- Tot separadet en una mòdul. Vore algo de instruccions en jshader.h
This commit is contained in:
73
.vscode/settings.json
vendored
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73
.vscode/settings.json
vendored
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@@ -0,0 +1,73 @@
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{
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"files.associations": {
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"string": "cpp",
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"cctype": "cpp",
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"clocale": "cpp",
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"cmath": "cpp",
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"cstdarg": "cpp",
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"cstddef": "cpp",
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"cstdio": "cpp",
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"cstdlib": "cpp",
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"cstring": "cpp",
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"ctime": "cpp",
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"cwchar": "cpp",
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"cwctype": "cpp",
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"any": "cpp",
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"array": "cpp",
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"atomic": "cpp",
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"hash_map": "cpp",
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"bit": "cpp",
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"*.tcc": "cpp",
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"charconv": "cpp",
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"chrono": "cpp",
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"compare": "cpp",
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"complex": "cpp",
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"concepts": "cpp",
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"condition_variable": "cpp",
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"cstdint": "cpp",
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"deque": "cpp",
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"list": "cpp",
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"map": "cpp",
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"unordered_map": "cpp",
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"vector": "cpp",
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"exception": "cpp",
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"algorithm": "cpp",
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"functional": "cpp",
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"iterator": "cpp",
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"memory": "cpp",
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"memory_resource": "cpp",
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"numeric": "cpp",
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"optional": "cpp",
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"random": "cpp",
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"ratio": "cpp",
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"string_view": "cpp",
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"system_error": "cpp",
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"tuple": "cpp",
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"type_traits": "cpp",
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"utility": "cpp",
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"format": "cpp",
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"fstream": "cpp",
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"initializer_list": "cpp",
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"iomanip": "cpp",
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"iosfwd": "cpp",
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"iostream": "cpp",
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"istream": "cpp",
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"limits": "cpp",
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"mutex": "cpp",
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"new": "cpp",
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"numbers": "cpp",
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"ostream": "cpp",
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"semaphore": "cpp",
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"span": "cpp",
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"sstream": "cpp",
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"stdexcept": "cpp",
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"stdfloat": "cpp",
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"stop_token": "cpp",
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"streambuf": "cpp",
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"text_encoding": "cpp",
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"thread": "cpp",
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"cinttypes": "cpp",
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"typeinfo": "cpp",
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"variant": "cpp"
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}
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}
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4
Makefile
4
Makefile
@@ -1,5 +1,5 @@
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windows:
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g++ main.cpp -lmingw32 -lSDL2main -lSDL2 -lSDL2_image -lopengl32 -mwindows -o shaders
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g++ *.cpp -lmingw32 -lSDL2main -lSDL2 -lopengl32 -mwindows -o shaders
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linux:
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g++ main.cpp -lSDL2 -lSDL2_image -lGL -o shaders
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g++ -g *.cpp -lSDL2 -lGL -o shaders
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229
jshader.cpp
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229
jshader.cpp
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@@ -0,0 +1,229 @@
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#include "jshader.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 <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_opengl_glext.h>
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#endif
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namespace shader
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{
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SDL_Window *win = nullptr;
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SDL_Renderer *renderer = nullptr;
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GLuint programId = 0;
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SDL_Texture* backBuffer = nullptr;
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SDL_Point win_size = {640, 480};
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SDL_Point tex_size = {320, 240};
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bool usingOpenGL;
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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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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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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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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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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
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glUseProgram;
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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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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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free(log);
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}
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glDeleteShader(result);
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result = 0;
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// } else {
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// std::cout << "Shader compilado correctamente. Id = " << result << std::endl;
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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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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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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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// 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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// Check the status of the compile/link
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GLint logLen;
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
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if(logLen > 0) {
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char* log = (char*) malloc(logLen * sizeof(char));
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// Show any errors as appropriate
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glGetProgramInfoLog(programId, logLen, &logLen, log);
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std::cout << "Prog Info Log: " << std::endl << log << std::endl;
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free(log);
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}
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}
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if(vtxShaderId) {
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glDeleteShader(vtxShaderId);
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}
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if(fragShaderId) {
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glDeleteShader(fragShaderId);
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}
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return programId;
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}
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const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader)
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{
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shader::win = win;
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shader::renderer = SDL_GetRenderer(win);
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shader::backBuffer = backBuffer;
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SDL_GetWindowSize(win, &win_size.x, &win_size.y);
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int access;
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SDL_QueryTexture(backBuffer, NULL, &access, &tex_size.x, &tex_size.y);
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if (access != SDL_TEXTUREACCESS_TARGET)
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{
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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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SDL_RendererInfo rendererInfo;
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SDL_GetRendererInfo(renderer, &rendererInfo);
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if(!strncmp(rendererInfo.name, "opengl", 6)) {
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//std::cout << "Es OpenGL!" << std::endl;
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#ifndef __APPLE__
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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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usingOpenGL = false;
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return false;
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}
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#endif
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// Compilar el shader y dejarlo listo para usar.
