- First glorious commit
This commit is contained in:
337
main.cpp
Normal file
337
main.cpp
Normal file
@@ -0,0 +1,337 @@
|
||||
#include <iostream>
|
||||
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <streambuf>
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
|
||||
#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 <SDL2/SDL_opengl.h>
|
||||
#include <SDL2/SDL_opengl_glext.h>
|
||||
#endif
|
||||
|
||||
const int WIN_WIDTH = 640;
|
||||
const int WIN_HEIGHT = 480;
|
||||
|
||||
const int WORLD_WIDTH = 320;
|
||||
const int WORLD_HEIGHT = 240;
|
||||
|
||||
struct sprite {
|
||||
float x;
|
||||
float y;
|
||||
float vx;
|
||||
float vy;
|
||||
};
|
||||
|
||||
const int MAX_SPRITES = 20;
|
||||
|
||||
#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) {
|
||||
std::cout << "Compilando shader:" << std::endl << source << std::endl;
|
||||
// Create ID for shader
|
||||
GLuint result = glCreateShader(shaderType);
|
||||
// Define shader text
|
||||
glShaderSource(result, 1, &source, 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;
|
||||
} else {
|
||||
std::cout << "Shader compilado correctamente. Id = " << result << std::endl;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
GLuint compileProgram(const char* vtxFile, const char* fragFile) {
|
||||
GLuint programId = 0;
|
||||
GLuint vtxShaderId, fragShaderId;
|
||||
|
||||
programId = glCreateProgram();
|
||||
|
||||
std::ifstream f(vtxFile);
|
||||
std::string source((std::istreambuf_iterator<char>(f)),
|
||||
std::istreambuf_iterator<char>());
|
||||
vtxShaderId = compileShader(source.c_str(), GL_VERTEX_SHADER);
|
||||
|
||||
f=std::ifstream(fragFile);
|
||||
source=std::string((std::istreambuf_iterator<char>(f)),
|
||||
std::istreambuf_iterator<char>());
|
||||
fragShaderId = compileShader(source.c_str(), 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;
|
||||
}
|
||||
|
||||
void presentBackBuffer(SDL_Renderer *renderer, SDL_Window* win, SDL_Texture* backBuffer, GLuint programId) {
|
||||
GLint oldProgramId;
|
||||
// Guarrada para obtener el textureid (en driverdata->texture)
|
||||
//Detach the texture
|
||||
SDL_SetRenderTarget(renderer, NULL);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
SDL_GL_BindTexture(backBuffer, NULL, NULL);
|
||||
if(programId != 0) {
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM,&oldProgramId);
|
||||
glUseProgram(programId);
|
||||
}
|
||||
|
||||
GLfloat minx, miny, maxx, maxy;
|
||||
GLfloat minu, maxu, minv, maxv;
|
||||
|
||||
// Coordenadas de la ventana donde pintar.
|
||||
minx = 0.0f;
|
||||
miny = 0.0f;
|
||||
maxx = WIN_WIDTH;
|
||||
maxy = WIN_HEIGHT;
|
||||
|
||||
minu = 0.0f;
|
||||
maxu = 1.0f;
|
||||
minv = 0.0f;
|
||||
maxv = 1.0f;
|
||||
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord2f(minu, minv);
|
||||
glVertex2f(minx, miny);
|
||||
glTexCoord2f(maxu, minv);
|
||||
glVertex2f(maxx, miny);
|
||||
glTexCoord2f(minu, maxv);
|
||||
glVertex2f(minx, maxy);
|
||||
glTexCoord2f(maxu, maxv);
|
||||
glVertex2f(maxx, maxy);
|
||||
glEnd();
|
||||
SDL_GL_SwapWindow(win);
|
||||
|
||||
if(programId != 0) {
|
||||
glUseProgram(oldProgramId);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef __APPLE__
|
||||
void initializeFileSystem() {
|
||||
CFBundleRef mainBundle = CFBundleGetMainBundle();
|
||||
CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
|
||||
char path[PATH_MAX];
|
||||
if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path, PATH_MAX))
|
||||
{
|
||||
std::cerr << "Couldn't get file system representation! " << std::endl;
|
||||
}
|
||||
CFRelease(resourcesURL);
|
||||
chdir(path);
|
||||
}
|
||||
#endif
|
||||
|
||||
int main(int argc, char **argv){
|
||||
GLuint programId;
|
||||
|
||||
#ifdef __APPLE__
|
||||
initializeFileSystem();
|
||||
#endif
|
||||
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING | SDL_VIDEO_OPENGL) != 0){
|
||||
std::cerr << "SDL_Init failed: " << SDL_GetError() << "\n";
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_Window *win = SDL_CreateWindow("Custom shader with SDL2 renderer!", SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED, WIN_WIDTH, WIN_HEIGHT, 0);
|
||||
|
||||
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
|
||||
|
||||
SDL_Renderer *renderer = SDL_CreateRenderer(win, -1,
|
||||
SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
|
||||
|
||||
SDL_RendererInfo rendererInfo;
|
||||
SDL_GetRendererInfo(renderer, &rendererInfo);
|
||||
|
||||
if(!strncmp(rendererInfo.name, "opengl", 6)) {
|
||||
std::cout << "Es OpenGL!" << std::endl;
|
||||
#ifndef __APPLE__
|
||||
// If you want to use GLEW or some other GL extension handler, do it here!
