VERSIÓ 1.2.5

- [NEW] Soport bàsic per a shaders.
This commit is contained in:
2025-06-18 13:49:35 +02:00
parent 0cb1296ad3
commit 79781bbed1
5 changed files with 328 additions and 6 deletions

32
data/basic.glsl Normal file
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@@ -0,0 +1,32 @@
varying vec2 TEX0;
#if defined(VERTEX)
void main()
{
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#elif defined(FRAGMENT)
uniform sampler2D Texture;
void main()
{
vec2 winsize = vec2(640.0,480.0);
vec2 pixpos = TEX0 * winsize;
float y = floor(pixpos.y);
if (mod(y,4.0) == 0.0)
{
vec4 color = texture2D(Texture, TEX0);
vec4 blend = vec4(0.8, 0.8, 0.8, 1.0);
gl_FragColor = color * blend;
}
else
{
gl_FragColor = texture2D(Texture, TEX0);
}
}
#endif

231
jshader.cpp Normal file
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@@ -0,0 +1,231 @@
#include "jshader.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_Point win_size = {640, 480};
SDL_FPoint tex_size = {320, 240};
bool usingOpenGL;
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;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLVALIDATEPROGRAMPROC glValidateProgram;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLUSEPROGRAMPROC glUseProgram;
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");
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");
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
glUseProgram;
}
#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;
free(log);
}
glDeleteShader(result);
result = 0;
}
return result;
}
GLuint compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
{
GLuint programId = 0;
GLuint vtxShaderId, fragShaderId;
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__
if (!initGLExtensions()) {
std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
usingOpenGL = false;
return false;
}
#endif
// Compilar el shader y dejarlo listo para usar.
programId = compileProgram(vertexShader, fragmentShader);
} else {
std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
usingOpenGL = false;
return false;
}
usingOpenGL = true;
return true;
}
unsigned char pixels[512*240*4];
void render()
{
SDL_FlushRenderer(renderer);
SDL_SetRenderTarget(renderer, NULL);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_FlushRenderer(renderer);
if (usingOpenGL)
{
GLint oldProgramId;
if (programId != 0)
{
glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
glUseProgram(programId);
}
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(0, 0, win_size.x, win_size.y);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(tex_size.x, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(0.0f, tex_size.y);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(tex_size.x, tex_size.y);
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); }
}
}

44
jshader.h Normal file
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@@ -0,0 +1,44 @@
#pragma once
#include <SDL3/SDL.h>
// TIPS:
// =======================================================================
// Abans de crear el renderer, cridar a la següent funció:
//
// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
//
// Aixó li diu que volem un renderer que use especificament opengl. A més,
// al crear el renderer li tenim que dir que el volem que use acceeració
// per hardware, i que soporte render a textura. Per exemple:
//
// SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED |
// SDL_RENDERER_TARGETTEXTURE);
//
// Per altra part, al crear la textura tenim que definir que puga ser target
// de renderitzat (SDL_TEXTUREACCESS_TARGET), per exemple:
//
// SDL_Texture *tex = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
// SDL_TEXTUREACCESS_TARGET, 320, 240);
//
// Els shaders li'ls passem com una cadena, som nosaltres els que s'encarreguem
// de carregarlos de disc, amb fopen, ifstream, jfile o el que vullgues.
// Si els tens en un std::string, passa-li-la com "cadena.c_str()".
//
// Poden ser els dos el mateix arxiu, com fa libRetro, jo desde dins ja fique
// els defines necessaris. Si es el mateix arxiu, pots no ficar el quart paràmetre.
//
// Els shaders de libRetro no funcionen directament, hi ha que fer algunes modificacions.
//
// El pintat final de la teua escena l'has de fer com si "backBuffer" fora la pantalla.
//
// Ah! una cosa mes: al compilar, en Linux afegir "-lGL", en Windows afegir "-lopengl32".
// En Mac ni idea
namespace shader
{
const bool init(SDL_Window* win, SDL_Texture* backBuffer,
const char* vertexShader, const char* fragmentShader=nullptr);
void render();
}

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@@ -1,4 +1,4 @@
libs = -lSDL3 libs = -lSDL3 -lGL
cppflags = -D LUA_USE_LINUX -D DEBUG -g -Wall cppflags = -D LUA_USE_LINUX -D DEBUG -g -Wall
executable = mini_debug executable = mini_debug
sourcepath = . lua sourcepath = . lua