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programId = compileProgram(vertexShader, fragmentShader);
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//std::cout << "programId = " << programId << std::endl;
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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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usingOpenGL = false;
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return false;
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}
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usingOpenGL = true;
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return true;
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}
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void render()
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{
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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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if (usingOpenGL) {
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SDL_GL_BindTexture(backBuffer, NULL, NULL);
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if(programId != 0) {
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glGetIntegerv(GL_CURRENT_PROGRAM,&oldProgramId);
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glUseProgram(programId);
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}
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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// Coordenadas de la ventana donde pintar.
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minx = 0.0f;
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miny = 0.0f;
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maxx = tex_size.x;
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maxy = tex_size.y;
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minu = 0.0f;
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maxu = 1.0f;
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minv = 0.0f;
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maxv = 1.0f;
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glViewport(0, 0, win_size.x, win_size.y);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(minu, minv);
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glVertex2f(minx, miny);
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glTexCoord2f(maxu, minv);
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glVertex2f(maxx, miny);
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glTexCoord2f(minu, maxv);
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glVertex2f(minx, maxy);
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glTexCoord2f(maxu, maxv);
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glVertex2f(maxx, maxy);
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glEnd();
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SDL_GL_SwapWindow(win);
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if(programId != 0) {
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glUseProgram(oldProgramId);
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}
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} else {
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SDL_RenderCopy(renderer, backBuffer, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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}
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}
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44
jshader.h
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44
jshader.h
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@@ -0,0 +1,44 @@
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#pragma once
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#include <SDL2/SDL.h>
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// TIPS:
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// =======================================================================
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// Abans de crear el renderer, cridar a la següent funció:
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//
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// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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//
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// Aixó li diu que volem un renderer que use especificament opengl. A més,
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// al crear el renderer li tenim que dir que el volem que use acceeració
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// per hardware, i que soporte render a textura. Per exemple:
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//
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// SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED |
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// SDL_RENDERER_TARGETTEXTURE);
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//
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// Per altra part, al crear la textura tenim que definir que puga ser target
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// de renderitzat (SDL_TEXTUREACCESS_TARGET), per exemple:
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//
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// SDL_Texture *tex = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888,
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// SDL_TEXTUREACCESS_TARGET, 320, 240);
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//
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// Els shaders li'ls passem com una cadena, som nosaltres els que s'encarreguem
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// de carregarlos de disc, amb fopen, ifstream, jfile o el que vullgues.
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// Si els tens en un std::string, passa-li-la com "cadena.c_str()".
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//
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// Poden ser els dos el mateix arxiu, com fa libRetro, jo desde dins ja fique
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// els defines necessaris. Si es el mateix arxiu, pots no ficar el quart paràmetre.
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//
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// Els shaders de libRetro no funcionen directament, hi ha que fer algunes modificacions.
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//
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// El pintat final de la teua escena l'has de fer com si "backBuffer" fora la pantalla.
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//
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// Ah! una cosa mes: al compilar, en Linux afegir "-lGL", en Windows afegir "-lopengl32".
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// En Mac ni idea
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namespace shader
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{
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const bool init(SDL_Window* win, SDL_Texture* backBuffer,
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const char* vertexShader, const char* fragmentShader=nullptr);
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void render();
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}
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359
main.cpp
359
main.cpp
@@ -1,355 +1,44 @@
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#include <iostream>
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#include <string>
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#include <fstream>
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#include <streambuf>
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#include "jshader.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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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 <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_opengl_glext.h>
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#endif
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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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|
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struct sprite {
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||||
float x;
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float y;
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float vx;
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float vy;
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||||
};
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const int MAX_SPRITES = 20;
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#ifndef __APPLE__
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// 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");
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glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
|
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glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
|
||||
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
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||||
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);
|
||||
// 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; }
|
||||
}
|
||||
#endif
|
||||
// Compilar el shader y dejarlo listo para usar.
|
||||
programId = compileProgram(vertex_shader, fragment_shader);
|
||||
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_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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
shader::render();
|
||||
}
|
||||
|
||||
SDL_DestroyTexture(texTarget);
|
||||
SDL_DestroyTexture(bmpTex);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(win);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user