- Un poquet de neteja

This commit is contained in:
2025-06-10 12:53:21 +02:00
parent f4a1d20625
commit 9e529c8dcf

View File

@@ -25,6 +25,7 @@ namespace shader
SDL_Point win_size = {640, 480};
SDL_FPoint tex_size = {320, 240};
bool usingOpenGL;
GLuint texture_number;
#ifndef __APPLE__
@@ -80,7 +81,8 @@ namespace shader
//Check vertex shader for errors
GLint shaderCompiled = GL_FALSE;
glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
if( shaderCompiled != GL_TRUE ) {
if (shaderCompiled != GL_TRUE)
{
std::cout << "Error en la compilación: " << result << "!" << std::endl;
GLint logLength;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength);
@@ -93,13 +95,12 @@ namespace shader
}
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 compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
{
GLuint programId = 0;
GLuint vtxShaderId, fragShaderId;
@@ -108,7 +109,8 @@ namespace shader
vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, GL_FRAGMENT_SHADER);
if(vtxShaderId && fragShaderId) {
if(vtxShaderId && fragShaderId)
{
// Associate shader with program
glAttachShader(programId, vtxShaderId);
glAttachShader(programId, fragShaderId);
@@ -118,7 +120,8 @@ namespace shader
// Check the status of the compile/link
GLint logLen;
glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
if(logLen > 0) {
if (logLen > 0)
{
char* log = (char*) malloc(logLen * sizeof(char));
// Show any errors as appropriate
glGetProgramInfoLog(programId, logLen, &logLen, log);
@@ -126,12 +129,8 @@ namespace shader
free(log);
}
}
if(vtxShaderId) {
glDeleteShader(vtxShaderId);
}
if(fragShaderId) {
glDeleteShader(fragShaderId);
}
if (vtxShaderId) glDeleteShader(vtxShaderId);
if (fragShaderId) glDeleteShader(fragShaderId);
return programId;
}
@@ -144,6 +143,7 @@ namespace shader
SDL_GetTextureSize(backBuffer, &tex_size.x, &tex_size.y);
printf("tex size: %fx%f\n", tex_size.x, tex_size.y);
SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
texture_number = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, -1);
int access = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, -1);
if (access != SDL_TEXTUREACCESS_TARGET)
{
@@ -155,17 +155,15 @@ namespace shader
printf("rendererInfo.name: %s\n", renderer_name);
if(!strncmp(renderer_name, "opengl", 6)) {
//std::cout << "Es OpenGL!" << std::endl;
#ifndef __APPLE__
#ifndef __APPLE__
if (!initGLExtensions()) {
std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
usingOpenGL = false;
return false;
}
#endif
#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;
@@ -177,60 +175,38 @@ namespace shader
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_PropertiesID props = SDL_GetTextureProperties(backBuffer);
GLuint texture_number = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, -1);
//printf("texture number: %i\n", texture_number);
if (usingOpenGL)
{
glBindTexture(GL_TEXTURE_2D, texture_number);
//if (SDL_GL_BindTexture(backBuffer, NULL, NULL)!=0) {
// printf("Error en SDL_GL_BindTexture: %s\n", SDL_GetError());
// exit(1);
//}
if(programId != 0) {
glGetIntegerv(GL_CURRENT_PROGRAM,&oldProgramId);
GLint oldProgramId;
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; //-0.5f;
miny = 0.0f; // -0.5f;
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);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(tex_size.x, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(0.0f, tex_size.y);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(tex_size.x, tex_size.y);
glEnd();
SDL_GL_SwapWindow(win);
if(programId != 0) {
glUseProgram(oldProgramId);
}
if (programId != 0) glUseProgram(oldProgramId);
} else {
SDL_RenderTexture(renderer, backBuffer, NULL, NULL);
SDL_RenderPresent(renderer);