339 lines
9.6 KiB
C++
339 lines
9.6 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 <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#ifdef __APPLE__
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#include "CoreFoundation/CoreFoundation.h"
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#include <OpenGL/OpenGL.h>
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#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
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#include <OpenGL/gl3.h>
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#else
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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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#endif
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const int WIN_WIDTH = 640;
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const int WIN_HEIGHT = 480;
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const int WORLD_WIDTH = 320;
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const int WORLD_HEIGHT = 240;
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struct sprite {
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float x;
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float y;
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float vx;
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float vy;
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};
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const int MAX_SPRITES = 20;
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#ifndef __APPLE__
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// I'm avoiding the use of GLEW or some extensions handler, but that
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// doesn't mean you should...
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLVALIDATEPROGRAMPROC glValidateProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLUSEPROGRAMPROC glUseProgram;
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bool initGLExtensions() {
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glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
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glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
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glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
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glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
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return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
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glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
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glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
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glUseProgram;
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}
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#endif
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GLuint compileShader(const char* source, GLuint shaderType) {
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//std::cout << "Compilando shader:" << std::endl << source << std::endl;
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// Create ID for shader
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GLuint result = glCreateShader(shaderType);
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// Define shader text
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glShaderSource(result, 1, &source, NULL);
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// Compile shader
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glCompileShader(result);
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//Check vertex shader for errors
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GLint shaderCompiled = GL_FALSE;
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glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
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if( shaderCompiled != GL_TRUE ) {
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std::cout << "Error en la compilación: " << result << "!" << std::endl;
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GLint logLength;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0)
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{
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GLchar *log = (GLchar*)malloc(logLength);
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glGetShaderInfoLog(result, logLength, &logLength, log);
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std::cout << "Shader compile log:" << log << std::endl;
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free(log);
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}
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glDeleteShader(result);
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result = 0;
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} else {
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std::cout << "Shader compilado correctamente. Id = " << result << std::endl;
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}
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return result;
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}
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GLuint compileProgram(const char* vtxFile, const char* fragFile) {
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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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programId = glCreateProgram();
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std::ifstream f(vtxFile);
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std::string source((std::istreambuf_iterator<char>(f)),
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std::istreambuf_iterator<char>());
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vtxShaderId = compileShader(source.c_str(), GL_VERTEX_SHADER);
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f=std::ifstream(fragFile);
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source=std::string((std::istreambuf_iterator<char>(f)),
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std::istreambuf_iterator<char>());
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fragShaderId = compileShader(source.c_str(), GL_FRAGMENT_SHADER);
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if(vtxShaderId && fragShaderId) {
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// Associate shader with program
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glAttachShader(programId, vtxShaderId);
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glAttachShader(programId, fragShaderId);
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glLinkProgram(programId);
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glValidateProgram(programId);
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// Check the status of the compile/link
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GLint logLen;
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &logLen);
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if(logLen > 0) {
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char* log = (char*) malloc(logLen * sizeof(char));
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// Show any errors as appropriate
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glGetProgramInfoLog(programId, logLen, &logLen, log);
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std::cout << "Prog Info Log: " << std::endl << log << std::endl;
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free(log);
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}
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}
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if(vtxShaderId) {
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glDeleteShader(vtxShaderId);
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}
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if(fragShaderId) {
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glDeleteShader(fragShaderId);
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}
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return programId;
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}
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void presentBackBuffer(SDL_Renderer *renderer, SDL_Window* win, SDL_Texture* backBuffer, GLuint programId) {
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GLint oldProgramId;
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// Guarrada para obtener el textureid (en driverdata->texture)
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//Detach the texture
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderClear(renderer);
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SDL_GL_BindTexture(backBuffer, NULL, NULL);
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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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}
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GLfloat minx, miny, maxx, maxy;
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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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maxx = WORLD_WIDTH;
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maxy = WORLD_HEIGHT;
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minu = 0.0f;
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maxu = 1.0f;
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minv = 0.0f;
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maxv = 1.0f;
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glViewport(0, 0, WIN_WIDTH, WIN_HEIGHT);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(minu, minv);
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glVertex2f(minx, miny);
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glTexCoord2f(maxu, minv);
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glVertex2f(maxx, miny);
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glTexCoord2f(minu, maxv);
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glVertex2f(minx, maxy);
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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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}
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#ifdef __APPLE__
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void initializeFileSystem() {
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CFBundleRef mainBundle = CFBundleGetMainBundle();
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CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
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char path[PATH_MAX];
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if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path, PATH_MAX))
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{
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std::cerr << "Couldn't get file system representation! " << std::endl;
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}
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CFRelease(resourcesURL);
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chdir(path);
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}
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#endif
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int main(int argc, char **argv){
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GLuint programId;
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#ifdef __APPLE__
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initializeFileSystem();
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#endif
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if (SDL_Init(SDL_INIT_EVERYTHING | SDL_VIDEO_OPENGL) != 0){
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std::cerr << "SDL_Init failed: " << SDL_GetError() << "\n";
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return 1;
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}
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SDL_Window *win = SDL_CreateWindow("Custom shader with SDL2 renderer!", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, WIN_WIDTH, WIN_HEIGHT, 0);
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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SDL_Renderer *renderer = SDL_CreateRenderer(win, -1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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SDL_RendererInfo rendererInfo;
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SDL_GetRendererInfo(renderer, &rendererInfo);
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if(!strncmp(rendererInfo.name, "opengl", 6)) {
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std::cout << "Es OpenGL!" << std::endl;
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#ifndef __APPLE__
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// If you want to use GLEW or some other GL extension handler, do it here!
