/file.h"
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#include "mini/win/win.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 backend
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{
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namespace shader
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{
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GLuint programId = 0;
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SDL_Point win_size = {640, 480};
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SDL_FPoint tex_size = {320, 240};
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bool can_use_opengl = false;
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bool using_opengl = false;
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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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PFNGLACTIVETEXTUREPROC glActiveTexture;
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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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glActiveTexture = (PFNGLACTIVETEXTUREPROC)SDL_GL_GetProcAddress("glActiveTexture");
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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;
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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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void init(const char* vshader, const char* fshader)
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{
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int filesize;
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char *vshaderfile = mini::file::getfilebuffer(vshader, filesize, true);
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char *fshaderfile = nullptr;
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if (fshader) { fshaderfile = mini::file::getfilebuffer(fshader, filesize, true); }
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SDL_GetWindowSize(video::window, &win_size.x, &win_size.y);
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SDL_GetTextureSize(video::tex_shader, &tex_size.x, &tex_size.y);
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SDL_PropertiesID props = SDL_GetTextureProperties(video::tex_shader);
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int access = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, -1);
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if (access != SDL_TEXTUREACCESS_TARGET) {
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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(backend::video::renderer);
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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;
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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 (!vshaderfile) {
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can_use_opengl = false;
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return;
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}
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programId = compileProgram(vshaderfile, fshaderfile);
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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;
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}
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can_use_opengl = true;
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return;
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}
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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 render()
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{
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SDL_FlushRenderer(backend::video::renderer);
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SDL_SetRenderTarget(backend::video::renderer, NULL);
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SDL_SetRenderDrawColor(backend::video::renderer, 0, 0, 0, 255);
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SDL_RenderClear(backend::video::renderer);
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SDL_FlushRenderer(backend::video::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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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 1);
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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(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(backend::video::window);
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if (programId != 0) glUseProgram(oldProgramId);
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} else {
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SDL_RenderTexture(backend::video::renderer, backend::video::tex_shader, NULL, NULL);
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SDL_RenderPresent(backend::video::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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}
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#endif
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@@ -43,11 +43,6 @@ namespace backend
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// Crear textura shaders i inicialitzar shaders
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// Crear textura shaders i inicialitzar shaders
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tex_shader = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width*zoom, height*zoom);
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tex_shader = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width*zoom, height*zoom);
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SDL_SetTextureScaleMode(tex_shader, SDL_SCALEMODE_NEAREST);
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SDL_SetTextureScaleMode(tex_shader, SDL_SCALEMODE_NEAREST);
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mini::shader::init(window, tex_shader, nullptr);
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// [TODO]
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//log_msg(LOG_OK, "Graphics subsystem initialized\n");
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}
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}
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void quit() {
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void quit() {
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@@ -72,7 +67,7 @@ namespace backend
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SDL_UnlockTexture(tex_back);
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SDL_UnlockTexture(tex_back);
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SDL_RenderTexture(renderer, tex_back, NULL, NULL); //NEW
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SDL_RenderTexture(renderer, tex_back, NULL, NULL); //NEW
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mini::shader::render();
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backend::shader::render();
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//SDL_RenderTexture(mini_ren, mini_bak, NULL, NULL);
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//SDL_RenderTexture(mini_ren, mini_bak, NULL, NULL);
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//SDL_RenderPresent(mini_ren);
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//SDL_RenderPresent(mini_ren);
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@@ -33,6 +33,14 @@ namespace backend
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void cursor(const bool value);
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void cursor(const bool value);
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}
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}
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namespace shader
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{
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void init(const char* vshader, const char* fshader);
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void enable();
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void disable();
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void render();
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}
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namespace input
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namespace input
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{
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{
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void reset();
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void reset();
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@@ -1,268 +1,20 @@
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#include "shader.h"
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#include "shader.h"
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#include "mini/file/file.h"
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#include "backends/backend.h"
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#include "mini/win/win.h"
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#include <SDL3/SDL.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 mini
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namespace mini
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{
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{
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namespace shader
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namespace shader
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{
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{
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SDL_Window *win = nullptr;
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void init(const char* vshader, const char* fshader) {
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SDL_Renderer *renderer = nullptr;
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backend::shader::init(vshader, fshader);
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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_FPoint tex_size = {320, 240};
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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...
|
|
||||||
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;
|
|
||||||
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
|
|
||||||
PFNGLACTIVETEXTUREPROC glActiveTexture;
|
|
||||||
|
|
||||||
|
|
||||||
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");
|
|
||||||
glActiveTexture = (PFNGLACTIVETEXTUREPROC)SDL_GL_GetProcAddress("glActiveTexture");
|
|
||||||
|
|
||||||
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
|
|
||||||
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
|
|
||||||
glDeleteProgram && glLinkProgram && glValidateProgram && glGetProgramiv &&
|
|
||||||
glGetProgramInfoLog && glUseProgram && glGetUniformLocation;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
void enable() {
|
||||||
|
backend::shader::enable();
|
||||||
state_t state;
|
|
||||||
|
|
||||||
void init(const char* vshader, const char* fshader)
|
|
||||||
{
|
|
||||||
// [TODO]
|
|
||||||
//int filesize;
|
|
||||||
//char *vshaderfile = file::getfilebuffer(vshader, filesize, true);
|
|
||||||
//
|
|
||||||
//char *fshaderfile = nullptr;
|
|
||||||
//if (fshader) { fshaderfile = file::getfilebuffer(fshader, filesize, true); }
|
|
||||||
//init(win::state.window, win::state.tex_shader, vshaderfile, fshaderfile);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void disable() {
|
||||||
GLuint compileShader(const char* source, GLuint shaderType) {
|
backend::shader::disable();
|
||||||
// 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;
|
|
||||||
SDL_GetWindowSize(win, &win_size.x, &win_size.y);
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
void enable() { if (can_use_opengl) using_opengl = true; }
|
|
||||||
void disable() { using_opengl = false; }
|
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
glEnable(GL_TEXTURE_2D);
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 1);
|
|
||||||
glViewport(0, 0, win_size.x, win_size.y);
|
|
||||||
|
|
||||||
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, NULL);
|
|
||||||
SDL_RenderPresent(renderer);
|
|
||||||
}
|
|
||||||
if (glGetError()) { printf("GLERROR!\n"); exit(1); }
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,27 +1,13 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
|
|
||||||
struct SDL_Window;
|
|
||||||
struct SDL_Texture;
|
|
||||||
|
|
||||||
namespace mini
|
namespace mini
|
||||||
{
|
{
|
||||||
namespace shader
|
namespace shader
|
||||||
{
|
{
|
||||||
struct state_t {
|
|
||||||
const bool *keys;
|
|
||||||
uint8_t just_pressed = 0;
|
|
||||||
char text_input_buffer[10];
|
|
||||||
bool has_text_input = false;
|
|
||||||
};
|
|
||||||
extern state_t state;
|
|
||||||
|
|
||||||
const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader=nullptr);
|
|
||||||
void init(const char* vshader, const char* fshader);
|
void init(const char* vshader, const char* fshader);
|
||||||
|
|
||||||
void enable();
|
void enable();
|
||||||
void disable();
|
void disable();
|
||||||
|
|
||||||
void render();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,3 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#define MINI_VERSION "1.5.9"
|
#define MINI_VERSION "1.5.10"
|
||||||
|
|||||||
Reference in New Issue
Block a user