forked from jaildesigner-jailgames/jaildoctors_dilemma
248 lines
8.7 KiB
C++
248 lines
8.7 KiB
C++
#include "jail_shader.h"
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#include <SDL2/SDL_rect.h> // para SDL_Point
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#include <stdlib.h> // para NULL, free, malloc, exit
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#include <string.h> // para strncmp
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#include <iostream> // para basic_ostream, char_traits, operator<<
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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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#endif
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namespace shader
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{
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SDL_Window *win = nullptr;
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SDL_Renderer *renderer = nullptr;
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GLuint programId = 0;
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SDL_Texture *backBuffer = nullptr;
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SDL_Point win_size = {320 * 4, 256 * 4};
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SDL_Point tex_size = {320, 256};
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bool usingOpenGL;
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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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{
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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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{
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// Create ID for shader
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GLuint result = glCreateShader(shaderType);
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// Add define depending on shader type
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const char *sources[2] = {shaderType == GL_VERTEX_SHADER ? "#define VERTEX\n" : "#define FRAGMENT\n", source};
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// Define shader text
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glShaderSource(result, 2, sources, 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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{
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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 *vertexShaderSource, const char *fragmentShaderSource)
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{
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GLuint programId = 0;
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GLuint vtxShaderId, fragShaderId;
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programId = glCreateProgram();
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vtxShaderId = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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fragShaderId = compileShader(fragmentShaderSource ? fragmentShaderSource : vertexShaderSource, GL_FRAGMENT_SHADER);
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if (vtxShaderId && fragShaderId)
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{
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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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{
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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
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<< 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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{
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glDeleteShader(vtxShaderId);
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}
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if (fragShaderId)
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{
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glDeleteShader(fragShaderId);
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}
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return programId;
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}
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const bool init(SDL_Window *win, SDL_Texture *backBuffer, const char *vertexShader, const char *fragmentShader)
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{
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shader::win = win;
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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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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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if (!strncmp(rendererInfo.name, "opengl", 6))
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{
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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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{
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std::cout << "WARNING: No s'han pogut inicialitzar les extensions d'OpenGL!" << std::endl;
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usingOpenGL = false;
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return false;
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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(vertexShader, fragmentShader);
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// std::cout << "programId = " << programId << std::endl;
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}
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else
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{
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std::cout << "WARNING: El driver del renderer no es OpenGL." << std::endl;
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usingOpenGL = false;
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return false;
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}
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usingOpenGL = true;
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return true;
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}
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void render()
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{
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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_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderClear(renderer);
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if (usingOpenGL)
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{
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SDL_GL_BindTexture(backBuffer, NULL, NULL);
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if (programId != 0)
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{
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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 = tex_size.x;
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maxy = tex_size.y;
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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_size.x, win_size.y);
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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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{
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glUseProgram(oldProgramId);
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}
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}
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else
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{
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SDL_RenderCopy(renderer, backBuffer, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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}
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} |