clang-format
This commit is contained in:
@@ -3,23 +3,23 @@
|
||||
#include <iostream>
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include "CoreFoundation/CoreFoundation.h"
|
||||
#include <OpenGL/OpenGL.h>
|
||||
|
||||
#include "CoreFoundation/CoreFoundation.h"
|
||||
|
||||
#if ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
|
||||
#include <OpenGL/gl3.h>
|
||||
#else
|
||||
#include <OpenGL/gl.h>
|
||||
#endif //!ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
|
||||
#endif //! ESSENTIAL_GL_PRACTICES_SUPPORT_GL3
|
||||
#else
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#include <SDL3/SDL_opengl_glext.h>
|
||||
#endif
|
||||
|
||||
namespace shader
|
||||
{
|
||||
SDL_Window *win = nullptr;
|
||||
SDL_Renderer *renderer = nullptr;
|
||||
namespace shader {
|
||||
SDL_Window* win = nullptr;
|
||||
SDL_Renderer* renderer = nullptr;
|
||||
GLuint programId = 0;
|
||||
SDL_Texture* backBuffer = nullptr;
|
||||
SDL_Point win_size = {640, 480};
|
||||
@@ -28,9 +28,9 @@ namespace shader
|
||||
GLuint texture_number;
|
||||
GLuint nose;
|
||||
|
||||
#ifndef __APPLE__
|
||||
#ifndef __APPLE__
|
||||
|
||||
// I'm avoiding the use of GLEW or some extensions handler, but that
|
||||
// I'm avoiding the use of GLEW or some extensions handler, but that
|
||||
// doesn't mean you should...
|
||||
PFNGLCREATESHADERPROC glCreateShader;
|
||||
PFNGLSHADERSOURCEPROC glShaderSource;
|
||||
@@ -61,35 +61,33 @@ namespace shader
|
||||
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
|
||||
glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
|
||||
|
||||
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
|
||||
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
|
||||
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
|
||||
glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
|
||||
glUseProgram;
|
||||
}
|
||||
|
||||
#endif
|
||||
#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 };
|
||||
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
|
||||
// Check vertex shader for errors
|
||||
GLint shaderCompiled = GL_FALSE;
|
||||
glGetShaderiv( result, GL_COMPILE_STATUS, &shaderCompiled );
|
||||
if (shaderCompiled != GL_TRUE)
|
||||
{
|
||||
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);
|
||||
if (logLength > 0) {
|
||||
GLchar* log = (GLchar*)malloc(logLength);
|
||||
glGetShaderInfoLog(result, logLength, &logLength, log);
|
||||
std::cout << "Shader compile log:" << log << std::endl;
|
||||
free(log);
|
||||
@@ -100,18 +98,16 @@ namespace shader
|
||||
return result;
|
||||
}
|
||||
|
||||
GLuint compileProgram(const char* vertexShaderSource, const char* fragmentShaderSource)
|
||||
{
|
||||
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);
|
||||
fragShaderId = compileShader(fragmentShaderSource ? fragmentShaderSource : vertexShaderSource, GL_FRAGMENT_SHADER);
|
||||
|
||||
if(vtxShaderId && fragShaderId)
|
||||
{
|
||||
if (vtxShaderId && fragShaderId) {
|
||||
// Associate shader with program
|
||||
glAttachShader(programId, vtxShaderId);
|
||||
glAttachShader(programId, fragShaderId);
|
||||
@@ -121,12 +117,12 @@ namespace shader
|
||||
// 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));
|
||||
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;
|
||||
std::cout << "Prog Info Log: " << std::endl
|
||||
<< log << std::endl;
|
||||
free(log);
|
||||
}
|
||||
}
|
||||
@@ -135,8 +131,7 @@ namespace shader
|
||||
return programId;
|
||||
}
|
||||
|
||||
const bool init(SDL_Window* win, SDL_Texture* backBuffer, const char* vertexShader, const char* fragmentShader)
|
||||
{
|
||||
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;
|
||||
@@ -150,16 +145,15 @@ namespace shader
|
||||
nose = SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, -1);
|
||||
printf("texture target number: %i\n", nose);
|
||||
|
||||
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;
|
||||
exit(1);
|
||||
}
|
||||
|
||||
const char * renderer_name = SDL_GetRendererName(renderer);
|
||||
const char* renderer_name = SDL_GetRendererName(renderer);
|
||||
printf("rendererInfo.name: %s\n", renderer_name);
|
||||
|
||||
if(!strncmp(renderer_name, "opengl", 6)) {
|
||||
if (!strncmp(renderer_name, "opengl", 6)) {
|
||||
#ifndef __APPLE__
|
||||
if (!initGLExtensions()) {
|
||||
std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
|
||||
@@ -178,21 +172,18 @@ namespace shader
|
||||
return true;
|
||||
}
|
||||
|
||||
unsigned char pixels[512*240*4];
|
||||
unsigned char pixels[512 * 240 * 4];
|
||||
|
||||
void render()
|
||||
{
|
||||
void render() {
|
||||
SDL_FlushRenderer(renderer);
|
||||
SDL_SetRenderTarget(renderer, NULL);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_FlushRenderer(renderer);
|
||||
|
||||
if (usingOpenGL)
|
||||
{
|
||||
if (usingOpenGL) {
|
||||
GLint oldProgramId;
|
||||
if (programId != 0)
|
||||
{
|
||||
if (programId != 0) {
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgramId);
|
||||
glUseProgram(programId);
|
||||
}
|
||||
@@ -200,22 +191,22 @@ namespace shader
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, 1);
|
||||
//glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, pixels);
|
||||
//if (glGetError()) { printf("GLGETERROR!\n"); exit(1);}
|
||||
//GLint param;
|
||||
//glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, ¶m);
|
||||
//printf("tex width: %i\n", param);
|
||||
// glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, pixels);
|
||||
// if (glGetError()) { printf("GLGETERROR!\n"); exit(1);}
|
||||
// GLint param;
|
||||
// glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, ¶m);
|
||||
// printf("tex width: %i\n", param);
|
||||
glViewport(0, 0, win_size.x, win_size.y);
|
||||
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord2f(0.0f, 0.0f);
|
||||
glVertex2f(0.0f, 0.0f);
|
||||
glTexCoord2f(1.0f, 0.0f);
|
||||
glVertex2f(tex_size.x, 0.0f);
|
||||
glTexCoord2f(0.0f, 1.0f);
|
||||
glVertex2f(0.0f, tex_size.y);
|
||||
glTexCoord2f(1.0f, 1.0f);
|
||||
glVertex2f(tex_size.x, tex_size.y);
|
||||
glTexCoord2f(0.0f, 0.0f);
|
||||
glVertex2f(0.0f, 0.0f);
|
||||
glTexCoord2f(1.0f, 0.0f);
|
||||
glVertex2f(tex_size.x, 0.0f);
|
||||
glTexCoord2f(0.0f, 1.0f);
|
||||
glVertex2f(0.0f, tex_size.y);
|
||||
glTexCoord2f(1.0f, 1.0f);
|
||||
glVertex2f(tex_size.x, tex_size.y);
|
||||
glEnd();
|
||||
|
||||
SDL_GL_SwapWindow(win);
|
||||
@@ -226,6 +217,9 @@ namespace shader
|
||||
SDL_RenderTexture(renderer, backBuffer, NULL, NULL);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
if (glGetError()) { printf("GLERROR!\n"); exit(1); }
|
||||
if (glGetError()) {
|
||||
printf("GLERROR!\n");
|
||||
exit(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace shader
|
||||
|
||||
Reference in New Issue
Block a user