munte un codi que ha fet copilot i que ni compila

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2026-03-24 15:49:38 +01:00
parent 2a04f5161f
commit 0beeeceb5d
3 changed files with 164 additions and 0 deletions

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#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_gpu.h>
#include <cmath>
#include <array>
#include <memory>
class PixelApp {
public:
static constexpr int WIDTH = 160;
static constexpr int HEIGHT = 160;
static constexpr int SIZE = WIDTH * HEIGHT;
static constexpr int ZOOM = 4;
PixelApp() = default;
~PixelApp() { cleanup(); }
bool init() {
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GPU))
return false;
window.reset(SDL_CreateWindow("pixels (GPU)", WIDTH * ZOOM, HEIGHT * ZOOM, SDL_WINDOW_RESIZABLE));
if (!window) return false;
device.reset(SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV));
if (!device) return false;
if (!SDL_ClaimWindowForGPUDevice(device.get(), window.get()))
return false;
// Crear textura GPU donde escribiremos los píxeles
SDL_GPUTextureCreateInfo info{};
info.type = SDL_GPU_TEXTURETYPE_2D;
info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
info.width = WIDTH;
info.height = HEIGHT;
info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLED | SDL_GPU_TEXTUREUSAGE_COPY_SRC | SDL_GPU_TEXTUREUSAGE_COPY_DST;
texture.reset(SDL_CreateGPUTexture(device.get(), &info));
if (!texture) return false;
palette = { 0xFF000000, 0xFFFFFFFF };
surface.fill(0);
return true;
}
void handleEvent(const SDL_Event& e, SDL_AppResult& result) {
if (e.type == SDL_EVENT_QUIT ||
(e.type == SDL_EVENT_KEY_DOWN && e.key.key == SDLK_ESCAPE))
{
result = SDL_APP_SUCCESS;
}
}
void update() {
// --- 1. Generar efecto en CPU ---
surface.fill(0);
float time = SDL_GetTicks() / 1000.0f;
int rad = 96;
int dx = (WIDTH - rad * 2) / 2;
int dy = (HEIGHT - rad * 2) / 2;
for (int j = -rad; j <= rad; j += 3) {
for (int i = -rad; i <= rad; i += 2) {
float dist = std::sqrt(float(i * i + j * j));
float z = std::cos((dist / 40 - time) * M_PI * 2) * 6;
int X = rad + i + dx;
int Y = rad + j - z + dy;
if (X >= 0 && X < WIDTH && Y >= 0 && Y < HEIGHT)
surface[X + Y * WIDTH] = 1;
}
}
// --- 2. Mapear textura GPU ---
SDL_GPUTextureRegion region{};
region.texture = texture.get();
region.w = WIDTH;
region.h = HEIGHT;
void* mapped = nullptr;
uint32_t pitch = 0;
if (!SDL_MapGPUTexture(device.get(), &region, &mapped, &pitch))
return;
// --- 3. Copiar píxeles CPU → GPU ---
Uint32* dst = reinterpret_cast<Uint32*>(mapped);
uint32_t rowPixels = pitch / sizeof(Uint32);
for (int y = 0; y < HEIGHT; ++y) {
for (int x = 0; x < WIDTH; ++x) {
dst[x + y * rowPixels] = palette[surface[x + y * WIDTH]];
}
}
SDL_UnmapGPUTexture(device.get(), &region);
// --- 4. Renderizar textura en pantalla ---
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device.get());
if (!cmd) return;
SDL_GPUCopyPass* pass = SDL_BeginGPUCopyPass(cmd);
SDL_GPUBlitInfo blit{};
blit.source.texture = texture.get();
blit.source.w = WIDTH;
blit.source.h = HEIGHT;
blit.destination.x = 0;
blit.destination.y = 0;
blit.destination.w = WIDTH * ZOOM;
blit.destination.h = HEIGHT * ZOOM;
SDL_BlitGPUTexture(pass, &blit);
SDL_EndGPUCopyPass(pass);
SDL_SubmitGPUCommandBuffer(cmd);
}
private:
struct SDL_Deleter {
void operator()(SDL_Window* p) const { SDL_DestroyWindow(p); }
void operator()(SDL_GPUDevice* p) const { SDL_DestroyGPUDevice(p); }
void operator()(SDL_GPUTexture* p) const { SDL_DestroyGPUTexture(p); }
};
std::unique_ptr<SDL_Window, SDL_Deleter> window;
std::unique_ptr<SDL_GPUDevice, SDL_Deleter> device;
std::unique_ptr<SDL_GPUTexture, SDL_Deleter> texture;
std::array<Uint8, SIZE> surface;
std::array<Uint32, 2> palette;
void cleanup() {
texture.reset();
device.reset();
window.reset();
SDL_Quit();
}
};
static PixelApp app;
SDL_AppResult SDL_AppInit(void**, int, char**) {
return app.init() ? SDL_APP_CONTINUE : SDL_APP_FAILURE;
}
SDL_AppResult SDL_AppEvent(void*, SDL_Event* e) {
SDL_AppResult result = SDL_APP_CONTINUE;
app.handleEvent(*e, result);
return result;
}
SDL_AppResult SDL_AppIterate(void*) {
app.update();
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void*, SDL_AppResult) {
// RAII limpia todo
}