44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
#include <iostream>
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#include <string>
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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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#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_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_Texture *texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, WIDTH, HEIGHT);
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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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shader::init(win, texTarget, source.c_str());
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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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bool should_exit = false;
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while (!should_exit)
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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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}
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SDL_SetRenderTarget(renderer, texTarget);
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SDL_RenderCopy(renderer, bmpTex, NULL, NULL);
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shader::render();
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}
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SDL_Quit();
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return 0;
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} |