- [WIP] Fase 3 en process

This commit is contained in:
2026-04-16 13:49:03 +02:00
parent 884df104bd
commit 52d2fcf0d3
16 changed files with 516 additions and 250 deletions

View File

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#if BACKEND == SDL3
#include "backends/backend.h"
#include "state.h"
#include "mini/win/win.h"
#include "mini/surf/surf.h"
#include "mini/pal/pal.h"
#include "mini/shader/shader.h"
namespace backend
{
namespace video
{
SDL_Window *window { nullptr };
SDL_Renderer *renderer { nullptr };
SDL_Texture *tex_back { nullptr };
SDL_Texture *tex_shader { nullptr };
void init() {
const auto &title = mini::win::state.title;
const auto &width = mini::win::state.width;
const auto &height = mini::win::state.height;
auto &zoom = mini::win::state.zoom;
// Ajustar el zoom a un valor vàlid
if (zoom <= 0) zoom = 1;
const SDL_DisplayMode *dm = SDL_GetDesktopDisplayMode(SDL_GetPrimaryDisplay());
while ( width * zoom > dm->w || height * zoom > dm->h) zoom--;
// Crear SDL_Window i SDL_Renderer
window = SDL_CreateWindow(title, width*zoom, height*zoom, SDL_WINDOW_OPENGL|(mini::win::state.fullscreen?SDL_WINDOW_FULLSCREEN:0));
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
renderer = SDL_CreateRenderer(window, NULL);
// Mostrar o ocultar el cursor
if (mini::win::state.cursor) SDL_ShowCursor(); else SDL_HideCursor();
// Crear textura backbuffer
tex_back = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, width, height);
SDL_SetTextureScaleMode(tex_back, SDL_SCALEMODE_NEAREST);
// Crear textura shaders i inicialitzar shaders
tex_shader = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width*zoom, height*zoom);
SDL_SetTextureScaleMode(tex_shader, SDL_SCALEMODE_NEAREST);
mini::shader::init(window, tex_shader, nullptr);
// [TODO]
//log_msg(LOG_OK, "Graphics subsystem initialized\n");
}
void quit() {
SDL_DestroyTexture(tex_shader);
SDL_DestroyTexture(tex_back);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
}
void render() {
// Render frame
SDL_SetRenderTarget(renderer, tex_shader);
//SDL_SetRenderDrawColor(win::state.renderer, 0, 0, 0, 255);
//SDL_RenderClear(win::state.renderer);
uint32_t *pixels;
int pitch;
SDL_LockTexture(tex_back, NULL, (void**)&pixels, &pitch);
for (uint32_t i=0;i<mini::surf::state.screen_surface->size;++i) pixels[i] = mini::pal::palette[mini::surf::state.screen_surface->p[i]];
SDL_UnlockTexture(tex_back);
SDL_RenderTexture(renderer, tex_back, NULL, NULL); //NEW
mini::shader::render();
//SDL_RenderTexture(mini_ren, mini_bak, NULL, NULL);
//SDL_RenderPresent(mini_ren);
}
void raise_window() {
SDL_RaiseWindow(window);
}
void cursor(const bool value) {
if (value) SDL_ShowCursor(); else SDL_HideCursor();
}
}
}
#endif