- Tot separadet en una mòdul. Vore algo de instruccions en jshader.h

This commit is contained in:
2024-06-28 10:08:48 +02:00
parent 16d8d5c5b5
commit 6208cc814f
6 changed files with 373 additions and 338 deletions

73
.vscode/settings.json vendored Normal file
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@@ -0,0 +1,73 @@
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@@ -1,5 +1,5 @@
windows:
g++ main.cpp -lmingw32 -lSDL2main -lSDL2 -lSDL2_image -lopengl32 -mwindows -o shaders
g++ *.cpp -lmingw32 -lSDL2main -lSDL2 -lopengl32 -mwindows -o shaders
linux:
g++ main.cpp -lSDL2 -lSDL2_image -lGL -o shaders
g++ -g *.cpp -lSDL2 -lGL -o shaders

229
jshader.cpp Normal file
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#include "jshader.h"
#include <iostream>
#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
namespace shader
{
SDL_Window *win = nullptr;
SDL_Renderer *renderer = nullptr;
GLuint programId = 0;
SDL_Texture* backBuffer = nullptr;
SDL_Point win_size = {640, 480};
SDL_Point tex_size = {320, 240};
bool usingOpenGL;
#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) {
// Create ID for shader
GLuint result = glCreateShader(shaderType);
// Add define depending on shader type
const char *sources[2] = { shaderType==GL_VERTEX_SHADER?"#define VERTEX\n":"#define FRAGMENT\n", source };
// Define shader text
glShaderSource(result, 2, sources, 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* vertexShaderSource, const char* fragmentShaderSource) {
GLuint programId = 0;
GLuint vtxShaderId, fragShaderId;
programId = glCreateProgram();
vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, 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;
}
const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader)
{
shader::win = win;
shader::renderer = SDL_GetRenderer(win);
shader::backBuffer = backBuffer;
SDL_GetWindowSize(win, &win_size.x, &win_size.y);
int access;
SDL_QueryTexture(backBuffer, NULL, &access, &tex_size.x, &tex_size.y);
if (access != SDL_TEXTUREACCESS_TARGET)
{
std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl;
exit(1);
}
SDL_RendererInfo rendererInfo;
SDL_GetRendererInfo(renderer, &rendererInfo);
if(!strncmp(rendererInfo.name, "opengl", 6)) {
//std::cout << "Es OpenGL!" << std::endl;
#ifndef __APPLE__
if (!initGLExtensions()) {
std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
usingOpenGL = false;
return false;
}
#endif
// Compilar el shader y dejarlo listo para usar.
programId = compileProgram(vertexShader, fragmentShader);
//std::cout << "programId = " << programId << std::endl;
} else {
std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
usingOpenGL = false;
return false;
}
usingOpenGL = true;
return true;
}
void render()
{
GLint oldProgramId;
// Guarrada para obtener el textureid (en driverdata->texture)
//Detach the texture
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderClear(renderer);
if (usingOpenGL) {
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 = tex_size.x;
maxy = tex_size.y;
minu = 0.0f;
maxu = 1.0f;
minv = 0.0f;
maxv = 1.0f;
glViewport(0, 0, win_size.x, win_size.y);
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);
}
} else {
SDL_RenderCopy(renderer, backBuffer, NULL, NULL);
SDL_RenderPresent(renderer);
}
}
}

44
jshader.h Normal file
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#pragma once
#include <SDL2/SDL.h>
// TIPS:
// =======================================================================
// Abans de crear el renderer, cridar a la següent funció:
//
// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
//
// Aixó li diu que volem un renderer que use especificament opengl. A més,
// al crear el renderer li tenim que dir que el volem que use acceeració
// per hardware, i que soporte render a textura. Per exemple:
//
// SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED |
// SDL_RENDERER_TARGETTEXTURE);
//
// Per altra part, al crear la textura tenim que definir que puga ser target
// de renderitzat (SDL_TEXTUREACCESS_TARGET), per exemple:
//
// SDL_Texture *tex = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
// SDL_TEXTUREACCESS_TARGET, 320, 240);
//
// Els shaders li'ls passem com una cadena, som nosaltres els que s'encarreguem
// de carregarlos de disc, amb fopen, ifstream, jfile o el que vullgues.
// Si els tens en un std::string, passa-li-la com "cadena.c_str()".
//
// Poden ser els dos el mateix arxiu, com fa libRetro, jo desde dins ja fique
// els defines necessaris. Si es el mateix arxiu, pots no ficar el quart paràmetre.
//
// Els shaders de libRetro no funcionen directament, hi ha que fer algunes modificacions.
//
// El pintat final de la teua escena l'has de fer com si "backBuffer" fora la pantalla.
//
// Ah! una cosa mes: al compilar, en Linux afegir "-lGL", en Windows afegir "-lopengl32".
// En Mac ni idea
namespace shader
{
const bool init(SDL_Window* win, SDL_Texture* backBuffer,
const char* vertexShader, const char* fragmentShader=nullptr);
void render();
}

359
main.cpp
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@@ -1,355 +1,44 @@
#include <iostream>
#include <string>
#include <fstream>
#include <streambuf>
#include "jshader.h"
#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 = 1024;
const int WIN_HEIGHT = 768;
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);
const char *sources[2] = { shaderType==GL_VERTEX_SHADER?"#define VERTEX\n":"#define FRAGMENT\n", source };
// Define shader text
glShaderSource(result, 2, sources, 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_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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 = WORLD_WIDTH;
maxy = WORLD_HEIGHT;
minu = 0.0f;
maxu = 1.0f;
minv = 0.0f;
maxv = 1.0f;
glViewport(0, 0, WIN_WIDTH, WIN_HEIGHT);
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){
if (argc < 2) {
std::cerr << "Uso: shaders [vertex shader] [fragment shader]" << "\n";
std::cerr << " shaders [unique shader]" << "\n";
return 1;
}
char *vertex_shader = argv[1];
char *fragment_shader = argc<3 ? vertex_shader : argv[2];
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);
#define WIDTH 384
#define HEIGHT 240
int main(int argc, char **argv)
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_Window *win = SDL_CreateWindow("Shaders i tal", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH*3, HEIGHT*3, 0);
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
SDL_Renderer *renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
SDL_Texture *texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, WIDTH, HEIGHT);
SDL_Renderer *renderer = SDL_CreateRenderer(win, -1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
std::ifstream f("crtpi.glsl");
std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
SDL_RendererInfo rendererInfo;
SDL_GetRendererInfo(renderer, &rendererInfo);
shader::init(win, texTarget, source.c_str());
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(vertex_shader, fragment_shader);
std::cout << "programId = " << programId << std::endl;
// Carreguem una imatge pa ficar algo
SDL_Texture *bmpTex = SDL_CreateTextureFromSurface(renderer, SDL_LoadBMP("pang.bmp"));
bool should_exit = false;
while (!should_exit)
{
SDL_Event e;
while ( SDL_PollEvent(&e) ) {
if ( e.type == SDL_QUIT || ( e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE ) ) { should_exit = true; }
}
//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_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_SetRenderTarget(renderer, texTarget);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, bmpTex, NULL, NULL);
// 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;
shader::render();
}
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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