- [FIX] glViewport() s'ha de fixar quan estem treballant contra la pantalla, al final
- [FIX] invertida la textura en l'eix Y
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@@ -1,9 +1,10 @@
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#version 330 core
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out vec4 FragColor;
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in vec4 vertexColor; // the input variable from the vertex shader (same name and same type)
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uniform sampler2D tex0;
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varying vec4 v_color; // the input variable from the vertex shader (same name and same type)
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varying vec2 v_texCoord;
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void main()
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{
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FragColor = vertexColor;
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gl_FragColor = texture2D(tex0, v_texCoord);
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}
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8
main.cpp
8
main.cpp
@@ -78,7 +78,7 @@ bool initGLExtensions() {
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#endif
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GLuint compileShader(const char* source, GLuint shaderType) {
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std::cout << "Compilando shader:" << std::endl << source << std::endl;
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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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// Define shader text
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@@ -170,14 +170,16 @@ void presentBackBuffer(SDL_Renderer *renderer, SDL_Window* win, SDL_Texture* bac
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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 = WIN_WIDTH;
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maxy = WIN_HEIGHT;
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maxx = WORLD_WIDTH;
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maxy = WORLD_HEIGHT;
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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_WIDTH, WIN_HEIGHT);
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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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@@ -3,7 +3,11 @@ varying vec2 v_texCoord;
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void main()
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{
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// gl_Position = vec4(gl_Vertex.x-1.0, gl_Vertex.y-1.0, 0.0, 1.0);
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// v_color = gl_Color;
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v_texCoord = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y);
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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v_color = gl_Color;
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v_texCoord = vec2(gl_MultiTexCoord0);
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// v_texCoord = vec2(gl_MultiTexCoord0);
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}
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