- First glorious commit

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2024-06-27 08:51:19 +02:00
commit 31af39b61b
6 changed files with 497 additions and 0 deletions

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.gitignore vendored Normal file
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shaders

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basic.fragment Normal file
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#version 330 core
out vec4 FragColor;
in vec4 vertexColor; // the input variable from the vertex shader (same name and same type)
void main()
{
FragColor = vertexColor;
}

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crt.fragment Normal file
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//
// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
//
// by Timothy Lottes
//
// This is more along the style of a really good CGA arcade monitor.
// With RGB inputs instead of NTSC.
// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
//
// Left it unoptimized to show the theory behind the algorithm.
//
// It is an example what I personally would want as a display option for pixel art games.
// Please take and use, change, or whatever.
//
varying vec4 v_color;
varying vec2 v_texCoord;
uniform sampler2D tex0;
// Hardness of scanline.
// -8.0 = soft
// -16.0 = medium
float hardScan=-8.0;
// Hardness of pixels in scanline.
// -2.0 = soft
// -4.0 = hard
float hardPix=-2.0;
// Display warp.
// 0.0 = none
// 1.0/8.0 = extreme
vec2 warp=vec2(1.0/32.0,1.0/24.0);
// Amount of shadow mask.
float maskDark=1.0;
float maskLight=1.5;
vec2 res = vec2(640.0,480.0); // /3.0
//------------------------------------------------------------------------
// sRGB to Linear.
// Assuing using sRGB typed textures this should not be needed.
float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
// Linear to sRGB.
// Assuing using sRGB typed textures this should not be needed.
float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=floor(pos*res+off)/res;
if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0);
return ToLinear(texture2D(tex0,pos.xy,-16.0).rgb);}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
// 3-tap Gaussian filter along horz line.
vec3 Horz3(vec2 pos,float off){
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
// 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-2.0,off));
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
vec3 e=Fetch(pos,vec2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wa=Gaus(dst-2.0,scale);
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
float we=Gaus(dst+2.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
// Return scanline weight.
float Scan(vec2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,hardScan);}
// Allow nearest three lines to effect pixel.
vec3 Tri(vec2 pos){
vec3 a=Horz3(pos,-1.0);
vec3 b=Horz5(pos, 0.0);
vec3 c=Horz3(pos, 1.0);
float wa=Scan(pos,-1.0);
float wb=Scan(pos, 0.0);
float wc=Scan(pos, 1.0);
return a*wa+b*wb+c*wc;}
// Distortion of scanlines, and end of screen alpha.
vec2 Warp(vec2 pos){
pos=pos*2.0-1.0;
pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
return pos*0.5+0.5;}
// Shadow mask.
vec3 Mask(vec2 pos){
pos.x+=pos.y*3.0;
vec3 mask=vec3(maskDark,maskDark,maskDark);
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
return mask;}
// Draw dividing bars.
float Bar(float pos,float bar){pos-=bar;return pos*pos<4.0?0.0:1.0;}
// Entry.
void main(){
// Unmodified.
vec2 pos=Warp(v_texCoord);
vec4 fragColor;
fragColor.rgb=Tri(pos)*Mask(gl_FragCoord.xy);
fragColor.rgb=ToSrgb(fragColor.rgb);
gl_FragColor=v_color * vec4(fragColor.rgb, 1.0);
}

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#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;
}

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varying vec4 v_color;
varying vec2 v_texCoord;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
v_color = gl_Color;
v_texCoord = vec2(gl_MultiTexCoord0);
}