|
||||
if (!initGLExtensions()) {
|
||||
std::cout << "Couldn't init GL extensions!" << std::endl;
|
||||
SDL_Quit();
|
||||
exit(-1);
|
||||
}
|
||||
#endif
|
||||
// Compilar el shader y dejarlo listo para usar.
|
||||
programId = compileProgram("std.vertex", "crt.fragment");
|
||||
std::cout << "programId = " << programId << std::endl;
|
||||
}
|
||||
|
||||
//Put your own bmp image here
|
||||
SDL_Surface *bmpSurf = IMG_Load("image.png");
|
||||
SDL_Texture *bmpTex = SDL_CreateTextureFromSurface(renderer, bmpSurf);
|
||||
SDL_FreeSurface(bmpSurf);
|
||||
|
||||
//Make a target texture to render too
|
||||
SDL_Texture *texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL_TEXTUREACCESS_TARGET, WORLD_WIDTH, WORLD_HEIGHT);
|
||||
|
||||
int done = 0;
|
||||
int useShader = 0;
|
||||
SDL_Rect targetRect;
|
||||
|
||||
targetRect.x = 0; targetRect.y=0; targetRect.w=32; targetRect.h=32;
|
||||
|
||||
struct sprite sprites[MAX_SPRITES];
|
||||
|
||||
for(int i=0;i < MAX_SPRITES;++i) {
|
||||
sprites[i].x = (float) (rand() % (WORLD_WIDTH - targetRect.w));
|
||||
sprites[i].y = (float) (rand() % (WORLD_HEIGHT - targetRect.h));
|
||||
sprites[i].vx = (float) (rand() % 5 / 10.0f) - 0.2f;
|
||||
sprites[i].vy = (float) (rand() % 5 / 10.0f) - 0.2f;
|
||||
}
|
||||
|
||||
// Voy a poner el fondo blanco para que se vea el shader
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
||||
|
||||
while ( ! done ) {
|
||||
//Render to the texture
|
||||
SDL_SetRenderTarget(renderer, texTarget);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Pintamos MAX_SPRITES UWOLes
|
||||
struct sprite* spr;
|
||||
for(int i=0;i < MAX_SPRITES;++i) {
|
||||
spr = &(sprites[i]);
|
||||
spr->x += spr->vx;
|
||||
if(spr->x < 0) {
|
||||
spr->x = 0;
|
||||
spr->vx *= -1;
|
||||
}
|
||||
if(spr->x > WORLD_WIDTH - targetRect.w) {
|
||||
spr->x = (float) (WORLD_WIDTH - targetRect.w);
|
||||
spr->vx *= -1;
|
||||
}
|
||||
spr->y += spr->vy;
|
||||
if(spr->y < 0) {
|
||||
spr->y = 0;
|
||||
spr->vy *= -1;
|
||||
}
|
||||
if(spr->y > WORLD_HEIGHT - targetRect.h) {
|
||||
spr->y = (float) (WORLD_HEIGHT - targetRect.h);
|
||||
spr->vy *= -1;
|
||||
}
|
||||
|
||||
targetRect.x = (int)spr->x;
|
||||
targetRect.y = (int)spr->y;
|
||||
|
||||
SDL_RenderCopy(renderer, bmpTex, NULL, &targetRect);
|
||||
}
|
||||
|
||||
presentBackBuffer(renderer, win, texTarget, programId);
|
||||
|
||||
/* This could go in a separate function */
|
||||
SDL_Event event;
|
||||
while ( SDL_PollEvent(&event) ) {
|
||||
if ( event.type == SDL_QUIT ) {
|
||||
done = 1;
|
||||
}
|
||||
if ( event.type == SDL_KEYDOWN ) {
|
||||
if ( event.key.keysym.sym == SDLK_SPACE ) {
|
||||
useShader ^= 1;
|
||||
std::cout << "useShader = " << (useShader ? "true" : "false") << std::endl;
|
||||
}
|
||||
if ( event.key.keysym.sym == SDLK_ESCAPE ) {
|
||||
done = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_DestroyTexture(texTarget);
|
||||
SDL_DestroyTexture(bmpTex);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(win);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user