- 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

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@@ -1,5 +1,5 @@
windows: windows:
g++ *.cpp -lmingw32 -lSDL2main -lSDL2 -lopengl32 -mwindows -o shaders g++ *.cpp -lmingw32 -lSDL3main -lSDL3 -lopengl32 -mwindows -o shaders
linux: linux:
g++ -g *.cpp -lSDL2 -lGL -o shaders g++ -g *.cpp -lSDL3 -lGL -o shaders

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@@ -12,8 +12,8 @@
#include <OpenGL/gl.h> #include <OpenGL/gl.h>
#endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3 #endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
#else #else
#include <SDL2/SDL_opengl.h> #include <SDL3/SDL_opengl.h>
#include <SDL2/SDL_opengl_glext.h> #include <SDL3/SDL_opengl_glext.h>
#endif #endif
namespace shader namespace shader
@@ -23,7 +23,7 @@ namespace shader
GLuint programId = 0; GLuint programId = 0;
SDL_Texture* backBuffer = nullptr; SDL_Texture* backBuffer = nullptr;
SDL_Point win_size = {640, 480}; SDL_Point win_size = {640, 480};
SDL_Point tex_size = {320, 240}; SDL_FPoint tex_size = {320, 240};
bool usingOpenGL; bool usingOpenGL;
#ifndef __APPLE__ #ifndef __APPLE__
@@ -141,18 +141,20 @@ namespace shader
shader::renderer = SDL_GetRenderer(win); shader::renderer = SDL_GetRenderer(win);
shader::backBuffer = backBuffer; shader::backBuffer = backBuffer;
SDL_GetWindowSize(win, &win_size.x, &win_size.y); SDL_GetWindowSize(win, &win_size.x, &win_size.y);
int access; SDL_GetTextureSize(backBuffer, &tex_size.x, &tex_size.y);
SDL_QueryTexture(backBuffer, NULL, &access, &tex_size.x, &tex_size.y); printf("tex size: %fx%f\n", tex_size.x, tex_size.y);
SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
int access = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, -1);
if (access != SDL_TEXTUREACCESS_TARGET) if (access != SDL_TEXTUREACCESS_TARGET)
{ {
std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl; std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl;
exit(1); exit(1);
} }
SDL_RendererInfo rendererInfo; const char * renderer_name = SDL_GetRendererName(renderer);
SDL_GetRendererInfo(renderer, &rendererInfo); printf("rendererInfo.name: %s\n", renderer_name);
if(!strncmp(rendererInfo.name, "opengl", 6)) { if(!strncmp(renderer_name, "opengl", 6)) {
//std::cout << "Es OpenGL!" << std::endl; //std::cout << "Es OpenGL!" << std::endl;
#ifndef __APPLE__ #ifndef __APPLE__
if (!initGLExtensions()) { if (!initGLExtensions()) {
@@ -184,7 +186,14 @@ namespace shader
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
if (usingOpenGL) { if (usingOpenGL) {
SDL_GL_BindTexture(backBuffer, NULL, NULL); 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);
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) { if(programId != 0) {
glGetIntegerv(GL_CURRENT_PROGRAM,&oldProgramId); glGetIntegerv(GL_CURRENT_PROGRAM,&oldProgramId);
glUseProgram(programId); glUseProgram(programId);
@@ -194,8 +203,8 @@ namespace shader
GLfloat minu, maxu, minv, maxv; GLfloat minu, maxu, minv, maxv;
// Coordenadas de la ventana donde pintar. // Coordenadas de la ventana donde pintar.
minx = 0.0f; minx = 0.0f; //-0.5f;
miny = 0.0f; miny = 0.0f; // -0.5f;
maxx = tex_size.x; maxx = tex_size.x;
maxy = tex_size.y; maxy = tex_size.y;
@@ -216,13 +225,14 @@ namespace shader
glTexCoord2f(maxu, maxv); glTexCoord2f(maxu, maxv);
glVertex2f(maxx, maxy); glVertex2f(maxx, maxy);
glEnd(); glEnd();
SDL_GL_SwapWindow(win); SDL_GL_SwapWindow(win);
if(programId != 0) { if(programId != 0) {
glUseProgram(oldProgramId); glUseProgram(oldProgramId);
} }
} else { } else {
SDL_RenderCopy(renderer, backBuffer, NULL, NULL); SDL_RenderTexture(renderer, backBuffer, NULL, NULL);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
} }

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
// TIPS: // TIPS:
// ======================================================================= // =======================================================================

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@@ -3,18 +3,26 @@
#include <fstream> #include <fstream>
#include <streambuf> #include <streambuf>
#include "jshader.h" #include "jshader.h"
#include <SDL2/SDL.h> #include <SDL3/SDL.h>
#define WIDTH 384 #define WIDTH 384
#define HEIGHT 240 #define HEIGHT 240
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
SDL_Init(SDL_INIT_EVERYTHING); SDL_Init(SDL_INIT_VIDEO);
SDL_Window *win = SDL_CreateWindow("Shaders i tal", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH*3, HEIGHT*3, 0); 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_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); 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::ifstream f("crtpi.glsl");
std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>()); 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 // Carreguem una imatge pa ficar algo
SDL_Texture *bmpTex = SDL_CreateTextureFromSurface(renderer, SDL_LoadBMP("pang.bmp")); 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; bool should_exit = false;
@@ -30,11 +39,11 @@ int main(int argc, char **argv)
{ {
SDL_Event e; SDL_Event e;
while ( SDL_PollEvent(&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_SetRenderTarget(renderer, texTarget);
SDL_RenderCopy(renderer, bmpTex, NULL, NULL); SDL_RenderTexture(renderer, bmpTex, NULL, NULL);
shader::render(); shader::render();
} }