#include "jshader.h" #include #ifdef __APPLE__ #include "CoreFoundation/CoreFoundation.h" #include #if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3 #include #else #include #endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3 #else #include #include #endif namespace shader { SDL_Window *win = nullptr; SDL_Renderer *renderer = nullptr; GLuint programId = 0; SDL_Texture* backBuffer = nullptr; SDL_Point win_size = {640, 480}; SDL_FPoint tex_size = {320, 240}; bool usingOpenGL; #ifndef __APPLE__ // I'm avoiding the use of GLEW or some extensions handler, but that // doesn't mean you should... PFNGLCREATESHADERPROC glCreateShader; PFNGLSHADERSOURCEPROC glShaderSource; PFNGLCOMPILESHADERPROC glCompileShader; PFNGLGETSHADERIVPROC glGetShaderiv; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; PFNGLDELETESHADERPROC glDeleteShader; PFNGLATTACHSHADERPROC glAttachShader; PFNGLCREATEPROGRAMPROC glCreateProgram; PFNGLLINKPROGRAMPROC glLinkProgram; PFNGLVALIDATEPROGRAMPROC glValidateProgram; PFNGLGETPROGRAMIVPROC glGetProgramiv; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; PFNGLUSEPROGRAMPROC glUseProgram; bool initGLExtensions() { glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader"); glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource"); glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader"); glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv"); glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog"); glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader"); glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader"); glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram"); glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram"); glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram"); glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv"); glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog"); glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram"); return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv && glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram && glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog && glUseProgram; } #endif GLuint compileShader(const char* source, GLuint shaderType) { // Create ID for shader GLuint result = glCreateShader(shaderType); // Add define depending on shader type const char *sources[2] = { shaderType==GL_VERTEX_SHADER?"#define VERTEX\n":"#define FRAGMENT\n", source }; // Define shader text glShaderSource(result, 2, sources, NULL); // Compile shader glCompileShader(result); //Check vertex shader for errors GLint shaderCompiled = GL_FALSE; glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled ); if( shaderCompiled != GL_TRUE ) { std::cout << "Error en la compilación: " << result << "!" << std::endl; GLint logLength; glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar*)malloc(logLength); glGetShaderInfoLog(result, logLength, &logLength, log); std::cout << "Shader compile log:" << log << std::endl; free(log); } 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 programId = 0; GLuint vtxShaderId, fragShaderId; programId = glCreateProgram(); vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER); fragShaderId = compileShader(fragmentShaderSource?fragmentShaderSource:vertexShaderSource, GL_FRAGMENT_SHADER); if(vtxShaderId && fragShaderId) { // Associate shader with program glAttachShader(programId, vtxShaderId); glAttachShader(programId, fragShaderId); glLinkProgram(programId); glValidateProgram(programId); // Check the status of the compile/link GLint logLen; glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen); if(logLen > 0) { char* log = (char*) malloc(logLen * sizeof(char)); // Show any errors as appropriate glGetProgramInfoLog(programId, logLen, &logLen, log); std::cout << "Prog Info Log: " << std::endl << log << std::endl; free(log); } } if(vtxShaderId) { glDeleteShader(vtxShaderId); } if(fragShaderId) { glDeleteShader(fragShaderId); } return programId; } const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader) { shader::win = win; shader::renderer = SDL_GetRenderer(win); shader::backBuffer = backBuffer; SDL_GetWindowSize(win, &win_size.x, &win_size.y); 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); int access = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, -1); if (access != SDL_TEXTUREACCESS_TARGET) { std::cout << "ERROR FATAL: La textura per al render ha de tindre SDL_TEXTUREACCESS_TARGET definit." << std::endl; exit(1); } const char * renderer_name = SDL_GetRendererName(renderer); printf("rendererInfo.name: %s\n", renderer_name); if(!strncmp(renderer_name, "opengl", 6)) { //std::cout << "Es OpenGL!" << std::endl; #ifndef __APPLE__ if (!initGLExtensions()) { std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl; usingOpenGL = false; return false; } #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; return false; } usingOpenGL = true; return true; } 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); 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); 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); glEnd(); SDL_GL_SwapWindow(win); if(programId != 0) { glUseProgram(oldProgramId); } } else { SDL_RenderTexture(renderer, backBuffer, NULL, NULL); SDL_RenderPresent(renderer); } } }