munte un codi que ha fet copilot i que ni compila
This commit is contained in:
164
source/demo1_3_callbacks_raii_sdlgpu.cpp
Normal file
164
source/demo1_3_callbacks_raii_sdlgpu.cpp
Normal file
@@ -0,0 +1,164 @@
|
||||
#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(), ®ion, &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(), ®ion);
|
||||
|
||||
// --- 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
|
||||
}
|
||||
Reference in New Issue
Block a user