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if (!initGLExtensions()) {
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std::cout << "Couldn't init GL extensions!" << std::endl;
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SDL_Quit();
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exit(-1);
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}
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#endif
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// Compilar el shader y dejarlo listo para usar.
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programId = compileProgram("std.vertex", "crt.fragment");
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std::cout << "programId = " << programId << std::endl;
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}
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//Put your own bmp image here
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SDL_Surface *bmpSurf = IMG_Load("image.png");
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SDL_Texture *bmpTex = SDL_CreateTextureFromSurface(renderer, bmpSurf);
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SDL_FreeSurface(bmpSurf);
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//Make a target texture to render too
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SDL_Texture *texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,
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SDL_TEXTUREACCESS_TARGET, WORLD_WIDTH, WORLD_HEIGHT);
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int done = 0;
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int useShader = 0;
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SDL_Rect targetRect;
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targetRect.x = 0; targetRect.y=0; targetRect.w=32; targetRect.h=32;
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struct sprite sprites[MAX_SPRITES];
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for(int i=0;i < MAX_SPRITES;++i) {
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sprites[i].x = (float) (rand() % (WORLD_WIDTH - targetRect.w));
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sprites[i].y = (float) (rand() % (WORLD_HEIGHT - targetRect.h));
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sprites[i].vx = (float) (rand() % 5 / 10.0f) - 0.2f;
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sprites[i].vy = (float) (rand() % 5 / 10.0f) - 0.2f;
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}
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// Voy a poner el fondo blanco para que se vea el shader
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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while ( ! done ) {
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//Render to the texture
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SDL_SetRenderTarget(renderer, texTarget);
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SDL_RenderClear(renderer);
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// Pintamos MAX_SPRITES UWOLes
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struct sprite* spr;
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for(int i=0;i < MAX_SPRITES;++i) {
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spr = &(sprites[i]);
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spr->x += spr->vx;
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if(spr->x < 0) {
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spr->x = 0;
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spr->vx *= -1;
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}
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if(spr->x > WORLD_WIDTH - targetRect.w) {
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spr->x = (float) (WORLD_WIDTH - targetRect.w);
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spr->vx *= -1;
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}
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spr->y += spr->vy;
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if(spr->y < 0) {
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spr->y = 0;
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spr->vy *= -1;
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}
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if(spr->y > WORLD_HEIGHT - targetRect.h) {
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spr->y = (float) (WORLD_HEIGHT - targetRect.h);
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spr->vy *= -1;
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}
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targetRect.x = (int)spr->x;
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targetRect.y = (int)spr->y;
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SDL_RenderCopy(renderer, bmpTex, NULL, &targetRect);
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}
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presentBackBuffer(renderer, win, texTarget, programId);
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/* This could go in a separate function */
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SDL_Event event;
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while ( SDL_PollEvent(&event) ) {
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if ( event.type == SDL_QUIT ) {
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done = 1;
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}
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if ( event.type == SDL_KEYDOWN ) {
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if ( event.key.keysym.sym == SDLK_SPACE ) {
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useShader ^= 1;
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std::cout << "useShader = " << (useShader ? "true" : "false") << std::endl;
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}
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if ( event.key.keysym.sym == SDLK_ESCAPE ) {
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done = 1;
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}
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}
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}
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}
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SDL_DestroyTexture(texTarget);
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SDL_DestroyTexture(bmpTex);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(win);
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SDL_Quit();
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return 0;
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} |