- [FIX] El buffer en que es guardaba l'arxiu de text dels shaders no s'alliberava. - [NEW] Traça per a vore - [NEW] Millors logs de errors de shaders - [NEW] Afegit mode 'consola' per a quan s'executa desde consola sense entorn gràfic
313 lines
12 KiB
C++
313 lines
12 KiB
C++
#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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void checkGLError() {
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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fprintf(stderr, "OpenGL error 0x%04X\n", err);
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// Mapeo rápido de los errores más comunes de OpenGL
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while (err != GL_NO_ERROR) {
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const char* errStr = "";
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switch (err) {
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case GL_INVALID_ENUM: errStr = "GL_INVALID_ENUM"; break;
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case GL_INVALID_VALUE: errStr = "GL_INVALID_STRING/VALUE"; break;
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case GL_INVALID_OPERATION: errStr = "GL_INVALID_OPERATION"; break;
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case GL_OUT_OF_MEMORY: errStr = "GL_OUT_OF_MEMORY"; break;
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case GL_INVALID_FRAMEBUFFER_OPERATION: errStr = "GL_INVALID_FRAMEBUFFER_OPERATION"; break;
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default: errStr = "UNKNOWN_ERROR"; break;
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}
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fprintf(stderr, " -> Código de error: %s (0x%04X)\n", errStr, err);
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err = glGetError();
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}
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::exit(1);
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}
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}
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#define GL_CHECK(stmt) do { \
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stmt; \
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checkGLError(#stmt, __FILE__, __LINE__); \
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} while (0)
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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 enabled = false;
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const char *vShaderSource = nullptr;
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const char *fShaderSource = nullptr;
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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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GLint linkStatus = GL_FALSE;
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glGetProgramiv(programId, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE)
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{
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std::cout << "Error en el enlazado (Linking) del programa!" << std::endl;
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GLint logLen = 0;
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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);
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glGetProgramInfoLog(programId, logLen, &logLen, log);
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std::cout << "Program Link Log:\n" << log << std::endl;
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free(log);
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}
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glDeleteProgram(programId);
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programId = 0;
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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 quit()
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{
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programId = 0;
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can_use_opengl = false;
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//using_opengl = false;
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}
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void reinit()
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{
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if (!vShaderSource) return;
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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
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int filesize;
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char *vshaderfile = mini::file::getfilebuffer(vShaderSource, filesize, true);
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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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char *fshaderfile = nullptr;
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if (fShaderSource) { fshaderfile = mini::file::getfilebuffer(fShaderSource, filesize, true); }
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programId = compileProgram(vshaderfile, fshaderfile);
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if (vshaderfile) free(vshaderfile);
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if (fshaderfile) free(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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}
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void init(const char* vshader, const char* fshader)
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{
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vShaderSource = vshader;
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fShaderSource = fshader;
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programId = 0;
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can_use_opengl = false;
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//using_opengl = false;
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reinit();
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}
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void enable() { enabled = true; }
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void disable() { enabled = 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 (can_use_opengl && enabled)
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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(backend::video::dest_rect.x, backend::video::dest_rect.y, backend::video::dest_rect.w, backend::video::dest_rect.h);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(tex_size.x, 0.0f);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f(0.0f, tex_size.y);
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glVertex2f(-1.0f, 1.0f);
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glTexCoord2f(tex_size.x, tex_size.y);
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glVertex2f(1.0f, 1.0f);
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glEnd();
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SDL_GL_SwapWindow(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, &backend::video::dest_rect);
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SDL_RenderPresent(backend::video::renderer);
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}
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checkGLError();
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//GLenum error = glGetError();
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//if (error != GL_NO_ERROR) {
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// printf("GLERROR!\n"); ::exit(1);
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//}
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}
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}
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}
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#endif |