VERSIÓ 1.2.5
- [NEW] Soport bàsic per a shaders.
This commit is contained in:
32
data/basic.glsl
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32
data/basic.glsl
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varying vec2 TEX0;
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#if defined(VERTEX)
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void main()
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{
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TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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uniform sampler2D Texture;
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void main()
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{
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vec2 winsize = vec2(640.0,480.0);
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vec2 pixpos = TEX0 * winsize;
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float y = floor(pixpos.y);
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if (mod(y,4.0) == 0.0)
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{
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vec4 color = texture2D(Texture, TEX0);
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vec4 blend = vec4(0.8, 0.8, 0.8, 1.0);
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gl_FragColor = color * blend;
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}
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else
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{
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gl_FragColor = texture2D(Texture, TEX0);
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}
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}
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#endif
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231
jshader.cpp
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231
jshader.cpp
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#include "jshader.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_Point win_size = {640, 480};
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SDL_FPoint tex_size = {320, 240};
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bool usingOpenGL;
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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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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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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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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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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
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glUseProgram;
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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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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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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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SDL_GetWindowSize(win, &win_size.x, &win_size.y);
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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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if (!initGLExtensions()) {
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std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
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usingOpenGL = false;
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return false;
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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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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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usingOpenGL = false;
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return false;
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}
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usingOpenGL = 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 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 (usingOpenGL)
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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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//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(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(0.0f, 0.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f(tex_size.x, 0.0f);
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(0.0f, tex_size.y);
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(tex_size.x, tex_size.y);
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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, NULL);
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SDL_RenderPresent(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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44
jshader.h
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44
jshader.h
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@@ -0,0 +1,44 @@
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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
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{
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const bool init(SDL_Window* win, SDL_Texture* backBuffer,
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const char* vertexShader, const char* fragmentShader=nullptr);
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void render();
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}
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@@ -1,4 +1,4 @@
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libs = -lSDL3
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libs = -lSDL3 -lGL
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cppflags = -D LUA_USE_LINUX -D DEBUG -g -Wall
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cppflags = -D LUA_USE_LINUX -D DEBUG -g -Wall
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executable = mini_debug
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executable = mini_debug
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sourcepath = . lua
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sourcepath = . lua
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25
mini.cpp
25
mini.cpp
@@ -5,6 +5,7 @@
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#include "gif.h"
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#include "gif.h"
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#include "gifenc.h"
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#include "gifenc.h"
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#include "jail_audio.h"
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#include "jail_audio.h"
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#include "jshader.h"
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#define MAX_TEXTURES 100
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#define MAX_TEXTURES 100
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@@ -78,6 +79,7 @@ bool should_quit = false;
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SDL_Window *mini_win;
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SDL_Window *mini_win;
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SDL_Renderer *mini_ren;
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SDL_Renderer *mini_ren;
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SDL_Texture *mini_bak;
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SDL_Texture *mini_bak;
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SDL_Texture *mini_shadertex;
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Uint32 windowID;
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Uint32 windowID;
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Uint32 *pixels;
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Uint32 *pixels;
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int pitch;
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int pitch;
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@@ -300,8 +302,9 @@ void createDisplay() {
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if (screen_zoom <= 0) screen_zoom = 1;
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if (screen_zoom <= 0) screen_zoom = 1;
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while (screen_width*screen_zoom > desktop_width || screen_height*screen_zoom > desktop_height) screen_zoom--;
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while (screen_width*screen_zoom > desktop_width || screen_height*screen_zoom > desktop_height) screen_zoom--;
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mini_win = SDL_CreateWindow(window_title, screen_width*screen_zoom, screen_height*screen_zoom, screen_fullscreen?SDL_WINDOW_FULLSCREEN:SDL_WINDOW_RESIZABLE);
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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));
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windowID = SDL_GetWindowID(mini_win);
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windowID = SDL_GetWindowID(mini_win);
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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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) {
|
||||||
|
|||||||
Reference in New Issue
Block a user