- Pasat a SDL3, a vore si funciona en altre comp
This commit is contained in:
4
Makefile
4
Makefile
@@ -1,5 +1,5 @@
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windows:
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g++ *.cpp -lmingw32 -lSDL2main -lSDL2 -lopengl32 -mwindows -o shaders
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g++ *.cpp -lmingw32 -lSDL3main -lSDL3 -lopengl32 -mwindows -o shaders
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linux:
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g++ -g *.cpp -lSDL2 -lGL -o shaders
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g++ -g *.cpp -lSDL3 -lGL -o shaders
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34
jshader.cpp
34
jshader.cpp
@@ -12,8 +12,8 @@
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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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#include <SDL3/SDL_opengl.h>
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#include <SDL3/SDL_opengl_glext.h>
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#endif
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namespace shader
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@@ -23,7 +23,7 @@ namespace shader
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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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SDL_FPoint tex_size = {320, 240};
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bool usingOpenGL;
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#ifndef __APPLE__
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@@ -141,18 +141,20 @@ namespace shader
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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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SDL_GetTextureSize(backBuffer, &tex_size.x, &tex_size.y);
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printf("tex size: %fx%f\n", tex_size.x, tex_size.y);
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SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
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int access = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, -1);
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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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const char * renderer_name = SDL_GetRendererName(renderer);
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printf("rendererInfo.name: %s\n", renderer_name);
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if(!strncmp(rendererInfo.name, "opengl", 6)) {
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if(!strncmp(renderer_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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@@ -184,7 +186,14 @@ namespace shader
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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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SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
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GLuint texture_number = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, -1);
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//printf("texture number: %i\n", texture_number);
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glBindTexture(GL_TEXTURE_2D, texture_number);
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//if (SDL_GL_BindTexture(backBuffer, NULL, NULL)!=0) {
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// printf("Error en SDL_GL_BindTexture: %s\n", SDL_GetError());
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// exit(1);
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//}
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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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@@ -194,8 +203,8 @@ namespace shader
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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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minx = 0.0f; //-0.5f;
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miny = 0.0f; // -0.5f;
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maxx = tex_size.x;
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maxy = tex_size.y;
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@@ -216,13 +225,14 @@ namespace shader
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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_RenderTexture(renderer, backBuffer, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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}
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@@ -1,6 +1,6 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include <SDL3/SDL.h>
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// TIPS:
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// =======================================================================
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21
main.cpp
21
main.cpp
@@ -3,18 +3,26 @@
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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 <SDL3/SDL.h>
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#define WIDTH 384
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#define HEIGHT 240
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int main(int argc, char **argv)
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{
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SDL_Init(SDL_INIT_EVERYTHING);
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SDL_Window *win = SDL_CreateWindow("Shaders i tal", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH*3, HEIGHT*3, 0);
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window *win = SDL_CreateWindow("Shaders i tal", WIDTH*3, HEIGHT*3, SDL_WINDOW_OPENGL);
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if (!win) { printf("ERROR al crear la finestra: %s\n", SDL_GetError()); }
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const int num_drivers = SDL_GetNumRenderDrivers();
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printf("VIDEO DRIVERS AVAILABLE:\n");
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for (int i=0; i<num_drivers;++i) printf("%i: %s\n", i, SDL_GetVideoDriver(i));
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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SDL_Renderer *renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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SDL_Renderer *renderer = SDL_CreateRenderer(win, NULL); //-1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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if (!renderer) { printf("ERROR al crear el renderer: %s\n", SDL_GetError()); }
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SDL_Texture *texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, WIDTH, HEIGHT);
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if (!win) { printf("ERROR al crear la textura target: %s\n", SDL_GetError()); }
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std::ifstream f("crtpi.glsl");
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std::string source((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
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@@ -23,6 +31,7 @@ int main(int argc, char **argv)
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// Carreguem una imatge pa ficar algo
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SDL_Texture *bmpTex = SDL_CreateTextureFromSurface(renderer, SDL_LoadBMP("pang.bmp"));
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if (!win) { printf("ERROR al crear la textura sprite: %s\n", SDL_GetError()); }
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bool should_exit = false;
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@@ -30,11 +39,11 @@ int main(int argc, char **argv)
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{
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SDL_Event e;
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while ( SDL_PollEvent(&e) ) {
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if ( e.type == SDL_QUIT || ( e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE ) ) { should_exit = true; }
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if ( e.type == SDL_EVENT_QUIT || ( e.type == SDL_EVENT_KEY_DOWN && e.key.scancode == SDLK_ESCAPE ) ) { should_exit = true; }
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}
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SDL_SetRenderTarget(renderer, texTarget);
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SDL_RenderCopy(renderer, bmpTex, NULL, NULL);
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SDL_RenderTexture(renderer, bmpTex, NULL, NULL);
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shader::render();
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}
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