- Provant el shader crt-pi
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15
main.cpp
15
main.cpp
@@ -21,8 +21,8 @@
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#include <SDL2/SDL_opengl_glext.h>
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#endif
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const int WIN_WIDTH = 640;
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const int WIN_HEIGHT = 480;
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const int WIN_WIDTH = 1024;
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const int WIN_HEIGHT = 768;
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const int WORLD_WIDTH = 320;
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const int WORLD_HEIGHT = 240;
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@@ -81,8 +81,11 @@ GLuint compileShader(const char* source, GLuint shaderType) {
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//std::cout << "Compilando shader:" << std::endl << source << std::endl;
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// Create ID for shader
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GLuint result = glCreateShader(shaderType);
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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, 1, &source, NULL);
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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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@@ -118,9 +121,6 @@ GLuint compileProgram(const char* vtxFile, const char* fragFile) {
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std::string source((std::istreambuf_iterator<char>(f)),
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std::istreambuf_iterator<char>());
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/*const char *sources[2] = { "#define VERTEX\n", source.c_str() };
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glShaderSourceARB(shader, 2, sources, NULL);*/
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vtxShaderId = compileShader(source.c_str(), GL_VERTEX_SHADER);
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f=std::ifstream(fragFile);
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@@ -159,6 +159,8 @@ void presentBackBuffer(SDL_Renderer *renderer, SDL_Window* win, SDL_Texture* bac
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GLint oldProgramId;
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// Guarrada para obtener el textureid (en driverdata->texture)
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//Detach the texture
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderClear(renderer);
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@@ -291,6 +293,7 @@ int main(int argc, char **argv){
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while ( ! done ) {
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//Render to the texture
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_SetRenderTarget(renderer, texTarget);
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SDL_RenderClear(renderer);
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