- Pasat a SDL3, a vore si funciona en altre comp

This commit is contained in:
2025-06-10 12:29:55 +02:00
parent 6208cc814f
commit f4a1d20625
4 changed files with 40 additions and 21 deletions

View File

@@ -3,18 +3,26 @@
#include <fstream>
#include <streambuf>
#include "jshader.h"
#include <SDL2/SDL.h>
#include <SDL3/SDL.h>
#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_Init(SDL_INIT_VIDEO);
SDL_Window *win = SDL_CreateWindow("Shaders i tal", WIDTH*3, HEIGHT*3, SDL_WINDOW_OPENGL);
if (!win) { printf("ERROR al crear la finestra: %s\n", SDL_GetError()); }
const int num_drivers = SDL_GetNumRenderDrivers();
printf("VIDEO DRIVERS AVAILABLE:\n");
for (int i=0; i<num_drivers;++i) printf("%i: %s\n", i, SDL_GetVideoDriver(i));
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
SDL_Renderer *renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
SDL_Renderer *renderer = SDL_CreateRenderer(win, NULL); //-1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
if (!renderer) { printf("ERROR al crear el renderer: %s\n", SDL_GetError()); }
SDL_Texture *texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, WIDTH, HEIGHT);
if (!win) { printf("ERROR al crear la textura target: %s\n", SDL_GetError()); }
std::ifstream f("crtpi.glsl");
std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
@@ -23,6 +31,7 @@ int main(int argc, char **argv)
// Carreguem una imatge pa ficar algo
SDL_Texture *bmpTex = SDL_CreateTextureFromSurface(renderer, SDL_LoadBMP("pang.bmp"));
if (!win) { printf("ERROR al crear la textura sprite: %s\n", SDL_GetError()); }
bool should_exit = false;
@@ -30,11 +39,11 @@ int main(int argc, char **argv)
{
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; }
if ( e.type == SDL_EVENT_QUIT || ( e.type == SDL_EVENT_KEY_DOWN && e.key.scancode == SDLK_ESCAPE ) ) { should_exit = true; }
}
SDL_SetRenderTarget(renderer, texTarget);
SDL_RenderCopy(renderer, bmpTex, NULL, NULL);
SDL_RenderTexture(renderer, bmpTex, NULL, NULL);
shader::render();
}