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@@ -5,6 +5,7 @@
#include "gif.h" #include "gif.h"
#include "gifenc.h" #include "gifenc.h"
#include "jail_audio.h" #include "jail_audio.h"
#include "jshader.h"
#define MAX_TEXTURES 100 #define MAX_TEXTURES 100
@@ -78,6 +79,7 @@ bool should_quit = false;
SDL_Window *mini_win; SDL_Window *mini_win;
SDL_Renderer *mini_ren; SDL_Renderer *mini_ren;
SDL_Texture *mini_bak; SDL_Texture *mini_bak;
SDL_Texture *mini_shadertex;
Uint32 windowID; Uint32 windowID;
Uint32 *pixels; Uint32 *pixels;
int pitch; int pitch;
@@ -300,8 +302,9 @@ void createDisplay() {
if (screen_zoom <= 0) screen_zoom = 1; if (screen_zoom <= 0) screen_zoom = 1;
while (screen_width*screen_zoom > desktop_width || screen_height*screen_zoom > desktop_height) screen_zoom--; while (screen_width*screen_zoom > desktop_width || screen_height*screen_zoom > desktop_height) screen_zoom--;
mini_win = SDL_CreateWindow(window_title, screen_width*screen_zoom, screen_height*screen_zoom, screen_fullscreen?SDL_WINDOW_FULLSCREEN:SDL_WINDOW_RESIZABLE); mini_win = SDL_CreateWindow(window_title, screen_width*screen_zoom, screen_height*screen_zoom, SDL_WINDOW_OPENGL|(screen_fullscreen?SDL_WINDOW_FULLSCREEN:SDL_WINDOW_RESIZABLE));
windowID = SDL_GetWindowID(mini_win); windowID = SDL_GetWindowID(mini_win);
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
mini_ren = SDL_CreateRenderer(mini_win, NULL); mini_ren = SDL_CreateRenderer(mini_win, NULL);
//SDL_CreateWindowAndRenderer(512,512,0,&mini_win,&mini_ren); //SDL_CreateWindowAndRenderer(512,512,0,&mini_win,&mini_ren);
//SDL_SetRenderLogicalPresentation(mini_ren, screen_width, screen_height); //SDL_SetRenderLogicalPresentation(mini_ren, screen_width, screen_height);
@@ -314,6 +317,12 @@ void createDisplay() {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Pixelformat incorrecte: %i\n", real_pixelformat); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Pixelformat incorrecte: %i\n", real_pixelformat);
exit(1); exit(1);
} }
mini_shadertex = SDL_CreateTexture(mini_ren, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, screen_width*screen_zoom, screen_height*screen_zoom);
SDL_SetTextureScaleMode(mini_shadertex, SDL_SCALEMODE_NEAREST);
int filesize;
char *shaderfile = file_getfilebuffer("basic.glsl", filesize);
shader::init(mini_win, mini_shadertex, shaderfile);
//SDL_GetWindowPosition(mini_win, &windowpos_x, &windowpos_y); //SDL_GetWindowPosition(mini_win, &windowpos_x, &windowpos_y);
} }
@@ -500,13 +509,18 @@ int main(int argc,char*argv[]){
mouse_just_pressed = 0; mouse_just_pressed = 0;
pad_just_pressed = SDL_GAMEPAD_BUTTON_INVALID; pad_just_pressed = SDL_GAMEPAD_BUTTON_INVALID;
} }
SDL_SetRenderTarget(mini_ren, mini_shadertex);
SDL_SetRenderDrawColor(mini_ren, 0, 0, 0, 255); SDL_SetRenderDrawColor(mini_ren, 0, 0, 0, 255);
SDL_RenderClear(mini_ren); SDL_RenderClear(mini_ren);
SDL_LockTexture(mini_bak, NULL, (void**)&pixels, &pitch); SDL_LockTexture(mini_bak, NULL, (void**)&pixels, &pitch);
for (uint32_t i=0;i<screen_surface->size;++i) pixels[i] = palette[screen_surface->p[i]]; for (uint32_t i=0;i<screen_surface->size;++i) pixels[i] = palette[screen_surface->p[i]];
SDL_UnlockTexture(mini_bak); SDL_UnlockTexture(mini_bak);
SDL_RenderTexture(mini_ren, mini_bak, NULL, NULL); SDL_RenderTexture(mini_ren, mini_bak, NULL, NULL); //NEW
SDL_RenderPresent(mini_ren);
shader::render();
//SDL_RenderTexture(mini_ren, mini_bak, NULL, NULL);
//SDL_RenderPresent(mini_ren);
fps_counter++; fps_counter++;
if (SDL_GetTicks()>=(fps_timer+1000)) { if (SDL_GetTicks()>=(fps_timer+1000)) {
fps = fps_counter; fps = fps_counter;
@@ -579,11 +593,12 @@ uint32_t *loadpal(const char* filename, uint16_t *palsize) {
} }
void setpal(uint32_t *pal) { void setpal(uint32_t *pal) {
memcpy(palette, pal, 1024); for (int i=0; i<256; ++i) palette[i] = pal[i] | 0xff000000;
//memcpy(palette, pal, 1024);
} }
void setcolor(uint8_t index, uint32_t color) { void setcolor(uint8_t index, uint32_t color) {
palette[index] = color; palette[index] = color | 0xff000000;
} }
uint32_t getcolor(uint8_t index) { uint32_t getcolor(uint8_t index) {